Creature — Spirit (2/2)
Whenever you cast your second spell each turn, create a 1/1 white Spirit creature token with flying.
Creature — Kor Scout (2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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.)
Creature — Human Cleric (2/2)
Flash
If a nontoken creature would enter the battlefield and it wasn't cast, exile it instead.
Creature — Human Cleric (1/1)
Protection from red
: Target creature gains protection from red until end of turn.
Creature — Human Artificer (1/4)
Artifacts your opponents control enter the battlefield tapped.
, Sacrifice Dauntless Dismantler: Destroy each artifact with mana value X.
Creature — Human Soldier (2/1)
Dauntless River Marshal gets +1/+1 as long as you control an Island.
: Tap target creature.
Creature — Unicorn (3/1)
When Daybreak Charger enters the battlefield, target creature gets +2/+0 until end of turn.
Creature — Thrull (1/2)
Flash
Flying
Artifacts and creatures entering the battlefield don't cause abilities to trigger.
Creature — Human Cleric (2/2)
Whenever you cycle another card, you gain 1 life.
Cycling (, Discard this card: Draw a card.)
Creature — Human Soldier (1/1)
First strike
Whenever Dromoka Captain attacks, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Creature — Human Monk (2/2)
When Dueling Coach enters the battlefield, put a +1/+1 counter on target creature.
, : Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
Creature — Insect (0/3)
When Duskshell Crawler enters the battlefield, put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has trample.
Creature — Human Knight (2/2)
Vigilance
Whenever East-Mark Cavalier deals damage to a Goblin or Orc, destroy that creature.
Enchantment Creature — Human Samurai (2/1)
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+1 until end of turn.
Legendary Creature — Fox Cleric (2/2)
: Target permanent you control gains protection from white until end of turn.
: Target spell or permanent becomes white until end of turn.
Creature — Elf Warrior (1/1)
Whenever another Elf enters the battlefield, put a +1/+1 counter on Elvish Vanguard.
Creature — Beast (2/2)
Whenever a creature you control mutates, put a +1/+1 counter on that creature and you gain 2 life.
Creature — Human Cleric (1/1)
Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.
Artifact Creature — Phyrexian Construct (1/1)
When Filigree Vector enters the battlefield, put a +1/+1 counter on each of any number of target creatures and a charge counter on each of any number of target artifacts.
, , Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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