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Draw
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.
![Garruk's Uprising (wot) 53 Garruk's Uprising (wot) 53](https://cards.scryfall.io/normal/front/7/9/7931a072-b688-4a0b-a32e-9a2082738745.jpg?1692932816)
At the beginning of combat on your turn, choose one — • Creatures you control get +1/+1 and gain trample until end of turn. • Target land gains "{T}: Add {G}{G}{G}" until end of turn. • Draw a card if you control a creature with power 3 or greater. • You gain 3 life.
![Glorious Sunrise (vow) 200 Glorious Sunrise (vow) 200](https://cards.scryfall.io/normal/front/a/2/a2caf73e-c3eb-4fa8-996a-d3d18b2ffaeb.jpg?1643592660)
Draw
Pump
Pump
Anthem
Anthem
Finisher
Cast this spell only during your turn and only during combat. Choose one — • Creatures you control gain double strike until end of turn. • Untap all creatures you control. After this phase, there is an additional combat phase. Entwine {1}{R} (Choose both if you pay the entwine cost.)
![Savage Beating (cmm) 252 Savage Beating (cmm) 252](https://cards.scryfall.io/normal/front/3/c/3c979cab-3ae6-43b1-b067-1e5abfc2e2ed.jpg?1689998140)
Finisher
Ramp
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Then if there are three or more basic land types among lands you control, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Flashback {4}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
![Path to the Festival (mid) 191 Path to the Festival (mid) 191](https://cards.scryfall.io/normal/front/1/5/153f545d-bdbf-42c7-837a-a7076bbe5027.jpg?1636224556)
If it's neither day nor night, it becomes day as The Celestus enters. {T}: Add one mana of any color. {3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery. Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
![The Celestus (dbl) 252 The Celestus (dbl) 252](https://cards.scryfall.io/normal/front/2/1/217bd102-c71d-4457-a282-6a5028473993.jpg?1673161101)
Ramp
Artifact
Artifact
Land
Land
Removal
Choose one — • Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle. • Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control. • Exile target artifact or enchantment.
![Archdruid's Charm (mkm) 151 Archdruid's Charm (mkm) 151](https://cards.scryfall.io/normal/front/5/c/5caae5ae-845f-42c2-b1ae-956df2739433.jpg?1706241943)
Removal
Counters
Counters
Theft
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If you control a Wolf or Werewolf, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
![Pack's Betrayal (mid) 153 Pack's Betrayal (mid) 153](https://cards.scryfall.io/normal/front/7/e/7ebadb1e-32cd-41d6-b26e-49134973d05c.jpg?1636223337)
Theft
Creature
Creature
Tokens
Trample When Primal Adversary enters, you may pay {1}{G} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Primal Adversary, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.
![Primal Adversary (mid) 194 Primal Adversary (mid) 194](https://cards.scryfall.io/normal/front/b/f/bf3ce5c5-ea31-4f6d-84dd-430f52c49c4e.jpg?1636224640)
Tokens
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