Creature — Human Wizard (0/1)
When Ovinomancer enters the battlefield, sacrifice it unless you return three basic lands you control to their owner's hand.
, Return Ovinomancer to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller creates a 0/1 green Sheep creature token.
Creature — Human Wizard (2/2)
Other blue creatures you control get +1/+1.
, : Another target blue creature you control gains flying until end of turn.
Creature — Human Wizard (2/2)
Tap an untapped Wizard you control: Counter target spell unless its controller pays .
Creature — Human Rogue (4/4)
When Peerless Ropemaster enters the battlefield, return up to one target tapped creature to its owner's hand.
Enchantment Creature — Chimera (3/3)
Whenever an opponent casts a spell, you may exchange control of Perplexing Chimera and that spell. If you do, you may choose new targets for the spell. (If the spell becomes a permanent, you control that permanent.)
Creature — Faerie Rogue (2/1)
Flash
Flying
When Pestermite enters the battlefield, you may tap or untap target permanent.
Creature — Illusion (5/5)
Defender
When Phantasmal Abomination becomes the target of a spell or ability, sacrifice it.
Creature — Dragon Illusion (5/5)
Flying
When Phantasmal Dragon becomes the target of a spell or ability, sacrifice it.
Creature — Dinosaur Illusion (6/6)
Trample
When Phantasmal Dreadmaw becomes the target of a spell or ability, sacrifice it.
Creature — Illusion Beast (4/5)
When Phantom Beast becomes the target of a spell or ability, sacrifice it.
Creature — Horse Illusion (4/3)
Flash
When Phantom Steed enters the battlefield, exile another target creature you control until Phantom Steed leaves the battlefield.
Whenever Phantom Steed attacks, create a tapped and attacking token that's a copy of the exiled card, except it's an Illusion in addition to its other types. Sacrifice that token at end of combat.
Creature — Elemental Whale (1/4)
Whenever Phase Dolphin attacks, another target attacking creature can't be blocked this turn.
Creature — Shark Beast (4/3)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flash
Whenever this creature mutates, you may return target creature an opponent controls to its owner's hand.
Creature — Merfolk Wizard (2/1)
Flash
When Prismwake Merrow enters the battlefield, target permanent becomes the color or colors of your choice until end of turn.
Creature — Human Wizard (1/1)
: Prodigal Sorcerer deals 1 damage to any target.
Creature — Human Knight (3/4)
When Protocol Knight enters the battlefield, tap target creature an opponent controls. Put a stun counter on that creature if you control another Knight. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature — Dragon (2/1)
Flying
: Target creature gains flying until end of turn.
Creature — Illusion (2/2)
: Psionic Entity deals 2 damage to any target and 3 damage to itself.
Creature — Sliver (2/2)
All Sliver creatures have ": This creature deals 2 damage to any target and 3 damage to itself."
Creature — Cephalid Rogue (3/2)
When Psychic Pickpocket enters the battlefield, it connives. When it connives this way, return up to one target nonland permanent to its owner's hand. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
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