Dream Strix
Strixhaven: School of Mages — rare
Creature — Bird Illusion
Strixhaven: School of Mages — rare
Creature — Bird Illusion
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Buy now! ▶Enchantment Creature — Nautilus (4/4)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
When Crystalline Nautilus becomes the target of a spell or ability, sacrifice it.
Enchanted creature gets +4/+4 and has "When this creature becomes the target of a spell or ability, sacrifice it."
Creature — Spirit Pirate (2/2)
When Departed Deckhand becomes the target of a spell, sacrifice it.
Departed Deckhand can't be blocked except by Spirits.
: Another target creature you control can't be blocked this turn except by Spirits.
Creature — Elemental (4/1)
When Frost Walker becomes the target of a spell or ability, sacrifice it.
Creature — Illusion (2/1)
Flying
When Gossamer Phantasm becomes the target of a spell or ability, sacrifice it.
Creature — Illusion (3/4)
Flying
When Illusionary Servant becomes the target of a spell or ability, sacrifice it.
Creature — Illusion Warrior (2/3)
When Labyrinth Guardian becomes the target of a spell, sacrifice it.
Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Illusion Warrior with no mana cost. Embalm only as a sorcery.)
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 (0/0)
You may have Phantasmal Image enter the battlefield as a copy of any creature on the battlefield, except it's an Illusion in addition to its other types and it has "When this creature 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.
Artifact Creature — Equipment Beast (2/1)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equipped creature gets +2/+1 and has ward .
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature — Cephalid Wizard (1/1)
Whenever Cephalid Illusionist becomes the target of a spell or ability, mill three cards.
, : Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
Creature — Illusion (3/3)
Flying
Vanishing 3 (This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Chronozoa dies, if it had no time counters on it, create two tokens that are copies of it.
Creature — Sliver (1/1)
Whenever a Sliver creature you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .
Legendary Creature — Homunculus (1/1)
When Fblthp, the Lost enters the battlefield, draw a card. If it entered from your library or was cast from your library, draw two cards instead.
When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
Creature — Faerie Wizard (2/2)
Flying
, Sacrifice Glen Elendra Archmage: Counter target noncreature spell.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Legendary Creature — Human Rogue Wizard (2/3)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature — Spirit (2/2)
Flying
Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability."
Creature — Illusion (2/3)
Flying
When Mirozel becomes the target of a spell or ability, return Mirozel to its owner's hand.
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