360 results — page 1 of 20
: Target snow land you control becomes a 4/4 Elemental creature with hexproof and haste until end of turn. It's still a land. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
: Target snow land becomes a 2/2 creature until end of turn. It's still a land.
Target land becomes a 3/3 Elemental creature with flying until end of turn. It's still a land.
Land creatures you control have flying.
Whenever a land you control enters, if you control seven or more lands, up to one target land you control becomes a 3/3 Elemental creature with haste. It's still a land.
Flash (You may cast this spell any time you could cast an instant.)
Flying
Exploit (When this creature enters, you may sacrifice a creature.)
When this creature exploits a creature, counter target creature spell.
When this creature enters, create a 1/1 blue and red Elemental creature token.
: Target creature becomes an artifact in addition to its other types until end of turn.
: Until end of turn, target artifact creature becomes blue and isn't an artifact.
When this creature becomes the target of a spell, sacrifice it.
When this creature dies, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Whenever you cast a noncreature spell, create a Clue token. (It's an artifact with ", Sacrifice this token: Draw a card.")
: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying.
This creature can't be blocked by blue creatures.
: Target creature becomes blue until end of turn.
When this creature enters, you may return target card with awaken from your graveyard to your hand.
When this creature enters, put a flying counter on target non-Human creature you control.
, : Put a +1/+1 counter on each creature you control with flying.
When this creature becomes the target of a spell or ability, sacrifice it.
Other blue creatures you control get +1/+1.
, : Another target blue creature you control gains flying until end of turn.
When this creature enters, choose one —
• Create a 1/1 white Bird creature token with flying.
• Return another target nonland permanent to its owner's hand.
• Draw a card.
Kicker (You may pay an additional as you cast this spell.)
When this creature enters, if it was kicked, destroy target enchantment.
When this creature enters, return target land to its owner's hand.