Salida 25 ene 2019 · 273 cartas · Magic: The Gathering Ver en el buscador →
267 resultados
Whenever another creature you control enters, you gain 1 life.
Vigilance Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
T: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead. 3GG: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
(T: Add U.)
Other creatures you control get +1/+0. Whenever a nontoken creature you control dies, Judith deals 1 damage to any target.
Defender T: Put target card from a graveyard on the bottom of its owner's library.
Exile target creature you control, then return that card to the battlefield under its owner's control. It gains first strike until end of turn.
Destroy all creatures. You gain life equal to the number of creatures you controlled that were destroyed this way.
+1: Exile up to two target cards from a single graveyard. You gain 2 life if at least one creature card was exiled this way. −1: Exile target nonland permanent with mana value 1 or less. −5: Kaya deals damage to target player equal to the number of cards that player owns in exile and you gain that much life.
This creature can block an additional creature each combat. Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
3, Sacrifice another nontoken creature: Create a 1/1 white and black Spirit creature token with flying. Afterlife 3 (When this creature dies, create three 1/1 white and black Spirit creature tokens with flying.)
Each opponent can't cast noncreature spells with mana value greater than the number of lands that player controls. Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.
Flash Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated.
Spectacle R (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Vigilance When this creature enters, exile any number of other nontoken creatures you control until it leaves the battlefield. This creature gets +2/+2 for each card exiled with it.
Put target creature card from an opponent's graveyard onto the battlefield under your control. It gets +2/+0 and gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Reach (This creature can block creatures with flying.)
Gain control of X target creatures and/or planeswalkers.
When this creature enters, create two 0/2 blue Illusion creature tokens with "Whenever this token blocks a creature, that creature doesn't untap during its controller's next untap step." This creature has hexproof as long as you control an Illusion.
Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
Whenever a nontoken creature you control enters, flip a coin until you lose a flip. For each flip you won, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
Destroy target creature or enchantment.
(T: Add R.)