Mirrors: Card List

Mirrors: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton | Set Design

Show frames: C W U B R G A L

Show rarities: C U R M



Hide card text Show code Show active Show dates Hide comments

# Name Colour Rarity Cost Type P T Card text Comments Recent comment
1 CG04 Colourless Common 5{5} Creature – TEMP 4 4 Trample
Focus (When you cast this, you may sacrifice a green creature and pay its casting cost. If you do, this etbs with additional +1/+1 counters equal to the sacrificed creature's power.)
0
2 CG05 Colourless Common 3{2}{c} Creature – TEMP 2 2 Focus (When you cast this, you may sacrifice a green creature and pay its casting cost. If you do, this etbs with additional +1/+1 counters equal to the sacrificed creature's power.)
When ~ enters the battlefield, you may it fight target creature you don't control.
0
3 CW04 Colourless Common 7{7} Creature – TEMP 5 5 Vigilance
Distort COST (You may cast this spell by sacrificing a white creature paying the distort cost reduced by that creature's toughness.)
0
4 CW05 Colourless Common 6{6} Creature – TEMP 3 3 First strike
Distort {4}{c}{c} (You may cast this spell by sacrificing a white creature paying the distort cost reduced by that creature's toughness.)
0
5 Omnath, Crystalline Colourless Mythic 3{c}{c}{c} Creature – Elemental 1 1 Colorless mana does not empty from your mana pool as phases and turns end.
Colorless creatures get +1/+1 for each colorless mana in your mana pool.
0
6 UA02 Colourless Uncommon 4{3}{c} Creature – TEMP 2 3 {1}{c}, {t}: Exile another target colorless creature, then return it to the battlefield tapped. 0
7 UA03 Colourless Uncommon 3{2}{c} Creature – TEMP 2 1 {1}, {t}: Add {c}{c}. 0
8 UA04 Colourless Uncommon 5{3}{c}{c} Creature 0 7 Defender
{t}: Untap target attacking creature that was blocked by a colorless creature this turn.. Prevent all combat damage that creature would deal this turn.
0
9 UB02 Colourless Uncommon 4{3}{c} Creature – TEMP 3 2 {1}{b}: Target colorless creature gains +1/+0 and menace until end of turn. 0
10 UG02 Colourless Uncommon 6{5}{c} Creature – TEMP 5 5 {1}{g}: Target colorless creature gets +1/+1 and trample until end of turn. 0
11 UR02 Colourless Uncommon 4{3}{c} Creature – TEMP 3 2 {1}{r}: Target colorless creature gains +1/+0 and first strike until end of turn. 0
12 UU02 Colourless Uncommon 5{4}{c} Creature – TEMP 3 3 {1}{u}: Target colorless creature gains +1/+0 and flying until end of turn. 0
13 UW02 Colourless Uncommon 3{3} Creature – TEMP 2 3 {1}{w}: Target colorless creature gains +0/+1 and vigilance until end of turn. 0
14 CW01 White Common 2{w}{w} Creature – TEMP 1 3 Vigilance
When ~ enters the battlefield, prevent all damage that would be dealt to another white creature you control until the beginning of your next turn.
0
15 CW02 White Common 4{3}{w} Creature – TEMP 2 3 Flash
When ~ enters the battlefield, untap another target white creature you control. It gets +2/+3 until end of turn.
0
16 CW03 White Common 5{4}{w} Creature – TEMP 2 5 When ~ enters the battlefield, you gain 1 life for each white creature you control. 0
17 CW06 White Common 1{w} Creature – TEMP 0 3 Defender
{3}{w}: Tap target creature.
0
18 CW11 White Common 4{3}{w} Enchantment – Aura Enchant creature
When ~ enters the battlefield, you gain 4 life.
Enchant creature can't attack or block.
0
19 CW12 White Common 3{1}{w}{w} Sorcery Exile target tapped creature. 0
20 CW13 White Common 3{2}{w} Instant You gain 1 life for each attacking creature. Prevent all damage that would be dealt by attacking creatures this turn. 0
21 CW14 White Common 2{1}{w} Instant Target creature get +2/+2 until end of turn. If that creature dies this turn, you gain life equal to its toughness. 0
22 CW15 White Common 1{w} Instant Target creature becomes white and gains lifelink until end of turn.
Draw a card.
0
23 Diamond Prism White Common 1{w} Artifact When Diamond Prism enters the battlefield or dies, creature you control become white in addition to their other colors until end of turn.
{w}{w}{w}, {t}, Sacrifice Diamond Prism: Draw a card.
0
24 UW01 White Uncommon 3{1}{w}{w} Creature – TEMP 2 4 Lifelink
When ~ enters the battlefield, look at the top four cards of your library. You may reveal a white creature card and put it into your hand. Put the rest on the bottom of your library in any order.
0
25 UW03 White Uncommon 3{2}{w} Creature – TEMP 1 4 When ~ enters the battlefield, exile target nonland colorless permanent until ~ leaves the battlefield. 0
26 UW04 White Uncommon 2{w}{w} Creature – TEMP 1 3 {1}{w}, {t}: Target creature gets -2/-0 until end of turn.
{1}{c}, {t}: Untap target creature. It gets +0/+2 until end of turn.
0
27 CU01 Blue Common 1{u} Creature – TEMP 1 1 ~ can't be blocked.
When ~ enters the battlefield, another target blue creature you control can't be blocked until end of turn.
0
28 CU02 Blue Common 2{u}{u} Creature – TEMP 2 1 When ~ enters the battlefield, if you dealt combat damage with a blue creature this turn, draw a card. 0
29 CU03 Blue Common 3{1}{u}{u} Creature – TEMP 3 2 Flying
When ~ enters the battlefield, if you don't control a blue creature, sacrifice ~ unless you pay {1}.
0
30 CU04 Blue Common 5{3}{u}{u} Creature – TEMP 3 4 Devoid (This card has no color.)
Glimpse COST (“COST, Exile target attacking blue creature you control: Put this onto the battlefield tapped and attacking. This creature gains all abilities of the exiled creature.")
Flying
0
31 CU05 Blue Common 3{2}{u} Creature – TEMP 3 1 Devoid (This card has no color.)
Glimpse COST (“COST, Exile target attacking blue creature you control: Put this onto the battlefield tapped and attacking. This creature gains all abilities of the exiled creature.")
When ~ deals combat damage, draw a card.
0
32 CU08 Blue Common 2{1}{u} Creature – TEMP 1 1 Flying
{3}{u}: Target creature gains flying until end of turn.
0
33 CU09 Blue Common 4{3}{u} Creature – TEMP 3 3 {u}: ~ gains hexproof until end of turn. 0
34 CU12 Blue Common 3{2}{u} Instant Counter target spell unless its controller pays {4}. If you control a blue creature, you may draw a card, then discard a card. 0
35 CU13 Blue Common 3{2}{u} Instant As an additional cost to cast ~, return a permanent you control to your hand.
Draw two cards.
0
36 CU14 Blue Common 2{1}{u} Sorcery Target player puts cards from the top of their library into their graveyard equal to the number of cards in your hand. 0
37 CU15 Blue Common 2{1}{u} Enchantment – Aura Enchant creature
Enchanted creature gets +1/+1 and unblockable.
0
38 Disperse Blue Common 2{1}{u} Instant Return target nonland permanent to its owner's hand. 0
39 Sapphire Prism Blue Common 1{u} Artifact When Sapphire Prism enters the battlefield or dies, creature you control become blue in addition to their other colors until end of turn.
{u}{u}{u}, {t}, Sacrifice Sapphire Prism: Draw a card.
0
40 UU01 Blue Uncommon 4{3}{u} Creature – TEMP 3 1 Flying
When ~ enters the battlefield, look at the top four cards of your library. You may reveal a blue creature card and put it into your hand. Put the rest on the bottom of your library in any order.
0
41 UU04 Blue Uncommon 2{u}{u} Creature 2 1 Flying
{1}{u}, {t}: Target creature gains hexproof until end of turn.
{2}{c}, {t}: Target creature loses all abilities until end of turn.
0
42 UU08 Blue Uncommon 1{u} Instant Draw a card.
Whenever you deal combat damage to a player, you may pay {2}{u}. If you do, return ~ from the graveyard to your hand.
0
43 CB01 Black Common 3{2}{b} Creature – TEMP 1 2 Flying
When ~ enters the battlefield, if you control another black creature, each opponent discards a card.
0
44 CB02 Black Common 4{3}{b} Creature – TEMP 2 3 When ~ enters the battlefield, target player loses 1 life and you gain 1 life for each black creature you control. 0
45 CB03 Black Common 5{3}{b}{b} Creature – TEMP 3 3 When ~ enters the battlefield, if you control another black creature, target creature gets -3/-3 until end of turn. 0
46 CB04 Black Common 4{3}{b} Creature – TEMP 3 3 Refract (As you cast this, you may exile a black creature card from your graveyard. If you do, this spell gains all triggered abilities of that creature.) 0
47 CB05 Black Common 5{3}{b}{b} Creature – TEMP 4 3 Flying
[Refract {c}
2 1537704348 on 23 Sep 2018 by Tahazzar
48 CB07 Black Common 3{2}{b} Creature – TEMP 2 2 When ~ enters the battlefield, you may exile a card from a graveyard. If it's a creature card, create a 1/1 black Rat creature. 0
49 CB08 Black Common 3{2}{b} Creature – TEMP 1 3 {2}{b}: ~ gains indestructible until end of turn. 0
50 CB13 Black Common 3{2}{b} Sorcery ~ costs {2} less to cast if you control two or more creatures of the same color.
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
0
51 CB14 Black Common 3{2}{b} Instant Creatures become black until end of turn. Draw a card. 0
52 CB15 Black Common 2{1}{b} Sorcery Kicker {3}{b} (You may pay an additional {3}{b} as you cast this spell.)
Return target creature card from your graveyard to your hand. If you paid the kicker cost, return it to the battlefield instead and draw a card.
0
53 CB16 Black Common 3{2}{b} Instant As an additional cost to cast ~, sacrifice a creature.
Look at the top four cards of your library. Put two of them into your hand and rest in your graveyard. You lose 2 life.
0
54 CB17 Black Common 2{1}{b} Instant Kicker {2}{b} (You may pay an additional {2}{b} as you cast this spell.)
Target creature gets -2/-2 until end of turn. That creature gets -4/-4 instead if you paid the kicker cost.
0
55 CB18 Black Common 5{3}{b}{b} Instant ~ costs {2} less to cast if it targets a colorless creature.
Exile target creature.
0
56 Jet Prism Black Common 1{b} Artifact When Jet Prism enters the battlefield or dies, creature you control become black in addition to their other colors until end of turn.
{b}{b}{b}, {t}, Sacrifice Jet Prism: Draw a card.
0
57 Ratcatcher Black Common 2{1}{b} Creature – Human 2 1 When Ratcatcher leaves the battlefield, create a 1/1 black Rat creature. 0
58 Typhoid Rats Black Common 1{b} Creature – Rat 1 1 Deathtouch 0
59 UB01 Black Uncommon 3{1}{b}{b} Creature – TEMP 1 2 Deathtouch
When ~ enters the battlefield, look at the top four cards of your library. You may reveal a black creature card and put it into your hand. Put the rest on the bottom of your library in any order.
0
60 UB04 Black Uncommon 2{b}{b} Creature – TEMP 1 2 {1}{b}, {t}: Draw a card and lose 2 life. Activate this ability only if a creature died this turn.
{3}{c}, {t}: Return target creature that died this turn from your graveyard to your hand.
0
61 Blinding Flash Red Common 1{r} Instant Target creature can't block this turn.
Draw a card
0
62 CR01 Red Common 2{r}{r} Creature – TEMP 3 1 When ~ enters the battlefield, another target red creature you control gets +1/+0 and first strike until end of turn. 0
63 CR02 Red Common 3{1}{r}{r} Creature – TEMP 3 1 Haste
When ~ enters the battlefield, another target red creature you control deals damage to target player equal to its power.
0
64 CR03 Red Common 4{2}{r}{r} Creature – TEMP 4 3 When ~ enters the battlefield, another target red creature you control can't be blocked until end of turn. 0
65 CR04 Red Common 4{2}{r}{r} Creature – TEMP 4 3 Glare {c} ({c}, Sacrifice an attacking red creature you control: this gets +X/+0 where X is the sacrificed creature's power.) 0
66 CR05 Red Common 5{3}{r}{r} Creature – TEMP 5 3 Haste
Glare {c}{c} ({c}{c}, Sacrifice an attacking red creature you control: this gets +X/+0 where X is the sacrificed creature's power.)
0
67 CR06 Red Common 2{1}{r} Creature – TEMP 2 1 Trample
{2}{r}: ~ gains +2/+0 until end of turn.
0
68 CR07 Red Common 3{1}{r}{r} Creature – TEMP 3 1 First strike 0
69 CR08 Red Common 6{4}{r}{r} Creature – TEMP 4 4 When ~ enters the battlefield, it deals 3 damage to target creature you don't control. 0
70 CR09 Red Common 1{r} Creature – TEMP 1 1 Haste
When ~ enters the battlefield, target creature can't block until end of turn.
0
71 CR10 Red Common 1{r} Instant Target creature becomes red and gains haste until end of turn. Draw a card. 0
72 CR12 Red Common 4{3}{r} Sorcery ~ deals 4 damage to target creature. Destroy that creature instead if it's colorless. 0
73 CR13 Red Common 2{1}{r} Sorcery Creature you control with trample gain double strike until end of turn.
Creatures you control without trample gain trample until end of turn.
0
74 CR14 Red Common 1{r} Instant Target creature gets +2/+0 until end of turn. If it's red, it gains first strike. 0
75 CR15 Red Common 3{1}{r}{r} Enchantment – Aura Enchant creature
Enchanted creature gets +2/+2 and "{1}{r}: Target creature can't block this creature until end of turn."
0
76 RR01 Red Rare 2{r}{r} Creature – TEMP 3 2 Haste
Whenever a player casts a colorless spell, ~ deals 2 damage to that player.
0
77 RR02 Red Rare 4{3}{r} Instant Return each creature that died this turn to the battlefield. They gain haste. Exile them at the beginning of your next end step, or if they would leave the battlefield. 0
78 RR03 Red Rare 1{r} Enchantment Whenever a creature dies, that creature deals 1 damage to its controller. 0
79 Ruby Prism Red Common 1{r} Artifact When Ruby Prism enters the battlefield or dies, creature you control become red in addition to their other colors until end of turn.
{r}{r}{r}, {t}, Sacrifice Ruby Prism: Draw a card.
0
80 UR01 Red Uncommon 4{2}{r}{r} Creature – TEMP 3 1 Haste
When ~ enters the battlefield, look at the top four cards of your library. You may reveal a red creature card and put it into your hand. Put the rest on the bottom of your library in any order.
0
81 UR03 Red Uncommon 1{r} Creature – TEMP 1 1 {t}: Target creature you control gains haste until end of turn.
{t}: Target creature you control gets trample until end of turn.
0
82 UR04 Red Uncommon 2{r}{r} Creature – TEMP 3 1 {1}{r}, {t}: Target creature gains first strike until end of turn.
{c}, {t}: Target creature blocks if able this turn.
0
83 CG01 Green Common 2{g}{g} Creature – TEMP 1 1 When ~ enters the battlefield or dies, put a +1/+1 counter on another target green creature you control. 0
84 CG02 Green Common 3{1}{g}{g} Creature – TEMP 2 2 When ~ enters the battlefield, another target green creature gets +2/+2 and trample until end of turn. 0
85 CG03 Green Common 5{3}{g}{g} Creature – TEMP 4 4 When ~ dies, you gain life equal to its toughness. 0
86 CG12 Green Common 3{2}{g} Sorcery Destroy target artifact or enchantment. You gain life equal to its converted mana cost. 0
87 CG13 Green Common 3{2}{g} Sorcery You may put a land from your hand onto the battlefield. Then, search your library for a basic land, reveal it and put it into your hand. Shuffle your library afterwards. 0
88 CG14 Green Common 1{g} Instant Target creature gets +2/=2 until end of turn. Untap it. 0
89 CG15 Green Common 5{4}{g} Instant Destroy target noncreature permanent. Draw a card. 0
90 Emerald Prism Green Common 1{g} Artifact When Emerald Prism enters the battlefield or dies, creature you control become green in addition to their other colors until end of turn.
{g}{g}{g}, {t}, Sacrifice Emerald Prism: Draw a card.
0
91 Ironbranch Dryad Green Common 1{g} Creature – Dryad 0 1 {t}: Add {g}. Add {c} instead if you control a colorless creature. 0
92 Mirrorpool Algae Green Common 2{1}{g} Creature – Plant 0 2 Defender
{2}{g}, {t}, Sacrifice Mirrorpool Algae: Search your library up to two basic lands, reveal them and put them into your hand. Shuffle your library afterwards.
0
93 Savage Sparring Green Common 3{2}{g} Sorcery Target creature you control fights target creature you don't control. Then, put a +1/+1 counter on each of those creatures. 0
94 UG01 Green Uncommon 5{3}{g}{g} Creature – TEMP 4 3 Trample
When ~ enters the battlefield, look at the top four cards of your library. You may reveal a green creature card and put it into your hand. Put the rest on the bottom of your library in any order.
0
95 UG03 Green Uncommon 3{2}{g} Creature – TEMP 1 4 Reach
When ~ dies, you may destroy target creature with flying.
0
96 UG04 Green Uncommon 2{g}{g} Creature – TEMP 2 2 {2}{g}, {t}: Put a +1/+1 counter on another target creature.
{3}{c}, {t}: For each counter on target creature, put another of that counter on it.
0
97 Glass Prism Artifact Common 1{c} Artifact When Glass Prism enters the battlefield or dies, creature you control gain devoid until end of turn.
{c}{c}{c}, {t}, Sacrifice Glass Prism: Draw a card.
0
98 Prophetic Prism Artifact Common 2{2} Artifact When Prophetic Prism enters the battlefield, draw a card.
{1}, {t}: Add one mana of any color.
0
99 UA01 Artifact Uncommon 3{3} Artifact {t}: Add {c}.
{x}, {t}: Add X mana of any one color to your mana pool.
0
100 CL01 Land Common 0 Land {t}: Add {c} to your mana pool.
{2}, {t}, Sacrifice ~: Search your library for a basic land and put it onto the battlefield. Shuffle your library afterwards.
0
101 ML01 Land Mythic 0 Land {t}: Add {c} to your mana pool.
{t}, Sacrifice a colorless creature: Add {c}{c} to your mana pool.
0
102 RL01 Land Rare 0 Land {t}: Add C to your mana pool.
{3}, {t}, Sacrifice a creature: Look at the top five cards fo your library. Reveal a creature card that shares a color with the sacrificed creature. Put that card in your hand and the rest on the bottom of your library in any order.
0
Mirrors: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton | Set Design