Creature — Troll Druid // Sorcery (3/3)
Trample
As long as you control eight or more lands, Augmenter Pugilist gets +5/+5.
Echoing Equation
Choose target creature you control. Each other creature you control becomes a copy of it until end of turn, except those creatures aren't legendary.
Sorcery
A person outside the game becomes your teammate. (Choose any number of cards in your hand, on top of your library, or on the battlefield under your control. Those cards become your teammate's hand, library, and permanents, respectively.)
Sorcery
Search your library for a permanent card with the same name as target nontoken creature, put that card onto the battlefield, then shuffle.
Snow Sorcery
Distribute X +1/+1 counters among any number of creatures you control, where X is the amount of spent to cast this spell. Then draw a card for each creature you control with power 4 or greater.
Sorcery
Bolster 3. (Choose a creature with the least toughness among creatures you control and put three +1/+1 counters on it.)
Sorcery
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add .
Sorcery
Put two +1/+1 counters on target permanent.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Sorcery
Starting with you, each player may put a permanent card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Instant
Choose a creature type. Look at the top six cards of your library. You may reveal any number of cards of the chosen type from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Create X 1/1 green Saproling creature tokens, where X is the greatest power among creatures you control.
Sorcery
Exile all lands. Give each player a number of those cards chosen at random equal to the number of those cards the player controlled. Each player returns those cards to the battlefield under their control.
Battle — Siege // Sorcery
When Invasion of Alara enters the battlefield, exile cards from the top of your library until you exile two nonland cards with mana value 4 or less. You may cast one of those two cards without paying its mana cost. Put one of them into your hand. Then put the other cards exiled this way on the bottom of your library in a random order.
Awaken the Maelstrom
Awaken the Maelstrom is all colors.
Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.
Sorcery
As an additional cost to cast this spell, sacrifice a creature.
Draw cards equal to the sacrificed creature's power.
Sorcery
Look at the top three cards of your library. You may exile a nonland card from among them. If you do, it becomes plotted. Put the rest into your hand. (You may cast it as a sorcery on a later turn without paying its mana cost.)
Sorcery
Create an X/X green Ooze creature token, where X is the greatest power among creatures you control.
Sorcery
As an additional cost to cast this spell, sacrifice a green creature.
Search your library for a green creature card, put it onto the battlefield, then shuffle.
Sorcery
Green creatures you control gain forestwalk until end of turn. (They can't be blocked as long as defending player controls a Forest.)
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