Creature — Zombie Bird Warrior (2/2)
Flying
When Aven Eternal enters the battlefield, amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Creature — Sheep Performer (3/3)
Flying
When Baaallerina enters the battlefield, you may put a name sticker on a nonland permanent you own.
: Another target creature with a name sticker on it gains flying until end of turn.
Creature — Merfolk Wizard (4/5)
Whenever Benthic Criminologists enters the battlefield or attacks, you may sacrifice an artifact. If you do, draw a card.
Creature — Serpent Egg // Creature — Serpent (0/4)
Defender
When Biolume Egg enters the battlefield, scry 2.
When you sacrifice Biolume Egg, return it to the battlefield transformed under its owner's control at the beginning of the next end step.
Biolume Serpent
Sacrifice two Islands: Biolume Serpent can't be blocked this turn.
Creature — Elemental Knight (5/5)
Flying
When Cavalier of Gales enters the battlefield, draw three cards, then put two cards from your hand on top of your library in any order.
When Cavalier of Gales dies, shuffle it into its owner's library, then scry 2.
Creature — Spirit (2/3)
Flying
Whenever Cemetery Illuminator enters the battlefield or attacks, exile a card from a graveyard.
You may look at the top card of your library any time.
Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with Cemetery Illuminator.
Creature — Efreet (2/2)
If Cheatyface is in your hand, you may sneak Cheatyface onto the battlefield. If an opponent catches you right away, that player may exile Cheatyface.
Flying
Creature — Clamfolk (2/5)
As Clam Session enters the battlefield, choose a word.
At the beginning of your upkeep, you may sing at least six words of a song, at least one of which is the chosen word. If you don't, sacrifice Clam Session. You can't repeat a song.
Creature — Merfolk Wizard (2/2)
Whenever you cast a kicked spell, draw a card, then discard a card.
When Coralhelm Chronicler enters the battlefield, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Horse Spirit (3/3)
Flash
Flying
Foretelling cards from your hand costs less and can be done on any player's turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature — Spirit Advisor (4/4)
Flying
Descend 4 — When Council of Echoes enters the battlefield, if there are four or more permanent cards in your graveyard, return up to one target nonland permanent other than Council of Echoes to its owner's hand.
Creature — Serpent (11/11)
When Denizen of the Deep enters the battlefield, return each other creature you control to its owner's hand.
Legendary Creature — Human Wizard (3/3)
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
Creature — Drake (2/1)
Flying
When Drake Familiar enters the battlefield, sacrifice it unless you return an enchantment to its owner's hand.
Creature — Spirit (0/5)
Defender (This creature can't attack.)
Flying
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Creature — Human Soldier (3/4)
Flying
At the beginning of your upkeep, return a white creature you control to its owner's hand.
Creature — Angel (3/3)
Flying
When Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand.
Creature — Zombie Wizard (3/3)
When Eternal Skylord enters the battlefield, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Zombie tokens you control have flying.
Creature — Faerie Artificer (2/2)
Flying
Whenever a nontoken creature enters the battlefield under an opponent's control, create a token that's a copy of that creature except it's an artifact in addition to its other types. Then exile all other tokens created with Faerie Artisans.
Artifact Creature — Faerie Artificer (2/2)
Flying
When Faerie Mechanist enters the battlefield, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.