[Alnikar] the Colorful
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Flying, flash
Affinity for Islands (This cost
less to cast for each permanent of that type you control.)
When Tsunami Angel enters the battlefield, return up to two target creatures to their owners' hands.
Affinity for Islands (This cost

When Tsunami Angel enters the battlefield, return up to two target creatures to their owners' hands.
6/6
Affinity for Forests (This cost
less to cast for each permanent of that type you control.)
Exile target creature if it is attacking or has flying.

Exile target creature if it is attacking or has flying.
Affinity for Plains (This cost
less to cast for each permanent of that type you control.)
Counter target spell. If that spell is countered this way, exile it instead of burying it.

Counter target spell. If that spell is countered this way, exile it instead of burying it.
At the beginning of your upkeep, if you control no Island, you lose 2 life.
Your water or your blood.
5/5
Affinity for Islands (This cost
less to cast for each permanent of that type you control.)
Destroy target creature.
Draw a card.

Destroy target creature.
Draw a card.
Vampire Guide has flying as long as you control an Island.
Vampire Guide has haste as long as you control a Mountain.
Vampire Guide has haste as long as you control a Mountain.
2/1
Affinity for Swamps (This cost
less to cast for each permanent of that type you control.)
Return up to two target instant and/or sorcery cards from your graveyard to your hand. Exile Rekindle the Passion.

Return up to two target instant and/or sorcery cards from your graveyard to your hand. Exile Rekindle the Passion.
Affinity for Swamps (This cost
less to cast for each permanent of that type you control.)
Destroy two target lands.

Destroy two target lands.
Affinity for Mountains (This cost
less to cast for each permanent of that type you control.)
Target creature you control gets +3/+3 until end of turn. It deals damage equal to its power to up to one target creature you don't control.

Target creature you control gets +3/+3 until end of turn. It deals damage equal to its power to up to one target creature you don't control.
Affinity for Mountains (This cost
less to cast for each permanent of that type you control.)
Creatures you control get +2/+2 and gain trample until end of turn.

Creatures you control get +2/+2 and gain trample until end of turn.
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)
Affinity for Plains (This cost
less to cast for each permanent of that type you control.)
Hunting Bayleon must be blocked if able.
Affinity for Plains (This cost

Hunting Bayleon must be blocked if able.
They venture often into the open land, where the prey has a much harder time to hide from their sight.
6/6
Manadrain (As you cast this spell you may return a land you control to its owner's hand to pay for
of this spell's mana cost.)
Reach

Reach
1/3
Reach
, Return a land you control to its owners hand: Vithrid Spinner deals 3 damage to target creature with flying.

2/3
At the beginning of your upkeep target opponent exiles a card from the top of his or her library for each Island you control.
At the beginning of your upkeep target opponent exiles a card from the top of his or her library for each Swamp you control.
At the beginning of your upkeep target opponent exiles a card from the top of his or her library for each Swamp you control.
Haste
Watershy Firecat can't attack as long as the defending player controls an Island.
Watershy Firecat can't attack as long as the defending player controls an Island.
4/2
Flying
Marshland Aven gets +1/+1 as long as you control an Island.
Marshland Aven gets +1/+1 as long as you control an Island.
1/2
Peatskulk Kavu gets +1/+1 as long as you control a Mountain.
3/3
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Mistprowl Wolf gets +1/+1 as long as you control a Plains.
Mistprowl Wolf gets +1/+1 as long as you control a Plains.
3/1
Menace
Steamvent Ghoul gets +1/+1 as long as you control a Swamp.
Steamvent Ghoul gets +1/+1 as long as you control a Swamp.
3/2
Shardcrag Capricorn gets +1/+1 as long as you control a Forest.
2/2
(
: Add
or
to your mana pool.)
Ribcage Reef enters the battlefield tapped.
When Ribcage Reef enters the battlefield, bury the top card of your library. If it’s a land card, untap Ribcage Reef.



Ribcage Reef enters the battlefield tapped.
When Ribcage Reef enters the battlefield, bury the top card of your library. If it’s a land card, untap Ribcage Reef.
(
: Add
or
mana to your mana pool.)
As Submerged Mausoleum enters the battlefield, you may reveal a card that's both black and blue. If you don't, Submerged Mausoleum enters the battlefield tapped.



As Submerged Mausoleum enters the battlefield, you may reveal a card that's both black and blue. If you don't, Submerged Mausoleum enters the battlefield tapped.
Torchwood enters the battlefield tapped.
: Add
to your mana pool.
: Untap up to one target Mountain and up to one target Forest.



(
: Add
to your mana pool.)
Verge of Squeakwood enter the battlefield tapped.
When Verge of Squeakwood enter the battlefield, if you control three or more Plains, create a 1/1 green Squirrel creature token.


Verge of Squeakwood enter the battlefield tapped.
When Verge of Squeakwood enter the battlefield, if you control three or more Plains, create a 1/1 green Squirrel creature token.
Warped Primordium enter the battlefield tapped.
When Warped Primordium enter the battlefield, sacrifice a permanent.
: Add one mana of any color to your mana pool.
When Warped Primordium enter the battlefield, sacrifice a permanent.

The lands are releasing their arcane potential as a violent eruption of magical power.
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[Alnikar] the Colorful: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
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Create X 1/1 white Soldier creature tokens.
2017-03-09 15:37:56 by SecretInfiltrator