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Triumph of the Hordes
( 4)
Sorcery
Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Tromp the Domains
( 6)
Sorcery
Domain — Until end of turn, creatures you control gain trample and get +1/+1 for each basic land type among lands you control.
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Trostani Discordant
( 5)
Legendary Creature — Dryad
(1/4)
Other creatures you control get +1/+1. When Trostani Discordant enters, create two 1/1 white Soldier creature tokens with lifelink. At the beginning of your end step, each player gains control of all creatures they own.
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Trueheart Twins
( 5)
Creature — Jackal Warrior
(4/4)
You may exert Trueheart Twins as it attacks. (It won't untap during your next untap step.) Whenever you exert a creature, creatures you control get +1/+0 until end of turn.
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Trumpet Blast
( 3)
Instant
Attacking creatures get +2/+0 until end of turn.
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Tyvar, the Pummeler
( 3)
Legendary Creature — Elf Warrior
(3/3)
Tap another untapped creature you control: Tyvar, the Pummeler gains indestructible until end of turn. Tap it. : Creatures you control get +X/+X until end of turn, where X is the greatest power among creatures you control.
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Ultramarines Honour Guard
( 4)
Creature — Astartes Warrior
(2/2)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) Other creatures you control get +1/+1.
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Ulvenwald Behemoth
( 0)
Creature — Beast Horror
(8/8)
Trample, haste Other creatures you control get +1/+1 and have trample and haste.
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Undead Warchief
( 4)
Creature — Zombie
(1/1)
Zombie spells you cast cost less to cast. Zombie creatures you control get +2/+1.
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Valiant Knight
( 4)
Creature — Human Knight
(3/4)
Other Knights you control get +1/+1. : Knights you control gain double strike until end of turn.
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Valiant Veteran
( 2)
Creature — Kor Soldier
(2/2)
Other Soldiers you control get +1/+1. , Exile Valiant Veteran from your graveyard: Put a +1/+1 counter on each Soldier you control.
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Valley Floodcaller
( 3)
Creature — Otter Wizard
(2/2)
Flash You may cast noncreature spells as though they had flash. Whenever you cast a noncreature spell, Birds, Frogs, Otters, and Rats you control get +1/+1 until end of turn. Untap them.
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Valley Questcaller
( 2)
Creature — Rabbit Warrior
(2/3)
Whenever one or more other Rabbits, Bats, Birds, and/or Mice you control enter, scry 1. Other Rabbits, Bats, Birds, and Mice you control get +1/+1.
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Valor in Akros
( 4)
Enchantment
Whenever a creature you control enters, creatures you control get +1/+1 until end of turn.
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Vampire Nocturnus
( 4)
Creature — Vampire
(3/3)
Play with the top card of your library revealed. As long as the top card of your library is black, Vampire Nocturnus and other Vampire creatures you control get +2/+1 and have flying.
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Vampiric Fury
( 2)
Instant
Vampire creatures you control get +2/+0 and gain first strike until end of turn. (They deal combat damage before creatures without first strike.)
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Vanquisher's Banner
( 5)
Artifact
As Vanquisher's Banner enters, choose a creature type. Creatures you control of the chosen type get +1/+1. Whenever you cast a creature spell of the chosen type, draw a card.
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Verdeloth the Ancient
( 6)
Legendary Creature — Treefolk
(4/7)
Kicker (You may pay an additional as you cast this spell.) Saproling creatures and other Treefolk creatures get +1/+1. When Verdeloth the Ancient enters, if it was kicked, create X 1/1 green Saproling creature tokens.
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Veteran Armorer
( 2)
Creature — Human Soldier
(2/2)
Other creatures you control get +0/+1.
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Veteran Armorsmith
( 2)
Creature — Human Soldier
(2/3)
Other Soldier creatures you control get +0/+1.
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Veteran Swordsmith
( 3)
Creature — Human Soldier
(3/2)
Other Soldier creatures you control get +1/+0.
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Vibrating Sphere
( 4)
Artifact
During your turn, creatures you control get +2/+0. During turns other than yours, creatures you control get -0/-2.
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Violent Outburst
( 3)
Instant
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Creatures you control get +1/+0 until end of turn.
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Virtuous Charge
( 3)
Sorcery
Creatures you control get +1/+1 until end of turn.
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Vitalizing Wind
( 9)
Instant
Creatures you control get +7/+7 until end of turn.
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Volatile Claws
( 3)
Instant
Until end of turn, creatures you control get +2/+0 and gain all creature types.
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Volcanic Rush
( 5)
Instant
Attacking creatures get +2/+0 and gain trample until end of turn.
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Voltstorm Angel
( 5)
Creature — Angel
(4/4)
Flying When Voltstorm Angel enters, you get (three energy counters). At the beginning of combat on your turn, you may pay . When you do, choose one — • Voltstorm Angel gains vigilance and lifelink until end of turn. • Other creatures you control get +1/+1 until end of turn.
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War Flare
( 4)
Instant
Creatures you control get +2/+1 until end of turn. Untap those creatures.
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War Horn
( 3)
Artifact
Attacking creatures you control get +1/+0.
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War Screecher
( 2)
Creature — Bird
(1/3)
Flying , : Other creatures you control get +1/+1 until end of turn.
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Warded Battlements
( 3)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Attacking creatures you control get +1/+0.
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Warhorn Blast
( 5)
Instant
Creatures you control get +2/+1 until end of turn. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Warhost's Frenzy
( 3)
Instant
Kicker (You may pay an additional as you cast this spell.) Creatures you control get +2/+0 until end of turn. If this spell was kicked, whenever a creature you control dies this turn, draw a card.
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Warleader's Call
( 3)
Enchantment
Creatures you control get +1/+1. Whenever a creature you control enters, Warleader's Call deals 1 damage to each opponent.
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Warmonger Hellkite
( 6)
Creature — Dragon
(5/5)
Flying All creatures attack each combat if able. : Attacking creatures get +1/+0 until end of turn.
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Warren Elder
( 2)
Creature — Rabbit Cleric
(2/2)
: Creatures you control get +1/+1 until end of turn.
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Warren Warleader
( 4)
Creature — Rabbit Knight
(4/4)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Whenever you attack, choose one — • Create a 1/1 white Rabbit creature token that's tapped and attacking. • Attacking creatures you control get +1/+1 until end of turn.
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Warrior's Honor
( 3)
Instant
Creatures you control get +1/+1 until end of turn.
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Warrior's Stand
( 2)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Creatures you control get +2/+2 until end of turn.
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Watcher Sliver
( 4)
Creature — Sliver
(2/2)
All Sliver creatures get +0/+2.
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Weapons Trainer
( 2)
Creature — Human Soldier Ally
(3/2)
Other creatures you control get +1/+0 as long as you control an Equipment.
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Wildblood Pack
( 0)
Creature — Werewolf
(5/5)
Trample Attacking creatures you control get +3/+0. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Wildblood Pack.
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Wildfire Elemental
( 4)
Creature — Elemental
(3/3)
Whenever an opponent is dealt noncombat damage, creatures you control get +1/+0 until end of turn.
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Wilt-Leaf Liege
( 4)
Creature — Elf Knight
(4/4)
( can be paid with either or .) Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
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Windstorm Drake
( 5)
Creature — Drake
(3/3)
Flying Other creatures you control with flying get +1/+0.
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Wizened Cenn
( 2)
Creature — Kithkin Cleric
(2/2)
Other Kithkin creatures you control get +1/+1.
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Woodvine Elemental
( 6)
Creature — Elemental
(4/4)
Trample Parley — Whenever Woodvine Elemental attacks, each player reveals the top card of their library. For each nonland card revealed this way, attacking creatures you control get +1/+1 until end of turn. Then each player draws a card.
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Yotian Tactician
( 4)
Creature — Human Soldier
(3/4)
Other Soldiers you control get +1/+1.
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You Meet in a Tavern
( 4)
Sorcery
Choose one — • Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. • Start a Brawl — Creatures you control get +2/+2 until end of turn.
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You See a Pair of Goblins
( 3)
Instant
Choose one — • Charge Them — Creatures you control get +2/+0 until end of turn. • Befriend Them — Create two 1/1 red Goblin creature tokens.
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Zealous Persecution
( 2)
Instant
Until end of turn, creatures you control get +1/+1 and creatures your opponents control get -1/-1.
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