Beatdown Rarities |
Index | Images
BALL LIGHTNING RRR Creature — Ball-Lightning (6/1) Trample; haste (This creature may attack and T the turn it comes under your control.) At end of turn, sacrifice Ball Lightning. |
CLOCKWORK BEAST 6 Artifact Creature (0/4) Clockwork Beast comes into play with seven +1/+0 counters on it. Clockwork Beast can't have more than seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. X,T: Put X +1/+0 counters on Clockwork Beast. Play this ability only during your upkeep. |
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Dave Dorman | Carl Critchlow |
ERHNAM DJINN 3G Creature — Djinn (4/5) At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. (The creature is unblockable as long as defending player controls a forest.) |
SENGIR VAMPIRE 3BB Creature — Vampire (4/4) Flying Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. |
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Dave Dorman | Jeff Easley |