Criatura — Ratón
2 / 1
Conjuro — Aventura
La criatura objetivo que controlas obtiene +1/+1 hasta el final del turno. No puede ser bloqueada por criaturas con fuerza de 3 o más este turno.
If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner’s graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won’t be exiled and the spell’s controller won’t be able to cast it as a permanent later.