Creature — Shapeshifter (3/3)
: Brightling gains vigilance until end of turn.
: Brightling gains lifelink until end of turn.
: Return Brightling to its owner's hand.
: Brightling gets +1/-1 or -1/+1 until end of turn.
Creature — Bird Cleric (2/3)
Flying
At the beginning of combat on your turn, target creature you control gets +1/+0 and gains vigilance until end of turn.
Creature — Human Citizen (1/1)
When Inside Source enters the battlefield, create a 2/2 white and blue Detective creature token.
, : Target Detective you control gets +2/+0 and gains vigilance until end of turn. Activate only as a sorcery.
Creature — Human Soldier (2/2)
Other white creatures you control get +1/+1.
, : Another target white creature you control gains vigilance until end of turn. (Attacking doesn't cause it to tap.)
Creature — Human Knight (2/2)
: Prevent the next 1 damage that would be dealt to any target this turn.
, : Target creature gains vigilance until end of turn.
Creature — Human Knight (3/3)
Whenever another Knight enters the battlefield under your control, Zhalfirin Lancer gets +1/+1 and gains vigilance until end of turn.
Creature — Elf Warrior Shaman (2/4)
Whenever you cast a green spell, Safehold Duo gets +1/+1 until end of turn.
Whenever you cast a white spell, Safehold Duo gains vigilance until end of turn.
Creature — Angel (4/3)
Flying
: Seraph of the Scales gains vigilance until end of turn.
: Seraph of the Scales gains deathtouch until end of turn.
Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
Legendary Creature — Dryad (4/4)
: Target creature gains deathtouch until end of turn.
: Target creature gains vigilance until end of turn.
: Target creature gains double strike until end of turn.
Creature — Human Knight (2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
: Zhalfirin Knight gains first strike until end of turn.
Creature — Kor Soldier (2/2)
Vigilance
, Sacrifice Cliffside Rescuer: Target permanent you control gains protection from each of your opponents until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.)
Legendary Creature — Human Noble (2/4)
At the beginning of combat on your turn, target creature gains your choice of first strike or vigilance until end of turn. If that creature is equipped, it gains first strike and vigilance until end of turn instead.
Equip abilities you activate cost less to activate.
Creature — Kithkin Soldier (2/2)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Kithkin Zephyrnaut, you may reveal it. If you do, Kithkin Zephyrnaut gets +2/+2 and gains flying and vigilance until end of turn.
Legendary Artifact Creature — Synth Knight (3/3)
Vigilance, lifelink
Exile Paladin Danse, Steel Maverick: Each creature you control that's an artifact or Human gains indestructible until end of turn.
Creature — Angel (3/3)
Flying
At the beginning of each end step, if you gained 5 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance.
: Until end of turn, Resplendent Angel gets +2/+2 and gains lifelink.
Creature — Human Knight (2/2)
Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.)
Vigilance
Creature — Pegasus (2/3)
Flying
: Sunmane Pegasus gains vigilance and lifelink until end of turn.
Legendary Creature — Human Soldier (3/3)
Vigilance
Whenever Taranika, Akroan Veteran attacks, untap another target creature you control. Until end of turn, that creature has base power and toughness 4/4 and gains indestructible.
Creature — Kor Wizard (2/2)
Vigilance
Whenever Thunderous Orator attacks, it gains flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, deathtouch, indestructible, lifelink, menace, and trample.
Creature — Vampire Soldier (1/1)
As long as Adanto Vanguard is attacking, it gets +2/+0.
Pay 4 life: Adanto Vanguard gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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