Asa & Carmen: Card List

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# Name Colour Rarity Cost Type P T Code Card text Comments Recent comment
1 CW01 Doomed Traveler* White Common 1{w} Creature — Human Soldier 1 1 CW01 When CW01 Doomed Traveler* create a 1/1 white Spirit creature token. 0
2 CW02 White Common 3{2}{w} Creature — Human Soldier 2 3 Defender (This creature can’t attack.)
2: CW02 can attack as though it didn’t have defender and gains vigilance until end of turn.
0
3 CW03 White Common 1{w} Creature — Human Scout 1 1 Secure (Whenever this creature deals combat damage to a player, untap it.) W, T: You gain 3 life. 0
4 CW04 White Common 2{1}{w} Creature — Wall 0 4 Defender When CW04 enters the battlefield, put a +1/+1 counter on target creature. 0
5 CW05 White Common 2{1}{w} Creature — Human Soldier 2 2 4W: Other creatures you control get +1/+1 until end of turn. 0
6 CW06 White Common 3{2}{w} Creature — Hound 2 2 Lifelink (Damage dealt by this creature also causes you to gain that much life.) Secure (Whenever this creature deals combat damage to a player, untap it.) 0
7 CW07 White Common 4{3}{w} Creature — Human Advisor 3 3 First strike When CW07 enters the battlefield, tap target creature an opponent controls. 0
8 CW08 White Common 3{2}{w} Creature — Bird 2 2 Flying When CW08 enters the battlefield, you may destroy target enchantment. 0
9 CW09 White Common 3{2}{w} Instant Create two 1/1 Human Soldier creature tokens. Scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.) 0
10 CW10 White Common 2{1}{w} Instant Tap target creature. You gain 4 life. Starcrossed W (You may cast this spell for its starcrossed cost. If you do, an opponent may copy it, choosing new targets for the copy.) 0
11 CW11 White Common 3{2}{w} Sorcery Celestial — Reveal a creature card from your sideboard. Creatures you control that share a creature type with the revealed card get +2/+2 until end of turn. 0
12 CW12 White Common 2{1}{w} Sorcery Destroy target tapped creature. 0
13 CW13 White Common 1{w} Enchantment — Aura Enchant creature Enchanted creature has defender and 2: This creature can attack as though it didn’t have defender until end of turn. 0
14 CW14 White Common 2{1}{w} Enchantment — Aura Enchant permanent Whenever enchanted permanent becomes tapped, you gain 1 life. 0
15 CU01 Blue Common 2{1}{u} Creature — Human Wizard 2 1 When CU01 enters the battlefield, tap target creature an opponent controls. It doesn’t untap during its controller’s next untap step. 0
16 CU02 Blue Common 1{u} Creature — Bird 1 1 Flying 2U, T: Draw a card. Activate this ability only if you cast a noncreature spell this turn. 0
17 CU03 Blue Common 3{2}{u} Creature — Human Assassin 1 2 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as CU03 is paired with another creature. both creatures have hexproof 0
18 CU04 Blue Common 2{1}{u} Creature — Human Soldier 1 1 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When CU04 dies, unravel target creature. 0
19 CU05 Blue Common 5{4}{u} Creature — Human Druid 3 3 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as CU05 is paired with another creature, both creatures have prowess. 0
20 CU06 Blue Common 2{1}{u} Instant Tap or untap target creature. If you tapped that creature, draw a card. 0
21 CU07 Blue Common 1{u} Instant Return target tapped creature to its owner’s hand. Spells with the same name as that creature cost 1 more to cast until your next turn. 0
22 CU08 Oppressive Will* Blue Common 3{2}{u} Instant Counter target spell unless its controller pays 1 for each card in your hand. 0
23 CU09 Blue Common 1{u} Instant Unravel target creature. Draw a card, then discard a card. 0
24 CU10 Exclude* Blue Common 3{2}{u} Instant Counter target creature spell. Draw a card. 0
25 CU11 Blue Common 4{3}{u} Sorcery Celestial — Reveal a blue creature card from your sideboard. Create a token that’s a copy of that card except it’s an Illusion in addition to its other types and has When this creature becomes the target of a spell or ability, sacrifice it. 0
26 CU12 Blue Common 3{2}{u} Sorcery Up to two target creatures gain flying until end of turn. At the beginning of the next end step, return those creatures to their owner’s hand. 0
27 CU13 Blue Common 3{2}{u} Sorcery Scry 2, then reveal the top card of your library. If it’s a land card, draw two cards. Otherwise, draw a card. 0
28 CU14 Blue Common 4{3}{u} Enchantment — Aura Enchant creature Enchanted creature has prowess and flying. When enchanted creature dies, draw cards equal to its power. 0
29 CB01 Black Common 4{3}{b} Creature — Lizard 1 3 Deathtouch When CB01 enters the battlefield, unravel target creature. (Turn it face down. It’s a 2/2 with 1: Return this creature to its owner’s hand.) 0
30 CB02 Black Common 3{1}{b}{b} Creature — Mutant 3 3 Whenever CB02 or another Mutant dies, target opponent loses 1 life and you gain 1 life. 0
31 CB03 Black Common 4{3}{b} Creature — Mutant 1 3 Sacrifice a creature: Target creature gets -X/-X until end of turn, where X is the sacrificed creature’s power. Activate this ability only once each turn. 0
32 CB04 Black Common 3{2}{b} Creature — Human Knight 2 3 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as CB04 is paired with another creature, both creatures have menace. 0
33 CB05 Black Common 4{3}{b} Creature — Mutant 3 2 Whenever CB05 or another Mutant dies, target creature gets -1/-1 until end of turn. 0
34 CB06 Black Common 5{3}{b}{b} Creature — Mutant 4 5 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) Creatures paired with CB06 get +2/+0. 0
35 CB07 Black Common 3{2}{b} Creature — Bird 1 2 Flying When CB07 enters the battlefield, choose one: • Put a +1/+1 counter on CB07. • Create a 1/1 black Mutant creature token. 0
36 CB08 Black Common 1{b} Instant Target creature gets +1/+0 and deathtouch until end of turn. At the beginning of your end step, unravel it. (Turn it face down. It’s a 2/2 with 1: Return this creature to its owner’s hand.) 0
37 CB09 Black Common 2{1}{b} Instant Target opponent reveals his or her hand. You choose a noncreature, nonland card from it. That player discards that card. Starcrossed B (You may cast this spell for its starcrossed cost. If you do, target opponent may copy it, choosing new targets for the copies.) 0
38 CB10 Black Common 2{1}{b} Instant Target creature gets -X/-X until end of turn, where X is the highest power among creatures you control. 0
39 CB11 Bone Splinters* Black Common 1{b} Sorcery As an additional cost to cast CB11 Bone Splinters*, sacrifice a creature. Destroy target creature. 0
40 CB12 Black Common 2{1}{b} Sorcery Celestial — Reveal a black creature card from your sideboard. Target player loses life equal to that creature’s power and you gain that much life. 0
41 CB13 Black Common 3{2}{b} Enchantment — Aura Enchant creature Whenever enchanted creature attacks, unravel target creature defending player controls. (Turn it face down. It’s a 2/2 with 1: Return this creature to its owner’s hand.) 0
42 CB14 Black Common 2{1}{b} Enchantment — Aura Enchant creature Enchanted creature gets +2/+2 and gains B: Target creature can’t block this turn. 0
43 CR01 Red Common 3{1}{r}{r} Creature — Human Warrior 2 1 First strike Secure (Whenever this creature deals combat damage to a player, untap it.) 0
44 CR02 Vent Sentinel* Red Common 4{3}{r} Creature — Elemental 2 4 Defender 1R, T: Vent Sentinel deals damage to target player equal to the number of creatures with defender you control. 0
45 CR03 Red Common 3{2}{r} Creature — Elemental 2 2 Haste, prowess 0
46 CR04 Red Common 4{3}{r} Creature — Beast 3 3 Menace 0
47 CR05 Red Common 5{4}{r} Creature — Human Shaman 3 4 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as CR05 is paired with a creature, both creatures have R: This creature gets +1/+0 until end of turn. 0
48 CR06 Red Common 5{3}{r}{r} Creature — Beast 3 3 Prowess, trample 0
49 CR07 Shock* Red Common 1{r} Instant CR07 Shock* deals 2 damage to target creature or player. 0
50 CR08 Red Common 2{1}{r} Instant Target creature gets +3/+0 until end of turn. Starcrossed R (You may cast this spell for its starcrossed cost. If you do, target opponent may copy it, choosing new targets for the copies.) 0
51 CR09 Red Common 1{r} Instant Target creature gains haste and loses defender until end of turn. Draw a card. 0
52 CR10 Red Common 3{2}{r} Instant Target creature attacks this turn if able. At the beginning of the next end step, if target creature is tapped, gain control of it until the end of your next turn. 0
53 CR11 Red Common 3{2}{r} Sorcery CR11 deals damage to target player equal to the power of target untapped creature you control. 0
54 CR12 Red Common 4{3}{r} Sorcery Gain control of target creature you don’t control. It gains haste and becomes a Mutant in adddition to its other types until end of turn. 0
55 CR13 Red Common 2{1}{r} Sorcery Create two 2/2 Wall creature tokens with defender. 0
56 CR14 Red Common 1{r} Enchantment — Aura Enchant creature Enchanted creature gets 1: This creature gets +1/+0 and loses defender until end of turn. 0
57 CG01 Green Common 2{1}{g} Creature — Bear 2 2 Secure (Whenever this creature deals combat damage to a player, untap it.) 0
58 CG02 Green Common 1{g} Creature — Beast 1 1 Whenever CG02 enters the battlefield, if you control two or more creatures, draw a card. 0
59 CG03 Green Common 3{2}{g} Creature — Mutant 1 1 Deathtouch Whenever CG03 or another Mutant dies, put a +1/+1 counter on target creature you control. 0
60 CG04 Green Common 4{2}{g}{g} Creature — Human Archer 3 3 Reach Secure (Whenever this creature deals combat damage to a player, untap it.) 0
61 CG05 Green Common 3{2}{g} Creature — Mutant 1 2 Whenever CG05 or another Mutant dies, target creature gains hexproof until end of turn. 0
62 CG06 Green Common 5{3}{g}{g} Creature — Beast 4 4 Trample 0
63 CG07 Green Common 7{6}{g} Creature — Mutant 6 7 0
64 CG08 Green Common 3{1}{g}{g} Instant Destroy target creature with flying. You gain life equal to that creature’s power. 0
65 CG09 Green Common 2{1}{g} Instant Destroy target artifact or enchantment. 0
66 CG10 Green Common 3{2}{g} Sorcery Create two 1/1 black Mutant creature tokens. Scry 1 (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.) 0
67 CG11 Green Common 2{1}{g} Sorcery Target creature gets +2/+2 until the beginning of your next turn. If it’s untapped, draw a card. If it’s tapped, untap it. 0
68 CG12 Green Common 2{1}{g} Enchantment — Aura Flash Enchant creature Enchanted creature gets +1/+3 and has reach. 0
69 CG13 Green Common 4{3}{g} Enchantment — Aura Enchant creature When enchanted creature dies, create three 1/1 black Mutant creature tokens. 0
70 CG14 Green Common 3{2}{g} Enchantment — Aura Enchant creature Enchanted creature gets +3/+3 and has trample. 0
71 CA01 Artifact Common 4{4} Artifact Creature — Golem 3 3 0
72 CA02 Artifact Common 6{6} Artifact Creature — Thopter 2 2 Flying When CA02 dies, you may draw a card. If you do, discard a card. 0
73 CA03 Artifact Common 2{2} Artifact — Equipment Equipped creature gets +1/+1 and has vigilance. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) 0
74 CA04 Artifact Common 1{1} Artifact — Equipment Equipped creature gets +1/+0. When equipped creature dies, unravel target creature. (Turn it face down. It’s a 2/2 with 1: Return this creature to its owner’s hand.) Equip 2 0
75 CA05 Artifact Common 4{4} Artifact When CA05 enters the battlefield, create a 1/1 white Human Soldier creature token. T, Sacrifice CA05: Create a 1/1 white Human Soldier creature token. 0
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Mechanics