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.
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
{T}: Add one mana of any color.
When you cast this spell, you gain half X life and draw half X cards. Round down each time.
Flying, trample
This creature enters with X +1/+1 counters on it.
Flying
Whenever this creature deals combat damage to a player, look at the top three cards of that player's library, exile one of them face down, then put the rest into their graveyard. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
When this creature enters, exile another target creature or artifact until this creature leaves the battlefield. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
When Kogla and Yidaro enters, choose one —
• It gains trample and haste until end of turn.
• It fights target creature you don't control.
{2}{R}{G}, Discard this card: Destroy up to one target artifact or enchantment. Shuffle this card into your library from your graveyard, then draw a card.
Flying
When Azor enters, each opponent can't cast instant or sorcery spells during that player's next turn.
Whenever Azor attacks, you may pay {X}{W}{U}{U}. If you do, you gain X life and draw X cards.
Flying, lifelink
Whenever you draw a card, this creature gets +1/+0 until end of turn.
Whenever this creature attacks, draw a card.
Discard a card: This creature gains hexproof until end of turn. Tap it.
When Oath of Kaya enters, it deals 3 damage to any target and you gain 3 life.
Whenever an opponent attacks a planeswalker you control with one or more creatures, Oath of Kaya deals 2 damage to that player and you gain 2 life.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent an opponent controls.
II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
III — Creatures you control gain deathtouch until end of turn.
Creatures you control get +1/+1.
Creatures your opponents control get -1/-1.
{2}{W}{B}: Exile target card from an opponent's graveyard. If it was a creature card, you create a 1/1 white and black Spirit creature token with flying.
Cleave {1}{U}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Counter target spell [that wasn't cast from its owner's hand].
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.
Kicker {1}{B} (You may pay an additional {1}{B} as you cast this spell.)
Exile target artifact or enchantment. If this spell was kicked, exile target nonland permanent instead.
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.
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
Choose one —
• Target player sacrifices an artifact of their choice.
• Target player sacrifices a creature of their choice.
• Target player sacrifices a planeswalker of their choice.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Spells and abilities your opponents control can't cause their controller to search their library.
−1: Target player mills four cards. Then exile each opponent's graveyard.
At the beginning of your end step, if Kaito entered this turn, he phases out.
+1: Draw a card. Then discard a card unless you attacked this turn.
−2: Create a 1/1 blue Ninja creature token with "This token can't be blocked."
−7: You get an emblem with "Whenever a creature you control deals combat damage to a player, search your library for a blue or black creature card, put it onto the battlefield, then shuffle."
Creatures you control get +1/+0.
+1: Add {R} or {G}. Creature spells you cast this turn can't be countered.
−2: Target creature you control fights target creature you don't control.
Each opponent can cast spells only any time they could cast a sorcery.
+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
+2: You may sacrifice another permanent. If you do, you gain 1 life and draw a card.
−3: Destroy target nonland permanent with mana value 3 or less.
−9: You get an emblem with "Whenever a creature you control deals combat damage to a player, that player loses the game."
Nicol Bolas has all loyalty abilities of all other planeswalkers on the battlefield.
+1: You draw a card. Each opponent exiles a card from their hand or a permanent they control.
−3: Destroy target creature or planeswalker.
−8: Each opponent who doesn't control a legendary creature or planeswalker loses the game.
+1: Draw a card. At the beginning of the next end step, untap up to two lands.
−3: Put target nonland permanent into its owner's library third from the top.
−8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."
Whenever a creature you control dies, draw a card.
+1: Create a 2/2 black Zombie creature token.
−4: Each player sacrifices two creatures of their choice.
−9: Each opponent chooses a permanent they control of each permanent type and sacrifices the rest.
Flying
When Niv-Mizzet enters, reveal the top ten cards of your library. For each color pair, choose a card that's exactly those colors from among them. Put the chosen cards into your hand and the rest on the bottom of your library in a random order.