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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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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