Red-Hot Hottie
Unhinged — common
Creature — Elemental
Sets Red-Hot Hottie has been printed in:
Unhinged — common
Creature — Elemental
Sets Red-Hot Hottie has been printed in:
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Buy now! ▶Creature — Slug (3/1)
Super haste (This may attack the turn before you cast it. (You may put this card from your hand onto the battlefield tapped and attacking during your declare attackers step. If you do, you lose the game at the beginning of your next turn's end step unless you pay this card's mana cost during that turn.))
Creature — Donkey (4/4)
Each other Donkey gets +1½/+1½.
Whenever another Donkey enters the battlefield, untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
Creature — Donkey Barbarian (4/2)
At the beginning of your upkeep, flip a coin. If you lose the flip, target opponent chooses whether Dumb Ass attacks this turn.
Creature — Goblin Rogue (2/2)
First strike
At the beginning of your upkeep, reveal a card from your hand at random.
Creature — Giant (0/2)
, , Sacrifice a creature: Pygmy Giant deals X damage to target creature, where X is a number in the sacrificed creature's text box.
Creature — Goblin Warrior (2/2)
Say "Goblin S.W.A.T. Team": Put a +1/+1 counter on Goblin S.W.A.T. Team unless an opponent swats the table within five seconds. Activate only once each turn.
Creature — Orc Paratrooper (4/4)
When Orcish Paratroopers enters the battlefield, flip it from a height of at least one foot. Sacrifice Orcish Paratroopers unless it turns over completely at least once during the flip and lands face up.
Creature — Beast (0/0)
As Six-y Beast enters the battlefield, you secretly put six or fewer +1/+1 counters on it, then an opponent guesses the number of counters. If that player guesses right, sacrifice Six-y Beast after it enters the battlefield.
Artifact Creature — Ship (3/3)
Cumulative upkeep—Say "Toy Boat" quickly. (At the beginning of your upkeep, put an age counter on Toy Boat, then sacrifice it unless you say "Toy Boat" once for each age counter on it—without pausing between or fumbling it.)
Creature — Human Cleric (3/2)
Whenever a creature an opponent controls dies, sacrifice Mother of Goons unless you insult that creature.
Creature — Phyrexian Horror (3/3)
Flying, trample
At the beginning of your upkeep, exile the top card of your library and balance it on your body.
When a balanced card falls or touches another balanced card, sacrifice Phyrexian Librarian.
Creature — Zombie (2/3)
When the names of three or more nonland permanents begin with the same letter, sacrifice Bloodletter. If you do, it deals 2 damage to each creature and each player.
Creature — Human Rogue (0/1)
Whenever another creature enters the battlefield, you may stand up and say in a deep, booming voice, "Presenting . . . " and that creature's name. If you do, put a +1/+1 counter on that creature.
Legendary Creature — Elephant Rogue (2/3)
At the beginning of your upkeep, you may ask target player a yes-or-no question. If you do, that player answers the question truthfully and abides by that answer if able until end of turn.
Creature — Basilisk (3/5)
Whenever Stone-Cold Basilisk blocks or becomes blocked by a creature with fewer letters in its name, destroy that creature at end of combat. (Punctuation and spaces aren't letters.)
Whenever an opponent reads Stone-Cold Basilisk, that player is turned to stone until end of turn. Stoned players can't attack, block, cast spells, or activate abilities.
Creature — Elemental (2/2)
Art rampage 2 (Whenever this creature becomes blocked by a creature, it gets +2/+2 for each creature in the blocker's art beyond the first.)
Creature — Elephant Townsfolk (1/4)
Whenever you cast a spell, you may gain ½ life for each word in that spell's name.
Creature — Goblin Waiter (1/1)
Sacrifice a creature or land: Add .
Creature — Treefolk (3/3)
Shoe Tree enters the battlefield with up to two shoe counters on it. Use your shoes as counters.
Shoe Tree gets +1/+1 for each shoe counter on it.
Creature — Zombie (4/4)
The Fallen Apart enters the battlefield with two arms and two legs.
Whenever damage is dealt to The Fallen Apart, remove an arm or a leg from it.
The Fallen Apart can't attack if it has no legs and can't block if it has no arms.
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