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Mechanics | Skeleton |
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Lifelink
Whenever a creature you control dies, you gain 2 life.
Whenever a creature you control dies, you gain 2 life.
2/3
When ~ dies, you gain 5 life.
3/2
As an additional cost to play ~, sacrifice a creature.
You gain life equal to the sacrificed creature's power, then put that many 1/1 White Spirit creature tokens with Flying into play.
You gain life equal to the sacrificed creature's power, then put that many 1/1 White Spirit creature tokens with Flying into play.
~ deals damage to target creature equal to the damage it dealt this turn.
Vigilance
, Sacrifice a creature, : Return target creature from a graveyard to play under your control.
, Sacrifice a creature, : Return target creature from a graveyard to play under your control.
3/4
Sacrifice a creature: Exile target card in a graveyard.
The clergy make full use of their divine arsenal even if it require the power of a soul to fuel.
1/1
Whenever a creature you control dies, if you control no creature tokens, put a 1/1 White Flying Spirit creature token into play.
,, sacrifice a creature: Each opponent loses 1 life.
,, sacrifice a creature: Each opponent loses 1 life.
Sometimes what is bad for one part of the body is actually good for the whole.
1/2
You gain 1 life for each creature on the battlefield. Draw a card.
That day the battle against the heretics was won by a timely blessing from our lord God.
Skepticism — Whenever a player casts an Instant or Sorcery spell, tap target creature.
2/1
Flying
Geistblessed Hunter can't block
When Geistblessed Hunter dies, put two 1/1 White Spirit creature tokens with Flying onto the battlefield.
Geistblessed Hunter can't block
When Geistblessed Hunter dies, put two 1/1 White Spirit creature tokens with Flying onto the battlefield.
2/1
Whenever a non-token creature you control dies, put a 1/1 Spirit Creature token with Flying into play.
The faithful in this life are rewarded in the next.
When Huntsmaster of the Divine Flame dies, exile target creature.
4/4
At the end of your turn, if a creature you control died this turn, transform Incendiary Devotee.
These mages must be cleansed from the world. I will dedicate myself to this task.
2/1
Vigilance
3/4
Destroy target Artifact or Enchantment.
Skepticism — If a player played another Instant or Sorcery spell this turn, destroy another target Artifact or Enchantment.
Skepticism — If a player played another Instant or Sorcery spell this turn, destroy another target Artifact or Enchantment.
,Sacrifice a creature: Creatures you control get +1/+1 until end of turn, then put a 1/1 White Flying Spirit creature token into play. (That token doesn't get +1/+1 until end of turn.)
When Sickly Pastor dies, put two 1/1 White Flying Spirit creature tokens into play.
Do not worry, my flock. Our Lord's Blessing will be with you long after my own death.
0/1
Whenever a creature enter the battlefield you gain 1 life.
Our God protects us. The faithful are blessed.
1/1
Skepticism — Whenever a player casts an instant or sorcery spell, destroy target enchantment.
1/2
Flying
Battle-Grafted Researcher cannot block creatures with flying.
Battle-Grafted Researcher cannot block creatures with flying.
After grafting the prototype wings onto his body, Cyrano found that he could no longer work on delicate experiments, or anything else which wasn't about a hundred feet in the air.
2/1
Flying
Whenever you play an Artifact or Enchantment spell, you may put a +1/+1 counter on target creature.
Whenever you play an Artifact or Enchantment spell, you may put a +1/+1 counter on target creature.
1/1
Sacrifice ~: Counter target spell unless it's controller pays .
1/2
Unblockable
0/1
Counter target spell. Tap target creature.
Enchant Creature.
When Controlling Parasite enters the battlefield, put two +1/+1 counters on target creature.
You control enchanted creature as long as it has a +1/+1 counter on it.
When Controlling Parasite enters the battlefield, put two +1/+1 counters on target creature.
You control enchanted creature as long as it has a +1/+1 counter on it.
Skepticism — : Draw a card, then discard a card. Play this ability only if a player has cast an instant or sorcery spell this turn.
With this new invention, we can tell where and when heretics practice their evil.
Equipped creature gets +1/+0 and is unblockable.
Equip
Equip
The tactics lab makes practical innovations in chemistry for use on the battlefield.
scientific Progress – At the end of your turn, if there are four or more Artifacts and Enchantments on the battlefield, transform Tainted Biologist.
Jarl's last journal entry – Now that I've accumulated enough constructs to continue my work, I'm going to drink my experimental solution.
2/1
Hexproof.
WHARRGARBL
5/4
, Discard a card: Return target creature to its owner's hand.
We haven't quite figured out where it sends things yet, but until we do, box up the prototypes for live battlefield testing.
: Target creature is unblockable until end of turn
"You gotta set the right frequency, else they don't come back, or sometimes they do come back babbling about dragons that ask them riddles or wizards or spells."
– Bob, Teir 1 Technician
– Bob, Teir 1 Technician
1/4
scientific Progress — : Creatures you control are unblockable this turn. Activate this ability only if there are four or more Artifacts and Enchantments on the battlefield.
1/1
When Viral Bond enter the battlefield put a +1/+1 counter on target creature.
: Gain control of target creature with a +1/+1 counter on it.
: Gain control of target creature with a +1/+1 counter on it.
: Put a creature token into play which is a copy of Vonnemin's Creation.
1/3
Deathtouch
1/1
Intimidate
2/2
Target player draws 2 cards and loses 2 life.
Skepticism — Target player draws another card and loses another 1 life if a player cast another Instant or Sorcery spell this turn.
Skepticism — Target player draws another card and loses another 1 life if a player cast another Instant or Sorcery spell this turn.
Destroy target nonblack creature.
Skepticism — Target player gains life equal to its toughness if a player cast another Instant or Sorcery spell this turn.
Skepticism — Target player gains life equal to its toughness if a player cast another Instant or Sorcery spell this turn.
When the contract is signed, the bond is sealed with mana.
If an opponent has 10 or less life, Drake-Mounted Tracker gets +2/+0 and gains flying.
The Drake-Knights are called when the hunted are wounded yet elusive.
1/1
Return target creature in a graveyard to the battlefield under your control. Target player loses 1 life.
When the aristocracy need advice, they simply ask their ancestors.
When Interceding Initiate dies, target player loses 2 life.
In order to cover their tracks, sometimes highly ranked (Faction)s will cover their tracks through a networks of assassin guilds.
2/2
Skepticism — , Sacrifice a creature: Draw a card. Play this ability only if a player cast an Instant or Sorcery spell this turn
Sometimes, in order to preserve the balance of power, certain sacrifices have to be made.
1/2
At the end of your turn, if an opponent has 10 or less life, transform Streetbound Waif.
2/1
First strike
4/2
At the end of your turn, if a creature you control dealt damage to an opponent this turn, transform Army Infantry.
2/1
Flying
3/4
Skepticism — Whenever a player plays an Instant or Sorcery spell, copy that spell. You may choose new targets for it.
1/2
~ deals 3 damage to target player.
Skepticism — ~ deals 6 damage to that player instead if a player cast another instant or sorcery spell this turn.
Skepticism — ~ deals 6 damage to that player instead if a player cast another instant or sorcery spell this turn.
Sacrifice ~: ~ deals 2 damage to target creature or player.
2/1
Flame Rift deals 4 damage to each player.
Blessings from our God take many forms, but in battle they're usually practical.
Sacrifice Frontline Distraction: Destroy target artifact.
They soften up the opposition in the initial assault, destroying war machines and opening the way for the cavalry.
1/1
If you control five or more creatures, Rankshredder Captain gets +3/+3
The giants of the wilderness were apathetic at first to the cause of the excommunicated, but eventually some joined their ranks.
4/4
When Skeptical Gaurd-Captain dies, return it to the battlefield transformed.
Mothers across (planename) tell their children folktales of Dyardigal, the legendary Earth-scorching dragon, but every faithful soul knows they're just tales.
4/3
When Dyardigal Incarnate enters the battlefield, it deals 2 damage to each creature.
Flying
: Dyardigal Incarnate gets +1/+0 until end of turn.
Flying
: Dyardigal Incarnate gets +1/+0 until end of turn.
As the Gaurd-Captain met his end, he realised that not every fairytale is so void of meaning.
7/6
Skepticism – Whenever a player casts an instant or sorcery spell, Trinket Slinger deals 1 damage to target player.
Well, he's not the ideal worker, but he makes up for the things he breaks by scaring away any potentially troubling spellcasters.
1/3
Target creature gains deathtouch until end of turn. Put target card in a graveyard on top of its owner's library.
At the end of your turn, if you control five or more creatures, transform Devoted Recluse.
Those who still believe in the power that the land holds may call upon it.
2/1
Trample
5/4
: Put a 1/1 green Bacteria creature token into play.
At first it was an experiment in biological evolution, but they just kept feeding it. I don't even think there's a point to it anymore.
Two target creatures fight (Each deals damage equal to it's power to the other).
Heretics and practitioners of the dark arts are excommunicated, imprisoned, or even sentenced to death in the arena.
If target creature deals damage to an opponent this turn, draw that many cards.
You gain 5 life.
You gain 5 life.
Few consider the blessings of religious leaders to be magic.
Skepticism – Whenever a player plays an instant or sorcery spell, target creature gets +2/+2 until end of turn.
There are those who will hunt their fellow spellcasters in order not to arouse suspicion themselves.
2/3
If you control no other creatures, sacrifice Outcast's Mongrel.
If the pup becomes alert, take notice. There may be hunters about. (Hunters could be groups of non-believers who literally hunt the hermits)
2/3
Enchant tapped creature.
Enchanted creature doesn't untap during its controller's untap step.
Enchanted creature doesn't untap during its controller's untap step.
The forest is where the hermits make their home, and they cover every inch of it with traps for the non-believers.
Search your library for a basic land card and put it onto the battlefield tapped.
Nature reclaims what the people ignore.
When Quivering Mass enters the battlefield, put three +1/+1 counters on up to three target creatures.
What it doesn't eat it makes stronger.
3/1
Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.
The wise prepare for unforseen consequences.
: Add to your mana pool
They took everything from me. They will know the power of my sorcery.
1/1
Return 2 target Instant or Sorcery cards from your graveyard to your hand.
When druids gather, their power multiplies.
When Refuse Scrounger enters the battlefield, return target Instant or Sorcery card in a graveyard to its owner's hand.
You'd be amazed at what some people throw away.
2/1
Sacrifice Scientist experimenting on itself: Put a +1/+1 counter on target creature.
2/1
: Creatures target player controls get +1/+1 until end of turn.
When the land's power isn't tapped, strange and unpredictable beings begin to emerge from the depths of the uninhabited wilderness
2/3
When Transcendant Shaman dies, return it to the battlefield transformed.
2/2
Sacrifice Body's Remnants: Destroy target artifact or enchantment.
+1 Each player draws a card.
+1 Each player discards a card.
-2 Return target creature in a graveyard to the battlefield under your control. It gains haste and "At the end of turn, exile cardname"
-2 You may play target Instant or Sorcery card in a graveyard without paying its mana cost. Exile it instead of putting it in a graveyard.
+1 Each player discards a card.
-2 Return target creature in a graveyard to the battlefield under your control. It gains haste and "At the end of turn, exile cardname"
-2 You may play target Instant or Sorcery card in a graveyard without paying its mana cost. Exile it instead of putting it in a graveyard.
3
Flying
Other Assassin and Wizard creatures you control get +1/+1 and have Deathtouch.
Whenever Assassin Guild-Captain attacks, target player loses 1 life.
Other Assassin and Wizard creatures you control get +1/+1 and have Deathtouch.
Whenever Assassin Guild-Captain attacks, target player loses 1 life.
2/1
Whenever an Assassin or Wizard you control deals damage to a player, you may return target non-creature permanent to its owner's hand.
: Draw a card or destroy target creature. Play this ability only if an opponent is at 10 life or less.
2/1
Druid and Warrior creatures you control get +2/+1 until end of turn.
Other Druid and Warrior creatures you control get +1/+1 and have : Add to your mana pool.
Whenever Champion of the Excommunicated attacks, target creature can't block this turn.
Whenever Champion of the Excommunicated attacks, target creature can't block this turn.
His presence gives the outcasts the courage they need to unlock the power he knows they possess.
2/2
+1 On the next turn of target creature's owner, that creature attacks another target player if able.
+1 Target player untaps all creatures they control.
-2 Sacrifice a creature. Draw cards equal to the sacrificed creature's power.
-2 The next time a creature enters the battlefield, put a token into play which is a copy of that creature.
+1 Target player untaps all creatures they control.
-2 Sacrifice a creature. Draw cards equal to the sacrificed creature's power.
-2 The next time a creature enters the battlefield, put a token into play which is a copy of that creature.
3
Whenever a Cleric or [] you control dies, target player loses 1 life.
Vigilance
Other Cleric and Spirit creatures you control get +1/+1 and have vigilance.
Whenever ~ attacks, put a +1/+1 counter on target creature.
Other Cleric and Spirit creatures you control get +1/+1 and have vigilance.
Whenever ~ attacks, put a +1/+1 counter on target creature.
2/2
Whenever a Scientist or Artificier you control enters the battlefield, put a 1/1 Green Bacteria Mutant creature token onto the battlefield.
Other Artificer and Scientist creatures you control get +1/+1 and have hexproof.
Whenever Multidisciplinary Researcher attacks, put a +1/+1 counter on target creature.
Whenever Multidisciplinary Researcher attacks, put a +1/+1 counter on target creature.
2/2
Whenever a non-token creature you control dies, put a creature token into play which is a copy of that creature and put a +1/+1 counter on target creature.
Whenever a Soldier or Knight creature you control deals damage, Target-Seeking Barrage deals 1 damage to target creature or player.
Enduring Heresey is indestructible.
: Add one mana of any color to your mana pool.
: Add one mana of any color to your mana pool.
We've tried everything. Smashing, smelting, we even tried to use seized heretical objects to destroy it. Bury it in the dungeon, where no one can find it.
Equipped creature gets +1/+1 for each instant and sorcery in all graveyards.
Equip — Cast an instant or sorcery spell.
Equip — Cast an instant or sorcery spell.
Inscribed upon its surface are the teachings of generations.
Equipped creature gets +1/+1. If equipped creature is a Cleric or Spirit, it has deathtouch
Equip
Equip
Equipped creature gets +1/+1. If equipped creature is an Artificier or a Scientist, that creature is unblockable.
Equip
Equip
Equipped creature gets +2/+0 and has trample.
Equip
Equip
You see what we recovered during the hunt? The heretical savages plan an assault, and their strength grows with each passing moment.
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Multiplayer: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Destroy target attacking creature.
last 2012-03-06 19:45:27 by Alex