Akhra
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Mechanics | Skeleton |
Showing 16 of 16 Red cards
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Show rarities: N C U R M
Bloom – ~ has double strike as long as a land was played this turn.
2/1
~ deals 2 damage to target creature.
Bloom – ~ deals 1 damage to each of up to two target creatures instead.
Bloom – ~ deals 1 damage to each of up to two target creatures instead.
Choose one —
• ~ deals 4 damage to target creature.
• ~ deals 4 damage to each player.
• ~ deals 4 damage to target creature.
• ~ deals 4 damage to each player.
Haste
3/2
Decay (At the beginning of your upkeep, put a -1/-1 counter on this permanent.)
When ~ enters the battlefield or leaves the battlefield, it deals 2 damage to target player or creature.
When ~ enters the battlefield or leaves the battlefield, it deals 2 damage to target player or creature.
5/4
~ deals 2 damage to target creature or player.
Bloom – ~ deals 4 damage to that creature or player instead if a player has played a land this turn.
Bloom – ~ deals 4 damage to that creature or player instead if a player has played a land this turn.
As an additional cost to cast Challenge the Sun, sacrifice any number of creatures: Challenge the Sun deals damage equal to the combined power of the sacrificed creatures, divided as you choose among creatures your opponents control.
If a creature would die this turn, exile it instead.
If a creature would die this turn, exile it instead.
At the beginning of combat, if you control the creature with the greatest power you may have it gain double strike until end of turn.
,
: Target creatures gets +3/+3 until end of turn.


2/3
Creatures you control take damage in the form of -1/-1 counters.
Creatures you control cannot die from having toughness less than or equal to 0.
Sacrifice any creature with a power less than or equal to 0.
Creatures you control cannot die from having toughness less than or equal to 0.
Sacrifice any creature with a power less than or equal to 0.
Whenever a creature enters the battlefield under your control, you may sacrifice a land. If you do, That creature gains haste, trample and double strike until your next turn.
Haste, Trample, Double strike, Anihilator 2
Whenever a creature enters the battlefield, gain +1/+0 until end of turn.
Swarm
Whenever a creature enters the battlefield, gain +1/+0 until end of turn.
Swarm
9/0
Each player draws a card, then you discard a card and each opponent discards a card at random.
Trample
5/4
Decay
When Visceral Mirage enters or leaves the battlefield, Choose one:
– Target player draws two cards, then discards three cards
– Visceral Mirage deals damage to target player equal to the number of cards in their hand.
– Creatures in target player's graveyard gain Unearth X until end of turn, where X is the creatures converted mana cost.
When Visceral Mirage enters or leaves the battlefield, Choose one:
– Target player draws two cards, then discards three cards
– Visceral Mirage deals damage to target player equal to the number of cards in their hand.
– Creatures in target player's graveyard gain Unearth X until end of turn, where X is the creatures converted mana cost.
3/2
As an additional cost to cast Zoomy McBloomenablable, return a land you control to it's owner's hand.
When Zoomy McBloomenablable enters the battlefield it deals 2 damage to target player or creature.
When Zoomy McBloomenablable enters the battlefield it deals 2 damage to target player or creature.
1/1
Go to section: White (17) Blue (21) Black (22) Red (16) Green (21) Multicolour (9) Artifact (6) Land (6)
Show rarities: N C U R M
Akhra: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
When (Ambush Slaver) enters the battlefield, gain control of target creature until the end of the next turn. Untap that creature. It gains haste until end of turn.