Creature — Human Soldier (2/1)
When Azorius Arrester enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Creature — Human Citizen (1/1)
When Backup Agent enters the battlefield, put a +1/+1 counter on target creature.
Creature — Human Cleric (2/2)
Wind Walk — : Up to two target creatures each get +2/+2 and gain flying until end of turn.
Legendary Creature — Human Advisor (1/3)
History Teacher — Sagas you control have read ahead. (As a Saga enters the battlefield, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Creature — Human Knight (2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Creature — Human Cleric (1/3)
Vigilance
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Creature — Human Knight (2/2)
Benalish Honor Guard gets +1/+0 for each legendary creature you control.
Creature — Human Soldier (1/2)
Lifelink
Whenever you cycle another card, you may pay . If you do, return Benalish Partisan from your graveyard to the battlefield tapped and it perpetually gets +1/+0.
Cycling
Creature — Human Warrior (2/1)
When Beskir Shieldmate dies, create a 1/1 white Human Warrior creature token.
Creature — Zombie (2/2)
Whenever another Zombie enters the battlefield under your control, you may tap target artifact or creature.
Creature — Human Cleric (1/4)
Whenever an Angel enters the battlefield under your control, you gain 4 life.
Whenever an Angel you control dies, create a 1/1 white Spirit creature token with flying.
Creature — Phyrexian Soldier (3/1)
Bladed Ambassador enters the battlefield with an oil counter on it.
, Remove an oil counter from Bladed Ambassador: Bladed Ambassador gains indestructible until end of turn.
Creature — Human Artificer (1/3)
Metalcraft — : You get (an energy counter). Activate only if you control three or more artifacts.
Whenever you get one or more during your turn, creatures you control get +1/+1 until end of turn.
Creature — Human Warlock (2/2)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlegrove Witch gains flying until end of turn.
Creature — Unicorn (1/2)
, , Sacrifice Capashen Unicorn: Destroy target artifact or enchantment.
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