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Showing 30 of 30 White cards
Go to section: White (30) Blue (30) Black (30) Red (30) Green (31) Multicolour (50) Artifact (18) Land (6)
Show rarities: N C U R M
Tap target creature.
Illuminate (Exile the top card of your library. You may play that card as long as it is in exile. At the beginning of your upkeep, put an illuminated card you own into your graveyard.)
Illuminate (Exile the top card of your library. You may play that card as long as it is in exile. At the beginning of your upkeep, put an illuminated card you own into your graveyard.)
Destroy target tapped creature.
Illuminate (Exile the top card of your library. You may play that card as long as it is in exile. At the beginning of your upkeep, put an illuminated card you own into your graveyard.)
Illuminate (Exile the top card of your library. You may play that card as long as it is in exile. At the beginning of your upkeep, put an illuminated card you own into your graveyard.)
Each player can't cast more than one noncreature spell each turn.
Destroy target enchantment
Burrow (Whenever this attacks, you may exile it. If you do, return it to the battlefield tapped and attacking on your next turn's combat phase. It can't be blocked during that combat.)
1/2
Exile each attacking creature. Return them to the battlefield under their owners’ control at the beginning of their owners’ upkeeps.
Squadron (Any creatures with squadron, and up to one without, can attack in a band. Bands are blocked as a group.)
Whenever a band of three or more creatures you controls attacks, create a 2/2 red and white Dwarf creature token with Squadron tapped and attacking in that band.
Whenever a band of three or more creatures you controls attacks, create a 2/2 red and white Dwarf creature token with Squadron tapped and attacking in that band.
2/3
Vigilance
Dwarven Axethrower enters the battlefield with two Battleaxe tokens attached to it. (They're Equipment artifacts with "Equipped creature gets +2/+1" and Equip
.)
, Unattach an Equipment from Dwarven Axethrower: Dwarven Axethrower deals 2 damage to target attacking or blocking creature.
Dwarven Axethrower enters the battlefield with two Battleaxe tokens attached to it. (They're Equipment artifacts with "Equipped creature gets +2/+1" and Equip


0/2
Squadron (Any creatures with squadron, and up to one without, can attack in a band. Bands are blocked as a group.)
3/5
Create two Battleaxe tokens. (They're Equipment artifacts with "Equipped creature gets +2/+1" and Equip
.)

When Dwarven Cleric enters the battlefield, if you control an equipment or aura, you gain 3 life.
3/2
Squadron (Any creatures with squadron, and up to one without, can attack in a band. Bands are blocked as a group.)
2/2
Squadron
Whenever a band of three or more creatures you control attacks, Illuminate.
Whenever a band of three or more creatures you control attacks, Illuminate.
2/3
Forgetender has Vigilance as long as you control an artifact.
2/2
Flash
When Gathering Light enters the battlefield, Illuminate (Exile the top card of your library. You may play that card as long as it is in exile. At the beginning of your upkeep, put an illuminated card you own into your graveyard.)
Whenever you illuminate, target creature you control gets +1/+1 until end of turn.
When Gathering Light enters the battlefield, Illuminate (Exile the top card of your library. You may play that card as long as it is in exile. At the beginning of your upkeep, put an illuminated card you own into your graveyard.)
Whenever you illuminate, target creature you control gets +1/+1 until end of turn.
Creatures you control have Squadron.
Rather than the defending player, you assign the combat damage of each creature that blocks attacking creatures you control. (You can divide those creatures’ combat damage as you choose among any of the creatures it is blocking.)
Rather than the defending player, you assign the combat damage of each creature that blocks attacking creatures you control. (You can divide those creatures’ combat damage as you choose among any of the creatures it is blocking.)
4/4
Enchant Creature
Enchanted creature has Defender
Enchanted creature has Defender
Whenever you illuminate for the first time each turn, put a +1/+1 counter on Lightkeeper Dwarf.
3/3
Squadron (Any creatures with squadron, and up to one without, can attack in a band. Bands are blocked as a group.)
Whenever Militant Dwarf attacks, untap another target creature attacking in a band with it.
Whenever Militant Dwarf attacks, untap another target creature attacking in a band with it.
2/3
Vigilance
Burrow (Whenever this attacks, you may exile it. If you do, return it to the battlefield attacking on your next turn's combat phase. It can't be blocked during that combat.)
Burrow (Whenever this attacks, you may exile it. If you do, return it to the battlefield attacking on your next turn's combat phase. It can't be blocked during that combat.)
1/3
Priest of Armaments costs
less to cast for each equipped creature you control.
You may activate Equip abilities anytime you could cast an instant.

You may activate Equip abilities anytime you could cast an instant.
3/4
Whenever a card you own is put into exile, you gain 1 life.
2/2
Enchant Permanent
When you cast Slowdown Hexrune, you may create a Battleaxe. If you do, this spell targets it.
You may target opponents’ creatures with enchanted equipment’s Equip abilities.
Enchanted or equipped creature’s activated abilities can’t be activated.
When you cast Slowdown Hexrune, you may create a Battleaxe. If you do, this spell targets it.
You may target opponents’ creatures with enchanted equipment’s Equip abilities.
Enchanted or equipped creature’s activated abilities can’t be activated.
Destroy target artifact or enchantment. You gain 4 life.


2/3
Burrow (Whenever this attacks, you may exile it. If you do, return it to the battlefield tapped and attacking on your next turn's combat phase. It can't be blocked during that combat.)
Whenever Tunnel Duelist becomes blocked, it gains Double Strike until end of turn.
Whenever Tunnel Duelist becomes blocked, it gains Double Strike until end of turn.
3/4
3/1
Lifelink
Tunnelphase Ghast cant be blocked, except by creatures that entered the battlefield this turn.
Whenever Tunnelphase Ghast attacks, the defending player may return a burrowed creature card they own to the battlefield.
Tunnelphase Ghast cant be blocked, except by creatures that entered the battlefield this turn.
Whenever Tunnelphase Ghast attacks, the defending player may return a burrowed creature card they own to the battlefield.
1/1
Protection from enchanted creatures. (This can’t be blocked, targeted, or dealt damage by enchanted creatures)
1/1
Go to section: White (30) Blue (30) Black (30) Red (30) Green (31) Multicolour (50) Artifact (18) Land (6)
Show rarities: N C U R M
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Mechanics | Skeleton | Planning |
2019-09-18 18:39:21 by continuumg