Creature — Human Performer (2/1)
Flash
As Focused Funambulist enters the battlefield, you may put an art sticker on the empty side of the balancing pole. When you do, ask a person outside the game "Does this look balanced?" If they say yes, you may tap or untap target creature.
Creature — Spirit (1/3)
Skulk (This creature can't be blocked by creatures with greater power.)
When Fogwalker enters the battlefield, target creature an opponent controls doesn't untap during its controller's next untap step.
Creature — Nightmare Bird (1/2)
Flying
When Foul Watcher enters the battlefield, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Delirium — Foul Watcher gets +1/+0 as long as there are four or more card types among cards in your graveyard.
Creature — Elemental (4/1)
When Frost Walker becomes the target of a spell or ability, sacrifice it.
Creature — Homunculus (2/1)
Skulk (This creature can't be blocked by creatures with greater power.)
Creature — Human Wizard (1/3)
When Geistchanneler enters the battlefield, choose an instant or sorcery card in your hand with mana value 3 or greater. It perpetually gains "This spell costs less to cast."
Creature — Drake (3/3)
Flying
When Gilded Drake enters the battlefield, exchange control of Gilded Drake and up to one target creature an opponent controls. If you don't or can't make an exchange, sacrifice Gilded Drake. This ability still resolves if its target becomes illegal.
Creature — Illusion (2/1)
Flying
When Gossamer Phantasm becomes the target of a spell or ability, sacrifice it.
Creature — Merfolk Rogue (0/3)
Gray Harbor Merfolk can't be blocked.
Gray Harbor Merfolk gets +2/+0 as long as you control a commander that's a creature or planeswalker.
Creature — Spirit (1/2)
Whenever you cast a Spirit or Arcane spell, target creature gains flying until end of turn.
Creature — Human Rogue (1/1)
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-2
2/2
Hada Spy Patrol can't be blocked.
LEVEL 3+
3/3
Shroud (This creature can't be the target of spells or abilities.)
Hada Spy Patrol can't be blocked.
Creature — Human Wizard Ally (1/3)
Whenever Halimar Excavator or another Ally enters the battlefield under your control, target player mills X cards, where X is the number of Allies you control.
Creature — Shark (2/3)
Hammerhead Shark can't attack unless defending player controls an Island.
Creature — Merfolk Wizard (2/2)
You may cast Harbinger of the Tides as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.)
When Harbinger of the Tides enters the battlefield, you may return target tapped creature an opponent controls to its owner's hand.
Creature — Illusion (2/1)
Vigilance
Haunting Figment can't be blocked as long as you've cast an instant or sorcery spell this turn.
Snow Creature — Crab (0/4)
Whenever another snow permanent enters the battlefield under your control, you may have target player mill two cards.
Creature — Bird Illusion (1/3)
Draft Illusionary Informant face up.
During the draft, you may turn Illusionary Informant face down. If you do, look at the next card drafted by a player of your choice.
Flying
Creature — Illusion (4/4)
At the beginning of your upkeep, if you have a card in hand, return Imaginary Pet to its owner's hand.
Creature — Faerie Wizard (1/1)
Flying
: Target permanent becomes blue in addition to its other colors until end of turn.
Creature — Human Wizard (1/1)
: Look at the top X cards of your library, where X is the number of Wizards on the battlefield, then put them back in any order.
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