When you attack with exactly two creatures, transform Alluring Suitor.
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R?ckseite:
Name: Deadly Dancer
Kartentyp: Creature - Vampire, 3/3
Text:
Trample
When this creature transforms into Deadly Dancer, add RR. Until end of turn, you dont lose this mana as steps and phases end.
RR: Deadly Dancer and another target creature each get +1/+0 until end of turn.
When you attack with exactly two creatures, transform Alluring Suitor.
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R?ckseite:
Name: Deadly Dancer
Kartentyp: Creature - Vampire, 3/3
Text:
Trample
When this creature transforms into Deadly Dancer, add RR. Until end of turn, you dont lose this mana as steps and phases end.
RR: Deadly Dancer and another target creature each get +1/+0 until end of turn.
When you attack with exactly two creatures, transform Alluring Suitor.
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R?ckseite:
Name: Deadly Dancer
Kartentyp: Creature - Vampire, 3/3
Text:
Trample
When this creature transforms into Deadly Dancer, add RR. Until end of turn, you dont lose this mana as steps and phases end.
RR: Deadly Dancer and another target creature each get +1/+0 until end of turn.
When you attack with exactly two creatures, transform Alluring Suitor.
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R?ckseite:
Name: Deadly Dancer
Kartentyp: Creature - Vampire, 3/3
Text:
Trample
When this creature transforms into Deadly Dancer, add RR. Until end of turn, you dont lose this mana as steps and phases end.
RR: Deadly Dancer and another target creature each get +1/+0 until end of turn.
When you attack with exactly two creatures, transform Alluring Suitor.
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R?ckseite:
Name: Deadly Dancer
Kartentyp: Creature - Vampire, 3/3
Text:
Trample
When this creature transforms into Deadly Dancer, add RR. Until end of turn, you dont lose this mana as steps and phases end.
RR: Deadly Dancer and another target creature each get +1/+0 until end of turn.
When you attack with exactly two creatures, transform Alluring Suitor.
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R?ckseite:
Name: Deadly Dancer
Kartentyp: Creature - Vampire, 3/3
Text:
Trample
When this creature transforms into Deadly Dancer, add RR. Until end of turn, you dont lose this mana as steps and phases end.
RR: Deadly Dancer and another target creature each get +1/+0 until end of turn.
When you attack with exactly two creatures, transform Alluring Suitor.
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R?ckseite:
Name: Deadly Dancer
Kartentyp: Creature - Vampire, 3/3
Text:
Trample
When this creature transforms into Deadly Dancer, add RR. Until end of turn, you dont lose this mana as steps and phases end.
RR: Deadly Dancer and another target creature each get +1/+0 until end of turn.
When you attack with exactly two creatures, transform Alluring Suitor.
-------------------------------------------
R?ckseite:
Name: Deadly Dancer
Kartentyp: Creature - Vampire, 3/3
Text:
Trample
When this creature transforms into Deadly Dancer, add RR. Until end of turn, you dont lose this mana as steps and phases end.
RR: Deadly Dancer and another target creature each get +1/+0 until end of turn.
When Alpine Guide enters the battlefield, you may search your library for a Mountain card, put that card onto the battlefield tapped, then shuffle your library.
Alpine Guide attacks each combat if able.
When Alpine Guide leaves the battlefield, sacrifice a Mountain.
When Alpine Guide enters the battlefield, you may search your library for a Mountain card, put that card onto the battlefield tapped, then shuffle your library.
Alpine Guide attacks each combat if able.
When Alpine Guide leaves the battlefield, sacrifice a Mountain.
When Alpine Guide enters the battlefield, you may search your library for a Mountain card, put that card onto the battlefield tapped, then shuffle your library.
Alpine Guide attacks each combat if able.
When Alpine Guide leaves the battlefield, sacrifice a Mountain.
When Alpine Guide enters the battlefield, you may search your library for a Mountain card, put that card onto the battlefield tapped, then shuffle your library.
Alpine Guide attacks each combat if able.
When Alpine Guide leaves the battlefield, sacrifice a Mountain.
Whenever a creature an opponent controls dies, Altac Bloodseeker gets +2/+0 and gains first strike and haste until end of turn. (It deals combat damage before creatures without first strike, and it can attack and TAP as soon as it comes under your control.)
Whenever a creature an opponent controls dies, Altac Bloodseeker gets +2/+0 and gains first strike and haste until end of turn. (It deals combat damage before creatures without first strike, and it can attack and TAP as soon as it comes under your control.)
Whenever a creature an opponent controls dies, Altac Bloodseeker gets +2/+0 and gains first strike and haste until end of turn. (It deals combat damage before creatures without first strike, and it can attack and TAP as soon as it comes under your control.)
Whenever a creature an opponent controls dies, Altac Bloodseeker gets +2/+0 and gains first strike and haste until end of turn. (It deals combat damage before creatures without first strike, and it can attack and TAP as soon as it comes under your control.)
Haste
Whenever Amber Gristle OMaul attacks, you may discard your hand. If you do, draw a card for each player youre attacking.
Choose a Background (You can have a Background as a second commander.)
Haste
Whenever Amber Gristle OMaul attacks, you may discard your hand. If you do, draw a card for each player youre attacking.
Choose a Background (You can have a Background as a second commander.)
Haste
Whenever Amber Gristle OMaul attacks, you may discard your hand. If you do, draw a card for each player youre attacking.
Choose a Background (You can have a Background as a second commander.)
Haste
Whenever Amber Gristle OMaul attacks, you may discard your hand. If you do, draw a card for each player youre attacking.
Choose a Background (You can have a Background as a second commander.)
Haste
Whenever Amber Gristle OMaul attacks, you may discard your hand. If you do, draw a card for each player youre attacking.
Choose a Background (You can have a Background as a second commander.)
Haste
Whenever Amber Gristle OMaul attacks, you may discard your hand. If you do, draw a card for each player youre attacking.
Choose a Background (You can have a Background as a second commander.)
Haste
Whenever Amber Gristle OMaul attacks, you may discard your hand. If you do, draw a card for each player youre attacking.
Choose a Background (You can have a Background as a second commander.)
Haste
Whenever Amber Gristle OMaul attacks, you may discard your hand. If you do, draw a card for each player youre attacking.
Choose a Background (You can have a Background as a second commander.)
Haste
Whenever Amber Gristle OMaul attacks, you may discard your hand. If you do, draw a card for each player youre attacking.
Choose a Background (You can have a Background as a second commander.)
Haste
Whenever Amber Gristle OMaul attacks, you may discard your hand. If you do, draw a card for each player youre attacking.
Choose a Background (You can have a Background as a second commander.)
Haste
Whenever Amber Gristle OMaul attacks, you may discard your hand. If you do, draw a card for each player youre attacking.
Choose a Background (You can have a Background as a second commander.)
Haste
Whenever Amber Gristle OMaul attacks, you may discard your hand. If you do, draw a card for each player youre attacking.
Choose a Background (You can have a Background as a second commander.)
Creature - Dragon
Flying, haste
Explosive Crystal
Manakosten: 4R
Sorcery - Adventure
Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)
Creature - Dragon
Flying, haste
Explosive Crystal
Manakosten: 4R
Sorcery - Adventure
Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)
Creature - Dragon
Flying, haste
Explosive Crystal
Manakosten: 4R
Sorcery - Adventure
Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)
Creature - Dragon
Flying, haste
Explosive Crystal
Manakosten: 4R
Sorcery - Adventure
Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)
First strike
When Amped Raptor enters the battlefield, you get (e)(e) (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of (e) equal to its mana value rather than paying its mana cost.
First strike
When Amped Raptor enters the battlefield, you get (e)(e) (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of (e) equal to its mana value rather than paying its mana cost.
First strike
When Amped Raptor enters the battlefield, you get (e)(e) (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of (e) equal to its mana value rather than paying its mana cost.
First strike
When Amped Raptor enters the battlefield, you get (e)(e) (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of (e) equal to its mana value rather than paying its mana cost.
First strike
When Amped Raptor enters the battlefield, you get (e)(e) (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of (e) equal to its mana value rather than paying its mana cost.
First strike
When Amped Raptor enters the battlefield, you get (e)(e) (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of (e) equal to its mana value rather than paying its mana cost.
First strike
When Amped Raptor enters the battlefield, you get (e)(e) (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of (e) equal to its mana value rather than paying its mana cost.
First strike
When Amped Raptor enters the battlefield, you get (e)(e) (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of (e) equal to its mana value rather than paying its mana cost.
Anaxs power is equal to your devotion to red. (Each R in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with This creature cant block. If the creature had power 4 or greater, create two of those tokens instead.
Anaxs power is equal to your devotion to red. (Each R in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with This creature cant block. If the creature had power 4 or greater, create two of those tokens instead.
Anaxs power is equal to your devotion to red. (Each R in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with This creature cant block. If the creature had power 4 or greater, create two of those tokens instead.
Anaxs power is equal to your devotion to red. (Each R in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with This creature cant block. If the creature had power 4 or greater, create two of those tokens instead.
Anaxs power is equal to your devotion to red. (Each R in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with This creature cant block. If the creature had power 4 or greater, create two of those tokens instead.
Anaxs power is equal to your devotion to red. (Each R in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with This creature cant block. If the creature had power 4 or greater, create two of those tokens instead.
Anaxs power is equal to your devotion to red. (Each R in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with This creature cant block. If the creature had power 4 or greater, create two of those tokens instead.
Anaxs power is equal to your devotion to red. (Each R in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with This creature cant block. If the creature had power 4 or greater, create two of those tokens instead.
Destroy target artifact.
Flashback G (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Destroy target artifact.
Flashback G (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Destroy target artifact.
Flashback G (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Destroy target artifact.
Flashback G (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Haste
As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.
Haste
As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.
Haste
As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.
Haste
As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.