Community Set

[-] [+]

Showing 113 active cards, of 465 total

Show frames: W U B R G M A

Show rarities: C U R M

Or view by sections

 C 
Enchantment Creature
Whenever an enchantment enters the battlefield under your control, you may gain 1 life.
2/2
 C 
Enchantment Creature
{w}, {t}: Tap target green, red, black or blue creature.
0/2
 C 
Enchantment
Flash
Creatures you control get +0/+1.
 C 
Enchantment – Aura
Enchant Creature
Enchanted Creature can't attack or block.
{1}{w}: Return Cage of Hands to its owner's hand.
 C 
Enchantment
When Cleansing Powder enters the battlefield gain 3 life.
{w}, Sacrifice Cleansing Powder: Prevent the next 3 damage to target creature.
 C 
Instant
Put target artifact or enchantment on top of its owner's library.
 C 
Enchantment Creature – Mystic
Reach
When Enchantment Digger enters the battlefield, return target enchantment from your graveyard to your hand.
2/4
 C 
Enchantment Creature – Archer
Reach
Whenever Folded Light dies, you may return another card named Folded Light from your graveyard to your hand.
2/3
 U 
Enchantment – Aura
Enchant Creature
Enchanted creature gains protection from blue, black, red and green.
Protect her from all things, including the truth.
 U 
Enchantment Creature – Archer
{w}, {t}: Runearrow Archer deals 1 damage to target attacking creature. Until end of turn, creatures you control may block that creature as if the attacking creature had no abilities.
1/3
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature dies, return that card to its owner's hand.
 C 
Enchantment – Aura
Enchant creature
When Soulcapture Lance enters the battlefield, exile target creature until Soulcapture Lance leaves the battlefield.
Enchanted creature has first strike.
 C 
Enchantment Creature – Soldier
{w}: Thread Gatherer gets +0/+1 until end of turn.
4/1
 C 
Enchantment
Woven Life is a 2/2 enchantment creature as long as you control another enchantment.
 C 
Instant
Return target non-land permanent to its owner's hand.
Flood target land. (Put a flood counter on it. It's an Island in addition to its types.)
{2}{u}{u}
 
 C 
Instant
Counter target spell.
Flood target land. (Put a flood counter on it. It's an Island in addition to its types.)
 C 
Sorcery
Look at the top eight cards of target player's library. Put one card back on top of his or her library, and the rest into his or her graveyard.
 C 
Creature – Crab
When Flood Crab enters the battlefield, flood target land. (Put a flood counter on it. It's an Island in addition to its types.)
1/3
 C 
Creature – Crab
{u}: Giant Hermit Crab gets -1/+1 until end of turn.
4/3
 C 
Creature – Kraken
Islandwalk.
Glistening Kraken can't be the target of spells or abilities unless their controller pays {2}.
2/4
 C 
Enchantment – Aura
Enchant creature
When Not a Drop to Drink enters the battlefield, tap enchanted creature.
As long as enchanted creature's controller controls an Island, that creature doesn't untap during its controller's untap step.
 C 
Creature – Drake
Islandwalk.
3/2
 C 
Creature – Serpent
Serpent of the Endless Sea's power and toughness are each equal to the number of Islands you control.
Serpent of the Endless Sea can't attack unless defending player controls an Island.
*/*
 C 
Creature – Octopus
Territorial Octopus can't attack unless defending player controls an Island.
3/3
 C 
Creature – Harpy
Defender, reach
Whenever you sacrifice a creature, you may gain 2 life.
1/1
 U 
Instant
Destroy target white, blue, red or green creature.
 C 
Creature – Gorgon
Whenever Dread Gorgon becomes the target of a spell or ability, the controller of that ability loses 4 life.
Manacycling {3} ({3}, Discard this card: Add {b}{b} to your mana pool. Draw a card.)
4/1
 C 
Sorcery
You may choose a Fortification card you own from outside the game, reveal that card, and put it into your hand. Exile Fortification Wish.
 C 
Creature – Gorgon Warrior
As an additional cost to cast Gorgon Soulblade, sacrifice a creature.
Sacrifice a creature: Gorgon Soulblade gets deathtouch and lifelink until end of turn.
5/5
 C 
Sorcery
Creatures you control gain deathtouch and get +1/+0 until end of turn.
 C 
Enchantment – Aura
Enchanted creature gets -1/-1.
At the beginning of your upkeep, gain 1 life.
 C 
Creature – Dryad Minion
Whenever you cast a Fortification, draw a card.
2/2
 C 
Sorcery
As an additional cost to cast Mind Bomb, sacrifice a creature.
Target player discards 3 cards.
 U 
Creature – Elephant Minion
When Overworked Oliphant dies, exile it. If you do, you may choose a Fortification card you own from outside the game, reveal that card, and put it into your hand.
2/3
 C 
Creature – Satyr Minion
When you sacrifice Plebian Grunt, each opponent must sacrifice a creature.
2/1
 C 
Creature – Centaur Minion
When Pressed Centaur Clan is sacrificed, put two 1/1 black minion creature tokens into play.
3/3
 C 
Sorcery
Return target creature or fortification card from your graveyard to your hand.
 C 
Instant
Sacrifice a creature. Put X 1/1 black minion creature tokens onto the battlefield under your control, where X is equal to the sacrificed creature's converted mana cost.
 C 
Sorcery
Destroy target creature with odd power or even toughness.
Chain 4 (When you cast this spell, you may put an additional spell card with a converted mana cost of four or less from your hand on the stack.)
 C 
Enchantment – Aura
Enchant Creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Sacrifice a creature: Destroy Turn to Stone. Any player may activate this ability.
 C 
Creature – Gorgon Ambassador
Sacrifice a creature: Attach target fortification you control to target land you control.
3/1
 C 
Creature – Devil
{r}: Arc Tail Devil gets +1/+0 until end of turn.
0/2
 C 
Creature – Devil Rogue
Whenever Battlefield Thief attacks, discard a card, then draw a card.
2/2
 C 
Sorcery
Destroy target land and any fortification attached to it.
 C 
Creature – Devil
Cavern Stalker can't be blocked by creatures with flying.
3/2
 C 
Sorcery
Target creature you control gets +5/+0 and trample until end of turn.
 C 
Sorcery
Red creatures you control get +1/+0 and can't be blocked by white, green, blue or black creatures this turn.
 C 
Creature – Yeti Warrior
Manacycling {3} ({3}, Discard this card: Add {r}{r} to your mana pool. Draw a card.)
6/1
 R 
Enchantment
Whenever a creature you control blocks or becomes blocked by a creature, Furious Snowstorm deals 1 damage to that creature.
Whenever Furious Snowstorm becomes the target of a spell or ability, it deals 4 damage to that spell or ability's controller.
 C 
Creature – Imp
Haste
2/2
 U 
Creature – Devil Berserker
Haste
Creatures you control that came into play this turn have +2/+0.
2/2
 C 
Creature – Yeti
Haste
As long as all creature you control are tapped, they get +1/+0.
2/1
 C 
Sorcery
White, blue, black, and green creatures can't block this turn.
 U 
Creature – Goblin Shaman
{t}: Mad Spellscorcher deals 1 damage to target creature or player. If you control no untapped creatures, Mad Spellscorcher deals 2 damage to that creature or player instead.
3/3
 C 
Instant
Seismic Strike deals damage to target creature equal to the number of Mountains you control.
 C 
Instant
Shock Variant deals X damage to target creature or player where X is the number of tapped creatures you control.
 C 
Enchantment – Aura
Enchant creature
As long as enchanted creature is tapped, it gets +1/+0 for each tapped creature you control.
 C 
Instant
Violent Zephyr deals 3 damage to target creature or player.
Tap all creatures you control.
 C 
Creature – Yeti Warrior
As long as all creatures you control are tapped, Yeti Thrill-Seeker gets +2/+2.
3/3
 C 
Creature – Dryad
When Barkheart Dryad enters the battlefield, search your library for a Forest card and put it onto the battlefield tapped.
1/2
 C 
Sorcery
Destroy target artifact, enchantment, or land.
 C 
Enchantment – Aura
Enchant creature
When Cultural Lean enters the battlefield, put a +1/+1 counter on enchanted creature.
Enchanted creature can't attack or block.
 C 
Creature – Fungus
Bud, bud (When this creature enters the battlefield, distribute two +1/+1 counters among any number of target creatures.)
2/2
{g}{g}{g}{g}{g}{g}{g}{g}{g}{g}
 
 M 
Legendary Creature – Ooze
At the beginning of your upkeep, and the beginning of your end step, Glarrug fights target creature an opponent controls. If that creature goes to the graveyard this turn, put a number of +1/+1 counters on Glarrug equal to that creature's power.
10/10
 C 
Creature – Plant
If you control four or more tapped lands, Heavy Plant has trample.
6/4
 C 
Instant
Put a +1/+1 counter on target creature. It gains Trample until end of turn.
 U 
Creature – Fungus
When Lumbering Mycoshamble comes into play, put a +1/+1 counter on target creature an opponent controls.
3/4
 C 
Creature – Fungus Warrior
Bud (When this creature enters the battlefield, put a +1/+1 counter on target creature.)
Mycobrewery gets +0/+1 for each other creature with a +1/+1 counter on it on the battlefield.
2/1
 C 
Instant
Prevent all combat damage that would be dealt this turn. Whenever damage by a creature with a +1/+1 counter on it is prevented this way, you gain that much life.
 C 
Creature – Plant
When Rootsnapping Kudzu enter the battlefield, if you control six or more tapped lands, put two 1/1 plant tokens into play.
2/3
 C 
Creature – Fungus
Bud (When this creature enters the battlefield, put a +1/+1 counter on target creature.)
0/1
 R 
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on target noncreature permanent.
Noncreature permanents with +1/+1 counters on them are 0/0 green Plant creatures in addition to their other colors and types.
 C 
Creature – Plant Nymph
{t}: Add {g} to your mana pool.
When Sprouting Nymph enters the battlefield, you may pay {1}{g}. If you do, search your library for a card named Sprouting Nymph and put that card onto the battlefield. Then shuffle your library.
0/1
 C 
Creature – Fungus
Bud (When this creature enters the battlefield, put a +1/+1 counter on target creature.)
{g}{g}, {t}: Creatures with +1/+1 counters on them gain hexproof until end of turn.
1/1
 R 
Sorcery
Manacycling {3} ({3}, Discard this card: Add {g}{g} to your mana pool. Draw a card.)
Search your library for up to two land cards and put them onto the battlefield tapped. Then shuffle your library.
 C 
Creature – Plant
Vigilance, reach
2/6
 C 
Creature – Spirit
Flying
2/3
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +2/+2.
When Enlightening Aura enters the battlefield, draw a card.
 C 
Creature – Merfolk Soldier
Flying, flash
Manacycling {3} ({3}, Discard this card: Add {w}{u} to your mana pool. Draw a card.)
3/3
 C 
Creature – Vedalken Rogue
Flying
Enlighten – Whenever you draw a card, you may remove a counter from target permanent.
His favorite job is guarding the vaults.
2/1
 C 
Sorcery
Target player discards a card, then puts the top four cards of his or her library into his or her graveyard.
 C 
Creature – Human Wizard
Flying
Manacycling {3} ({3}, Discard this card: Add {u}{b} to your mana pool. Draw a card.)
3/4
 C 
Instant
Cruelty from Above deals 4 damage to target creature. You gain 2 life.
 C 
Creature – Human Soldier
Flying, deathtouch
Manacycling {3} ({3}, Discard this card: Add {b}{r} to your mana pool. Draw a card.)
3/2
 C 
Creature – Viashino Warrior
Flying, first strike, haste
1/1
 C 
Enchantment – Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colors to his or her mana pool (in addition to the mana the land produces).
 C 
Creature – Elf Warrior
Flying
Manacycling {3} ({3}, Discard this card: Add {r}{g} to your mana pool. Draw a card.)
4/1
 C 
Creature – Elf Warrior
Flying
2/2
 C 
Creature – Elf
Flying
Enlighten – Whenever you draw a card, Aeran Elf gets +1/+1 until end of turn.
1/2
 C 
Creature – Elf Shaman
Flying, vigilance
Manacycling {3} ({3}, Discard this card: Add {g}{w} to your mana pool. Draw a card.)
3/3
 C 
Instant
Up to two target creatures get +3/+3 until end of turn.
 C 
Creature – Human Cleric
Flying
Enlighten – Whenever you draw a card, you may pay {1}. If you do, you gain 1 life and target player loses 1 life.
2/3
 C 
Creature – Human Cleric
Flying
{g/b}: Regenerate Follower of the Dark Cloud.
1/2
 C 
Creature – Elf Cleric
Flying
Enlighten – Whenever you draw a card, target land becomes the basic land type of your choice until end of turn.
1/1
 C 
Creature – Human Rogue
Flying
When Aeran Intelligencer enters the battlefield, draw a card, then discard a card.
1/2
 U 
Creature – Human Wizard
Flying
Enlighten – Whenever you draw a card, you may pay {2}. If you do, Psychomancer deals 1 damage to target creature or player.
2/2
 C 
Creature – Human Knight
Flying, first strike
2/2
 C 
Artifact – Fortification
Fortified land is every basic land type in addition to its other types.
Fortify {2}
 C 
Artifact
{2/r}, {t}: Add {r}{r} to your mana pool.
 C 
Artifact – Fortification
Whenever fortified land becomes tapped, add one mana of any color to your mana pool.
Fortify {2} ({2}: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
 C 
Artifact – Fortification
Fortify {1}
Return fortified land to its owner's hand: Add one mana of any color to your mana pool.
 U 
Artifact – Fortification
Fortify {3}
Whenever fortified land is tapped, you may exile target card in a player's graveyard. If you do, and the fortified land is a Swamp, gain 1 life.
 C 
Artifact – Fortification
Fortify {2}
Sacrifice fortified land and Dispersal Cannon: Destroy target attacking creature with flying.
 C 
Artifact
{2/g}, {t}: Add {g}{g} to your mana pool.
 C 
Artifact
{2/b}, {t}: Add {b}{b} to your mana pool.
 C 
Artifact
{2/w}, {t}: Add {w}{w} to your mana pool.
 C 
Artifact – Fortification
Fortify {2}
Whenever you spend mana from fortified land on an instant spell, draw a card, then discard a card.
 C 
Artifact – Fortification
Fortified land is a 0/5 Wall artifact creature. It's still a land.
Fortify {3}
 C 
Artifact
{2/u}, {t}: Add {u}{u} to your mana pool.
 C 
Artifact – Fortification
Fortify {2}
Fortified land is an artifact.
Fortified land has "{t}: This land deals 1 damage to target player."
 C 
Artifact – Fortification
Fortify {3}
If mana from fortified land is spent on a creature spell, that creature gets +1/+1 and gains haste until end of turn.
 C 
Artifact – Fortification
Fortify {5}
Fortified land is a 6/4 Golem artifact creature.
At end of turn, unattach Terrain Warping Beacon.
 C 
Artifact – Fortification
Sacrifice a creature: Fortified land becomes a 4/4 black Demon that's still a land until end of turn.
Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)

Show frames: W U B R G M A

Show rarities: C U R M

Or view by sections