Creature — Human Knight (2/2)
Flying
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever Gryffwing Cavalry attacks, you may pay . If you do, target attacking creature without flying gains flying until end of turn.
Creature — Dog (2/2)
, : Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent.
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 — Spirit Cleric (2/2)
When Guardian of Pilgrims enters the battlefield, target creature gets +1/+1 until end of turn.
Creature — Angel (4/4)
As an additional cost to cast this spell, tap four untapped artifacts, creatures, and/or lands you control.
Flying
Creature — Human Soldier (3/2)
When Haazda Officer enters the battlefield, target creature you control gets +1/+1 until end of turn.
Creature — Human Soldier (1/4)
Whenever Haazda Snare Squad attacks, you may pay . If you do, tap target creature an opponent controls.
Creature — Human Elf Monk (1/4)
Vigilance
Stunning Strike — , : Tap target creature.
Creature — Human Cleric (1/1)
: Prevent the next 2 damage that would be dealt to any target this turn.
Threshold — : Prevent the next 4 damage that would be dealt to any target this turn. Activate only if seven or more cards are in your graveyard.
Legendary Creature — God // Legendary Artifact — Equipment (4/4)
Creatures you control that are enchanted or equipped have double strike.
At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control.
Sword of the Realms
Equipped creature gets +2/+0 and has vigilance.
Whenever equipped creature dies, return it to its owner's hand.
Equip
Creature — Dwarf Cleric (3/3)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever Hammers of Moradin attacks, for each opponent, tap up to one target creature that player controls.
Creature — Spirit (1/1)
Flying
When Hanged Executioner enters the battlefield, create a 1/1 white Spirit creature token with flying.
, Exile Hanged Executioner: Exile target creature.
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 — Kirin (2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Heavenly Qilin attacks, another target creature you control gains flying until end of turn.
Creature — Human Soldier (2/3)
: Heavy Ballista deals 2 damage to target attacking or blocking creature.
Enchantment Creature — Elk (3/3)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Whenever Heliod's Emissary or enchanted creature attacks, tap target creature an opponent controls.
Enchanted creature gets +3/+3.
Legendary Enchantment Creature — God (5/6)
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
: Create a 2/1 white Cleric enchantment creature token.
Creature — Human (3/2)
When Herald of the Fair enters the battlefield, target creature you control gets +1/+1 until end of turn.
Creature — Human Soldier (2/2)
Aura spells you cast cost less to cast.
Heroic — Whenever you cast a spell that targets Hero of Iroas, put a +1/+1 counter on Hero of Iroas.
Creature — Cat Soldier (2/2)
Whenever you cast a spell that targets Hero of the Pride, creatures you control get +1/+0 until end of turn.
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