Valiant — Whenever Beta Ray Bill become the target of a spell or ability you control for the first time each turn, put a +1/+1 counter on him and up to one target God you control.
Valiant — Whenever Beta Ray Bill become the target of a spell or ability you control for the first time each turn, put a +1/+1 counter on him and up to one target God you control.
Equipped creature gets +2/+2.As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)Equip
Equipped creature gets +2/+2.As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)Equip
When Mjölnir enters, attach it to target legendary creature you control.Whenever equipped creature attacks, tap target creature defending player controls and put a stun counter on it. Then Mjölnir deals damage to each opponent equal to the number of tapped creatures that opponent controls.Equip
When Mjölnir enters, attach it to target legendary creature you control.Whenever equipped creature attacks, tap target creature defending player controls and put a stun counter on it. Then Mjölnir deals damage to each opponent equal to the number of tapped creatures that opponent controls.Equip
Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
When this enchantment enters, you become the monarch.At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you're the monarch, instead you may put a creature or land card from your hand onto the battlefield.
When this enchantment enters, you become the monarch.At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you're the monarch, instead you may put a creature or land card from your hand onto the battlefield.
Creatures you control gain indestructible until end of turn.Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
Creatures you control gain indestructible until end of turn.Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
TrampleIf damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
TrampleIf damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
Create a token that's a copy of target artifact or creature you control, except it's an artifact in addition to its other types. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Create a token that's a copy of target artifact or creature you control, except it's an artifact in addition to its other types. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Choose three. You may choose the same mode more than once.• Fiery Confluence deals 1 damage to each creature.• Fiery Confluence deals 2 damage to each opponent.• Destroy target artifact.
Choose three. You may choose the same mode more than once.• Fiery Confluence deals 1 damage to each creature.• Fiery Confluence deals 2 damage to each opponent.• Destroy target artifact.
Whenever equipped creature deals combat damage to a player, you may draw a card.Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player, you may draw a card.Equip (: Attach to target creature you control. Equip only as a sorcery.)
Enchant creature you controlEnchanted creature gets +2/+2 for each Aura and Equipment attached to it.All damage that would be dealt to you is dealt to enchanted creature instead.
Enchant creature you controlEnchanted creature gets +2/+2 for each Aura and Equipment attached to it.All damage that would be dealt to you is dealt to enchanted creature instead.
Exile the top card of your library. You may put that card into your hand unless it has the same name as another card exiled this way. Repeat this process until you put a card into your hand or you exile two cards with the same name, whichever comes first.
Exile the top card of your library. You may put that card into your hand unless it has the same name as another card exiled this way. Repeat this process until you put a card into your hand or you exile two cards with the same name, whichever comes first.