Muraganda
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Mechanics | Skeleton |
Showing 19 of 19 Blue cards
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Show rarities: C
Enchant creature
When enchanted creature becomes tapped, return it to its owners hand.
When enchanted creature becomes tapped, return it to its owners hand.
Some are just not meant to be.
Illus. Pablo Fernandez
Hexproof
: Centrosaurus loses all abilities until end of turn.
: Centrosaurus loses all abilities until end of turn.
The only way to slip a spell past its protective neck shield is to wait for it to lower its head at a water source.
4/4
Counter target creature spell. If that spell is countered this way and had no abilities, exile it instead of putting it into its owner’s graveyard.
Some dinosaurs are so dangerous that it would be unwise to allow even their fossils to remain.
A very social creature.
2/1
Counter target spell unless its controller pays . He or she may only spend mana produced by basic lands on 2
When Dredge Specialist enters the battlefield, put the top three cards of your library into your graveyard.
His fascination with excavation is borderline manic.
Illus. João Bosco
3/2
When Excavation Mage enters the battlefield, Archaeology 2 (Put the top 2 cards of your library into your graveyard, then return a nonland permanent with converted mana cost 2-1 or less from your graveyard to your hand).
0/1
Enchant creature with no abilities
You control enchanted creature.
You control enchanted creature.
Draw two cards. If only mana produced by basic lands was spent to cast Landscape Assessment, draw three cards instead.
“The degree of erosion on these rocks surpasses anything known to civilization to this date. It seems almost as if they had been brought here from another world.”
—Alexis, Northern excavator
—Alexis, Northern excavator
Illus. DeviantArt "Kaioshen"
Islandwalk
Primeval — Plesiosaurcan't attack unless you control 7 or more basic lands.
Primeval — Plesiosaurcan't attack unless you control 7 or more basic lands.
Illus. Rodrigo Vega
6/6
Flying
Primeval — As long as you control seven or more basic lands, Ptero Fledgling gets +2/+0.
Primeval — As long as you control seven or more basic lands, Ptero Fledgling gets +2/+0.
Illus. Tuomas Koivurinne
1/2
Target creature gets -4/-0 until end of turn.
Primeval — Target creature gets -7/-0 instead if you control seven or more basic lands.
Primeval — Target creature gets -7/-0 instead if you control seven or more basic lands.
God damn water!
Illus. Neal Jany
Until end of turn, target creature loses all abilities and becomes a blue Lizard with base power and toughness 3/3.
Draw a card.
Draw a card.
Illus. DeviantArt "Raph04art"
Until end of turn, creatures with no abilities you control can’t be blocked except by creatures with flying and/or reach.
Illus. Josu Hernaiz
Chose one or both —
• Return target creature to its owner’s hand.
• Return a land you control to its owner’s hand.
• Return target creature to its owner’s hand.
• Return a land you control to its owner’s hand.
Do it again.
Switch the power and toughness of target creature you control until end of turn.
Switch the power and toughness of target creature you don't control until end of turn.
Switch the power and toughness of target creature you don't control until end of turn.
Some casters show aptitude for physical alterations, although very brief.
Illus. Maria Trepalina
Enchant creature
When Water Wings enters the battlefield, draw a card. Enchanted creature gets +1/+1 and has flying.
When Water Wings enters the battlefield, draw a card. Enchanted creature gets +1/+1 and has flying.
Illus. Sara Naji
Landfall — Whenever a land enters the battlefield under your control, cu05 gets +1/+1 and gains flying until end of turn.
Watch out for murky waters. There are all kinds of predators down there.
3/2
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Show rarities: C
Muraganda: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
, sacrifice Arcane Ward: Creatures you control get +0/+2 until end of turn.
last 2017-03-02 12:28:36 by Gustostückerl