Dragon Gate
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Showing 14 of 14 Red cards
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Show rarities: C U R M
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

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 –

1/1


Conjoin 1 –

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 –

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

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
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Dragon Gate: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Themes |
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.
2021-08-26 08:54:24 by SecretInfiltrator