Gleam of Battle
Dragon's Maze — Uncommon
Enchantment
Whenever a creature you control attacks, put a +1/+1 counter on it.
Every soldier returns from battle changed: by hardship, by blood, by a glimpse of glory.
Dragon's Maze — Uncommon
Enchantment
Whenever a creature you control attacks, put a +1/+1 counter on it.
Every soldier returns from battle changed: by hardship, by blood, by a glimpse of glory.
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Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.
Enchantment
Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life.
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you.
Hellbent -- As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Enchantment — Room // Enchantment — Room
When you unlock this door, manifest dread, then put two +1/+1 counters and a trample counter on that creature.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Staff Room
Whenever a creature you control deals combat damage to a player, turn that creature face up or put a +1/+1 counter on it.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment — Room // Enchantment — Room
When you unlock this door, you draw two cards and you lose 2 life.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Widow's Walk
Whenever a creature you control attacks alone, it gets +1/+0 and gains deathtouch until end of turn.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Fighter Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Enchantment
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
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
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 — 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
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
Enchantment
Whenever a creature you control dies, you gain 1 life and draw a card.
Enchantment — Saga // Enchantment Creature — Dragon Spirit (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I -- Exile target nonland permanent an opponent controls.
II -- Return up to one other target nonland permanent to its owner's hand. Then each opponent discards a card.
III -- Exile this Saga, then return it to the battlefield transformed under your control.
O-Kagachi Made Manifest
O-Kagachi Made Manifest is all colors.
Flying, trample
Whenever O-Kagachi Made Manifest attacks, defending player chooses a nonland card in your graveyard. Return that card to your hand. O-Kagachi Made Manifest gets +X/+0 until end of turn, where X is the mana value of that card.
Enchantment
As Kindred Discovery enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
Legendary Enchantment
When Rakdos Joins Up enters, return target creature card from your graveyard to the battlefield with two additional +1/+1 counters on it.
Whenever a legendary creature you control dies, Rakdos Joins Up deals damage equal to that creature's power to target opponent.
Legendary Enchantment Creature — God (4/7)
Indestructible
As long as your devotion to white and black is less than seven, Athreos isn't a creature.
At the beginning of your end step, put a coin counter on another target creature.
Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control.
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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