At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.
, , Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.
, , Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.
, , Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
Equipped creature gets +2/+1.
When equipped creature dies, you may have this Equipment become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment.
Equip
Equipped creature gets +2/+1.
When equipped creature dies, you may have this Equipment become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment.
Equip
Equipped creature gets +2/+1.
When equipped creature dies, you may have this Equipment become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment.
Equip
Defender, flying
Whenever this creature is dealt damage, you and target opponent each draw a card.
Flumphs siphon thoughts and energy from evil aberrations, and are often eager to share the dark knowledge they obtain with friendly adventurers.
Defender, flying
Whenever this creature is dealt damage, you and target opponent each draw a card.
Flumphs siphon thoughts and energy from evil aberrations, and are often eager to share the dark knowledge they obtain with friendly adventurers.
Defender, flying
Whenever this creature is dealt damage, you and target opponent each draw a card.
Flumphs siphon thoughts and energy from evil aberrations, and are often eager to share the dark knowledge they obtain with friendly adventurers.
As long as Grand Master of Flowers has seven or more loyalty counters on him, he's a 7/7 Dragon God creature with flying and indestructible.
[+1]: Target creature without first strike, double strike, or vigilance can't attack or block until your next turn.
[+1]: Search your library and/or graveyard for a card named Monk of the Open Hand, reveal it, and put it into your hand. If you search your library this way, shuffle.
As long as Grand Master of Flowers has seven or more loyalty counters on him, he's a 7/7 Dragon God creature with flying and indestructible.
[+1]: Target creature without first strike, double strike, or vigilance can't attack or block until your next turn.
[+1]: Search your library and/or graveyard for a card named Monk of the Open Hand, reveal it, and put it into your hand. If you search your library this way, shuffle.
As long as Grand Master of Flowers has seven or more loyalty counters on him, he's a 7/7 Dragon God creature with flying and indestructible.
[+1]: Target creature without first strike, double strike, or vigilance can't attack or block until your next turn.
[+1]: Search your library and/or graveyard for a card named Monk of the Open Hand, reveal it, and put it into your hand. If you search your library this way, shuffle.
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Flying, vigilance
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip .
Flying, vigilance
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip .
Flying, vigilance
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip .
Vigilance
When this creature enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
A paladin's steed is a celestial spirit in animal form.
Vigilance
When this creature enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
A paladin's steed is a celestial spirit in animal form.
Vigilance
When this creature enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
A paladin's steed is a celestial spirit in animal form.
Vigilance
Whenever Nadaar enters or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Other creatures you control get +1/+1 as long as you've completed a dungeon.
Vigilance
Whenever Nadaar enters or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Other creatures you control get +1/+1 as long as you've completed a dungeon.
Vigilance
Whenever Nadaar enters or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Other creatures you control get +1/+1 as long as you've completed a dungeon.
Magical Tinkering — , , Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield, then shuffle. Activate only as a sorcery.
"Can't see this airship crashing in the near future. Sturdy as a rock."
Magical Tinkering — , , Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield, then shuffle. Activate only as a sorcery.
"Can't see this airship crashing in the near future. Sturdy as a rock."
Magical Tinkering — , , Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield, then shuffle. Activate only as a sorcery.
"Can't see this airship crashing in the near future. Sturdy as a rock."
(Gain the next level as a sorcery to add its ability.)
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
(Gain the next level as a sorcery to add its ability.)
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
(Gain the next level as a sorcery to add its ability.)
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
"Hold on to your lunch!"
—Bartleby, gnome wizard
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
"Hold on to your lunch!"
—Bartleby, gnome wizard
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
"Hold on to your lunch!"
—Bartleby, gnome wizard
You may choose not to untap The Blackstaff of Waterdeep during your untap step.
Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
You may choose not to untap The Blackstaff of Waterdeep during your untap step.
Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
You may choose not to untap The Blackstaff of Waterdeep during your untap step.
Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
This spell costs less to cast for each instant and sorcery spell you've cast this turn.
Whenever this creature attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast this card from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
This spell costs less to cast for each instant and sorcery spell you've cast this turn.
Whenever this creature attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast this card from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
This spell costs less to cast for each instant and sorcery spell you've cast this turn.
Whenever this creature attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast this card from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
Flash
Drag Below — When this creature enters, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
Flash
Drag Below — When this creature enters, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
Flash
Drag Below — When this creature enters, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
Whenever one or more creatures you control deal combat damage to a player, draw a card.
"You studied hard. How delicious!"
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
Whenever one or more creatures you control deal combat damage to a player, draw a card.
"You studied hard. How delicious!"
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
Whenever one or more creatures you control deal combat damage to a player, draw a card.
"You studied hard. How delicious!"
Flying
Iymrith has ward as long as it's untapped.
Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
Flying
Iymrith has ward as long as it's untapped.
Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
Flying
Iymrith has ward as long as it's untapped.
Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
Dominate Monster — When this creature enters, gain control of target creature for as long as you control this creature.
"Shed your thoughts and let my will flow through you."
Dominate Monster — When this creature enters, gain control of target creature for as long as you control this creature.
"Shed your thoughts and let my will flow through you."
Dominate Monster — When this creature enters, gain control of target creature for as long as you control this creature.
"Shed your thoughts and let my will flow through you."
[+2]: Draw two cards, then put a card from your hand on the bottom of your library.
[−2]: Create a blue Dog Illusion creature token with "This token's power and toughness are each equal to twice the number of cards in your hand."
[−10]: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size."
[+2]: Draw two cards, then put a card from your hand on the bottom of your library.
[−2]: Create a blue Dog Illusion creature token with "This token's power and toughness are each equal to twice the number of cards in your hand."
[−10]: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size."
[+2]: Draw two cards, then put a card from your hand on the bottom of your library.
[−2]: Create a blue Dog Illusion creature token with "This token's power and toughness are each equal to twice the number of cards in your hand."
[−10]: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size."
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or greater.
The raging behir reared back, opened its terrible maw . . . and collapsed in a fit of horrifying giggles.
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or greater.
The raging behir reared back, opened its terrible maw . . . and collapsed in a fit of horrifying giggles.
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or greater.
The raging behir reared back, opened its terrible maw . . . and collapsed in a fit of horrifying giggles.
Target artifact or creature becomes a copy of another target artifact or creature.
Maybe a little too convincing.
Target artifact or creature becomes a copy of another target artifact or creature.
Maybe a little too convincing.
Target artifact or creature becomes a copy of another target artifact or creature.
Maybe a little too convincing.