360 results — page 4 of 20
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
Each opponent can't cast noncreature spells with mana value greater than the number of lands that player controls.
Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Whenever you activate this creature's outlast ability, create a 1/1 white Warrior creature token.
Flying
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
Dinosaur spells you cast cost less to cast.
: You gain 1 life. Activate only during your turn, before attackers are declared.
Whenever this creature enters or attacks, exile up to one target card from a graveyard.
Coven — : Choose a color. This creature gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.
Creatures you control have first strike.
Creatures your opponents control lose first strike and can't have or gain first strike.
Vigilance
When this creature dies, return it to the battlefield transformed under your control at the beginning of the next end step.
At the beginning of your end step, if you're the monarch, put a +1/+1 counter on this creature.
, : Tap another target creature. This ability costs less to activate if you control a creature with a +1/+1 counter on it.
First strike
Creatures and nonbasic lands your opponents control enter tapped.
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature and prevent all damage that would be dealt to it this turn.
The first non-Lemur creature spell with flying you cast during each of your turns costs less to cast.
Whenever another creature you control with flying enters, Momo gets +1/+1 until end of turn.
Waterbend : Look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Whenever you cast an artifact spell, you may pay . If you do, create a 1/1 colorless Myr artifact creature token.
Metalcraft — As long as you control three or more artifacts, this creature gets +2/+2 and has flying.
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.