Creature — Bird Soldier (2/2)
Flying
, Sacrifice Dive Bomber: It deals 2 damage to target attacking or blocking creature.
Creature — Griffin (3/2)
Flying
, Sacrifice Divebomber Griffin: It deals 3 damage to target attacking or blocking creature.
Creature — Human Cleric (2/2)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When Elgaud Inquisitor dies, create a 1/1 white Spirit creature token with flying.
Creature — Spirit (2/4)
Flying
When Emissary of the Sleepless enters the battlefield, if a creature died this turn, create a 1/1 white Spirit creature token with flying.
Creature — Angel // Creature — Angel (3/3)
Flying, double strike
You have hexproof.
If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn't transform this way, you lose the game.
Angelic Enforcer
Flying
You have hexproof.
Angelic Enforcer's power and toughness are each equal to your life total.
Whenever Angelic Enforcer attacks, double your life total.
Legendary Creature — Human Noble (2/4)
At the beginning of combat on your turn, target creature gains your choice of first strike or vigilance until end of turn. If that creature is equipped, it gains first strike and vigilance until end of turn instead.
Equip abilities you activate cost less to activate.
Creature — Spirit Soldier // Enchantment — Aura Curse (4/4)
Defender, flying, vigilance
At the beginning of your upkeep, if Faithbound Judge has two or fewer judgment counters on it, put a judgment counter on it.
As long as Faithbound Judge has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
Sinner's Judgment
Enchant player
At the beginning of your upkeep, put a judgment counter on Sinner's Judgment. Then if there are three or more judgment counters on it, enchanted player loses the game.
If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
Legendary Creature — Human Soldier (3/3)
At the beginning of your end step, if a creature died under your control this turn, draw a card.
Whenever the Ring tempts you, if you chose a creature other than Faramir, Field Commander as your Ring-bearer, create a 1/1 white Human Soldier creature token.
Creature — Elemental (3/1)
Flying
When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Legendary Creature — Beast Mount (2/4)
When Fortune, Loyal Steed enters the battlefield, scry 2.
Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control.
Saddle 1
Creature — Human Archer (2/2)
Flying
As long as Freewind Equenaut is enchanted, it has ": Freewind Equenaut deals 2 damage to target attacking or blocking creature."
Creature — Dwarf Warrior (2/3)
Boast — : Tap target creature. (Activate only if this creature attacked this turn and only once each turn.)
Creature — Antelope (1/4)
Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)
Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves the battlefield.
Creature — Astartes Knight (4/4)
Flash
Rites of Banishment — When Grey Knight Paragon enters the battlefield, destroy target attacking creature. If that creature is a Demon, exile it instead.
Creature — Spirit Knight (3/2)
Flash
Vigilance
When Guardian of Faith enters the battlefield, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Creature — Angel (3/4)
Flying
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
Creature — Merfolk Archer (2/2)
, : Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.
Creature — Human Cleric (0/3)
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
1/4
If a source would deal damage to you or a creature you control, prevent 1 of that damage.
LEVEL 5+
2/5
If a source would deal damage to you or a creature you control, prevent 2 of that damage.
Creature — Angel (4/5)
Flying
When Herald of Vengeance enters the battlefield, destroy each permanent you don't control that has the same name as a permanent that dealt damage to you last turn.
Creature — Human Soldier (1/4)
Flying
Whenever you cast a spell that targets Hero of the Winds, creatures you control get +1/+0 until end of turn.
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