Salida 25 sept 2020 · 153 cartas · Magic: The Gathering Ver en el buscador →
153 resultados
Cowards can't block Warriors. 1: Choose one that hasn't been chosen this turn — • This creature gets +1/+1 until end of turn. • Target creature becomes a Coward until end of turn. • Target Warrior gains trample until end of turn.
Flying, haste T: The next instant or sorcery spell you cast this turn costs X less to cast, where X is the number of Wizards you control as this ability resolves.
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
Flying When this creature enters, you may reveal a card you own named Legion Angel from outside the game and put it into your hand.
Flying You don't lose unspent red mana as steps and phases end. When this creature dies, you may pay any amount of R. When you do, it deals that much damage to any target.
Flying At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated. Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn.
2, T: Copy target activated or triggered ability you control. You may choose new targets for the copy. 3, T: Copy target instant or sorcery spell you control. You may choose new targets for the copy. 4, T: Copy target permanent spell you control. (The copy becomes a token.)
Landfall — Whenever a land you control enters, add one mana of any color.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
Kicker 3U Each opponent mills eight cards. If this spell was kicked, instead each opponent mills half their library, rounded up.
As long as there are four or more instant and/or sorcery cards in your graveyard, this creature gets +3/+1. T, Discard a card: Exile the top two cards of your library, then choose one of them. You may play that card this turn.
Flying When this creature enters, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.) Equip 2WW