Powerstone Minefield
Apocalypse — Rare
Enchantment
Whenever a creature attacks or blocks, Powerstone Minefield deals 2 damage to it.
"We have fought this far and lost too much. We will not turn back." —Grizzlegom
Apocalypse — Rare
Enchantment
Whenever a creature attacks or blocks, Powerstone Minefield deals 2 damage to it.
"We have fought this far and lost too much. We will not turn back." —Grizzlegom
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Whenever a creature attacks you, it loses flanking until end of turn.
Whenever a creature without flying attacks you, Barbed Foliage deals 1 damage to it.
Enchantment
Creatures you control get +1/+1.
Whenever a creature you control enters, Warleader's Call deals 1 damage to each opponent.
Enchantment
Whenever you gain life, you may pay . If you do, Searing Meditation deals 2 damage to any target.
Enchantment
At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics.
• 3/1 Human Warrior with trample and haste.
• 2/1 Human Cleric with lifelink and haste.
• 1/2 Human Rogue with haste and "When this creature enters, it deals 1 damage to any target."
Enchantment
Whenever a creature enters, Aether Flash deals 2 damage to it.
Enchantment
Whenever a creature with flying attacks you, Raking Canopy deals 4 damage to it.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Exile cards from the top of your library until you exile a legendary card. You may play that card for as long as The Day of the Doctor remains on the battlefield. Put the rest of those exiled cards on the bottom of your library in a random order.
IV — Choose up to three Doctors. You may exile all other creatures. If you do, The Day of the Doctor deals 13 damage to you.
Enchantment — Aura
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has ": This creature gets +1/+0 until end of turn."
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards.
II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
Legendary Enchantment Creature — God (7/4)
Indestructible
As long as your devotion to red and white is less than seven, Iroas isn't a creature.
Creatures you control have menace.
Prevent all damage that would be dealt to attacking creatures you control.
Enchantment Creature — Human Soldier (2/2)
When Hero of the Nyxborn enters, create a 1/1 white Human Soldier creature token.
Whenever you cast a spell that targets Hero of the Nyxborn, creatures you control get +1/+0 until end of turn.
Enchantment
Creatures you control get +1/+0 and have haste.
At the beginning of your end step, exile any number of nontoken artifacts and/or creatures you control. Return those cards to the battlefield under their owner's control at the beginning of your next upkeep.
Enchantment
, Sacrifice a land: Create two 1/1 red and white Goblin Soldier creature tokens.
Enchantment
During your turn, creatures you control get +2/+0.
During turns other than yours, creatures you control get +0/+2.
Enchantment
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create two 1/1 white Human Soldier creature tokens.
II — Create two 2/2 red Human Knight creature tokens with trample and haste.
III — Put an indestructible counter on up to one target Human. You become the monarch.
Enchantment
When Scurry of Gremlins enters, create two 1/1 red Gremlin creature tokens. Then you get an amount of (energy counters) equal to the number of creatures you control.
Pay : Creatures you control get +1/+0 and gain haste until end of turn.
Enchantment
When Prosperous Partnership enters, create two 1/1 green and white Citizen creature tokens.
Tap three untapped creatures you control: Create a Treasure token.
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