This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)Destroy target creature or planeswalker.
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)Destroy target creature or planeswalker.
When Skyclave Pick-Axe enters, attach it to target creature you control.Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn.Equip (: Attach to target creature you control. Equip only as a sorcery.)
Tap another untapped Rogue you control: Sure-Footed Infiltrator can't be blocked this turn.Whenever Sure-Footed Infiltrator deals combat damage to a player, draw a card.
Tap another untapped Rogue you control: Sure-Footed Infiltrator can't be blocked this turn.Whenever Sure-Footed Infiltrator deals combat damage to a player, draw a card.
Kicker Skyclave Shade can't block.If Skyclave Shade was kicked, it enters with two +1/+1 counters on it.Landfall — Whenever a land you control enters, if Skyclave Shade is in your graveyard and it's your turn, you may cast it from your graveyard this turn.
Verazol, the Split Current enters with a +1/+1 counter on it for each mana spent to cast it.Whenever you cast a kicked spell, you may remove two +1/+1 counters from Verazol. If you do, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Kicker (You may pay an additional as you cast this spell.)Destroy target creature or planeswalker with mana value 2 or less. If this spell was kicked, instead destroy target creature or planeswalker.
Target opponent discards two cards, mills a card, and loses 1 life. You gain 1 life. (To mill a card, a player puts the top card of their library into their graveyard.)
Target opponent discards two cards, mills a card, and loses 1 life. You gain 1 life. (To mill a card, a player puts the top card of their library into their graveyard.)
Cowards can't block Warriors.: Choose one that hasn't been chosen this turn —• Kargan Intimidator gets +1/+1 until end of turn.• Target creature becomes a Coward until end of turn.• Target Warrior gains trample until end of turn.
Cowards can't block Warriors.: Choose one that hasn't been chosen this turn —• Kargan Intimidator gets +1/+1 until end of turn.• Target creature becomes a Coward until end of turn.• Target Warrior gains trample until end of turn.
Choose target creature you control. Put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)