Salida 29 abr 2022 · 5740 cartas · Magic: The Gathering Ver en el buscador →
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G: Regenerate another target Elf. 2GGG: Elf creatures you control get +3/+3 and gain trample until end of turn.
T, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
Whenever you get one or more E (energy counters), put a +1/+1 counter on target creature you control. 4, T: You get E.
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
For each creature, its controller sacrifices a permanent of their choice unless they pay 1.
Exile target artifact or enchantment.
At the beginning of each end step, if you've cast both a creature spell and a noncreature spell this turn, create a Clue token, a Food token, and a Treasure token.
Vigilance This creature gets +1/+1 for each color among permanents you control. T: For each color among permanents you control, add one mana of that color.
Flying Whenever a nontoken creature an opponent controls enters, create a token that's a copy of that creature except it's an artifact in addition to its other types. Then exile all other tokens created with this creature.
This land enters tapped. T: Add U. 1U: This land becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
Flying
Flash Flying When this creature enters, you may search your library for a Faerie card, reveal it, then shuffle and put that card on top.
Flash (You may cast this spell any time you could cast an instant.) Flying
Flying When this creature enters, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Flying When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Flying Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.
Counter target spell. Draw a card, then discard a card.
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield.
Enchant creature you control When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. Enchanted creature gets +2/+2.
Enchant permanent When this Aura enters, you gain 4 life. Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)