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When Canny Major enters the battlefield, predict. (Choose a colour and a number.)
Whenever an opponent casts a spell with the predicted colour and converted mana cost, target creature you control gains protection from the predicted colour until end of turn.
Whenever an opponent casts a spell with the predicted colour and converted mana cost, target creature you control gains protection from the predicted colour until end of turn.
2/2
First strike
Entitlement 1 (When Cocky Knight enters the battlefield, you may exile a permanent you control until Cocky Knight leaves the battlefield. If you do, put a +1/+1 counter on Cocky Knight.)
Entitlement 1 (When Cocky Knight enters the battlefield, you may exile a permanent you control until Cocky Knight leaves the battlefield. If you do, put a +1/+1 counter on Cocky Knight.)
1/1
Regenerate target creature. You gain control of that creature if it regenerates this way.
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
: Tap subjugated creature.

1/1
Loyalty (Whenever another creature you control would die, you may sacrifice this creature instead.)
1/1
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Subjugated creature loses first strike, trample and deathtouch.
Subjugated creature loses first strike, trample and deathtouch.
2/2
Conquer — Whenever a permanent an opponent controls leaves the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
1/2
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Whenever a creature paired with Incursion Force deals combat damage, you gain that much life.
Whenever a creature paired with Incursion Force deals combat damage, you gain that much life.
2/4
Target opponent chooses one —
• You sacrifice a creature and put three 1/1 white Fighter creature tokens with flying onto the battlefield.
• You put three 1/1 white Soldier creature tokens onto the battlefield.
• You sacrifice a creature and put three 1/1 white Fighter creature tokens with flying onto the battlefield.
• You put three 1/1 white Soldier creature tokens onto the battlefield.
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Whenever subjugated creature attacks or blocks, put two 1/1 white Soldier creature tokens onto the battlefield.
Whenever subjugated creature attacks or blocks, put two 1/1 white Soldier creature tokens onto the battlefield.
2/1
Retribution 1 (This creature enters the battlefield with a +1/+1 counter on it if you were dealt damage since your last end step.)
1/3
Promotion (When this creature enters the battlefield, return a creature you control to its owner's hand or pay
.)
Flying
When Sky Marshal enters the battlefield, gain 3 life.

Flying
When Sky Marshal enters the battlefield, gain 3 life.
3/3
Whenever this creature attacks, bluff for instants. (Defending player chooses one: this creature gets +1/+1 until end of turn; or the next time you cast an instant spell this turn, this creature gets +2/+2 until end of turn.)
1/2
When Disruptive Task Force enters the battlefield, predict. (Choose a colour and a number.)
, Sacrifice Disruptive Task Force: Counter target spell with the predicted colour and converted mana cost.

1/1
Flash
Enchant nonland permanent
When Gefjun Disturber enters the battlefield, tap enchanted permanent and remove it from combat.
Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated.
Enchant nonland permanent
When Gefjun Disturber enters the battlefield, tap enchanted permanent and remove it from combat.
Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated.
Target opponent chooses one —
• You sacrifice a creature and draw three cards.
• You draw two cards.
• You sacrifice a creature and draw three cards.
• You draw two cards.
Flying
Entitlement 2 (When Bloodthirsty Skyknight enters the battlefield, you may exile a permanent you control until Bloodthirsty Skyknight leaves the battlefield. If you do, put two +1/+1 counters on Bloodthirsty Skyknight.)
Entitlement 2 (When Bloodthirsty Skyknight enters the battlefield, you may exile a permanent you control until Bloodthirsty Skyknight leaves the battlefield. If you do, put two +1/+1 counters on Bloodthirsty Skyknight.)
2/2
When Britannian Beachstormers enters the battlefield, put a sabotage counter on target land you don't control.
Undermine – Whenever a sabotaged permanent you don't control untaps, its controller loses 1 life.
Undermine – Whenever a sabotaged permanent you don't control untaps, its controller loses 1 life.
3/2
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Whenever an opponent loses 4 or more life in a single combat phase, subjugated creature gets -2/-2 until end of turn.
Whenever an opponent loses 4 or more life in a single combat phase, subjugated creature gets -2/-2 until end of turn.
2/3
Overwhelm (If you control more creatures than an opponent, this creature gets +1/+1.)
1/2
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Subjugated creature gets -1/-1.
Subjugated creature gets -1/-1.
2/2
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Subjugated creature can't block.
At the beginning of your upkeep, subjugated creature's controller loses 2 life.
Subjugated creature can't block.
At the beginning of your upkeep, subjugated creature's controller loses 2 life.
2/3
Squad (When you cast this, you may search your library for any number of cards named Glasgow RP-11 and put them into your hand. Then shuffle your library.)
Equip nonequipped creature
Equipped creature gets +1/+1.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip nonequipped creature

Equipped creature gets +1/+1.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Leadership (When this creature enters the battlefield, each creature you control gets +1/+1 until end of turn.)
2/2
Oppression (This creature can't be blocked by creatures with toughness 1. Whenever this creature attacks, put a 1/1 red Rebel creature token onto the battlefield under defending player's control.)
3/2
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Subjugated creature gets -2/-0.
Subjugated creature gets -2/-0.
1/1
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Subjugated creature can't block.
Subjugated creature can't block.
2/1
Subversive Infiltrator can't be blocked by creatures with greater power.
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, each player puts the top five cards of his or her library into his or her graveyard.
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, each player puts the top five cards of his or her library into his or her graveyard.
1/1
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, gain 4 life.
2/4
Conquer — Whenever a permanent an opponent controls leaves the battlefield, that player loses 1 life.
2/1
Target opponent chooses one —
• You sacrifice a creature. Aggressive Gambit deals 4 damage divided as you choose among one or two target creatures of your choice.
• Aggressive Gambit deals 3 damage to target creature of your choice.
• You sacrifice a creature. Aggressive Gambit deals 4 damage divided as you choose among one or two target creatures of your choice.
• Aggressive Gambit deals 3 damage to target creature of your choice.
Sabotage creatures — Whenever a creature enters the battlefield under your opponent's control, you may reveal Black Knight Informant from your hand and pay 
. If you do, cast it without paying its mana cost.


3/2
First strike
Overthrow_A (This costs
less to cast for each creature you attacked with this turn.)
Overthrow_A (This costs

3/1
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, add 
to your mana pool.


2/2
Revolution (
: Transform all Rebels you control.)

2/1
When this creature transforms into Respected Soldier, target creature can't block this turn.
2/3
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, Incensed Underdog deals 2 damage to each opponent.
3/1
Revolution — Whenever another Rebel enters the battlefield under your control, target creature can't block this turn.
2/2
Whenever you cast a Geass spell that targets a creature an opponent controls, gain control of that creature until end of turn, untap it, and it gains haste until end of turn.
2/2
Menace
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, untap Mob of Elevens.
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, untap Mob of Elevens.
3/3
Underdog — When Partisan Saboteur enters the battlefield, if you control fewer creatures than defending player, it deals 2 damage to target creature.
4/2
Abet 2 (
: When target creature attacks this turn, it gets +2/+0 and gains trample until end of turn. When that creature deals combat damage to a player, untap this.)

2/1
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, create a 1/1 red Rebel creature token.
3/1
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn and you've only had one combat phase this turn, untap all creatures you control. After this phase, there is an additional combat phase.
4/4
Led by Example – Whenever Inspired Protectors attacks or blocks along with a creature with greater power, regenerate target creature.
1/3
Target opponent chooses one —
• You sacrifice a creature and search your library for up to three basic land cards, put one onto the battlefield and the rest into your hand, then shuffle your library.
• You search your library for a basic land card and put it onto the battlefield, then shuffle your library.
• You sacrifice a creature and search your library for up to three basic land cards, put one onto the battlefield and the rest into your hand, then shuffle your library.
• You search your library for a basic land card and put it onto the battlefield, then shuffle your library.
Haste
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, that player discards a card.
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, that player discards a card.
3/2
Purity — Whenever Elite Squadman attacks, if no non-Soldier creatures are attacking, Elite Squadman gains lifelink until end of turn.
3/1
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
When subjugated creature dies, return it to the battlefield under your control.
When subjugated creature dies, return it to the battlefield under your control.
2/3
Set in Motion (
: Exile this card face down from your hand with two time counters on it. At the beginning of your upkeep, remove a time counter. While it has exactly one time counter, you may cast it without paying its mana cost. Set in Motion only as a sorcery.)
If you control a Swamp or a Forest, regenerate target creature you control and draw a card.

If you control a Swamp or a Forest, regenerate target creature you control and draw a card.
Set in Motion (
: Exile this card face down from your hand with two time counters on it. At the beginning of your upkeep, remove a time counter. While it has exactly one time counter, you may cast it without paying its mana cost. Set in Motion only as a sorcery.)
If you control a Forest or an Island, untap target creature and it gets +1/+1 until end of turn.

If you control a Forest or an Island, untap target creature and it gets +1/+1 until end of turn.
Set in Motion (
: Exile this card face down from your hand with two time counters on it. At the beginning of your upkeep, remove a time counter. While it has exactly one time counter, you may cast it without paying its mana cost. Set in Motion only as a sorcery.)
When target attacking creature deals combat damage to a player this turn, draw three cards then discard a card.

When target attacking creature deals combat damage to a player this turn, draw three cards then discard a card.
Set in Motion (
: Exile this card face down from your hand with two time counters on it. At the beginning of your upkeep, remove a time counter. While it has exactly one time counter, you may cast it without paying its mana cost. Set in Motion only as a sorcery.)
If you control a Mountain or a Plains, target creature gets +1/+0 and gains first strike until end of turn.

If you control a Mountain or a Plains, target creature gets +1/+0 and gains first strike until end of turn.





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Code Geass archive: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
As long as you control a creature with a -1/-1 counter on it, Britannian Occupiers has vigilance.
last 2014-11-13 17:51:18 by Alex