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17 May 2024: Card library updated.

Sun Quan, Lord of Wu

4UU · Legendary Creature — Human Soldier

Creatures you control have horsemanship. (They can't be blocked except by creatures with horsemanship.) 4/4

Similar cards

Color identity:
NameManaTypeText
Tyvar's Stand XGInstant Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (A creature with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Riches 5UUSorcery Aftermath (Cast this spell only from your graveyard. Then exile it.) Each opponent chooses a creature they control. You gain control of those creatures.
Chief of the Edge WBCreature — Human Warrior Other Warrior creatures you control get +1/+0. 3/2
Chief of the Scale WBCreature — Human Warrior Other Warrior creatures you control get +0/+1. 2/3
White Plume Adventurer 2WCreature — Orc Cleric When White Plume Adventurer enters the battlefield, you take the initiative. At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead. 3/3
Warhorn Blast 4WInstant Creatures you control get +2/+1 until end of turn. Foretell {2}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Rush of Battle 3WSorcery Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)
Quarrel's End 2RSorcery As an additional cost to cast this spell, discard a card. Draw two cards and create a 1/1 white Human Soldier creature token.
Vibrating Sphere 4Artifact As long as it's your turn, creatures you control get +2/+0. As long as it's not your turn, creatures you control get -0/-2.
Sanctified Charge 4WInstant Creatures you control get +2/+1 until end of turn. White creatures you control also gain first strike until end of turn. (They deal combat damage before creatures without first strike.)
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