Salida 10 dic 2024 · 398 cartas · Magic: The Gathering Ver en el buscador →
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Reach Undergrowth — When this creature enters, choose up to one target creature you don't control with flying. This creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard, then you may have this creature fight that creature.
Indestructible As long as your devotion to green and blue is less than seven, Kruphix isn't a creature. You have no maximum hand size. If you would lose unspent mana, that mana becomes colorless instead.
At end of combat, if Kytheon and at least two other creatures attacked this combat, exile Kytheon, then return him to the battlefield transformed under his owner's control. 2W: Kytheon gains indestructible until end of turn.
Heroic — Whenever you cast a spell that targets this creature, this creature deals 2 damage to any target.
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on it.
Bestow 3G (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Reach Enchanted creature gets +2/+2 and has reach.
Haste Battalion — Whenever this creature and at least two other creatures attack, creatures you control gain first strike and trample until end of turn and can't be blocked by creature tokens this turn.
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When this creature enters, target opponent reveals their hand. You choose a green or white creature card from it and exile that card.
+1: Target player discards a card. −2: Search your library for a card, then shuffle and put that card on top. −8: Put all creature cards from all graveyards onto the battlefield under your control.
+1: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle. −3: Target creature gets +X/+X or -X/-X until end of turn, where X is the number of Swamps you control. −6: You get an emblem with "Swamps you control have 'T: Add BBBB.'"
Lifelink Whenever another nontoken creature you control dies, exile Liliana, Heretical Healer, then return her to the battlefield transformed under her owner's control. If you do, create a 2/2 black Zombie creature token.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Cycling 2 (2, Discard this card: Draw a card.)
Flying When Linvala enters, if an opponent has more life than you, you gain 5 life. When Linvala enters, if an opponent controls more creatures than you, create a 3/3 white Angel creature token with flying.
Trample Discard a creature card: Put a +1/+1 counter on this creature. B: Regenerate this creature.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, return target enchantment card from your graveyard to your hand.
This spell can't be countered. If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
This land enters tapped. T: Add G or U. 2GU: Until end of turn, this land becomes a 3/3 green and blue Elemental creature with hexproof. It's still a land.
Flying When this creature enters, detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
Trample Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn.
Target creature gets +3/+0 until end of turn. Target creature gets +0/+3 until end of turn.
Protection from red Elemental creatures you control get +1/+1. When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each U in the mana costs of permanents you control counts toward your devotion to blue.)
This land enters tapped. T: Add C. 3, T, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
Flying Whenever Medomai deals combat damage to a player, take an extra turn after this one. Medomai can't attack during extra turns.
Whenever another creature you control with power 2 or less enters, you may pay 1. If you do, draw a card.