Neyith of the Dire Hunt (JMP-030) - Jumpstart
1
/
of
1
NOT LEGAL
Standard
NOT LEGAL
Future
LEGAL
Historic
LEGAL
Timeless
LEGAL
Gladiator
NOT LEGAL
Pioneer
NOT LEGAL
Modern
LEGAL
Legacy
NOT LEGAL
Pauper
LEGAL
Vintage
NOT LEGAL
Penny
LEGAL
Commander
LEGAL
Oathbreaker
NOT LEGAL
Standardbrawl
LEGAL
Brawl
NOT LEGAL
Alchemy
NOT LEGAL
Pauper Commander
LEGAL
Duel
NOT LEGAL
Oldschool
NOT LEGAL
Premodern
NOT LEGAL
Predh
Whenever one or more creatures you control fight or become blocked, draw a card.
At the beginning of combat on your turn, you may pay
{R/G}. If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ({R/G} can be paid with either
or
.)
At the beginning of combat on your turn, you may pay
Neyith of the Dire Hunt (JMP-030) - Jumpstart
NOT LEGAL
Standard
NOT LEGAL
Future
LEGAL
Historic
LEGAL
Timeless
LEGAL
Gladiator
NOT LEGAL
Pioneer
NOT LEGAL
Modern
LEGAL
Legacy
NOT LEGAL
Pauper
LEGAL
Vintage
NOT LEGAL
Penny
LEGAL
Commander
LEGAL
Oathbreaker
NOT LEGAL
Standardbrawl
LEGAL
Brawl
NOT LEGAL
Alchemy
NOT LEGAL
Pauper Commander
LEGAL
Duel
NOT LEGAL
Oldschool
NOT LEGAL
Premodern
NOT LEGAL
Predh
Whenever one or more creatures you control fight or become blocked, draw a card.
At the beginning of combat on your turn, you may pay
{R/G}. If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ({R/G} can be paid with either
or
.)
At the beginning of combat on your turn, you may pay
Wizards of the Coast
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