Salida 15 nov 2024 · 771 cartas · Magic: The Gathering Ver en el buscador →
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First strike (This creature deals combat damage before creatures without first strike.) Whenever an opponent casts a white or blue instant or sorcery spell, this creature deals 2 damage to that player.
Flying Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying.
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, return up to one other target permanent you control to its owner's hand.
Flying Instant and sorcery spells you cast cost 1 less to cast.
Whenever an opponent casts a blue or black spell, you may put a +1/+1 counter on this creature.
Target creature gets -2/-2 until end of turn. You gain 2 life.
Target creature gets +2/+2 until end of turn. You gain 2 life.
Destroy target creature or enchantment.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) This creature enters with a +1/+1 counter on it. Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
(T: Add R.)
During each of your turns, you may play a land and cast a permanent spell of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)
Myojin of Night's Reach enters with a divinity counter on it if you cast it from your hand. Myojin of Night's Reach has indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Night's Reach: Each opponent discards their hand.
3UU: Draw two cards.
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle. Flashback 5B (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Morbid — At the beginning of your end step, if a creature died this turn, put two +1/+1 counters on target creature you control.
At the beginning of combat on your turn, if you control another creature with power 4 or greater, put a +1/+1 counter on this creature.
Enchant land When this Aura enters, put a +1/+1 counter on target creature you control. Enchanted land has "T: Add two mana of any one color."
This creature enters with eight revival counters on it if you cast it. When this creature dies, if it had a revival counter on it, return it to the battlefield with one fewer revival counter on it at the beginning of the next end step.