Creature — Bird Wizard (3/3)
Flying
You have no maximum hand size.
Whenever a creature token you control deals combat damage to a player, draw a card.
Creature — Elemental (3/4)
Flying
When Cyclone Sire dies, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
Legendary Creature — Human Soldier Advisor (4/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Creature — Phyrexian Drake (2/4)
Flying
When Darkslick Drake dies, draw a card.
Creature — Sphinx (4/5)
Flying
Whenever Dazzling Sphinx deals combat damage to a player, that player exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then that player puts the exiled cards that weren't cast this way on the bottom of their library in a random order.
Creature — Fish (3/3)
When Deepglow Skate enters the battlefield, double the number of each kind of counter on any number of target permanents.
Creature — Homarid Mercenary (2/4)
Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Creature — Human Spy (2/1)
Defective Detective can't be blocked.
When Defective Detective enters the battlefield, a person outside the game looks at target opponent's hand and chooses a card from it. That player reveals that card.
Creature — Skeleton Wizard (4/3)
This spell costs less to cast for each instant and sorcery spell you've cast this turn.
Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
Creature — Human Detective (2/3)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
As long as you have the city's blessing, Detectives you control can't be blocked.
Whenever you draw your second card each turn, create a 2/2 white and blue Detective creature token.
Creature — Fish (1/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Creature — Faerie Rogue (2/2)
Flash
Flying
When Dewdrop Spy enters the battlefield, look at the top card of target player's library.
Creature — Spirit (2/2)
Whenever Dimir Cutpurse deals combat damage to a player, that player discards a card and you draw a card.
Legendary Creature — Human Wizard (3/3)
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
Creature — Drake (1/3)
Flying
: Drake Hatchling gets +1/+0 until end of turn. Activate only once each turn.
Creature — Zombie Rogue (3/2)
When Draugr Thought-Thief enters the battlefield, look at the top card of target player's library. You may put that card into their graveyard.
Creature — Human Soldier (1/1)
Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Creature — Bird Illusion (3/2)
Flying
When Dream Strix becomes the target of a spell, sacrifice it.
When Dream Strix dies, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Creature — Serpent (4/3)
Dreamwinder can't attack unless defending player controls an Island.
, Sacrifice an Island: Target land becomes an Island until end of turn.
Creature — Merfolk Wizard (1/3)
Tap an untapped Merfolk you control: Target player mills a card.
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