{4}{W}, {T}: Creatures you control get +1/+1 until end of turn. This ability costs {2} less to activate if you control a legendary creature.
"Where now the horse and the rider? Where is the horn that was blowing? Where is the helm and the hauberk, and the bright hair flowing?" —Lament for the Rohirrim
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The Lord of the Rings: Tales of Middle-earth
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Enchant creature Enchanted creature gets +2/+0. At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature.
Never underestimate the power of the soul unleashed.
Enchant permanent As long as enchanted permanent is red or green, it has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost."
"We define the boundaries of reality; they don't define us." —Teferi
Flying This creature can block only creatures with flying. {6}{B}: Adapt 4. This ability costs {1} less to activate for each other artifact you control.
{B}: This creature becomes a Human Cleric with base power and toughness 2/2. {1}{B}: If this creature is a Cleric, put a deathtouch counter on it and it becomes a Phyrexian Human Cleric with base power and toughness 3/3. {1}{B}{B}: If this creature is a Phyrexian, put a +1/+1 counter on it, then you draw a card and you lose 1 life.
This creature enters with an oil counter on it. This creature gets +1/+1 for each oil counter on it. Whenever another creature you control enters, if that creature has greater power or toughness than this creature, put an oil counter on this creature.
The unofficial motto of every expedition house is "ready for anything," a phrase whose significance has been amplified since the emergence of the Eldrazi.