HasteWhen Devil K. Nevil enters, jump it over any number of creatures. If it clears those creatures, put that many +1/+1 counters on it. (You can see a jumping demonstration at DevilKNevil.com.)
The Space Family Goblinson has trample as long as you've rolled three or more dice this turn.Whenever you roll a die, put a +1/+1 counter on The Space Family Goblinson.
The Space Family Goblinson has trample as long as you've rolled three or more dice this turn.Whenever you roll a die, put a +1/+1 counter on The Space Family Goblinson.
Whenever you roll a die, you may reveal the top card of your library. Do this only once each turn. Whenever you reveal a card with mana value less than the result this way, you may exile it. If you do, you may play it this turn.
When Discourtesy Clerk enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)At the beginning of your end step, if you control three or more Attractions, you draw a card and you lose 1 life.
Gear Up, sponsored by Wizards of the Coast — As Souvenir T-Shirt enters, roll two six-sided dice. For each Magic-branded item you're wearing, roll an additional six-sided die. Choose two of those results.Equipped creature gets +X/+Y, where X is the first chosen result and Y is the second.Equip
Gear Up, sponsored by Wizards of the Coast — As Souvenir T-Shirt enters, roll two six-sided dice. For each Magic-branded item you're wearing, roll an additional six-sided die. Choose two of those results.Equipped creature gets +X/+Y, where X is the first chosen result and Y is the second.Equip
Visit — Choose one.• Create a 1/1 red Balloon creature token with flying.• Sacrifice a Balloon. If you do, target creature gains flying until end of turn.
When Claire D'Loon, Joy Sculptor enters, for the rest of the game, tokens you own become cards that are still tokens. (They continue to exist after they leave the battlefield.), : You may put a token from your graveyard or hand onto the battlefield.
HasteWhen Devil K. Nevil enters, jump it over any number of creatures. If it clears those creatures, put that many +1/+1 counters on it. (You can see a jumping demonstration at DevilKNevil.com.)
HasteWhen Devil K. Nevil enters, jump it over any number of creatures. If it clears those creatures, put that many +1/+1 counters on it. (You can see a jumping demonstration at DevilKNevil.com.)
Visit — Choose one.• Create a 1/1 red Balloon creature token with flying.• Sacrifice a Balloon. If you do, target creature gains flying until end of turn.
When Scampire enters, you get , then you may put a sticker on a creature card in your graveyard.: Return target creature card with a sticker on it from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Activate only as a sorcery.
When Scampire enters, you get , then you may put a sticker on a creature card in your graveyard.: Return target creature card with a sticker on it from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Activate only as a sorcery.
Visit — Roll a six-sided die. Put a number of luck counters on Pick-a-Beeble equal to the result and create a Treasure token. Then if there are six or more luck counters on Pick-a-Beeble, claim the prize!Prize — Create two Treasure tokens, then sacrifice Pick-a-Beeble and open an Attraction.
When Surprise Party enters, yell "Surprise!" and put onto the battlefield any number of printed Clown Robot tokens that aren't touching each other, that you hid on the battlefield before you cast Surprise Party, and that weren't spotted by an opponent before you cast Surprise Party.Robots you control get +1/+0 and have vigilance.