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.
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
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.
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 Gray Merchant of Alphabet enters, choose a letter. For each creature you control that has the chosen letter in its name, you gain 1 life and each opponent loses 1 life.
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.