Ahriman, Magister Primus
by on
Ahriman, Magister Primus
by on

Ahriman, Magister Primus

Vigilance, first strike, flash
At the beginning of your upkeep, draw an additional card and you may play an additional land each turn
At the beginning of your end step, if you have fewer than five cards in your hand, draw three cards
Psychic Fire: whenever this creature attacks, it
gains +2/+0 and double strike until end of turn and whenever this creature blocks, it gains +0/+2 and deathtouch until end of turn. Whenever this creature is dealt non-combat damage, subtract the damage by
2 to a minimum

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