Ondu Cleric
Zendikar — common
Creature — Kor Cleric Ally
Sets Ondu Cleric has been printed in:
Zendikar — common
Creature — Kor Cleric Ally
Sets Ondu Cleric has been printed in:
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Buy now! ▶Creature — Human Soldier Ally (1/1)
First strike, vigilance
Whenever Kazandu Blademaster or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Kazandu Blademaster.
Creature — Human Cleric Ally (2/3)
Whenever Kabira Evangel or another Ally enters the battlefield under your control, you may choose a color. If you do, Allies you control gain protection from the chosen color until end of turn.
Creature — Ogre Shaman Ally (3/2)
Whenever Hagra Diabolist or another Ally enters the battlefield under your control, you may have target player lose life equal to the number of Allies you control.
Creature — Human Berserker Ally (2/1)
Whenever Highland Berserker or another Ally enters the battlefield under your control, you may have Ally creatures you control gain first strike until end of turn.
Creature — Kor Soldier Ally (0/3)
Defender
Whenever Makindi Shieldmate or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Makindi Shieldmate.
Creature — Human Warrior Ally (1/1)
Whenever Oran-Rief Survivalist or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Oran-Rief Survivalist.
Creature — Human Rogue Ally (2/2)
Whenever Bala Ged Thief or another Ally enters the battlefield under your control, target player reveals a number of cards from their hand equal to the number of Allies you control. You choose one of them. That player discards that card.
Creature — Human Shaman Ally (3/2)
Whenever Murasa Pyromancer or another Ally enters the battlefield under your control, you may have Murasa Pyromancer deal damage to target creature equal to the number of Allies you control.
Creature — Elf Archer Ally (1/2)
Whenever Tajuru Archer or another Ally enters the battlefield under your control, you may have Tajuru Archer deal damage to target creature with flying equal to the number of Allies you control.
Creature — Kor Soldier (2/2)
Kicker (You may pay an additional as you cast this spell.)
Flying
When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn.
Creature — Kor Soldier (2/2)
When Kor Outfitter enters the battlefield, you may attach target Equipment you control to target creature you control.
Creature — Kor Soldier (2/3)
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand.
Creature — Kor Soldier (2/2)
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
Creature — Kor Scout (2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
Creature — Vampire Shaman (1/1)
Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life.
Creature — Vampire Spirit (2/1)
Bloodghast can't block.
Bloodghast has haste as long as an opponent has 10 or less life.
Landfall — Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield.
Creature — Elf Rogue Bard Ally (1/4)
Whenever Joraga Bard or another Ally enters the battlefield under your control, you may have Ally creatures you control gain vigilance until end of turn.
Creature — Merfolk Wizard Ally (2/3)
Whenever Seascape Aerialist or another Ally enters the battlefield under your control, you may have Ally creatures you control gain flying until end of turn.
Creature — Surrakar (2/1)
Landfall — Whenever a land enters the battlefield under your control, Surrakar Marauder gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Creature — Angel (3/3)
Flying
Landfall — Whenever a land enters the battlefield under your control, you may create a 1/1 white Bird creature token with flying.
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