Cyberman Patrol
Doctor Who — Uncommon
Artifact Creature — Cyberman
Cyberman Patrol rulings:
There are no rulings for Cyberman Patrol.
Doctor Who — Uncommon
Artifact Creature — Cyberman
Cyberman Patrol rulings:
There are no rulings for Cyberman Patrol.
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Buy now! ▶Legendary Artifact Creature — Golem (4/5)
Other artifact creatures you control have haste.
Whenever one or more artifact creatures you control attack, Alibou, Ancient Witness deals X damage to any target and you scry X, where X is the number of tapped artifacts you control.
Creature — Wurm (4/4)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Other green creatures you control have intimidate.
Legendary Artifact Creature — Robot // Legendary Artifact (3/3)
More Than Meets the Eye (You may cast this card converted for .)
Other nontoken artifact creatures and Vehicles you control have modular 1. (They enter with an additional +1/+1 counter on them. When they die, you may put their +1/+1 counters on target artifact creature.)
Whenever you put one or more +1/+1 counters on Blaster, convert it.
Blaster, Morale Booster
Modular 3
, : Move X +1/+1 counters from Blaster onto another target artifact. That artifact gains haste until end of turn. If Blaster has no +1/+1 counters on it, convert it. Activate only as a sorcery.
Artifact Creature — Construct (3/3)
Protector — Other artifact creatures you control have hexproof.
Artifact Creature — Construct (4/4)
Flying
Other artifact creatures you control have flying.
When Cyberdrive Awakener enters, until end of turn, each noncreature artifact you control becomes an artifact creature with base power and toughness 4/4.
Artifact Creature — Cyberman (5/5)
Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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