360 results — page 1 of 20
When this creature enters, detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
Vigilance
When this creature enters, put a +1/+1 counter on each of up to two target creatures you control.
When this creature enters, tap target creature an opponent controls.
Flying
When this creature enters, tap all creatures your opponents control.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When this creature enters, put a +1/+1 counter on each of up to two other target creatures you control.
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.)
Rally — Whenever this creature or another Ally you control enters, tap target creature an opponent controls.
When this creature enters, tap up to one target creature. If an opponent controls that creature, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Landfall — Whenever a land you control enters, tap target creature an opponent controls.
Beacon of Hope — When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
When this creature enters, other creatures you control gain vigilance until end of turn.
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.
When this creature enters, if you control a tapped creature, create a 1/1 white Warrior creature token with vigilance.
When this creature enters, creatures you control get +2/+1 until end of turn.
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)