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Commander
Whenever Ellivere enters or attacks, create a Virtuous Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 for each enchantment you control.) Whenever an enchanted creature you control deals combat damage to a player, draw a card.

Commander
2.2 - Aura : Buff
2.2 - Aura : Buff
4 - Gestion
4 - Gestion
1.1 - Créature : Buff
As long as this creature is enchanted by exactly one Aura, it has base power and toughness 3/3. As long as this creature is enchanted by exactly two Auras, it has base power and toughness 5/5 and vigilance. As long as this creature is enchanted by three or more Auras, it has base power and toughness 10/10, vigilance, and trample.

1.1 - Créature : Buff
2.3 - Aura : CA
Enchant creature Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.

2.3 - Aura : CA
5 - Pioche/Tuto
5 - Pioche/Tuto
1.2 - Créature : Pioche
1.2 - Créature : Pioche
2.4 - Aura : Protection
2.4 - Aura : Protection
6 - Ramp
6 - Ramp
1.3 - Créature : Synergie aura
Whenever an Aura you control enters, if you cast it, you may search your library for an Aura card with mana value less than or equal to that Aura and with a different name than each Aura you control, put that card onto the battlefield attached to Light-Paws, then shuffle.

1.3 - Créature : Synergie aura
3.1 - Protection : Permanant
3.1 - Protection : Permanant
Terrain
Terrain
2.1 - Aura : Evasion
Enchant creature As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) As long as enchanted creature is white, it gets +1/+1 and has flying.

2.1 - Aura : Evasion
3.2 - Protection
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)

Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)

3.2 - Protection
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