Dragon Gate
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Create two 2/2 colorless Sliver creature tokens.
+1: Exile up to one target permanent that is one or more colors.
-4: Ugin Revived deals 3 damage to any target. You draw three cards.
When a planeswalker enters under your control, you may return Ugin Revived from your graveyard onto the field.
-4: Ugin Revived deals 3 damage to any target. You draw three cards.
When a planeswalker enters under your control, you may return Ugin Revived from your graveyard onto the field.
7
As Abzan Siege enters, choose Brood or Resistance.
• Brood — At the beginning of combat on your turn, target creature you control gets +1/+1 and gains flying until end of turn.
• Resistance — At the end of combat on each opponent's turn, destroy target creature that attacked you or a permanent you control this turn.
• Brood — At the beginning of combat on your turn, target creature you control gets +1/+1 and gains flying until end of turn.
• Resistance — At the end of combat on each opponent's turn, destroy target creature that attacked you or a permanent you control this turn.
Distribute two +1/+1 counters among one or two target creatures.
Defy — If was spent to cast Abzan Tonic, those creatures gain lifelink until end of turn.
Defy — If was spent to cast Abzan Tonic, those creatures gain lifelink until end of turn.
Flying, defender
: Benalish Gargoyle loses defender until end of turn.
: Benalish Gargoyle loses defender until end of turn.
3/5
Flying
Breath — As Glowing Dragon attacks, you may pay and exert Glowing Dragon. When you do, tap and exert target creature.
Breath — As Glowing Dragon attacks, you may pay and exert Glowing Dragon. When you do, tap and exert target creature.
2/3
Vigilance
Guddek Reag gets +2/+0 and has first strike if you control a creature named Somreck Keel.
: Return target creature you control named Somreck Keel to its owner's hand.
Guddek Reag gets +2/+0 and has first strike if you control a creature named Somreck Keel.
: Return target creature you control named Somreck Keel to its owner's hand.
1/3
Uniformity (This creature gets +1/+1 for each other creature you control with the same name.)
When Kithkin Militia enters, you gain 2 life for each creature you control named Kithkin Militia.
When Kithkin Militia enters, you gain 2 life for each creature you control named Kithkin Militia.
2/2
Indestructible
Conjoin 2 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +2/+2. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 2 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +2/+2. For each member conjoined this way beyond the first, it can block an additional creature.)
2/2
Escort (Creatures with escort must be blocked before creatures without escort.)
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)
1/1
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Whenever you conjoin one or more creatures, gain 2 life.
Whenever you conjoin one or more creatures, gain 2 life.
2/2
Vigilance
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
2/4
As Primal Cement enters, it becomes your choice of the following —
• 3/3
• 2/2 with flying
• 1/6 with defender
• 3/3
• 2/2 with flying
• 1/6 with defender
*/*
Enchant creature
Enchanted creature has vigilance.
Enchanted creature gets +1/+1 for each Aura named Same Vigilance enchanting it.
Enchanted creature has vigilance.
Enchanted creature gets +1/+1 for each Aura named Same Vigilance enchanting it.
First strike
Somreck Keel gets +0/+2 and has vigilance if you control a creature named Guddek Reag.
: Return target creature you control named Guddek Reag to its owner's hand.
Somreck Keel gets +0/+2 and has vigilance if you control a creature named Guddek Reag.
: Return target creature you control named Guddek Reag to its owner's hand.
3/1
All Slivers can plainswalk.
3/3
Clan Destiny — Whenever a Wall or Cleric creature enters under your control, gain 3 life.
0/4
Defender
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)
Whenever combat damage that would be dealt to Wall of Dawn is prevented, you gain that much life.
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)
Whenever combat damage that would be dealt to Wall of Dawn is prevented, you gain that much life.
0/2
Defender
Domain — Wall of Fields can block an additional creature for each basic land type among lands you control.
Domain — Wall of Fields can block an additional creature for each basic land type among lands you control.
0/6
Counter target spell unless its controller pays .
Defy — If was spent to cast Bubble of Defiance, it deals 2 damage to that spell's controller.
Defy — If was spent to cast Bubble of Defiance, it deals 2 damage to that spell's controller.
You may have Glamorph enter as a copy of any creature or planeswalker on the field.
3/3
As Jeskai Siege enters, choose Brood or Resistance.
• Brood — , : Put target noncreature, nonland card from your graveyard to your hand.
• Resistance — , : Copy target instant or sorcery spell. You may choose new targets for the copy.
• Brood — , : Put target noncreature, nonland card from your graveyard to your hand.
• Resistance — , : Copy target instant or sorcery spell. You may choose new targets for the copy.
Flying
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
2/1
: Merfolk Quicksilver gains or loses ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.) until end of turn.
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
3/1
Flying
Breath – As Mnemonic Dragon attacks, you may pay and return a land you control to its owner's hand. When you do, put an instant or sorcery card from your graveyard to your hand.
Breath – As Mnemonic Dragon attacks, you may pay and return a land you control to its owner's hand. When you do, put an instant or sorcery card from your graveyard to your hand.
4/5
When Oath of Teferi enters, you may search your library and graveyard for a planeswalker card and put it into your hand. Then shuffle your library.
Whenever a creature enters under an opponent's control, up to one planeswalker you control gets a loyalty counter.
Whenever a creature enters under an opponent's control, up to one planeswalker you control gets a loyalty counter.
Flying
Uniformity (This creature gets +1/+1 for each other creature you control with the same name.)
Uniformity (This creature gets +1/+1 for each other creature you control with the same name.)
0/1
Choose one —
• Put target spell or nonland permanent into its owner's library second from the top.
• Target player mills 10.
• Put target spell or nonland permanent into its owner's library second from the top.
• Target player mills 10.
Enchant creature
Enchanted creature has flying.
Enchanted creature gets +1/+1 for each Aura named Same Flight enchanting it.
Enchanted creature has flying.
Enchanted creature gets +1/+1 for each Aura named Same Flight enchanting it.
Choose one —
• Take an extra turn after this one.
• Deploy a permanent card from your hand. (Put that card onto the field.)
• Take an extra turn after this one.
• Deploy a permanent card from your hand. (Put that card onto the field.)
: Untap Vodalian Mesmer.
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
2/2
Ingest X, where X is the number of creatures named Vodalian Swallower you control (Whenever this creature deals combat damage to a player, that player exiles the top X cards of their library.)
1/3
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Uniformity (This creature gets +1/+1 for each other creature you control with the same name.)
Uniformity (This creature gets +1/+1 for each other creature you control with the same name.)
1/1
Defender, flying
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)
0/2
Clan Destiny — Whenever a Nightstalker or Cleric creature enters under your control, target player loses 1 life and you gain 1 life.
2/2
Choose one or both —
• Destroy target non-Dragon creature.
• Return target Dragon card from your graveyard to your hand.
• Destroy target non-Dragon creature.
• Return target Dragon card from your graveyard to your hand.
Flying
Breath — As Corrupting Dragon attacks, you may pay and sacrifice a creature. When you do, each opponent discards a card.
Breath — As Corrupting Dragon attacks, you may pay and sacrifice a creature. When you do, each opponent discards a card.
4/3
Deathtouch
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
1/2
Depressed Nightstalker can only attack alone.
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
3/2
Domain — Ingest X, where X is the number of basic land types among lands you control (Whenever this creature deals combat damage to a player, that player exiles the top X cards of er library.)
1/4
Lifelink
Conjoin 2 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +2/+2. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 2 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +2/+2. For each member conjoined this way beyond the first, it can block an additional creature.)
2/6
Pay 1 life: Choose one —
• Morgueling gains indestructible until end of turn.
• Morgueling gains lifelink until end of turn.
• Morgueling gains menace until end of turn.
• Morgueling gets +1/-1 until end of turn.
• Morgueling gets -1/+1 until end of turn.
• Morgueling gains indestructible until end of turn.
• Morgueling gains lifelink until end of turn.
• Morgueling gains menace until end of turn.
• Morgueling gets +1/-1 until end of turn.
• Morgueling gets -1/+1 until end of turn.
3/3
Flying, trample, haste, first strike, deathtouch, protection from black
If New Spirit of the Night would be put into a graveyard from anywhere, reveal New Spirit of the Night and shuffle it into its owner's library instead.
If New Spirit of the Night would be put into a graveyard from anywhere, reveal New Spirit of the Night and shuffle it into its owner's library instead.
7/7
Enchant creature
Enchanted creature has menace.
Enchanted creature gets +1/+1 for each Aura named Same Menace enchanting it.
Enchanted creature has menace.
Enchanted creature gets +1/+1 for each Aura named Same Menace enchanting it.
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)
Shadowdancer can't block.
Shadowdancer can't block.
3/1
As Sultai Siege enters, choose Brood or Resistance.
• Brood — At the beginning of your end step, mill two cards. Put one of them into your hand.
• Resistance — At the beginning of your end step, you lose 2 life and create two 1/1 black Snake creature tokens with deathtouch.
• Brood — At the beginning of your end step, mill two cards. Put one of them into your hand.
• Resistance — At the beginning of your end step, you lose 2 life and create two 1/1 black Snake creature tokens with deathtouch.
Defender
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)
Whenever combat damage that would be dealt to Wall of Dusk is prevented, it deals that much damage to target player.
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)
Whenever combat damage that would be dealt to Wall of Dusk is prevented, it deals that much damage to target player.
0/2
Flying
: Dracofenix gets +2/+0 until end of turn.
Clan Destiny — Whenever a Dragon or Phoenix creature enters under your control, you may put Dracofenix from your graveyard or command zone onto the field.
: Dracofenix gets +2/+0 until end of turn.
Clan Destiny — Whenever a Dragon or Phoenix creature enters under your control, you may put Dracofenix from your graveyard or command zone onto the field.
4/4
As an additional cost to cast Dragon Tempest, discard X cards.
Create X 5/5 red Dragon creature tokens with flying.
Create X 5/5 red Dragon creature tokens with flying.
As Festival Siege enters, choose Activity or Ecstasy.
• Activity — At the beginning of combat, you may discard a card. If you do, up to one target creature gains haste and first strike until end of turn.
• Ecstasy — Whenever you discard a card, up to one target creature gets +2/-2 until end of turn.
• Activity — At the beginning of combat, you may discard a card. If you do, up to one target creature gains haste and first strike until end of turn.
• Ecstasy — Whenever you discard a card, up to one target creature gets +2/-2 until end of turn.
Fiery Helix deals 2 damage divided as you choose among one or two target creatures and/or players.
Defy — If was spent to cast Fiery Helix, you gain 2 life.
Defy — If was spent to cast Fiery Helix, you gain 2 life.
First strike
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
1/1
: Target creature must block Goblin Torchbearer this turn if able.
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
3/2
Haste
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
1/1
Flying
Breath — As Hearth Dragon attacks, you may pay and discard a card. When you do, exile the top card of your library. Until end of turn, you may play that card.
Breath — As Hearth Dragon attacks, you may pay and discard a card. When you do, exile the top card of your library. Until end of turn, you may play that card.
3/3
As Mardu Siege enters, choose Brood or Resistance.
• Brood — At the beginning of combat on your turn, target creature you control gets +3/+0 and gains menace until end of turn.
• Resistance — Whenever a card is put into your hand, Mardu Siege deals 1 damage to target player.
• Brood — At the beginning of combat on your turn, target creature you control gets +3/+0 and gains menace until end of turn.
• Resistance — Whenever a card is put into your hand, Mardu Siege deals 1 damage to target player.
Double strike
Uniformity (This creature gets +1/+1 for each other creature you control with the same name.)
Uniformity (This creature gets +1/+1 for each other creature you control with the same name.)
1/1
Enchant creature
Enchanted creature has first strike.
Enchanted creature gets +1/+1 for each Aura named Same Strike enchanting it.
Enchanted creature has first strike.
Enchanted creature gets +1/+1 for each Aura named Same Strike enchanting it.
Choose one or more —
• Destroy target artifact.
• Destroy target land.
• Destroy target Wall.
• Destroy target artifact.
• Destroy target land.
• Destroy target Wall.
Flying
Clan Destiny — Whenever a Dragon or Giant creature enters under your control, untap all creatures you control. After this phase, there is an additional combat phase.
Clan Destiny — Whenever a Dragon or Giant creature enters under your control, untap all creatures you control. After this phase, there is an additional combat phase.
5/5
Defender
When Wall of Javelins enters, it deals 4 damage to up to one target creature.
When Wall of Javelins enters, it deals 4 damage to up to one target creature.
4/2
Each player mills 2. Deploy up to one land card milled this way. (Put that card onto the field.)
Trample
Conjoin 2 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +2/+2. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 2 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +2/+2. For each member conjoined this way beyond the first, it can block an additional creature.)
2/2
: Elf Duelist fights target creature.
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
3/3
Clan Destiny — Whenever a Elf or Druid creature enters under your control, produce .
1/1
Reach
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
2/3
Add two mana in any combination of colors to your mana pool.
Defy — If was spent to cast Mana Flow, scry 1, then draw a card.
Defy — If was spent to cast Mana Flow, scry 1, then draw a card.
Flying
[Breath , Return a creature you control to its owner's hand — Rambunctious Dragon fights target creature. ()]
[Breath , Return a creature you control to its owner's hand — Rambunctious Dragon fights target creature. ()]
5/5
Enchant creature
Enchanted creature has trample.
Enchanted creature gets +1/+1 for each Aura named Same Trample enchanting it.
Enchanted creature has trample.
Enchanted creature gets +1/+1 for each Aura named Same Trample enchanting it.
Domain — Shanodin Dragoneater's power and toughness are each equal to the number of basic land types among lands you control.
Defender, reach
Defender, reach
*/*
As Temur Siege enters, choose Brood or Resistance.
• Brood — Whenever a creature with power 4 or greater enters under your control, draw a card.
• Resistance — At the beginning of combat on your turn, you may have Temur Siege deal 4 damage to target creature with flying.
• Brood — Whenever a creature with power 4 or greater enters under your control, draw a card.
• Resistance — At the beginning of combat on your turn, you may have Temur Siege deal 4 damage to target creature with flying.
Defender
Uniformity (This creature gets +1/+1 for each other creature you control with the same name.)
Uniformity (This creature gets +1/+1 for each other creature you control with the same name.)
0/3
Tap and exert up to two target permanents.
Defy — If was spent to cast Acupoint, scry 2.
Defy — If was spent to cast Acupoint, scry 2.
Choose one of these--
- Target creature gets a +1/+1 counter.
- Proliferate.
- Target creature gains protection from white and from blue until end of turn.
- Target creature gets a +1/+1 counter.
- Proliferate.
- Target creature gains protection from white and from blue until end of turn.
+2: Create a colorless artifact token named Bubble with ", Sacrifice this artifact: Counter target spell unless its controller pays ".
0: Create two 1/1 blue Fish creature tokens with flying.
-10: Each opponent puts all nonland permanents e controls and all cards in er hand on top of their owner's library.
0: Create two 1/1 blue Fish creature tokens with flying.
-10: Each opponent puts all nonland permanents e controls and all cards in er hand on top of their owner's library.
4
Flying
[Breath — Draw a card, then discard a card ()]
[Breath — Draw a card, then discard a card ()]
3/3
Flying
[Breath — Each player mills 3 ()]
[Breath — Each player mills 3 ()]
3/4
Choose one of these--
- Scry 2.
- Untap all artifacts you control.
- Target creature gains protection from black and from blue until end of turn.
- Scry 2.
- Untap all artifacts you control.
- Target creature gains protection from black and from blue until end of turn.
Whenever Noxious Lamprey deals damage to a creature, tap and exert that creature.
Conjoin 2 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +2/+2. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 2 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +2/+2. For each member conjoined this way beyond the first, it can block an additional creature.)
3/2
Target player mills 10.
Defy — If was spent to cast Sultai Seizure, deploy up to one land or creature card milled this way.
Defy — If was spent to cast Sultai Seizure, deploy up to one land or creature card milled this way.
+1: Discard up to one card. If you do, create three 1/1 red Goblin creature tokens with haste.
-3: Destroy target artifact, creature, or land. Syphon 2 life from its controller.
-5: Create three 1/1 red Goblin creature tokens. You get an emblem with "Creatures you control get +2/+0 and have haste and menace."
-3: Destroy target artifact, creature, or land. Syphon 2 life from its controller.
-5: Create three 1/1 red Goblin creature tokens. You get an emblem with "Creatures you control get +2/+0 and have haste and menace."
2
Choose one of these--
- Destroy target planeswalker.
- Destroy target artifact.
- Target creature gains protection from black and from red until end of turn.
- Destroy target planeswalker.
- Destroy target artifact.
- Target creature gains protection from black and from red until end of turn.
Target opponent discards two cards at random.
Defy — If was spent to cast Point Blank, exile those cards instead.
Defy — If was spent to cast Point Blank, exile those cards instead.
Flying
[Breath — Sulfur Dragon deals 2 damage to target player ()]
[Breath — Sulfur Dragon deals 2 damage to target player ()]
3/5
Menace
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
4/4
Flying
[Breath — Carbon Dragon gets +3/+0 until end of turn ()]
[Breath — Carbon Dragon gets +3/+0 until end of turn ()]
3/4
Choose one of these--
- Cast a sorcery card with converted mana cost 2 or less in your hand without paying its mana cost.
- Untap all creatures you control.
- Target creature gains protection from red and from green until end of turn.
- Cast a sorcery card with converted mana cost 2 or less in your hand without paying its mana cost.
- Untap all creatures you control.
- Target creature gains protection from red and from green until end of turn.
+1: Mill three cards. Put one of the cards milled this way at random into your hand.
-2: Sarkhan, Dragon Savior deals 3 damage to each creature without flying.
-6: Return all Dragon creature cards in all graveyards onto the field under your control.
-2: Sarkhan, Dragon Savior deals 3 damage to each creature without flying.
-6: Return all Dragon creature cards in all graveyards onto the field under your control.
4
+1: Up to one target creature has base power and toughness 4/4 until end of turn.
-7: Climax — You get an emblem with "You may spend mana as though it were mana of any color to cast multicolor spells."
-7: Climax — You get an emblem with "You may spend mana as though it were mana of any color to cast multicolor spells."
Some magic may be forbidden, but not forgotten.
3
Target creature gets +3/+3 and gains trample until end of turn.
Defy — If was spent to cast Temur Offensive, that creature gains "Whenever this creature deals combat damage to a player, draw that many cards" until end of turn.
Defy — If was spent to cast Temur Offensive, that creature gains "Whenever this creature deals combat damage to a player, draw that many cards" until end of turn.
Choose one or more —
• Target player sacrifices an artifact.
• Target player sacrifices an enchantment.
• Defy — If was spent to cast Abzan Purification, target player sacrifices a creature.
• Target player sacrifices an artifact.
• Target player sacrifices an enchantment.
• Defy — If was spent to cast Abzan Purification, target player sacrifices a creature.
Choose one of these--
- Target creature you control fights target creature an opponent controls.
- Put a land card in your hand or graveyard onto the battlefield tapped.
- Target creature gains protection from green and from white until end of turn.
- Target creature you control fights target creature an opponent controls.
- Put a land card in your hand or graveyard onto the battlefield tapped.
- Target creature gains protection from green and from white until end of turn.
Escort (Creatures with escort must be blocked before creatures without escort.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
3/3
Flying
[Breath — Put a +1/+1 counter on Nitrogen Dragon ()]
[Breath — Put a +1/+1 counter on Nitrogen Dragon ()]
1/3
: Search your library for a Sliver card, reveal that card, and put it into your hand. Then shuffle your library.
When you control 12 or more Sliver creatures, you win the game.
When you control 12 or more Sliver creatures, you win the game.
3/4
All Sliver creatures have Uniformity. (Each Sliver creature gets +1/+1 for each other creature with the same name its controller controls.)
2/2
Choose one of these--
- You gain 3 life.
- Return target creature card from your graveyard to your hand.
- Target creature gains protection from white and from black until end of turn.
- You gain 3 life.
- Return target creature card from your graveyard to your hand.
- Target creature gains protection from white and from black until end of turn.
Choose one of these--
- Target player discards a card.
- Untap all lands you control.
- Target creature gains protection from black and from green until end of turn.
- Target player discards a card.
- Untap all lands you control.
- Target creature gains protection from black and from green until end of turn.
Choose one of these--
- Create a 2/2 green Wolf creature token.
- Target player mills ten cards.
- Target creature gains protection from green and from blue until end of turn.
- Create a 2/2 green Wolf creature token.
- Target player mills ten cards.
- Target creature gains protection from green and from blue until end of turn.
Domain — When Mindboggling Gnome deals combat damage to a player, draw cards equal to the number of basic land types among lands you control.
3/3
Hexproof
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
3/2
Choose one of these--
- Charm of Fire and Ice deals 2 damage to any target.
- Draw a card.
- Target creature gains protection from blue and from red until end of turn.
- Charm of Fire and Ice deals 2 damage to any target.
- Draw a card.
- Target creature gains protection from blue and from red until end of turn.
Choose one of these--
- Charm of War and Peace deals damage to target player equal to the number of cards in their hand.
- You gain 1 life for each card in your hand.
- Target creature gains protection from red and from white until end of turn.
- Charm of War and Peace deals damage to target player equal to the number of cards in their hand.
- You gain 1 life for each card in your hand.
- Target creature gains protection from red and from white until end of turn.
Double strike
Conjoin 2 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +2/+2. For each member conjoined this way beyond the first, it can block an additional creature.)
Conjoin 2 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +2/+2. For each member conjoined this way beyond the first, it can block an additional creature.)
2/2
Enchant creature
Enchanted creature gets +1/+1, gains haste, and can attack as though it didn't have defender.
Enchanted creature gets +1/+1, gains haste, and can attack as though it didn't have defender.
Destroy target permanent. Then choose one--
• You gain 3 life.
• Distribute three loyalty counters on up to three planeswalkers.
• You gain 3 life.
• Distribute three loyalty counters on up to three planeswalkers.
+2: Put a +1/+1 counter on up to one target permanent and untap it.
-3: Each opponent loses 3 life and you gain 3 life.
-6: You get an emblem with "Each creature you control with +1/+1 counter on it has trample, lifelink, and indestructible."
-3: Each opponent loses 3 life and you gain 3 life.
-6: You get an emblem with "Each creature you control with +1/+1 counter on it has trample, lifelink, and indestructible."
4
: Put a Sliver creature card from any graveyard to the field under your control.
7/7
Slivers you control have protection from red.
2/2
Sorcerous, , , Sacrifice a creature: Create a 5/5 red Dragon creature token with flying.
Mystic Fountain enters tapped.
When Mystic Fountain enters, you may search your library for a Plains or Island card and reveal it. Then shuffle your library and put the revealed card on top of it.
: Produce or .
When Mystic Fountain enters, you may search your library for a Plains or Island card and reveal it. Then shuffle your library and put the revealed card on top of it.
: Produce or .
(: Produce or .)
Overflowing Paddies enters tapped.
, Exert Overflowing Paddies: Produce one mana of any color.
Overflowing Paddies enters tapped.
, Exert Overflowing Paddies: Produce one mana of any color.
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last 2017-04-29 13:12:54 by Alex