Creatures 7
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1
Erkenbrand, Lord of Westfold
Erkenbrand, Lord of Westfold
Legendary Creature — Human Soldier
3/3
Whenever Erkenbrand or another Human you control enters, creatures you control get +1/+0 until end of turn.
- Erkenbrand, Lord of Westfold's triggered ability affects only creatures you control at the time it resolves. Any creatures that come under your control later in the turn won't be affected.
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1
Haradrim Spearmaster
Haradrim Spearmaster
Creature — Human Warrior
2/3
Reach
At the beginning of combat on your turn, another target creature you control gets +1/+0 until end of turn.
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1
Relentless Rohirrim
Relentless Rohirrim
Creature — Human Knight
4/3
When this creature enters, the Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Riders of the Mark
Riders of the Mark
Creature — Human Knight
7/4
Affinity for Humans (This spell costs less to cast for each Human you control.)
Trample, haste
At the beginning of your end step, if this creature attacked this turn, return it to its owner's hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness.
- If Riders of the Mark leaves the battlefield before its triggered ability resolves, you can't return it to its owner's hand from its new zone.
- Use Riders of the Mark's toughness as it last existed on the battlefield to determine how many 1/1 white Human Soldier creature tokens to create.
- You won't create tokens if Riders of the Mark is returned to your hand by an effect other than its own triggered ability.
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1
Rohirrim Lancer
Rohirrim Lancer
Creature — Human Knight
1/1
Menace (This creature can't be blocked except by two or more creatures.)
When this creature dies, the Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Éomer of the Riddermark
Éomer of the Riddermark
Legendary Creature — Human Knight
5/4
Haste
Whenever Éomer attacks, if you control a creature with the greatest power among creatures on the battlefield, create a 1/1 white Human Soldier creature token.
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1
Éomer, Marshal of Rohan
Éomer, Marshal of Rohan
Legendary Creature — Human Knight
4/4
Haste
Whenever one or more other attacking legendary creatures you control die, untap all creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn.
- If Éomer, Marshal of Rohan and one or more other attacking legendary creatures you control die at the same time (probably due to combat damage), Éomer, Marshal of Rohan's last ability will trigger.
- Notably, Éomer, Marshal of Rohan's triggered ability doesn't give you any additional main phases. This means that you will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.
Sorceries 3
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1
Quarrel's End
Quarrel's End
Sorcery
As an additional cost to cast this spell, discard a card.
Draw two cards and create a 1/1 white Human Soldier creature token.
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1
Rally at the Hornburg
Rally at the Hornburg
Sorcery
Create two 1/1 white Human Soldier creature tokens. Humans you control gain haste until end of turn.
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1
Ranger's Firebrand
Ranger's Firebrand
Sorcery
Ranger's Firebrand deals 2 damage to any target. The Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
Enchantments 1
Red 12
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1
Erkenbrand, Lord of Westfold
Erkenbrand, Lord of Westfold
Legendary Creature — Human Soldier
3/3
Whenever Erkenbrand or another Human you control enters, creatures you control get +1/+0 until end of turn.
- Erkenbrand, Lord of Westfold's triggered ability affects only creatures you control at the time it resolves. Any creatures that come under your control later in the turn won't be affected.
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1
Haradrim Spearmaster
Haradrim Spearmaster
Creature — Human Warrior
2/3
Reach
At the beginning of combat on your turn, another target creature you control gets +1/+0 until end of turn.
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1
Quarrel's End
Quarrel's End
Sorcery
As an additional cost to cast this spell, discard a card.
Draw two cards and create a 1/1 white Human Soldier creature token.
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1
Rally at the Hornburg
Rally at the Hornburg
Sorcery
Create two 1/1 white Human Soldier creature tokens. Humans you control gain haste until end of turn.
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1
Ranger's Firebrand
Ranger's Firebrand
Sorcery
Ranger's Firebrand deals 2 damage to any target. The Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Relentless Rohirrim
Relentless Rohirrim
Creature — Human Knight
4/3
When this creature enters, the Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Riders of the Mark
Riders of the Mark
Creature — Human Knight
7/4
Affinity for Humans (This spell costs less to cast for each Human you control.)
Trample, haste
At the beginning of your end step, if this creature attacked this turn, return it to its owner's hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness.
- If Riders of the Mark leaves the battlefield before its triggered ability resolves, you can't return it to its owner's hand from its new zone.
- Use Riders of the Mark's toughness as it last existed on the battlefield to determine how many 1/1 white Human Soldier creature tokens to create.
- You won't create tokens if Riders of the Mark is returned to your hand by an effect other than its own triggered ability.
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1
Rising of the Day
Rising of the Day
Enchantment
Creatures you control have haste.
Legendary creatures you control get +1/+0.
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1
Rohirrim Lancer
Rohirrim Lancer
Creature — Human Knight
1/1
Menace (This creature can't be blocked except by two or more creatures.)
When this creature dies, the Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Smite the Deathless
Smite the Deathless
Instant
Smite the Deathless deals 3 damage to target creature. That creature loses indestructible until end of turn. If that creature would die this turn, exile it instead.
- The damaged creature will be exiled if it would die for any reason that turn, not just if it dies due to damage from Smite the Deathless.
- If Smite the Deathless doesn't deal damage to the target creature (perhaps because that damage was prevented), the additional effects will still apply. It will still lose indestructible, and it will be exiled instead of dying that turn.
- You can target a creature that doesn't have indestructible with Smite the Deathless. It will still be exiled if it would die this turn.
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1
Éomer of the Riddermark
Éomer of the Riddermark
Legendary Creature — Human Knight
5/4
Haste
Whenever Éomer attacks, if you control a creature with the greatest power among creatures on the battlefield, create a 1/1 white Human Soldier creature token.
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1
Éomer, Marshal of Rohan
Éomer, Marshal of Rohan
Legendary Creature — Human Knight
4/4
Haste
Whenever one or more other attacking legendary creatures you control die, untap all creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn.
- If Éomer, Marshal of Rohan and one or more other attacking legendary creatures you control die at the same time (probably due to combat damage), Éomer, Marshal of Rohan's last ability will trigger.
- Notably, Éomer, Marshal of Rohan's triggered ability doesn't give you any additional main phases. This means that you will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.
1 2
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1
Ranger's Firebrand
Ranger's Firebrand
Sorcery
Ranger's Firebrand deals 2 damage to any target. The Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Rohirrim Lancer
Rohirrim Lancer
Creature — Human Knight
1/1
Menace (This creature can't be blocked except by two or more creatures.)
When this creature dies, the Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
2 2
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1
Rally at the Hornburg
Rally at the Hornburg
Sorcery
Create two 1/1 white Human Soldier creature tokens. Humans you control gain haste until end of turn.
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1
Smite the Deathless
Smite the Deathless
Instant
Smite the Deathless deals 3 damage to target creature. That creature loses indestructible until end of turn. If that creature would die this turn, exile it instead.
- The damaged creature will be exiled if it would die for any reason that turn, not just if it dies due to damage from Smite the Deathless.
- If Smite the Deathless doesn't deal damage to the target creature (perhaps because that damage was prevented), the additional effects will still apply. It will still lose indestructible, and it will be exiled instead of dying that turn.
- You can target a creature that doesn't have indestructible with Smite the Deathless. It will still be exiled if it would die this turn.
3 3
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1
Haradrim Spearmaster
Haradrim Spearmaster
Creature — Human Warrior
2/3
Reach
At the beginning of combat on your turn, another target creature you control gets +1/+0 until end of turn.
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1
Quarrel's End
Quarrel's End
Sorcery
As an additional cost to cast this spell, discard a card.
Draw two cards and create a 1/1 white Human Soldier creature token.
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1
Rising of the Day
Rising of the Day
Enchantment
Creatures you control have haste.
Legendary creatures you control get +1/+0.
4 3
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1
Erkenbrand, Lord of Westfold
Erkenbrand, Lord of Westfold
Legendary Creature — Human Soldier
3/3
Whenever Erkenbrand or another Human you control enters, creatures you control get +1/+0 until end of turn.
- Erkenbrand, Lord of Westfold's triggered ability affects only creatures you control at the time it resolves. Any creatures that come under your control later in the turn won't be affected.
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1
Relentless Rohirrim
Relentless Rohirrim
Creature — Human Knight
4/3
When this creature enters, the Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Éomer, Marshal of Rohan
Éomer, Marshal of Rohan
Legendary Creature — Human Knight
4/4
Haste
Whenever one or more other attacking legendary creatures you control die, untap all creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn.
- If Éomer, Marshal of Rohan and one or more other attacking legendary creatures you control die at the same time (probably due to combat damage), Éomer, Marshal of Rohan's last ability will trigger.
- Notably, Éomer, Marshal of Rohan's triggered ability doesn't give you any additional main phases. This means that you will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.