Salida 16 nov 2016 · 282 cartas · Magic: The Gathering Ver en el buscador →
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Flying, haste As this creature enters, secretly choose an opponent. Reveal the player you chose: Choose new targets for target spell or ability if it's controlled by the chosen player and if it targets you or a permanent you control. Activate only once.
When you cast this spell, copy it for each time you've cast your commander from the command zone this game. Create a 4/4 white Angel creature token with flying.
At the beginning of your end step, target enchantment deals damage equal to its mana value to its controller unless that player sacrifices it.
2, T: Draw a card. Activate only if you control three or more lands with the same name.
Tap target untapped creature you control. If you do, add an amount of C equal to that creature's mana value.
When this creature enters, you become the monarch. This creature can block an additional creature each combat as long as you're the monarch.
Target player sacrifices an attacking creature of their choice. You create X 1/1 white Soldier creature tokens, where X is that creature's toughness.
Return X target creature cards from your graveyard to the battlefield. Miracle XBB (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
You may have this enchantment enter as a copy of an enchantment you control, except it has "At the beginning of your upkeep, you may exile this enchantment. If you do, return it to the battlefield under its owner's control."
+2: Untap each enchanted permanent you control. −1: Create a white Aura enchantment token named Mask attached to another target permanent. The token has enchant permanent and umbra armor. −7: Mill seven cards. Return all non-Aura enchantment cards from your graveyard to the battlefield, then do the same for Aura cards. Estrid, the Masked can be your commander.
Whenever an opponent attacks, if they attacked you and/or a planeswalker you control, draw a card.
At the beginning of your upkeep, put three +1/+1 counters on target creature you control and three +1/+1 counters on target creature an opponent controls.
Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
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.
Reach (This creature can block creatures with flying.)
Players play with the top card of their libraries revealed.
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever this creature attacks, it deals 1 damage to target creature an opponent controls.
UU: Tap target creature without flying.
(T: Add G.)
T: Add C. T: Choose target commander that entered this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker.
Choose a nonland permanent you don't control, then each other player chooses a nonland permanent they don't control that hasn't been chosen this way. Destroy all other nonland permanents.
Exile target nonland permanent. Each player other than its controller creates a token that's a copy of it.
Enchant permanent When this Aura enters and at the beginning of your upkeep, gain control of enchanted permanent until end of turn. Untap that permanent. It gains haste until end of turn.