[January] Mechanic Repository
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Showing all 36 cards
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Creatures you control get +0/+2 until end of turn.
Mobilize 2 —
(
, Discard this card: Create two 1/1 white Soldier creature tokens.)
Mobilize 2 —




Creatures you control get +0/+2 until end of turn.
Call to Glory (When this resolves, reveal cards from the top of your library until you reveal a creature card. Put it into your hand and the remaining cards on the bottom of your library in a random order.)
Call to Glory (When this resolves, reveal cards from the top of your library until you reveal a creature card. Put it into your hand and the remaining cards on the bottom of your library in a random order.)
Creatures you control get +1/+1.
Mobilize 3 —

(

, Discard this card: Create three 1/1 white Soldier creature tokens.)
Mobilize 3 —






Creatures you control get +1/+1.
Call to Glory (When this resolves, reveal cards from the top of your library until you reveal a creature card. Put it into your hand and the remaining cards on the bottom of your library in a random order.)
Call to Glory (When this resolves, reveal cards from the top of your library until you reveal a creature card. Put it into your hand and the remaining cards on the bottom of your library in a random order.)
Crusade (When you cast this spell, creatures you control get +1/+1 until end of turn.)
First strike
Whenever Northern Paladin deals combat damage to a player, you may exile target permanent that player controls.
First strike
Whenever Northern Paladin deals combat damage to a player, you may exile target permanent that player controls.
2/2
Whenever Reef Pirate deals damage to an opponent, draw a card, then discard a card.
Battle Recruit— Whenever Reef Pirate attacks, you may pay
. If you do, search your library for a Mercenary card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library.
Battle Recruit— Whenever Reef Pirate attacks, you may pay

1/1
Whenever Reef Pirate deals damage to an opponent, draw a card, then discard a card.
Recruit—
,
: Search your library for a Mercenary permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library.
Recruit—


1/1
Down payment
(You may pay
and discard a card rather than pay this spells mana cost.)


1/1
Brother-in-Arms (When you cast this spell from your hand, you may search your library for another card that shares a subtype with it with converted mana cost 1 or less and cast it without paying its mana cost. If you do, shuffle your library.)
2/1
Brother-in-Arms (When you cast this spell from your hand, you may search your library for another card that shares a subtype with it with converted mana cost 1 or less and cast it without paying its mana cost. If you do, shuffle your library.)
2/1
Recruit—
,
: Search your library for a Mercenary permanent card with converted mana cost 2 or less and put it onto the battlefield. Then shuffle your library.


1/1
Battle Recruit— Whenever Human Sellsword attacks, you may pay
. If you do, search your library for a Mercenary card with converted mana cost 2 or less and put it onto the battlefield. Then shuffle your library.

1/1
Down payment 
(You may pay 
and discard a card rather than pay this spells mana cost.)
When Looting Sellsword enters the battlefield, you may return a creature card from your graveyard to your hand.




When Looting Sellsword enters the battlefield, you may return a creature card from your graveyard to your hand.
2/2
Menace (This creature can't be blocked except by two or more creatures.)
Instigate— Whenever Necropol Sellsword attacks, you may pay
. If you do, search your library for a Mercenary card with converted mana cost 3 or less and put it onto the battlefield tapped and attacking, then shuffle your library.
Instigate— Whenever Necropol Sellsword attacks, you may pay

1/1
Haste
Exodus — When Blackcleave Berserker enters the battlefied, if another creature entered the battlefield this turn, creatures you control get +1/+0 until end of turn.
Exodus — When Blackcleave Berserker enters the battlefied, if another creature entered the battlefield this turn, creatures you control get +1/+0 until end of turn.
1/1
First strike (This creature deals combat damage before creatures without first strike.)
Merciless — As long as an opponent controls no creatures, damage can't be prevented.
Merciless — As long as an opponent controls no creatures, damage can't be prevented.
2/2
First strike (This creature deals combat damage before creatures without first strike.)
Riot 1 (Whenever this creature attacks, it gets +1/+1 until end of turn.)
Riot 1 (Whenever this creature attacks, it gets +1/+1 until end of turn.)
2/2
Exodus — When Gray Ogre enters the battlefied, if another creature entered the battlefield this turn, put two +1/+1 counters on Gray Ogre.
2/2
Roar 2 — 
(
, Exile this card from your hand until end of turn: Put two +1/+1 counters on target creature that entered the battlefield this turn.)




2/2
Merciless — Whenever Gray Ogre attacks, if an opponent controls no creatures, Gray Ogre deals 2 damage to the defending player.
2/2
Riot 1 (Whenever this creature attacks, it gets +1/+1 until end of turn.)
1/1
Ironclaw Warrior attacks each turn if able.
Roar 1 —
(
, Exile this card from your hand until end of turn: Put one +1/+1 counters on target creature that entered the battlefield this turn.)
Roar 1 —


2/2
First strike (This creature deals combat damage before creatures without first strike.)
Recruit—
,
: Search your library for a Mercenary permanent card with converted mana cost 4 or less and put it onto the battlefield. Then shuffle your library.
Recruit—


2/2
First strike (This creature deals combat damage before creatures without first strike.)
Battle Recruit— Whenever Ogre Mercenary attacks, you may pay
. If you do, search your library for a Mercenary card with converted mana cost 4 or less and put it onto the battlefield. Then shuffle your library.
Battle Recruit— Whenever Ogre Mercenary attacks, you may pay

2/2
Brother-in-Arms (When you cast this spell from your hand, you may search your library for another card that shares a subtype with it with converted mana cost 2 or less and cast it without paying its mana cost. If you do, shuffle your library.)
2/2
Down payment
(You may pay
and discard a card rather than pay this spells mana cost.)


2/2
Crusade (When you cast this spell, creatures you control get +1/+1 until end of turn.)
Reach (This creature can block creatures with flying.)
Reach (This creature can block creatures with flying.)
1/4
Look at the top three cards of your library, then put them back in any order. You may shuffle your library.
Call to Glory (When this resolves, reveal cards from the top of your library until you reveal a creature card. Put it into your hand and the remaining cards on the bottom of your library in a random order.)
Call to Glory (When this resolves, reveal cards from the top of your library until you reveal a creature card. Put it into your hand and the remaining cards on the bottom of your library in a random order.)
Trample
Horde 1 —
(As you cast a creature spell, you may pay 
and reveal this from your hand. If you do, that creature enters the battlefield with one additional +1/+1 counters on it.)
Horde 1 —




3/3
Trample
Uprising
(You may have this creature attack from your hand if you pay 
and put this onto the battlefield tapped and attacking. An uprising must result in you attacking with three or more creatures.)
Uprising




3/3
Trample
Merciless — At the beginning of your upkeep, if an opponent controls no creatures, put a +1/+1 counter on War Mammoth.
Merciless — At the beginning of your upkeep, if an opponent controls no creatures, put a +1/+1 counter on War Mammoth.
3/3
Trample
Exodus — When War Mammoth enters the battlefield, if another creature entered the battlefield this turn, put a +1/+1 counter on each creature that entered the battlefield this turn.
Exodus — When War Mammoth enters the battlefield, if another creature entered the battlefield this turn, put a +1/+1 counter on each creature that entered the battlefield this turn.
3/3
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)
Riot 3 (Whenever this creature attacks, it gets +3/+3 until end of turn.)
Riot 3 (Whenever this creature attacks, it gets +3/+3 until end of turn.)
3/3
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)
Roar 3 —
(
, Exile this card from your hand until end of turn: Put three +1/+1 counters on target creature that entered the battlefield this turn.)
Roar 3 —




3/3
Trample
Roar 2 —
(Whenever another creature ETBs under your control, you may pay 
. If you do, put two +1/+1 counters on that creature.)
Roar 2 —




3/3
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[January] Mechanic Repository: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Crusader Mechanic Overview | Mercenary Mechanic Overview | Savage Mechanic Overview |
Creatures you control get +1/+1.
2018-06-17 16:15:54 by SecretInfiltrator