Creature — Homarid Scout (3/3)
When Homarid Explorer enters the battlefield, target player mills four cards.
Creature — Human Wizard (1/4)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Imperious Mindbreaker is paired with another creature, each of those creatures has "Whenever this creature attacks, each opponent mills cards equal to its toughness."
Creature — Merfolk Soldier (3/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
When Inkfathom Divers enters the battlefield, look at the top four cards of your library, then put them back in any order.
Legendary Creature — Djinn (4/4)
Flying
: Attacking creatures with flying get +1/+1 until end of turn. ( can be paid with either or .)
Whenever three or more creatures you control with flying attack, each player gains control of a nonland permanent of your choice controlled by the player to their right.
Creature — Drake (2/2)
Flying
When Iridescent Drake enters the battlefield, put target Aura card from a graveyard onto the battlefield under your control attached to Iridescent Drake.
Legendary Creature — Dragon (5/5)
Flying
Iymrith, Desert Doom has ward as long as it's untapped.
Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
Legendary Creature — Zombie Mutant Advisor (2/3)
Whenever a Zombie or Mutant you control dies, if its power was different from its base power, draw a card.
Come Fly With Me — , Sacrifice a creature: Put a +1/+1 counter on target creature you control. It gains flying until end of turn.
Creature — Human Monk (2/3)
Jeskai Infiltrator can't be blocked as long as you control no other creatures.
When Jeskai Infiltrator deals combat damage to a player, exile it and the top card of your library in a face-down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Creature — Leech (1/3)
Jorubai Murk Lurker gets +1/+1 as long as you control a Swamp.
: Target creature gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
Legendary Creature — Moonfolk Artificer (3/3)
Flying
: Until end of turn, target noncreature artifact you control becomes an artifact creature and gains flying. If it's not a Vehicle, it has base power and toughness 1/1 until end of turn.
At the beginning of your upkeep, put a +1/+1 counter on each of up to three target noncreature artifacts.
Creature — Human Wizard (2/5)
: Put target artifact, instant, or sorcery card from a graveyard on the bottom of its owner's library.
Creature — Naga Wizard (3/3)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When Kheru Spellsnatcher is turned face up, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled.
Creature — Human Pirate (3/1)
Flying
Whenever Kitesail Skirmisher attacks, another target creature attacking the same player or planeswalker gains flying until end of turn.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature — Serpent (4/3)
Kukemssa Serpent can't attack unless defending player controls an Island.
, Sacrifice an Island: Target land an opponent controls becomes an Island until end of turn.
When you control no Islands, sacrifice Kukemssa Serpent.
Legendary Creature — Human Advisor (1/1)
: Return Lady Sun and another target creature to their owners' hands. Activate only during your turn, before attackers are declared.
Creature — Human Wizard (3/3)
, Sacrifice Magus of the Jar: Each player exiles all cards from their hand face down and draws seven cards. At the beginning of the next end step, each player discards their hand and returns to their hand each card they exiled this way.
Creature — Sphinx Rogue (3/5)
Flying, vigilance, ward
Whenever you commit a crime, surveil 2. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Creature — Sphinx (4/4)
Flying
Whenever Master of Predicaments deals combat damage to a player, choose a card in your hand. That player guesses whether the card's mana value is greater than 4. If the player guessed wrong, you may cast the card without paying its mana cost.
Creature — Human Pirate (2/4)
Whenever Merchant Raiders or another Pirate enters the battlefield under your control, tap up to one target creature. That creature doesn't untap during its controller's untap step for as long as you control Merchant Raiders.
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