Enchant creature Enchanted creature has distorted. (This creature can be blocked by tapped creatures but not untapped creatures.) {1}{W}: Tap enchanted creature.
Prevent all combat damage that would be dealt to creatures this turn. Creatures that attacked you this turn don't untap during their controller's next untap step.
“Light charms, dark charms, storms in a bottle and bottles in a storm! Can I interest you in our finest Duela steel or Lha diversions? Stay awhile and join the fun!”
[+2]: Create two 0/0 colorless Reflection creature tokens. [–2]: Distribute four +1/+1 counters among any number of target creatures you control. You may tap or untap each of those creatures. [–7]: You get an emblem with “Creature tokens you control can't leave the battlefield.”
First strike Distorted (This creature can be blocked by tapped creatures but not untapped creatures.) {6}, {T}: Search your library for a creature card with distorted, put it onto the battlefield, then shuffle.
Distorted (This creature can be blocked by tapped creatures but not untapped creatures.) {1}{W}: Target creature and all creatures with the same name as that creature get +0/+1 until end of turn.
Often forgotten among the Oslyd storms are the ancient orders of colpah monks, those who have shunned the ways of the dwarves and reflections and surviving the desert on willpower alone.
Distorted (This creature can be blocked by tapped creatures but not untapped creatures.) Whenever a Reflection you control becomes the target of a spell or ability, it gains indestructible until end of turn.
Exile target attacking creature. You get a glory counter. (You lose glory counters before life. A player with ten or more glory counters wins the game.)
There are no mistakes. There are merely the perfect, and the dead.