Faxolm: Classified Cases
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| Mechanics | Skeleton |
Showing 15 of 15 Green cards
Go to section: White (16) Blue (14) Black (15) Red (16) Green (15) Multicolour (49) Hybrid (25) Artifact (9) Land (20)
Show rarities: C U R M
Deathtouch, reach
Equipped creature has reach and deathtouch.
Reconfigure
(
: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn’t a creature.)
Equipped creature has reach and deathtouch.
Reconfigure

(
: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn’t a creature.)Trample, Ward
When Dominating Imperiosaur enters, Dominating Imperiosaur fights target creature you don't control. Then, if Dominating Imperiosaur won the fight, you may have Dominating Imperiosaur fight another target creature. (A creature wins a fight when it survives and the other creature doesn't.)
When Dominating Imperiosaur enters, Dominating Imperiosaur fights target creature you don't control. Then, if Dominating Imperiosaur won the fight, you may have Dominating Imperiosaur fight another target creature. (A creature wins a fight when it survives and the other creature doesn't.)
9/9
When Frustrated Agent enters, uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.).
Whenever Frustrated Agent attacks, Frustrated Agent gets +X/+X until end of turn, where X is the number of Mysteries you control.
Whenever Frustrated Agent attacks, Frustrated Agent gets +X/+X until end of turn, where X is the number of Mysteries you control.
1/3
Trample
When Gorging Axejaw enters, gain 4 life and uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.).
When Gorging Axejaw enters, gain 4 life and uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.).
"There's nothing ancient about it. It's life signature is nothing like the life signature our dinosaurs had." -Hassan, PANIC Zoologist
6/6
When Harsbury Forest Ranger enters or dies, uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.).
2/2
Ward 

"Yeah, the tracks are big. Whatever it was, it was running. Why was it running out of the woods?" -Hassan
3/3
Target creature you control fights target creature you don't control. If you control three or more Mysteries, the creature you control gains indestructible until end of turn.
Slivers you control can't be blocked by creatures with a power of 2 or less.
: Until end of turn, Slivers can't be blocked by creatures with a power of 2 or less. Any player may activate this ability.
: Until end of turn, Slivers can't be blocked by creatures with a power of 2 or less. Any player may activate this ability.6/6
,
- Sacrifice X Mysteries: Prevent all combat damage that would be dealt to up to X target creatures, where X is the number of Mysteries sacrificed this way.
Whenever you uncover a Mystery, you may exile a permanent card from your graveyard. If you do, create twice that many Mystery tokens instead.
1/1
Search your library for two creature cards with different names, two enchantment cards with different names, and two land cards with different names. Exile those cards face.
The first time a permanent enters the battlefield each turn, put one of those cards at random onto the battlefield.
The first time a permanent enters the battlefield each turn, put one of those cards at random onto the battlefield.
Slivers cards you own have Forestcycling
and cycling
.
: Until end of turn, Slivers cards have Forestcycling
and cycling
. Any player may activate this ability.
and cycling
.
: Until end of turn, Slivers cards have Forestcycling
and cycling
. Any player may activate this ability.3/3
Roughshod Agent enters with a +1/+1 counter if you control a Mystery.

- Sacrifice a Mystery: Roughshod Agent gets +3/+3 until end of turn. Activate this ability only once each turn, and only when you could cast a sorcery.

- Sacrifice a Mystery: Roughshod Agent gets +3/+3 until end of turn. Activate this ability only once each turn, and only when you could cast a sorcery.2/2
Target creature you control gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. If you don't own that creature, it gains trample until end of turn.
As you cast Will of the Wolf, you may sacrifice a Mystery.
Target creature gets +4/+4 until end of turn. If you sacrificed a Mystery to cast Will of the Wolf, that creature gains trample until end of turn.
Target creature gets +4/+4 until end of turn. If you sacrificed a Mystery to cast Will of the Wolf, that creature gains trample until end of turn.
Go to section: White (16) Blue (14) Black (15) Red (16) Green (15) Multicolour (49) Hybrid (25) Artifact (9) Land (20)
Show rarities: C U R M
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| Mechanics | Skeleton |



The first time a creature enters under your control each turn, create a Mystery token.