360 results — page 2 of 20
Whenever you crank this Contraption, target creature gets -1/-1 until end of turn.
Whenever you crank this Contraption, target creature gets +3/+3 until end of turn.
— Whenever this permanent dies, you may return target creature to its owner's hand.
— Whenever this creature attacks, creatures you control get +1/+1 until end of turn.
— 3/3
— 2/6
: This creature gets +1/+1 until end of turn.
: Add .
: Target 1/1 creature gets +1/+2 until end of turn.
— : This creature gets +2/+0 until end of turn.
— Whenever a creature enters under your control, this permanent deals 2 damage to target player.
— 4/1
— 3/6
— : This creature gets +1/-1 until end of turn.
— When this creature dies, you may put X +1/+1 counters on target creature, where X is this creature's power.
— 5/1
— 4/7
Whenever you crank this Contraption, up to two target creatures each get +2/+2 until end of turn.
Visit — Choose up to four creatures you control. Those creatures jump in a log until end of turn. (Creatures in a log together can't be blocked unless they're all blocked. If a spell or ability you control targets one of them, it targets all of them.)
Exile The Provider: Put two +1/+1 counters on target creature you control. You gain life equal to that creature's toughness.
Visit — Put a +1/+1 counter on target creature you control. That creature gains vigilance until end of turn.
Whenever this creature attacks, another target creature you control gets +1/+1 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
— Landfall — Whenever a land enters under your control, put a +1/+1 counter on this permanent.
— Whenever a creature blocks this creature, that creature gets -4/-4 until end of turn.
— 3/5
Visit — Creatures you control with power 2 or less gain horsemanship until end of turn. (They can't be blocked except by creatures with horsemanship.)
, : Target Goblin creature gets +2/+0 until end of turn.
Whenever you crank this Contraption, target creature gets +X/+X until end of turn, where X is the greatest power among creatures you control.
Spells you control that target a creature you control cost less to cast.
(Start the game with this conspiracy face up in the command zone.)
You can't attack with an odd number of creatures.
Whenever you attack, double target creature's power until end of turn.