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Showing 48 of 48 White cards
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Show rarities: C U R
Whenever you play a land, you may pay
. If you do, gain 1 life.

1/1
Arrow Storm deals 1 damage to each attacking or blocking creature target player controls.
Cultivate
(When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
Cultivate


Each player skips his or her next untap step.
Lifelink (Whenever this creature deals damage, you gain that much life.)
: Battlewise Priest deals 1 damage to target attacking or blocking creature.

1/2
Whenever Borderwatch Archer blocks you may have it deal 1 damage to target attacking creature.
1/1
Flying
Whenever you play a land, Brightwing Cleric gains vigilance until end of turn.
Whenever you play a land, Brightwing Cleric gains vigilance until end of turn.
3/2
Creatures you control get +1/+1 until end of turn. You gain 1 life for each attacking or blocking creature you control.
At the beginning of each player's upkeep, that player may name a card.
Spells that were not named in this way this turn cost an additional 2 to play.
Spells that were not named in this way this turn cost an additional 2 to play.

Enchant creature
When Edict of Solitude comes into play draw a card.
Enchanted creature's controller can't play spells with the same converted mana cost as enchanted creature.
When Edict of Solitude comes into play draw a card.
Enchanted creature's controller can't play spells with the same converted mana cost as enchanted creature.
You may return two Plains you control to their owners' hands rather than pay the mana cost of Eve of Harvest.
Prevent all combat damage that would be dealt this turn.
Prevent all combat damage that would be dealt this turn.
When Falcon Trooper is put into a graveyard from play, put a white 1/1 Bird creature token with flying into play.
2/2
Protection from red.
Earthform
(Any time you could play a land you may play this card face down as a land. It has ''
: Add
to your mana pool''. Turn it face up at any time for its earthform cost.)
Earthform




3/2
Flying, flash.
When Glorified Soul comes into play, prevent all damage that would be dealt to you this turn by sources you don't control. Put a +1/+1 counter on Glorified Soul for each damage prevented this way.
When Glorified Soul comes into play, prevent all damage that would be dealt to you this turn by sources you don't control. Put a +1/+1 counter on Glorified Soul for each damage prevented this way.
1/1
Greenheath Wildcaller gets +1/+2 as long as you control a cultivated land.
3/3
Flying.
Whenever Guardian Roc blocks a creature, remove that creature from the game at end of combat.
Earthform

(Any time you could play a land you may play this card face down as a land. It has ''
: Add
to your mana pool''. Turn it face up at any time for its earthform cost.)
Whenever Guardian Roc blocks a creature, remove that creature from the game at end of combat.
Earthform





2/3
Icon of Zenith's power and toughness are each equal to the number of lands you control.
Trample

: Up to X target creatures other than Icon of Zenith gain protection from all colors until end of turn, where X is the number of Plains you control. Play this ability only once each turn.
Trample


*/*
Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by
.)
Flying, vigilance, defender.
: Kaolin Warden loses defender until end of turn.

Flying, vigilance, defender.

4/5
Vigilance
,
: Creatures you control become 4/4 until end of turn.


4/4
Put a 1/1 white Soldier creature token into play for each tapped creature target opponent controls. They gain first strike until end of turn.
Cultivate

(When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
Cultivate



Defender.
Mythic Gatekeeper can block creatures as though they did not have any abilities.
Mythic Gatekeeper can block creatures as though they did not have any abilities.
2/8
Protection from enchanted (This creature can't be blocked, targeted, dealt damage or enchanted by anything that is enchanted)
Sacrifice Oathbound Auramancer: Destroy target enchantment.
Sacrifice Oathbound Auramancer: Destroy target enchantment.
2/2
Remove each creature from the game unless it has the lowest converted mana cost among creatures its controller controls or is tied for lowest.
All non-creature permanents have shroud. (They can't be the target of spells or abilities.)
2/4
When Plowshare Disciple comes into play, each player may put a basic land card from his or her hand into play tapped.
1/1


3/5
Target player gains 4 life.
Cultivate
(When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
Cultivate


Choose an untapped creature you control. The power and toughness of blocking creatures you control becomes equal to the power and toughness of that creature until end of turn.


2/3
Remove target permanent from the game. Return it to play at end of turn.
Cultivate
(When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
Cultivate




1/4
Tap all nonwhite creatures you control.
You choose how each creature blocks this turn.
You choose how each creature blocks this turn.


2/2
Flying
At the beginning of your upkeep put all creature cards in your graveyard with converted mana cost 1 or less into play.
At the beginning of your upkeep put all creature cards in your graveyard with converted mana cost 1 or less into play.
5/5
Whenever Southfen Patrol attacks, target creature gains lifelink until end of turn. (Whenever that creature deals damage, its controller gains that much life.)
3/3
Vigilance
When Steeled Farmhand comes into play, you may search your library for a Plains card, reveal it and put it in your hand, then shuffle your library.
When Steeled Farmhand comes into play, you may search your library for a Plains card, reveal it and put it in your hand, then shuffle your library.
1/2
Target creature is indestructible until end of turn. (''Destroy'' effects and lethal damage don't destroy it)
Cultivate


As long as Sun's Aegis is cultivating a land, that land is indestructible.
Cultivate



As long as Sun's Aegis is cultivating a land, that land is indestructible.
Remove target creature that blocked this turn from the game.
Flying
When Sunseeker Elder comes into play, remove target artifact or enchantment from the game.
When Sunseeker Elder comes into play, remove target artifact or enchantment from the game.
0/4



1/2
Whenever a land is put into your graveyard from play, remove it from the game. If you do, you may search your library for a land card and put it into play tapped.
, Sacrifice an untapped land you control: Target creature gets +2/+2 and gains vigilance until end of turn.

3/2
Enchant non-land permanent
Activated abilities of enchanted permanent can't be played.
Prevent all damage that would be dealt by enchanted permanent.
Activated abilities of enchanted permanent can't be played.
Prevent all damage that would be dealt by enchanted permanent.
Enchant land.
Enchanted land has ''
,
: Tap target creature''
Enchanted land has ''



First strike
Earthform
(Any time you could play a land you may play this card face down as a land. It has ''
: Add
to your mana pool''. Turn it face up at any time for its earthform cost.)
Earthform



2/2
Target creature you control gains protection from the color of your choice until end of turn.
Cultivate
(When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
Cultivate



1/3
Enchant creature
As Yeoman's Seal comes into play, choose a color.
Enchanted creature has protection from the chosen color. This does not remove Yeoman's Seal.
Enchanted creature can block creatures with landwalk abilities as if they didn't have those abilities.
As Yeoman's Seal comes into play, choose a color.
Enchanted creature has protection from the chosen color. This does not remove Yeoman's Seal.
Enchanted creature can block creatures with landwalk abilities as if they didn't have those abilities.
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Show rarities: C U R
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Alex's Personal Favourites |
Target creature gets +1/+1 and gains double strike until end of turn.