Instant
Target creature gets +4/+4 until end of turn.
Cycling (, Discard this card: Draw a card.)
When you cycle Primal Boost, you may have target creature get +1/+1 until end of turn.
Instant
Target creature becomes the color or colors of your choice until end of turn.
Draw a card.
Instant
Target land becomes the basic land type of your choice until end of turn.
Draw a card.
Instant
Target creature gets -2/-0 until end of turn. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Draw a card.
Instant
Until end of turn, target creature becomes a blue Serpent with base power and toughness 4/4.
Cycling (, Discard this card: Draw a card.)
Kindred Instant — Kithkin
Creatures you control get +1/+1 until end of turn. If you control a Kithkin, draw a card.
Instant
Any number of target creatures become the color of your choice until end of turn.
Draw a card.
Instant
Target creature becomes green and gets +1/+0 until end of turn.
Draw a card.
Instant
Target land becomes a 3/3 creature until end of turn. It's still a land.
Draw a card.
Instant
Target creature gets +2/+2 until end of turn. If it's blocking, instead put two +1/+1 counters on it.
Cycling (, Discard this card: Draw a card.)
Instant
Target creature has base power and toughness 4/3 until end of turn.
Draw a card.
Instant
Choose two —
• Prevent all damage target instant or sorcery spell would deal this turn.
• Target player sacrifices an enchantment.
• Put a +1/+1 counter on target creature.
• Target creature you control fights target creature you don't control.
Instant
Prevent all combat damage that would be dealt this turn.
Cycling (, Discard this card: Draw a card.)
Kindred Instant — Shapeshifter
Changeling (This card is every creature type.)
Up to two target creatures each get +2/+0 and gain all creature types until end of turn.
Instant
You gain 1 life.
Draw a card at the beginning of the next turn's upkeep.
Instant
Prevent all damage that would be dealt to creatures this turn. Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
Instant
Each of X target creatures you control connive. You may have any number of them phase out. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
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