Dawnmount
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At the beginning of your upkeep, if this creature has mutated, put a +1/+1 counter on it.
0/3
0 comments
Exile target enchantment. Encastle 1 (Put one fortify counter[s] on target Castle)
Flying

: Dawnherald Dragon gets +1/+1 until end of turn. Use this ability only any time you could play a sorcery.

: Dawnherald Dragon gets +1/+1 until end of turn. Use this ability only any time you could play a sorcery.3/5
Vigilance
When Diligent Blacksmith enters the battlefield, Encastle 2 (Put two fortify counter[s] on target Castle)
When Diligent Blacksmith enters the battlefield, Encastle 2 (Put two fortify counter[s] on target Castle)
1/1
Kicker 

Create a 2/2 white Octopus Bird creature token with flying. If this spell was kicked, create three instead.
Encastle 2 (Put two fortify counter[s] on target Castle)


Create a 2/2 white Octopus Bird creature token with flying. If this spell was kicked, create three instead.
Encastle 2 (Put two fortify counter[s] on target Castle)
Enchant creature
Enchanted creature has vigilance and +X/+0, where X is the number of fortify counters on Castles you control.
Enchanted creature has vigilance and +X/+0, where X is the number of fortify counters on Castles you control.
Whenever a creature mutates, draw a card
The unexpected animals that one finds around Dawnmount just make for more interesting hunting
2/2
Flying
Whenever Messenger Dove attacks, Scry 1
Whenever Messenger Dove attacks, Scry 1
1/1
When Noble Stallion attacks, if it attacked with a Human creature, it gains Lifelink until end of turn
1/2
Encastle 3 (Put three fortify counter[s] on target Castle)
Vigilance, protection from black
3/3
Equip
If equipped creature is white, it gets +1/+0
Equipped creature gains Lifelink and "Whenever you gain life, draw a card"
If equipped creature is white, it gets +1/+0
Equipped creature gains Lifelink and "Whenever you gain life, draw a card"
First Strike, Lifelink
Whenever Sunrise Knight deals combat damage to a player, you may pay
to Encastle 1 (Put one fortify counter[s] on target Castle)
Whenever Sunrise Knight deals combat damage to a player, you may pay
to Encastle 1 (Put one fortify counter[s] on target Castle)1/1
Castle (Use Encastle to put fortify counters on this Castle. The number of fortify counters determines the effect)
3 – White creatures you control get +1/+1
7 –
: Add 
9 –
,
: Target white creature you control gains indestructible until end of turn
3 – White creatures you control get +1/+1
7 –
: Add 
9 –

,
: Target white creature you control gains indestructible until end of turn[1] –
,
: Target creature you control gains Lifelink until end of turn
[2]- Creatures you control get +1/+1 until end of turn (This ability triggers once Sunset Garrison reaches 2 fortify counters)
[4] –
,
: Create a 1/1 white Human Soldier Creature Token
,
: Target creature you control gains Lifelink until end of turn
[2]- Creatures you control get +1/+1 until end of turn (This ability triggers once Sunset Garrison reaches 2 fortify counters)
[4] –

,
: Create a 1/1 white Human Soldier Creature TokenFlash
Kicker
As Timely Rescuer enters the battlefield, if it was kicked, regenerate target creature.
Kicker

As Timely Rescuer enters the battlefield, if it was kicked, regenerate target creature.
1/1
Reveal cards from the bottom of your library until you reveal a Castle. Put it into your hand and return the rest of the cards to the bottom of your library in a random order.
When Battlemage Defender enters the battlefield, target creature gets -1/-0 until end of turn
Castles you control have hexproof
Castles you control have hexproof
3/3
Tap or untap target permanent. Scry 1
An experienced frost mage can control their ice with remarkable precision
,
: Tap target creature an opponent controls1/1
Whenever you cast an instant or sorcery spell, Encastle 1 (Put one fortify counter[s] on target Castle)
1/2
Islandwalk
5/5
Encastle 3 (Put three fortify counter[s] on target Castle)
Enchant Permanent
When Mage’s Timetrap enters the battlefield, Encastle 1 (Put one fortify counter[s] on target Castle)
Enchanted permanent is tapped and cannot use activated abilities
When Mage’s Timetrap enters the battlefield, Encastle 1 (Put one fortify counter[s] on target Castle)
Enchanted permanent is tapped and cannot use activated abilities
Counter target spell unless its controller removes three counters from any number of permanents. You may pick one of the permanents.
Return up to 5 creatures without Mutate to their owners' hands.
Mutate 
Islandwalk
Whenever a creature you control mutates, scry 1

Islandwalk
Whenever a creature you control mutates, scry 1
"There is much to be learnt from nature"
1/2
Draw a card. Encastle 1 (Put one fortify counter[s] on target Castle)
”Vidmir’s archives are massive. Parts of them I’ve never been to, others are so delicate that they need refurbishment”
Mutate 
(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Hexproof

(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Hexproof
2/2
Castle (Use Encastle to put fortify counters on this Castle. The number of fortify counters determines the effect)
3 – Blue creatures you control get +1/+1
7 –
: Add 
9 –
,
: Scry 2, then draw a card
3 – Blue creatures you control get +1/+1
7 –
: Add 
9 –

,
: Scry 2, then draw a card[1] –
: Draw a card
[2] – Scry 1 (This ability triggers once Spellstone Archive reaches 2 fortify counters)
[4] –
,
: Scry 2
: Draw a card
[2] – Scry 1 (This ability triggers once Spellstone Archive reaches 2 fortify counters)
[4] –
,
: Scry 2Counter target spell. Encastle 2 (Put two fortify counter[s] on target Castle)
Equip
If equipped creature is blue, it gets +0/+1
Equipped creature gains Hexproof and "
,
: Tap target creature an opponent controls until the beginning of that player's upkeep"
If equipped creature is blue, it gets +0/+1
Equipped creature gains Hexproof and "
,
: Tap target creature an opponent controls until the beginning of that player's upkeep"Enchant Creature
Enchanted creature has +1/+0 for each creature card in your graveyard and deathtouch
Enchanted creature has +1/+0 for each creature card in your graveyard and deathtouch
Menace, Ward
When Count Angvar enters the battlefield, search your library for a Castle and put it into play. Then shuffle your library.
Whenever you would lose life, Encastle X, where X is the number of life you lost.
Whenever you Encastle, create a 1/1 black Human Soldier Creature Token.
When Count Angvar enters the battlefield, search your library for a Castle and put it into play. Then shuffle your library.
Whenever you would lose life, Encastle X, where X is the number of life you lost.
Whenever you Encastle, create a 1/1 black Human Soldier Creature Token.
3/2
Choose 1:
- Return target creature that died this turn from your graveyard to the battlefield
- Return target black creature from the graveyard to the battlefield
- Return target creature that died this turn from your graveyard to the battlefield
- Return target black creature from the graveyard to the battlefield
Encastle 3 (Put three fortify counter[s] on target Castle)
Mutate 


Flying, Deathtouch
Whenever this creature mutates, deal 1 damage to target player



Flying, Deathtouch
Whenever this creature mutates, deal 1 damage to target player
3/5
Kicker
Skulk
When Duskling Spy enters the battlefield, if it was kicked, you may draw a card.
Skulk
When Duskling Spy enters the battlefield, if it was kicked, you may draw a card.
1/1
Kicker – pay 2 life
Discard a card. Return target creature card from your graveyard to your hand.
If this spell was kicked, Encastle 1 (Put one fortify counter[s] on target Castle)
Discard a card. Return target creature card from your graveyard to your hand.
If this spell was kicked, Encastle 1 (Put one fortify counter[s] on target Castle)
When Duskmire Courier enters the battlefield, you lose 1 life.
2/2
Mutate 
(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Menace

(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Menace
3/2
Whenever you lose life, choose one (damage causes loss of life):
- Put a -1/-1 counter on target creature
- Encastle 1

,
, pay 1 life: Discard a card, then draw a card
- Put a -1/-1 counter on target creature
- Encastle 1

,
, pay 1 life: Discard a card, then draw a card2/3
Menace
When Nightfall Courser enters the battlefield, deal X damage to any source, where X is the amount of life you lost this turn.
When Nightfall Courser enters the battlefield, deal X damage to any source, where X is the amount of life you lost this turn.
4/3
Castle (Use Encastle to put fortify counters on this Castle. The number of fortify counters determines the effect)
3 – Black creatures you control get +1/+1
7 –
: Add 
9 –
,
: Nightfall Outpost deals 3 damage to target nonblack source
3 – Black creatures you control get +1/+1
7 –
: Add 
9 –

,
: Nightfall Outpost deals 3 damage to target nonblack sourceTarget player discards 2 cards. Choose one of those cards. You gain life equal to its converted mana cost.
Swampwalk

,
: Encastle 1 (Put one fortify counter[s] on target Castle)
: Remove 1 mana of any colour from target opponent's mana pool

,
: Encastle 1 (Put one fortify counter[s] on target Castle)
: Remove 1 mana of any colour from target opponent's mana pool1/1
[1] –
,
: Remove one mana from target player’s mana pool. Add one of the same mana to your mana pool.
[2] – Destroy target creature an opponent controls (This ability triggers once Raider’s Fortress reaches 2 fortify counters)
[4] –
,
: Creatures you control gain Menace until end of turn
,
: Remove one mana from target player’s mana pool. Add one of the same mana to your mana pool.
[2] – Destroy target creature an opponent controls (This ability triggers once Raider’s Fortress reaches 2 fortify counters)
[4] –

,
: Creatures you control gain Menace until end of turnHaste, Swampwalk
2/4
Whenever you lose life, Riftshadow Leecher gets +1/+1 until end of turn (damage causes loss of life)
4/3
Destroy target nonblack creature. Scry 2.
Equip
If equipped creature is black, it gets +1/+0
Equipped creature gains Menace, Deathtouch and "Whenever you lose life, target opponent discards a card"
If equipped creature is black, it gets +1/+0
Equipped creature gains Menace, Deathtouch and "Whenever you lose life, target opponent discards a card"
Menace
”Hah! You, beat me? No. I have trained alongside the best knights in Duskmire.”
2/1
Kicker – pay 2 life
Destroy target creature. If this spell was kicked, draw a card.
Destroy target creature. If this spell was kicked, draw a card.
Acid Splash deals 2 damage to target creature. If you control an Octopus, deal 1 additional damage to that creature. Then, if that creature was an artifact, destroy it.
An octochicken squirts acid as a squid does ink
– From Studies in Fauna, Vidmir Library
– From Studies in Fauna, Vidmir Library
Deal 2 damage to any target. If you control a Legendary creature, deal 1 damage to any target.
Mutate 

(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Haste, Trample
Whenever this creature mutates, it gets +1/+0 until end of turn


(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Haste, Trample
Whenever this creature mutates, it gets +1/+0 until end of turn
3/4
Encastle 3 (Put three fortify counter[s] on target Castle)
Flying, Skulk
Whenever a source you control would deal damage to any target, it deals that much damage plus 1 to that target instead.
Whenever a source you control would deal damage to any target, it deals that much damage plus 1 to that target instead.
3/4
Mutate
Haste
Whenever this creature mutates, you may pay
. If you do, scry 1.
Haste
Whenever this creature mutates, you may pay
. If you do, scry 1.1/1
Menace
3/2
Castle (Use Encastle to put fortify counters on this Castle. The number of fortify counters determines the effect)
3 – Red creatures you control get +1/+1
7 –
: Add 
9 –
,
: Red creatures you control get Haste and Trample until end of turn
3 – Red creatures you control get +1/+1
7 –
: Add 
9 –

,
: Red creatures you control get Haste and Trample until end of turnIf you control a dragon, Maelstrom Skyknight has Flying
2/1
[1] –
,
: Target creature you control gains First Strike until end of turn
[2] – Deal 2 damage to any target (This ability triggers once Magesteel Armoury reaches 2 fortify counters)
[4] –
,
: Target creature you control gains Double Strike until end of turn
,
: Target creature you control gains First Strike until end of turn
[2] – Deal 2 damage to any target (This ability triggers once Magesteel Armoury reaches 2 fortify counters)
[4] –

,
: Target creature you control gains Double Strike until end of turnCreate 3 1/1 red Human Warrior creature tokens
Mutate 

Flying
Whenever a creature mutates, deal two damage to it, then deal two damage to target creature an opponent controls


Flying
Whenever a creature mutates, deal two damage to it, then deal two damage to target creature an opponent controls
They don't distinguish between friend and foe
4/3
Reach
: Deal 1 damage to any source.
: Deal 1 damage to any source.1/1
You may exert Raging Northling as it attacks. If you do, it gets +3/+1 until end of turn. (An exerted creature won't untap during your next untap step)
2/2
Enchant Creature
Enchanted creature has +X/+0, where X is the number of fortify counters on Castles you control
Enchanted creature has +X/+0, where X is the number of fortify counters on Castles you control
Cast this spell only if you control a creature.
Create a 4/4 red Dragon Creature Token with Flying
Create a 4/4 red Dragon Creature Token with Flying
Equip
If equipped creature is red, it gets +1/+0
Equipped creature has Trample and "Whenever this creature deals combat damage to a player, draw a card"
If equipped creature is red, it gets +1/+0
Equipped creature has Trample and "Whenever this creature deals combat damage to a player, draw a card"
Flying, First Strike
2/1
Tide of Octochickens deals 3 damage to each creature. Create a 1/1 red Octopus Bird creature Token.
Choose one:
- Trebuchet Volley deals 2 damage to each creature
- Remove 2 fortify counters from target Castle
- Trebuchet Volley deals 2 damage to each creature
- Remove 2 fortify counters from target Castle
: Add
, Sacrifice Arbourmage: Target creature gets hexproof until end of turn0/1
Mutate 

Forestwalk
Whenever a Cat you control mutates, you gain 1 life


Forestwalk
Whenever a Cat you control mutates, you gain 1 life
4/4
Put a 4/4 green Cat Beast Token Creature onto the battlefield. You may then tap two creatures to put a 1/1 green Cat Beast Token Creature onto the battlefield.
Gentle Forest-Dragon enters the battlefield tapped and does not untap during your untap step.
Whenever a creature you control mutates, untap Gentle Forest-Dragon. Then put a +1/+1 counter on that creature.
Whenever a creature you control mutates, untap Gentle Forest-Dragon. Then put a +1/+1 counter on that creature.
5/7
Mutate
(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Trample
,
, Sacrifice this creature: You gain 3 life.
(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Trample
,
, Sacrifice this creature: You gain 3 life.Sometimes, you have to adapt to survive
1/1
Vigilance
Whenever a creature you control mutates, you gain 2 life
Whenever a creature you control mutates, you gain 2 life
2/1
[1] –
,
: Target creature gains Trample until end of turn
[2] – Create a 1/1 green Cat Beast creature token (This ability triggers once Leafshadow Stables reaches 2 fortify counters)
[4] –
,
: Put a +1/+1 counter on target Cat you control
,
: Target creature gains Trample until end of turn
[2] – Create a 1/1 green Cat Beast creature token (This ability triggers once Leafshadow Stables reaches 2 fortify counters)
[4] –

,
: Put a +1/+1 counter on target Cat you controlKicker
Destroy target artifact or enchantment. Then, if this spell was kicked, populate.
Destroy target artifact or enchantment. Then, if this spell was kicked, populate.
Come not between the arbourmage and the logger
- Sylphspire saying
- Sylphspire saying
Whenever a creature you control mutates, Mighty Elk gains Trample until end of turn
3/4
Search your library for one basic land and one non-basic land. Put the basic land onto the battlefield tapped, and the non-basic land into your hand, then shuffle.
"Onward!" cried Sir Alice, "To adventure and to lands unmapped!"
Encastle 3 (Put three fortify counter[s] on target Castle)
Enchant creature
Enchanted creature has +2/+2 and Haste
Enchanted creature has +2/+2 and Haste
Flying
When Springtide Sylph enters the battlefield, populate
When Springtide Sylph enters the battlefield, populate
"Sylphs. They breed like rabbits."
-Aaron, Slyphglade herder
-Aaron, Slyphglade herder
1/1
Castle
3 – Green creatures you control get +1/+1
7 –
: 
9 –
,
: Green creatures you control have forestwalk and trample until end of turn
3 – Green creatures you control get +1/+1
7 –
: 
9 –

,
: Green creatures you control have forestwalk and trample until end of turnEquip
If equipped creature is green, it has +0/+1
Equipped creature gets Forestwalk and "
: Add 
"
If equipped creature is green, it has +0/+1
Equipped creature gets Forestwalk and "
: Add 
"Trample
3/4
Forestwalk
Whenever a Forest enters the battlefield under your control, Encastle 1 (Put one fortify counter[s] on target Castle)
Whenever a Forest enters the battlefield under your control, Encastle 1 (Put one fortify counter[s] on target Castle)
1/3
Mutate 


Flying
Creature spells you cast cost
less to mutate.
Whenever a creature you control mutates, put X +1/+1 counters on it, where X is the number of times it mutated this turn.



Flying
Creature spells you cast cost
less to mutate.
Whenever a creature you control mutates, put X +1/+1 counters on it, where X is the number of times it mutated this turn.
5/6
Prevent all damage that would be dealt to you this turn
Mutate 


(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Wildfloods Giant can block up to 7 additional creatures
If you control a Plains, Wildfloods Giant has +1/+1



(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Wildfloods Giant can block up to 7 additional creatures
If you control a Plains, Wildfloods Giant has +1/+1
6/6
Protection from red
: Encastle 1 (Put one fortify counter[s] on target Castle)
: Encastle 1 (Put one fortify counter[s] on target Castle)2/2
Counter target spell unless its controller mills X cards. Encastle 1 (Put one fortify counter[s] on target Castle)
Create a 1/1 white Human Wizard Creature Token. If you control a creature with power 2 or greater, it enters the battlefield with a +1/+1 counter. Then scry 1.
Flying, Flash
When Sky Panda Architect enters the battlefield, Encastle 1 (Put one fortify counter[s] on target Castle)
When Sky Panda Architect enters the battlefield, Encastle 1 (Put one fortify counter[s] on target Castle)
1/2
When Spellstone Architect enters the battlefield, Encastle 3 (Put three fortify counter[s] on target Castle)


,
: Encastle 1
Whenever a source other than Spellstone Architect would casue you to Encastle, Encastle 1 (Put one fortify counter[s] on target Castle)


,
: Encastle 1
Whenever a source other than Spellstone Architect would casue you to Encastle, Encastle 1 (Put one fortify counter[s] on target Castle)
1/1
Creatures you control are blue in addition to their other colours
When Deadly Snowstorm enters the battlefield, tap target creature. It remains tapped as long as you control Deadly Snowstorm
When Deadly Snowstorm enters the battlefield, tap target creature. It remains tapped as long as you control Deadly Snowstorm
Take X fortify counters from target Castle and move them to another target Castle
Draw a card. You may reveal it. Discard a card. If the card you discarded had a higher mana value that the card you drew, Encastle 1 (Put one fortify counter[s] on target Castle)
: put a charge counter on Sappermage
Remove a charge counter from Sappermage: Add one mana of any colour to your mana pool
Other multicolour creatures you control have +1/+1 and multicolour landwalk
1/2
Deathtouch
Sappermage's Ultimatum's power and toughness are each equal to the number of multicolour creatures you control.
Sappermage's Ultimatum's power and toughness are each equal to the number of multicolour creatures you control.
*/*
Destroy target creature. If it was blue, draw a card.

: Deal 1 damage to target creature. If that creature dies as a result, deal 1 damage to its controller.1/2
Whenever a creature is put into a graveyard, exile the top card of your library. You may cast it until end of turn.
2/1
Haste, Menace
When Ridgefur Pack dies, create two red 1/1 Wolf 1/1 Creature Tokens
When Ridgefur Pack dies, create two red 1/1 Wolf 1/1 Creature Tokens
2/3
Trample
If you control a Legendary Human Creature, Glorfy-Worfy, Noble Steed has double strike.
Other cats you control have +1/+1.
If you control a Legendary Human Creature, Glorfy-Worfy, Noble Steed has double strike.
Other cats you control have +1/+1.
4/4
Trample
Whenever a creature with power 5 or greater enters the battlefield under your control, you gain 1 life.
Whenever a creature with Trample enters the battlefield under your control, target opponent loses 1 life.
Whenever a creature with power 5 or greater enters the battlefield under your control, you gain 1 life.
Whenever a creature with Trample enters the battlefield under your control, target opponent loses 1 life.
6/4
Trample
5/3
Green creatures you control have Trample and +0/+1
Red creatures you control have haste and +1/+0
Red creatures you control have haste and +1/+0
Mutate 
Whenever this creature mutates, choose one:
- Deal 1 damage to target creature
- This creature gets +1/+1 until end of turn

Whenever this creature mutates, choose one:
- Deal 1 damage to target creature
- This creature gets +1/+1 until end of turn
3/3
Mutate 

(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Whenever this creature mutates, create a 2/2 green Octopus Chicken Child Creature Token


(If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Whenever this creature mutates, create a 2/2 green Octopus Chicken Child Creature Token
3/5
Castle
[1] –
: Add
or
[4] –
: Token creatures you control have +1/+1 until end of turn
[5] – Populate twice (This ability triggers once Gracefields Granary reaches 5 fortify counters)
[1] –
: Add
or
[4] –

: Token creatures you control have +1/+1 until end of turn
[5] – Populate twice (This ability triggers once Gracefields Granary reaches 5 fortify counters)
: Untap target land you control1/2
Skulk
When Lady Alice, Friend of Octochickens enters the battlefield, Encastle 3
Whenever Lady Alice attacks with one or more non-human creatures, create a 3/2 green Octopus Bird Creature Token with Trample for each attacking creature
When Lady Alice, Friend of Octochickens enters the battlefield, Encastle 3
Whenever Lady Alice attacks with one or more non-human creatures, create a 3/2 green Octopus Bird Creature Token with Trample for each attacking creature
1/2
Create a 2/2 green Horse Token Creature and a 1/1 white Human Soldier Token Creature, then populate
"Muster your troops, General. The raiders are out again."
- Countess Olivia
- Countess Olivia
Lifelink
: Transform Carabel, Lady in Waiting
: Transform Carabel, Lady in Waiting2/1
When this card transforms into Carabel, Sly Werecat, you gain 1 life.
Carabel is unblockable as long it is attacking alone.
: Transform Carabel
Carabel is unblockable as long it is attacking alone.
: Transform Carabel2/2
Lifelink
Whenever you gain life, Scry 1
Whenever you gain life, Scry 1
1/1
Whenever you gain life, target opponent loses that much life. Whenever an opponent loses life, you may pay
to put a +1/+1 counter on target creature

: You gain 1 life.
to put a +1/+1 counter on target creature

: You gain 1 life.Choose one:
- Create an X/X white Human Soldier Creature Token, where X is the amount of life you gained this turn
- Create an X/X black Dragon Creature Token, where X is the amount of life target opponent lost this turn
- Create an X/X white Human Soldier Creature Token, where X is the amount of life you gained this turn
- Create an X/X black Dragon Creature Token, where X is the amount of life target opponent lost this turn
Lifelink
Whenever you gain life, Isabella, Octochicken Foundling gets +1/+1 until end of turn
Whenever you gain life, Isabella, Octochicken Foundling gets +1/+1 until end of turn
1/1
Mutate 

Flying
Angvar's Steed's power and toughness are each equal to the number of creature cards in your graveyard.
When Angvar's Steed enters the battlefield, gain X life, where X is the number of instants and sorceries in your graveyard.


Flying
Angvar's Steed's power and toughness are each equal to the number of creature cards in your graveyard.
When Angvar's Steed enters the battlefield, gain X life, where X is the number of instants and sorceries in your graveyard.
*/*
Reveal cards from the top of your library until you reveal a Castle. Put the Castle into your hand and the rest of the cards into your graveyard.
When Darkling Behemoth enters the battlefield, deal 1 damage to each of up to 3 target creatures. You may return a creature card from your graveyard to play.
8/8
Return X creatures from your graveyard to play
"Now, the armies of the dead shall be mine!"
-Count Angvar
-Count Angvar
When Scavenging Ridgefur enters the battlefield, you may exile target card from your graveyard. If you do, put a +1/+1 counter on Scavenging Ridgefur.
2/1
Multicolour creatures you control have +1/+1 for each of their colours and Trample


: Great Alliance becomes an X/X Enchantment Creature – Elemental Spirit that is all colours until end of turn, where X is the number of multicolour creatures you control.


: Great Alliance becomes an X/X Enchantment Creature – Elemental Spirit that is all colours until end of turn, where X is the number of multicolour creatures you control.Creature spells you cast cost
less to mutate (this does not reduce generic mana costs)
Whenever a creature you control mutates, scry 1
less to mutate (this does not reduce generic mana costs)
Whenever a creature you control mutates, scry 1
1/1
Target creature gets +3/+0 until end of turn. Encastle 2 (Put two fortify counter[s] on target Castle)
Flying
Whenever you cast an instant or sorcery, choose one:
- Draw a card
- Deal 2 damage to any target
Whenever you cast an instant or sorcery, choose one:
- Draw a card
- Deal 2 damage to any target
1/3
When Vidmiran Training Dome enters the battlefield, you may cast an instant or sorcery from your hand for free

: Copy target instant or sorcery
Whenever you cast an instant or sorcery, you may add or remove a +1/+1 counter to/from target creature

: Copy target instant or sorcery
Whenever you cast an instant or sorcery, you may add or remove a +1/+1 counter to/from target creature
Vigilance, Lifelink
,
: Deal 1 damage to each of up to two target creatures.
,
: Deal 1 damage to each of up to two target creatures.1/2
When Magesteel Armourer enters the battlefield, you may cast an equipment from your hand for free and attach it to Magesteel Armourer
Equipment you control costs
less to equip
: Attach target equipment to target creature you control
Equipment you control costs
less to equip
: Attach target equipment to target creature you control2/2
First Strike, Vigilance, Protection from black
When Sir Alice Onward, Knight Errant enters the battlefield, Encastle 2.
Whenever Sir Alice Onward deals combat damage to a player, create a 1/1 white Human Soldier Creature token with First Strike
When Sir Alice Onward, Knight Errant enters the battlefield, Encastle 2.
Whenever Sir Alice Onward deals combat damage to a player, create a 1/1 white Human Soldier Creature token with First Strike
3/2
First Strike
2/2
,
: Remove X counters of any one kind from target nonland permanentDragon Feather enters the battlefield tapped
: Add
,
: Add two mana of any colour among Dragons you control. Spend this mana only to cast Dragon spells.
: Add
,
: Add two mana of any colour among Dragons you control. Spend this mana only to cast Dragon spells.
, sacrifice Light Orb: Creatures you control get +1/+1 until end of turnEquip
Whenever you play an instant or sorcery spell, equipped creature gains +1/+0 until end of turn
Whenever you play an instant or sorcery spell, equipped creature gains +1/+0 until end of turn
Defender
Spellstone Guardian enters the battlefield with three +1/+1 counters on it
Remove a +1/+1 counter from Spellstone Guardian: Encastle 1 (Put one fortify counter[s] on target Castle)
Spellstone Guardian enters the battlefield with three +1/+1 counters on it
Remove a +1/+1 counter from Spellstone Guardian: Encastle 1 (Put one fortify counter[s] on target Castle)
0/1
Equipped creature has +1/+1 and double strike.
Equip
Equip

Equip
Equipped creature has +1/+0 and "
: Add one mana of any of this creature's colours"
Equipped creature has +1/+0 and "
: Add one mana of any of this creature's colours"Show frames: C W U B R G M A
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Legendary Creature – Cat Shapeshifter
