Magic: The Gathering Rarities

Beatdown Rarities

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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.
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.
Dave Dorman Jeff Easley