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.
Ward {2}
If a creature an opponent controls would die, exile it instead.
At the beginning of each end step, create X 1/1 black Rat creature tokens with "This token gets +1/+1 for each other Rat you control," where X is the number of creatures that were exiled under your opponents' control this turn.
Vigilance
This creature can't be blocked by creatures with power 2 or greater.
Whenever this creature attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
This creature can't be blocked.
Threshold — Whenever this creature deals combat damage to a player, draw a card. Then discard a card unless seven or more cards are in your graveyard.
When this creature dies, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Pack Rat's power and toughness are each equal to the number of Rats you control.
{2}{B}, Discard a card: Create a token that's a copy of this creature.
This creature gets +1/+0 for each other Rat you control.
Threshold — Whenever you attack with one or more Rats, if seven or more cards are in your graveyard, you may pay {2}{B}. If you do, return this card from your graveyard to the battlefield tapped and attacking.
Rats you control have menace.
{1}{B}, {T}: Create a 1/1 black Rat creature token.
{2}{B}{B}, {T}, Sacrifice three Rats: Gain control of target creature.
This creature can't block.
When this creature dies, create X 1/1 black Rat creature tokens with "This token can't block," where X is the amount of damage dealt to it this turn.
Menace
Whenever this creature attacks, each opponent loses X life and you gain X life, where X is the number of other Squirrels, Bats, Lizards, and Rats you control.
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Threshold — As long as seven or more cards are in your graveyard, creatures your opponents control get -1/-0.
Flash
You may cast noncreature spells as though they had flash.
Whenever you cast a noncreature spell, Birds, Frogs, Otters, and Rats you control get +1/+1 until end of turn. Untap them.
Whenever another Rat you control enters, exile up to one target card from an opponent's graveyard.
At the beginning of combat on your turn, create a 1/1 black Rat creature token with "This token can't block."
When this creature enters, choose one —
• Create a 1/1 black Rat creature token with "This token can't block."
• You may sacrifice another creature. If you do, scry 2, then draw a card.
• Creatures you control gain menace until end of turn.
When this creature enters, create a 1/1 black Rat creature token with "This token can't block."
Whenever another creature you control dies, put a +1/+1 counter on this creature.
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Other Rats you control have toxic 1.
When Karumonix enters, look at the top five cards of your library. You may reveal any number of Rat cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
Menace
Threshold — When this creature enters, if seven or more cards are in your graveyard, return up to one target nonland permanent to its owner's hand.
Changeling (This card is every creature type.)
As this creature enters, choose a creature type.
Whenever another creature you control of the chosen type enters, put a +1/+1 counter on this creature.
When this creature enters, create a number of 1/1 black Rat creature tokens equal to the number of opponents you have.
{1}{B}, Sacrifice a creature: Target creature gets -2/-2 until end of turn.
Ward {2}
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
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.)
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
As this enchantment enters, choose a creature type.
Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)
Whenever a creature dies, put a charge counter on this enchantment.
At the beginning of your first main phase, add {B} for each charge counter on this enchantment.
Spree (Choose one or more additional costs.)
+ {1}{U} — Counter target spell.
+ {3} — Create a token that's a copy of target artifact or creature you control.
+ {2} — Draw two cards, then discard a card.
Destroy target creature if it has mana value 2 or less.
Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.
Choose one —
• Counter target spell with mana value less than or equal to the number of cards in its controller's graveyard.
• Destroy target creature with mana value less than or equal to the number of cards in its controller's graveyard.
Choose one —
• Target opponent reveals their hand. You may choose a creature, enchantment, or planeswalker card from it. That player discards that card.
• Target opponent sacrifices an enchantment of their choice.
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.
Foretell {U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Choose up to five {P} worth of modes. You may choose the same mode more than once.
{P} — Each player sacrifices a creature of their choice.
{P}{P} — Draw a card for each creature that died under your control this turn.
{P}{P}{P} — Each opponent loses X life, where X is the number of creature cards in your graveyard.
Choose up to five {P} worth of modes. You may choose the same mode more than once.
{P} — Draw a card.
{P}{P} — Choose an artifact or creature you control. Create a token that's a copy of it.
{P}{P}{P} — Return each nonland, nontoken permanent to its owner's hand.
Choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. If this spell was foretold, return all creature cards of that type from your graveyard to the battlefield instead.
Foretell {5}{B}{B} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
{T}: Add {U}. This land deals 1 damage to you.
Threshold — {U}, {T}, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if seven or more cards are in your graveyard.
{T}: Add {C}.
{T}: Add {U}. Spend this mana only to cast a creature spell.
{U}, {T}: Surveil 2. Activate only if a Bird, Frog, Otter, or Rat entered the battlefield under your control this turn.
{T}: Add {C}.
{T}: Add {B}. Spend this mana only to cast a creature spell.
{1}{B}, {T}, Sacrifice this land: Return target Bat, Lizard, Rat, or Squirrel card from your graveyard to your hand.
{T}: Add {B}.
Channel — {3}{B}, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs {1} less to activate for each legendary creature you control.
This land enters tapped.
{T}: Add {U} or {B}.
{2}{U}{B}: Until end of turn, this land becomes a 4/4 blue and black Shark creature with deathtouch. It's still a land.
Whenever this land attacks, target player mills four cards.
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {U} or {B}.
({T}: Add {U} or {B}.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
As Three Tree City enters, choose a creature type.
{T}: Add {C}.
{2}, {T}: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.