Salida 19 nov 2021 · 423 cartas · Magic: The Gathering Ver en el buscador →
423 resultados
Flying This creature can't block. Whenever this creature deals combat damage to a player, create a Blood token. B, Sacrifice two Blood tokens: Return this card from your graveyard to the battlefield.
Enchant creature When this Aura enters, mill two cards. (Put the top two cards of your library into your graveyard.) Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Deathtouch Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, target player draws two cards and loses 2 life.
Cleave 5W (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Destroy target [attacking] creature.
Flame-Blessed Bolt deals 2 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
W, Exile three cards from your graveyard: This creature gains first strike until end of turn. Discard a card: Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
When this creature enters, you gain life equal to the greatest toughness among other creatures you control.
T: Add one mana of any color. Put an omen counter on this creature. At the beginning of your end step, if there are three or more omen counters on this creature, untap it, then transform it.
(T: Add G.)
Haste Whenever you cast a noncreature spell, this creature gets +2/+2 until end of turn.
This spell costs 1 less to cast if you control a Spirit. It also costs 1 less to cast if you control an enchantment. Counter target spell unless its controller pays 3.
Zombies you control have flying. U, T, Sacrifice another nontoken creature: Create an X/X blue Zombie creature token, where X is the sacrificed creature's toughness.
Enchant creature Enchanted creature gets +2/+2 as long as it's a Vampire. Otherwise, it gets -2/-2.
At the beginning of combat on your turn, choose one — • Creatures you control get +1/+1 and gain trample until end of turn. • Target land gains "T: Add GGG" until end of turn. • Draw a card if you control a creature with power 3 or greater. • You gain 3 life.