Asa & Carmen
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When CW01 Doomed Traveler* create a 1/1 white Spirit creature token.
1/1
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Defender (This creature can’t attack.)
2: CW02 can attack as though it didn’t have defender and gains vigilance until end of turn.
2: CW02 can attack as though it didn’t have defender and gains vigilance until end of turn.
2/3
Secure (Whenever this creature deals combat damage to a player, untap it.) W, T: You gain 3 life.
1/1
Defender When CW04 enters the battlefield, put a +1/+1 counter on target creature.
0/4
4W: Other creatures you control get +1/+1 until end of turn.
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.)
2/2
First strike When CW07 enters the battlefield, tap target creature an opponent controls.
3/3
Flying When CW08 enters the battlefield, you may destroy target enchantment.
Out! No familiars in the shop! — Alonso Esposito
2/2
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.)
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.)
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.
Destroy target tapped creature.
Enchant creature Enchanted creature has defender and 2: This creature can attack as though it didn’t have defender until end of turn.
Enchant permanent Whenever enchanted permanent becomes tapped, you gain 1 life.
When CU01 enters the battlefield, tap target creature an opponent controls. It doesn’t untap during its controller’s next untap step.
2/1
Flying 2U, T: Draw a card. Activate this ability only if you cast a noncreature spell this turn.
1/1
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
1/2
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When CU04 dies, unravel target creature.
1/1
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.
3/3
Tap or untap target creature. If you tapped that creature, draw a card.
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.
Counter target spell unless its controller pays 1 for each card in your hand.
Unravel target creature. Draw a card, then discard a card.
Counter target creature spell. Draw a card.
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.
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.
Scry 2, then reveal the top card of your library. If it’s a land card, draw two cards. Otherwise, draw a card.
Enchant creature Enchanted creature has prowess and flying. When enchanted creature dies, draw cards equal to its power.
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.)
1/3
Whenever CB02 or another Mutant dies, target opponent loses 1 life and you gain 1 life.
3/3
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.
1/3
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.
2/3
Whenever CB05 or another Mutant dies, target creature gets -1/-1 until end of turn.
3/2
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.) Creatures paired with CB06 get +2/+0.
4/5
Flying When CB07 enters the battlefield, choose one: • Put a +1/+1 counter on CB07. • Create a 1/1 black Mutant creature token.
1/2
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.)
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.)
Target creature gets -X/-X until end of turn, where X is the highest power among creatures you control.
As an additional cost to cast CB11 Bone Splinters*, sacrifice a creature. Destroy target creature.
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.
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.)
Enchant creature Enchanted creature gets +2/+2 and gains B: Target creature can’t block this turn.
First strike Secure (Whenever this creature deals combat damage to a player, untap it.)
2/1
Defender 1R, T: Vent Sentinel deals damage to target player equal to the number of creatures with defender you control.
2/4
Haste, prowess
2/2
Menace
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 CR05 is paired with a creature, both creatures have R: This creature gets +1/+0 until end of turn.
3/4
Prowess, trample
3/3
CR07 Shock* deals 2 damage to target creature or player.
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.)
Target creature gains haste and loses defender until end of turn. Draw a card.
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.
CR11 deals damage to target player equal to the power of target untapped creature you control.
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.
Create two 2/2 Wall creature tokens with defender.
Enchant creature Enchanted creature gets 1: This creature gets +1/+0 and loses defender until end of turn.
Secure (Whenever this creature deals combat damage to a player, untap it.)
2/2
Whenever CG02 enters the battlefield, if you control two or more creatures, draw a card.
1/1
Deathtouch Whenever CG03 or another Mutant dies, put a +1/+1 counter on target creature you control.
1/1
Reach Secure (Whenever this creature deals combat damage to a player, untap it.)
3/3
Whenever CG05 or another Mutant dies, target creature gains hexproof until end of turn.
1/2
Trample
4/4
6/7
Destroy target creature with flying. You gain life equal to that creature’s power.
Destroy target artifact or enchantment.
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.)
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.
Flash Enchant creature Enchanted creature gets +1/+3 and has reach.
Enchant creature When enchanted creature dies, create three 1/1 black Mutant creature tokens.
Enchant creature Enchanted creature gets +3/+3 and has trample.
3/3
Flying When CA02 dies, you may draw a card. If you do, discard a card.
2/2
Equipped creature gets +1/+1 and has vigilance. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
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
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.
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Asa & Carmen: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |