Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)When this creature enters, target creature gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)When this creature enters, target creature gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card.Flurry — Whenever you cast your second spell each turn, this creature gains double strike until end of turn.
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card.Flurry — Whenever you cast your second spell each turn, this creature gains double strike until end of turn.
Flying, vigilance, trampleThis creature has hexproof if it hasn't dealt damage yet. (It can't be the target of spells or abilities your opponents control.)
Flying, vigilance, trampleThis creature has hexproof if it hasn't dealt damage yet. (It can't be the target of spells or abilities your opponents control.)
FlashFlyingYou may cast sorcery spells and Dragon spells as though they had flash.Put three +1/+1 counters on target creature you control. (Then shuffle this card into its owner's library.)
At the beginning of your upkeep, mill three cards. Then if you have no cards in your library, exile this enchantment and put five cards from your graveyard on top of your library in any order.
At the beginning of your upkeep, mill three cards. Then if you have no cards in your library, exile this enchantment and put five cards from your graveyard on top of your library in any order.
When this enchantment enters, each opponent loses 2 life and you gain 2 life. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)When a Dragon you control enters, return this enchantment to its owner's hand.