Legendary Artifact
As Hall of Triumph enters the battlefield, choose a color.
Creatures you control of the chosen color get +1/+1.
Artifact
As Heraldic Banner enters the battlefield, choose a color.
Creatures you control of the chosen color get +1/+0.
: Add one mana of the chosen color.
Artifact Creature — Construct (4/4)
Kicker
If Myriad Construct was kicked, it enters the battlefield with a +1/+1 counter on it for each nonbasic land your opponents control.
When Myriad Construct becomes the target of a spell, sacrifice it and create a number of 1/1 colorless Construct artifact creature tokens equal to its power.
Artifact Creature — Shapeshifter (0/0)
As Primal Clay enters the battlefield, it becomes your choice of a 3/3 artifact creature, a 2/2 artifact creature with flying, or a 1/6 Wall artifact creature with defender in addition to its other types. (A creature with defender can't attack.)
Artifact
Imprint — When Semblance Anvil enters the battlefield, you may exile a nonland card from your hand.
Spells you cast that share a card type with the exiled card cost less to cast.
Artifact — Equipment
Gear Up, sponsored by Wizards of the Coast — As Souvenir T-Shirt enters the battlefield, roll two six-sided dice. For each Magic-branded item you're wearing, roll an additional six-sided die. Choose two of those results.
Equipped creature gets +X/+Y, where X is the first chosen result and Y is the second.
Equip
Artifact
As Stamp of Approval enters the battlefield, choose a watermark.
Creatures you control with the chosen watermark get +1/+1.
Artifact — Equipment
Equipped creature gets +1/+1 for each charge counter on Banshee's Blade.
Whenever equipped creature deals combat damage, put a charge counter on Banshee's Blade.
Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
Legendary Artifact
Black creature spells you cast cost less to cast.
Whenever you cast a creature spell, each opponent loses 1 life and you gain 1 life.
Tribal Artifact — Rogue Equipment
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.)
Whenever a Rogue creature enters the battlefield, you may attach Cloak and Dagger to it.
Equip
Artifact — Fortification
Fortified land has indestructible.
Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn.
Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Artifact Creature — Horse (1/3)
As Diamond Mare enters the battlefield, choose a color.
Whenever you cast a spell of the chosen color, you gain 1 life.
Artifact — Equipment
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)
Whenever a creature enters the battlefield from your graveyard, you may attach Dredging Claw to it.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Flash
As Grifter's Blade enters the battlefield, choose a creature you control it could be attached to. If you do, it enters the battlefield attached to that creature.
Equipped creature gets +1/+1.
Equip
Legendary Artifact
Red creature spells you cast cost less to cast.
Whenever you cast a creature spell, you may discard a card. If you do, draw a card.
Artifact — Equipment
Equipped creature gets +2/+1 and has ", Unattach Heartseeker: Destroy target creature."
Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
Artifact
As Jeweled Torque enters the battlefield, choose a color.
Whenever a player casts a spell of the chosen color, you may pay . If you do, you gain 2 life.
Legendary Artifact
Blue creature spells you cast cost less to cast.
Whenever you cast a creature spell, target creature an opponent controls doesn't untap during its controller's next untap step.
Artifact
Arcane spells you cast cost less to cast.
Spirit creatures you control get +1/+1.
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