Miracle Matter
by on
Miracle Matter
by on

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.

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