Silkguard
Neon Dynasty Commander — rare
Instant
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Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Kicker (You may pay an additional as you cast this spell.)
Target creature you control gets +2/+2 until end of turn. If this spell was kicked, put a +1/+1 counter on each creature you control.
Instant
Target creature you control gains hexproof until end of turn. Remove all -1/-1 counters from it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Instant
Spree (Choose one or more additional costs.)
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
Instant
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant
Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."
Instant
Put a +1/+1 counter on target creature. That creature gains reach until end of turn.
Instant
Target creature you control gets +2/+2 and gains hexproof until end of turn.
Instant
Creatures you control gain reach until end of turn. (They can block creatures with flying.)
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Target creature you control gains hexproof until end of turn. Create a Royal Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward .)
Instant
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (A creature with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Choose one. Until end of turn, target creature you control has that base power and toughness, becomes that creature type, and gains that ability.
• 1/3 Turtle with hexproof.
• 1/5 Spider with reach.
• 3/3 Elephant with trample.
Instant
Target creature gets +2/+2 until end of turn. If you control four or more creatures, that creature gets +4/+4 until end of turn instead.
Instant
Until end of turn, target creature gets +1/+1 for each creature you control and gains reach.
Instant
Choose target creature you control and target creature you don't control. If you cast this spell during your main phase, the creature you control gets +1/+1 until end of turn. Then those creatures fight each other. (Each deals damage equal to its power to the other.)
Instant
Until end of turn, lands you control gain ": Add one mana of any color."
Instant
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target creatures. Put a +1/+1 counter on each of them.
Instant
Target creature gets +0/+5 and gains reach until end of turn. (It can block creatures with flying.)
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