Salida 25 jul 2008 · 180 cartas · Magic: The Gathering Ver en el buscador →
180 resultados
Haste Chroma — When this creature enters, it gets +X/+0 until end of turn, where X is the number of red mana symbols in the mana costs of permanents you control.
Shroud (This enchantment can't be the target of spells or abilities.) X: Put X tower counters on this enchantment. At the beginning of your upkeep, if there are 100 or more tower counters on this enchantment, you win the game.
Flying, first strike
3: Target green creature gets +1/+1 until end of turn.
Haste This creature enters with two -1/-1 counters on it unless you've cast another red spell this turn.
2: Draw a card if you have no cards in hand.
Trample Tap an untapped red creature you control other than this creature: This creature gets +X/+0 until end of turn, where X is the power of the creature tapped this way.
Flying U: Target permanent becomes blue in addition to its other colors until end of turn.
Switch target creature's power and toughness until end of turn. Draw a card.
Return all nonblue creatures to their owners' hands.
Creatures your opponents control lose flying until end of turn if G was spent to cast this spell, and creatures you control gain flying until end of turn if U was spent to cast this spell. (Do both if GU was spent.)
2: Target red creature gains haste until end of turn.
Flying 1W, Sacrifice this creature: Destroy target enchantment. Persist (When this creature 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.)
When this creature enters, you gain 1 life for each black and/or red permanent target opponent controls.
Whenever you cast a spell, equipped creature gets +2/+2 until end of turn. Equip 2
Chroma — Each creature you control gets +1/+1 for each white mana symbol in its mana cost.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Persist (When this creature 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.)
Defender, flying Whenever you cast a white spell, this creature loses defender until end of turn.
When this creature enters, destroy target Island or Swamp an opponent controls.
T: Target player exiles a card from their graveyard. Whenever you cast a black spell, you may untap this creature.
T: Target creature gains flying until end of turn. Whenever you cast a blue spell, you may untap this creature.
Other blue creatures you control get +1/+1. Other red creatures you control get +1/+1. U/RU/RU/RU/R: You may put a blue or red creature card from your hand onto the battlefield.
1U/RU/R: Copy target instant or sorcery spell that targets you. You may choose new targets for the copy.
Target creature gets +4/+4 until end of turn. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)