Cephalid Aristocrat
Torment — common
Creature — Cephalid Noble
Cephalid Aristocrat rulings:
There are no rulings for Cephalid Aristocrat.
Torment — common
Creature — Cephalid Noble
Cephalid Aristocrat rulings:
There are no rulings for Cephalid Aristocrat.
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Buy now! ▶Creature — Cephalid Wizard (1/1)
Whenever Cephalid Illusionist becomes the target of a spell or ability, mill three cards.
, : Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
Legendary Creature — Fox // Legendary Planeswalker — Lukka (2/3)
Whenever an opponent attacks one or more planeswalkers you control, put a loyalty counter on each planeswalker you control.
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Lukka, Wayward Bonder
+1: You may discard a card. If you do, draw a card. If a creature card was discarded this way, draw two cards instead.
?2: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of your next upkeep.
?7: You get an emblem with "Whenever a creature enters the battlefield under your control, it deals damage equal to its power to any target."
Creature — Treefolk (5/7)
Vigilance (Attacking doesn't cause this creature to tap.)
Whenever Warden of the Woods becomes the target of a spell or ability an opponent controls, you may draw two cards.
Creature — Beast (4/4)
Deathtouch, haste
Ward—Collect evidence 4. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player exiles cards with total mana value 4 or greater from their graveyard.)
Creature — Human Werewolf // Creature — Werewolf (6/5)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Dire-Strain Demolisher
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Legendary Creature — Elf Noble (4/4)
Whenever you scry, put a +1/+1 counter on each of up to X target creatures, where X is the number of cards looked at while scrying this way.
Whenever a creature you control with a +1/+1 counter on it becomes the target of a spell or ability an opponent controls, you may draw a card.
Land
If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped.
: Add .
: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Creature — Human Warrior (1/1)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Hamlet Vanguard enters the battlefield with two +1/+1 counters on it for each other nontoken Human you control.
Legendary Creature — Merfolk God (3/4)
Svyelun of Sea and Sky has indestructible as long as you control at least two other Merfolk.
Whenever Svyelun attacks, draw a card.
Other Merfolk you control have ward . (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Creature — Elemental Giant (3/4)
Whenever Tectonic Giant attacks or becomes the target of a spell an opponent controls, choose one —
• Tectonic Giant deals 3 damage to each opponent.
• Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Enchantment
When Treacherous Blessing enters the battlefield, draw three cards.
Whenever you cast a spell, you lose 1 life.
When Treacherous Blessing becomes the target of a spell or ability, sacrifice it.
Creature — Vampire (4/4)
Flying
Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.)
Whenever Westgate Regent deals combat damage to a player, put that many +1/+1 counters on it.
Legendary Creature — Merfolk Wizard (2/2)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Creature — Cat Angel (1/1)
Whenever Angelic Cub becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it.
As long as Angelic Cub has three or more +1/+1 counters on it, it has flying.
Creature — Angel (2/2)
Flying
Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.
Creature — Dragon Wizard (4/6)
Flying
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When Archive Dragon enters the battlefield, scry 2.
Artifact Creature — Equipment Beast (2/1)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equipped creature gets +2/+1 and has ward .
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature — Elemental Knight (4/1)
Other black creatures you control get +1/+1.
Other red creatures you control get +1/+1.
Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life.
Creature — Elephant (6/5)
Trample
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Artifact — Equipment
When Blue Ribbon enters the battlefield, ask a person outside the game which creature you control is most deserving of a blue ribbon. Attach Blue Ribbon to that creature.
Equipped creature has best in show. (Whenever another creature becomes the target of a spell or ability you control, you may copy that spell or ability. If you do, the copy targets this creature.)
Equip
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