360 results — page 2 of 20
Creatures you control get +1/+3 until end of turn. Untap them.
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creatures you control get +2/+2 until end of turn.
Creatures you control get +2/+1 until end of turn.
Cycling (, Discard this card: Draw a card.)
Flying
: This creature gains vigilance and lifelink until end of turn. (Attacking doesn't cause it to tap. Damage dealt by it also causes you to gain that much life.)
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
: Creatures you control get +1/+1 until end of turn.
White creatures you control get +2/+2 until end of turn.
Creatures you control get +1/+1 until end of turn. Untap them.
Creatures you control get +2/+1 until end of turn. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Create three 1/1 red Gremlin creature tokens. Gremlins you control gain menace, lifelink, and haste until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Vigilance
When this creature enters, other creatures you control gain vigilance until end of turn.
Choose one —
• Creatures you control get +2/+0 until end of turn.
• Creatures you control get +0/+2 until end of turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creatures you control get +2/+1 until end of turn. If you control a Rabbit, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)