Creature — Beast (4/6)
Whenever Fangren Pathcutter attacks, attacking creatures gain trample until end of turn.
Creature — Beast (3/3)
Amplify 2 (As this creature enters the battlefield, put two +1/+1 counters on it for each Beast card you reveal in your hand.)
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
Creature — Spirit (3/3)
Whenever you cast a Spirit or Arcane spell, regenerate Fiddlehead Kami.
Creature — Elf Salamander Rogue (7/4)
Fin-Clade Fugitives can't be blocked by creatures with power 2 or less.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Legendary Creature — Dragon (3/3)
Flying, haste
Whenever one or more Dragons you control attack an opponent, goad target creature that player controls.
Whenever a creature deals combat damage to one of your opponents, if that creature had to attack this combat, you put a +1/+1 counter on Firkraag, Cunning Instigator and you draw a card.
Creature — Wolf Spirit (6/6)
When Flourishing Hunter enters the battlefield, you gain life equal to the greatest toughness among other creatures you control.
Creature — Dragon (4/5)
Flying
When Foe-Razer Regent enters the battlefield, you may have it fight target creature you don't control.
Whenever a creature you control fights, put two +1/+1 counters on it at the beginning of the next end step.
Creature — Fungus Beast (6/4)
Trample
Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card.
Creature — Centaur Soldier (4/5)
Whenever Gaea's Courser attacks, if there are three or more creature cards in your graveyard, draw a card.
Creature — Elk Beast (5/4)
Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.
Legendary Creature — Hydra (8/7)
Vigilance
Hydra spells you cast cost less to cast.
Whenever a creature you control becomes the target of a spell, Gargos, Vicious Watcher fights up to one target creature you don't control.
Creature — Human Warrior (3/5)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Geist Trappers is paired with another creature, both creatures have reach.
Creature — Elf Druid (3/3)
Whenever you cast a Druid spell, you may draw a card.
Tap seven untapped Druids you control: Gain control of all lands target player controls.
Creature — Beast (4/4)
Whenever a player casts a blue spell, Glade Gnarr gets +2/+2 until end of turn.
Creature — Ooze (3/3)
, Sacrifice another creature: Put a +1/+1 counter on Gobbling Ooze.
Legendary Creature — Zombie God (5/5)
Deathtouch
When God-Eternal Rhonas enters the battlefield, double the power of each other creature you control until end of turn. Those creatures gain vigilance until end of turn.
When God-Eternal Rhonas dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Creature — Ape Berserker (2/3)
Trample; rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)
Gorilla Berserkers can't be blocked except by three or more creatures.
Legendary Creature — Elemental (0/0)
Protection from planeswalkers and from Wizards
Greensleeves, Maro-Sorcerer's power and toughness are each equal to the number of lands you control.
Landfall — Whenever a land enters the battlefield under your control, create a 3/3 green Badger creature token.
Creature — Beast (3/3)
Whenever Groffskithur becomes blocked, you may return target card named Groffskithur from your graveyard to your hand.
Legendary Creature — Ape Warrior (5/5)
Kicker (You may pay an additional as you cast this spell.)
If Grunn, the Lonely King was kicked, it enters the battlefield with five +1/+1 counters on it.
Whenever Grunn attacks alone, double its power and toughness until end of turn.
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