Creature — Wall (0/4)
Defender (This creature can't attack.)
, Sacrifice a Wall: Draw a card.
Legendary Creature — Otter Wizard (3/5)
Whenever you cast a spell, if it's the first instant spell, the first sorcery spell, or the first Otter spell other than Alania you've cast this turn, you may have target opponent draw a card. If you do, copy that spell. You may choose new targets for the copy.
Legendary Artifact
If you would gain life, you gain twice that much life instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Creature — Elf Noble (2/3)
Whenever Ayara, First of Locthwain or another black creature you control enters, each opponent loses 1 life and you gain 1 life.
, Sacrifice another black creature: Draw a card.
Enchantment
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It has every creature type.)
Creature — Vampire (2/1)
Blood Petal Celebrant has first strike as long as it's attacking.
When Blood Petal Celebrant dies, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
Enchantment
At the beginning of your first main phase, remove all flood counters from Bounty of the Luxa. If no counters were removed this way, put a flood counter on Bounty of the Luxa and draw a card. Otherwise, add .
Enchantment
If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.
Legendary Creature — Human Soldier Advisor (4/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Enchantment — Aura
Enchant land
Enchanted land has ": Add two mana of any one color. Spend this mana only to cast outlaw spells or activate abilities of outlaw sources." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Whenever you cast your first outlaw spell each turn, you draw a card and you lose 1 life.
Creature — Human Peasant (1/1)
Whenever you cast a creature spell that has an Adventure, draw a card. (It doesn't need to have gone on the adventure first.)
Legendary Creature — Human Knight (5/4)
First strike
At the beginning of combat on your turn, if another Human entered the battlefield under your control this turn, create two 2/2 red Human Knight creature tokens with trample and haste. Then if you control six or more Humans, draw a card.
Artifact Creature — Human Soldier (1/1)
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays , where X is Esper Sentinel's power.
Enchantment Creature — Nightmare (2/3)
When Fear of Missing Out enters, discard a card, then draw a card.
Delirium — Whenever Fear of Missing Out attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Creature — Phyrexian Horror (5/4)
When First-Sphere Gargantua enters, you draw a card and you lose 1 life.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Enchantment
Vanishing 4 (This enchantment enters with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
At the beginning of your first main phase, draw a card.
Creature — Human Soldier (3/5)
Cycling (, Discard this card: Draw a card.)
When you cycle Gempalm Avenger, Soldier creatures get +1/+1 and gain first strike until end of turn.
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