Legendary Planeswalker — Gideon
+1: Until end of turn, Gideon, Ally of Zendikar becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: Create a 2/2 white Knight Ally creature token.
-4: You get an emblem with "Creatures you control get +1/+1."
Land
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Glacial Chasm enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Enchantment
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Prevent all damage that would be dealt to creatures you control.
Legendary Creature — Fox Monk // Legendary Enchantment (2/2)
When you have 30 or more life, flip Rune-Tail, Kitsune Ascendant.
Rune-Tail's Essence
Prevent all damage that would be dealt to creatures you control.
Instant
Prevent all damage that would be dealt to creatures this turn. Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
Artifact
Prevent all combat damage that would be dealt to attacking creatures you control.
Instant
Prevent all damage that would be dealt to you and creatures you control this turn by creatures.
Legendary Planeswalker — Gideon
+2: Untap all creatures you control. Those creatures get +1/+1 until end of turn.
0: Until end of turn, Gideon, Martial Paragon becomes a 5/5 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
-10: Creatures you control get +2/+2 until end of turn. Tap all creatures your opponents control.
Enchantment
Prevent all damage that would be dealt to creatures you control by sources you control.
Instant
Prevent all damage that would be dealt to you and creatures you control this turn.
Legendary Creature — Human Soldier (3/2)
Haste
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Prevent all noncombat damage that would be dealt to other creatures you control.
: Tajic, Legion's Edge gains first strike until end of turn.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this creature."
II — Create a 2/2 white Horse creature token with "Doctors you control have horsemanship." (They can't be blocked except by creatures with horsemanship.)
III — Whenever a creature you control deals combat damage to a player this turn, time travel.
Instant
Cast this spell only during combat before blockers are declared.
X can't be greater than the number of snow lands you control.
Choose X target attacking creatures. For each of those creatures, its controller may pay or . If that player doesn't, destroy that creature at end of combat. If that player pays only , prevent all combat damage that would be dealt to and dealt by that creature this combat.
Enchantment
Prevent all noncombat damage that would be dealt to you and creatures you control.
Whenever a nontoken creature you control enters, create a 2/2 white Unicorn creature token.
Artifact Creature — Wall (0/4)
Defender (This creature can't attack.)
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Prevent all noncombat damage that would be dealt to other creatures you control.
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 you control enter, draw a card. This ability triggers only once each turn.
Artifact — Equipment
Equipped creature has lifelink if you control a Cleric, deathtouch if you control a Rogue, haste if you control a Warrior, and flying if you control a Wizard.
As long as you have a full party, prevent all damage that would be dealt to equipped creature.
Equip
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled.
: Level 2
Creatures you control have menace.
: Level 3
You may play cards exiled with Rogue Class, and you may spend mana as though it were mana of any color to cast those spells.
© 2025 MTG Assist • whatgameshouldiplaynext.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.