Choose one —• Two-Weapon Fighting — Double target creature's power and toughness until end of turn.• Archery — This spell deals 5 damage to target creature with flying.
FlyingCold Breath — When White Dragon enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)
Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)
When Cloister Gargoyle enters, venture into the dungeon. (Enter the first room or advance to the next room.)As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
When Cloister Gargoyle enters, venture into the dungeon. (Enter the first room or advance to the next room.)As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
Improvised Weaponry deals 2 damage to any target. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Improvised Weaponry deals 2 damage to any target. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
When Skullport Merchant enters, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color."), Sacrifice another creature or a Treasure: Draw a card.
FlashWhen Paladin's Shield enters, attach it to target creature you control.Equipped creature gets +0/+2.Equip (: Attach to target creature you control. Equip only as a sorcery.)
FlashWhen Paladin's Shield enters, attach it to target creature you control.Equipped creature gets +0/+2.Equip (: Attach to target creature you control. Equip only as a sorcery.)
ReachPack tactics — Whenever Intrepid Outlander attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
ReachPack tactics — Whenever Intrepid Outlander attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
Choose one —• Distract the Guard — Tap target creature.• Hide — Target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Choose one —• Distract the Guard — Tap target creature.• Hide — Target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)