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Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
Deathtouch
Renew — {1}{G}, Exile this card from your graveyard: Conjure a duplicate of another target creature card in your graveyard onto the top of your library. The duplicate perpetually gets +1/+1 and gains deathtouch. Activate only as a sorcery.
Toxic 1
Whenever Phyresis Roach deals combat damage to a player, Insects you control and Insect cards in your graveyard, hand, and library perpetually gain toxic 1.
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Whenever a creature you control becomes the target of a spell, target opponent gets a poison counter.
{1}, Sacrifice this creature: Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Ninjutsu {1}{G}
This creature enters with a deathtouch counter on it.
Whenever this creature deals combat damage to a player, you may remove a deathtouch counter from it. When you do, exile target artifact or enchantment that player controls.
When this creature enters, choose one —
• Put a +1/+1 counter on target creature.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Trample
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
This spell costs {2} less to cast if an opponent controls a green permanent.
Deathtouch
Whenever this creature deals combat damage to a player, draw a card.
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Other tapped creatures you control have deathtouch.
Other untapped creatures you control have hexproof.
{1}, {T}: Untap another target creature or land you control.
Toxic 3 (Players dealt combat damage by this creature also get three poison counters.)
When this creature enters, you may pay {1}{G}. If you do, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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.)
Equipped creature gets +1/+0 and has haste and ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Equip {1}
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Green creature spells you cast cost {1} less to cast.
Whenever you cast a creature spell, target creature you control gets +2/+2 and gains trample until end of turn.
Enchant creature
Enchanted creature gets +2/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
When this Aura is put into a graveyard from the battlefield, draw a card.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
{1}{G}: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
{3}{G}: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Target creature you control gains hexproof until end of turn. Create a Royal Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward {1}.)
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Target creature you control deals damage equal to its power to target creature you don't control. If the creature you control has trample, excess damage is dealt to that creature's controller instead.
This spell costs {1} less to cast if it targets a Mount or Vehicle you control.
Target creature you control deals damage equal to its power to target creature an opponent controls.
Put a +1/+1 counter on target creature you control if you weren't the starting player. Then that creature deals damage equal to its power to target creature you don't control.
Target creature you control deals damage equal to its power to target creature you don't control. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
This spell costs {3} less to cast if it targets a blue permanent you don't control.
This spell can't be countered.
Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control.
Choose target creature you control and target creature you don't control. If you control three or more snow permanents, the creature you control gets +1/+0 and gains indestructible until end of turn. Then those creatures fight each other. (Each deals damage equal to its power to the other.)
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control. If you control an Eldrazi, you gain 3 life.
Choose one —
• Each opponent sacrifices an artifact of their choice.
• Each opponent sacrifices an enchantment of their choice.
• Each opponent sacrifices a creature with flying of their choice.
Choose one —
• Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control. When the permanent you don't control dies this turn, you gain 2 life.
Choose one —
• Destroy target artifact or enchantment.
• Target creature you control explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Target creature you control deals damage equal to its power to target creature you don't control. Choose a creature card in your hand. It perpetually gets +X/+X, where X is the amount of excess damage dealt this way.
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Target creature you control fights up to one target creature you don't control.
Target creature you control gets +1/+1 until end of turn. Put a +1/+1 counter on it instead if it's a Mount. Then it deals damage equal to its power to target creature you don't control.
Return target permanent card from your graveyard to your hand. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
This spell costs {2} less to cast if it targets a legendary creature you control.
Target creature you control deals damage equal to twice its power to target creature or planeswalker you don't control.
All creatures able to block target creature this turn do so.
Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
+1: Up to one target creature gets +3/+3 and gains trample until end of turn.
−2: Create a 3/3 green Beast creature token. Then if an opponent controls more creatures than you, put a loyalty counter on Garruk.
−7: You get an emblem with "At the beginning of your end step, you may search your library for a creature card, put it onto the battlefield, then shuffle."