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399 Results Found. 

You Come to a River
Instant
Choose one —
• Fight the Current — Return target nonland permanent to its owner's hand.
• Find a Crossing — Target creature gets +1/+0 until end of turn and can't be blocked this turn.
AFR

You Come to the Gnoll Camp
Instant
Choose one —
• Intimidate Them — Up to two target creatures can't block this turn.
• Fend Them Off — Target creature gets +3/+1 until end of turn.
AFR

You Find a Cursed Idol
Sorcery
Choose one —
• Smash It — Destroy target artifact.
• Lift the Curse — Destroy target enchantment.
• Steal Its Eyes — Create a Treasure token and venture into the dungeon. (Enter the first room or advance to the next room.)
AFR

You Find Some Prisoners
Instant
Choose one —
• Break Their Chains — Destroy target artifact.
• Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.
AFR

You Find the Villains' Lair
Instant
Choose one —
• Foil Their Scheme — Counter target spell.
• Learn Their Secrets — Draw two cards, then discard two cards.
AFR

You Happen On a Glade
Instant
Choose one —
• Journey On — Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
• Make Camp — Return target permanent card from your graveyard to your hand.
AFR

You Hear Something on Watch
Instant
Choose one —
• Rouse the Party — Creatures you control get +1/+1 until end of turn.
• Set Off Traps — This spell deals 5 damage to target attacking creature.
AFR

You Meet in a Tavern
Sorcery
Choose one —
• Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
• Start a Brawl — Creatures you control get +2/+2 until end of turn.
AFR

You See a Guard Approach
Instant
Choose one —
• Distract the Guard — Tap target creature.
• Hide — Target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
AFR

You See a Pair of Goblins
Instant
Choose one —
• Charge Them — Creatures you control get +2/+0 until end of turn.
• Befriend Them — Create two 1/1 red Goblin creature tokens.
AFR

You're Ambushed on the Road
Instant
Choose one —
• Make a Retreat — Return target creature you control to its owner's hand.
• Stand and Fight — Target creature gets +1/+3 until end of turn.
AFR

Yuan-Ti Fang-Blade
Creature — Snake Rogue (2/2)
Deathtouch
Whenever Yuan-Ti Fang-Blade deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
AFR

Yuan-Ti Malison
Creature — Snake Rogue (2/1)
Yuan-Ti Malison can't be blocked as long as it's attacking alone.
Whenever Yuan-Ti Malison deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
AFR

Yuan-Ti Malison
Creature — Snake Rogue (2/1)
Yuan-Ti Malison can't be blocked as long as it's attacking alone.
Whenever Yuan-Ti Malison deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
AFR

Zalto, Fire Giant Duke
Legendary Creature — Giant Barbarian (7/3)
Trample
Whenever Zalto, Fire Giant Duke is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
AFR

Zalto, Fire Giant Duke
Legendary Creature — Giant Barbarian (7/3)
Trample
Whenever Zalto, Fire Giant Duke is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
AFR

Zariel, Archduke of Avernus
Legendary Planeswalker — Zariel (4)
+1: Creatures you control get +1/+0 and gain haste until end of turn.
0: Create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."
−6: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
AFR

Zariel, Archduke of Avernus
Legendary Planeswalker — Zariel (4)
+1: Creatures you control get +1/+0 and gain haste until end of turn.
0: Create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."
−6: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
AFR

Zombie Ogre
Creature — Zombie Ogre (3/5)
At the beginning of your end step, if a creature died this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
AFR

 

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