Legendary Artifact Creature — Robot Dog (1/1)
Negative — As long as K-9, Mark I is untapped, other legendary creatures you control have ward .
Affirmative — , : Target legendary creature can't be blocked this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Creature — Spirit // Enchantment — Aura (1/1)
Flying
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Lanterns' Lift
Enchant creature
Enchanted creature gets +1/+1 and has flying.
If Lanterns' Lift would be put into a graveyard from anywhere, exile it instead.
Creature — Merfolk Detective (1/1)
Flying
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
When Mistway Spy is turned face up, until end of turn, whenever a creature you control deals combat damage to a player, investigate.
Creature — Human Rogue (1/1)
, : Exile another target creature you control, then return that card to the battlefield under your control.
Artifact Creature — Moonfolk Rogue (1/1)
Flying
When Network Disruptor enters the battlefield, tap target permanent.
Creature — Human Warrior (1/1)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Warrior with no mana cost. Eternalize only as a sorcery.)
Creature — Merfolk Shaman (0/2)
: Target land becomes the basic land type of your choice until end of turn.
Creature — Merfolk (1/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
, : Tap target land.
Creature — Merfolk Wizard (1/1)
: Look at the top card of target player's library.
Creature — Human Wizard (0/2)
Constellation — Whenever an enchantment enters the battlefield under your control, target player mills two cards.
Creature — Sliver (1/1)
All Slivers have ": Target player mills a card."
Artifact Creature — Wall (0/4)
Defender
: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Creature — Human Wizard (1/1)
, : Target creature gains first strike until end of turn.
, : Target creature gets +1/+0 until end of turn.
Creature — Drake (1/1)
Flying
When Shrieking Drake enters the battlefield, return a creature you control to its owner's hand.
Creature — Faerie Wizard (3/3)
Flying, ward
Sleep-Cursed Faerie enters the battlefield tapped with three stun counters on it. (If it would become untapped, remove a stun counter from it instead.)
: Untap Sleep-Cursed Faerie.
Creature — Human Wizard (1/1)
, : Tap target creature.
, : Target player loses 1 life.
Creature — Djinn Monk (2/1)
Flying
Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
When Stratus Dancer is turned face up, counter target instant or sorcery spell.
Creature — Spirit (2/2)
Defender
Whenever you surveil, put a +1/+1 counter on Thoughtbound Phantasm.
As long as Thoughtbound Phantasm has three or more +1/+1 counters on it, it can attack as though it didn't have defender.
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 — Turtle (0/3)
When Thriving Turtle enters the battlefield, you get (two energy counters).
Whenever Thriving Turtle attacks, you may pay . If you do, put a +1/+1 counter on it.
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