Miracle Matter
Flying, trample
When Miracle Matter enters the battlefield and at the beginning of
your upkeep, roll a 6-sided die. If the result is a 1, you and all
creatures you control gain absorb 4 and Miracle Matter gains
protection from nonwhite until your next upkeep. If the result is a
2, draw 3 cards and Miracle Matter gains protection from nonblue
until your next upkeep. If the result is a 3, Miracle Matter gains
menace, deathtouch, lifelink, and protection from nonblack until
your next upkeep. If the result is a 4, Miracle Matter deals 4
damage to each creature you don't control and each player other
than you and gains protection from nonred until your next upkeep.
If the result is a 5, all creatures you control gain +4/+4 and
Miracle Matter gains protection from nongreen until your next
upkeep. If the result is a 6, Miracle Matter gains defender,
indestructible, and protection from everything until your next
upkeep.
Card Comments