Salida 13 jun 2025 · 486 cartas · Magic: The Gathering Ver en el buscador →
451 resultados
Put a shield counter on each of up to three target creatures. (If a creature with a shield counter would be dealt damage or destroyed, remove a shield counter from it instead.)
Draw X cards, then discard a card.
Whenever an Equipment you control enters, you may draw a card. Metalcraft — Equipment you control have equip 0 as long as you control three or more artifacts.
(T: Add G or W.) This land enters tapped.
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
This creature enters with two +1/+1 counters on it. When this creature dies, search your library for up to X basic land cards, where X is this creature's power, put them onto the battlefield, then shuffle.
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to that card's mana value.
Job select At the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn. Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types. Death Sickle — Equip 2
Vigilance, trample Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.) Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
Mill three cards. Then starting with the next opponent in turn order, each opponent chooses a creature card in your graveyard that hasn't been chosen. Return each card chosen this way to the battlefield under your control.
T: Add one mana of any color. Tap an untapped legendary creature you control: Add one mana of any color.
Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control. 4W: Move any number of counters from target permanent you control onto a second target permanent you control.
Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control. Steal — 1, T: Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery.
At the beginning of combat on your turn, creatures you control with flying get +1/+1 and gain vigilance until end of turn. Whenever one or more attacking creatures you control die, you may return one of them to the battlefield tapped under its owner's control with a flying counter on it. Do this only once each turn.
Put all creature cards from all graveyards onto the battlefield under your control.
Kicker 5 (You may pay an additional 5 as you cast this spell.) Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
T: Add C. 4, T: Target creature can't be blocked this turn.
This land enters tapped unless you control a Mountain or a Forest. T: Add R or G.
T: Add C. R/W, T: Add RR, RW, or WW.
Menace When this creature dies, each player may discard their hand and draw seven cards. Mountaincycling 2 (2, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)