Salida 28 ene 2022 · 535 cartas · Magic: The Gathering Ver en el buscador →
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At the beginning of combat on your turn, choose one — • Creatures you control get +1/+1 and gain trample until end of turn. • Target land gains "T: Add GGG" until end of turn. • Draw a card if you control a creature with power 3 or greater. • You gain 3 life.
When this creature enters, create a Blood token. (It's an artifact with "1, T, Discard a card, Sacrifice this token: Draw a card.") Whenever you sacrifice a Blood token, you gain 1 life.
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, destroy target planeswalker. At the beginning of your upkeep, this creature deals 1 damage to you.
As an additional cost to cast this spell, sacrifice a creature. Enchant creature You control enchanted creature. Enchanted creature gets +1/+1.
Ward—Discard a card. Whenever this creature enters or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Destroy target creature or planeswalker. Create two Blood tokens. (They're artifacts with "1, T, Discard a card, Sacrifice this token: Draw a card.")
Trample This creature enters with a +1/+1 counter on it for each creature that died this turn.
Whenever a Frog you control attacks, mill three cards. Whenever a permanent card is put into your graveyard from your library, exile it with a croak counter on it. You may play lands and cast spells from among cards you own in exile with croak counters on them.
Equipped creature gets +2/+0. It gets an additional +0/+2 and has deathtouch as long as an Equipment named Bride's Gown is attached to a creature you control. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Flying Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Flying Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever this creature attacks, you may pay 1W. If you do, target attacking creature without flying gains flying until end of turn.
This creature can't be blocked as long as it's attacking alone. Disturb 3U (You may cast this card from your graveyard transformed for its disturb cost.)
First strike (This creature deals combat damage before creatures without first strike.) Reach (This creature can block creatures with flying.) At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Exile target nonlegendary creature, then return it to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on it. Otherwise, tap it. Flashback 1WU (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Ward 2 (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2.) This creature enters with two +1/+1 counters on it for each other nontoken Human you control.
Trample Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature can't be blocked by creatures with power 2 or less this turn.
This land enters tapped unless you control two or more other lands. T: Add B or R.
Whenever this creature or another nontoken Zombie you control dies, create a 2/2 black Zombie creature token.
Equipped creature gets +1/+1. Equipped creature can't be blocked by creatures with power 4 or greater. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
1, T, Pay 1 life, Discard a card: Draw a card, mill a card, then put a ritual counter on this artifact. Then if it has three or more ritual counters on it, remove them and transform it. Activate only as a sorcery.
Flying At the beginning of combat on your turn, choose one that hasn't been chosen — • Each player sacrifices a creature of their choice. • You draw a card and you lose 1 life. • Transform Henrika.
Destroy target creature or planeswalker.