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Show rarities: C U R M

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{5}
 
 C 
Creature – TEMP
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.)
4/4
{2}{c}
 
 C 
Creature – TEMP
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.
2/2
{7}
 
 C 
Creature – TEMP
Vigilance
Distort COST (You may cast this spell by sacrificing a white creature paying the distort cost reduced by that creature's toughness.)
5/5
{6}
 
 C 
Creature – TEMP
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.)
3/3
 M 
Creature – Elemental
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.
1/1
{3}{c}
 
 U 
Creature – TEMP
{1}{c}, {t}: Exile another target colorless creature, then return it to the battlefield tapped.
2/3
{2}{c}
 
 U 
Creature – TEMP
{1}, {t}: Add {c}{c}.
2/1
{3}{c}{c}
 
 U 
Creature
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.
0/7
{3}{c}
 
 U 
Creature – TEMP
{1}{b}: Target colorless creature gains +1/+0 and menace until end of turn.
3/2
{5}{c}
 
 U 
Creature – TEMP
{1}{g}: Target colorless creature gets +1/+1 and trample until end of turn.
5/5
{3}{c}
 
 U 
Creature – TEMP
{1}{r}: Target colorless creature gains +1/+0 and first strike until end of turn.
3/2
{4}{c}
 
 U 
Creature – TEMP
{1}{u}: Target colorless creature gains +1/+0 and flying until end of turn.
3/3
{3}
 
 U 
Creature – TEMP
{1}{w}: Target colorless creature gains +0/+1 and vigilance until end of turn.
2/3
{w}{w}
 
 C 
Creature – TEMP
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.
1/3
{3}{w}
 
 C 
Creature – TEMP
Flash
When ~ enters the battlefield, untap another target white creature you control. It gets +2/+3 until end of turn.
2/3
{4}{w}
 
 C 
Creature – TEMP
When ~ enters the battlefield, you gain 1 life for each white creature you control.
2/5
{w}
 
 C 
Creature – TEMP
Defender
{3}{w}: Tap target creature.
0/3
{3}{w}
 
 C 
Enchantment – Aura
Enchant creature
When ~ enters the battlefield, you gain 4 life.
Enchant creature can't attack or block.
{1}{w}{w}
 
 C 
Sorcery
Exile target tapped creature.
{2}{w}
 
 C 
Instant
You gain 1 life for each attacking creature. Prevent all damage that would be dealt by attacking creatures this turn.
{1}{w}
 
 C 
Instant
Target creature get +2/+2 until end of turn. If that creature dies this turn, you gain life equal to its toughness.
{w}
 
 C 
Instant
Target creature becomes white and gains lifelink until end of turn.
Draw a card.
 C 
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.
{1}{w}{w}
 
 U 
Creature – TEMP
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.
2/4
{2}{w}
 
 U 
Creature – TEMP
When ~ enters the battlefield, exile target nonland colorless permanent until ~ leaves the battlefield.
1/4
{w}{w}
 
 U 
Creature – TEMP
{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.
1/3
{u}
 
 C 
Creature – TEMP
~ can't be blocked.
When ~ enters the battlefield, another target blue creature you control can't be blocked until end of turn.
1/1
{u}{u}
 
 C 
Creature – TEMP
When ~ enters the battlefield, if you dealt combat damage with a blue creature this turn, draw a card.
2/1
{1}{u}{u}
 
 C 
Creature – TEMP
Flying
When ~ enters the battlefield, if you don't control a blue creature, sacrifice ~ unless you pay {1}.
3/2
{3}{u}{u}
 
 C 
Creature – TEMP
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
3/4
{2}{u}
 
 C 
Creature – TEMP
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.
3/1
{1}{u}
 
 C 
Creature – TEMP
Flying
{3}{u}: Target creature gains flying until end of turn.
1/1
{3}{u}
 
 C 
Creature – TEMP
{u}: ~ gains hexproof until end of turn.
3/3
{2}{u}
 
 C 
Instant
Counter target spell unless its controller pays {4}. If you control a blue creature, you may draw a card, then discard a card.
{2}{u}
 
 C 
Instant
As an additional cost to cast ~, return a permanent you control to your hand.
Draw two cards.
{1}{u}
 
 C 
Sorcery
Target player puts cards from the top of their library into their graveyard equal to the number of cards in your hand.
{1}{u}
 
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+1 and unblockable.
 C 
Instant
Return target nonland permanent to its owner's hand.
 C 
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.
{3}{u}
 
 U 
Creature – TEMP
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.
3/1
{u}{u}
 
 U 
Creature
Flying
{1}{u}, {t}: Target creature gains hexproof until end of turn.
{2}{c}, {t}: Target creature loses all abilities until end of turn.
2/1
{u}
 
 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.
{2}{b}
 
 C 
Creature – TEMP
Flying
When ~ enters the battlefield, if you control another black creature, each opponent discards a card.
1/2
{3}{b}
 
 C 
Creature – TEMP
When ~ enters the battlefield, target player loses 1 life and you gain 1 life for each black creature you control.
2/3
{3}{b}{b}
 
 C 
Creature – TEMP
When ~ enters the battlefield, if you control another black creature, target creature gets -3/-3 until end of turn.
3/3
{3}{b}
 
 C 
Creature – TEMP
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
{3}{b}{b}
 
 C 
Creature – TEMP
Flying
[Refract {c}
4/3
{2}{b}
 
 C 
Creature – TEMP
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
{2}{b}
 
 C 
Creature – TEMP
{2}{b}: ~ gains indestructible until end of turn.
1/3
{2}{b}
 
 C 
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.
{2}{b}
 
 C 
Instant
Creatures become black until end of turn. Draw a card.
{1}{b}
 
 C 
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.
{2}{b}
 
 C 
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.
{1}{b}
 
 C 
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.
{3}{b}{b}
 
 C 
Instant
~ costs {2} less to cast if it targets a colorless creature.
Exile target creature.
 C 
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.
 C 
Creature – Human
When Ratcatcher leaves the battlefield, create a 1/1 black Rat creature.
2/1
 C 
Creature – Rat
Deathtouch
1/1
{1}{b}{b}
 
 U 
Creature – TEMP
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.
1/2
{b}{b}
 
 U 
Creature – TEMP
{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.
1/2
 C 
Instant
Target creature can't block this turn.
Draw a card
{r}{r}
 
 C 
Creature – TEMP
When ~ enters the battlefield, another target red creature you control gets +1/+0 and first strike until end of turn.
3/1
{1}{r}{r}
 
 C 
Creature – TEMP
Haste
When ~ enters the battlefield, another target red creature you control deals damage to target player equal to its power.
3/1
{2}{r}{r}
 
 C 
Creature – TEMP
When ~ enters the battlefield, another target red creature you control can't be blocked until end of turn.
4/3
{2}{r}{r}
 
 C 
Creature – TEMP
Glare {c} ({c}, Sacrifice an attacking red creature you control: this gets +X/+0 where X is the sacrificed creature's power.)
4/3
{3}{r}{r}
 
 C 
Creature – TEMP
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.)
5/3
{1}{r}
 
 C 
Creature – TEMP
Trample
{2}{r}: ~ gains +2/+0 until end of turn.
2/1
{1}{r}{r}
 
 C 
Creature – TEMP
First strike
3/1
{4}{r}{r}
 
 C 
Creature – TEMP
When ~ enters the battlefield, it deals 3 damage to target creature you don't control.
4/4
{r}
 
 C 
Creature – TEMP
Haste
When ~ enters the battlefield, target creature can't block until end of turn.
1/1
{r}
 
 C 
Instant
Target creature becomes red and gains haste until end of turn. Draw a card.
{3}{r}
 
 C 
Sorcery
~ deals 4 damage to target creature. Destroy that creature instead if it's colorless.
{1}{r}
 
 C 
Sorcery
Creature you control with trample gain double strike until end of turn.
Creatures you control without trample gain trample until end of turn.
{r}
 
 C 
Instant
Target creature gets +2/+0 until end of turn. If it's red, it gains first strike.
{1}{r}{r}
 
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +2/+2 and "{1}{r}: Target creature can't block this creature until end of turn."
{r}{r}
 
 R 
Creature – TEMP
Haste
Whenever a player casts a colorless spell, ~ deals 2 damage to that player.
3/2
{3}{r}
 
 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.
{r}
 
 R 
Enchantment
Whenever a creature dies, that creature deals 1 damage to its controller.
 C 
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.
{2}{r}{r}
 
 U 
Creature – TEMP
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.
3/1
{r}
 
 U 
Creature – TEMP
{t}: Target creature you control gains haste until end of turn.
{t}: Target creature you control gets trample until end of turn.
1/1
{r}{r}
 
 U 
Creature – TEMP
{1}{r}, {t}: Target creature gains first strike until end of turn.
{c}, {t}: Target creature blocks if able this turn.
3/1
{g}{g}
 
 C 
Creature – TEMP
When ~ enters the battlefield or dies, put a +1/+1 counter on another target green creature you control.
1/1
{1}{g}{g}
 
 C 
Creature – TEMP
When ~ enters the battlefield, another target green creature gets +2/+2 and trample until end of turn.
2/2
{3}{g}{g}
 
 C 
Creature – TEMP
When ~ dies, you gain life equal to its toughness.
4/4
{2}{g}
 
 C 
Sorcery
Destroy target artifact or enchantment. You gain life equal to its converted mana cost.
{2}{g}
 
 C 
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.
{g}
 
 C 
Instant
Target creature gets +2/=2 until end of turn. Untap it.
{4}{g}
 
 C 
Instant
Destroy target noncreature permanent. Draw a card.
 C 
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.
 C 
Creature – Dryad
{t}: Add {g}. Add {c} instead if you control a colorless creature.
0/1
 C 
Creature – Plant
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.
0/2
 C 
Sorcery
Target creature you control fights target creature you don't control. Then, put a +1/+1 counter on each of those creatures.
{3}{g}{g}
 
 U 
Creature – TEMP
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.
4/3
{2}{g}
 
 U 
Creature – TEMP
Reach
When ~ dies, you may destroy target creature with flying.
1/4
{g}{g}
 
 U 
Creature – TEMP
{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.
2/2
 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.
 C 
Artifact
When Prophetic Prism enters the battlefield, draw a card.
{1}, {t}: Add one mana of any color.
{3}
 
 U 
Artifact
{t}: Add {c}.
{x}, {t}: Add X mana of any one color to your mana pool.
 
 C 
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.
 
 M 
Land
{t}: Add {c} to your mana pool.
{t}, Sacrifice a colorless creature: Add {c}{c} to your mana pool.
 
 R 
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.

Show frames: C W U B R G A L

Show rarities: C U R M

Or view by sections