Deliverance
Showing all 157 cards
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As Ambassdor of Unity enters the battlefield choose a colour. Ambassdor of Unity has Protection from the chosen colour.
Ambassadors of the Unity Pact have a guarantee of safe passage through the lands of all signatory states.
1/2
Defender
If Chancellor Alannon I would leave the battlefield, instead return it to your hand.
If Chancellor Alannon I would leave the battlefield, instead return it to your hand.
Having been elected, Alannon swore to defend the new republic with all that he was.
2/2
+2:Tap target permanent, it doesn't untap during its controller's next untap step.
-1: Exile target permanent, return it to the battlefield under its owner's control at the beginning of the next end step.
-7: Choose one – Exile all creatures OR Exile all lands.
-1: Exile target permanent, return it to the battlefield under its owner's control at the beginning of the next end step.
-7: Choose one – Exile all creatures OR Exile all lands.
3
If Corin's Cohort would die, Exile it instead.
At the beginning of your upkeep, if Corin's Cohort is exiled, you may put it into your hand. If you do, skip your draw phase this turn.
At the beginning of your upkeep, if Corin's Cohort is exiled, you may put it into your hand. If you do, skip your draw phase this turn.
2/3
You may choose a creature or planeswalker card you own from outside the game, reveal that card, and put it into your hand. Exile Corin's Summons.
First Strike
Protection from Black
Protection from Black
The Justicars defend the pridelands from the degenerate remnants of Old Valuria.
2/2
Blocking creatures you control get +1/+1 for each other blocking creature you control.
First Strike, Lifelink
: Order of the Holy Light gets +1/+2 until end of turn.
: Order of the Holy Light gets +1/+2 until end of turn.
2/2
Enchant creature
Enchanted creature can't attack or block.
Enchanted creature can't attack or block.
Without warriors there can be no war.
Exile target artifact or enchantment, you gain life equal to its converted mana cost.
Resilient 1 (If a source would deal combat damage to this, prevent 1 of that damage)
Some Sendarians preferred to keep totheir old ways wandering the wastes.
2/3
When Sendarian Reveller enters the battlefield, you gain 3 life.
1/1
Flying
As long as you control a Griffin creature, Sendarian Skyknight gets +2/+2
As long as you control a Griffin creature, Sendarian Skyknight gets +2/+2
1/1
Vigilance
Veterans of the Dreadwar, the Vigilants form the backbone of the new republic's military.
1/1
Whenever another Cat creature enters the battlefield, you gain 2 life.
1/3
Flying
2/2
Flying
Whenever Stormpeak Harrier attacks, you may tap target creature.
Whenever Stormpeak Harrier attacks, you may tap target creature.
2/3
Target player skips all combat phases of his or her next turn.
You gain 2 life for each creature target opponent controls that has died this turn.
Voice of the Prides's power and toughness are each equal to the number of Cat creatures you control.
: Put a 2/2 Red and White Cat Warrior creature token with Haste and "Sacrifice this as the start of the next end step." onto the battlefield.
: Put a 2/2 Red and White Cat Warrior creature token with Haste and "Sacrifice this as the start of the next end step." onto the battlefield.
*/*
Whenever another Dwarf creature you control dies, if Ancestor Golem is in your graveyard you may return it to your hand.
1/4
Flash
Flying
Whenever Blinking Gomazoa attacks or blocks, return it to your hand at the end of the combat phase.
Flying
Whenever Blinking Gomazoa attacks or blocks, return it to your hand at the end of the combat phase.
4/4
As an additional cost to cast Countersummons, discard a blue creature card from your hand.
Counter target creature spell.
Counter target creature spell.
Target player draws two cards then puts the top five cards of their library into their graveyard.
Enchant Creature
Enchanted creature can't be blocked except by creatures with flying.
Enchanted creature can't be blocked except by creatures with flying.
Exchange control of two target artifacts.
Any exchange is a good exchange provided you get the better deal.
Look at the top X cards of target opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.
Counter target spell or activated ability with only one target.
Flying
When Phantasmal Familiar enters the battlefield, draw a card.
When Phantasmal Familiar leaves the battlefield, put the top three cards of your library into your graveyard.
When Phantasmal Familiar enters the battlefield, draw a card.
When Phantasmal Familiar leaves the battlefield, put the top three cards of your library into your graveyard.
1/1
Exile target player's Library. Then that player shuffles their hand and graveyard into their library.
Flying
: Scintilating Spirit becomes the colour or colours of your choice until end of turn.
: Scintilating Spirit becomes the colour or colours of your choice until end of turn.
3/4
Flying
Shrivel ( Damage is dealt to this creature in the form of -1/-1 counters.)
Shrivel ( Damage is dealt to this creature in the form of -1/-1 counters.)
3/3
Return target non-land permanent to its owner's hand.
Tribal Selachi gets +1/+1 for each other creature you control named Tribal Selachi.
The old adage 'strength in numbers' in practical application.
2/2
Enchant Creature with power 2 or less.
Enchanted creature is unblockable.
Enchanted creature is unblockable.
When Vision Seeker enters the battlefield, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
1/1
Flying
Wavecrest Gull cannot block creatures with flying.
Wavecrest Gull cannot block creatures with flying.
It spends its life skimming the waves, shunning the skies of its cousins.
1/1
Wavecrest Serpent's power and toughness are each equal to the number of Islands you control.
Wavecrest Serpent cannot attack unless defending player controls an Island.
Wavecrest Serpent cannot attack unless defending player controls an Island.
*/*
Flash
When Wavecrest Tidemage enters the battlefield you may counter target spell. That spell's controller draws a card.
When Wavecrest Tidemage enters the battlefield you may counter target spell. That spell's controller draws a card.
1/2
When Wavecrest Watcher enters the battlefield look at the top two cards of your library. Put both cards either on the top or bottom of your library in any order.
1/3
: Regenerate Bone Legion. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
3/3
Destroy target non-vampire creature, it can't be regenerated.
What kills most beings is a mere distraction for a Vampire. Heaven help the guilty party once the vampire digs its way out however...
Target payer discards two cards at random unless they discard a creature card.
Non-Black creatures get -1/-1.
A lasting legacy of the Darklord's rampage, the cursed moon thankfully only appears once every 130 nights.
Regenerate target creature and it is Indestructible until end of turn, you lose 2 life.
, Sacrifice Expendable Familiar: Add to your mana pool.
2/2
Intimidate
"I don't know why, but removing the flesh from their faces makes them much scarier than a regular zombie."
Sanguinius the Necrotic
Sanguinius the Necrotic
2/2
Haunted Survivor can't block.
2/1
At the beginning of each opponent’s upkeep, if that player has no cards in hand, he or she loses 2 life.
2/2
When Madir Cryptguard dies, you may return target Vampire creature card from your graveyard to your hand.
Cryptguards protect their lords by day and feed them by night.
3/2
Flying, First Strike
Sacrifice a creature: Madir Deathknight gets +2/+2 until end of turn.
Sacrifice a creature: Madir Deathknight gets +2/+2 until end of turn.
3/3
Flying
Whenever Madir Recruiter deals damage to a creature, put a -1/-1 counter on that creature and it becomes a Black Minion in addition to its other colours and types.
: Gain control of target minion.
Whenever Madir Recruiter deals damage to a creature, put a -1/-1 counter on that creature and it becomes a Black Minion in addition to its other colours and types.
: Gain control of target minion.
Recruitment is mandatory!
3/3
Each player may discard up to three cards. Then each player loses 3 life minus the number of cards he or she discarded this way.
First Strike
: Order of the Unholy Light gets +2/+1 until end of turn.
: Order of the Unholy Light gets +2/+1 until end of turn.
2/2
Enchant Creature
Enchanted creature gets -1/-1.
If enchanted creature is black it gets +2/+1 instead.
Enchanted creature gets -1/-1.
If enchanted creature is black it gets +2/+1 instead.
Flying, First Strike
Whenever Salidar the Undying would die, instead put three -1/-1 counters divided as you choose on up to three other target creatures you control. If you can't, exile Salidar.
Whenever Salidar the Undying would die, instead put three -1/-1 counters divided as you choose on up to three other target creatures you control. If you can't, exile Salidar.
3/3
Target player draws X cards and loses X life.
Spend only on X.
Spend only on X.
The cost to one's soul is commensurate with the power one gains.
Enchant Non-Land Permanent
At the start of your upkeep, the controller of enchanted permanent loses 2 life.
At the start of your upkeep, the controller of enchanted permanent loses 2 life.
Resilient 2 (If a source would deal combat damage to this, prevent 2 of that damage)
4/3
Valurian Thrall gets +1/+1 as long as you control a Vampire.
2/2
+1: Put a 2/2 red Dwarf Warrior creature token onto the battlefield.
+0: Target creature gets +2/-1 until end of turn.
-7: You gain an emblem with " During your first post combat main phase, untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
+0: Target creature gets +2/-1 until end of turn.
-7: You gain an emblem with " During your first post combat main phase, untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
4
Flash
Haste, First Strike
Sacrifice Cliffdiver Fanatic at the start of the next end phase.
Haste, First Strike
Sacrifice Cliffdiver Fanatic at the start of the next end phase.
They literally hurl themselves from clifftops to get at their victims, usually reaching terminal velocity in the process.
2/1
Dwarfskull Brute attacks each turn if able.
3/3
When Dwarfskull Runner enters the battlefield, target creature gets +1/+1 and gains Mountainwalk until end of turn.
1/1
Whenever Dwarven Foehammer becomes blocked it gets +2/+0 until end of turn.
2/2
: Dwarven Grudgebearer deals 1 damage to target player.
: Dwarven Grudgebearer deals 2 damage to target creature that dealt you damage this turn.
: Dwarven Grudgebearer deals 2 damage to target creature that dealt you damage this turn.
2/2
: Target creature you control gains Haste and Trample. Sacrifice it at the start of the next end step
"You try getting hit by a goblin thrown by him!"
4/4
Goblin Barrage deals 3 damage to target creature or player and 2 damage to you.
"Friendly Fire, isn't all that friendly." – Gront, Goblin Fodder
Resilient 2 (If a source would deal combat damage to this, prevent 2 of that damage)
2/1
Goblins you control get +1/+1 and have "At the start of your combat phase, untap this creature, it attacks this turn if able".
2/2
As an additional cost to cast Goblobbing, sacrifice a creature.
Goblobbing deals damage equal to the sacrificed creature's power to target creature or player.
If the sacrificed creature was Goblin, Goblobbing deals double the damage.
Goblobbing deals damage equal to the sacrificed creature's power to target creature or player.
If the sacrificed creature was Goblin, Goblobbing deals double the damage.
Put a -1/-1 counter on Heedless Minotaur: Heedless Minotaur gains Haste and First Strike until end of turn.
4/3
Target creature you control gets +3/+0 and is unblockable until end of turn. Sacrifice that creature at the start of the next end step.
"Subjects blaze brightly but briefly." – Jharras Lightbender.
When Incendiary Spirit enters the battlefield, it deals 2 damage to target creature or player.
When Incendiary Spirit dies, it deals 2 damage to target creature or player.
When Incendiary Spirit dies, it deals 2 damage to target creature or player.
Burned once, flame on me.
Burned twice, flame on you.
Burned twice, flame on you.
2/2
First Strike
When Ironspear Elite enters the battlefield, you may search your library for a card named Ironspear Elite, reveal it and put it into your hand. If you do, shuffle your library.
If Ironspear Elite would die, return it to your hand instead.
When Ironspear Elite enters the battlefield, you may search your library for a card named Ironspear Elite, reveal it and put it into your hand. If you do, shuffle your library.
If Ironspear Elite would die, return it to your hand instead.
2/2
Play Ironspear Gambit only during the combat phase after blockers are declared. Target unblocked attacking creature deals damage to itself equal to its power.
Trample
3/2
Whenever a nontoken Goblin you control would die, instead exile it and put two 1/1 red Goblin creature tokens onto the battlefield.
Like a plague of locusts, they just seem to keep coming!
Enchant Creature
Enchanted creature gets +2/-1.
If enchanted creature is red, it gets +3/-1 instead.
Enchanted creature gets +2/-1.
If enchanted creature is red, it gets +3/-1 instead.
Scorchspark deals 1 damage to target player and each creature he or she controls.
Search your library for a basic land card or a creature card, reveal that card and put it into your hand. Then shuffle your library.
Trample
Whenever a creature blocks Endangered Behemoth, it gets -1/-1 until end of turn.
Whenever a creature blocks Endangered Behemoth, it gets -1/-1 until end of turn.
6/6
Forestwalk, Hexproof (This can't be the target of spells or abilities your opponents control.)
2/2
Goldenbough, Forest Guardian's Power is equal to the number of forests you control and its toughness is equal to 2 plus the number of forests you control.
Forests you control are Indestructible.
Forests you control are Indestructible.
*/2+*
Not all Hybreed are born with an individual personality. Some still rely on the hivemind.
1/1
, : Hybreed Hunter Fights target creature.
2/2
2/3
Whenever a creature spell you cast is countered this turn, return that card to your hand instead of putting it into your graveyard.
Draw a card.
Draw a card.
Resilient 2 (If a source would deal combat damage to this, prevent 2 of that damage)
3/4
+1Add two mana of any one colour to your mana pool.
-2Target land becomes a 3/3 Elemental creature until end of turn.
-8You gain an emblem with “Lands that you control are 3/3 Elemental creatures with Hexproof, They are still lands.
-2Target land becomes a 3/3 Elemental creature until end of turn.
-8You gain an emblem with “Lands that you control are 3/3 Elemental creatures with Hexproof, They are still lands.
Illus. Hideyoshi-1 at deviantART
4
When Merfolk Shaman enters the battlefield look at the top 4 cards of your library. You may reveal a Merfolk card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
1/1
Forests you control have
": Target creature gets +1/+1 until end of turn."
": Target creature gets +1/+1 until end of turn."
Destroy target non-basic land, its controller may search his or her library for a basic land card and put it onto the battlefield, then shuffle his or her library.
Untap target land.
Draw a card.
Draw a card.
When Regrowth Elemental dies, you may return target land card from your graveyard to your hand.
They live only to rejuvenate the scarred landscape, their very lifeforce revitalising the land.
3/3
Enchant Creature
Enchanted creature has Resilient 2 (If a source would deal combat damage to this, prevent 2 of that damage)
Enchanted creature has Resilient 2 (If a source would deal combat damage to this, prevent 2 of that damage)
, : Target land becomes a Forest for as long as you control Scarwood Restorer.
The Hybreed have claimed the scarwood as their own, seeking to redeem the forest as they redeem themselves.
1/1
Trample, Hexproof
Spellbreaker Baloth can't be countered.
Spellbreaker Baloth can't be countered.
4/4
: Search your library for an Elf or Insect creature card and put it onto the battlefield. Then shuffle your library.
2/2
Attacking creatures with flying get -2/-2 and lose flying until end of turn.
"As the winds abated, there was a shower of dragonscales, then nothing more."
—Azeworai, "The Unruly Wind"
—Azeworai, "The Unruly Wind"
Target player loses 3 life, another target player gains 3 life.
Return target creature card from your graveyard to the battlefield. You gain life equal to its power.
: Target player dealt damage by Madir Ambassador this turn loses 1 life and you gain 1 life.
2/2
Flying
Lifelink, Vigilance
Lifelink, Vigilance
2/3
Whenever a source an opponent controls would deal noncombat damage to you, it deals that damage to its controller instead.
Lifelink
2/2
Intimidate, Trample
Sacrifice a Swamp or a Forest: Return Cemetery Wurm from your graveyard to your hand.
Sacrifice a Swamp or a Forest: Return Cemetery Wurm from your graveyard to your hand.
6/4
: Exile target creature in any graveyard and put a 2/2 black Zombie creature token onto the battlefield.
: Exile target creature in any graveyard, you gain 3 life.
: Exile target creature in any graveyard, you gain 3 life.
Deathtouch
It is not the barbs themselves, but the deadly toxin they secrete that makes these creatures so dangerous.
2/2
Destroy target creature, enchantment or artifact.
Choose one –
● Target creature gets +2/+2 until end of turn.
● Target creature gets -2/-2 until end of turn.
● Target creature gets +2/+2 until end of turn.
● Target creature gets -2/-2 until end of turn.
Used correctly Venombalm is a potent stimulant. Used incorrectly it can often prove fatal.
Witherbark, Corrupted Guardian get +1/+0 for each Swamp you control and +0/+1 for each Forest you control.
: Target land you control becomes a Swamp or a Forest until end of turn.
: Target land you control becomes a Swamp or a Forest until end of turn.
2/2
, : Target creature loses all abilities and becomes a 1/1 green and blue Fish creature until end of turn.
0/1
Counter target spell that targets a land or creature you control. Search your library for an Island or a Forest and put it onto the battlefield tapped. Then shuffle your library.
Sargasso Kraken enters the battlefield with X +1/+1 counters on it.
, Remove a +1/+1 counter: Put a tentacle counter on target creature.
Creatures with one or more tentacle counters don't untap during their controller's untap phase as long as Sargasso Kraken is on the battlefield.
, Remove a +1/+1 counter: Put a tentacle counter on target creature.
Creatures with one or more tentacle counters don't untap during their controller's untap phase as long as Sargasso Kraken is on the battlefield.
1/1
When Sargasso Scavengers enters the battlefield, you may draw a card and then discard a card.
4/4
Trample
Selachi Throwback can't attack unless defending player controls an Island.
Selachi Throwback can't attack unless defending player controls an Island.
5/3
Islandwalk
2/2
Haste, Trample
Whenever Deadly Hallucination deals combat damage to a player, that player puts the top three cards of their graveyard into their library.
Whenever Deadly Hallucination becomes the target of a spell or ability, sacrifice it and target player puts the top three cards of their library into their graveyard.
Whenever Deadly Hallucination deals combat damage to a player, that player puts the top three cards of their graveyard into their library.
Whenever Deadly Hallucination becomes the target of a spell or ability, sacrifice it and target player puts the top three cards of their library into their graveyard.
3/1
Whenever an opponent draws a card, choose one:
● Draw a card and then discard a card.
● Flames of Knowledge deals 2 damage to that player.
● Draw a card and then discard a card.
● Flames of Knowledge deals 2 damage to that player.
, Exile a creature card in your graveyard: Put a 2/2 blue and red Dwarf Golem artifact creature token with Resilient 2 named Granite Guardian onto the battlefield.
2/2
Draw three cards, then put up to two cards from your hand on top of your library in any order.
For each card less than two that you put on top of your library in this way, Haze Visions deals 3 damage to you.
For each card less than two that you put on top of your library in this way, Haze Visions deals 3 damage to you.
Whenever an Instant or Sorcery spell is cast Ironguard Veteran gets +2/+0 until end of turn.
2/2
Counter target spell and Mana Blast deals 2 damage to any target.
Flames of Justice deals 3 damage to target attacking or blocking creature and you gain 3 life.
Put X 2/2 Red and White Cat Warrior creature tokens with Haste and "sacrifice this at the start of the next end step." onto the battlefield.
: Leonar Legionnaire gains First Strike until end of turn.
2/2
Whenever another Cat enters the battlefield, Might of the Prides gets +2/+2 until end of turn.
2/2
Whenever another Cat enters the battlefield, Rage of the Prides deals 2 damage to target creature or player.
2/2
Enchant creature
Enchanted creature gets +2/+2 and has First Strike and Vigilance.
If equipped creature is a Cat, it gets +2/+2 and has Double Strike and Vigilance instead.
Enchanted creature gets +2/+2 and has First Strike and Vigilance.
If equipped creature is a Cat, it gets +2/+2 and has Double Strike and Vigilance instead.
If you control a basic land of each basic land type and a mono-coloured creature of each colour, you win the game.
The False Dreadlord is defeated and Aerikal has been renewed.
Equipped creature gets +1/+1.
If equipped creature is a Cat, it gets +2/+1 instead.
Equip
If equipped creature is a Cat, it gets +2/+1 instead.
Equip
Equipped creature gets +1/+1 for each basic land type amongst lands you control.
, Exile Blade of Unity: Put a 5/5 Spirit creature token named Spirit of Unity onto the battlefield, it is all colours and has "This gets +1/+1 for each basic land type amongst lands you control."
Equip
, Exile Blade of Unity: Put a 5/5 Spirit creature token named Spirit of Unity onto the battlefield, it is all colours and has "This gets +1/+1 for each basic land type amongst lands you control."
Equip
or , : Target creature gains Deathtouch until end of turn.
Equipped creature gets +1/+1.
If equipped creature is a Dwarf it has Mountainwalk.
Equip
If equipped creature is a Dwarf it has Mountainwalk.
Equip
or , : Target creature gains Lifelink until end of turn.
Equipped creature gets +1/+1.
If equipped creature is a Human it has Reach.
Equip
If equipped creature is a Human it has Reach.
Equip
,: Target player puts the top 3 cards of their library into their graveyard.
, : Target player discards a card at random from their hand. Play this ability as a Sorcery.
, : Target player discards a card at random from their hand. Play this ability as a Sorcery.
, : Each player sacrifices a permanent.
: Add one mana of any colour to your mana pool.
3/3
Grove of Renewal enters the battlefield tapped.
: Add to your mana pool.
: Add to your mana pool.
: Add to your mana pool.
: Add to your mana pool.
Ironguard Sanctuary enters the battlefield tapped.
, , Sacrifice a Mountain: Creatures you control gain Double Strike until end of turn.
: Add to your mana pool
, , Sacrifice a Mountain: Creatures you control gain Double Strike until end of turn.
: Add to your mana pool
Madir Crypt enters the battlefield tapped.
: Add to your mana pool.
, Sacrifice Madir Crypt: Search your library for a Vampire card, reveal it, and put it into your hand. Then shuffle your library.
: Add to your mana pool.
, Sacrifice Madir Crypt: Search your library for a Vampire card, reveal it, and put it into your hand. Then shuffle your library.
Mine Lair enters the battlefield tapped.
: Add to your mana pool.
, Sacrifice Mine Lair: Search your library for a Goblin card, reveal it, and put it into your hand. Then shuffle your library.
: Add to your mana pool.
, Sacrifice Mine Lair: Search your library for a Goblin card, reveal it, and put it into your hand. Then shuffle your library.
Illus. Fyreant at deviantART
New Sendaria enters the battlefield tapped.
Whenever a Plains enters the battlefield under your control, if you control at least three other Plains, you may gain 2 life.
: Add to your mana pool.
Whenever a Plains enters the battlefield under your control, if you control at least three other Plains, you may gain 2 life.
: Add to your mana pool.
Pridelands Camp enters the battlefield tapped.
: Add to your mana pool.
, Sacrifice Pridelands Camp: Search your library for a Cat card, reveal it, and put it into your hand. Then shuffle your library.
: Add to your mana pool.
, Sacrifice Pridelands Camp: Search your library for a Cat card, reveal it, and put it into your hand. Then shuffle your library.
Ruins of Valuria enters the battlefield tapped.
: Add to your mana pool.
, , Sacrifice a creature: Target black creature gets +2/+2 until end of turn.
: Add to your mana pool.
, , Sacrifice a creature: Target black creature gets +2/+2 until end of turn.
Sacred Grotto enters the battlefield tapped.
: Add to your mana pool.
, Sacrifice Sacred Grotto: Search your library for a Merfolk card, reveal it, and put it into your hand. Then shuffle your library.
: Add to your mana pool.
, Sacrifice Sacred Grotto: Search your library for a Merfolk card, reveal it, and put it into your hand. Then shuffle your library.
Illus. Raphael Lacoste at deviantART
Treetop Watchpost enters the battlefield tapped.
: Add to your mana pool.
, Sacrifice Treetop Watchpost: Search your library for an Elf card, reveal it, and put it into your hand. Then shuffle your library.
: Add to your mana pool.
, Sacrifice Treetop Watchpost: Search your library for an Elf card, reveal it, and put it into your hand. Then shuffle your library.
Wavecrest Citadel enters the battlefield tapped.
: Add to your mana pool.
, : Return Wavecrest Citadel and target creature you don't control to their owners hands.
: Add to your mana pool.
, : Return Wavecrest Citadel and target creature you don't control to their owners hands.
Resilient 2 (If a source would deal combat damage to this, prevent 2 of that damage)
2/2
Haste
Sacrifice this at the start of the next end step.
Sacrifice this at the start of the next end step.
2/2
2/2
Spirit of Unity is all colours.
Spirit of Unity gets +1/+1 for each basic land type amongst lands you control.
Spirit of Unity gets +1/+1 for each basic land type amongst lands you control.
5/5
1/1
During your first post combat main phase, untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Lands that you control are 3/3 Elemental creatures with Hexproof, They are still lands.
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