Lumbering Satyr
Mercadian Masques — uncommon
Creature — Satyr Beast
Lumbering Satyr rulings:
There are no rulings for Lumbering Satyr.
Mercadian Masques — uncommon
Creature — Satyr Beast
Lumbering Satyr rulings:
There are no rulings for Lumbering Satyr.
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All creatures have vigilance.
At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals damage to the player equal to the number of creatures tapped this way.
Creature — Avatar (8/8)
All creatures have double strike and attack each combat if able.
Sorcery
Any player may have Breaking Point deal 6 damage to them. If no one does, destroy all creatures. Creatures destroyed this way can't be regenerated.
Enchantment
Creatures with forestwalk can be blocked as though they didn't have forestwalk.
Sorcery
All creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
Cycling (, Discard this card: Draw a card.)
When you cycle Dirge of Dread, you may have target creature gain fear until end of turn.
Legendary Creature — Elf Warrior (2/2)
Other Elf creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.)
Other Elves have shroud. (They can't be the targets of spells or abilities.)
Legendary Planeswalker — Elspeth
+1: Create three 1/1 white Soldier creature tokens.
?3: Destroy all creatures with power 4 or greater.
?7: You get an emblem with "Creatures you control get +2/+2 and have flying."
Creature — Elf (2/2)
Other Elf creatures get +1/+1 and have forestwalk. (They can't be blocked as long as defending player controls a Forest.)
Enchantment
Wall creatures you control get +1/+0 and have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
All creatures get -2/-2 until end of turn. If you have the city's blessing, instead only creatures your opponents control get -2/-2 until end of turn.
Enchantment
Green creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.)
Enchantment
All creatures lose all abilities and have base power and toughness 1/1.
Legendary Creature — Human Druid (4/3)
First strike
Creatures with plainswalk can be blocked as though they didn't have plainswalk.
Creatures with forestwalk can be blocked as though they didn't have forestwalk.
Creature — Human Wizard (2/6)
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay ."
Enchantment
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay ."
Enchantment
Wall creatures can attack as though they didn't have defender.
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