Salida 31 oct 2006 · 79 cartas · Magic: The Gathering Ver en el buscador →
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When this creature enters, you may return target enchantment card from your graveyard to your hand.
Put X -1/-1 counters on each creature. Shuffle Black Sun's Zenith into its owner's library.
Haste Wither (This deals damage to creatures in the form of -1/-1 counters.)
Return target permanent to its owner's hand.
Shroud (This creature can't be the target of spells or abilities.) Vanishing 4 (This creature enters with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Creatures without flying or islandwalk can't attack. Whenever chaos ensues, until a player planeswalks, you can't lose the game and your opponents can't win the game.
W, T: Put a +1/+1 counter on target Soldier creature. Each creature you control with a +1/+1 counter on it can block an additional creature each combat.
Whenever a creature without flying attacks you or a planeswalker you control, this enchantment deals 1 damage to that creature.
As this enchantment enters, choose a color. Whenever a player casts a spell of the chosen color, that player loses 1 life.
Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control. This creature has trample as long as you control another Treefolk.
Flying WW: Target creature gains indestructible until end of turn.
When you set this scheme in motion, after this main phase, there is an additional combat phase followed by an additional main phase. Creatures you control gain vigilance until end of turn.
When this creature enters, if you control two or more Mountains, you may destroy target artifact. When this creature enters, if you control two or more Plains, you may destroy target enchantment.
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dungrove Elder's power and toughness are each equal to the number of Forests you control.
Flying Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
Fiery Temper deals 3 damage to any target. Madness R (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
As an additional cost to cast this spell, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to any target.
Whenever a player casts an artifact spell, you may gain 1 life.
When this creature enters, you may return target creature card from your graveyard to your hand.
Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.
Trample, haste At the beginning of the end step, sacrifice this creature. Unearth 1R (1R: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
All permanents untap during each player's untap step. Whenever chaos ensues, you may search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
This creature enters with a javelin counter on it. T, Remove a javelin counter from this creature: It deals 1 damage to any target.