Creature — Merfolk Rogue (1/1)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Merfolk Spy deals combat damage to a player, that player reveals a card at random from their hand.
Creature — Merfolk (1/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
, : Tap target land.
Creature — Human (0/2)
Merchant Ship can't attack unless defending player controls an Island.
Whenever Merchant Ship attacks and isn't blocked, you gain 2 life.
When you control no Islands, sacrifice Merchant Ship.
Creature — Human Cleric Shaman (1/1)
: Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. (For example, you may change "black creatures can't attack" to "blue creatures can't attack.") That enchantment gains "Cumulative upkeep ." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
Artifact Creature — Cyborg Beeble (1/1)
Blurry (This creature can be blocked only if defending player was wearing glasses as it was cast.)
Whenever Blurry Beeble deals combat damage to a player, you may draw a card. If you do, discard a card.
Creature — Human Wizard (2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.)
At the beginning of your upkeep, sacrifice Drifter il-Dal unless you pay .
Creature — Human Ninja (1/1)
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Flying
When Thousand-Faced Shadow enters the battlefield from your hand, if it's attacking, create a token that's a copy of another target attacking creature. The token enters the battlefield tapped and attacking.
Creature — Elemental (0/1)
: Put Vortex Elemental and each creature blocking or blocked by it on top of their owners' libraries, then those players shuffle.
: Target creature blocks Vortex Elemental this turn if able.
Creature — Wall (0/4)
Defender (This creature can't attack.)
When Wall of Runes enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Creature — Human Rogue (1/2)
, : Choose target opponent. Conjure a duplicate of the top card of their library into your hand. It perpetually gains "You may spend mana as though it were mana of any color to cast this spell." Then they exile the top card of their library face down.
Creature — Bird (1/1)
Flying
Whenever you cast a historic spell, scry 1. (Artifacts, legendaries, and Sagas are historic. To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
Snow Creature — Spirit (1/1)
: Ascendant Spirit becomes a Spirit Warrior with base power and toughness 2/3.
: If Ascendant Spirit is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.
: If Ascendant Spirit is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
Creature — Beeble (1/1)
Protection from Robots
, : The next time target player would roll one or more dice this turn, instead they roll that many dice plus one and you choose one of those rolls to ignore.
Creature — Merfolk Wizard Mutant (1/1)
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on Benthic Biomancer, draw a card, then discard a card.
Creature — Human Rogue (1/2)
Flash
When Brinebarrow Intruder enters the battlefield, target creature an opponent controls gets -2/-0 until end of turn.
Creature — Merfolk Wizard (1/1)
, : Target creature gains flying until end of turn.
Creature — Weird // Creature — Phyrexian Weird (1/3)
Defender
: Transform Captive Weird. Activate only as a sorcery. ( can be paid with either or 2 life.)
Compleated Conjurer
When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.
© 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.