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When Ambercrest Elk enters the battlefield you may destroy target aura or equipment.
The normally docile elk did not prove such easy prey for the newfound hunters.
2/5
0 comments
At the beginning of each opponent's endstep exile target creature that attacked during that turn.
"For the crime of disrupting the peace you are banished."- Samoset
Enchant creature
Enchanted creature can't attack or block. If an ability on the enchanted creature would trigger you may gain 3 life instead.
Enchanted creature can't attack or block. If an ability on the enchanted creature would trigger you may gain 3 life instead.
Flying
Whenever a creature with a power of 4 or greater enters the battlefield under an opponent's control put a +1/+1 counter on Burly Skyguard.
Whenever a creature with a power of 4 or greater enters the battlefield under an opponent's control put a +1/+1 counter on Burly Skyguard.
"But I don't want to lift."
2/3
First strike
Shirk 2
(Prevent the next 2 damage that would be dealt to this creature).
Shirk 2


A former fighter in Hraki-Hraki, he still values his life just a little bit more than gold.
2/1
Flying, Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Tap a land paired with Craquim Aeronaut: Craquim Aeronaut can't be the target of green spells or abilities until end of turn.
Tap a land paired with Craquim Aeronaut: Craquim Aeronaut can't be the target of green spells or abilities until end of turn.
2/2
Lonely- At the beginning of your endstep, if Distraught Parent is the only spell you cast this turn, you may gain 2 life.
He knew he would never see his son again.
1/1
Destroy all artifacts and enchantments. End of Hope deals X damage to each creature and planeswalker where X is the number of artifacts and enchantments destroyed this way.
Untap up two two target creatures you control. They get +1/+4 until end of turn.
The runac charged the two, and one lived to tell the other's story.
Enchant creature
Enchanted creature gains vigilance and first strike.
Lonely- If Guard Position is the only spell you cast this turn put two +1/+1 counters on enchanted creature at the beginning of the next endstep.
Enchanted creature gains vigilance and first strike.
Lonely- If Guard Position is the only spell you cast this turn put two +1/+1 counters on enchanted creature at the beginning of the next endstep.
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Ice-Edge Retiree has +1/+1 as long as its settled.
If Ice-Edge Retiree is settled to a plains Ice-Edge Retiree gains lifelink.
Ice-Edge Retiree has +1/+1 as long as its settled.
If Ice-Edge Retiree is settled to a plains Ice-Edge Retiree gains lifelink.
2/2
When Kindred Medic enters the battlefield if you control another white creature you may have target creature you control gain lifelink until end of turn.
The simplest cures and remedies were the easiest to replicate when resources were scarce.
1/2
When Last-Stand Knight enters the battlefield gain 5 life if an opponent controls more creatures than you.
She had been an esteemed member of the Crystal Order before the Portal Crisis. Now Hammaran's last hero stood alone against the horde of wolves.
2/2
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
If Lifewater Diviner is settled you may gain 1 life at the beginning of your upkeep. If Lifewater Diviner is settled to a portal you may gain 3 life at the beginning of your upkeep instead.
If Lifewater Diviner is settled you may gain 1 life at the beginning of your upkeep. If Lifewater Diviner is settled to a portal you may gain 3 life at the beginning of your upkeep instead.
0/3
Untap each creature you control and put a +1/+1 counter on it.
Building houses builds character.
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
A land settled by Mudhappy Swine loses abilities and then gains gains "
: Untap target creature. It gains +1/+1 until end of turn."
A land settled by Mudhappy Swine loses abilities and then gains gains "

3/4
Destroy target artifact or enchantment. Gain 5 life.
The founders of Tulm would take praise any sign they could find in hopes it meaning they bestowed upon it would empower them.
Shirk 1
(
:Prevent the next 1 damage that would be dealt to this creature.)


Mjynny's loyalty to Hitha ended at joining the Crystal Order.
2/1
Shirk 3 
(
: Prevent the next 3 damage that would be dealt to this creature.)
Whenever damage that would be dealt to Os Htar, Life Manifest is prevented put a +1/+1 counter on each creature you control.




Whenever damage that would be dealt to Os Htar, Life Manifest is prevented put a +1/+1 counter on each creature you control.
4/5
Return all creatures that entered your graveyard from the battlefield this turn to the battlefield. Then, double your life total.
Before Samoset left he gave one last piece of advice, that despair was no more absolute than hope.
Target creature gets +1/+1 and gains first strike until end of turn.
Draw a card.
Draw a card.
Gamar thought it was just his old guard instincts but others read his actions as having more heart.
At the beginning of your upkeep create a 1/1 white soldier token.
One soldier reported for guard duty. Their bravery inspired another soldier each day.
Flying
Shirk 2
(
: Prevent the next 2 damage that would be dealt to this creature).
Whenever damage to a creature would be prevented you gain that much life.
Shirk 2




Whenever damage to a creature would be prevented you gain that much life.
4/6
Creatures you control get Shirk 1
(
: Prevent the next 1 damage that would be dealt to this creature).


Dhelnin reasoned that 10 wolves couldn't kill all 60 of the fleeing villagers.
When Venil, Craquim's Protector enters the battlefield exile target creature with a power of 4 or greater.
Whenever Venil would die as a result of combat damage from a creature with a power of 4 or greater exile that creature.
Whenever Venil would die as a result of combat damage from a creature with a power of 4 or greater exile that creature.
3/2
Defender
Whenever a creature you control is dealt combat damage and doesn't leave the battlefield you may draw a card.
Whenever a creature you control is dealt combat damage and doesn't leave the battlefield you may draw a card.
As the wall crumbles you get your tools back.
1/4
Shirk 2 
(
: Prevent the next 2 damage that would be dealt to this creature).




It's not a beast of burden- it is the burden.
3/4
Flying
Whenever Warden of the Roost attacks put a +1/+1 counter on each other creature you control with flying.
Whenever Warden of the Roost attacks put a +1/+1 counter on each other creature you control with flying.
1/2
+2: Until your next turn, you may cast nonland cards as though they had flash.
-4: Target player chooses draw phase, main phase, or combat phase. During that player's next turn, he or she skips each instance of the chosen phase.
-11: You gain an emblem with "At the beginning of each end step, if it's not your turn, take an extra turn after this one"
-4: Target player chooses draw phase, main phase, or combat phase. During that player's next turn, he or she skips each instance of the chosen phase.
-11: You gain an emblem with "At the beginning of each end step, if it's not your turn, take an extra turn after this one"
5
Target player puts the top 7 cards of their library into their graveyard.
Retrace
Retrace
Tjoreesh found that unlearing old skills and habits was as hard as learning new ones.
Until end of turn whenever an instant or sorcery spell you cast other than Chronomancy would be put into the graveyard exile that spell instead.
At the beginning of your next upkeep but an instant or sorcery spell exiled by Chronomancy on top of your library.
At the beginning of your next upkeep but an instant or sorcery spell exiled by Chronomancy on top of your library.
Target player puts the top X cards of their library into their graveyard.
Scry X.
Scry X.
The future may be inevitable, but what is determined can be changed.
End the turn whenever a player resolves a spell during their own turn.
The few survivors in Mingaf found themselves without guidance or knowing how to build or forage. Worse, the chills of winter were encroaching.
Exile each creature you control, then return those creatures to the battlefield under their owner's control. For each creature exiled this way target player puts the top card of their library into their graveyard.
Flash
Time stood still may feel more impending than time moving forward.
2/2
Counter target instant or sorcery spell.
If a spell with retrace was countered this way you may draw a card.
If a spell with retrace was countered this way you may draw a card.
"Or we could not."- Ziyin
Hexproof
When Great Ocean's Lurker enters the battlefield draw a card.
When Great Ocean's Lurker enters the battlefield draw a card.
Those that attempted to cross the Great Ocean or had been warped there found that the monsters of lore were real.
3/4
Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
When Icebreaker Bowhead enters the battlefield you may draw a card if an opponent controls 2 or more tapped creatures.
When Icebreaker Bowhead enters the battlefield you may draw a card if an opponent controls 2 or more tapped creatures.
2/4
Shirk 1 
(
: Prevent the next 1 damage that would be dealt to this creature).
Whenever damage that would be dealt to Iceheart Scholar is prevented you may untap Iceheart Scholar.




Whenever damage that would be dealt to Iceheart Scholar is prevented you may untap Iceheart Scholar.
2/4
When Kindred Researcher enters the battlefield you may tap or untap target creature if you control at least one other blue creature.
Numbers and equations share a great universality.
1/2
Tap target creature. That creature doesn't untap during its controller's next untap step.
Retrace
Retrace
Shuffle four permanents you control into their owner's libraries: Gain control of target non-land permanent.
Everything familiar seemed fearsome and foreign.
4/4
Copy target instant or sorcery spell. You may choose new targets for the copy.
Retrace
Retrace
To imitation reduces the hard-work and study of magic to plagiarism.
Draw 2 cards.
Retrace
Retrace
The biomancers of Temdaquish and geyserclockers of Hoozti bore a unique vigor in learning to once again understand Quinnesheen.
Shuffle X target non-creature cards from your graveyard into your library, then draw that many cards.
"Look Ziyin, I'll just change the past so it didn't happen until the future. It's simple."- Aung
Look at the top 3 cards of your library. Add one to your hand and exile the other two. Whenever you cast a spell sharing a name with any card exiled by Shape the Future shuffle the exiled spell into your library and draw a card.

The biomancers from Temdaquish had the faulty arrogance think that design was their proeprty.
1/1
Shirk 1 
(
: Prevent the first 1 point of damage that would be done to this creature each turn.)
Whenever Stelgian Deepdiver shirks you may tap target creature.




Whenever Stelgian Deepdiver shirks you may tap target creature.
3/2
Whenever you cast an instant tap target untapped creature. If you can't tap an untapped creature return target tapped creature to its owner's hand instead.
Trarby tried his hand at founding a new settlement, one that would blow everyone away. Everyone was blown away, Trarby included.
As an additional cost to cast Suffer Apathy discard a card.
Counter target spell unless its controller pays X, where X was the discarded card's converted mana cost.
Counter target spell unless its controller pays X, where X was the discarded card's converted mana cost.
Flash
When Time Leaper enters the battlefield you may cast non-land spells as though they had flash until end of turn.
When Time Leaper enters the battlefield you may cast non-land spells as though they had flash until end of turn.
1/1
Until end of turn creatures you control gain prowess.
Retrace
Retrace
Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
At the beginning of your upkeep you may pay

. If you do draw a card for each +1/+1 counter on Whirlpool Leviathan.
At the beginning of your upkeep you may pay



4/5
Enchant creature
Enchanted creature gains flying and Shirk 1
(
: Prevent the next 1 damage that would be dealt to this creature).
Enchanted creature gains flying and Shirk 1




Prowess
If World's End Waterspout's toughness is 4 or greater draw a card at the beginning of your endstep.
If World's End Waterspout's toughness is 4 or greater draw a card at the beginning of your endstep.
2/2
Flash
When Ziyin, Steam Anticipator enters the battlefield instants you cast cost
less until end of turn.
Whenever you cast an instant you may pay
. If you do, return Ziyin to your hand.
When Ziyin, Steam Anticipator enters the battlefield instants you cast cost

Whenever you cast an instant you may pay

"As a time mage, I can extend my own."
1/2
Target player reveals their hand. You choose a non-land card from that player's hand. That player discards that card, then search that player's library for all cards with the same name as that card and exile them. Then that player shuffles his or her library.
Retrace
Retrace
At the beginning of your upkeep you lose 3 life.
Opponents can't cast spells with a converted mana cost equal to or higher than your life total.
: Each opponent sacrifices a permanent that has a converted mana cost higher than your life total.
Opponents can't cast spells with a converted mana cost equal to or higher than your life total.

6/7
Lonely if Charismatic Doomspeaker is the only spell you cast this turn you may have target opponent sacrifice a creature at the beginning of your next endstep.
The Twin had many agents, some more capable than Usher, but none as close.
0/2
Lifelink
If Constant Haunt is in your graveyard at the beginning of your upkeep you exile two creatures from your graveyard. If you do , you may cast Constant Haunt from your graveyard until end of turn.
If Constant Haunt is in your graveyard at the beginning of your upkeep you exile two creatures from your graveyard. If you do , you may cast Constant Haunt from your graveyard until end of turn.
2/2
Whenever you retrace a spell you may pay 
. If you do create a 2/2 black zombie token.


Not all the dead shambled out of the walls of Ambs. Some descended into the halls into the necropolis only to find a portal.
Target player reveals their hand. Choose up to one land and one nonland card in that player's hand. That player discards those cards.
The world can be the cruelest source of displacement.
For each creature each player controls that player chooses to either sacrifice it or pay 4 life.
"Choices must be made" Selk said, looking hungrily at the elven babes.
Fatalist Wayfarer can't block.
Whenever Fatalist Wayfarer attacks you may sacrifice a creature. If you do destroy all tapped creatures with the same toughness as the sacrificed creature.
Whenever Fatalist Wayfarer attacks you may sacrifice a creature. If you do destroy all tapped creatures with the same toughness as the sacrificed creature.
He ensures hopelessness remains.
4/3
Destroy target creature. Its controller loses 2 life and you gain 2 life.
One must be frugal and make use of all the parts of the body.
Whenever Flesheating Beetles deals combat damage to a player you pay 2 life. If you do put a +1/+1 counter on Flesheating Beetles.
THe beetles were always dangerous, Temdaquish only made them larger.
3/3
Lonely- If Gloomful Immortal is the only spell you cast this turn sacrifice another creature you control and gain life equal to its toughness at the beginning of the endstep.
As she aged relationships felt more and more emphemeral.
2/3
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Henbane Herbalist has deathtouch as long as the land settled by Henbane Herbalist is untapped.
Henbane Herbalist has deathtouch as long as the land settled by Henbane Herbalist is untapped.
2/3
Destroy target creature with a counter on it.
Even crimes of greed and wrath may comfort the perpetrator, but crimes of envy leave only a void to reemerge.
When Kindred Cultist enters the battlefield you may have target opponent lose 1 life and gain 1 life if you control another black creature.
The Doomspeaker's prophecies had been realized. The cultist's final task was to cement the truth into history.
2/1
Pay 1 life, tap a non-token creature: Put a 1/1 black human child token with lifelink onto the battlefield.
Through spells of impulse and time Usher found the one who whispered to him.
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Lands settled by Marblemaker have "

, sacrifice this land: Destroy target creature"
Lands settled by Marblemaker have "



5/3
Menace
Lonely- If Necropolis Breaker was the only spell you cast this turn target player loses life equal to the number of lands they control at the beginning of your next endstep.
Lonely- If Necropolis Breaker was the only spell you cast this turn target player loses life equal to the number of lands they control at the beginning of your next endstep.
6/6
As an additional cost to cast Obscure Truths pay 3 life.
Search your library for a card and put that card into your hand. Then shuffle your library.
Retrace
Search your library for a card and put that card into your hand. Then shuffle your library.
Retrace
Lifelink
Turning wicked magic towards good made the former doomspeaker an idol the the people. Her wicked tendencies, however, never left.
2/1
If Predator on the Town is the only black creature you control Predator on the Town gains +2/+0 and menace.
Eszweic was the only vampire in the settlement. No one else knew there were any vampires in the hamlet.
4/3
Enchant creature
Whenever the enchanted creature dies put a 2/2 black zombie token onto the battlefield under your control.
Whenever the enchanted creature dies put a 2/2 black zombie token onto the battlefield under your control.
Sacrifice a creature: target creature gets -0/-2 until end of turn. Activate this ability only during your main phase.
Without the proper consultation there was confusion between natural and magical ailments.
3/4
Exile target player's graveyard.
If at least one creature card was exiled this way put a 2/2 black zombie token onto the battlefield.
If at least one creature card was exiled this way put a 2/2 black zombie token onto the battlefield.
Whenever Violent Footsteps deals combat damage to a player you may exile a card from that player's graveyard and gain 1 life.
Some nights he still hears the footsteps of his former lover.
1/1
Creatures get -1/-1 until end of turn.
Retrace
Retrace
The heavy heart of sorrow pumps despair through the body. The despair so desperately desires to escape the body.
Put a 2/2 black vampire token with flying onto the battlefield.
Retrace
Retrace
Some vampires went wild and terrorized fledgling towns.
As an additional cost to cast Xihadru Draining pay 3 life unless an opponent controls a portal.
Target creature gets -X/-X until end of turn, where X is the number of swamps you control.
Target creature gets -X/-X until end of turn, where X is the number of swamps you control.
Deathtouch
Xolti Predator can't attack or block unless you sacrifice a creature.
Xolti Predator can't attack or block unless you sacrifice a creature.
Xolt Caya always was home to vicious predators, but no natural disasters warped the Grim Grove.
4/4
Lonely- If Angst-Burdened Giant is the only spell you cast this turn you may destroy target land at the beginning of the next end step.
Shum wanted to erase the sorrowful memories of Uw.
6/4
Enchant land
Whenever the enchanted land or a land sharing a name with the enchanted land becomes tapped Burning Horizon deals 3 damage to that land's controller.
Whenever the enchanted land or a land sharing a name with the enchanted land becomes tapped Burning Horizon deals 3 damage to that land's controller.
Lonely- If Cataclysm Caller was the only spell you cast this turn Cataclysm Caller deals 1 damage to all creatures you don't control at the beginning of the next endstep.
Though the Portal Crisis was a natural event, some still feel guilt over the tragedies that occurred.
3/5
Flying, haste
When Charring Wyrm attacks flip a coin for each creature defending player controls. For each flip you win Charring Wyrm deals 3 damage to a creature defending player controls.
When Charring Wyrm attacks flip a coin for each creature defending player controls. For each flip you win Charring Wyrm deals 3 damage to a creature defending player controls.
6/5
Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
Remove two +1/+1 counters from Chioric Hazard: Chioric Hazard gains doublestrike until end of turn.
Remove two +1/+1 counters from Chioric Hazard: Chioric Hazard gains doublestrike until end of turn.
2/3
Shirk 3
(
: Prevent the next 3 damage that would be dealt to this creature).
Whenever damage to Element Evader from a non-instant source would be prevented sacrifice Element Evader instead.


Whenever damage to Element Evader from a non-instant source would be prevented sacrifice Element Evader instead.
1/1
Emberseer can't block.
Lonely- if Emberseer is the only spell you cast this turn you may discard a card and draw two cards at beginning of the next end step.
Lonely- if Emberseer is the only spell you cast this turn you may discard a card and draw two cards at beginning of the next end step.
The smolders foretold many ill omens, but they did not tell an end.
2/2
Whenever a player casts a spell that player flips a coin. If that player called incorrectly shuffles that spell into his or her library, then reveals cards from the top of his or her library until he or she reveals a spell with a converted mana cost equal to or less than the spell cast, then casts that spell without paying its mana cost.
Flying
Whenever Eruption Phoenix deals combat to a player who controls more lands than you destroy target land that player controls.
Sacrifice 3 lands: return Eruption Phoenix from your graveyard to your hand.
Whenever Eruption Phoenix deals combat to a player who controls more lands than you destroy target land that player controls.
Sacrifice 3 lands: return Eruption Phoenix from your graveyard to your hand.
3/3
When you cast Geyser Blasts or a sorcery with a converted mana cost of 4 or more you may search your library for a card and exile it.
Whenever you cast a spell that shares a name with a card exiled by Geyser Blasts you have Geyser Blasts deal 4 damage to target creature or player.
Whenever you cast a spell that shares a name with a card exiled by Geyser Blasts you have Geyser Blasts deal 4 damage to target creature or player.
Destroy target artifact.
Add
to your mana pool.
Add


First attempts in recreating former luxuries performed by those who were unskilled often turned out disastrous.
Lonely- If Heartbroken Goblin is the only spell you cast this turn Heartbroken Goblin deals 2 damage to target creature you control at the beginning of the endstep.
Goblin hordes inspire confidence, courage, camaraderie. Others rarely understand the true complexity of goblin communities and relationships.
2/1
Target creature can't block this turn.
If that creature had a +1/+1 counter on it Ialma's Impishness deals 3 damage to that creature.
If that creature had a +1/+1 counter on it Ialma's Impishness deals 3 damage to that creature.
Discard two cards, then draw two cards and add 
to your mana pool.


Loss can make one realize they yearn for something new, something original, and the means to find such a thing.
When Kindred Hedonist enters the battlefield you may discard a card and then draw a card if you control another red creature.
Moments of shared happiness have a power that shared dread could never have.
2/1
Prowess
At the beginning of your endstep if Mingaf Hardheart's power is 2 or greater you may put a +1/+1 counter on Mingaf Hardheart.
At the beginning of your endstep if Mingaf Hardheart's power is 2 or greater you may put a +1/+1 counter on Mingaf Hardheart.
0/2
Prowess
Scouts of Tudaal Attuni found Elfhome within a reasonable distance from the settlement. The viashino would count the few remaining elves among the game creatures of the woods.
4/3
Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)

: Target blue or white creature can't block Outbursting Youth until end of turn.


1/2
Destroy target land. If a settled land was destroyed this way put a 1/1 red goblin token onto the battlefield tapped.
They had reason to celebrate, then had reason to cry.
Until end of turn target creature you control gains Shirk 2 
(
: Prevent the next 2 damage that would be dealt to this creature)
That creature fights target creature you don't control.




That creature fights target creature you don't control.
Choose 1
-Deal 4 damage to target creature.
-Deal 2 damage to two creatures at random.
-Deal 4 damage to target creature.
-Deal 2 damage to two creatures at random.
In the empty, nameless hills lightning finds whatever rods it can.
Deal 1 damage to all creatures. Whenever a creature dealt damage this way dies this turn, add
.

Perhaps none felt more despair than the Doomspeakers once the Usher removed the voice and cast aside the twin.
When you cast Terrorizer Cyclops, if an opponent has exactly one card in their hand they reveal their hand. Terrorizer Cyclops deals damage to that player equal to the revealed card's converted mana cost.
What they can see, they see clearly.
4/3
Haste, shirk 3 
(
: Prevent the next 3 damage that would be dealt to this creature).
Whenever damage that would dealt to Torchheart Loner is prevented Torchheart Loner deals 3 damage to its controller.




Whenever damage that would dealt to Torchheart Loner is prevented Torchheart Loner deals 3 damage to its controller.
4/3
Trample
Lonely At the beginning of your end step, if Unchallenged Gladiator is the only spell you cast this turn you may have Unchallenged Gladiator fight target creature.
Lonely At the beginning of your end step, if Unchallenged Gladiator is the only spell you cast this turn you may have Unchallenged Gladiator fight target creature.
The last of Hraki-Hraki's champions.
4/2
Damage dealt by Volcanic Spew can't be prevented.
Deal 4 damage to target creature.
Deal 4 damage to target creature.
Nothing of this world is hotter than the lava spewed from Chior's volcanoes.
Choose X target creatures. For each creature chosen this way flip a coin. For each flip you called correctly that creature gets +X/+0 until end of turn. For each flip you called incorrectly deal X damage to that creature.
There are few to learn from, less worth learning from.
Target creature you control gets +0/+3 until end of turn and then fights target creature.
Retrace
Retrace
Everyone can take their confusion and grief and swallow it, or punch with it.
Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
If they knew the ancient tongue of the Arbormen they could hear the stories passed down from the Arbormen's elders of how the portal crisis had happened before and how the short-lived survived.
6/6




Whenever a portal enters the battlefield under your control target creature gains trample until end of turn.
6/6
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Beauty of Grusheel is settled Beauty of Grusheel has hexproof. If Beauty of Grusheel is settled to a portal Beauty of Grusheel gains hexproof and haste.
As long as Beauty of Grusheel is settled Beauty of Grusheel has hexproof. If Beauty of Grusheel is settled to a portal Beauty of Grusheel gains hexproof and haste.
4/3



Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
4/4
Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
At the beginning of your combat phase Cornered Megatherium gains trample and vigilance if an opponent controls more creatures than you.
At the beginning of your combat phase Cornered Megatherium gains trample and vigilance if an opponent controls more creatures than you.
4/4
Flash
When Earthsculptor enters the battlefield you may return a land you control to your hand an then put a land onto the battlefield tapped. If either land is a portal put a +1/+1 counter on Earthsculptor.
When Earthsculptor enters the battlefield you may return a land you control to your hand an then put a land onto the battlefield tapped. If either land is a portal put a +1/+1 counter on Earthsculptor.
1/1
Creatures have deathtouch.
Everything can and will kill you.
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Explorer of the Unknown is settled to a portal Explorer of the Unknown and that land gain "
: Add two mana to of any color to your mana pool."
As long as Explorer of the Unknown is settled to a portal Explorer of the Unknown and that land gain "

1/2
Search your library for a basic land and add it to your hand. If that land shares a type with a land you control you may gain 3 life. Shuffle your library afterwards.
Even if it only looks like home.
Hexproof
: Untap target portal.

The dominion of exiles became a beacon of survival.
1/1
When Kerduuth, Portal Wayfinder enters the battlefield return all portals from each player's graveyard to the battlefield under your control tapped.
"Portals have been and always will be a part of our lives."- Kerduuth, Elfhome Refugee
2/4
When Kindred Explorer enters the battlefield you may untap target land if you control another green creature.
Exploring Quinnesheen, he met friends that he otherwise never would have connected with.
2/1
At the beginning of your upkeep, if you control three or more lands, you may draw a card. If you control 3 or more portals, you may draw two cards instead.
Where there is beauty there is inspiration.
Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
: Gain 1 life for each creature you control with a +1/+1 counter.

Runac flesh is lean filling and sustaining
3/4
Return a card from your graveyard to your hand. Then gain X life, where X is the converted mana cost of the card returned this way.
Vigilance
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Mystery of Craquim and lands Mystery of Craquim is settled to have hexproof.
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Mystery of Craquim and lands Mystery of Craquim is settled to have hexproof.
2/2
Whenever a non-token green creature enters the battlefield under your control you may scry 1.
Whenever a forest enters the battlefield under your control you may scry 1.
Whenever a forest enters the battlefield under your control you may scry 1.
Deathtouch, reach
When survivors flocked to the Grim Grove they found themselves at the mercy of those they had exiled.
3/2
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Novice Phytomancer is settled and tapped you may put a 1/1 green saproling token onto the battlefield at the beginning of your endstep.
As long as Novice Phytomancer is settled and tapped you may put a 1/1 green saproling token onto the battlefield at the beginning of your endstep.
1/2
Enchant creature
Enchanted creature gains +0/+1 and Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.).
Enchanted creature gains +0/+1 and Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.).
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Multiple creatures can settle the same land.
As long as Slumfounder is settled, Slumfounder gets +1/+1 for each other creature settled to the same land.
Multiple creatures can settle the same land.
As long as Slumfounder is settled, Slumfounder gets +1/+1 for each other creature settled to the same land.
1/1
Flash
When Social Gibbons enters the battlefield you may put a +1/+1 counter on target creature.
When Social Gibbons enters the battlefield you may put a +1/+1 counter on target creature.
Samoset exampled the gibbons, wild animals that were adept at success through cooperation.
3/2
Enchant creature
Put a +1/+1 counter on the enchanted creature. The enchanted creature gains "whenever this creature attacks you gain life equal to the number of +1/+1 counters on enchanted creature."
Put a +1/+1 counter on the enchanted creature. The enchanted creature gains "whenever this creature attacks you gain life equal to the number of +1/+1 counters on enchanted creature."
Target creature gets +3/+3 and gains trample until end of turn.
Beasts once hunted for challenge seemed all the more challenging when hunted for necessity.
Destroy target non-creature permanent.
Retrace
Retrace
Gintrusse thought he charted a footroute from Stelg to the newly founded Hammaran. All the relics salvaged ened up destroyed.
If a nontoken land would enter the battlefield under an opponent's control except the first one they play during their turn, instead exile it and you put a Forest land token onto the battlefield tapped.
Elfhome's title was no misnomer.
Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
Wandering Winterwhite enters the battlefield with a +1/+1 counter if you control more portals than each opponent.
Wandering Winterwhite enters the battlefield with a +1/+1 counter if you control more portals than each opponent.
Temdaquish's unattended biopools were becoming a hazard.
3/4
Shirk 1 
(
: Prevent the first point of damage that would be done to this creature each turn.)
Whenever Shoal of Minnows shirks target creature gets -2/-0 until end of turn. If that creature was attacking it gets -4/-0 until end of turn instead.




Whenever Shoal of Minnows shirks target creature gets -2/-0 until end of turn. If that creature was attacking it gets -4/-0 until end of turn instead.
2/2
Exile a non-land card from a player's graveyard, then return all cards with the same name as the exiled card to their owners' hands.
Retrace
Retrace
Destroy target land. Its controller discards a card.
Lonely- If A House Burned is the only spell you cast this turn destroy target land and that land's controller discards a at the beginning of the next endstep.
Lonely- If A House Burned is the only spell you cast this turn destroy target land and that land's controller discards a at the beginning of the next endstep.
Haste, Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
: Add 
to your mana pool. Activate this ability only if Sinew Shaman has two or more +1/+1 counters on it.



1/2
+1: Reveal the top card of your library. If a land is revealed this way put it onto the battlefield. Otherwise, put it into your graveyard.
-3: Deal X damage to target creature or player, where X is the number of lands you control.
-3: Until end of turn whenever you cast a spell you may sacrifice a land. If you do, that spell deals an additional 2 damage to target creature or player.
-3: Deal X damage to target creature or player, where X is the number of lands you control.
-3: Until end of turn whenever you cast a spell you may sacrifice a land. If you do, that spell deals an additional 2 damage to target creature or player.
3
Vigilance,
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Whenever a land settled by Walled Canopy Defender becomes tapped you may gain 1 life.
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Whenever a land settled by Walled Canopy Defender becomes tapped you may gain 1 life.
1/3

Defender
When Doubleblast Bomb dies deal 2 damage to up to two target creatures.
When Doubleblast Bomb dies deal 2 damage to up to two target creatures.
"Weapons are our greatest legacy, and should be built before houses."- Kjegg, Hraki-Hraki escapee.
1/3
Equipped creature gets +1/+0 and gains vigilance.
Equip
Equip

Epoma had an idea after she how her livestock reacted when chewing the wild herb.
Sacrifice a land,
: Put four 0/2 colorless artifact creature-wall tokens with defender onto the battlefield.

Walls can protect against monsters outside, but they cannot bolster morale of those inside.

Time and resources limited the capabilities of architectural productions.
Whenever you are dealt damage put a charge counter on Pain Bomb.
When Pain Bomb has 3 charge counters on it, sacrifice it and deal 3 damage to target player.
When Pain Bomb has 3 charge counters on it, sacrifice it and deal 3 damage to target player.

Trarby tried not to view the Portal Crisis as a crisis.



When Scrap Helper enters the battlefield you may put a +1/+1 counter on Scrap Helper if you have two or more artifacts in your graveyard.
1/2
Equipped creature gets +4/+0.
Equip:
If Sword of Legacy is in your graveyard you may tap a creature you control. If you do return Sword of Legacy to the battlefield.
Equip:

If Sword of Legacy is in your graveyard you may tap a creature you control. If you do return Sword of Legacy to the battlefield.
Trampled Heirloom enters the battlefield tapped.
Put the top card of your library into your graveyard,
: Add one mana of any color to your mana pool.
Put the top card of your library into your graveyard,

Equipped creature gains +2/+1 and "whenever this creature deals combat damage to a player you may tap target land that player controls."
Eqip
Eqip

Tap a creature,
: Gain 3 life draw a card, put +1/+1 counter on the creature you tapped, and you gain hexproof until the beginning of your next upkeep.

Ziyin had more vision than a settlement- she wanted a symbol of civilization's true greatness.




























If Portal of Hope would enter the battlefield during the turn you cast a spell sacrifice Portal of Hope.
You can't cast spells during the turn that Portal of Hope enters the battlefield.
: Add one mana of any color to your mana pool.
You can't cast spells during the turn that Portal of Hope enters the battlefield.

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