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 M 
Mechanic
Bless ({2}: Put a +1/+1 counter on this creature if it has no counters on it.)
 M 
Mechanic
This creature enters the battlefield with a/two/three +1/+1 counter(s) on it.
 
 M 
Mechanic
Diffuse \1 (Whenever THIS becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays \1.)
 
 M 
Mechanic
Dogma (This creature gets -1/-1 for each color among permanents you control.)
 M 
Mechanic
Egregore \1 (When this enters the battlefield, you gain \1 life. When this leaves the battlefield, you lose \1 life.)
 C 
Creature – Human Citizen
{1}{w}: If this creature isn't white, [cc] white.
When Eloquent Recruit becomes white, create a 1/1 white Soldier token.
1/2
 M 
Mechanic
Whenever you draw your second card each turn, do X.
 C 
Creature – Hound Citizen
{1}{r}: If this creature isn't red, [cc] red.
When Fierce Recruit becomes red, it deals 2 damage to target player.
3/1
 
 M 
Mechanic
Whenever THIS attacks, you may exile it until your next turn. If you do, draw a card.
 C 
Land – Forest Front
{t}: Add {g}.
———— Advancing Front ————
{t}: Add {g} or {r}.
 
 M 
Mechanic – Land Subtype
TL;DR: Fronts are lands that can be advanced to gain new abilities, but lose their mana abilities. Advancing the first front is free, but costs {3} per already advanced Front. You can also retreat from them for free.
 C 
Creature – Snake Citizen
{1}{g}: If Hermit Recruit isn't green, [cc] green.
When Hermit Recruit becomes green, put a +1/+1 counter on target creature.
2/4
 
 M 
Mechanic
Link to \type \1 (As you cast a \type spell, you may exile this card from your hand. If you do, cast it for its link cost.)
 M 
Mechanic – Keyword Action
Create a 0/0 colorless Spirit token with N +1/+1 counters on it.
 C 
Creature – Human Soldier
Breath — As Mechanic test attacks, you may pay {3}{g}. When you do, it gets +3/+0 until end of turn.
Breath {3}{g} (As this creature attacks, you may pay {3}{g}. When you do, it gets +3/+0 until end of turn.)
Proclaim — You may pay {g} and reveal this card as you draw it. If you do, draw a card.
1/1
 M 
Mechanic
Mercenary — When this enters the battlefield, if mana from an artifact was spent to cast it, [do something]. Otherwise, create a Treasure token. (It's an artifact with "{t}, Sacrifice this artifact: Add one mana of any color.")
 M 
Mechanic
You may cast THIS during an opponent's end step.
 
 M 
Mechanic
Purity (This creature enters the battlefield with a +1/+1 counter on it if you spent only $color mana to cast it.)
 
 M 
Mechanic
Any time you could cast a sorcery, you may return this permanent to its owner's hand.
 M 
Mechanic – Ability Word
Retaliate – If you lost life since your last turn ended, THIS does X instead.
 
 M 
Mechanic
Ritual \1 (As an additional cost to cast THIS you may remove \1 counters from permanents you control.)
 M 
Mechanic
Each counter you remove from permanents you control while casting this spell pays for {1}.
 
 M 
Mechanic
Whenever THIS becomes blocked, you may untap it and remove it from combat.
 
 M 
Mechanic – Keyword Action
Remove any number of counters from among permanents you control. Create a 0/0 colorless Spirit token with that many +1/+1 counters on it.
 U 
Creature – Human Soldier
Haunt creature (When this creature dies, you may exile it haunting target creature.)
Haunted creature can't attack or block.
2/2
 U 
Enchantment
When Banish Harm enters the battlefield, choose one:
• Exile target creature an opponent controls until this leaves the battlefield.
• Exile the next spell cast by an opponent until this leaves the battlefield.
 U 
Creature – Human Samurai
Vigilance
{t}: Destroy target creature blocking or blocked by Blind Samurai.
"Omae Wa Mou Shindeiru"
"NANI?"
1/1
 C 
Sorcery
[Manifest] the top two cards of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
 U 
Instant
Cast Counterintelligence only during combat.
Exile target spell. At the beginning of the next end step, its controller may cast it without paying its mana cost.
Draw a card.
 U 
Enchantment
Exile target noncreature, nonland permanent an opponent controls until Disruption Field leaves the battlefield.
{w}
 
 U 
Sorcery
As an additional cost to cast Dogpile, tap three untapped creatures you control.

Destroy target creature.
 C 
Creature – Human Soldier
Splice onto Soldier {w} (As you cast a Soldier spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's text to that spell.)

This creature enters the battlefield with a vigilance counter on it.
2/2
 C 
Enchantment Creature – Soldier
They're on the front line against all that is profane and unholy.
3/1
 C 
Creature – Human Knight
First Strike
You may cast First Responder during an opponent's end step.
2/3
 U 
Creature – Human Soldier
At the beginning of each combat, target creature you control gets +1/+1 until end of turn.
If Glory Chaser dies during combat, return it to the battlefield as a Monument artifact. (It's no longer a creature.)
2/1
 C 
Enchantment – Shrine
[Bless {3}{w}]
When Inspiring Shrine enters the battlefield or becomes blessed, creatures you control get +1/+1 and gain vigilance until end of turn.
{2}{w}
 
 C 
Creature – Whatever
Average dude.
3/2
 C 
Creature – Whatever
Stops Jonas from attacking.
2/4
 C 
Enchantment
Sacrifice Mana Leek: Counter target spell unless its controller pays {3}.
 R 
Enchantment
Creatures with power greater than the number of creatures their controller controls can't attack.
 U 
Creature – Human Knight
First Strike

When Noble Mentor enters the battlefield, create a 1/1 white Squire token.
2/1
 U 
Instant
Return target spell that targets you or a permanent you control to its owner's hand.
Draw a card.
 C 
Creature – Human Soldier
When a creature with power 3 or greater enters the battlefield under your control, sacrifice People's Militia.
2/2
 C 
Creature – Human Knight
Vigilance

{t}: Resourceful Knight gets +2/+0 until end of turn.
1/1
 C 
Instant
Swift Verdict deals 3 damage to target creature that attacked this turn.
Retaliate – If you lost life since your last turn ended, destroy that creature instead.
 C 
Enchantment
[Charm creature]

Charmed creature can't attack unless its controller pays {3}.
 C 
Creature – Human Soldier
[Retaliate] – Temple Guard enters the battlefield with a +1/+1 counter on it if you lost life since your last turn ended.
1/3
 C 
Enchantment
When Tin Jail enters the battlefield, exile target creature an opponent controls until he or she pays {4} or Tin Jail leaves the battlefield.
{w}
 
 C 
Creature – Human Soldier
Bless ({2}: Put a +1/+1 counter on this creature if it has no counters on it.)
1/2
 R 
Colour indicator U Sorcery
Spend only blue mana on X.

Draw X cards, then discard two cards.
 M 
Sorcery
Exile Find the Lady and the top two cards of your library in a face-down pile, shuffle that pile, then manifest those cards.
When Find the Lady dies, if you control no face-down creatures, draw three cards.
 U 
Sorcery
Draw a card.

When Fool's Wisdom is put in your graveyard from anywhere, draw a card.
 C 
Enchantment
[Charm permanent]

Charmed permanent doesn't untap during its controller's untap step.
 C 
Instant
Cast this spell only during your turn.
Counter target spell.
 R 
Instant
When you cast Meditation Time, draw three cards.

Discard your hand.
 C 
Sorcery
Draw two cards, then put a card from your hand on the bottom of your library.
 U 
Sorcery
Target player draws three cards, then exiles all cards from his or her hand face down until your next turn.
 R 
Instant
Search target player's library for any number of creature cards with total power and toughness greater than twice their converted mana cost, exile those cards, then that player shuffles his or her library.
 C 
Enchantment
Charge 2 ({t}: Put a charge counter on this permanent. When the second is put, sacrifice it. Charge only as a sorcery.)
Whenever you charge Profound Meditation, draw a card.
 C 
Instant
Link to creature {1}{u} (Whenever you cast a creaure spell, you may cast this spell for it's link cost. If you do, put it into your hand as it resolves.)

Draw a card.
 C 
Enchantment – Shrine
[Bless {1}{u}]
When Thought Shrine enters the battlefield or becomes blessed, draw a card.
 C 
Creature – Wall
Bless ({2}: Put a +1/+1 counter on this creature if it has no counters on it.)

Defender
0/4
 U 
Enchantment
Whenever you draw a card, put a charge counter on Warding Shrine.

Remove X counters from Warding Shrine and sacrifice it: Counter target spell unless its controller pays {x}.
 C 
Enchantment
Charge 2 ({t}: Put a charge counter on this permanent. When the second is put, sacrifice it. Charge only as a sorcery.)
When you sacrifice Astral Attack, target player sacrifices a creature.
 C 
Sorcery
Ritual (Each counter you remove from permanents you control while casting this spell pays for {1}.)
Target player discards two cards.
 C 
Creature – Horror
Ritual (Each counter you remove from permanents you control while casting this spell pays for {1}.)

Menace
5/4
 C 
Enchantment
[Charm creature]

Whenever charmed creature attacks, target player loses 1 life.
 C 
Enchantment – Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.)

I — Destroy target creature.

II — You lose 2 life.
 C 
Creature – Human Rogue
When Corpse Finder enters the battlefield, look at the top card of target player's library. If it's a creature card, you may put it into that player's graveyard.
2/2
 C 
Instant
Choose one —
• Counter target creature spell.
• Destroy target creature that entered the battlefield this turn.
 C 
Creature – Horror
Whenever Dark Zealot becomes blocked, you may pay 1 life. If you do, it gets +1/+1 until end of turn.
2/2
 C 
Creature – Human Wizard
Demon's Snack enters the battlefield with three +1/+1 counters on it.
"This ritual sounds cool." – neophyte's last words
0/0
 R 
Enchantment – Aura
Enchant creature

At the beginning of your end step, put two -1/-1 counters on enchanted creature, then draw a card.
 U 
Creature – Spirit
Haunt land (When this creature dies, exile it haunting target land.)
Whenever haunted land is tapped for mana, its controller loses 2 life.
2/2
 R 
Enchantment – Aura
Enchant creature
Enchanted creature has base power and toughness 0/0 and loses all abilities.
Enchanted creature can't leave the battlefield.
 R 
Instant
Reveal the bottom card of your library. If it's a Demon card, you may cast it without paying its mana cost.
 C 
Enchantment – Shrine
[Bless {4}{b}]
When Grave Shrine enters the battlefield or becomes blessed, return target creature card from your graveyard to your hand.
 C 
Sorcery
Target player sacrifices a creature and draws a card.
 C 
Sorcery
Ritual (Each counter you remove from permanents you control while casting this spell pays for {1}.)
Target player loses 4 life and you gain 4 life.
 C 
Creature – Demon
[Retaliate] – When Random Demon enters the battlefield, if you lost life since your last turn ended, target opponent loses 2 life.
3/3
 U 
Creature – Human Ninja
Whenever Shadowstep Ninja becomes blocked, you may pay 3 life. If you do, exile it and return it to the battlefield tapped and attacking.
3/1
 U 
Creature – Bat
Lifelink
{2/w}{2/w}: Tiny Bat gets +1/+1 and gains flying until end of turn.
2/1
 U 
Enchantment – Aura
Enchant creature
Enchanted creature gets +2/+2 and gains menace.
{2}{b}: Return this from your graveyard to the battlefield. Create an Egun token attached to it. If this would leave the battlefield, exile it instead. Activate only as a sorcery.
 C 
Creature – Snake
Retaliate – Whenever Vicious Jararaca attacks, if you lost life since your last turn ended, it gains deathtouch until end of turn.
2/2
 C 
Enchantment
Shrine 2 (At the beginning of combat on your turn, put a charge counter on this permanent. When the second is put, sacrifice it.)

When you sacrifice Bolt Shrine, it deals 3 damage to target player.
 C 
Enchantment
Shrine 3 (At the beginning of combat on your turn, put a charge counter on this permanent. When the third is put, sacrifice it.)

Whenever a counter is placed on Bolt Shrine v2, it deals 1 damage to target player.
 C 
Enchantment
Charge 2 ({t}: Put a charge counter on this permanent. When the second is put, sacrifice it. Charge only as a sorcery.)

When you sacrifice Bolt Shrine, it deals 3 damage to target player.
 U 
Sorcery
Exile all enchantments until end of turn.
 C 
Creature
Catch-up Dude has haste as long as you control no other creatures.
3/1
 U 
Sorcery
Exile target land. Its controller creates a land token with "{t}: Add {c} to your mana pool."
 C 
Artifact
Energy Drink enters the battlefield tapped. When it untaps, sacrifice it.

When Energy Drink dies, exile the top two cards of your library. Until end of turn, you may play those cards.
 C 
Enchantment – Shrine
[Bless {4}{r}]
When Firebolt Shrine enters the battlefield or becomes blessed, it deals 2 damage to target creature or player.
 C 
Sorcery
When you cast Frenetic Ritual, add {r}{r}{r} to your mana pool.
 U 
Creature – Goblin Shaman
Goblin Witch Doctor's power is equal to the number of sorcery cards in your graveyard.
*/1
 R 
Legendary Creature – Human Wizard
Haste, trample
If Lady Maxine would die, return her to her owner's hand, draw a card, then discard a card at random.
Now you see me...
5/1
 C 
Enchantment – Shrine
Whenever you draw a card, put a charge counter on Lava Shrine.

Remove two counters from Lava Shrine and sacrifice it: Lava Shrine deals 3 damage to target player.
 C 
Sorcery
Link to sorcery {r} (You may cast this card for its link cost when you cast a sorcery spell.)
Mana Spike deals 1 damage to target player. If its link cost was paid, return it to your hand.
 C 
Creature – Goblin
Bless ({2}: Put a +1/+1 counter on this creature if it has no counters on it.)

Haste
2/1
 C 
Enchantment
[Charm creature]

Charmed creature has first strike and attacks each combat if able.
 C 
Instant
Retaliation Bolt deals 2 damage to target creature.
[Retaliate] – If you lost life since your last turn ended, Retaliation Bolt deals 3 damage to that creature instead.
{2}{r}
 
 C 
Sorcery
Link to sorcery {r} (You may cast this card for its link cost when you cast a sorcery spell.)

Create two 1/1 red Rebel creature tokens.
 U 
Sorcery
Create two 1/1 red Rebel creature tokens. They have "Whenever you cast a sorcery spell, put a +1/+1 counter on this creature".
 C 
Sorcery
Choose one —
• Destroy target creature with defender.
• Riot Arson deals 2 damage to target creature or player.
 C 
Creature – Spirit
Haunt player (When this creature dies, exile it haunting target player.)
At the beginning of haunted player's upkeep, Scorching Obsessor deals 1 damage to them.
3/2
 U 
Sorcery
Exchange control of two target lands.
 C 
Sorcery
Recurring (Put this card into your hand as it resolves unless each opponent discards a card.)

Destroy target artifact.
 C 
Creature – Goblin Warrior
If Steady Stream of Goblins dies while attacking, return it to the battlefield tapped.
1/1
 C 
Creature – Sliver
{1}: Add one mana of any color to your mana pool. Spend this mana only to cast Sliver spells.
1/1
 C 
Creature – Bear
Shield 2 (Your opponents can't target this unless they pay {2}.)
2/2
 C 
Creature – Bear
When you cast Double Bear, create a token that's a copy of it.
2/2
 C 
Creature – Elf Shaman
{t}: Elder Channeler gains "{t}: Add {g} to your mana pool." (This effect lasts indefinitely.)
1/2
 C 
Creature – Whatever
Is killed by Jonas.
4/3
 C 
Creature – Beast
Bless ({2}: Put a +1/+1 counter on this creature if it has no counters on it.)
3/2
 R 
Sorcery
You may sacrifice three lands rather than pay Great Migration's mana cost.

Until end of turn, you may play any number of lands.
 U 
Creature – Wall
Defender
Green Wall can block any one creature. (It’s not affected by any restrictions during Declare Blockers Step.)
0/5
 C 
Enchantment
Shrine 3 (At the beginning of combat on your turn, put a charge counter on this permanent. When the third is put, sacrifice it.)

When you sacrifice Growth Shrine, put two +1/+1 counters on target creature you control.
 C 
Creature – Spider
Reach
Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
1/2
 C 
Sorcery
Choose one —
• Destroy target creature with flying.
• Target creature you control fights another target creature.
 C 
Creature – Elf Druid
{t}: Add {g} to your mana pool.

If Mana Rocker dies during combat, return it to the battlefield as a Monument artifact. (It's no longer a creature.)
2/1
 C 
Enchantment – Shrine
[Bless {3}{g}]
When Mighty Shrine enters the battlefield or becomes blessed, target creature gets +2/+2 and gains trample until end of turn.
 C 
Creature – Beast
Flash
Sacrifice Spellhide Beast: Target permanent or player gains hexproof until end of turn.
3/2
 C 
Creature – Snake Druid
When you cast Sprout Tender, add {g}{g} to your mana pool. Spend this mana only to cast creature spells.
2/2
{g}
 
 U 
Sorcery
Destroy target artifact or enchantment if you control a creature with higher converted mana cost.
 R 
Enchantment
At the beginning of your end step, target creature you control fights another target creature.
 C 
Creature – Whatever
Syphon (When this enters the battlefield, you may remove a counter from target permanent. If you do, put a +1/+1 counter on this.)
2/1
 R 
Creature – Cat
Flash
When Territorial Jaguar enters the battlefield, you may have it deal damage equal to its power to target creature or planeswalker.
"Chandra, are you sure the city is this wa-ARRRGGH!" – Jace Beleren, last words
5/4
 C 
Creature – Bear
When Think Skin Bear becomes the target of a spell or ability an opponent controls for the first time, counter that spell or ability and put a +1/+1 counter on Think Skin Bear.
2/2
 C 
Enchantment
[Charm creature]

Charmed creature gets +1/+1 and has trample.
 C 
Creature – Spider
Reach, deathtouch

When Wandering Spider enters the battlefield, you may have it fight target creature with flying.
1/1
 U 
Creature
Whenever Weird Fog Dude blocks a creature, the other creature gains first strike until end of turn.
When Weird Fog Dude dies while blocking, prevent all combat damage that would be dealt this turn.
3/1
 C 
Creature – Human Rogue
If Informant dies during combat, draw two cards.
2/1
 R 
Creature – Zombie Horror
Menace
Discard Resilient Waste and another card: Draw a card.
Whenever you cast a spell that has the same name as a card in your graveyard, you may return Resilient Waste from your graveyard to your hand.
4/4
 M 
Legendary Creature – Human Mutant
Haste
The Hulk must be blocked if able.
Damage is dealt to The Hulk in the form of +1/+1 counters
2/2
 U 
Creature – Elf Druid
When Dork and Bjork enters the battlefield, create a 1/1 green Elf token.
{t}: Add {g} or {w} to your mana pool.
1/1
 M 
Planeswalker – Sorin
If Sorin, Stuck in a Rock would die, exile it and return it to the battlefield transformed instead.
0:Any number of target creatures deal damage equal to their power to Sorin.
"Dig harder, you lazy f**ks"
99
 U 
Creature – Snake
When Amazon Predator enters the battlefield, remove all counters from target creature you don't control. You may have Amazon Predator fight that creature.
3/4
 U 
Creature – Human Wizard
When Benevolent Master dies create a 0/0 colorless Spirit token with three +1/+1 counters on it.
I'll always be here to guide you in times of need.
2/2
 C 
Sorcery
Scry 5, then reveal the top card of your library. If it's a land card, put it onto the battlefield tapped.
 M 
Planeswalker – Eneas
0:Exile Eneas until your next turn. Draw a card.
-3:Until your next turn, any number of target creatures have base power 0.
-5:Create a legendary enchantment token named Worldveil with "Other permanents you control have hexproof".
5
 R 
Legendary Creature – Weird Performer
Activated abilities of artifact tokens you control cost {2} less to activate.
{1}, remove target attacking creature you control from combat: Create a Food, Clue, or Blood token chosen at random.
3/3
 R 
Instant
Counter target activated or triggered ability. If that ability is countered this way, exile its source. (Mana abilities can't be targeted.)
 M 
Sorcery
Shuffle your library.
Name a nonland card, then exile the top four cards of your library. If you exile the named card, you may cast it without paying its mana cost. Otherwise, you lose half your life, rounded up.
 C 
Instant
Destroy target artifact or enchantment.
 C 
Creature – Human Rogue
Whenever Illusionist becomes blocked, you may untap it and remove it from combat.
2/1
 C 
Creature – Human Rogue
Whenever Sneaky Spy becomes blocked, draw a card.
"I'm more of an enchanced interrogator, really."
1/4
 U 
Artifact Creature – Construct
Rainbow Colossus costs {1} less to cast for each color of mana in your mana pool.
8/8
 U 
Artifact
As long as it's untapped, Scranton Reality Anchor can't leave the battlefield.
{3}, {t}: Until end of turn, another target permanent can't leave the battlefield.
 C 
Artifact Creature – Gargoyle
Defender

{3}{w}: Put a +1/+1 counter on Watchful Gargoyle. It loses defender and gains flying until end of turn.
2/3
 
 R 
Legendary Land – Polis
+1: Add {w} to your mana pool.
-2: Distribute two +1/+1 counters among one or two target creatures.
-4: Create four 1/1 white Citizen tokens.
1
 R 
Land – Island Swamp
({t}: Add {u} or {b} to your mana pool.)
As Dark and Moist Place enters the battlefield, you may have an opponent gain 3 life. If you don't, Dark and Moist Place enters the battlefield tapped.
 U 
Land
{t}, Sacrifice Evolving Island, Add {c} to your mana pool: Search your library for an Island card and put it onto the battlefield tapped. Then shuffle your library.
 U 
Land
Great Plaza enters the battlefield tapped.
When Great Plaza enters the battlefield, sacrifice it unless you return a basic land you control to its owner's hand.
{t}: Add two mana of any one color.
 C 
Land
{t}: Add {c} to your mana pool.
{3}, {t}: [Manifest] Hall of the Spirits. (Turn it face down. It becomes a 2/2 creature.)
 R 
Land
Rainbow Grove is all colors (even if this card isn't in play).

{g}{g}{g}, {t}: Add {w}{u}{b}{r} to your mana pool.
 U 
Land – Forest
({t}: Add {g} to your mana pool.)
Receding Forest enters the battlefield tapped. When it does, target Forest you control becomes the basic land type of your choice.
 U 
Land
{2}: Add one mana of any color to your mana pool.
 R 
Land
{t}: Add one mana of any color to your mana pool if your devotion to that color is two or more.
 T 
Creature – Spirit
This creature can’t attack or block unless a non-Spirit you control also attacks or blocks.
2/1
 T 
Artifact
{t}, Sacrifice this: Target creature can't attack or block this turn.

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Show rarities: C U R M T

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