Ersatz
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Create a 2/2 white Knight creature token with vigilance.
If you control an Equipment, you may attach it to that token.
If you control an Equipment, you may attach it to that token.
White creatures you control get +1/+1.
Whenever one or more white creatures you control attack, you may tap target creature.
Whenever one or more white creatures you control attack, you may tap target creature.
Create a 2/2 white Knight creature token with vigilance.
Exile all creatures. Each player creates a 1/1 white Citizen creature token for each creature he or she owned that was exiled this way.
Create a 1/1 white Citizen creature token.
Chorus — If there's a card named Gather the Farmhands in your graveyard,you gain 1 life for each Citizen you control.
Chorus — If there's a card named Gather the Farmhands in your graveyard,you gain 1 life for each Citizen you control.
When Guardian's Banner arrives, create a 2/3 white Horse creature token, then attach Guardian's Banner to it.
Equipped creature has first strike.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature has first strike.
Equip


Chorus — If there's a card named Harmonizing Villagers in your graveyard, you may cast Harmonizing Villagers as though it had flash.
Create three 1/1 white Citizen creature tokens.
Create three 1/1 white Citizen creature tokens.
Create two 2/2 white Knight creature tokens with vigilance, then exile target creature until you control no Knight creatures.
When Holy Vestments arrives, create two 1/2 white Cleric creature tokens with lifelink, then attach Holy Vestments to one of them.
Equipped creature gets +0/+3.
Equipped creatures you control get +1/+0.
Equip
Equipped creature gets +0/+3.
Equipped creatures you control get +1/+0.
Equip

Whenever a Knight arrives under your control, you may pay
. If you do, create a 2/3 white Horse creature token.
Whenever a Horse you control attacks, target Knight creature you control gets +1/+1 until end of turn.

Whenever a Horse you control attacks, target Knight creature you control gets +1/+1 until end of turn.
When Pegasus Breeding Program arrives, create a 2/3 white Horse creature token.
Horses you control have flying.
Horses you control have flying.
Whenever you create a token, you gain 2 life.
At the beginning of your upkeep, if you control ten or more tokens, you win the game.
At the beginning of your upkeep, if you control ten or more tokens, you win the game.
At the beginning of your upkeep, if you control no creatures, create a 2/2 white Knight creature token with vigilance.

: Creatures you control get +1/+1 until end of turn.


Enchant creature
Enchanted creature gets +0/+3 and can block any number of creatures.
Inherit (When enchanted creature dies, if it wasn't a Citizen, create a 1/1 white Citizen creature token and return Sense of Duty to the battlefield attached to it.)
Enchanted creature gets +0/+3 and can block any number of creatures.
Inherit (When enchanted creature dies, if it wasn't a Citizen, create a 1/1 white Citizen creature token and return Sense of Duty to the battlefield attached to it.)
Enchant creature
Enchanted creature gets +1/+1 and had lifelink.
Inherit (When enchanted creature dies, if it wasn't a Citizen, create a 1/1 white Citizen creature token and return Silken Mantle to the battlefield attached to it.)
Enchanted creature gets +1/+1 and had lifelink.
Inherit (When enchanted creature dies, if it wasn't a Citizen, create a 1/1 white Citizen creature token and return Silken Mantle to the battlefield attached to it.)
Creatures you control get +0/+1.
Focus
(You may cast this for its focus cost. If you do, it enters the battlefield transformed and attached to a 1/1 white Citizen creature token. Transform it if that creature dies.)
Focus

Enchant creature
Enchanted creature gets +0/+1.
Enchanted creature gets +0/+1.
Enchant creature
When Take as Squire arrives, create a 2/2 white Knight creature token with vigilance.
Enchanted creature has base power and toughness 1/1.
When Take as Squire arrives, create a 2/2 white Knight creature token with vigilance.
Enchanted creature has base power and toughness 1/1.
If a permanent you control was dealt damage this turn, The Cavalry Arrives costs
less to cast.
Create a 2/2 white Knight creature token with vigilance and a 2/3 white Horse creature token.

Create a 2/2 white Knight creature token with vigilance and a 2/3 white Horse creature token.
Create two 1/1 white Citizen creature tokens.
Create two 1/1 white Citizen creature tokens, then populate. (Create a token that's a copy of a creature token you control.)
When Aquatic Spyglass arrives, create a 2/2 blue Merfolk creature token, then attach Aquatic Spyglass to it.
Whenever equipped creature attacks, scry 1.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature attacks, scry 1.
Equip


Blue creatures you control get +0/+1.
Spells your opponents cast that target blue creatures you control cost
more to cast.
Spells your opponents cast that target blue creatures you control cost

Target opponent chooses three. They may choose the same mode multiple times.
• You draw a card.
• You create two 1/1 blue Faerie creature tokens with flying.
• You draw a card.
• You create two 1/1 blue Faerie creature tokens with flying.
Create a 1/1 blue Faerie creature token with flying.
When Commerce of the Shoals arrives, create a 2/2 blue Merfolk creature token.
At the beginning of your end step, you may tap or untap target Merfolk. If you tap a Merfolk this way, scry 1.
At the beginning of your end step, you may tap or untap target Merfolk. If you tap a Merfolk this way, scry 1.
Crowd Interference costs
less to cast for each blue creature you control.
Counter target spell unless its controller pays
.

Counter target spell unless its controller pays

Enchant creature
When enchanted creature dies, if it wasn't an Illusion, create an 6/6 blue Illusion creature token with "When this becomes the target of a spell or ability, sacrifice it." Return Dying Thoughts to the battlefield attached to that token, then draw two cards.
When enchanted creature dies, if it wasn't an Illusion, create an 6/6 blue Illusion creature token with "When this becomes the target of a spell or ability, sacrifice it." Return Dying Thoughts to the battlefield attached to that token, then draw two cards.
Return target artifact or creature to its owner's hand. That player creates a 1/1 blue Faerie creature token with flying.
Create an 6/6 blue Illusion creature token with "When this becomes the target of a spell or ability, sacrifice it."
Whenever a spell you own is countered, return that card to your hand.
, Counter a spell you control: Create a 1/1 blue Faerie creature token with flying.

Target player puts the top four cards of his or her library into his or her graveyard. If that player puts an instant or sorcery into his or her graveyard this way, create a 1/1 blue Faerie creature token with flying.
Target player puts the top three cards of his or her library into his or her graveyard.
Chorus — If there's a card named Grinding Cacophony in your graveyard, draw a card.
Chorus — If there's a card named Grinding Cacophony in your graveyard, draw a card.
Counter target noncreature spell unless its controller pays
. If that player pays, create a 2/1 blue Wizard creature token with ward
.


Counter target spell you don't control. Its controller creates a 6/6 blue Illusion creature token with "When this becomes the target of a spell or ability, sacrifice it."
When Mirror Shards arrives, create a 1/1 blue Faerie creature token with flying, then attach Mirror Shards to it.
Equipped creature gets +0/+2.
Equipped creatures you control have hexproof.
Equip
Equipped creature gets +0/+2.
Equipped creatures you control have hexproof.
Equip

Exile target creature. Its controller creates a 6/6 blue Illusion creature token with "When this becomes the target of a spell or ability, sacrifice it."
Create a 2/2 blue Merfolk creature token.
Chorus — If there's a card named Riversong in your graveyard, scry 2.
Chorus — If there's a card named Riversong in your graveyard, scry 2.
When Times Imagined arrives, create a 6/6 blue Illusion creature token with "When this becomes the target of a spell or ability, sacrifice it."
Whenever an Illusion arrives, take an extra turn after this one.
Whenever an Illusion arrives, take an extra turn after this one.
Create a 1/1 blue Faerie creature token with flying, then counter target spell unless its controller pays
for each creature you control with flying.

Black creatures you control get +1/+1 and have menace.
Create three 0/0 black Germ creature tokens.
Whenever a creature dies this turn, target player loses 1 life.
Whenever a creature dies this turn, target player loses 1 life.
When Ceremonial Cords arrives, create an [Insect].
Equipped creature gets +1/+1.
Whenever an equipped creature you control dies, each opponent loses 1 life.
Equip
Equipped creature gets +1/+1.
Whenever an equipped creature you control dies, each opponent loses 1 life.
Equip

Create a 4/4 black Horror creature token with menace.
Each player loses 2 life.
Each player loses 2 life.
Destroy target creature.
Chorus — If there's a card named Death Knell in your graveyard, you may exile Death Knell and all cards named Death Knell from your graveyard. If you do, each opponent sacrifices a creature.
Chorus — If there's a card named Death Knell in your graveyard, you may exile Death Knell and all cards named Death Knell from your graveyard. If you do, each opponent sacrifices a creature.
Create a tapped 2/2 black Zombie creature token.
Chorus — If there's a card named Dread Chorus in your graveyard, you may pay
and exile this spell. If you do, return up to one card with that name from your graveyard to your hand.
Chorus — If there's a card named Dread Chorus in your graveyard, you may pay

Destroy target creature. Its controller creates a 2/2 black Zombie creature token.
Create two 2/2 black Zombie creature tokens.
Up to one target creature gets -X/X until end of turn, where X is the total power among Zombies you control.
Up to one target creature gets -X/X until end of turn, where X is the total power among Zombies you control.
Create a tapped 2/2 black Zombie creature token.
Target player creates a 0/0 black Germ creature token. That player draws a card and loses 1 life.
When Night Terrors arrives, create a 4/4 black Horror creature token with menace.
Creatures must tap to block Horror creatures you control.
Creatures must tap to block Horror creatures you control.
When Reinforcement Lattice arrives, create a 0/0 black Germ creature token, then attach this to it.
Equipped creature gets +1/+1.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +1/+1.
Equip


When Resilient Infection arrives, create a 0/0 black Germ creature token.
Germ creatures you control get +1/+1.
Germ creatures you control get +1/+1.
Exile target card from a graveyard. Create a 2/2 black Zombie creature token.
Return target creature or sorcery card from your graveyard to your hand.
Create a 4/4 black Horror creature token with menace.
If a creature died this turn, create two 0/0 black Germ creature tokens.
Chorus — If there's a card named Song of the Lost in your graveyard, exile it and this, then put a +1/+1 counter on each creature you control.
If a creature died this turn, create two 0/0 black Germ creature tokens.
Chorus — If there's a card named Song of the Lost in your graveyard, exile it and this, then put a +1/+1 counter on each creature you control.
Enchant player
At the beginning of enchanted player's end step, that player creates a 4/4 black Horror creature token with menace.
Whenever a Horror arrives, enchanted player loses 4 life.
At the beginning of enchanted player's end step, that player creates a 4/4 black Horror creature token with menace.
Whenever a Horror arrives, enchanted player loses 4 life.
Create two 1/1 red Goblin creature tokens.
Chorus — If there's a card named Atonal Choir in your graveyard, those tokens gain haste until end of turn.
Chorus — If there's a card named Atonal Choir in your graveyard, those tokens gain haste until end of turn.
Red creatures you control get +1/+0.
Damage dealt to and by red creatures you control is dealt as though its source had faze. (Use power rather than toughness to determine lethal damage to creatures marked with faze damage.)
Damage dealt to and by red creatures you control is dealt as though its source had faze. (Use power rather than toughness to determine lethal damage to creatures marked with faze damage.)
When Brazen Crown arrives, create a 2/1 red Warrior creature token and attach Brazen Crown to it.
Equipped creature gets +1/+0, has haste, and attacks each combat if able.
Equip
Equipped creature gets +1/+0, has haste, and attacks each combat if able.
Equip

Call by Scent deals 1 damage to target creature.
Create a 1/1 red Goblin creature token.
Create a 1/1 red Goblin creature token.
Choose one —
• Careless Conjuration deals 3 damage to target creature.
• Create a 3/3 red Elemental creature token. It deals 3 damage to you.
• Careless Conjuration deals 3 damage to target creature.
• Create a 3/3 red Elemental creature token. It deals 3 damage to you.
Create a 2/1 red Warrior creature token.
Chorus — If there's a card named Chordal Battlecry in your graveyard, that token gains haste until end of turn.
Chorus — If there's a card named Chordal Battlecry in your graveyard, that token gains haste until end of turn.
When Energy Storm arrives, create a 3/3 red Elemental creature token.
Elemental creatures you control have haste.
Elemental creatures you control have haste.
Faze (Use power rather than toughness to determine lethal damage to creatures marked with faze damage)
Choose one —
• Frightful Bellow deals 4 damage to target permanent.
• Create a 4/3 red Giant creature token with faze.
Choose one —
• Frightful Bellow deals 4 damage to target permanent.
• Create a 4/3 red Giant creature token with faze.
Create two 2/1 red Warrior creature tokens. They gain haste until end of turn. Sacrifice them at the begining of the next end step.
Painful Discord deals two damage to target creature.
Chorus — If there's a card named Painful Discord in your graveyard, Painful Discord deals two damage to target player.
Chorus — If there's a card named Painful Discord in your graveyard, Painful Discord deals two damage to target player.
When Practice Grounds arrives, create a 2/1 red Warrior creature token.
Whenever a Warrior deals combat damage to a player, destroy target artifact that player controls.
Whenever a Warrior deals combat damage to a player, destroy target artifact that player controls.
Choose one —
• Target creature you control gets +3/+3 until end of turn.
• Target creature token you control loses all abilities and becomes a green Treefolk with trample and with base power and toughness 5/5.
• Target creature you control gets +3/+3 until end of turn.
• Target creature token you control loses all abilities and becomes a green Treefolk with trample and with base power and toughness 5/5.
Green creatures you control get +1/+1.
Whenever a green creature arrives under your control, untap target permanent.
Whenever a green creature arrives under your control, untap target permanent.
Create a 5/5 green Treefolk creature token with Trample.
Create an 2/2 green Elf creature token.
Chorus — If there's a card named Elvish Mysticism in your graveyard, draw a card.
Chorus — If there's a card named Elvish Mysticism in your graveyard, draw a card.
Enchant land
Enchanted land is a Forest.
Whenever enchanted land becomes tapped, create a 0/1 green Plant creature token.
Enchanted land is a Forest.
Whenever enchanted land becomes tapped, create a 0/1 green Plant creature token.
If one or more tokens would be created under your control this turn, that many tokens plus one 0/1 green Plant creature token are created instead.
Draw a card.
Draw a card.
When Heraldic Bow arrives, create a 2/2 green Elf creature token and attach Heraldic Bow to it.
Equipped creature gets +1/+0 and has reach.
Equip
Equipped creature gets +1/+0 and has reach.
Equip

Phytoclasm deals 2 damage to each creature with flying.
Create a 5/5 green Treefolk creature token with Trample.
Whenever a non-Plant creature dies, its controller creates a 0/1 green Plant creature token.
Create two 0/1 green Plant creature tokens.
Create a 0/1 green Plant creature token.
Search your library for a Forest card and put it onto the battlefield tapped, then shuffle your library.
Search your library for a Forest card and put it onto the battlefield tapped, then shuffle your library.
Choose one —
• Create two 2/2 green Elf creature tokens.
• Create a 3/4 green Beast creature token with reach.
Chorus — If there's a card named Song of the Hunt in your graveyard, you may exile it. If you do, choose both.
• Create two 2/2 green Elf creature tokens.
• Create a 3/4 green Beast creature token with reach.
Chorus — If there's a card named Song of the Hunt in your graveyard, you may exile it. If you do, choose both.
When Sunward Boughs arrives, create a 5/5 green Treefolk creature token with Trample.
Treefolk creatures you control have reach.
Treefolk creatures you control have reach.
Create a 0/1 green Plant creature token, then distribute two +1/+1 counters among creatures you control.
You may cast Aura spells without declaring a target.
Whenever an Aura spell has no targets, create a 2/2 green Elf creature token. It becomes the target of that spell.
Whenever an Aura spell has no targets, create a 2/2 green Elf creature token. It becomes the target of that spell.
When Baneful Imprisonment arrives, exile target creature.
When Baneful Imprisonment leaves the battlefield, that creature's owner creates a 1/1 white Citizen creature token.
When Baneful Imprisonment leaves the battlefield, that creature's owner creates a 1/1 white Citizen creature token.
At the beginning of your end step, destroy all Illusions. Then each creature becomes an Illusion in addition to its other types.
Counter target spell unless its controller pays
. If that player does, create a 0/3 colorless Wall artifact creature token with defender.

If a player would create a token this turn, that player creates a 0/0 black Germ creature token instead.
Draw a card.
Draw a card.




Tap three untapped Citizen creatures you control: Create two 0/1 green Plant creature tokens.
Populate. (Create a token that's a copy of a creature token you control.)
Chorus — If there's a card named Spring Festival in your graveyard, shuffle Spring Festival and all cards in your graveyard that share a name with it into your library. Then put a +1/+1 counter on each creature you control.
Chorus — If there's a card named Spring Festival in your graveyard, shuffle Spring Festival and all cards in your graveyard that share a name with it into your library. Then put a +1/+1 counter on each creature you control.
Exile target creature, planeswalker, or nonbasic land. Its controller creates a 4/4 black Horror creature token with menace.
Reveal the top X cards of your library. Create a 0/1 green Plant creature token for each land card revealed this way, then put a land card revealed this way onto the battlefield tapped, a nonland card revealed this way into your hand, and any number of the rest on the bottom of your library and the rest on top in any order.
Create a token that's a copy of target permanent.
Creature either a 2/2 white Knight creature token with vigilance or a 1/1 blue Faerie creature token with flying. That token arrives with a shield counter on it.
Creatures your opponents control can't attack unless their controller pays
for each of those creatures.
At end of combat, if you were the defending player for one or more unblocked attacking creatures, create a 0/3 colorless Wall artifact creature token with defender.

At end of combat, if you were the defending player for one or more unblocked attacking creatures, create a 0/3 colorless Wall artifact creature token with defender.
When Dream Tapestry arrives, create a 0/3 colorless Wall artifact creature token with defender and attach Dream Tapestry to it.
Equipped creature has "
: Produce one mana of any color."
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature has "

Equip




Chorus —





Whenever you spend mana produced by Birthing Puddle to cast an instant spell, you may pay






















Whenever you attack with two or more creatures, you may pay








Tap three untapped creatures you control: Untap Patchwork Fields.
Flying
1/1
0/1
3/3
1/1
Defender
0/3
0/0
2/2
Lifelink
1/2
Vigilance
2/2
When this becomes the target of a spell or ability, sacrifice it.
6/6
1/1
Trample
5/5
2/1
2/2
2/2
2/3
Menace (This creature can't be blocked except by two or more creatures.)
4/4
Deathtouch
1/1
Reach
3/4
Faze (Use power rather than toughness to determine lethal damage to creatures marked with faze damage)
4/3
Ward 

2/1
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Ersatz: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | The Tokens | Cycles | Themes, Mechanics, and Brainstorming |
Whenever a Citizen you control blocks, you gain 1 life.
2016-06-08 17:35:18 by Link