Foundations Jumpstart (j25) | ||
#163 ⸱ Uncommon ⸱ English |
Variations— Parts— | Angelic Cub1 / 1 Whenever Angelic Cub becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it. As long as Angelic Cub has three or more +1/+1 counters on it, it has flying.
LegalitiesLegal Duel Brawl Legacy Vintage Historic Timeless Commander Gladiator Oathbreaker Not Legal Penny Predh Future Modern Pauper Alchemy Pioneer Explorer Standard Oldschool Premodern Standardbrawl Paupercommander RulingsAngelic Cub's first ability will resolve before the spell or ability that caused it to trigger.
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