Creature — Spirit (3/1)
Flying
At the beginning of combat on your turn, choose up to one —
• Tap target creature.
• Target creature doesn't untap during its controller's next untap step.
Creature — Spirit (3/3)
Flying
When Dungeon Geists enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Dungeon Geists.
Creature — Bird Rogue (2/3)
Flying
When Echo Inspector enters the battlefield, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Creature — Human Wizard (1/1)
When Elite Arcanist enters the battlefield, you may exile an instant card from your hand.
, : Copy the exiled card. You may cast the copy without paying its mana cost. X is the mana value of the exiled card.
Creature — Human Monk (1/3)
Whenever you cast a noncreature spell, Elusive Spellfist gets +1/+0 until end of turn and can't be blocked this turn.
Creature — Spirit (1/3)
Flying
Whenever you investigate for the first time each turn, investigate an additional time.
Creature — Human Wizard (1/1)
Escape Artist can't be blocked.
, Discard a card: Return Escape Artist to its owner's hand.
Artifact Creature — Jellyfish (4/3)
Flying
At the beginning of your upkeep, return an artifact you control to its owner's hand.
Creature — Merfolk Wizard (3/2)
Flying
As long as you control another Wizard, Expedition Diviner has "When this creature dies, draw a card."
Creature — Merfolk Rogue (2/3)
Defender
As long as an opponent has eight or more cards in their graveyard, Expedition Lookout can attack as though it didn't have defender and it can't be blocked.
Creature — Spirit (4/4)
Flying
At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay for each card in your hand.
Creature — Drake (1/2)
Flying
Eyekite gets +2/+0 as long as you've drawn two or more cards this turn.
Creature — Faerie Rogue (1/2)
Flash
Flying
When Faerie Duelist enters the battlefield, target creature an opponent controls gets -2/-0 until end of turn.
Creature — Faerie Wizard (2/2)
Flash
Flying
When Faerie Harbinger enters the battlefield, you may search your library for a Faerie card, reveal it, then shuffle and put that card on top.
Creature — Faerie Rogue (2/1)
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Artifact Creature — Faerie Artificer (2/2)
Flying
When Faerie Mechanist enters the battlefield, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Creature — Faerie (0/0)
Flying
Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.
Creature — Faerie Rogue (1/2)
Flash
Flying
Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal.
Creature — Faerie Soldier (3/2)
Flying
: Put Fencer Clique on top of its owner's library.
Creature — Spirit (3/4)
Flying
At the beginning of your upkeep, sacrifice Fettergeist unless you pay for each other creature you control.
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