Salida 19 abr 2024 · 131 cartas · Magic: The Gathering Ver en el buscador →
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1U: This creature gets +2/-2 until end of turn. At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card, then discard a card.
Spree (Choose one or more additional costs.) + 1 — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) + 1 — Caught in the Crossfire deals 2 damage to each non-outlaw creature.
This land enters tapped unless you control two or fewer other lands. T: Add W or B.
Flying, lifelink Whenever this creature attacks while saddled, it gets +X/+X until end of turn, where X is the number of Mounts you control. Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Haste When this creature enters, another target creature you control gets +1/+1 and gains haste until end of turn. Plot 1R (You may pay 1R and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Enchant creature Enchanted creature gets +1/+1 and has menace and trample. When this Aura is put into a graveyard from the battlefield, draw a card. Plot R (You may pay R and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)
Flying, vigilance Duelist of the Mind's power is equal to the number of cards you've drawn this turn. Whenever you commit a crime, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
At the beginning of your end step, if you haven't cast a spell from your hand this turn and this enchantment isn't a creature, it becomes a 3/3 Spirit creature with flying in addition to its other types. 2U: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Lifelink Whenever an Aura you control becomes attached to a nonland permanent an opponent controls with mana value less than or equal to that Aura's mana value, gain control of that permanent for as long as that Aura is attached to it.
When Ertha Jo enters, create a 1/1 red Mercenary creature token with "T: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever you activate an ability that targets a creature or player, copy that ability. You may choose new targets for the copy.
At the beginning of combat on your turn, choose one — • Target creature you control gets +2/+0 until end of turn. • Target creature you control gains menace and haste until end of turn.
Spree (Choose one or more additional costs.) + 1 — All creatures lose all abilities until end of turn. + 1 — Choose a creature you control. It gains indestructible until end of turn. + 3WW — Destroy all creatures.
Target creature you control gains hexproof until end of turn. Untap that creature. Until end of turn, it becomes a copy of up to one other target creature.
Create X 1/1 red Mercenary creature tokens with "T: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
When Fortune enters, scry 2. Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control. Saddle 1
When this creature enters, look at the top five cards of your library. You may reveal a Mount creature card or a Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Until end of turn, each creature you control gets +2/+2 and gains trample and "This creature can't be blocked by more than one creature."
Spree (Choose one or more additional costs.) + 1 — Exile target nontoken creature. Return it to the battlefield under its owner's control at the beginning of the next end step. + 2 — Destroy target creature if no other creature has greater power.
Haste Nontoken creatures you control have "T: Create a token that's a copy of target token you control that entered this turn."
Whenever this creature attacks while saddled, exile the top card of your library. Until the end of your next turn, you may play that card. Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Spree (Choose one or more additional costs.) + 2R — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase. + 2 — Creatures you control get +1/+0 and gain first strike until end of turn. + R — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Affinity for outlaws (This spell costs 1 less to cast for each Assassin, Mercenary, Pirate, Rogue, and/or Warlock you control.) Trample