Salida 23 jul 2021 · 424 cartas · Magic: The Gathering Ver en el buscador →
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Double strike Teleport — 3W: This creature phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
Flying Lightning Breath — When this creature enters, until your next turn, target creature an opponent controls gets -3/-0, up to one other target creature gets -2/-0, and up to one other target creature gets -1/-0.
Equipped creature gets +1/+0 and has haste. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
Whenever you roll one or more dice, this creature deals 1 damage to each opponent.
Each creature you control gets +2/+0 for each Equipment attached to it. You may pay 0 rather than pay the equip cost of the first equip ability you activate each turn.
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on this creature.
Target creature gets +2/+2 and gains trample until end of turn. Untap it.
Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead.
If you control two or more other lands, this land enters tapped. T: Add W. 4W: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
Whenever you gain life, put a +1/+1 counter on this creature.
Wild Magic Surge — Whenever this creature attacks, roll a d20. 1—9 | Exile the top card of your library. You may play it this turn. 10—19 | Exile the top two cards of your library. You may play them this turn. 20 | Exile the top three cards of your library. You may play them this turn.
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant card or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life.
Choose one — • Two-Weapon Fighting — Double target creature's power and toughness until end of turn. • Archery — This spell deals 5 damage to target creature with flying.
T: Add G for each creature you control.
Bear Form — During your turn, this creature is a Bear with base power and toughness 4/2. (It loses all other creature types.)
When this creature dies, venture into the dungeon. (Enter the first room or advance to the next room.)