Creature — Human Cleric (1/2)
Protection from black
Cycling (, Discard this card: Draw a card.)
Creature — Human Cleric (1/2)
Protection from red
Cycling (, Discard this card: Draw a card.)
Creature — Thrull (1/2)
Flash
Flying
Artifacts and creatures entering the battlefield don't cause abilities to trigger.
Creature — Human Monk (1/3)
As Dragon's Disciple enters the battlefield, you may reveal a Dragon card from your hand. If you do or if you control a Dragon, Dragon's Disciple enters the battlefield with a +1/+1 counter on it.
Dragons you control have ward . (Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Creature — Human Cleric (2/2)
Whenever you cycle another card, you gain 1 life.
Cycling (, Discard this card: Draw a card.)
Creature — Human Wizard (1/3)
Your opponents can't cast spells from anywhere other than their hands.
Creature — Spirit Soldier // Enchantment — Aura (2/2)
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Drogskol Armaments
Enchant creature
Enchanted creature gets +2/+2.
If Drogskol Armaments would be put into a graveyard from anywhere, exile it instead.
Creature — Human Soldier (3/3)
First strike
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, target creature you control gains double strike until end of turn.
Creature — Dwarf Warrior (3/1)
As long as Dwarfhold Champion is equipped, it gets +0/+2.
Creature — Human Knight (2/2)
Vigilance
Whenever East-Mark Cavalier deals damage to a Goblin or Orc, destroy that creature.
Creature — Sliver (2/2)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Other Sliver creatures you control have outlast .
Creature — Cat Monk (1/1)
When Enlightened Ascetic enters the battlefield, you may destroy target enchantment.
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 — Human Rebel (1/1)
: Tap target creature with toughness 2 or less.
Creature — Human Cleric (1/2)
All morph costs cost more. (This doesn't affect the cost to cast creature spells face down.)
Creature — Kor Cleric (2/2)
Vigilance
Expedition Healer has lifelink as long as you control another Cleric.
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