Creature — Elf Shaman Ally (1/1)
: Target land you control becomes an X/X Elemental creature until end of turn, where X is the number of Allies you control. It's still a land.
Creature — Wurm (6/4)
Undergrowth — When Vigorspore Wurm enters the battlefield, target creature gains vigilance and gets +X/+X until end of turn, where X is the number of creature cards in your graveyard.
Vigorspore Wurm can't be blocked by more than one creature.
Artifact Creature — Golem (0/3)
Defender
: Until end of turn, target creature with defender gains haste, can attack as though it didn't have defender, and assigns combat damage equal to its toughness rather than its power. Activate only as a sorcery.
Creature — Human Shaman (1/1)
Whenever Wild Beastmaster attacks, each other creature you control gets +X/+X until end of turn, where X is Wild Beastmaster's power.
Creature — Elf Shaman (4/3)
: Target creature gets +5/+5 and gains trample until end of turn.
Creature — Faerie Druid (2/2)
: You may put a Faerie permanent card from your hand onto the battlefield.
: Target green creature gains protection from black until end of turn.
Creature — Elf (3/3)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When Woodcloaker is turned face up, target creature gains trample until end of turn.
Creature — Human Shaman (1/1)
: Add one mana of any color.
, : Another target creature gets +3/+3 and gains trample until end of turn.
Creature — Armadillo (0/4)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
: Armored Armadillo gets +X/+0 until end of turn, where X is its toughness.
Creature — Human Werewolf // Creature — Werewolf (4/4)
Hexproof
At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Hollowhenge Huntmaster
Hexproof
Other permanents you control have hexproof.
At the beginning of combat on your turn, put two +1/+1 counters on each creature you control.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Creature — Beast (4/4)
Landfall — Whenever a land enters the battlefield under your control, Baloth Woodcrasher gets +4/+4 and gains trample until end of turn.
Creature — Plant Hydra (6/6)
Trample
Domain — Whenever Briar Hydra deals combat damage to a player, put X +1/+1 counters on target creature you control, where X is the number of basic land types among lands you control.
Creature — Elemental (3/3)
Flash
When Briarhorn enters the battlefield, target creature gets +3/+3 until end of turn.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
Creature — Human Rogue (1/2)
Flash
When Brinebarrow Intruder enters the battlefield, target creature an opponent controls gets -2/-0 until end of turn.
Legendary Creature — Plant Druid (2/2)
Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on target creature.
: Double the number of +1/+1 counters on each creature you control.
Creature — Spirit (2/2)
Sacrifice Burr Grafter: Target creature gets +2/+2 until end of turn.
Soulshift 3 (When this creature dies, you may return target Spirit card with mana value 3 or less from your graveyard to your hand.)
Creature — Human Minion (1/1)
Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn.
Creature — Human Soldier (4/3)
Whenever Caldaia Guardian or another creature you control with mana value 4 or greater dies, create two 1/1 green and white Citizen creature tokens.
Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Creature — Human Knight (5/5)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlelit Cavalry gains trample until end of turn.
Creature — Human Cleric (1/2)
Each creature you control with a counter on it has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
: Put a +1/+1 counter on target creature that entered the battlefield this turn.
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.