Creature — Human Cleric (3/2)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has lifelink.
Creature — Dog Shaman (2/1)
At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.
Instant
Choose one —
• Exile target creature with power 3 or greater.
• You draw two cards and you lose 2 life.
• Distribute two +1/+1 counters among one or two target creatures.
Creature — Human Soldier (2/3)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has flying.
Creature — Human Warrior (4/4)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Creature — Human Warrior (3/3)
Abzan Kin-Guard has lifelink as long as you control a white or black permanent.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2.
Enchanted creature has vigilance as long as you control a black or green permanent.
Creature — Bird Soldier (2/2)
Flying
When Abzan Skycaptain dies, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Instant
Target creature blocks this turn if able. You may have it gain reach until end of turn.
Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Sorcery — Lesson
Choose one —
• Choose a nonland card name. Opponents can't cast spells with the chosen name until your next turn.
• Choose target nonland permanent. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
Creature — Drake (2/2)
Kicker (You may pay an additional as you cast this spell.)
Flying
If Academy Drake was kicked, it enters with two +1/+1 counters on it.
Creature — Human Wizard (0/0)
Academy Elite enters with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards.
, Remove a +1/+1 counter from Academy Elite: Draw a card, then discard a card.
Creature — Human Wizard (3/2)
This spell costs less to cast if you control a Wizard.
When Academy Journeymage enters, return target creature an opponent controls to its owner's hand.
Creature — Human Wizard (2/3)
At the beginning of each player's draw step, that player may draw an additional card. If they do, spells they cast this turn cost more to cast.
Artifact Creature — Assembly-Worker (1/3)
If you would create a Clue, Food, or Treasure token, instead create one of each.
Creature — Human Warrior (1/1)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever Academy Raider deals combat damage to a player, you may discard a card. If you do, draw a card.
Creature — Human Cleric (1/2)
When Academy Rector dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle.
Creature — Human Wizard (2/2)
When Academy Researchers enters, you may put an Aura card from your hand onto the battlefield attached to Academy Researchers.
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