Whenever another creature you control enters, put a +1/+1 counter on this creature.
As long as this creature has three or more +1/+1 counters on it, it has flying and is a Knight in addition to its other types.
Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When this creature enters, if it was kicked, return target nonland permanent card with mana value 2 or less from your graveyard to the battlefield.
During your turn, this creature has first strike. (It deals combat damage before creatures without first strike.)
During your turn, creatures you control with +1/+1 counters on them have first strike.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Raid — When this creature enters, if you attacked this turn, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
When this creature enters, exile up to two target cards from a single graveyard. If at least one creature card was exiled this way, each opponent loses 2 life and you gain 2 life.
Whenever you gain life, put a +1/+1 counter on this creature.
When this creature dies, return another target non-Bear creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When this creature enters, create two 3/3 white Knight creature tokens.
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Flash (You may cast this spell any time you could cast an instant.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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 (You may cast this spell any time you could cast an instant.)
When this creature enters, return up to one other target permanent you control to its owner's hand.
This spell costs {1} less to cast if you control a Wizard.
Draw three cards.
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