Instant
Destroy target blocking creature. Creatures that were blocked by that creature this combat gain trample until end of turn.
Instant
Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way this turn, you gain that much life.
Instant
Destroy target enchantment. You gain life equal to its mana value.
Instant
Exile target nonland permanent. For as long as that card remains exiled, its owner may play it. A spell cast by an opponent this way costs more to cast.
Instant
Put target nonland permanent into its owner's library just beneath the top X cards of that library.
Instant
Destroy target nonland permanent if another permanent with the same name is on the battlefield.
Draw a card.
Instant
Exile target enchantment.
Cycling (, Discard this card: Draw a card.)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."
Instant
Target creature gets +1/+3 and gains flying until end of turn. Untap it.
Instant
Creatures you control gain afterlife 1 until end of turn. Draw a card. (When a creature with afterlife 1 dies, create a 1/1 white and black Spirit creature token with flying.)
Instant
Untap target creature. It gets +2/+2 and gains reach until end of turn. (It can block creatures with flying.)
Instant
Choose one —
• Target creature you control gets +1/+2 until end of turn.
• Return target creature you control to its owner's hand.
Instant
Target creature gets +2/+0 and gains first strike until end of turn.
Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Instant
Target creature gets +2/+2 and gains reach until end of turn. Put a +1/+1 counter on it.
Instant
Target creature you control gets +2/+0 and gains lifelink until end of turn. When that creature dies this turn, create a 1/1 white Spirit creature token with flying.
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. The Ring tempts you. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Instant
Target creature gets +3/+1 and gains trample until end of turn.
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