Creature — Ogre Spirit (0/4)
Creatures can't attack planeswalkers you control unless their controller pays for each creature they control that's attacking a planeswalker you control.
, Exile Onakke Oathkeeper from your graveyard: Return target planeswalker card from your graveyard to the battlefield.
Creature — Dog (2/2)
Other Dogs you control get +1/+1.
Whenever Pack Leader attacks, prevent all combat damage that would be dealt this turn to Dogs you control.
Creature — Phyrexian Human Cleric (2/3)
Kicker (You may pay an additional as you cast this spell.)
Lifelink
When Phyrexian Missionary enters the battlefield, if it was kicked, return target creature card from your graveyard to your hand.
Creature — Human Wizard (2/1)
When Raffine's Informant enters the battlefield, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Legendary Creature — Dwarf Artificer (2/2)
Whenever a creature you control that's enchanted or equipped attacks, that creature gains double strike until end of turn.
Creature — Zombie (2/1)
: Roofstalker Wight gains flying until end of turn.
Creature — Human Cleric (1/1)
Domain — : Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.
Legendary Creature — Halfling Peasant (2/1)
Flash
When Samwise the Stouthearted enters the battlefield, choose up to one target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand. Then the Ring tempts you.
Creature — Elemental (0/0)
Flying
Shinewend enters the battlefield with a +1/+1 counter on it.
, Remove a +1/+1 counter from Shinewend: Destroy target enchantment.
Creature — Human Cleric (3/1)
When Sigardian Evangel enters the battlefield, conjure a card named Sigardian Evangel into your hand. Discard that card at the beginning of the next end step.
When Sigardian Evangel enters the battlefield, tap target permanent you don't control.
Creature — Metathran Wizard (2/1)
: Target white or black creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
Creature — Human Peasant (2/2)
Vigilance
At the beginning of combat on your turn, you may pay . When you do, create a Sorcerer Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has "Whenever this creature attacks, scry 1.")
Creature — Bird (1/1)
Flying
When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
Creature — Human Cleric (2/2)
Enchantment spells you cast cost less to cast.
Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Starfield Mystic.
Creature — Zombie Knight (2/1)
Protection from white
: Stromgald Crusader gains flying until end of turn.
: Stromgald Crusader gets +1/+0 until end of turn.
Creature — Human Soldier (1/2)
Sunstrike Legionnaire doesn't untap during your untap step.
Whenever another creature enters the battlefield, untap Sunstrike Legionnaire.
: Tap target creature with mana value 3 or less.
Legendary Creature — Merfolk Wizard (2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
: Target Merfolk you control gains protection from the color of your choice until end of turn.
Creature — Human (2/3)
, Collect evidence 2: Tenth District Hero becomes a Human Detective with base power and toughness 4/4 and gains vigilance.
, Collect evidence 4: If Tenth District Hero is a Detective, it becomes a legendary creature named Mileva, the Stalwart, it has base power and toughness 5/5, and it gains "Other creatures you control have indestructible."
Creature — Human Peasant Wizard (2/2)
When Unassuming Sage enters the battlefield, you may pay . If you do, create a Sorcerer Role token attached to it. (Enchanted creature gets +1/+1 and has "Whenever this creature attacks, scry 1.")
Creature — Wall (0/4)
Defender
When Wall of Mourning enters the battlefield, exile a card from the top of your library face down for each opponent you have.
Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a card exiled with Wall of Mourning into its owner's hand.
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