Salida 27 sept 2024 · 373 cartas · Magic: The Gathering Ver en el buscador →
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Reach, trample Multani gets +1/+1 for each land you control and each land card in your graveyard. 1G, Return two lands you control to their owner's hand: Return this card from your graveyard to your hand.
(An ongoing scheme remains face up until it's abandoned.) Your commander has ward 2. Whenever your commander attacks, put two +1/+1 counters on it. When your commander leaves the battlefield, abandon this scheme.
When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner this turn if able.
When you set this scheme in motion, put five +1/+1 counters on a creature you control and it gains flying and vigilance until end of turn. If you control no creatures, instead create a 4/4 colorless Scarecrow artifact creature token with vigilance.
(An ongoing scheme remains face up until it's abandoned.) Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again.
(An ongoing scheme remains face up until it's abandoned.) You may play an additional land on each of your turns. At the beginning of your end step, if you control six or more lands, draw two cards, then abandon this scheme.
When you set this scheme in motion, create a number of Treasure tokens equal to the number of artifacts and enchantments your opponents control. If they control fewer than four artifacts and enchantments, create four Treasure tokens instead. (Treasure tokens are artifacts with "T, Sacrifice this token: Add one mana of any color.")
When you set this scheme in motion, choose up to three nonland permanents you don't control. Target opponent chooses one of those permanents. You gain control of the rest.
When you set this scheme in motion, choose one — • Draw two cards. • Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
This land enters tapped. T: Add C. 2, T, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
As this land enters, you may reveal a Swamp or Forest card from your hand. If you don't, this land enters tapped. T: Add B or G.
You draw two cards and lose 2 life.
Flying Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types.
Whenever a land an opponent controls enters, that player loses 1 life. Put a +1/+1 counter on this creature.
When you set this scheme in motion, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Then if you control six or more lands, repeat this process once.
Menace When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
Reach At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.) 1BG, Exile this creature: Return target card from your graveyard to your hand.
+1: You draw a card and you lose 1 life. −3: Destroy target creature. −8: Target opponent gets an emblem with "Whenever a player draws a card, you lose 2 life."
When this land enters, sacrifice it. When you do, search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
When this creature enters, put a +1/+1 counter on target creature. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, put a +1/+1 counter on target creature.
When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order. Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.
Whenever an enchantment you control enters, you may create a token that's a copy of it. Do this only once each turn.
You may look at the top card of your library any time. You may play lands and cast spells from the top of your library. Once during each of your turns, you may cast a spell from your hand or the top of your library without paying its mana cost.
When you set this scheme in motion, for each card type among permanents your opponents control, you may put a permanent card of that type from your hand onto the battlefield.