Creature — Dinosaur (6/6)
Trample
Whenever Vaultborn Tyrant or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When Vaultborn Tyrant dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Creature — Beast (5/4)
Whenever Warbeast of Gorgoroth or another creature you control with power 4 or greater dies, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Creature — Human Soldier (1/4)
Whenever another creature you control with power 2 or less enters, you gain 1 life and draw a card.
Creature — Vampire Rogue (2/4)
Flying
Whenever another creature you control with power 2 or less enters, each opponent loses 1 life and you gain 1 life.
: Creatures you control with power 2 or less gain deathtouch and lifelink until end of turn.
Creature — Beast (4/4)
Whenever another creature you control with power 3 or greater enters, you may draw a card.
Creature — Spirit Detective (2/2)
Whenever another creature you control with power 2 or less enters, this creature gains flying until end of turn.
Creature — Human Druid (4/2)
When Outcaster Trailblazer enters, add one mana of any color.
Whenever another creature you control with power 4 or greater enters, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Legendary Creature — Human Advisor (3/3)
First Contact — Whenever Overseer of Vault 76 or another creature you control with power 3 or less enters, put a quest counter on Overseer of Vault 76.
At the beginning of combat on your turn, you may remove three quest counters from among permanents you control. When you do, put a +1/+1 counter on each creature you control and they gain vigilance until end of turn.
Creature — Beast (5/5)
Whenever another creature you control with power 5 or greater enters, you may return target creature card from your graveyard to your hand.
Creature — Gremlin (2/2)
Menace (This creature can't be blocked except by two or more creatures.)
Whenever another creature you control with power 2 or less enters, you may discard a card. If you do, draw a card. Do this only once each turn.
Creature — Human Soldier (2/2)
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
Creature — Unicorn (2/2)
Whenever another creature you control with power 2 or less enters, target creature you control gets +1/+1 until end of turn.
Creature — Angel Soldier (2/4)
Flying
Whenever another creature you control with power 2 or less enters, put two +1/+1 counters on that creature.
Creature — Dog (1/1)
Menace
Whenever another creature you control with power 2 or less enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Phyrexian Cleric (1/1)
Whenever another creature you control enters, you may gain 1 life.
Whenever a creature an opponent controls enters, you may have that player lose 1 life.
Creature — Human Clown (2/3)
Whenever another creature you control with power 2 or less enters, Vicious Clown gets +2/+0 until end of turn.
Creature — Archon (3/4)
Flying
Whenever Archon of Redemption or another creature you control with flying enters, you may gain life equal to that creature's power.
Creature — Human Druid Wizard (1/1)
At the beginning of your end step, if you control a creature with power 5 or greater, you may gain 2 life.
: Add .
© 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.