Creature — Angel (4/4)
Flying
When Wispweaver Angel enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
Creature — Merfolk Soldier (3/3)
Flash
When Sentinel of the Pearl Trident enters, you may exile target historic permanent you control. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. (Artifacts, legendaries, and Sagas are historic.)
Creature — Spirit (1/1)
Whenever a creature is exiled from the battlefield, put a +1/+1 counter on Soulherder.
At the beginning of your end step, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
Creature — Human Cleric (1/3)
When Fiend Hunter enters, you may exile another target creature.
When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Snow Creature — Bird (3/2)
Flash
Flying
When Blizzard Strix enters, if you control another snow permanent, exile target permanent other than Blizzard Strix. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Creature — Cat Beast (2/2)
Avoidance — Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.
Creature — Elemental (3/1)
Flying
When Flickerwisp enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Creature — Elk (3/3)
Vigilance
When Glimmerpoint Stag enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Legendary Enchantment
When Oath of Teferi enters, exile another target permanent you control. Return it to the battlefield under its owner's control at the beginning of the next end step.
You may activate the loyalty abilities of planeswalkers you control twice each turn rather than only once.
Creature — Pegasus // Instant — Adventure (3/3)
Flying
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a 1/1 white Pegasus creature token with flying.
Rescue the Foal
Exile target creature you control, then return that card to the battlefield under its owner's control. (Then exile this card. You may cast the creature later from exile.)
Instant
Exile target permanent you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. If it enters as a creature, it enters with an additional +1/+1 counter on it.
Creature — Shapeshifter (0/3)
Whenever Identity Thief attacks, you may exile another target nontoken creature. If you do, Identity Thief becomes a copy of that creature until end of turn. Return the exiled card to the battlefield under its owner's control at the beginning of the next end step.
Creature — Angel (3/4)
Flash
Flying
When Restoration Angel enters, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.
Enchantment
Constellation — Whenever Skybind or another enchantment you control enters, exile target nonenchantment permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Creature — Human Cleric (2/2)
Flash
When Vizier of Deferment enters, you may exile target creature if it attacked or blocked this turn. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Creature — Nightmare Crab (3/6)
Wormfang Crab can't be blocked.
When Wormfang Crab enters, an opponent chooses a permanent you control other than Wormfang Crab and exiles it.
When Wormfang Crab leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Enchantment
When Oblivion Ring enters, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Enchantment — Aura
Enchant creature
When Abduction enters, untap enchanted creature.
You control enchanted creature.
When enchanted creature dies, return that card to the battlefield under its owner's control.
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