Instant
Target creature or planeswalker an opponent controls phases out. If that permanent is black, exile it instead. (If it phases out, treat it and anything attached to it as though they don't exist until its controller's next turn.)
Instant
Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land. It must be blocked this turn if able.
Instant
Target blocking or blocked creature you control get +1/+1 and gains first strike until end of turn. If it has a hat, it gains double strike until end of turn. If you and that creature each have a hat, the creature gains triple strike until end of turn.
Instant
All lands gain shroud until end of turn. (They can't be the targets of spells or abilities.)
Draw a card.
Instant
Transform up to one target Werewolf you control. Creatures you control gain trample until end of turn.
Instant
Choose one —
• Rouse the Party — Creatures you control get +1/+1 until end of turn.
• Set Off Traps — This spell deals 5 damage to target attacking creature.
Instant
Target creature gets +2/+1 until end of turn. If it's legendary, it also gains lifelink until end of turn.
Instant
Target creature gets +2/+0 until end of turn. Regenerate it. You lose 2 life.
Instant
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or both —
• Target creature gets +3/+0 until end of turn.
• Target creature gains first strike until end of turn.
Instant
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or both —
• Target creature gets +1/+1 until end of turn.
• Target creature gets -1/-1 until end of turn.
Instant — Arcane
As an additional cost to cast this spell, you may sacrifice any number of Spirits.
Target creature gets +3/+0 until end of turn. For each Spirit sacrificed this way, that creature gets an additional +3/+0 until end of turn.
Instant
You may sacrifice a Mountain rather than pay this spell's mana cost.
Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control.
Instant
Choose one —
• Target creature gains haste until end of turn.
• Target creature gets +2/+0 until end of turn.
• Fever Charm deals 3 damage to target Wizard creature.
Instant
Target creature gets +2/+0 until end of turn.
Draw a card at the beginning of the next turn's upkeep.
Instant
Target creature gets +2/+2 until end of turn. Put two oil counters on it.
Creature — Human Warrior // Instant — Adventure (3/2)
Shield's Might
Target creature gets +2/+2 until end of turn. (Then exile this card. You may cast the creature later from exile.)
Instant
As an additional cost to cast this spell, pay X life.
Target creature gets +X/+0 until end of turn.
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