Creature — Jellyfish (2/2)
Flying
: Avizoa gets +2/+2 until end of turn. You skip your next untap step. Activate only once each turn.
Legendary Creature — Human Wizard (0/2)
Tap an untapped Wizard you control: Draw a card.
Creature — Drake (1/3)
Flying
: Azimaet Drake gets +1/+0 until end of turn. Activate only once each turn.
Creature — Human Pirate (3/3)
When Azure Fleet Admiral enters the battlefield, you become the monarch.
Azure Fleet Admiral can't be blocked by creatures the monarch controls.
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 — Human Wizard (1/1)
, : Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.
Creature — Human Spellshaper (2/2)
, , Discard a card: Target creature gains flying until end of turn.
Creature — Human Wizard (1/1)
Whenever Balshan Beguiler deals combat damage to a player, that player reveals the top two cards of their library. You choose one of those cards and put it into their graveyard.
Creature — Bird Soldier (2/2)
Flying
: Balshan Collaborator gets +1/+1 until end of turn.
Creature — Griffin (3/2)
Flying
, Discard a card: Return Balshan Griffin to its owner's hand.
Legendary Creature — Human Wizard (1/1)
, Sacrifice a permanent: Return target creature to its owner's hand.
Legendary Creature — Human Wizard (2/2)
When Barrin, Tolarian Archmage enters the battlefield, return up to one other target creature or planeswalker to its owner's hand.
At the beginning of your end step, if a permanent was put into your hand from the battlefield this turn, draw a card.
Creature — Spirit (3/3)
Flying
Other Spirit creatures you control get +1/+0.
Creature — Human Wizard (3/4)
Flying
When Bazaar Trademage enters the battlefield, draw two cards, then discard three cards.
Creature — Human Wizard (1/1)
: Gain control of target creature with power less than or equal to the number of creatures you control.
Enchantment — Saga // Enchantment Creature — Spirit (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — Creatures you don't control get -2/-0 until your next turn.
II — If you have one or fewer cards in hand, draw four cards. Otherwise, scry 2, then draw two cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Vision of the Unspeakable
Flying, trample
Vision of the Unspeakable gets +1/+1 for each card in your hand.
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.
Creature — Merfolk Scout (2/4)
, Untap a tapped land an opponent controls: Add one mana of any type that land could produce.
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