Creature — Serpent (5/5)
Defender
Landfall — Whenever a land enters the battlefield under your control, Shoal Serpent loses defender until end of turn.
Creature — Djinn (4/3)
Flying
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn.
Creature — Human Wizard (2/2)
, : Target creature gains protection from the color of your choice until end of turn.
, : Target player loses 2 life and you gain 2 life.
Creature — Merfolk (1/2)
When Tidal Courier enters the battlefield, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on the bottom of your library in any order.
: Tidal Courier gains flying until end of turn.
Creature — Elemental Minion (4/4)
Defender (This creature can't attack.)
: Tidewater Minion loses defender until end of turn.
: Untap target permanent.
Creature — Merfolk Wizard (3/3)
Constellation — Whenever an enchantment enters the battlefield under your control, Triton Waverider gains flying until end of turn.
Creature — Shapeshifter (1/4)
Changeling (This card is every creature type.)
: Switch Turtleshell Changeling's power and toughness until end of turn.
Creature — Merfolk Wizard // Land (4/3)
Whenever you cast an instant, sorcery, or Wizard spell, Umara Wizard gains flying until end of turn.
Umara Skyfalls
Umara Skyfalls enters the battlefield tapped.
: Add .
Creature — Vedalken Wizard (3/4)
Metalcraft — Whenever Vedalken Humiliator attacks, if you control three or more artifacts, creatures your opponents control lose all abilities and have base power and toughness 1/1 until end of turn.
Creature — Drake (3/3)
Multikicker (You may pay an additional any number of times as you cast this spell.)
Flying
When Voyager Drake enters the battlefield, up to X target creatures gain flying until end of turn, where X is the number of times Voyager Drake was kicked.
Creature — Human Wizard Mutant (3/4)
Whenever a player cycles a card, Warped Researcher gains flying and shroud until end of turn. (It can't be the target of spells or abilities.)
Creature — Merfolk Wizard (3/3)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn.
Creature — Human Artificer (3/3)
Whenever an artifact enters the battlefield under your control, Weldfast Wingsmith gains flying until end of turn.
Creature — Bird Wizard (4/3)
Flying
Cycling (, Discard this card: Draw a card.)
When you cycle Windcaller Aven, target creature gains flying until end of turn.
Creature — Bird Wizard (2/2)
Flying
Whenever you cycle or discard a card, target creature gains flying until end of turn.
Creature — Goblin Warrior (1/1)
Sacrifice a land: Akki Avalanchers gets +2/+0 until end of turn. Activate only once each turn.
Creature — Avatar (5/4)
Flying
Whenever All-Seeing Arbiter enters the battlefield or attacks, draw two cards, then discard a card.
Whenever you discard a card, target creature an opponent controls gets -X/-0 until your next turn, where X is the number of different mana values among cards in your graveyard.
Legendary Creature — God // Legendary Creature — Bird (1/1)
Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile.
At the beginning of your end step, choose a card type, then reveal the top two cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
Hakka, Whispering Raven
Flying
Whenever Hakka, Whispering Raven deals combat damage to a player, return it to its owner's hand, then scry 2.
Creature — Salamander Pirate (3/3)
When Amphin Mutineer enters the battlefield, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
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.)
Creature — Angel Mercenary (4/4)
Flying, vigilance
Whenever Angelic Sell-Sword or another nontoken creature enters the battlefield under your control, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever Angelic Sell-Sword attacks, if its power is 6 or greater, draw a card.
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