Creature — Archon (2/3)
Flying
Each player can't cast more than one spell each turn.
Nonbasic lands your opponents control enter the battlefield tapped.
Creature — Fox (1/1)
Arctic Foxes can't be blocked by creatures with power 2 or greater as long as defending player controls a snow land.
Creature — Kor Soldier (2/2)
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
Creature — Kor Cleric (2/3)
Whenever you gain life for the first time each turn, create a 1/1 white Cat creature token.
: Another target Cleric gains lifelink until end of turn.
Creature — Phyrexian Kor (2/2)
Flying
Whenever Attentive Skywarden deals combat damage to a player or battle, transform up to one target Incubator token you control.
Creature — Human Soldier (1/1)
Equip costs you pay cost less.
As long as Auriok Steelshaper is equipped, each creature you control that's a Soldier or a Knight gets +1/+1.
Creature — Bird Soldier (2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Aven Cloudchaser enters the battlefield, destroy target enchantment.
Creature — Bird Wizard (2/1)
Flash
Flying
If an opponent would search a library, that player searches the top four cards of that library instead.
Creature — Bird Warrior (1/1)
Flying
Double strike (This creature deals both first-strike and regular combat damage.)
Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
Creature — Dwarf Warrior (3/3)
Boast — : Untap Axgard Braggart. Put a +1/+1 counter on it. (Activate only if this creature attacked this turn and only once each turn.)
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 Wizard (2/2)
When Azorius Justiciar enters the battlefield, detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
Legendary Creature — Human Soldier (2/4)
Vigilance
Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
Creature — Human Rebel (2/2)
, : Ballista Squad deals X damage to target attacking or blocking creature.
Creature — Human Cleric (2/2)
Wind Walk — : Up to two target creatures each get +2/+2 and gain flying until end of turn.
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 — 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.
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 Knight (2/2)
Benalish Honor Guard gets +1/+0 for each legendary creature you control.
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