Creature — Human Soldier (3/3)
Commander creatures you control get +2/+2 and have indestructible.
Creature — Human Soldier (2/2)
When Battalion Foot Soldier enters the battlefield, you may search your library for any number of cards named Battalion Foot Soldier, reveal them, put them into your hand, then shuffle.
Creature — Human Warrior (2/2)
Boast — : Creatures you control get +1/+1 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
Creature — Angel Knight (4/4)
Flying, myriad
Whenever Battle Angels of Tyr deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Creature — Bird (2/2)
Flying
When Battleflight Eagle enters the battlefield, target creature gets +2/+2 and gains flying until end of turn.
Creature — Angel (4/4)
Flying
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, it gains lifelink until end of turn.
Creature — Kithkin Cleric (3/4)
If a source would deal damage to a player, you may prevent X of that damage, where X is the number of Clerics you control.
Creature — Bird Soldier (2/2)
Flying
Threshold — As long as seven or more cards are in your graveyard, Battlewise Aven gets +1/+1 and has first strike.
Creature — Beast (2/5)
Whenever Bazaar Krovod attacks, another target attacking creature gets +0/+2 until end of turn. Untap that creature.
Creature — Human Beast Soldier (2/2)
: Beast Walkers gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Creature — Spirit (1/3)
Flying
Lure the Unwary — At the beginning of combat on your turn, choose an opponent.
Creatures attacking the last chosen player get +1/+0.
Enchantment — Saga // Enchantment Creature — Insect (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Target creature you control gets +1/+1 and gains flying until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Imperial Moth
Flying
Creature — Spirit (1/1)
Flying
Haunt (When this creature dies, exile it haunting target creature.)
When Belfry Spirit enters the battlefield or the creature it haunts dies, create two 1/1 black Bat creature tokens with flying.
Creature — Human Soldier (0/0)
Benalish Commander's power and toughness are each equal to the number of Soldiers you control.
Suspend X—. X can't be 0.
Whenever a time counter is removed from Benalish Commander while it's exiled, create a 1/1 white Soldier creature token.
Creature — Human Wizard (1/4)
Kicker (You may pay an additional as you cast this spell.)
When Benalish Emissary enters the battlefield, if it was kicked, destroy target land.
Creature — Human Soldier (1/3)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Creature — Human Knight (2/2)
Flash (You may cast this spell any time you could cast an instant.)
First strike (This creature deals combat damage before creatures without first strike.)
Creature — Human Knight (2/2)
Kicker (You may pay an additional as you cast this spell.)
If Benalish Lancer was kicked, it enters the battlefield with two +1/+1 counters on it and with first strike.
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