Rockman Beyond
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Showing all 30 cards
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Enchant Creature
, remove a counter from enchanted creature: Enchanted creature gains Doublestrike until end of turn.
When enchanted creature deals combat damage to a player, if does not have a counter on it, add a charge counter to it.
, remove a counter from enchanted creature: Enchanted creature gains Doublestrike until end of turn.
When enchanted creature deals combat damage to a player, if does not have a counter on it, add a charge counter to it.
(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 3/6 white and black Robot Villain creature token named Knight Man with "Prevent all combat damage that would be dealt to Stages named Capital of Science by creatures with Auras attached."
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 3/6 white and black Robot Villain creature token named Knight Man with "Prevent all combat damage that would be dealt to Stages named Capital of Science by creatures with Auras attached."
When this battle is defeated, it's owner creates an Energy Capsule token.
2
Enchant Creature
Enchanted creature gets +1/+1 for each creature the active player controls.
Enchanted creature has "
,
, Remove a counter from this creature: It deals damage equal to its power to target attacking creature. Excess damage is dealt to that creature’s controller."
Enchanted creature gets +1/+1 for each creature the active player controls.
Enchanted creature has "
,
, Remove a counter from this creature: It deals damage equal to its power to target attacking creature. Excess damage is dealt to that creature’s controller."(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, its defender creates a Legendary Artifact 2/2 white and blue Robot Villain creature token named Splash Woman with "At the beginning of each upkeep, create a 1/1 blue fish creature token."
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, its defender creates a Legendary Artifact 2/2 white and blue Robot Villain creature token named Splash Woman with "At the beginning of each upkeep, create a 1/1 blue fish creature token."
When this battle is defeated, it's owner creates an Energy Capsule token.
2
: This creature becomes a Robot Scout with reach and base power and toughness 2/2.


: If this creature is a Scout, it becomes a Robot Scout Soldier with reach, vigilance and base power and toughness 4/4.





: If this creature is a Soldier, it becomes a Robot Scout Soldier Hero with reach, vigilance, "Auras you control have exalted." and base power and toughness 8/8.1/1
(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
Whenever a player not protecting Dr. Wily's Castle casts a spell, unless that player pays
the protecting player may draw a card.
Whenever a player not protecting Dr. Wily's Castle casts a spell, unless that player pays
the protecting player may draw a card.11
You gain an emblem that says:
"At the beginning of your upkeep, exile cards from the top of your library until you have exiled cards with total mana value 11 or greater and put Credit counters on them. Then you may cast any number of instant and sorcery cards from exile with Credit counters on them without paying their mana cost. You may only cast spells you own from Exile."
"At the beginning of your upkeep, exile cards from the top of your library until you have exiled cards with total mana value 11 or greater and put Credit counters on them. Then you may cast any number of instant and sorcery cards from exile with Credit counters on them without paying their mana cost. You may only cast spells you own from Exile."
Aura's you control have Ward
.
Partner with Geo Stelar (When this creature enters, target player may put Geo into their hand from their library, then shuffle.)
(Melds with Geo Stelar)
.
Partner with Geo Stelar (When this creature enters, target player may put Geo into their hand from their library, then shuffle.)
(Melds with Geo Stelar)
1/1
(Artwork for Starforce Megaman)
(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
At the beginning of first main phase of the player protecting Sigma's Palace, that player chooses one or more —
• That player creates a Treasure token and loses 1 life.
• That player draws a card and loses 2 life.
• That player creates a 3/2 colorless Shapeshifter creature token with changeling and loses 3 life. (It is every creature type.)
At the beginning of first main phase of the player protecting Sigma's Palace, that player chooses one or more —
• That player creates a Treasure token and loses 1 life.
• That player draws a card and loses 2 life.
• That player creates a 3/2 colorless Shapeshifter creature token with changeling and loses 3 life. (It is every creature type.)
8
Destroy all creatures, planeswalkers, and battles you don't control, then exile all opponents' graveyards.
When Eddie enters the battlefield, create an Energy Capsule Token.
, Sacrifice a non-creature token, choose one:
• Attach target Role you control to target Robot you control.
• Create an Energy Capsule.
• Add two mana of any color to your mana pool, use this mana only to cast Robot or Sidekick spells.
, Sacrifice a non-creature token, choose one:
• Attach target Role you control to target Robot you control.
• Create an Energy Capsule.
• Add two mana of any color to your mana pool, use this mana only to cast Robot or Sidekick spells.
1/1
Whenever a non-token permanent enters the battlefield, if it has the same name as a permanent that left the battlefield this turn, enchanted creature gets +1/+0 until end of turn.
, remove a counter from enchanted creature: Exile target nonland permanent, then return it to the battlefield under its owner’s control.
, remove a counter from enchanted creature: Exile target nonland permanent, then return it to the battlefield under its owner’s control.(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 4/4 red and black Robot Villain creature token named Elecman with "Stages named The Yellow Tower cannot be damaged by creatures without flying or reach.”
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 4/4 red and black Robot Villain creature token named Elecman with "Stages named The Yellow Tower cannot be damaged by creatures without flying or reach.”
When this battle is defeated, it's owner creates an Energy Capsule token.
2


, remove a counter from Bass Forte: Search your library and/or graveyard for a card named Gospel Treble, reveal it, and put it into your hand. If you search your library this way, shuffle.4/4
Menace
Whenever Blues deals combat damage to a player, as you cast Aura spells from your hand this turn, they gain discover X, where X is the number of Roles in your Graveyard.
At the beginning of your end step, if two or more nonland permanents entered the battlefield under your control this turn, transform Blues.
Whenever Blues deals combat damage to a player, as you cast Aura spells from your hand this turn, they gain discover X, where X is the number of Roles in your Graveyard.
At the beginning of your end step, if two or more nonland permanents entered the battlefield under your control this turn, transform Blues.
4/2
Aura's attached to Protoman have Umbra Armor.
At the beginning of your end step, if three or more cards entered your graveyard this turn, transform Protoman.
At the beginning of your end step, if three or more cards entered your graveyard this turn, transform Protoman.
1/5
Enchant Creature
Enchanted Creature has "
, remove any number of counter from this creature: For every two counters removed this way, deal 1 damage to any target. If that target is a creature and has any counters on them, move them to this creature."
Enchanted Creature has "
, remove any number of counter from this creature: For every two counters removed this way, deal 1 damage to any target. If that target is a creature and has any counters on them, move them to this creature."(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 3/2 blue and black Robot Villain creature token named Shade Man with flying and "When a creature attacks a Stage named Shade Castle Ruins, Goad that creature."
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 3/2 blue and black Robot Villain creature token named Shade Man with flying and "When a creature attacks a Stage named Shade Castle Ruins, Goad that creature."
When this battle is defeated, it's owner creates an Energy Capsule token.
2
Enchant Creature
: Put four Leaf counters on enchanted creature. Activate this ability once per turn.
Remove four Leaf counters from enchanted creature: Put a shield counter on enchanted creature.
, remove a all counters from enchanted creature: Deal damage equal to the number of counters removed from enchanted creature to target creature or planeswalker you don't control.
: Put four Leaf counters on enchanted creature. Activate this ability once per turn.
Remove four Leaf counters from enchanted creature: Put a shield counter on enchanted creature.
, remove a all counters from enchanted creature: Deal damage equal to the number of counters removed from enchanted creature to target creature or planeswalker you don't control.(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 3/6 green Robot Villain creature token named Wood Man with Reach and "Stages named Mechanical Forest cannot be defeated for having 0 or less defense.”
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 3/6 green Robot Villain creature token named Wood Man with Reach and "Stages named Mechanical Forest cannot be defeated for having 0 or less defense.”
When this battle is defeated, it's owner creates an Energy Capsule token.
2
At the beginning of combat on your turn, target Robot you control gains your choice of trample, flying, or vigilance until end of turn. If that Robot is modified, it gains +1/+1 until end of turn.
2/2
Partner with Geo Stelar, Radio Fugitive.
You may look at the top card of your library any time.
You may cast Role spells from the top of your library.
Whenever an aura you control leaves the battlefield, if you both own and control Geo Stelar, and and a creature named Omega-Xis, exile them, then meld them into Starforce Megaman.
You may look at the top card of your library any time.
You may cast Role spells from the top of your library.
Whenever an aura you control leaves the battlefield, if you both own and control Geo Stelar, and and a creature named Omega-Xis, exile them, then meld them into Starforce Megaman.
2/2
Predation – Discard an aura card from your hand: Each aura attached to Starforce Megaman becomes a copy of target aura card in your graveyard until end of turn. Until end of turn, Starforce Megaman may have more than one Role attached to him.
At the beginning of your end step if more than one Role is attached to Starforce Megaman, exile Starfroce Megaman and then return him to the Battlefield.
At the beginning of your end step if more than one Role is attached to Starforce Megaman, exile Starfroce Megaman and then return him to the Battlefield.
5/5
Enchant Creature
Enchanted Creature has Wither.
At the beginning of your end step, put a charge counter on Enchanted Creature if you haven't attacked this turn.
At the beginning of your upkeep, put a charge counter on Enchanted Creature for each charge counter on Enchanted Creature.
When Pharoh Wave Protocol attacks, remove all counters from enchanted creature. Pharoh Wave Protocol deals 1 damage to target creature for each counter removed this way.
Enchanted Creature has Wither.
At the beginning of your end step, put a charge counter on Enchanted Creature if you haven't attacked this turn.
At the beginning of your upkeep, put a charge counter on Enchanted Creature for each charge counter on Enchanted Creature.
When Pharoh Wave Protocol attacks, remove all counters from enchanted creature. Pharoh Wave Protocol deals 1 damage to target creature for each counter removed this way.
(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 2/2 white and black Robot Villain creature token named Pharoh Man with "Whenenever a creature attacks a Stage named The Rust Desert, Pharoh Man deals 1 damage to that creature.”
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 2/2 white and black Robot Villain creature token named Pharoh Man with "Whenenever a creature attacks a Stage named The Rust Desert, Pharoh Man deals 1 damage to that creature.”
When this battle is defeated, it's owner creates an Energy Capsule token.
2
Menace, Trample
Equipped creature gets +2/+2 menace and trample.
As long as Treble is attached to a creature named Bass Forte,
that creature also has flying.
Reconfigure Robot

(

: Attach to target robot you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn’t a creature.)
Equipped creature gets +2/+2 menace and trample.
As long as Treble is attached to a creature named Bass Forte,
that creature also has flying.
Reconfigure Robot


(

: Attach to target robot you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn’t a creature.)2/2
Enchant Creature
Enchanted creature has "
: Deal 1 damage to target permanent."
Remove a counter from enchanted creature: Damage cannot be prevented this turn, and creatures your opponents control lose hexproof and shroud and can’t have hexproof or shroud.
Enchanted creature has "
: Deal 1 damage to target permanent."
Remove a counter from enchanted creature: Damage cannot be prevented this turn, and creatures your opponents control lose hexproof and shroud and can’t have hexproof or shroud.
(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 3/3 green Robot Villain creature token named Snakeman with "Creatures attacking Stages named The Coiling Foundry deal no damage in combat.”
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 3/3 green Robot Villain creature token named Snakeman with "Creatures attacking Stages named The Coiling Foundry deal no damage in combat.”
When this battle is defeated, it's owner creates an Energy Capsule token.
2
Menace
At the beginning of your upkeep, choose one at random —
• Tango fights another creature of an opponent’s choice.
• Tango gains deathtouch until end of turn.
• Destroy a random nonland permanent with mana value 3 or less.
When an Aura leaves the battlefield, scry 1.
At the beginning of your upkeep, choose one at random —
• Tango fights another creature of an opponent’s choice.
• Tango gains deathtouch until end of turn.
• Destroy a random nonland permanent with mana value 3 or less.
When an Aura leaves the battlefield, scry 1.
3/1
Flying
At the beginning of your end step, create your choice of an Tactician Role, Infiltrator Role, or Glitched Role and attach it to target non-modified creature.
At the beginning of your end step, create your choice of an Tactician Role, Infiltrator Role, or Glitched Role and attach it to target non-modified creature.
2/2
Enchant Creature
Enchanted Creature has "When a creature enters the battlefield, put a charge counter on this creature."
, remove X charge counters from enchanted creature: Return X creatures with toughness X or less to their owners' hand.
Enchanted Creature has "When a creature enters the battlefield, put a charge counter on this creature."
, remove X charge counters from enchanted creature: Return X creatures with toughness X or less to their owners' hand.(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 3/3 blue Robot Villain creature token named Gravity Man with "Whenever a creature attacks The Void Laboratory return it to it's owner's hand unless it's controller pays
.”
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 3/3 blue Robot Villain creature token named Gravity Man with "Whenever a creature attacks The Void Laboratory return it to it's owner's hand unless it's controller pays
.”
When this battle is defeated, it's owner creates an Energy Capsule token.
2
Choose a Sidekick (You can have a Sidekick as a second commander.)
You may pay
plus the mana cost of any Role you control to exchange it with a Role Card in your hand.
You may pay
plus the mana cost of any Role you control to exchange it with a Role Card in your hand.3/3
As long as you haven’t cast a spell this turn, aura cards in your graveyard have retrace.
Lands you control have all activated abilities of land cards that entered your graveyard this turn.
Lands you control have all activated abilities of land cards that entered your graveyard this turn.
2/3
Constellation – Shuffle target non-Aura card from your graveyard into your library.
Whenever RockMan.exe attacks, mill three cards. Then return target Aura card with mana value X or less from your graveyard to the battlefield with a finality counter on it, where X is the number of Auras attached to RockMan.exe plus 1.
Whenever RockMan.exe attacks, mill three cards. Then return target Aura card with mana value X or less from your graveyard to the battlefield with a finality counter on it, where X is the number of Auras attached to RockMan.exe plus 1.
3/2
When Zero, Wily's Masterpiece enters the battlefield, create an Infiltrator Role and a Tactician Role and attach them each to a creature.
, Sacrifice two enchantments: Choose one or more —
• If a green enchantment was sacrificed this way, put a +1/+1 counter on Zero.
• If a white enchantment was sacrificed this way, put a Shield counter on Zero.
• If a blue enchantment was sacrificed this way, put a charge counter on Zero.
• If a black enchantment was sacrificed this way, put a -1/-1 counter on target creature.
If a Role was sacrificed this way, proliferate.
, Sacrifice two enchantments: Choose one or more —
• If a green enchantment was sacrificed this way, put a +1/+1 counter on Zero.
• If a white enchantment was sacrificed this way, put a Shield counter on Zero.
• If a blue enchantment was sacrificed this way, put a charge counter on Zero.
• If a black enchantment was sacrificed this way, put a -1/-1 counter on target creature.
If a Role was sacrificed this way, proliferate.
4/4
Enchant creature
Enchanted creature gets +1/+1 and is goaded.
Enchanted creature gets +1/+1 and is goaded.
Enchant creature
Enchanted creature gets +1/+1.
Modified creatures you control have “
: Add one mana of any color.”
Enchanted creature gets +1/+1.
Modified creatures you control have “
: Add one mana of any color.”Enchant creature
Enchanted creature gets +1/+1.
Whenever this creature attacks, you may tap or untap target creature.
Enchanted creature gets +1/+1.
Whenever this creature attacks, you may tap or untap target creature.
Enchant creature
Enchanted creature gets +1/+1.
Whenever enchanted creature attacks one of your opponents, its controller draws a card.
Enchanted creature gets +1/+1.
Whenever enchanted creature attacks one of your opponents, its controller draws a card.
, Sacrifice Energy Capsule: Choose one:
• Put a Shield counter or Charge counter on target Robot you control.
• Remove one counter of your choice from target Robot you control.
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| Rockman Beyond: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |



Sorcery
Enchanted Creature has Training and "
When this Battle enters, it's defender creates a Legendary Artifact 2/2 white Robot Hero creature token named Ryu with "When a Stage you are defending is attacked, Ryu gains your choice of Reach, First Strike, or Bushido 1.” and "For each instance of Bushido Ryu has, he may block an additional creature."
When this battle is defeated, it's owner creates an Energy Capsule token.