This spell costs less to cast if one or more cards left your graveyard this turn.Wilt in the Heat deals 5 damage to target creature. If that creature would die this turn, exile it instead.
This spell costs less to cast if one or more cards left your graveyard this turn.Wilt in the Heat deals 5 damage to target creature. If that creature would die this turn, exile it instead.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)Infusion — Creatures you control get +1/+0 and have trample as long as you gained life this turn.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)Infusion — Creatures you control get +1/+0 and have trample as long as you gained life this turn.
When this enchantment enters, return target nonland permanent card with mana value 3 or less from your graveyard to the battlefield.At the beginning of your end step, if a card left your graveyard this turn, draw a card.
When this enchantment enters, return target nonland permanent card with mana value 3 or less from your graveyard to the battlefield.At the beginning of your end step, if a card left your graveyard this turn, draw a card.
Infusion — Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. If you gained life this turn, you may instead reveal two creature and/or land cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
Infusion — Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. If you gained life this turn, you may instead reveal two creature and/or land cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.