Creature — Nightmare Fish Beast (6/1)
Flying
When Wormfang Manta enters the battlefield, you skip your next turn.
When Wormfang Manta leaves the battlefield, you take an extra turn after this one.
Creature — Bird (2/4)
Flying
When Yanling's Harbinger enters the battlefield, you may search your library and/or graveyard for a card named Mu Yanling, Celestial Wind, reveal it, and put it into your hand. If you search your library this way, shuffle.
Legendary Creature — Djinn (5/6)
You may pay and tap an untapped artifact you control rather than pay this spell's mana cost.
Flying
Creature — Djinn (5/6)
Flying
Zanam Djinn gets -2/-2 as long as blue is the most common color among all permanents or is tied for most common.
Creature — Illusion (3/4)
Flying
Shroud (This creature can't be the target of spells or abilities.)
Creature — Human Elf Shaman (3/4)
Psionic Spells — When Aberrant Mind Sorcerer enters the battlefield, choose target instant or sorcery card in your graveyard, then roll a d20.
1—9 | You may put that card on top of your library.
10—20 | Return that card to your hand.
Creature — Human Wizard (3/2)
This spell costs less to cast if you control a Wizard.
When Academy Journeymage enters the battlefield, return target creature an opponent controls to its owner's hand.
Creature — Avatar (0/0)
Aeon Chronicler's power and toughness are each equal to the number of cards in your hand.
Suspend X—. X can't be 0.
Whenever a time counter is removed from Aeon Chronicler while it's exiled, draw a card.
Creature — Shapeshifter (4/5)
: Exile Aetherling. Return it to the battlefield under its owner's control at the beginning of the next end step.
: Aetherling can't be blocked this turn.
: Aetherling gets +1/-1 until end of turn.
: Aetherling gets -1/+1 until end of turn.
Creature — Elemental (4/4)
When Aethersnipe enters the battlefield, return target nonland permanent to its owner's hand.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
Creature — Human Rogue (2/3)
When Agent of Treachery enters the battlefield, gain control of target permanent.
At the beginning of your end step, if you control three or more permanents you don't own, draw three cards.
Legendary Creature — Human Spellshaper (3/3)
, , Discard two cards: Return X target creatures to their owners' hands.
Creature — Turtle (5/7)
Hexproof
Creatures your opponents control attack each combat if able.
Creature — Human Wizard (3/3)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile an instant or sorcery card you drafted that isn't in your deck.
When Arcane Savant enters the battlefield, copy a card you exiled with cards named Arcane Savant. You may cast the copy without paying its mana cost.
Legendary Creature — Wizard (3/4)
: Draw three cards.
: Return Arcanis the Omnipotent to its owner's hand.
Creature — Leviathan (7/7)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.
Creature — Human Pirate (5/4)
Armored Galleon can't attack unless defending player controls an Island.
Creature — Nightmare (3/5)
: Ashiok's Skulker can't be blocked this turn.
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