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17 May 2024: Card library updated.

Ace's Baseball Bat

2 · Legendary Artifact — Equipment

Equipped creature gets +3/+0. As long as equipped creature is attacking, it has first strike and must be blocked by a Dalek if able. Equip legendary creature {1} Equip {3}

Similar cards

Color identity:
NameManaTypeText
Pygmy Troll 1GCreature — Troll Whenever Pygmy Troll becomes blocked by a creature, Pygmy Troll gets +1/+1 until end of turn. {G}: Regenerate Pygmy Troll. 1/1
Crusading Knight 2WWCreature — Human Knight Protection from black Crusading Knight gets +1/+1 for each Swamp your opponents control. 2/2
Keldon Battlewagon 5Artifact Creature — Juggernaut Trample Keldon Battlewagon can't block. When Keldon Battlewagon attacks, sacrifice it at end of combat. Tap an untapped creature you control: Keldon Battlewagon gets +X/+0 until end of turn, where X is the power of the creature tapped this way. 0/3
Goldmeadow Dodger WCreature — Kithkin Rogue Goldmeadow Dodger can't be blocked by creatures with power 4 or greater. 1/1
Blighted Shaman 1BCreature — Human Cleric Shaman {T}, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn. {T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn. 1/1
Spinal Graft 1BEnchantment — Aura Enchant creature Enchanted creature gets +3/+3. When enchanted creature becomes the target of a spell or ability, destroy that creature. It can't be regenerated.
Clockwork Steed 4Artifact Creature — Horse Clockwork Steed enters the battlefield with four +1/+0 counters on it. Clockwork Steed can't be blocked by artifact creatures. At end of combat, if Clockwork Steed attacked or blocked this combat, remove a +1/+0 counter from it. {X}, {T}: Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Activate only during your upkeep. 0/3
Might of the Nephilim 1GInstant Target creature gets +2/+2 until end of turn for each of its colors.
Gleam of Authority 1WEnchantment — Aura Enchant creature Enchanted creature gets +1/+1 for each +1/+1 counter on other creatures you control. Enchanted creature has vigilance and "{W}, {T}: Bolster 1." (To bolster 1, choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Katabatic Winds 2GEnchantment Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Creatures with flying can't attack or block, and their activated abilities with {T} in their costs can't be activated.
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