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.