Whenever Goma Fada Vanguard attacks, target creature an opponent controls with power less than or equal to the number of Warriors you control can't block this turn.
Whenever Goma Fada Vanguard attacks, target creature an opponent controls with power less than or equal to the number of Warriors you control can't block this turn.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)Landfall — Whenever a land you control enters, put a +1/+1 counter on Territorial Scythecat.
Kicker If Myriad Construct was kicked, it enters with a +1/+1 counter on it for each nonbasic land your opponents control.When Myriad Construct becomes the target of a spell, sacrifice it and create a number of 1/1 colorless Construct artifact creature tokens equal to its power.
: Add ., : Put a charge counter on Throne of Makindi., Remove a charge counter from Throne of Makindi: Add two mana of any one color. Spend this mana only to cast kicked spells.
: Add ., : Put a charge counter on Throne of Makindi., Remove a charge counter from Throne of Makindi: Add two mana of any one color. Spend this mana only to cast kicked spells.
Landfall — Whenever a land you control enters, Dreadwurm gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Landfall — Whenever a land you control enters, Dreadwurm gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Synchronized Spellcraft deals 4 damage to target creature and X damage to that creature's controller, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Synchronized Spellcraft deals 4 damage to target creature and X damage to that creature's controller, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
As long as there are four or more instant and/or sorcery cards in your graveyard, Magmatic Channeler gets +3/+1., Discard a card: Exile the top two cards of your library, then choose one of them. You may play that card this turn.
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.