Gaddgar
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Mechanics | Skeleton | Fossil Supertype and Fossil Turns |
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When Bronzebeak Retainer enters the battlefield target creature gets +0/+3 and gains vigilance until end of turn.
The Phorusrhacids praised bravery and bravado, one champion for them to band themselves under.
2/1
Creatures you control gain first strike until end of turn. Raptors you control get +X/+X until end of turn, where X is the number of raptors you control.
Strength and might grown when not confined to one individual.
Create two 2/1 white fossil raptor tokens.
Impact
(
: exile Coordinated Predators from your graveyard during your non-fossil turn)- Put a +1/+1 counter on each non-fossil raptor you control.
Impact




You can't lose the game and your opponents can't win the game during your own fossil turn.
Merraka's would not see her pack's empire destroyed as long as she held power.
Gain 4 life and put a +1/+1 counter on up to one target creature you control.
Fossilize
(Add 
to your mana pool when it's the same phase during your next fossil turn.)
Fossilize




Target fossil creature gains flying and gets +1/+1 for each fossil creature you control until end of turn.
It all started with a run.
Create two 1/1 white bird raptor tokens with flying. Then, if you control 4 or more creature tokens, put a +1/+1 counter on all tokens you control.
Hatchling Protector gets +1/+1 as long as you control a fossil creature token.
Raptors are born knowing how to hunt. They learn how to protect.
1/1
Lifelink
Life, the love one's own heart and the fear that it will cease empowers humans to survive in these confusing, disappearing times.
1/2
When Herding Raptor attacks you may put a fossil creature from your hand with a converted mana cost of 2 or less onto the battlefield tapped and attacking.
2/3
Enchant creature
Enchanted creature is indestructible during your opponent's turns.
Enchanted creature is indestructible during your opponent's turns.
Everwatching and everready, once can only do as much as they can.
Attach target aura in your graveyard to target fossil creature with a power of 2 or less.
Impact
(
: Exile Mantle the Great from your graveyard during your non-fossil turn.)- Exile target enchantment.
Impact


Skip your fossil untap phase: Create 4 2/1 white raptors tokens.
Whenever a raptor deals damage put a +1/+1 counter on it.
Whenever a raptor deals damage put a +1/+1 counter on it.
3/5
Destroy all fossil creatures.
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Create 4 1/1 white human tokens.
Create 4 1/1 white human tokens.
Destroy target creature that dealt damage to a player this turn.
Deal 2 damage to all attacking creatures.
Be careful to watch your stamina in the jungles of Sudjem. Become too weary and you'll be easy prey for a dilophosaurus.
When Pack Cheerfang enters the battlefield reveal the top card of your library. If a noncreature spell was revealed this way fossil creatures you control get +1/+1 until end of turn.
1/2
Untap target creature you control. That creature gets +1/+1 gains first strike until end of turn.
Hearing a raptor's shriek can startle some with adrenaline.
Flying
When Razorbeak Flock enters the battlefield create a 1/1 white raptor bird token with flying for each raptor and bird in your graveyard.
When Razorbeak Flock enters the battlefield create a 1/1 white raptor bird token with flying for each raptor and bird in your graveyard.
2/2
Heritage- Sunclaw Aven has flying. (As long as a fossil creature of the same creature type is in your graveyard Sunclaw Aven has a heritage).
If the ancient raptors knew they'd learn to fly, would they let time move forward?
2/1
First strike
Not all the raptors' descendants found the skies.
2/1
Evidence (This card loses the fossil supertype at the beginning of your fossil endstep. This card gains the fossil supertype at the beginning of your regular endstep.)
Creatures you control get +0/+1.
Creatures you control get +0/+1.
Enchant creature
Enchanted creature gets +0/+1 for each island you control and gains "this creature can only be blocked by blue creatures."
Enchanted creature gets +0/+1 for each island you control and gains "this creature can only be blocked by blue creatures."
Heritage- At the beginning of your upkeep, as long as a fossil creature sharing a creature type with Archaeologist Seeker is in your graveyard, target player puts the top two cards of their library into their graveyard.
2/2
Flying
Put the top card of your library into your graveyard: untap another target tapped bird.
Put the top card of your library into your graveyard: untap another target tapped bird.
1/1
Until end of turn whenever a fossil creature you control deals combat damage to a player, that player puts the top 3 cards of their library into their graveyard.
Return target creature to its owner's hand. If that creature had a power of 3 or greater you may untap target creature you control.
The ancient naga created traps to hunt mosasaurs and pliosaurs. The Vareesh islanders found the relicts and remade them to hunt sharks and whales.
Creatures you don't control get -X/-0 until end of turn, where X is the number of cards in your hand.
If it has happened, past or future, Ezzarth has recorded the events in his Evertome.
At the beginning of your fossil turns choose a color. If a land would produce mana of the color, it produces
instead, unless that player taps another land that could produce mana of that color.





1/4
Put the top four cards of target player's library into their graveyard. Then, that player chooses a card put into their graveyard this way and puts it on top of their library.
Whenever Khedd Slyscale deals combat damage to a player you may draw a card. If you do, discard a card.
Strike like the crash of a wave. Know your movements like a sailor knows the sea.
1/2
Return all fossil nonland permanents opponents control to their owner's hands.
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Each player reveals their hand. Then, put a non-fossil permanent chosen at random from each player's hand onto the battlefield under your control.
Each player reveals their hand. Then, put a non-fossil permanent chosen at random from each player's hand onto the battlefield under your control.
Skip your combat phase: Draw a card.
When time goes missing, people ask questions. Questions begin the hunt for understanding.
As long as it's your opponent's turn and Misthunter Harpoonist is tapped, Misthunter Harpoonist has hexproof.
The glory of Ezzarth's naga empire is gone. The cunning remains.
1/2
Choose one:
-Counter target fossil spell.
-Counter target activated or triggered ability of a non-land fossil permanent.
-Counter target fossil spell.
-Counter target activated or triggered ability of a non-land fossil permanent.
Relic Raider can't be blocked if you control an artifact.
A lucky find for a lucky strike.
2/2
Prowess
At the beginning of your endstep, you may draw a card if you skipped your draw step this turn.
At the beginning of your endstep, you may draw a card if you skipped your draw step this turn.
2/2
Tap or untap target fossil creature. If a creature was untapped this way it gains flying until end of turn. If a creature was tapped this way it loses flying and can't gain flying until end of turn.
Flying
Terror of the Ancient Skies gets +1/+0 when being blocked by creatures with flying.
Terror of the Ancient Skies gets +1/+0 when being blocked by creatures with flying.
The best fliers were not necessarily the most dominant.
2/1
Return target creature to its owner's hand. Then, if it's that player's turn and that player has seven or more cards in their hand, they skip the rest of the current phase.
When Time Siphoner enters the battlefield target opponent puts the top three cards of their library into their graveyard. If a non-fossil card was put into that player's graveyard this way, you may draw a card.
1/4
Cast Alpha Scavenge only if a fossil creature died this turn.
Put a +1/+1 counter on target fossil creature you control. Target fossil creature you don't control gets -1/-1 until end of turn.
Put a +1/+1 counter on target fossil creature you control. Target fossil creature you don't control gets -1/-1 until end of turn.
Flying
Cast Bog Biter only if a creature died this turn.
Cast Bog Biter only if a creature died this turn.
Bats of the Annugal marshes have a greater sense of smell than hearing. Of course, they always have a taste for blood.
1/2
When Clean Grave Missionary enters the battlefield exile all cards from target player's graveyard.
The most paranoid of the surrakar work to hide all evidence of Gaddgar's past from the present.
2/4
Sacrifice a fossil creature: Comemancer gains indestructible until end of turn.
Bloated and foul, comemancers are always searching for new familiars.
3/3
Enchant fossil creature
Whenever enchanted creature deals combat damage to a player, you control that player's next non-fossil turn.
Whenever enchanted creature deals combat damage to a player, you control that player's next non-fossil turn.
When Follower of Absence enters the battlefield you may discard a card. If you discard a fossil card you may put a +1/+1 counter on Follower of Absence.
In confusion and emptiness she places her hopes and securities on the time she's losing.
1/2
Whenever a creature with counters on it that was dealt damage by Gussack's Foulblade dies, you may draw X cards, where X was the number of counters on the creature that died.
7/7
Creatures in your graveyard gain the fossil supertype.
Whenever a fossil creature would die, exile it instead.
You may cast fossils creature from your graveyard.
Whenever a fossil creature would die, exile it instead.
You may cast fossils creature from your graveyard.
1/3
Skip you draw step: Each opponent discards a card.
Whenever a player discards a card put a +1/+1 counter on Madman of Brusei.
Whenever a player discards a card put a +1/+1 counter on Madman of Brusei.
3/4
Whenever another fossil creature dies you may gain 1 life.
Unpalatable though harmless, melonhead caps will grow wherever death is abundant.
1/1
As an additional cost to cast Missing Pieces discard a card.
Each opponent sacrifices a creature. If you discarded a fossil card, each opponent exiles the top 4 cards of their library. If you discarded a non-fossil card each opponent loses 2 life.
Each opponent sacrifices a creature. If you discarded a fossil card, each opponent exiles the top 4 cards of their library. If you discarded a non-fossil card each opponent loses 2 life.
You may cast No Future for
. If you do, skip your next non-fossil turn.
Destroy target creature.

Destroy target creature.
What lies ahead is stolen by the Ancient Archmages.
When Paleontologist enters the battlefield return a fossil creature from your graveyard to your hand.
Gaddgar's past may be guarded, but hints of truth remain.
1/1
At the beginning of each opponent's upkeep that player loses 1 life.
Nothing good ever comes from fighting.
When Scavenging Jackal enters the battlefield put the top two cards of your library into your graveyard and gain 2 life.
What different have Gaddgar's humans from jackals beyond their thumbs?
2/2
Skip your next fossil turn: Target fossil creature in your graveyard loses the fossil type. Return that creature to the battlefield. Use this ability only once each turn.
1/3
Each opponent loses 1 life.
Fossilize

(Add 

to your mana pool when it's the same phase during your next fossil turn.)
Fossilize






Target player discards two cards at random. If a fossil card was discarded this way that player skips their next fossil turn.
Stealing time itself does not stop the progress that Gaddgar's future held.
At the beginning of your upkeep you may have each opponent lose 2 life and you gain life equal to the amount of life lost this way. If you do, skip each of your main phases this turn.
Exile a non-fossil creature from your graveyard: Toxic Mold gains deathtouch and indestructible until end of turn.
A sense of disgust preludes the end of one's senses.
1/3
Deathtouch
When Twin-Sting Witches dies, create 2 1/1 black scorpion tokens with deathtouch.
When Twin-Sting Witches dies, create 2 1/1 black scorpion tokens with deathtouch.
Life may be frail, but that is life as a whole, from the mighty whale to the tiny aphid.
2/4
At the beginning of your fossil endstep, if Weary Scelidosaurus is tapped, exile Weary Scelidosaurus and gain 4 life.
Nature knows what the civilized deny.
2/2
When Wudd Boneblade enters the battlefield you may put a +1/+1 counter on Wudd Boneblade if an opponent has four or more non-fossil cards in their graveyard.
1/1
Whenever another theropod enters the battlefield under your control put a +1/+1 counter on it and choose for it to gain first strike, haste, menace, or trample.
4/4
Destroy target land.
Fossilize
(Add 
to your mana pool when it's the same phase during your next fossil turn.)
Fossilize




Skip you draw step: Blindrage Berserker gets +3/+0 and first strike until end of turn.
Don't think, just swing the axe.
2/1
When Coaching Raptor enters the battlefield target raptor gets +1/+0 until end of turn.
Raptors hunt as a team, and any good team trains.
1/1
Enchant fossil land
Enchanted land gains "Whenever this land becomes tapped, deal 1 damage to target creature."
Enchanted land gains "Whenever this land becomes tapped, deal 1 damage to target creature."
Put a +1/+1 counter on Edge Survivor at the beginning of your endstep if you have no cards in your hand.
Free of any emotional or cultural attachment, the Terror-Tails find strength in simply surviving.
1/1
Deal 2 damage to target creature or player.
Impact
(
: Exile Fossil Fuel from your graveyard during your non-fossil turn.) Add 
to your mana pool.
Impact




Discard a non-fossil instant or sorcery from your hand: Cast 3 copies of target fossil instant or sorcery in a graveyard without their mana cost. Use this ability only once during your own turn.
Whenever you cast a red spell from your hand, you may exile the top card of your library. If you do, that card gains the fossil supertype and cast that spell until end of turn.
Red non-creature spells gain "This spell deals 2 damage to target player."
Red non-creature spells gain "This spell deals 2 damage to target player."
2/3
Alpha predators, gorgosaurs roam the Akkeri Valley, making meals of any fleshy creature they find.
6/4





At the beginning of your endstep Lava Javelineer deals 1 damage to target opponent if a card you own was exiled this turn.
The blood of Gaddgar's core is the closest the plane has to stability.
2/1
Whenever you cast a sorcery spell, sacrifice Lightninh Chanter and deal 3 damage to any target.
She was gone with the lightning.
3/2
When Magmamind enters the battlefield return target fossil instant or fossil sorcery with a converted mana cost of 3 or less from your graveyard to your hand.
3/2
When Ojuk Heretic enters the battlefield discard a card. If you discarded a non-fossil card, Ojuk Heretic deals 2 damage to target creature. If you discarded a fossil card, draw a card.
The Ojuk heretic does not praise the past, but sees the past as a tool to change the future.
2/1
When Oratory Weaver enters the battlefield exile your hand and draw seven cards.
When Oratory Weaver dies, you skip your next turn and next fossil turn.
When Oratory Weaver dies, you skip your next turn and next fossil turn.
3/3
Create a 1/1 red fossil raptor token with haste.
Deal X damage to target creature or planeswalker, where X is the number of fossil raptors you control.
Deal X damage to target creature or planeswalker, where X is the number of fossil raptors you control.
When Senseless Rager attacks each player exiles a random card from their hand until end of turn.
Confused and lost, the humans of Gaddgar comprehend little more than death.
3/2
When Shrieking War-Caller attacks create 2 1/1 red raptor warrior tokens with haste tapped and attacking.
If five or more raptors you control attack, put a +1/+1 counter on all raptors you control, and skip your next declare attackers and fossil declare attackers steps.
If five or more raptors you control attack, put a +1/+1 counter on all raptors you control, and skip your next declare attackers and fossil declare attackers steps.
3/3
When Stalking Afrovenator enters the battlefield you may have Stalking Afrovenator deal 4 damage to target fossil creature that was dealt damage this turn.
4/2
Haste
Whenever Swift Plunderer deals combat damage to a player you may exile the top card of your library. Until end of turn you may play that card, if it could possibly be played during the turn.
Whenever Swift Plunderer deals combat damage to a player you may exile the top card of your library. Until end of turn you may play that card, if it could possibly be played during the turn.
3/1
Deal 4 damage to target fossil creature. If a creature dealt damage this way would die, exile that creature instead.
Impact
-(
: exile Temporal Hammer from your graveyard during your non-fossil turn)- If target player would take an extra turn, Temporal Hammer deals 10 damage to that player instead.
Impact




Discard a card: Terror-Tail Brute gains menance until end of turn.
The Terror-Tails shame of the past doesn't exist in the present, but their name and history do.
1/1
Flash, haste
Cast Time-Terror Dragon only if a spell or ability caused you to skip your main phase or draw step this turn.
Cast Time-Terror Dragon only if a spell or ability caused you to skip your main phase or draw step this turn.
4/3
Target creature you control gets +2/+2 until end of turn.
Fossilize
(Add 
to your mana pool when it's the same phase during your next fossil turn.)
Fossilize




Already hungry, now you've made it angry.
5/3
Enchant fossil creature
Enchanted creature can't be blocked by creatures with a power of 2 or less.
Enchanted creature can't be blocked by creatures with a power of 2 or less.
"All will shudder at my might, forever"
—Ezzarth
—Ezzarth
When Beast Herder enters the battlefield target creature with a power of 4 or greater gains vigilance until end of turn.
Brave people hunt giant beasts. Braver people train gaint beasts.
2/2
Put a +1/+1 counter on target fossil creature. It gains indestructible until end of turn.
The Carnotaurus learned that ankylosaurs can be damn hard to kill.
Skip your next combat phase: put a +1/+1 counter on Brachiosaur Hatchling.
Babies of even the great sauropods are vulnerable and need their herds to protect them.
1/3
Trample
Whenever Carnotaurus Brute fights put a +1/+1 counter on Carnotaurus Brute If it survives.
Whenever Carnotaurus Brute fights put a +1/+1 counter on Carnotaurus Brute If it survives.
4/3
Reach
When their necks are raised, the diplodocuses can see for miles around them.
5/5
Search your library for a basic fossil land, reveal it, and add it to your hand.
Impact
(
: Exile Discovery Trek from your graveyard during your non-fossil turn)- You may play an additional land this turn.
Impact




Create a token copy of the fossil creature you control with the combined greatest power and toughness and a token copy of the fossil creature you control with the combined lowest power and toughness.
Sauropods and theropods you control can't be blocked by creatures with a power of 3 or less.
Whenever a sauropod or theropod enters the battlefield under your control, you may put a +1/+1 counter on it and draw a card.
Whenever a sauropod or theropod enters the battlefield under your control, you may put a +1/+1 counter on it and draw a card.
When Fauna Frenzier enters the battlefield target creature you control gets +1/+1 and gains trample until end of turn.
She knows not when or why her people mastered the beasts, but she has learned the art.
2/2
Enchant creature
When Gardener's Expertise enchants a creature, create a 1/1 green saproling token.
Enchanted creature gets +1/+1 for each creature token you control.
When Gardener's Expertise enchants a creature, create a 1/1 green saproling token.
Enchanted creature gets +1/+1 for each creature token you control.




Tree Tenders can hear the hums and murmurs of the flora around them.
2/2
When Lifelore Student dies you may return an enchantment from your graveyard to your hand.
Oral traditions are only the instructions.
3/2
When Musthing Steelskull enters the battlefield Musthing Steelskull fights target creature.
Pachycephalosaurs would rather fight than run.
3/2
When Paleobotanist enters the battlefield you may return a fossil land from your graveyard to your hand.
1/1
Shuffle a non-fossil card from your graveyard into your library: Add
.

Time is borrowed, time is taken.
Heritage- Scytheclaw has vigilance (As long a fossil creature sharing a creature type with Scytheclaw is in your graveyard Scytheclaw has heritage)
2/2
When Thundering Turiasaur attacks or blocks each opponents taps a land they control.
The ground trembles as turiasaur's walk, making it hard for one to move out of their way.
5/8
Skip your next beginning phase: Until end of turn each other fossil creature you control becomes a land in addition to its other types and gains "
: add one mana of any color to your mana pool."
Tsixik, Terra Empress gets +1/+1 for each land you control.

Tsixik, Terra Empress gets +1/+1 for each land you control.
2/3
Whenever Whiptail Diplodocus blocks Whiptail Diplodocus deals 2 damage to an attacking creature at random.
When hunting sauropods, the viashino wear funerary outfits in case any of them die during the hunt.
5/5
Destroy target artifact or enchantment.
Fossilize
(Add 
to your mana pool when it's the same phase during your next fossil turn.)
Fossilize




Exile target non-land permanent and each permanent that shares a name with it until end of turn.
If there is "lost time", then there must be "found time."
Whenever another theropod enters the battlefield under your control put a +1/+1 counter on Kivas, Tyrannosaurus Alpha and Kivas fights target creature.
Whenever two or more theropods you control attack Kivas gains doublestrike, trample, and hexproof until end of turn.
Whenever two or more theropods you control attack Kivas gains doublestrike, trample, and hexproof until end of turn.
6/6
Whenever a creature being blocked by Spiketail Piercer dies, Spiketail Piercer deals 2 damage to that creatures controller.
4/5
Target fossil creature gets -2/-0 and loses all abilities until end of turn. Then, target fossil creature you control with a power of 4 or greater fights that creature.
Target creature can't be blocked until end of turn.
Target creature can't block until end of turn.
Target creature can't block until end of turn.
Target creature gets +2/+1 until end of turn. Then, if that creature has first strike, each other creature you control that shares a type with it gains first strike until end of turn. The same is true for double strike, haste, vigilance, trample, flying, lifelink, menace, and reach.
Evidence (This card loses the fossil supertype at the beginning of your fossil endstep. This card gains the fossil supertype at the beginning of your regular endstep).
: Add
to your mana pool.


Evidence (This card loses the fossil supertype at the beginning of your fossil endstep. This card gains the fossil supertype at the beginning of your regular endstep.)
Exile Lord Helix: Create a legendary 8/8 five-color kraken token named Helix the Primal with evidence and "
: Gain 3 life, draw a card, target player loses 2 life, deal 2 damage to any target, and untap two target lands." Activate this ability only if you have at least six creatures in your graveyard and have four or less life.
Exile Lord Helix: Create a legendary 8/8 five-color kraken token named Helix the Primal with evidence and "

Sacrifice Stagnation Obelisk: Target player skips their next fossil combat phase. You skip your main phases during your next turn.
(This land can only be played during and only exists during fossil turns.)
(This land can only be played during and only exists during fossil turns.)
(This land can only be played during and only exists during fossil turns.)
(This land can only be played during and only exists during fossil turns.)
(This land can only be played during and only exists during fossil turns.)
Stolen Basin enters the battlefield tapped.
: Add
or
to your mana pool.
Exile Stolen Basin: Stolen Basin gains the Fossil supertype. Return Stolen Basin to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Basin: Stolen Basin loses the Fossil supertype. Return Stolen Basin to the battlefield at the beginning of your next upkeep.



Exile Stolen Basin: Stolen Basin gains the Fossil supertype. Return Stolen Basin to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Basin: Stolen Basin loses the Fossil supertype. Return Stolen Basin to the battlefield at the beginning of your next upkeep.
Stolen Dagger Trees enters the battlefield tapped.
: Add
or
to your mana pool.
Exile Stolen Dagger Trees: Stolen Dagger Trees gains the Fossil supertype. Return Stolen Dagger Trees to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Dagger Trees: Stolen Dagger Trees loses the Fossil supertype. Return Stolen Dagger Trees to the battlefield at the beginning of your next upkeep.



Exile Stolen Dagger Trees: Stolen Dagger Trees gains the Fossil supertype. Return Stolen Dagger Trees to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Dagger Trees: Stolen Dagger Trees loses the Fossil supertype. Return Stolen Dagger Trees to the battlefield at the beginning of your next upkeep.
Stolen Mangrove enters the battlefield tapped.
: Add
or
to your mana pool.
Exile Stolen Mangrove: Stolen Mangrove gains the Fossil supertype. Return Stolen Mangrove to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Mangrove: Stolen Mangrove loses the Fossil supertype. Return Stolen Mangrove to the battlefield at the beginning of your next upkeep.



Exile Stolen Mangrove: Stolen Mangrove gains the Fossil supertype. Return Stolen Mangrove to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Mangrove: Stolen Mangrove loses the Fossil supertype. Return Stolen Mangrove to the battlefield at the beginning of your next upkeep.
Stolen Marsh enters the battlefield tapped.
: Add
or
to your mana pool.
Exile Stolen Marsh: Stolen Marsh gains the Fossil supertype. Return Stolen Marsh to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Marsh: Stolen Marsh loses the Fossil supertype. Return Stolen Marsh to the battlefield at the beginning of your next upkeep.



Exile Stolen Marsh: Stolen Marsh gains the Fossil supertype. Return Stolen Marsh to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Marsh: Stolen Marsh loses the Fossil supertype. Return Stolen Marsh to the battlefield at the beginning of your next upkeep.
Stolen Midlands enters the battlefield tapped.
: Add
or
to your mana pool.
Exile Stolen Midlands: Stolen Midlands gains the Fossil supertype. Return Stolen Midlands to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Midlands: Stolen Midlands loses the Fossil supertype. Return Stolen Midlands to the battlefield at the beginning of your next upkeep.



Exile Stolen Midlands: Stolen Midlands gains the Fossil supertype. Return Stolen Midlands to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Midlands: Stolen Midlands loses the Fossil supertype. Return Stolen Midlands to the battlefield at the beginning of your next upkeep.
Stolen Mine Tunnels enters the battlefield tapped.
: Add
or
to your mana pool.
Exile Stolen Mine Tunnels: Stolen Mine Tunnels gains the Fossil supertype. Return Stolen Mine Tunnels to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Mine Tunnels: Stolen Mine Tunnels loses the Fossil supertype. Return Stolen Mine Tunnels to the battlefield at the beginning of your next upkeep.



Exile Stolen Mine Tunnels: Stolen Mine Tunnels gains the Fossil supertype. Return Stolen Mine Tunnels to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Mine Tunnels: Stolen Mine Tunnels loses the Fossil supertype. Return Stolen Mine Tunnels to the battlefield at the beginning of your next upkeep.
Stolen Murkwater enters the battlefield tapped.
: Add
or
to your mana pool.
Exile Stolen Murkwater: Stolen Murkwater gains the Fossil supertype. Return Stolen Murkwater to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Murkwater: Stolen Murkwater loses the Fossil supertype. Return Stolen Murkwater to the battlefield at the beginning of your next upkeep.



Exile Stolen Murkwater: Stolen Murkwater gains the Fossil supertype. Return Stolen Murkwater to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Murkwater: Stolen Murkwater loses the Fossil supertype. Return Stolen Murkwater to the battlefield at the beginning of your next upkeep.



Stolen RIverbend enters the battlefield tapped.
Exile Stolen RIverbend: Stolen RIverbend gains the Fossil supertype. Return Stolen RIverbend to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen RIverbend: Stolen RIverbend loses the Fossil supertype. Return Stolen RIverbend to the battlefield at the beginning of your next upkeep.
Stolen Rockflats enters the battlefield tapped.
: Add
or
to your mana pool.
Exile Stolen Rockflats: Stolen Rockflats gains the Fossil supertype. Return Stolen Rockflats to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Rockflats: Stolen Rockflats loses the Fossil supertype. Return Stolen Rockflats to the battlefield at the beginning of your next upkeep.



Exile Stolen Rockflats: Stolen Rockflats gains the Fossil supertype. Return Stolen Rockflats to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Rockflats: Stolen Rockflats loses the Fossil supertype. Return Stolen Rockflats to the battlefield at the beginning of your next upkeep.
Stolen Waterfall enters the battlefield tapped.
: Add
or
to your mana pool.
Exile Stolen Waterfall: Stolen Waterfall gains the Fossil supertype. Return Stolen Waterfall to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Waterfall: Stolen Waterfall loses the Fossil supertype. Return Stolen Waterfall to the battlefield at the beginning of your next upkeep.



Exile Stolen Waterfall: Stolen Waterfall gains the Fossil supertype. Return Stolen Waterfall to the battlefield at the beginning of your next fossil upkeep.
Exile Stolen Waterfall: Stolen Waterfall loses the Fossil supertype. Return Stolen Waterfall to the battlefield at the beginning of your next upkeep.
(
: Add
to your mana pool.)
, sacrifice: Add 
to your mana pool. Until the end of the turn, any green mana that would enter your mana pool becomes
instead.






(
: Add
to your mana pool.)
, sacrifice: Add 
to your mana pool. Until the end of the turn, any blue mana that would enter your mana pool becomes
instead.






(
: Add
to your mana pool.)
, sacrifice: Add 
to your mana pool. Until the end of the turn, any red mana that would enter your mana pool becomes
instead.






(
: Add
to you mana pool.)
, sacrifice: Add 
to your mana pool. Until the end of the turn, any white mana that would enter your mana pool becomes
instead.






(
: Add
to your mana pool.)
, sacrifice: Add 
to your mana pool. Until the end of the turn, any black mana that would enter your mana pool becomes
instead.






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Mechanics | Skeleton | Fossil Supertype and Fossil Turns |
2017-12-11 01:17:58 by Sorrow