FlyingWhen Wandering Mind enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
FlyingWhen Wandering Mind enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Menace (This creature can't be blocked except by two or more creatures.)When Falkenrath Celebrants enters, create two Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this artifact: Draw a card.")
Menace (This creature can't be blocked except by two or more creatures.)When Falkenrath Celebrants enters, create two Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this artifact: Draw a card.")
, Discard a card: Bloodsworn Squire gains indestructible until end of turn. Tap it. Then if there are four or more creature cards in your graveyard, transform Bloodsworn Squire. (Damage and effects that say "destroy" don't destroy it.)Bloodsworn Knight's power and toughness are each equal to the number of creature cards in your graveyard., Discard a card:...
, Discard a card: Bloodsworn Squire gains indestructible until end of turn. Tap it. Then if there are four or more creature cards in your graveyard, transform Bloodsworn Squire. (Damage and effects that say "destroy" don't destroy it.)Bloodsworn Knight's power and toughness are each equal to the number of creature cards in your graveyard., Discard a card:...
Rending Flame deals 5 damage to target creature or planeswalker. If that permanent is a Spirit, Rending Flame also deals 2 damage to that permanent's controller.
Rending Flame deals 5 damage to target creature or planeswalker. If that permanent is a Spirit, Rending Flame also deals 2 damage to that permanent's controller.
When Moldgraf Millipede enters, mill three cards, then put a +1/+1 counter on Moldgraf Millipede for each creature card in your graveyard. (To mill three cards, put the top three cards of your library into your graveyard.)
When Moldgraf Millipede enters, mill three cards, then put a +1/+1 counter on Moldgraf Millipede for each creature card in your graveyard. (To mill three cards, put the top three cards of your library into your graveyard.)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)Riphook Raider can't be blocked by creatures with power 2 or less.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)Riphook Raider can't be blocked by creatures with power 2 or less.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Piercing Light deals 2 damage to target attacking or blocking creature. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Piercing Light deals 2 damage to target attacking or blocking creature. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
DefenderWhen Biolume Egg enters, scry 2.When you sacrifice Biolume Egg, return it to the battlefield transformed under its owner's control at the beginning of the next end step.Sacrifice two Islands: Biolume Serpent can't be blocked this turn.
DefenderWhen Biolume Egg enters, scry 2.When you sacrifice Biolume Egg, return it to the battlefield transformed under its owner's control at the beginning of the next end step.Sacrifice two Islands: Biolume Serpent can't be blocked this turn.
This spell costs less to cast if you control a Spirit. It also costs less to cast if you control an enchantment.Counter target spell unless its controller pays .
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)Draw a card.
Menace (This creature can't be blocked except by two or more creatures.)Daybound (If a player casts no spells during their own turn, it becomes night next turn.)Menace (This creature can't be blocked except by two or more creatures.)Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)