Salida 12 jul 2019 · 345 cartas · Magic: The Gathering Ver en el buscador →
340 resultados
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Whenever you lose life for the first time each turn, put a +1/+1 counter on this creature. (Damage causes loss of life.)
2, T, Sacrifice this artifact: It deals 2 damage to target creature.
Flying B, Pay 2 life: Target creature gets -1/-1 until end of turn. Whenever you lose life, draw that many cards. (Damage causes loss of life.)
This creature gets +1/+1 as long as you control a Vivien planeswalker.
+1: Distribute two +1/+1 counters among up to two target creatures. They gain trample until end of turn. −3: Target creature you control deals damage equal to its power to target creature or planeswalker. −5: You may reveal a creature card you own from outside the game and put it into your hand.
Flying, haste
Trample This creature enters with X +1/+1 counters on it. When this creature enters, choose one — • Double the number of +1/+1 counters on this creature. • This creature fights target creature you don't control.
GGGGG: Untap target land you control. It becomes a 5/5 Elemental creature with haste. It's still a land. (This effect lasts as long as that land remains on the battlefield.)
Flying Creature spells with flying you cast cost 1 less to cast.
Whenever a creature you control with flying enters, this creature gets +1/+1 until end of turn.
Whenever an opponent is dealt noncombat damage, creatures you control get +1/+0 until end of turn.
This land enters tapped. When this land enters, you gain 1 life. T: Add R or W.
This spell costs 1 less to cast if you control a creature with flying. Draw two cards.
Enchant creature When this Aura enters, create a 2/2 green Wolf creature token. Enchanted creature gets +2/+2.
When this Equipment enters, create a 2/2 green Wolf creature token, then attach this Equipment to it. Equipped creature gets +1/+1 and can't be blocked by more than one creature. Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)
Whenever one or more tokens you control enter, put that many +1/+1 counters on this creature.
T: Add G.
Flying When this creature enters, you may search your library and/or graveyard for a card named Mu Yanling, Celestial Wind, reveal it, and put it into your hand. If you search your library this way, shuffle.
When this creature enters, each opponent exiles a card from their hand. 2B: This creature gets +1/+1 until end of turn.
When this creature enters, return another creature you control to its owner's hand.