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Mechanics | Skeleton | Set Design |
Showing all 102 cards
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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.
When ~ enters the battlefield, you may it fight target creature you don't control.
2/2
Vigilance
Distort COST (You may cast this spell by sacrificing a white creature paying the distort cost reduced by that creature's toughness.)
Distort COST (You may cast this spell by sacrificing a white creature paying the distort cost reduced by that creature's toughness.)
5/5
First strike
Distort

(You may cast this spell by sacrificing a white creature paying the distort cost reduced by that creature's toughness.)
Distort



3/3
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.
Colorless creatures get +1/+1 for each colorless mana in your mana pool.
1/1



2/3




2/1
Defender
: Untap target attacking creature that was blocked by a colorless creature this turn.. Prevent all combat damage that creature would deal this turn.

0/7


3/2


5/5


3/2


3/3


2/3
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.
When ~ enters the battlefield, prevent all damage that would be dealt to another white creature you control until the beginning of your next turn.
1/3
Flash
When ~ enters the battlefield, untap another target white creature you control. It gets +2/+3 until end of turn.
When ~ enters the battlefield, untap another target white creature you control. It gets +2/+3 until end of turn.
2/3
When ~ enters the battlefield, you gain 1 life for each white creature you control.
2/5
Defender

: Tap target creature.


0/3
Enchant creature
When ~ enters the battlefield, you gain 4 life.
Enchant creature can't attack or block.
When ~ enters the battlefield, you gain 4 life.
Enchant creature can't attack or block.
Exile target tapped creature.
You gain 1 life for each attacking creature. Prevent all damage that would be dealt by attacking creatures this turn.
Target creature get +2/+2 until end of turn. If that creature dies this turn, you gain life equal to its toughness.
Target creature becomes white and gains lifelink until end of turn.
Draw a card.
Draw a card.
When Diamond Prism enters the battlefield or dies, creature you control become white in addition to their other colors until end of turn.


,
, Sacrifice Diamond Prism: Draw a card.




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.
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.
2/4
When ~ enters the battlefield, exile target nonland colorless permanent until ~ leaves the battlefield.
1/4






1/3
~ can't be blocked.
When ~ enters the battlefield, another target blue creature you control can't be blocked until end of turn.
When ~ enters the battlefield, another target blue creature you control can't be blocked until end of turn.
1/1
When ~ enters the battlefield, if you dealt combat damage with a blue creature this turn, draw a card.
2/1
Flying
When ~ enters the battlefield, if you don't control a blue creature, sacrifice ~ unless you pay
.
When ~ enters the battlefield, if you don't control a blue creature, sacrifice ~ unless you pay

3/2
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
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
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.")
When ~ deals combat damage, draw a card.
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.
3/1
Flying

: Target creature gains flying until end of turn.


1/1

3/3
Counter target spell unless its controller pays
. If you control a blue creature, you may draw a card, then discard a card.

As an additional cost to cast ~, return a permanent you control to your hand.
Draw two cards.
Draw two cards.
Target player puts cards from the top of their library into their graveyard equal to the number of cards in your hand.
Enchant creature
Enchanted creature gets +1/+1 and unblockable.
Enchanted creature gets +1/+1 and unblockable.
Return target nonland permanent to its owner's hand.
When Sapphire Prism enters the battlefield or dies, creature you control become blue in addition to their other colors until end of turn.


,
, Sacrifice Sapphire Prism: Draw a card.




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.
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.
3/1
Flying

,
: Target creature gains hexproof until end of turn.

,
: Target creature loses all abilities until end of turn.






2/1
Draw a card.
Whenever you deal combat damage to a player, you may pay
. If you do, return ~ from the graveyard to your hand.
Whenever you deal combat damage to a player, you may pay


Flying
When ~ enters the battlefield, if you control another black creature, each opponent discards a card.
When ~ enters the battlefield, if you control another black creature, each opponent discards a card.
1/2
When ~ enters the battlefield, target player loses 1 life and you gain 1 life for each black creature you control.
2/3
When ~ enters the battlefield, if you control another black creature, target creature gets -3/-3 until end of turn.
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.)
3/3
Flying
[Refract
[Refract

4/3
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.
2/2


1/3
~ costs
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.

Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Creatures become black until end of turn. Draw a card.
Kicker 
(You may pay an additional 
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.




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.
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.
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.
Kicker 
(You may pay an additional 
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.




Target creature gets -2/-2 until end of turn. That creature gets -4/-4 instead if you paid the kicker cost.
~ costs
less to cast if it targets a colorless creature.
Exile target creature.

Exile target creature.
When Jet Prism enters the battlefield or dies, creature you control become black in addition to their other colors until end of turn.


,
, Sacrifice Jet Prism: Draw a card.




When Ratcatcher leaves the battlefield, create a 1/1 black Rat creature.
2/1
Deathtouch
1/1
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.
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.
1/2






1/2
Target creature can't block this turn.
Draw a card
Draw a card
When ~ enters the battlefield, another target red creature you control gets +1/+0 and first strike until end of turn.
3/1
Haste
When ~ enters the battlefield, another target red creature you control deals damage to target player equal to its power.
When ~ enters the battlefield, another target red creature you control deals damage to target player equal to its power.
3/1
When ~ enters the battlefield, another target red creature you control can't be blocked until end of turn.
4/3
Glare
(
, Sacrifice an attacking red creature you control: this gets +X/+0 where X is the sacrificed creature's power.)


4/3
Haste
Glare
(
, Sacrifice an attacking red creature you control: this gets +X/+0 where X is the sacrificed creature's power.)
Glare




5/3
Trample

: ~ gains +2/+0 until end of turn.


2/1
First strike
3/1
When ~ enters the battlefield, it deals 3 damage to target creature you don't control.
4/4
Haste
When ~ enters the battlefield, target creature can't block until end of turn.
When ~ enters the battlefield, target creature can't block until end of turn.
1/1
Target creature becomes red and gains haste until end of turn. Draw a card.
~ deals 4 damage to target creature. Destroy that creature instead if it's colorless.
Creature you control with trample gain double strike until end of turn.
Creatures you control without trample gain trample until end of turn.
Creatures you control without trample gain trample until end of turn.
Target creature gets +2/+0 until end of turn. If it's red, it gains first strike.
Enchant creature
Enchanted creature gets +2/+2 and "
: Target creature can't block this creature until end of turn."
Enchanted creature gets +2/+2 and "


Haste
Whenever a player casts a colorless spell, ~ deals 2 damage to that player.
Whenever a player casts a colorless spell, ~ deals 2 damage to that player.
3/2
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.
Whenever a creature dies, that creature deals 1 damage to its controller.
When Ruby Prism enters the battlefield or dies, creature you control become red in addition to their other colors until end of turn.


,
, Sacrifice Ruby Prism: Draw a card.




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.
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.
3/1


1/1





3/1
When ~ enters the battlefield or dies, put a +1/+1 counter on another target green creature you control.
1/1
When ~ enters the battlefield, another target green creature gets +2/+2 and trample until end of turn.
2/2
When ~ dies, you gain life equal to its toughness.
4/4
Destroy target artifact or enchantment. You gain life equal to its converted mana cost.
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.
Target creature gets +2/=2 until end of turn. Untap it.
Destroy target noncreature permanent. Draw a card.
When Emerald Prism enters the battlefield or dies, creature you control become green in addition to their other colors until end of turn.


,
, Sacrifice Emerald Prism: Draw a card.







0/1
Defender

,
, Sacrifice Mirrorpool Algae: Search your library up to two basic lands, reveal them and put them into your hand. Shuffle your library afterwards.



0/2
Target creature you control fights target creature you don't control. Then, put a +1/+1 counter on each of those creatures.
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.
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.
4/3
Reach
When ~ dies, you may destroy target creature with flying.
When ~ dies, you may destroy target creature with flying.
1/4






2/2
When Glass Prism enters the battlefield or dies, creature you control gain devoid until end of turn.


,
, Sacrifice Glass Prism: Draw a card.




When Prophetic Prism enters the battlefield, draw a card.
,
: Add one mana of any color.


















Show frames: C W U B R G A L
Show rarities: C U R M
Or view by sections
Mirrors: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Set Design |
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.)