Salida 6 oct 2006 · 121 cartas · Magic: The Gathering Ver en el buscador →
121 resultados
Flying, first strike, vigilance, trample, haste, protection from black and from red
3, T: Tap target creature you control and target creature of an opponent's choice they control. Those creatures fight each other. (Each deals damage equal to its power to the other.)
Assault deals 2 damage to any target.
Sacrifice an enchantment: This creature gets +2/+2 until end of turn.
Haste Echo 3R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, destroy target land.
If there are ten or more creature cards total in all graveyards, this spell costs 6 less to cast. Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) T: Destroy target creature. It can't be regenerated.
Counter target instant or Aura spell that targets a permanent you control.
Black creatures get +1/+1.
Any player may have Browbeat deal 5 damage to them. If no one does, target player draws three cards.
Create a 3/3 green Elephant creature token. Flashback 3G (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
1, Sacrifice a permanent: You gain 1 life.
You win the game if you control a land of each basic land type and a creature of each color.
Flying Whenever this creature blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
Enchant land Enchanted land has indestructible and can't be enchanted by other Auras.
As this enchantment enters, choose a creature type. Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Trample Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)
This creature can't attack unless defending player controls an Island. When you control no Islands, sacrifice this creature.
Prevent all combat damage that would be dealt this turn.
Shadow (This creature can block or be blocked by only creatures with shadow.) This creature attacks each combat if able.
When this creature blocks, at end of combat, destroy it and all creatures it blocked this turn. 5, T: Search your library for a Rebel permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
T: Add C. T: This land deals 1 damage to target attacking creature. Activate only during the end of combat step.
Kicker WW (You may pay an additional WW as you cast this spell.) When this creature enters, destroy all other creatures you control. If it was kicked, destroy all other creatures instead.
Destroy target artifact or enchantment.