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At the beginning of your upkeep, add . Until end of turn, you don't lose this mana as steps and phases end.
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, add that much . Until end of turn, you don't lose this mana as steps and phases end."
Whenever this creature or equipped creature attacks, add an amount of equal to its power. Until end of turn, you don't lose this mana as steps and phases end.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
: Add .
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
At the beginning of your end step, if a face-down creature entered the battlefield under your control this turn, put a +1/+1 counter on this creature.
Each Fungus and Saproling you control has ": Add ."
At the beginning of your end step, create a 1/1 green Saproling creature token.
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.
Whenever this creature attacks, add or . Until end of turn, you don't lose this mana as steps and phases end.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Ward
At the beginning of your first main phase, add .
Lands you control enter the battlefield untapped.
At the beginning of your end step, the topmost land card in your library perpetually gains "Whenever this land is tapped for mana, add an additional ."
At the beginning of each player's first main phase, that player may put a +1/+1 counter on this creature. If they do, they add for each counter on it.
At the beginning of your end step, conjure a card named Slimy Dualleech onto the battlefield if you control no Leeches. Otherwise, put a +1/+1 counter on each Leech you control.
, Sacrifice a creature: Add an amount of equal to the sacrificed creature's power.
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of each of your main phases, add .
• Dragons — Whenever a creature you control with flying enters, you may have it fight target creature you don't control.
Haste
Whenever one or more creatures you control attack, add that much mana in any combination of and/or . Until end of turn, you don't lose this mana as steps and phases end.
Whenever you cast a creature spell with mana value 5 or greater, that creature enters with X additional +1/+1 counters on it, where X is its mana value minus 4.
Creatures you control with three or more +1/+1 counters on them have haste.
At the beginning of each player's draw step, that player draws an additional card.
Each player may play an additional land on each of their turns.
At the beginning of each postcombat main phase, the active player adds for each of your opponents who lost life this turn. (Damage causes loss of life.)