Target creature you control gets +1/+1 and gains first strike until end of turn. Creatures target opponent controls lose first strike and double strike until end of turn.
The opening of the Omenpaths awoke the wild magic of Thunder Junction. Settlers dubbed it "thunder" and put it to use in everything from farming tools to deadly weapons.
Create a 4/4 Windmill artifact creature token with defender. When you do, it deals damage equal to its power to any target. Miracle {0}(You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Flying, Haste {R}: This creature gets +1/+0 until end of turn. At the beginning of combat on your turn, conjure a random creature card with mana value X onto the battlefield, where X is this creature's power. That creature gains haste. Exile it at the beginning of the next end step.
This spell costs {X} less to cast, where X is the total mana value of Dragons you control not named Earthquake Dragon. Flying, trample {2}{G}, Sacrifice a land: Return Earthquake Dragon from your graveyard to your hand.
{T}: Uninstall all results from this creature, then roll a six-sided die. Install the result on this creature. (Put the die on this creature.) You may uninstall a result from this creature to use it for a die you rolled. Uninstall a 6 from this creature: Draw a card.
[+1]: You draw a card and you lose 1 life. [–3]: Destroy target creature. [–8]: Target opponent gets an emblem with "Whenever a player draws a card, you lose 2 life."
Destroy target creature. Create two 1/1 red Warrior creature tokens. They gain haste until end of turn. Sacrifice them at the beginning of the next end step.
Dariya's first mistake was thinking they could short the Mardu trader on a deal. Their last was not considering the trader would bring backup.
As an additional cost to cast this spell, sacrifice a creature. Create X 1/1 black and green Pest creature tokens with "When this token dies, you gain 1 life," where X is the sacrificed creature's power.
Flying This creature can block only creatures with flying.
"My grandmother had sold the rest of her jewelry long ago, but she left a particular necklace in my care: a golden chain, bearing a raven-shaped charm."
The next time a source of your choice would deal damage to any target this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals that much damage to the source's controller.