Creature — Kor Rebel Knight (2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
: The next 1 damage that would be dealt to Outrider en-Kor this turn is dealt to target creature you control instead.
Creature — Human Cleric (1/2)
: Prevent the next 1 damage that would be dealt to Revered Elder this turn.
Enchantment
: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may activate this ability.
Creature — Human Cleric (1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
: Target creature can't be blocked this turn.
Creature — Kor Soldier (3/3)
Trample
: The next 1 damage that would be dealt to Lancers en-Kor this turn is dealt to target creature you control instead.
Creature — Human Cleric (0/2)
, : Prevent the next 4 damage that would be dealt this turn to target creature you control. Tap that creature. It doesn't untap during your next untap step.
Creature — Kor Spirit (2/2)
Flying
: The next 1 damage that would be dealt to Spirit en-Kor this turn is dealt to target creature you control instead.
Creature — Human Cleric (2/2)
: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead.
Creature — Human Cleric (2/5)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When Karona's Zealot is turned face up, all damage that would be dealt to it this turn is dealt to target creature instead.
Creature — Human Soldier (1/5)
: All damage that would be dealt to target creature this turn by a source of your choice is dealt to Oracle's Attendants instead.
Creature — Human Knight (2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
: The next 1 damage that would be dealt to Zhalfirin Crusader this turn is dealt to any target instead.
Creature — Spirit Soldier (2/2)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
Creature — Unicorn (3/4)
Vigilance
Lieutenant — At the beginning of combat on your turn, if you control your commander, prevent all combat damage that would be dealt to creatures you control this turn. Other creatures you control gain vigilance until end of turn.
Creature — Merfolk Cleric (2/3)
: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.
Creature — Griffin (2/3)
Flying
: Prevent the next 1 combat damage that would be dealt to you this turn.
Creature — Human (2/2)
Prevent all combat damage that would be dealt to Enchanted Being by enchanted creatures.
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.
Legendary Creature — Elephant Artificer (2/4)
Prevent all combat damage that would be dealt to attacking artifact creatures you control.
Whenever one or more artifact creatures enter the battlefield under your control, draw a card. This ability triggers only once each turn.
Creature — Dog Soldier (3/3)
Flash
When Rescue Retriever enters the battlefield, put a +1/+1 counter on each other Soldier you control.
Prevent all damage that would be dealt to other attacking Soldiers you control.
Creature — Human Cleric Archer (1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
: Samite Archer deals 1 damage to any target.
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