By joining our community, you can immerse yourself in MTG Arena gameplay. Watch matches, engage with content, comment, share thoughts, and rate videos for an interactive experience.
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.)
Flying
When this creature enters, if it was kicked, tap up to two target creatures.
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
This creature has flying as long as you have the city's blessing.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
This creature gets +3/+0 as long as you have the city's blessing.
Haste (This creature can attack and {T} as soon as it comes under your control.)
{1}: This creature can't be blocked this turn except by creatures with haste.
{2}, {T}, Sacrifice this creature: You gain 3 life.
As long as this creature is attacking, it gets +2/+0.
Pay 4 life: This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
When this creature enters, target creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Flying
When this creature enters, you get {E}{E} (two energy counters).
Whenever this creature attacks, you may pay {E}. If you do, another target attacking creature gains flying until end of turn.
You may exert this creature as it attacks. When you do, it gets +1/+1 and gains flying until end of turn. (An exerted creature won't untap during your next untap step.)
When this creature enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
This spell costs {X} less to cast, where X is your devotion to white. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.)
Flying
When this Equipment enters, attach it to target creature you control.
Equipped creature has flying.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it.
Equipped creature gets +1/+1.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
When this Equipment enters, create a 1/1 colorless Thopter artifact creature token with flying, then attach this Equipment to it.
Equipped creature gets +1/+0.
Equip {2}
Enchant creature you control
When this Aura enters, create a 1/1 white Warrior creature token with vigilance.
Enchanted creature gets +1/+1 and has first strike. (It deals combat damage before creatures without first strike.)
When this enchantment enters, creatures you control get +2/+1 and gain vigilance until end of turn.
When a Cartouche you control enters, return this enchantment to its owner's hand.
Flash
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Cycling {W} ({W}, Discard this card: Draw a card.)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Enchant permanent
When this Aura enters, you gain 4 life.
Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
Choose one or both —
• Target Human creature you control gets +1/+1 and gains indestructible until end of turn.
• Target non-Human creature you control gets +1/+1 and gains indestructible until end of turn.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Creatures you control get +1/+1 until end of turn. If you have the city's blessing, those creatures get +2/+2 until end of turn instead.
Choose one —
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Destroy target creature with toughness 4 or greater.
Put a +1/+1 counter on target creature you control. It gains vigilance until end of turn.
Flashback {W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
Create two 1/1 white Bird creature tokens with flying.
Flashback—Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
({T}: Add {W}.)
This land enters tapped unless you control three or more other Plains.
When this land enters untapped, put a +1/+1 counter on target creature you control.
{T}: Add {C}.
{T}, Pay 1 life: Add {W}.
{2}{W}{W}, {T}, Sacrifice a Desert: Creatures you control get +1/+1 until end of turn. Activate only as a sorcery.
{T}: Add {C}.
{2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.