Creature — Donkey Wizard (3/1)
Whenever Smart Ass attacks, choose a card name. If defending player has no cards with the chosen name in their hand, they may reveal their hand. If they don't reveal their hand, Smart Ass can't be blocked this turn.
Creature — Drake (3/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Creature — Dryad (2/2)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Creature — Moonfolk Wizard (3/1)
Flying
, Return a land you control to its owner's hand: Target creature with power 2 or less can't be blocked this turn.
Creature — Spirit (2/1)
Soulsworn Spirit can't be blocked.
When Soulsworn Spirit 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 — Drake (1/1)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Sacrifice Spiketail Hatchling: Counter target spell unless its controller pays .
Creature — Cat (3/3)
Stalking Tiger can't be blocked by more than one creature.
Sorcery // Creature — Nightmare (0/0)
Target opponent mills thirteen cards.
: Put Startled Awake from your graveyard onto the battlefield transformed. Activate only as a sorcery.
Persistent Nightmare
Skulk (This creature can't be blocked by creatures with greater power.)
When Persistent Nightmare deals combat damage to a player, return it to its owner's hand.
Creature — Elf Knight (5/4)
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
Creature — Merfolk Wizard (1/1)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Merfolk spells and Wizard spells you cast cost less to cast.
Creature — Bird (1/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Creature — Merfolk Wizard (3/2)
Storm Sculptor can't be blocked.
When Storm Sculptor enters the battlefield, return a creature you control to its owner's hand.
Creature — Merfolk Scout (2/3)
: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
: Target land becomes an Island until end of turn.
Creature — Ape (5/2)
As long as you control a Mountain, Summit Apes has menace. (It can't be blocked except by two or more creatures.)
Creature — Merfolk Rogue (2/3)
Tap another untapped Rogue you control: Sure-Footed Infiltrator can't be blocked this turn.
Whenever Sure-Footed Infiltrator deals combat damage to a player, draw a card.
Creature — Horse Fish (0/5)
Surge Mare can't be blocked by green creatures.
Whenever Surge Mare deals damage to an opponent, you may draw a card. If you do, discard a card.
: Surge Mare gets +2/-2 until end of turn.
Creature — Human Rogue Werewolf // Creature — Werewolf (1/1)
Suspicious Stowaway can't be blocked.
Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Seafaring Werewolf
Seafaring Werewolf can't be blocked.
Whenever Seafaring Werewolf deals combat damage to a player, draw a card.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Creature — Nightmare Merfolk (1/4)
Swimmer in Nightmares gets +3/+0 as long as there are ten or more cards in a single graveyard.
Swimmer in Nightmares can't be blocked as long as you control an Ashiok planeswalker.
Creature — Dryad (2/2)
Each creature you control can't be blocked as long as defending player controls an artifact land.
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