FlyingSpells your opponents cast that target Terror of the Peaks cost an additional 3 life to cast.Whenever another creature you control enters, Terror of the Peaks deals damage equal to that creature's power to any target.
FlyingSpells your opponents cast that target Terror of the Peaks cost an additional 3 life to cast.Whenever another creature you control enters, Terror of the Peaks deals damage equal to that creature's power to any target.
FlyingSpells your opponents cast that target Terror of the Peaks cost an additional 3 life to cast.Whenever another creature you control enters, Terror of the Peaks deals damage equal to that creature's power to any target.
+2: Ugin, the Spirit Dragon deals 3 damage to any target.−X: Exile each permanent with mana value X or less that's one or more colors.−10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
+2: Ugin, the Spirit Dragon deals 3 damage to any target.−X: Exile each permanent with mana value X or less that's one or more colors.−10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
+2: Ugin, the Spirit Dragon deals 3 damage to any target.−X: Exile each permanent with mana value X or less that's one or more colors.−10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
Vigilance, reach, trampleWhenever Elder Gargaroth attacks or blocks, choose one —• Create a 3/3 green Beast creature token.• You gain 3 life.• Draw a card.
Vigilance, reach, trampleWhenever Elder Gargaroth attacks or blocks, choose one —• Create a 3/3 green Beast creature token.• You gain 3 life.• Draw a card.
Vigilance, reach, trampleWhenever Elder Gargaroth attacks or blocks, choose one —• Create a 3/3 green Beast creature token.• You gain 3 life.• Draw a card.
You may activate loyalty abilities of Teferi, Master of Time on any player's turn any time you could cast an instant.+1: Draw a card, then discard a card.−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)−10: Take two extra turns after this one.