We encountered a valley topped with immense boulders and eerie rock formations. Suddenly one of these boulders toppled from its perch and sprouted gargantuan wings, casting a shadow of darkness and sending us fleeing in terror.
Rock Hydra enters the battlefield with X +1/+1 counters on it. For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. {R}: Prevent the next 1 damage that would be dealt to Rock Hydra this turn. {R}{R}{R}: Put a +1/+1 counter on Rock Hydra. Activate only during your upkeep.
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
Healers ultimately acquire the divine gifts of spiritual and physical wholeness. The most devout are also granted the ability to pass physical wholeness on to others.
"They groaned, they stirred, they all uprose, Nor spake, nor moved their eyes; It had been strange, even in a dream, To have seen those dead men rise." —Samuel Taylor Coleridge, "The Rime of the Ancient Mariner"
At the beginning of each end step, put a corpse counter on Scavenging Ghoul for each creature that died this turn. Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul.
The only sound was the gentle clicking of the faeries' wings. Then those intruders who were still standing turned and fled. One thing was certain: they didn't think the Scryb were very funny anymore.
Sedge Troll gets +1/+1 as long as you control a Swamp. {B}: Regenerate Sedge Troll.
The stench in the hovel was overpowering; something loathsome was cooking. Occasionally something surfaced in the thick paste, but my host would casually push it down before I could make out what it was.
You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.