360 results — page 1 of 20
When this creature enters, create two 1/1 white Soldier creature tokens.
, Sacrifice a Soldier: Prevent all combat damage that would be dealt this turn.
: Prevent all combat damage that would be dealt by target creature this turn.
Prevent all noncombat damage that would be dealt to you and other permanents you control.
−2: Exile target creature with power 4 or greater.
Flash
When this creature enters, put a +1/+1 counter on each other Soldier you control.
Prevent all damage that would be dealt to other attacking Soldiers you control.
When this creature enters, prevent all damage that would be dealt to you this turn.
Whenever damage that would be dealt to you is prevented, put that many +1/+1 counters on this creature.
Whenever a creature you control deals combat damage, you gain that much life.
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
Landfall — Whenever a land you control enters, choose one —
• Create a 1/1 white Kor Ally creature token.
• Creatures you control get +1/+1 until end of turn.
Flying
Prevent all combat damage that would be dealt to this creature.
Whenever a creature an opponent controls becomes tapped, put a palliation counter on this enchantment.
Remove a palliation counter from this enchantment: Prevent the next 1 damage that would be dealt to you this turn.
Prevent all damage that would be dealt to this creature by creatures.
: All combat damage that would be dealt to you by unblocked creatures this turn is dealt to this creature instead.
If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.
When this enchantment enters, you get (four energy counters).
Pay : Prevent all damage that would be dealt to you this turn by a source of your choice.
Creatures you control get +X/+X, where X is the number of creatures that entered the battlefield under your control this turn.
At the beginning of combat on your turn, create a 1/1 green and white Kithkin creature token.
Whenever a Griffin you control deals combat damage to a player, create a 2/2 white Griffin creature token with flying.
When this creature enters, prevent the next 3 damage that would be dealt to any target this turn.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
: Prevent the next 1 damage that would be dealt to any target this turn.
Put a -1/-1 counter on this creature: Untap this creature.