Multiverse Design Challenge

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Showing 50 of 566 Multicolour cards

Go to section: Colourless (139) White (392) Blue (434) Black (312) Red (466) Green (349) Multicolour (566) Hybrid (141) Split (38) Artifact (241) Land (182) Scheme (17) Plane (11)

Show rarities: N U R M

 M 
Planeswalker – Obzedat
-1: Each opponent loses 1 life. You gain life equal to the life lost this way.
-4: Destroy target permanent with converted mana cost equal to or less than the number of cards in your graveyard.
0: Exile Obzedat Eternal. At the beginning of your next upkeep, return them to the battlefield under your control.
7
 C 
Creature – Beast Shaman
{t}, Pay 1 life: Tap target creature, it's controller loses 1 life.
2/3
 U 
Creature – Human Cleric
When Patron Preacher dies gain 3 life and target opponent discards a card.
If I do not rise I pray that my teachings aid one who will be Perfected.
3/3
 R 
Creature – Demon
Defender
Personal Demon's power and toughness are equal to the highest life total of an opponent.
{12}{w}{b}: Personal Demon loses defender until end of turn.
*/*
 R 
Enchant – World
Creatures get +1/+1 and gain haste and Protection from Elementals.
As long as Personal In Car Nation is in play, whenever a player plays a red spell, all creatures gain defender.
Whenever a player plays a green spell, all creatures lose defender.
At the beginning of your upkeep, sacrifice a land for each player, or sacrifice Personal In Car Nation
 M 
Planeswalker – Terhan
+1: Target creature gains lifelink until end of turn.
-2: Destroy target creature that attacked last turn.
-6, Pay X life: put a target creature from a graveyard into play under your control for each 1 life paid this way.
4
 U 
Instant
Choose one —
• Put two 1/1 white Spirit creature tokens with flying onto the battlefield.
• Exile target creature you control and target creature you don't control.
• Return target permanent card from your graveyard to your hand.
 R 
Legendary Creature – Skeleton Pirate
You, and permanents you control have protection from auras.
{2}{w}{b},{t}: Exile all creatures you control. At end of turn, return The Dread Helmsman, Maroney to the battlefield with a +1/+1 counter on it, and return all other creatures to the battlefield, with a -1/-1 counter on them.
"Where did you dig him up?"
2/2
 M 
Creature – Demon
Tithing Demon's power and toughness are each equal to your life total.

Whenever Tithing Demon attacks or blocks, you lose half your life, rounded up.
*/*
 R 
Instant
Exile target permanent. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle their library.
 C 
Creature – Thrull
Desolation – sacrifice Vindicator's Pet and two other white and/or black creatures: destroy target permanent.
1/2
 U 
Creature – Spirit
Intimidate
Wandering Damned can't block white or black creatures.
"Children work, adults will play.
See The Damned? Run away."
-Akrov Mystery Rhyme
2/3
 U 
Instant
Target creature loses all abilities until end of turn.
Target creature gains first strike until end of turn.
"Ah! Your form laid bare, I see where every weakness lies! I shall direct my blows accordingly."
Creature – Time Elemental
When Always Time for Brute Force enters the battlefield, put a -1/-1 counter on all creatures.
Creatures enter the battlefield with an additional +1/+1 counter.
 R 
Instant
As an additional cost to Coming of the Great One, sacrifice fifteen permanents.
Search your library and graveyard for a creature card with converted mana cost 15 or less and cast that card without paying its mana cost, then shuffle your library.
 U 
Enchantment
Whenever a creature dies, exile it, then untap each other creature.
To forget the dead is to forget all they have done in life.
{b}{g}
 
 U 
Instant
Target creature becomes 0/0 until end of turn.
Fee, Fie... Oh. Ew.
Creature – Bat
Flying, Lifelink
When Giant Bats enters the battlefield, you may have it fight target creature.
3/3
Sorcery
Exile all cards in all graveyards that have an ability.
Sorcery
Choose one:
- Create a 4/4 green baloth token. It can't block.
- Create a 2/2 black zombie token.
- Return up to two target creature cards from your graveyard to your hand.
{4}{b}{g}
 
 M 
Creature – Incarnation
If a creature an opponent controls would be dealt combat damage, exile that creature instead. Then distribute a number of +1/+1 counters equal to that creature's converted mana cost among any number of creatures that blocked or became blocked by that creature this turn.
6/6
Legendary Creature – Human Monk
First strike, hexproof
Whenever Narset, Scream of the Voiceless attacks, exile the top four cards of your library.
Pay 1 life: Put a creature card exiled with Narset this turn onto the battlefield.
3/2
Instant
Choose two
•Draw 2 cards and lose 2 life.
•Put a land from your hand onto the battlefield.
•Destroy target permanent.
•Return target creature from your graveyard to your hand.
 U 
Enchantment – Aura
Enchant creature
Other creatures that share a creature type with enchanted creature get -1/-1. Enchanted creature gets +1/+1 for each creature affected this way.
Enchanted creature can't be blocked except by creatures that share a creature type with it.
 R 
Enchantment
Hexproof
Whenever a creature dies, investigate.
Whenever you sacrifice a Clue, put a +1/+1 counter on Shadows Over Innistrad. Then, if there are 10 or more +1/+1 counters on Shadows Over Innistrad, transform it.
Twisted Moorlands
 
 R 
Land Creature
Vigilance, trample, protection from spells
{t}: Produce {c}{c}.
Whenever a creature dies, put a +1/+1 counter on Twisted Moorlands and draw a card.
0/0
 U 
Creature – Elf Minion Shaman
Corrupt (When a creature you control is targeted by Ungodly Oathdealer, put a Corruption counter on it.)
{b/g}, {t}: Target creature gets +2/+1 until end of turn.
When Ungodly Oathdealer leaves the battlefield, remove all corruption tokens on creatures you control and put an equal number of -1/-1 counters on them.
2/1
 U 
Instant
Choose one--Exile target creature card in your graveyard and put a 1/1 green Saproling creature token onto the battlefield; or creatures you control gain deathtouch until end of turn.
Dredge 1
 R 
Enchantment
Whenever a player taps a land they control, that land doesn't untap during its controller's next untap step.
All lands gain "{t}: Add two mana of any color to your mana pool."
 U 
Sorcery
Return any number of target creatures with flying to their owners' hands.
 C 
Creature – Drake
Flying
Belligerent Drake blocks each turn if able.
4/1
Instant
Choose two:
•Draw a card
•Destroy target artifact.
•Creatures you control gain hexproof until end of turn.
•Untap target creature and put a +1/+1 counter on it.
 M 
Creature – Incarnation
Whenever Dominance or another creature enters the battlefield under your control, you may gain control of target creature with lower power.
6/6
 R 
Sorcery
Sacrifice all creatures you control, then put that many X/X green Ooze creature tokens onto the battlefield. They have "This creature's power and toughness are each equal to the number of creatures you control."
 M 
Legendary Creature – Human Entrepeneur
{t}: Add {3} to your mana pool. You may only use this mana on spells or abilities that target Emperor Norton I. This mana does not empty from your pool as steps and phases end.
3/3
 C 
Strategy
Look at the top three cards of your archive. Put two of them on the bottom of your archive. If the other card is a resource, you may put it in the warzone tapped. Otherwise, draw that card.
 R 
Creature – Frog
Other Frog creatures you control get +1/+1 and have islandwalk.
{u}{u}, {t}: Until end of turn, all lands on the battlefield are Islands in addition to their other types.
4/4
Enchantment
When you cast Form of 1000 Frogs and at the start of your upkeep, put a 1/1 green and blue Frog Ninja creature token with hexproof onto the battlefield.
Frog Ninjas you control can't be blocked. Prevent all damage that would be dealt to you. When you control no Frog Ninjas, you lose the game.
 U 
Creature – Frog Beast
Whenever a Frog you control blocks a creature, you may pay {2} and put Froghemoth onto the battlefield from your hand blocking the same creature. If you do, exile Froghemoth at the end of the combat phase.
"And how do you plan to stop me little Froggie?.....MUNCH" Hapless adventurer.
6/6
 U 
Enchantment – Aura
Enchant creature
Flash (You may cast this spell anytime you could cast an instant.)
Enchanted creature gets +1/+1 and has shroud.
 U 
Enchantment – Aura
Enchant creature
Flash (You may cast this spell anytime you could cast an instant.)
Enchanted creature has +2/+2, shroud, and islandwalk.
Frog is one of the most important ingredients in witches' brews and potions, for good reason.
 R 
Sorcery
Exile all creatures. Each player puts a 1/1 green and blue Frog creature token onto the battlefield under their control for each creature exiled in this way.
And yes that's each creature not each creature they controlled.
Instant
Put a 1/1 green saproling token onto the battlefield. Change a target of target spell or ability to it.
 R 
Instant
Counter target creature spell. Until the beginning of your next endstep legendary creature spells you cast cost {1} less.
 R 
Creature – Frog
When Giant Whiptongue enters the battlefield, phase out target creature. As long as Giant Whiptongue is on the battlefield, the phased out creature can't phase in.
At the beginning of your upkeep, put a -1/-1 counter on all phased out creatures.
4/4
Legendary Creature – Human Advisor
{2},{t}: Until end of turn, target creature becomes a frog with base power and toughness 6/2 in addition to its other types.
"Eh, needs more toad."
—Gulistan, Simic biomancer
3/2
Sorcery
Draw three cards.
 U 
Creature – Giant Merfolk
Trample
When Humpback Riders is blocked by a creature with defender, destroy that creature.
{3}{u}{g}: Humpback Riders gains flying until end of turn.
7/5
 R 
Creature – Faerie Wizard
Whenever an opponent casts a creature spell, if you control three or more Faeries, you may put a creature card from your hand onto the battlefield.
3/1
Creature – Human Knight
Whenever a creature blocks Jungle Intimidator, that creature loses all abilities and becomes a 1/1 coward until end of turn.
2/2
Enchantment – Aura
Whenever you cast a creature spell put a +1/+1 on enchanted creature and draw a card.
The strength comes from carrying my books and my wisdom from all the perils of the expeditions I've traveled.

Go to section: Colourless (139) White (392) Blue (434) Black (312) Red (466) Green (349) Multicolour (566) Hybrid (141) Split (38) Artifact (241) Land (182) Scheme (17) Plane (11)

Show rarities: N U R M