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.
Haste
Whenever this creature attacks, defending player reveals the top card of their library. If it's a land card, that player puts it into their hand.
Flying
When this creature enters, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
When this creature enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
{1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.
Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +2/+2 and has protection from green and from blue.
Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards.
Equip {2}
When this enchantment enters, exile target creature.
When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.
+1: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It's still a land.
−2: Add {R} for each Mountain you control.
−5: You get an emblem with "Mountains you control have '{T}: This land deals 1 damage to any target.'"
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.)
When this enchantment enters, exile target creature.
When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn. (It can attack and {T} this turn.)
If an opponent cast a red instant or sorcery spell this turn, you may pay {W} rather than pay this spell's mana cost.
Prevent the next 3 damage that a source of your choice would deal to you and/or permanents you control this turn. If damage is prevented this way, Refraction Trap deals that much damage to any target.
+1: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It's still a land.
−2: Add {R} for each Mountain you control.
−5: You get an emblem with "Mountains you control have '{T}: This land deals 1 damage to any target.'"