Hus Werny 火山
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Mechanics | Skeleton | Deck Archetypes | Tribes |
Showing 26 of 26 White cards
Go to section: White (26) Blue (13) Black (19) Red (19) Green (18) Multicolour (3) Split (5) Artifact (8) Land (7)
Show rarities: C U R
Heat up — When Bumbei Energizer enters, if an opponent was damaged this turn, you may untap each creature you control.
1/1
Vigilance
vanguard (Creatures with vanguard must be blocked before creatures without vanguard)
vanguard (Creatures with vanguard must be blocked before creatures without vanguard)
2/3
The next time a source of your choice would deal damage this turn, prevent that damage.
catalyze red — If damage from a red source is prevented this way, you gain that much life.
catalyze red — If damage from a red source is prevented this way, you gain that much life.
Whenever an Illusion enters under your control, you gain 2 life.
: Exile target Illusion, then return it to the field.
: Illusions you control get +1/+1 until end of turn.
: Exile target Illusion, then return it to the field.
: Illusions you control get +1/+1 until end of turn.
3/3
Flying
Heat up — When Goldfeather Wren enters, if an opponent was dealt damage this turn, you gain 3 life.
Heat up — When Goldfeather Wren enters, if an opponent was dealt damage this turn, you gain 3 life.
2/2
Destroy target tapped creature.
Heat up — If an opponent was dealt damage this turn, exile that creature instead.
Heat up — If an opponent was dealt damage this turn, exile that creature instead.
Illusions you control get +1/+0.
: All creatures you control gain Illusion type until end of turn.
: Illusions you control gain indestructible until end of turn.
: All creatures you control gain Illusion type until end of turn.
: Illusions you control gain indestructible until end of turn.
Enchant creature
Enchanted creature gets +1/+2.
Sorcerous — : Attach Silicate Armor to target creature other than enchanted creature. (Activate this ability only as a sorcery.)
Enchanted creature gets +1/+2.
Sorcerous — : Attach Silicate Armor to target creature other than enchanted creature. (Activate this ability only as a sorcery.)
Decoy (: During your declare blockers step, put this card onto the field from your hand tapped and attacking blocked by a blocking creature. An attacking creature blocked by that creature becomes unblocked.)
3/3
Defender, protection from red
Heat up — When Silver Wall enters, if an opponent was dealt damage this turn, you may draw a card.
Heat up — When Silver Wall enters, if an opponent was dealt damage this turn, you may draw a card.
0/3
Creatures you control get +1/+X until end of turn.
When enters, put up to one target creature card with converted mana cost 2 or less from a graveyard onto the field under your control. It is an Illusion and loses all other types.
2/2
Flying
Other Illusion creatures you control get +1/+1 and have flying.
Other Illusion creatures you control get +1/+1 and have flying.
3/3
Flying
Sorcerous — : Solareal Disciple gains vigilance and lifelink until end of turn. (Activate this ability only as a sorcery.)
Sorcerous — : Solareal Disciple gains vigilance and lifelink until end of turn. (Activate this ability only as a sorcery.)
Chainless day to day night to night
Break on through to the other side
Break on through to the other side
1/2
Vanguard (Creatures with vanguard must be blocked before creatures without vanguard)
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal)
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal)
2/2
Protection from red
Sacrifice Solareal Prism Guard: Prevent all damage a red source of your choice would deal this turn.
Sacrifice Solareal Prism Guard: Prevent all damage a red source of your choice would deal this turn.
1/1
Flying
Decoy (: During your declare blockers step, put this card onto the field from your hand tapped and attacking blocked by a blocking creature. An attacking creature blocked by that creature becomes unblocked.)
Decoy (: During your declare blockers step, put this card onto the field from your hand tapped and attacking blocked by a blocking creature. An attacking creature blocked by that creature becomes unblocked.)
2/4
Flying
Catalyze red — When Solareal Zealot enters, destroy up to one target enchantment. If a red enchantment was destroyed this way, put a +1/+1 counter on Solareal Zealot.
Catalyze red — When Solareal Zealot enters, destroy up to one target enchantment. If a red enchantment was destroyed this way, put a +1/+1 counter on Solareal Zealot.
Day destroys the gate from inside
Break on through to the other side
Break on through to the other side
2/2
Flying, indestructible
Chased our pleasures nowhere to hide
Break on through to the other side
Break on through to the other side
2/2
Enchant creature
Enchanted creature can't attack.
catalyze black — Enchanted creature can't block if it's black.
Enchanted creature can't attack.
catalyze black — Enchanted creature can't block if it's black.
Flying
At the beginning of your upkeep, you may pay . If you do, target creature gets +1/+0 and gains flying until end of turn.
At the beginning of your upkeep, you may pay . If you do, target creature gets +1/+0 and gains flying until end of turn.
Rise toward the sun.
--Solareal adage
--Solareal adage
3/3
Create two 1/1 white Illusion creatures with flying. If was spent to cast Sunrise of Reflection, they gain haste until end of turn.
First strike
vanguard (Creatures with vanguard must be blocked before creatures without vanguard)
vanguard (Creatures with vanguard must be blocked before creatures without vanguard)
1/3
3/1
0/4
Go to section: White (26) Blue (13) Black (19) Red (19) Green (18) Multicolour (3) Split (5) Artifact (8) Land (7)
Show rarities: C U R
Hus Werny 火山: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Deck Archetypes | Tribes |
Heat up — If an opponent was dealt damage this turn, put a +1/+1 counter on a creature you control.