<UB> Diablo
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Showing all 15 cards
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Indestructible (Effects that say "destroy" don't destroy this artifact.)
Equipped creature gets +2/+2.
Whenever equipped creature attacks, you may pay
. When you do, destroy target nonland permanent.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +2/+2.
Whenever equipped creature attacks, you may pay
. When you do, destroy target nonland permanent.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)As long as you control another Goat, this creature gets +1/+0.
Cultists of the stone clan defend their covens fiercely, charging intruders without fear.
2/2
When this creature enters, draw a card.
3/3
Ward
(Whenever this becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
When this creature enters, tap target creature you don't control. Put a stun counter on it.
(Whenever this becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
When this creature enters, tap target creature you don't control. Put a stun counter on it.
Frost chargers are light colored, and so gained their name. However their advantages over the lesser horned siege beasts are their resistances to electricity, cold and magic.
3/5
Ward
This creature can't be blocked unless defending player pays
for each creature they control blocking it.
This creature can't be blocked unless defending player pays
for each creature they control blocking it.The Hidden are the boogeymen that haunt our dreams and live in the nightmares of children
1/2
This creature enters with a decayed counter on it.

: Remove a decayed counter from this creature.

: Remove a decayed counter from this creature.2/3
Equipped creature gets +2/+1 and has menace.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)When this creature dies, create a Blood token and a Treasure token.
According to ancient lore, magma demons came into being by the spilling of Mephisto's blood in the Burning Hells.
5/3
This creature can't block.
When this creature dies, search your library for an artifact card, reveal it, then put it into your hand. Then shuffle.
When this creature dies, search your library for an artifact card, reveal it, then put it into your hand. Then shuffle.
"Pleeeease, no hurt, no kill. Keep alive and next time good bring to you."
2/1
Reach (This creature can block creatures with flying.)
2/1
Flash (You may cast this spell any time you could cast an instant.)
2/2
This creature enters with five +1/+1 counters on it.
Whenever this creature attacks, remove up to two counters from this creature, then create that many 1/1 green Demon Spawn creature tokens named Hork Spawn.
, Sacrifice a creature: Put two +1/+1 counters on this creature.
Whenever this creature attacks, remove up to two counters from this creature, then create that many 1/1 green Demon Spawn creature tokens named Hork Spawn.
, Sacrifice a creature: Put two +1/+1 counters on this creature."We ran away but Theo fell down and the bug grabbed him and took him away!"
—Celia
—Celia
0/0
Trample
This creature can't be blocked by more than one creature.
This creature can't be blocked by more than one creature.
Used as living siege engines, there are numerous accounts of these juggernauts smashing into the lines of the Seraphim and leaving only death and ruin in their wake.
6/4
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever this creature deals combat damage to a player, gain control of up to one target creature that player controls. Exile this creature until you no longer control that creature.
Whenever this creature deals combat damage to a player, gain control of up to one target creature that player controls. Exile this creature until you no longer control that creature.
"I suspected that he was possessed by some sort of demonic entity and so began to drive the evil from within him."
—Tremain the Priest
—Tremain the Priest
6/6
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When this creature enters, attach up to one target Equipment you control to up to one target creature you control.