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Whenever you cast your second spell each turn, choose one —
• Create two 1/1 white Human Soldier creature tokens.
• Put a +1/+1 counter on each creature you control.
When this creature enters, target creature an opponent controls gets -3/-0 until end of turn.
Warp {U} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature enters, create a 1/1 white Human Soldier creature token.
Warp {1}{W} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Warp {1}{U} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Flying
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Warp {1}{U} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Flash
When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn.
Equipped creature gets +1/+0.
Equip {3}
When this Spacecraft enters, draw two cards, then discard a card.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
STATION 8+
Flying
4/4
When this Spacecraft enters, return target creature or enchantment card from your graveyard to the battlefield.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 10+.)
STATION 10+
Flying
5/6
Enchant artifact you control
When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield.
Enchanted permanent has ward {1}.
When this enchantment enters, exile target nonland permanent an opponent controls with mana value 2 or less until this enchantment leaves the battlefield.
Flash
When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn.
Equipped creature gets +1/+0.
Equip {3}
When this creature enters, target creature an opponent controls gets -3/-0 until end of turn.
Warp {U} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
{T}: Until end of turn, target creature gains "Whenever this creature is dealt damage, you draw that many cards and lose that much life." That creature's controller may have this artifact deal 1 damage to it. Activate only as a sorcery.
Target artifact or creature's owner puts it on their choice of the top or bottom of their library. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Flying
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
When this creature enters, creatures your opponents control get -3/-0 until your next turn.