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Whenever an Aura you control enters, if you cast it, you may search your library for an Aura card with mana value less than or equal to that Aura and with a different name than each Aura you control, put that card onto the battlefield attached to Light-Paws, then shuffle.
Flying, lifelink
At the beginning of your end step, if you descended this turn, scry 1. (You descended if a permanent card was put into your graveyard from anywhere.)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
When this creature enters, you may return another permanent you control to its owner's hand. If you do, create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This token can't block."
First strike, lifelink
At the beginning of your second main phase, if you gained life this turn, seek a card with the highest mana value among cards in your library with mana value less than or equal to the amount of life you gained this turn.
Flying
{2}: This creature gets +1/+0 until end of turn.
{X}: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
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.)
Flash
Enchant creature
Enchanted creature gets +1/+1.
As long as enchanted creature has vigilance, it assigns combat damage equal to its toughness rather than its power.
Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.)
Enchanted creatures you control have shroud.
Enchant creature
Enchanted creature can't attack or block and has "{7}: Hold for Ransom's controller sacrifices it and draws a card. Activate only as a sorcery."
When this enchantment enters, create a 2/2 white Knight creature token with vigilance.
When this enchantment is put into a graveyard from the battlefield, scry 2.
{2}{W}: Sacrifice this enchantment.
Enchant creature
Enchanted creature has "Whenever a creature you control enters, this creature gets +1/+1 until end of turn."
When this Aura enters, create a 1/1 white Spirit creature token with flying.
Enchant basic land you control
When this Aura enters, exile target creature or planeswalker an opponent controls until this Aura leaves the battlefield.
Enchant creature you control
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward {2}.
Enchant creature
Enchanted creature gets +1/+1 and has flying.
{2}{W}: Return Skyblade's Boon to its owner's hand. Activate only if Skyblade's Boon is on the battlefield or in your graveyard.
Enchant creature
When this Aura enters, target creature you control other than enchanted creature gets +2/+2 and gains vigilance until end of turn.
Enchanted creature gets +2/+2 and has vigilance.
Enchant nonland permanent
Enchanted permanent is a Treasure artifact with "{T}, Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.)
Enchant creature
Enchanted creature can't attack or block.
{4}{W}: Exile enchanted creature. Create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
This spell has flash as long as you control a Spirit.
When you cast this spell, tap up to two target creatures you don't control.
Enchant creature you control
Enchanted creature gets +1/+2.
Enchant creature
Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.
When enchanted creature dies, return this card to its owner's hand.
Enchant creature or planeswalker you don't control
When this enchantment enters, conjure a card named Soldiers of the Watch onto the battlefield.
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
Enchant creature
When this Aura enters, create a 2/2 white Knight creature token with vigilance. (Attacking doesn't cause it to tap.)
Enchanted creature gets +2/+2 and has vigilance.
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Spree (Choose one or more additional costs.)
+ {1} — Destroy target artifact.
+ {1} — Destroy target enchantment.
+ {1} — Put a +1/+1 counter on each creature target player controls.
+1: Put a +1/+1 counter on up to one target creature.
−3: Target creature gains flying and double strike until end of turn.
−8: Create X 2/2 white Cat creature tokens, where X is your life total.