You may play a card you own from outside the game this turn.
"If you had just one wish, what would it be? Gold, or angel song? Finding a lost love, or finding your way back home? Let me sing a song about one wish that came true . . ."
—Ellywick Tumblestrum
You may play a card you own from outside the game this turn.
"If you had just one wish, what would it be? Gold, or angel song? Finding a lost love, or finding your way back home? Let me sing a song about one wish that came true . . ."
—Ellywick Tumblestrum
You may play a card you own from outside the game this turn.
"If you had just one wish, what would it be? Gold, or angel song? Finding a lost love, or finding your way back home? Let me sing a song about one wish that came true . . ."
—Ellywick Tumblestrum
If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token.
Xorns are native to the Elemental Plane of Earth, where gems and rare stones are plentiful. When summoned elsewhere they can be quite destructive in search of food.
If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token.
Xorns are native to the Elemental Plane of Earth, where gems and rare stones are plentiful. When summoned elsewhere they can be quite destructive in search of food.
If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token.
Xorns are native to the Elemental Plane of Earth, where gems and rare stones are plentiful. When summoned elsewhere they can be quite destructive in search of food.
Trample
Whenever Zalto is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
Fire giants love to fight on a large scale, and Duke Zalto is one of the greatest warmongers of his age.
Trample
Whenever Zalto is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
Fire giants love to fight on a large scale, and Duke Zalto is one of the greatest warmongers of his age.
Trample
Whenever Zalto is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
Fire giants love to fight on a large scale, and Duke Zalto is one of the greatest warmongers of his age.
[+1]: Creatures you control get +1/+0 and gain haste until end of turn.
[0]: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
[−6]: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
[+1]: Creatures you control get +1/+0 and gain haste until end of turn.
[0]: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
[−6]: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
[+1]: Creatures you control get +1/+0 and gain haste until end of turn.
[0]: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
[−6]: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
: Add for each creature you control.
The realms protected by druids of the Circle of Dreams are gleaming, fruitful places, where dream and reality blur together and the weary can find rest.
: Add for each creature you control.
The realms protected by druids of the Circle of Dreams are gleaming, fruitful places, where dream and reality blur together and the weary can find rest.
: Add for each creature you control.
The realms protected by druids of the Circle of Dreams are gleaming, fruitful places, where dream and reality blur together and the weary can find rest.
[+1]: Venture into the dungeon. (Enter the first room or advance to the next room.)
[−2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
[−7]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
[+1]: Venture into the dungeon. (Enter the first room or advance to the next room.)
[−2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
[−7]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
[+1]: Venture into the dungeon. (Enter the first room or advance to the next room.)
[−2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
[−7]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
Trample, haste
Whenever this creature deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on this creature for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way.
Trample, haste
Whenever this creature deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on this creature for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way.
Trample, haste
Whenever this creature deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on this creature for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way.
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.
, : Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.
, : Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.
, : Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest.
A job well done means a rest well earned.
Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest.
A job well done means a rest well earned.
Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest.
A job well done means a rest well earned.
Trample
This creature enters with X +1/+1 counters on it.
Split — When this creature dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters with half that many +1/+1 counters on it, rounded down.
Trample
This creature enters with X +1/+1 counters on it.
Split — When this creature dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters with half that many +1/+1 counters on it, rounded down.
Trample
This creature enters with X +1/+1 counters on it.
Split — When this creature dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters with half that many +1/+1 counters on it, rounded down.
Flying
Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
The ancient green dragon Claugiyliamatar is often seen with a mangled corpse dangling from her mouth.
Flying
Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
The ancient green dragon Claugiyliamatar is often seen with a mangled corpse dangling from her mouth.
Flying
Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
The ancient green dragon Claugiyliamatar is often seen with a mangled corpse dangling from her mouth.
This spell costs less to cast if a creature died this turn.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Underground civilizations maintain magical barriers around their settlements to deter these monsters.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
The Tarrasque has haste and ward as long as it was cast.
Whenever The Tarrasque attacks, it fights target creature defending player controls.
When it rises, nations fall.
The Tarrasque has haste and ward as long as it was cast.
Whenever The Tarrasque attacks, it fights target creature defending player controls.
When it rises, nations fall.
The Tarrasque has haste and ward as long as it was cast.
Whenever The Tarrasque attacks, it fights target creature defending player controls.
When it rises, nations fall.
Reach, ward
Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.)
Whenever you complete a dungeon, create a 2/2 green Wolf creature token.
Reach, ward
Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.)
Whenever you complete a dungeon, create a 2/2 green Wolf creature token.
Reach, ward
Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.)
Whenever you complete a dungeon, create a 2/2 green Wolf creature token.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.
: Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.
: Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.
: Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.
Flying, lifelink, haste
Gold dragons are the greatest of the metallic dragons in size, power, and wisdom, and often take it upon themselves to safeguard mortal communities from evils that might threaten them.
Flying, lifelink, haste
Gold dragons are the greatest of the metallic dragons in size, power, and wisdom, and often take it upon themselves to safeguard mortal communities from evils that might threaten them.
Flying, lifelink, haste
Gold dragons are the greatest of the metallic dragons in size, power, and wisdom, and often take it upon themselves to safeguard mortal communities from evils that might threaten them.
(Gain the next level as a sorcery to add its ability.)
Legendary creatures you control enter with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
(Gain the next level as a sorcery to add its ability.)
Legendary creatures you control enter with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
(Gain the next level as a sorcery to add its ability.)
Legendary creatures you control enter with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
Double strike
When Drizzt enters, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample.
Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
Double strike
When Drizzt enters, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample.
Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
Double strike
When Drizzt enters, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample.
Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
When Minsc enters, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.
: Until end of turn, target creature you control has base power and toughness X/X and becomes a Giant in addition to its other types. Activate only as a sorcery.
When Minsc enters, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.
: Until end of turn, target creature you control has base power and toughness X/X and becomes a Giant in addition to its other types. Activate only as a sorcery.