Whenever this creature becomes the target of a spell, this creature deals 2 damage to that spell's controller.
Not every tale ends in glory.
Damage can't be prevented this turn. Stomp deals 2 damage to any target.
Not every tale ends in glory.
Whenever this creature becomes the target of a spell, this creature deals 2 damage to that spell's controller.
Not every tale ends in glory.
Damage can't be prevented this turn. Stomp deals 2 damage to any target.
Not every tale ends in glory.
Flash
This spell costs less to cast for each attacking creature you control.
When Embercleave enters, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip
Flash
This spell costs less to cast for each attacking creature you control.
When Embercleave enters, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip
First strike, haste
Whenever this creature attacks, another target attacking Knight you control gets +1/+0 until end of turn.
Equip abilities you activate that target this creature cost less to activate.
2018 World Champion Javier Dominguez
First strike, haste
Whenever this creature attacks, another target attacking Knight you control gets +1/+0 until end of turn.
Equip abilities you activate that target this creature cost less to activate.
2018 World Champion Javier Dominguez
You can cast spells only during your turn and you can cast no more than two spells each turn.
You may cast spells with mana value less than or equal to the number of lands you control without paying their mana costs.
"Just tell us how many you want and get out of the way."
You can cast spells only during your turn and you can cast no more than two spells each turn.
You may cast spells with mana value less than or equal to the number of lands you control without paying their mana costs.
"Just tell us how many you want and get out of the way."
Add seven . You can cast only one more spell this turn.
The greatest challenge isn't the stifling heat but the crushing weight of those who failed before.
Add seven . You can cast only one more spell this turn.
The greatest challenge isn't the stifling heat but the crushing weight of those who failed before.
Whenever you draw your second card each turn, this creature deals 3 damage to any target.
"Fear of fire is a sensible instinct. If I were you, I'd be terrified."
Whenever you draw your second card each turn, this creature deals 3 damage to any target.
"Fear of fire is a sensible instinct. If I were you, I'd be terrified."
Flying
When this creature enters, choose target Human or artifact an opponent controls. For as long as this creature remains on the battlefield, gain control of that permanent, it loses all abilities, and it can't attack or block.
Flying
When this creature enters, choose target Human or artifact an opponent controls. For as long as this creature remains on the battlefield, gain control of that permanent, it loses all abilities, and it can't attack or block.
Flying
When this creature enters, choose target Human or artifact an opponent controls. For as long as this creature remains on the battlefield, gain control of that permanent, it loses all abilities, and it can't attack or block.
Reach, haste
Whenever this creature attacks, if defending player has more cards in hand than you, exile the top card of their library. During any turn you attacked with a Rogue, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
Reach, haste
Whenever this creature attacks, if defending player has more cards in hand than you, exile the top card of their library. During any turn you attacked with a Rogue, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
Sundering Stroke deals 7 damage divided as you choose among one, two, or three targets. If at least seven red mana was spent to cast this spell, instead Sundering Stroke deals 7 damage to each of those permanents and/or players.
Sundering Stroke deals 7 damage divided as you choose among one, two, or three targets. If at least seven red mana was spent to cast this spell, instead Sundering Stroke deals 7 damage to each of those permanents and/or players.
If a red source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
A dwarf's grudge runs deeper than the mountains' roots.
If a red source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
A dwarf's grudge runs deeper than the mountains' roots.
Vigilance, trample
When this creature enters, if you cast it from your hand, create three Food tokens. (They're artifacts with ", , Sacrifice this token: You gain 3 life.")
Sacrifice three Foods: Return this card from your graveyard to the battlefield. Activate only during your turn.
Vigilance, trample
When this creature enters, if you cast it from your hand, create three Food tokens. (They're artifacts with ", , Sacrifice this token: You gain 3 life.")
Sacrifice three Foods: Return this card from your graveyard to the battlefield. Activate only during your turn.
Flying
When this creature enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
, : Create a Food token.
, Sacrifice a Food: Add one mana of any color.
Flying
When this creature enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
, : Create a Food token.
, Sacrifice a Food: Add one mana of any color.
This spell costs less to cast, where X is the greatest power among creatures you control.
: Add . You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
This spell costs less to cast, where X is the greatest power among creatures you control.
: Add . You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
This creature can't attack unless you control a 1/1 creature.
His mind chose solitude, but his heart disagreed.
Create a 1/1 white Human creature token. (Then exile this card. You may cast the creature later from exile.)
His mind chose solitude, but his heart disagreed.
This creature can't attack unless you control a 1/1 creature.
His mind chose solitude, but his heart disagreed.
Create a 1/1 white Human creature token. (Then exile this card. You may cast the creature later from exile.)
His mind chose solitude, but his heart disagreed.
If this spell is the first spell you've cast this game, you may cast it without paying its mana cost.
Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
If this spell is the first spell you've cast this game, you may cast it without paying its mana cost.
Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
"The curse is broken."
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
"The curse is broken."
When this creature enters, it fights up to one target creature you don't control.
Sacrifice a Food: Put a +1/+1 counter on this creature. It gains indestructible until end of turn. Tap it.
When this creature enters, it fights up to one target creature you don't control.
Sacrifice a Food: Put a +1/+1 counter on this creature. It gains indestructible until end of turn. Tap it.
Flash (You may cast this spell any time you could cast an instant.)
Reach (This creature can block creatures with flying.)
Whenever another non-Human creature you control enters, you may pay . When you do, put X +1/+1 counters on this creature.
Flash (You may cast this spell any time you could cast an instant.)
Reach (This creature can block creatures with flying.)
Whenever another non-Human creature you control enters, you may pay . When you do, put X +1/+1 counters on this creature.
Yorvo enters with four +1/+1 counters on it.
Whenever another green creature you control enters, put a +1/+1 counter on Yorvo. Then if that creature's power is greater than Yorvo's power, put another +1/+1 counter on Yorvo.
Yorvo enters with four +1/+1 counters on it.
Whenever another green creature you control enters, put a +1/+1 counter on Yorvo. Then if that creature's power is greater than Yorvo's power, put another +1/+1 counter on Yorvo.
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent of their choice. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice this enchantment.
In the end, death usually has its way.
At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent of their choice. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice this enchantment.
In the end, death usually has its way.
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn.
You may play an additional land this turn.
The guards kindled the hearth and locked the door to Ellwen's chamber. By morning, the fire was out and Ellwen was gone.
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn.
You may play an additional land this turn.
The guards kindled the hearth and locked the door to Ellwen's chamber. By morning, the fire was out and Ellwen was gone.
Vigilance
This creature gets +1/+1 for each color among permanents you control.
: For each color among permanents you control, add one mana of that color.
Its wide-reaching roots draw more than water.
Vigilance
This creature gets +1/+1 for each color among permanents you control.
: For each color among permanents you control, add one mana of that color.
Its wide-reaching roots draw more than water.
[0]: Create two 2/2 black and green Wolf creature tokens with "When this token dies, put a loyalty counter on each Garruk you control."
[−3]: Destroy target creature. Draw a card.
[−6]: You get an emblem with "Creatures you control get +3/+3 and have trample."
[0]: Create two 2/2 black and green Wolf creature tokens with "When this token dies, put a loyalty counter on each Garruk you control."
[−3]: Destroy target creature. Draw a card.
[−6]: You get an emblem with "Creatures you control get +3/+3 and have trample."
Flash
, Sacrifice an Island: This creature can't be blocked this turn.
, Sacrifice a Swamp: You gain 1 life and draw a card.
: Exile five target cards from an opponent's graveyard. Return this card from your graveyard to your hand. Activate only as a sorcery.
Flash
, Sacrifice an Island: This creature can't be blocked this turn.
, Sacrifice a Swamp: You gain 1 life and draw a card.
: Exile five target cards from an opponent's graveyard. Return this card from your graveyard to your hand. Activate only as a sorcery.
[+2]: Create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
[+1]: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
[−5]: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
[+2]: Create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
[+1]: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
[−5]: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics.
• 3/1 Human Warrior with trample and haste.
• 2/1 Human Cleric with lifelink and haste.
• 1/2 Human Rogue with haste and "When this token enters, it deals 1 damage to any target."
At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics.
• 3/1 Human Warrior with trample and haste.
• 2/1 Human Cleric with lifelink and haste.
• 1/2 Human Rogue with haste and "When this token enters, it deals 1 damage to any target."
[+1]: Draw a card, then discard a card.
[+1]: Target creature gets +2/+0 and gains first strike and trample until end of turn.
[−8]: Draw four cards. When you do, The Royal Scions deals damage to any target equal to the number of cards in your hand.
[+1]: Draw a card, then discard a card.
[+1]: Target creature gets +2/+0 and gains first strike and trample until end of turn.
[−8]: Draw four cards. When you do, The Royal Scions deals damage to any target equal to the number of cards in your hand.
Menace
At the beginning of your upkeep, each player draws a card and loses 1 life.
"As she reached the pinnacle, lightning flashed and her eyes blazed with newfound power."
—Legend of the Gilded Knights