Shining Day
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Mechanics |
Showing all 12 cards
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: Put a 1/1 White Soldier token onto the field.
At the beginning of your upkeep, choose one: put two 1/1 white Soldier creature tokens onto the battlefield; or put a 1/1 white Paladin creature token with flying onto the battlefield; or put a 1/5 white Guard with Defender and First Strike creature token onto the battlefield.
First Strike
Defender
Defender
1/5
Gain X Life and draw X Cards when Miracle Ring enter the battlefield.
: Return Miracle Ring to its owner's hand.
: Return Miracle Ring to its owner's hand.
Sacrifice a creature.
Target creature cannot receive combat damage this turn.
That creature fights another target creature.
Target creature cannot receive combat damage this turn.
That creature fights another target creature.
Enchant creature
Enchanted creature gets +3/+3
Enchanted creature gets +3/+3
Flying
2/1
Defender
Boundary (You may sacrifice this creature to skip your opponent's combat phase.)
Boundary (You may sacrifice this creature to skip your opponent's combat phase.)
0/2
Flying
2/1
1/1
Defender
Double Strike
Flying
When a permanent you control exits the battlefield, Dragon of Justice loses Defender until your next end of turn.
Double Strike
Flying
When a permanent you control exits the battlefield, Dragon of Justice loses Defender until your next end of turn.
5/8
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Shining Day: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Equipped creature gets +3/+3
Equipped creature gains Double Strike and Lifelink.