Salida 11 nov 2016 · 351 cartas · Magic: The Gathering Ver en el buscador →
331 resultados
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Bituminous Blast deals 4 damage to target creature.
This spell costs 1 less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.
Flying Creatures can't attack you.
Extort (Whenever you cast a spell, you may pay W/B. If you do, each opponent loses 1 life and you gain that much life.) Artifacts and creatures your opponents control enter tapped.
At the beginning of each player's first main phase, if this artifact is untapped, that player adds C for each artifact they control.
Flying, trample At the beginning of your upkeep, each player loses 1 life. Put a +1/+1 counter on this creature for each 1 life lost this way. Whenever a player loses the game, put five +1/+1 counters on this creature.
Haste (This creature can attack and T as soon as it comes under your control.) Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +X/+X, where X is the number of creature cards in all graveyards. Equip 2
T: Flip a coin. If you win the flip, destroy all nonland permanents.
Choose one — • Boros Charm deals 4 damage to target player or planeswalker. • Permanents you control gain indestructible until end of turn. • Target creature gains double strike until end of turn.
This land enters tapped. When this land enters, return a land you control to its owner's hand. T: Add RW.
Creatures you control have vigilance. Each creature you control can block an additional creature each combat.
Enchant creature you control When enchanted creature deals combat damage to a player, sacrifice it and attach this Aura to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card.
Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life. 3R/WR/W: Creatures your opponents control block this turn if able, and you choose how those creatures block.
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
T: Add C. 2, T, Sacrifice this land: Return target artifact card from your graveyard to your hand.
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
T: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
T: Add C. T: Add W or B. This land deals 1 damage to you.
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land of their choice. If the player does, they may copy this spell and may choose a new target for that copy.
Creatures with power less than this creature's power can't block creatures you control. Whenever another creature you control enters, put a +1/+1 counter on this creature.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Haste At the beginning of each player's end step, if no creatures attacked this turn, put a fury counter on this creature. Then this creature deals damage equal to the number of fury counters on it to that player.