Creature — Human Rogue (2/3)
When Agent of Treachery enters the battlefield, gain control of target permanent.
At the beginning of your end step, if you control three or more permanents you don't own, draw three cards.
Creature — Avatar (5/4)
Flying
Whenever All-Seeing Arbiter enters the battlefield or attacks, draw two cards, then discard a card.
Whenever you discard a card, target creature an opponent controls gets -X/-0 until your next turn, where X is the number of different mana values among cards in your graveyard.
Creature — Turtle (5/7)
Hexproof
Creatures your opponents control attack each combat if able.
Enchantment Creature — Human Wizard (3/2)
Creatures you control have flying.
Creatures your opponents control lose flying and can't have or gain flying.
Creature — Dragon Wizard (4/6)
Flying
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When Archive Dragon enters the battlefield, scry 2.
Creature — Faerie Wizard (4/4)
Flying, ward
Whenever you cast a Faerie or Wizard permanent spell, copy it. (The copy becomes a token.)
Creature — Human Pirate (5/4)
Armored Galleon can't attack unless defending player controls an Island.
Creature — Nightmare (3/5)
: Ashiok's Skulker can't be blocked this turn.
Creature — Bird Wizard (4/5)
Flying
When Aven Fateshaper enters the battlefield, look at the top four cards of your library, then put them back in any order.
: Look at the top four cards of your library, then put them back in any order.
Creature — Bird Soldier Wizard (3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.)
: Target player reveals the top card of their library.
Legendary Creature — Human Wizard (0/2)
Tap an untapped Wizard you control: Draw a card.
Creature — Vedalken Artificer (4/4)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Spirit (3/3)
Flying
Other Spirit creatures you control get +1/+0.
Creature — Human Wizard (1/1)
: Gain control of target creature with power less than or equal to the number of creatures you control.
Creature — Sphinx (2/5)
Flying
Whenever a source deals damage to Belltower Sphinx, that source's controller mills that many cards.
Creature — Merfolk Wizard (4/5)
Whenever Benthic Criminologists enters the battlefield or attacks, you may sacrifice an artifact. If you do, draw a card.
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