Card Codex

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17 May 2024: Card library updated.

Death-Greeter's Champion

2R · Creature — Human Warrior

Dash {3}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.) Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Double strike 2/1

Similar cards

Color identity:
NameManaTypeText
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The War Games 2WWEnchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Each player creates three tapped 1/1 white Warrior creature tokens. The tokens are goaded for as long as The War Games remains on the battlefield. II, III — Put a +1/+1 counter on each Warrior creature. IV — You may exile a nontoken creature you control. When you do, exile all Warriors.
Najeela, the Blade-Blossom 2RLegendary Creature — Human Warrior Whenever a Warrior attacks, you may have its controller create a 1/1 white Warrior creature token that's tapped and attacking. {W}{U}{B}{R}{G}: Untap all attacking creatures. They gain trample, lifelink, and haste until end of turn. After this phase, there is an additional combat phase. Activate only during combat. 3/2
Lightning Runner 3RRCreature — Human Warrior Double strike, haste Whenever Lightning Runner attacks, you get {E}{E} (two energy counters), then you may pay {E}{E}{E}{E}{E}{E}{E}{E}. If you pay, untap all creatures you control, and after this phase, there is an additional combat phase. 2/2
Descend on the Prey Sorcery Whenever a Minotaur attacks this turn, it gains first strike until end of turn and must be blocked this turn if able.
Critical Hit 1RInstant Target creature gains double strike until end of turn. When you roll a natural 20, return Critical Hit from your graveyard to your hand. (A natural 20 is a roll that displays 20 on the die.)
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Cliff Threader 1WCreature — Kor Scout Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) 2/1
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