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# Name Colour Rarity Cost Type P T Card text Comments Recent comment
1 Aldair Home Gaurd White Common 4{2}{w}{w} Creature – Human Soldier 2 5 Reach 0
2 Anya's Crusade White Uncommon 3{1}{w}{w} Tribal Enchantment – Knight Knights you control gain +1/+1 and lifelink. 0
3 Awaken White Common 1{w} Instant Untap all creatures you control. 0
4 Battlefield Vitality White Common 2{1}{w} Scorcery Gain 1 life for each creature on the battlefield. 0
5 Celestial Slayer White Common 4{2}{w}{w} Creature – Angel Archer 2 3 Flying
(T): Celestial Slayer deals 4 damage to target dragon.
0
6 Chivalric Training White Common 2{w}{w} Tribal Enchantment – Knight Aura Enchant Creature
Enchanted creature gets +2/+0 and first strike.
0
7 Devout Squire White Common 1{w} Creature – Human Knight 1 1 As long as you control an angel, Devout Squire gets +1/+2. 0
8 Dreams of Glory White Uncommon 3{2}{w} Creatures you control get +1/+2 until end of turn.
Lingering {w} (At the beginning of your next upkeep, you may pay this card’s lingering cost. If you do, copy this spell except for its lingering ability.)
2 1306049679 on 22 May 2011 by jmgariepy
9 Escalating Response White Uncommon 1{w} Instant Put target creature on the bottom of it’s owners library.
If a card named Escalating Response is in a graveyard, exile that creature instead.
0
10 Knight Brother of Aldair White Rare 3{w}{w}{w} Creature – Human Knight 3 3 First Strike
When Knight Brother of Aldair enters the battlefield from your hand, you may search your library for a knight card and put it onto the battlefield, then shuffle your library.
0
11 Knight of Solace White Common 3{2}{w} Creature – Human Knight 2 1 First Strike
Sacrifice Knight of Solace: Prevent all combat damage that would be dealt this turn.
0
12 Noble Martyr White Uncommon 3{2}{w} Creature – Human Knight 2 2 When Noble Martyr is put into the graveyard from the battlefield, exile all creatures that dealt damage to it this turn. 0
13 Reaping Judgement White Rare 2{w}{w} Scorcery Each player chooses a number of lands he or she controls equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. 0
14 Righteous Wrath White Common 3{w}{w}{w} Scorcery Each player chooses a creature he or she controls and destroys the rest. 0
15 Seraph of Dust White Rare 5{3}{w}{w} Creature – Angel 2 4 While Seraph of Dust is on the battlefield, players may only untap one land during their untap step. 0
16 Suria, Peace Maker White Rare 5{3}{w}{w} Legendary Creature – Angel Cleric 4 4 Flying
Sacrifice Suria, Peace Maker: Prevent all combat damage that would be dealt this turn.
(1)(W)(W)(W): Return Suria from your graveyard to your hand.
0
17 Alynsa, Archmage of Astour Blue Rare 6{4}{u}{u} Legendary Creature – Angel Wizard 3 3 Flash, flying
When Alynsa, Archmage of Astour enters the battlefield return two target permanents to their owner’s hand.
You may exile two blue cards in your hand rather than pay Alynsa, Archmage of Astour’s mana cost.
0
18 Arcane Review Blue Common 3{2}{u} Enchantment – Aura Enchant Creature
Whenever enchanted creature becomes taped, draw a card then discard a card.
0
19 Beastial Cragwhale Blue Common 5{4}{u} Creature – Whale 4 3 Islandwalk 0
20 Decisive Moment Blue Uncommon 1{u} Instant Cast Decisive Moment only during combat.
Counter target spell.
0
21 Dispel Blue Rare 3{u}{u}{u} Instant Choose one-- Counter target spell; or draw two cards. 0
22 Dreams of Knowlege Blue Common 3{2}{u} Scorcery Draw 2 cards then discard a card.
Lingering {1}{u} (At the beginning of your next upkeep, you may pay this card’s lingering cost. If you do, copy this spell except for its lingering ability.)
0
23 Echolalic Entity Blue Common 3{2}{u} Creature – Elemental 1 2 Flash
When Echolalic Entity enters the battlefield, copy target triggered ability.
0
24 Forced Intuition Blue Common 4{3}{u} Scorcery Reveal the top five cards of your library. An opponent chooses two of those cards. Put the chosen cards into your hand and the rest on top of your library in any order. 0
25 Incendiary Studies Blue Rare 2{u}{u} Enchantment Whenever an opponent casts a red spell, you may draw a card. 0
26 Journeyman Flightmage Blue Common 3{2}{u} Creature – Human Wizard 2 1 When Journeyman Flightmage attacks, it gains +0/+1 and flying until end of turn. 0
27 Knight of Astour Blue Uncommon 3{1}{u}{u} Creature – Human Knight Wizard 1 3 Flying
(1)(U)(U), sacrifice Knight of Astour: Counter target creature spell.
0
28 Knight of the Crystal Orb Blue Common 2{1}{u} Creature – Illusion Knigt 1 1 Knight of the Crystal Orb is unblockable. 0
29 Library Guardian Blue Rare 5{3}{u}{u} Creature – Sphinx Wizard 4 5 Flying
When Library Guardian enters the battlefield name a non land card.
Put a -1/-1 counter on Library Gaurdian: Counter target spell with the chosen name.
0
30 Magpie Familiar Blue Common 2{x}{u}{u} Creature – Bird 2 1 Flying
When Magpie Familiar enters the battlefield draw a card unless any player pays (x).
0
31 Mightier Than the Sword Blue Uncommon 4{2}{u}{u} Tribal Enchantment – Wizard Aura Enchant Creature
When enchanted creature attacks or blocks, it gets +X/+X where X is the number of cards in your hand.
0
32 Novice Cutpurse Blue Common 1{u} Creature – Human Rogue 0 1 Novice Cutpurse is unblockable. 0
33 Oozing Mimic Blue Uncommon 5{3}{u}{u} Creature – Ooze 3 3 Oozing Mimic can't be blocked by creatures that share a color with it.
(R): Oozing Mimic becomes red until end of turn.
(G): Oozing Mimic becomes green until end of turn.
0
34 Reconsider Blue Common 2{1}{u} Instant Counter target spell. Its controller may untap up to X lands he or she controls, where X is that spell’s converted mana cost. 0
35 Time Slip Blue Mythic 3{u}{u}{u} Sorcery A deck may only have one card named Time Slip.
Target player takes an extra turn after this one.
0
36 Backbiter Imp Black Common 3{2}{b} Creature – Demon Imp 3 1 Flying
Whenever another creature enters the battlefield, you lose 1 life.
0
37 Chittenous Mauler Black Common 5{3}{b}{b} Creature – Insect 6 3 Discard a card: Chittenous Mauler gets -2/-0 until end of turn. Any player may activate this ability. 0
38 Court Advisor of Astour Black Uncommon 2{b}{b} Creature – Demon Angel Advisor 2 2 Whenever you cast a white or blue spell, target player loses 1 life. 0
39 Dreams of Sorrow Black Uncommon 3{2}{b} Instant Target creature gets -0/-4 until the end of turn.
Lingering {b} (At the beginning of your next upkeep, you may pay this card’s lingering cost. If you do, copy this spell except for its lingering ability.)
0
40 Eater of Hope Black Uncommon 3{1}{b}{b} Creature – Zombie 3 2 Players can't gain life. 0
41 Erase the Past Black Common 1{b} Instant Exile up to three target cards in a single graveyard.
Draw a card.
0
42 Fetid Miasma Black Uncommon 3{1}{b}{b} Instant Choose one— Destroy target nonblack nonartifact creature, or all creatures get -1/-1 until end of turn. 0
43 Font of Secrets Black Rare 3{b}{b}{b} Enchantment Your maximum hand size becomes 2.
At the beginning of your upkeep, draw 2 cards.
When you draw a card, you lose 2 life.
0
44 Hell's Grasp Black Common 3{2}{b} Tribal Instant – Demon Destroy target non-demon creature. 0
45 Hulking Corpse Black Common 3{2}{b} Creature – Zombie 3 2 Hulking Corpse can't block. 0
46 Necromantic Knight Black Rare 4{2}{b}{b} Creature – Zombie Knight 4 3 First strike
When Necromantic Knight enters the battlefield, put a 2/2 black zombie token onto the battlefield.
Sacrifice a zombie: Regenerate Necromantic Knight.
0
47 Plague Eater Rats Black Common 1{b} Creature – Rat 1 1 Swampwalk
For each two zombies you control, Plague Eater Rats gets +1/+0.
0
48 Possess the Corruptible Black Rare 4{2}{b}{b} Tribal Enchantment – Demon Enchant Creature
When Possess the Corruptible enters the battlefield, exile a Demon you control.
When Possess the Corruptible is removed from play return that creature to the battlefield.
Gain control of target creature.
0
49 Soaring Plague Black Rare 6{4}{b}{b} Creature – Zombie Dragon 5 5 Flying
When Soaring Plague enters the battlefield, all non zombie creatures get -2/-2 until the end of turn.
0
50 Syphon Will Black Common 2{1}{b} Enchantment – Aura Enchant Creature.
When enchanted creature attacks, put a -1/-1 counter on it.
0
51 Wave of Undeath Black Uncommon 4{1}{b}{b}{b} Scorcery Return target creature card in your graveyard to play.
Lingering {3}{b}{b} (At the beginning of your next upkeep, you may pay this card’s lingering cost. If you do, copy this spell except for its lingering ability.)
0
52 Arcing Bolt Red Uncommon 1{r} Instant Arcing Bolt does 3 damage to target creature or player, and 3 damage to you. 0
53 Chief Redheart Red Rare 3{1}{r}{r} Legendary Creature – Goblin Besrker 3 2 All other goblins get +1/+0.
All creatures attack each turn if able.
0
54 Dakar Reservist Red Uncommon 3{2}{r} Goblin – Berserker 2 1 (R)(R)(R): Dakar Reservist gains double strike until end of turn. Sacrifice it at the beginning of the next end step.. 0
55 Elite Charger Red Common 2{1}{r} Creature – Goblin Beserker 2 1 Flash
When Elite Charger enters the battlefield, target creature gets +2/+0 until end of turn.
0
56 Expendible Minions Red Common 2{r}{r} Scorcery Put two 2/1 red goblin creature tokens with haste onto the battlefield. Sacrifice them at the end of turn. 0
57 Flameshroud Shaman Red Common 2{1}{r} Creature – Goblin Shaman 1 1 At the beginning of your upkeep, put a +1/+1 counter on Flameshroud Goblin. Flameshroud Goblin then deals damage to you equal to the number of +1/+1 counters on it. 0
58 Fury of the Horde Red Rare 3{r}{r}{r} Enchantment Creatures you control have haste and first strike. 0
59 Goblin Cliff Diver Red Common 1{r} Creature – Goblin Beserker 1 1 Flash 0
60 Harina, Witch of Dakar Red Rare 5{3}{r}{r} Legendary Creature – Goblin Shaman 3 3 (R): Change the target of target spell with a single target. 0
61 Hobgoblin Clan Mystic Red Uncommon 3{1}{r}{r} Creature – Goblin Shaman 2 2 Flash
When Hobgoblin Clan Mystic enters the battlefield, creatures you control gain first strike until the end of turn.
0
62 Intimidating Brawler Red Common 4{3}{r} Creature – Goblin Beserker 4 2 Protection from white. 0
63 The Blowing Wind of Fate Red Rare 2{1}{r} Scorcery A deck may only have one card named The Blowing Wind of Fate.
Each player discards his or her hand and draws seven cards.
1 1313951249 on 21 Aug 2011 by Shiny_Umbreon
64 Anastasia, the Foretold Multicolour Rare 7{5}{w}{u} Legendary Creature – Angel Warrior 5 5 Flying, vigilance
Suspend 5—-(W)(U)
Whenever a time counter is removed from Anastasia, the Foretold, if it’s exiled, put a 1/1 white Angel creature token with flying onto the battlefield.
When Anastasia, the Foretold enters the battlefield, exile all creature tokens you control. You gain that much life.
2 1303819704 on 26 Apr 2011 by Benjamin Draper
65 Rain of Necromancy Multicolour Rare 6{4}{b}{r} Scorcery Put target creature card in a graveyard onto the battlefield under your control.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)
0
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Mechanics