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Showing 12 of 12 Green cards
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Show rarities: N C U R
Search your library for three cards and exile them. Then, shuffle one card from your graveyard into your library and put one card from your graveyard on the top of your library.
Reach
Doumeki attacks each turn if able.
Doumeki deals lethal damage to enchanted or equipped creatures.
Doumeki attacks each turn if able.
Doumeki deals lethal damage to enchanted or equipped creatures.
3/3
Reach
: Prevent all combat damage that would be dealt to Froppy.
: Prevent all combat damage that would be dealt to Froppy.
Illus. Zaphk
2/3
Gaston gets -1/-1 for each card in your hand.
"Lefou, I'm afraid I've been thinking..."
"a dangerous pastime"
"a dangerous pastime"
5/5
Creatures may only have one fruit aura attached to them at a time.
Enchanted creature has reach.
: Enchanted creature gets +2/+2 until end of turn. Use this ability no more than three times per turn.
Enchanted creature has reach.
: Enchanted creature gets +2/+2 until end of turn. Use this ability no more than three times per turn.
Enchanted creature has : Put X 1/1 colorless limb tokens onto the battlefield. This ability can't be used if the enchanted creature is tapped.
If enchanted creature taps or exits the battlefield exile all limb tokens.
If enchanted creature taps or exits the battlefield exile all limb tokens.
Enchanted creature becomes a human in addition to its other types and gains +8/+8 and trample.
Ward
Hunting Party can't be blocked by creatures with a power of 2 or less.
Hunting Party can't be blocked by creatures with a power of 2 or less.
Yellowjackets
3/5
Put a land from your hand onto the battlefield. Until end of turn, lands you control may tap for any color.
Whenever an opponent casts a non-creature spell, you may have Mash Vandead fight
target creature that the opponent controls.
: Mash Vandead gets +1/+1 until end of turn.
target creature that the opponent controls.
: Mash Vandead gets +1/+1 until end of turn.
2/2
If more than two creatures you control share an ability, Mimeodropping gains that ability.
1/2
Monster Blood enters the battlefield with five Expiration Date counters on it.
At the beginning of your upkeep, remove an Expiration Date counter from Monster Blood and double Monster Blood's power and toughness.
Sacrifice Monster Blood: Attach Monster Blood to a creature. That creature gains Monster Blood's abilities.
At the beginning of your upkeep, remove an Expiration Date counter from Monster Blood and double Monster Blood's power and toughness.
Sacrifice Monster Blood: Attach Monster Blood to a creature. That creature gains Monster Blood's abilities.
0/12
Target creature you control and target creature you don't control get +X/+X until end of turn, where X is the number of Explosion counters their controller has. Then, those creatures fight.
Go to section: Colourless (2) White (11) Blue (14) Black (14) Red (12) Green (12) Multicolour (32) Hybrid (1) Artifact (7) Land (3)
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