Creature — Scorpion (2/3)
When Bala Ged Scorpion enters, you may destroy target creature with power 1 or less.
Creature — Jackal Warrior (2/1)
Haste
When Earthshaker Khenra enters, target creature with power less than or equal to Earthshaker Khenra's power can't block this turn.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Jackal Warrior with no mana cost. Eternalize only as a sorcery.)
Creature — Human Wizard (1/1)
When Spawnbroker enters, you may exchange control of target creature you control and target creature with power less than or equal to that creature's power an opponent controls.
Creature — Merfolk Wizard (2/2)
Kicker and/or
Vodalian Mindsinger enters with two +1/+1 counters on it for each time it was kicked.
When Vodalian Mindsinger enters, gain control of target creature with power less than Vodalian Mindsinger's power for as long as you control Vodalian Mindsinger.
Creature — Human Rebel Assassin (1/1)
When Big Game Hunter enters, destroy target creature with power 4 or greater. It can't be regenerated.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature — Mutant Wizard (0/1)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
, Remove one or more +1/+1 counters from Simic Manipulator: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.
Legendary Creature — Human Shaman (2/3)
Haste
: Another target creature with power 2 or less can't be blocked this turn.
, , Discard your hand: Until end of turn, whenever a creature you control with power 2 or less deals combat damage to a player, draw a card.
Legendary Creature — Time Lord Doctor (3/2)
I. AM. TALKING! — Whenever The Eleventh Doctor deals combat damage to a player, you may exile a card from your hand with a number of time counters on it equal to its mana value. If it doesn't have suspend, it gains suspend.
: Target creature with power 3 or less can't be blocked this turn.
Enchantment — Aura
Enchant creature
Whenever enchanted creature attacks, if its power is 2 or less, it can't be blocked this turn.
Forecast — , Reveal Writ of Passage from your hand: Target creature with power 2 or less can't be blocked this turn. (Activate only during your upkeep and only once each turn.)
Land
: Add .
, : Target creature with power 3 or less can't be blocked this turn.
Enchantment
: Target creature with power 2 or less gains haste until end of turn and can't be blocked this turn.
Legendary Creature — Fox Shaman (4/3)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.)
Whenever this creature attacks, double the number of +1/+1 counters on target creature. That creature can't be blocked by creatures with power 2 or less this turn.
Creature — Kavu (3/3)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.)
This creature can't be blocked by creatures with power 2 or less.
Creature — Human Wizard (1/1)
: Target creature with power 2 or less can't be blocked this turn.
Creature — Dwarf Nomad (1/1)
: Target creature with power 2 or less can't be blocked this turn.
Creature — Dwarf Warrior (1/1)
: Target creature with power 2 or less can't be blocked this turn.
Land
, Sacrifice Escape Tunnel: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
, Sacrifice Escape Tunnel: Target creature with power 2 or less can't be blocked this turn.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 4/4 white Angel Warrior creature token with flying and vigilance.
II — Until end of turn, Angels you control gain ": Destroy target creature with power less than this creature's power."
III — Angels you control gain double strike until end of turn.
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