Madoka Magi-ka
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Artifact creatures are no longer artifacts. (They are still creatures in addition to their other types)
At the end of your opponent’s turn, you gain life equal to the amount of damage that was dealt to you this turn.
Everything is white until end of turn.
Everything has protection from white until end of turn.
Everything has protection from white until end of turn.
Whenever a card is put into exile from anywhere, you may gain 1 life.
1/1
Exile target creature.
Creatures your opponents control can’t be targeted by the spells or abilities of their owners.
Memory — Creative Mami gets +2/+2 and has flying if there are five or more cards in exile.
1/1
Target creature gains protection from artifacts or from the color of your choice until end of turn.
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
When Fluff Witch enters the battlefield, you may search your library for a Plains card, reveal it, put it into your hand, then shuffle your library.
: Fluff Witch gets +0/+1 until end of turn.
: Fluff Witch gets +0/+1 until end of turn.
1/2
Staying Power — Target creature can’t attack or block until the end of the next turn.
Vigilance
: The next X damage that would be dealt to target creature, player or planeswalker this turn is dealt to another target creature or player instead.
: The next X damage that would be dealt to target creature, player or planeswalker this turn is dealt to another target creature or player instead.
6/6
Put a 1/1 white Witch creature token onto the battlefield.
Memory — Put three of those tokens onto the battlefield instead if there are five or more cards in exile.
Memory — Put three of those tokens onto the battlefield instead if there are five or more cards in exile.
Flying
Memory — Nimble Mami has protection from all colors if there are five or more cards in exile.
Memory — Nimble Mami has protection from all colors if there are five or more cards in exile.
4/6
, Sacrifice Opal Jellyfish: Tap target creature.
Recycle (At the beginning of your upkeep you may reveal a card in your hand that shares a card type with this card and put it on the bottom of your library. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Recycle (At the beginning of your upkeep you may reveal a card in your hand that shares a card type with this card and put it on the bottom of your library. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
1/1
Staying Power — You have hexproof and you can’t lose the game until the end of the next turn.
Wall (This permanent can block as though it were a creature. Lethal damage destroys it as though it were a creature.)
Creatures Ribbon Net blocks do not untap during their controller’s next untap step.
Creatures Ribbon Net blocks do not untap during their controller’s next untap step.
0/3
Exile target creature that dealt 3 or more damage this turn.
Exile target nonland permanent or spell.
Equipment attached to Sword Splicer can be equipped to an additional creature.
2/3
Exile all tapped creatures.
Put target creature that is about to be exiled into its owner's graveyard instead.
Whenever a creature you control is exiled from the battlefield, each other player exiles a creature he or she controls.
What’s all this fuss about?
Immunity (This creature’s power and toughness can’t be reduced.)
2/2
Target creature becomes an Equipment artifact with “Equipped creature has all abilities of this permanent. You may spend mana as though it were mana of any color to pay the activation costs of equipped creature’s abilities.” Attach it to target creature you control. When it becomes unattached, end this effect. (If any of the abilities use that card’s name, use “equipped creature” instead.)
Return target nonland permanent to its owner’s hand.
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
At the beginning of your upkeep, name a card. Then reveal a card at random from your library. If it’s the named card, put it into your hand and draw a card. Otherwise, put the revealed card on the bottom of your library.
There is an additional main phase before your untap step.
Curiosity (Whenever this creature deals combat damage to a player, draw a card.)
1/1
Sacrifice Homuotter: Return target creature to its owner’s hand.
Recover (When another creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Recover (When another creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
1/1
Counter target spell unless its controller pays .
Memory — Counter that spell unless its controller pays instead if there are five or more cards in exile.
Memory — Counter that spell unless its controller pays instead if there are five or more cards in exile.
Draw a card.
Memory — Draw two cards instead if there are five or more cards in exile.
Memory — Draw two cards instead if there are five or more cards in exile.
( can be paid with either or 2 life.)
Evoke costs you pay cost less.
Evoke costs you pay cost less.
At the beginning of your upkeep, exile the top card of your library face down. Until end of turn, you may look at and play that card. At end of turn, turn that card face up.
Exile the top half of target player’s library, rounded down. That player takes an extra turn after this one.
You may have Shifting Homura enter the battlefield as a copy of any creature card in exile.
Homura is a lefty.
0/0
Equipment cannot be unattached from Temporal Thief Homura .
, : Attach target equipment to Temporal Thief Homura. (Control of the Equipment doesn’t change.)
, : Attach target equipment to Temporal Thief Homura. (Control of the Equipment doesn’t change.)
2/3
All other Magic Girls lose all abilities and are 1/1 Humans.
“My battlefield is not here. No matter how many times it takes, I will always return to repeat the same period of time over and over again until I find the exit.” -Homura Akemi
3/2
Flying, Trample
When you cast Walpurgis Night, draw a card for each noncreature card in exile.
When you cast Walpurgis Night, draw a card for each noncreature card in exile.
8/8
Stubborn (This creature cannot be exiled or sacrificed and its toughness cannot be reduced to less than 1.)
1/1
Weak against white (Whenever this permanent becomes the target of a white spell or is dealt damage by a white source, sacrifice it.)
: Return target creature card that died this turn from a graveyard to the battlefield under your control. That creature is a black Nightmare in addition to its other colors and types and is weak against white.
: Return target creature card that died this turn from a graveyard to the battlefield under your control. That creature is a black Nightmare in addition to its other colors and types and is weak against white.
3/5
Exile your hand.
Appear (: Put this card onto the battlefield from your hand. It has haste. Return it to your hand at the beginning of the next end step.)
First strike
First strike
3/4
Decomposing Vegetation deals X damage to target creature. If Decomposing Vegetation targets a green creature, it deals double X damage to that creature instead. You gain life equal to the damage dealt this way.
: Regenerate Dirt Witch. (The next time this creature would be destroyed this turn, it isn’t. Instead, remove all damage from it and remove it from combat.)
2/1
: Target creature gets -1/-1 until end of turn.
3/1
Exile all cards from target player’s graveyard.
Draw a card.
Draw a card.
“Madoka?” —Mami Tomoe
“Who’s that?” —Kyouko Sakura
“Who’s that?” —Kyouko Sakura
Deathtouch
Life Tribute 5 (As this creature enters the battlefield, an opponent of your choice may have you gain 5 life.)
When Lifedrinker enters the battlefield, if you’ve gained no life this turn, destroy target creature.
Life Tribute 5 (As this creature enters the battlefield, an opponent of your choice may have you gain 5 life.)
When Lifedrinker enters the battlefield, if you’ve gained no life this turn, destroy target creature.
3/3
Deathtouch
When Mermaid Witch enters the battlefield, each opponent loses life equal to the number of cards in exile. You gain life equal to the life lost this way.
When Mermaid Witch enters the battlefield, each opponent loses life equal to the number of cards in exile. You gain life equal to the life lost this way.
4/8
"Sorry I'm late."
4/1
Target creature gets -2/-2 until end of turn.
Memory — That creature gets -6/-6 instead if there are five or more cards in exile.
Memory — That creature gets -6/-6 instead if there are five or more cards in exile.
Painful Contract deals 1 damage to target creature or player. You gain life equal to the damage dealt this way.
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Enchant creature or land
Enchanted permanent is a Swamp. (It loses all other abilities and card types and is a land with “: Add to your mana pool.”)
Enchanted permanent is a Swamp. (It loses all other abilities and card types and is a land with “: Add to your mana pool.”)
First Strike
: Sayaka of the Cutlass deals X damage to each creature, each player and each planeswalker.
: Sayaka of the Cutlass deals X damage to each creature, each player and each planeswalker.
6/6
Flying, Trample
At the beginning of your upkeep, exile a card from your hand.
When Sayaka, Dual-Wielding attacks, if there are exactly two cards in your hand, it gains double strike until end of turn.
At the beginning of your upkeep, exile a card from your hand.
When Sayaka, Dual-Wielding attacks, if there are exactly two cards in your hand, it gains double strike until end of turn.
7/7
When Snake Witch enters the battlefield or causes grief, target player sacrifices a creature.
Grief 6 (When this creature dies, exile it with 6 grief counters on it. At the beginning of your upkeep, it causes grief if there is a grief counter on it. Whenever damage would be dealt to you, its controller may remove that many grief counters from this instead.)
Grief 6 (When this creature dies, exile it with 6 grief counters on it. At the beginning of your upkeep, it causes grief if there is a grief counter on it. Whenever damage would be dealt to you, its controller may remove that many grief counters from this instead.)
2/2
The owner of target creature sacrifices it.
As long as Vengeful Sayaka is equipped with a sword, it has first strike.
3/2
Haste
Zombie Sayaka attacks each turn if able.
Damage that would be dealt to Zombie Sayaka is dealt to you instead.
Zombie Sayaka attacks each turn if able.
Damage that would be dealt to Zombie Sayaka is dealt to you instead.
“Ha, ha, ha! If I do it this way it doesn’t hurt at all!”
5/1
Blast Radius deals 3 damage to one target creature, 2 damage to two other target creatures and 1 damage to three other target creatures.
Staying Power — Deep Wound deals 3 damage to target creature. This damage doesn't wear off until the end of the next turn.
Each player sacrifices all permanents he or she controls with converted mana cost greater than the number of lands he or she controls.
: Fire Thinker deals 1 damage to target creature or player.
Memory — : Fire Thinker deals 2 damage to target creature or player. Activate this ability only if there are five or more cards in exile.
Memory — : Fire Thinker deals 2 damage to target creature or player. Activate this ability only if there are five or more cards in exile.
2/1
Target creature gets +X/-X until end of turn.
Flames to the Void deals 2 damage to each creature and each player. If a creature dealt damage this way would die this turn, exile it instead.
The bodies of those who die inside a witch’s world are never found.
Haste, Double Strike, Trample
Damage dealt by Kriemhild Gretchen can't be prevented.
If Kriemhild Gretchen entered the battlefield this turn, at the end of your turn your opponent gains control of it.
Damage dealt by Kriemhild Gretchen can't be prevented.
If Kriemhild Gretchen entered the battlefield this turn, at the end of your turn your opponent gains control of it.
5/1
Haste
: Kyouko of the Glaive can't be blocked except by X+1 or more creatures until end of turn.
: Kyouko of the Glaive can block X additional creatures this turn.
: Kyouko of the Glaive can't be blocked except by X+1 or more creatures until end of turn.
: Kyouko of the Glaive can block X additional creatures this turn.
6/6
Link Shot deals 6 damage divided as you choose among any number of target creatures and/or players. If a creature or planeswalker dealt damage this way would die this turn, exile it instead.
({L} can be paid with either or having an opponent gain 3 life.)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Enchant player
Enchanted player can’t be enchanted by other Marriages.
Creatures enchanted player controls are 4/4 red dragons in addition to their other colors and types, they have flying and “: This creature gets +1/+0 until end of turn.”
Enchanted player can’t be enchanted by other Marriages.
Creatures enchanted player controls are 4/4 red dragons in addition to their other colors and types, they have flying and “: This creature gets +1/+0 until end of turn.”
Haste
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
2/1
Pipe Bomb deals 3 damage to target creature or player.
Memory — Pipe Bomb deals 5 damage to that creature or player instead if there are five or more cards in exile.
Memory — Pipe Bomb deals 5 damage to that creature or player instead if there are five or more cards in exile.
Any player may have Push Through deal 6 damage to him or her. If no one does, target player takes an extra turn after this one.
Red Drain (Prevent all damage that would be dealt to this creature from red sources. You gain life equal to the damage prevented this way.)
, : Pyro Jack deals 1 damage to target creature or player.
, : Pyro Jack deals 1 damage to target creature or player.
1/1
RPG deals 10 damage to target Wall. Add to your mana pool.
Destroy target permanent unless that permanent's controller has Reality Pierce deal 7 damage to him or her.
Return target creature card from your graveyard to the battlefield unless a player has Rise from the Ashes deal 5 damage to him or her.
Wall (This permanent can block as though it were a creature. Lethal damage destroys it as though it were a creature.)
Sacrifice Ruby Membrane: Target creature you control gains hexproof until end of turn. Exile that creature at end of turn.
Sacrifice Ruby Membrane: Target creature you control gains hexproof until end of turn. Exile that creature at end of turn.
0/5
Sky Flinger can’t be blocked by creatures with flying.
Staying Power — : Target creature your opponent controls gains flying until the end of the next turn.
Staying Power — : Target creature your opponent controls gains flying until the end of the next turn.
6/4
Fast Strike (When this creature fights, it deals damage divided as you choose equal to its power to each creature it fights. When this creature attacks and isn't blocked it deals damage equal to its power to the defending player.)
2/1
Split Shot deals 2 damage divided as you choose among one or two target creatures and/or players.
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Enchant creature
Enchanted creature gets +4/-4.
Enchanted creature gets +4/-4.
Thunderang deals 1 damage to target creature or player. Put this card into your hand as it resolves.
Triple Strike (This creature deals fast-strike, first-strike and regular combat damage.)
4/2
Staying Power — Gain control of target creature until the end of the next turn. Untap that creature. It gains haste until end of turn.
Any player may have Want Some? deal 4 damage to him or her. If no one does, target player gains 10 life.
“You have until I’m done with my chocolate.” -Kyouko Sakura
At the beginning of your upkeep, if there are 100 or more cards in exile, you win the game.
Green contract (You may cast this card by exiling a green permanent you control and paying the difference in mana costs between this and the exiled card. Mana cost includes color.)
5/5
Staying Power — Target creature gets +5/+5 until the end of the next turn.
Target player sacrifices an artifact, enchantment or land.
Memory — If there are five or more cards in exile, instead that player sacrifices an artifact, an enchantment and a land.
Memory — If there are five or more cards in exile, instead that player sacrifices an artifact, an enchantment and a land.
Prevent all combat damage that would be dealt this turn.
Memory — Instead, prevent all combat damage creatures your opponents control would deal this turn if there are five or more cards in exile.
Memory — Instead, prevent all combat damage creatures your opponents control would deal this turn if there are five or more cards in exile.
Choose up to three — Target creature gets +5/+5 until end of turn; or all creatures able to block target creature do so this turn; or sacrifice a creature, then gain life equal to its power.
Forget (Choose one if you cast this for its forget cost.)
Forget (Choose one if you cast this for its forget cost.)
Rhythm (At the beginning of your upkeep, if this has any rhythm counters on it, remove them. Otherwise, put a rhythm counter on it.)
Heartbeat Wurm gets +4/+4 as long as it has a rhythm counter on it.
Heartbeat Wurm gets +4/+4 as long as it has a rhythm counter on it.
2/2
Memory — Kindhearted Madoka gets +2/+2 if there are five or more cards in exile.
2/2
Trample
: Put X X/X green Arrow creature tokens with trample onto the battlefield tapped and attacking. Exile those tokens at end of turn. Activate this ability only during your combat phase, before blockers are declared.
: Put X X/X green Arrow creature tokens with trample onto the battlefield tapped and attacking. Exile those tokens at end of turn. Activate this ability only during your combat phase, before blockers are declared.
6/6
: Exile a creature card from your hand. Madoka the Natural deals damage equal to that creature’s power to target creature.
3/4
As an additional cost to cast Madoka’s Blessing, exile a card with converted mana cost Y from your hand.
Put Y +1/+1 counters on each of up to X target creatures.
Put Y +1/+1 counters on each of up to X target creatures.
“Make sure you keep our secret.”
8/4
Trample
Recover (When another creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Recover (When another creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
2/1
: Return Savior Madoka from exile to the battlefield.
4/5
When you cast Shortsighted Madoka, exile it.
5/5
Trample, Curiosity (Whenever this creature deals combat damage to a player, draw a card.)
Recover (When another creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Recover (When another creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
5/4
Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
Memory — You may play up to two additional lands this turn if there are five or more cards in exile.
Memory — You may play up to two additional lands this turn if there are five or more cards in exile.
Target creature gets +3/+3 until end of turn.
Recycle (At the beginning of your upkeep you may reveal a card in your hand that shares a card type with this card and put it on the bottom of your library. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
Recycle (At the beginning of your upkeep you may reveal a card in your hand that shares a card type with this card and put it on the bottom of your library. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
If there are two or more creature cards in exile, Unyielding Madoka has trample and haste.
If there are four or more creature cards in exile, Unyielding Madoka has vigilance and reach.
If there are eight or more creature cards in exile, Unyielding Madoka has hexproof and can’t be countered by spells or abilities.
If there are four or more creature cards in exile, Unyielding Madoka has vigilance and reach.
If there are eight or more creature cards in exile, Unyielding Madoka has hexproof and can’t be countered by spells or abilities.
10/10
Until end of turn target creature gains reach and “This creature can’t be blocked except by creatures with flying and reach.”
Draw a card.
Draw a card.
“While it’s not technically flying, it gets the job done.”
: Add to your mana pool.
: Add one mana of any color to your mana pool. Activate this ability only if you control three or more cities.
: Add one mana of any color to your mana pool. Activate this ability only if you control three or more cities.
+1 Until your next turn, nonland cards in your hand have flash.
-1 Put target tapped creature on top of its owner’s library.
-4 Name a nonland card. You get an emblem with, “The named card can’t be cast.”
-1 Put target tapped creature on top of its owner’s library.
-4 Name a nonland card. You get an emblem with, “The named card can’t be cast.”
2
+1End the turn. Activate this ability any time you could cast an instant and only during your turn.
-2Return target permanent to its owner’s hand. Then that player discards a card.
-3You get an emblem with “At the beginning of your upkeep, you draw a card and you lose 1 life.”
-2Return target permanent to its owner’s hand. Then that player discards a card.
-3You get an emblem with “At the beginning of your upkeep, you draw a card and you lose 1 life.”
3
Erode (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of putting that many cards from the top of that player’s library into his or her graveyard.)
Mind Crabs doesn’t die for having 0 or less toughness. (1 or more damage destroys it normally.)
Mind Crabs doesn’t die for having 0 or less toughness. (1 or more damage destroys it normally.)
4/0
Enchant planeswalker
You control enchanted planeswalker.
Enchanted planeswalker's abilities can be activated an additional time each turn.
You control enchanted planeswalker.
Enchanted planeswalker's abilities can be activated an additional time each turn.
+2 Add , or to your mana pool. Your mana pool does not empty until the end of your next turn.
-1 Exile any number of cards from your hand. Draw a card for each permanent exiled this way.
-11 Gain control of each opponent's artifacts, creatures and lands until end of turn. Untap those permanents. They have haste until end of turn.
-1 Exile any number of cards from your hand. Draw a card for each permanent exiled this way.
-11 Gain control of each opponent's artifacts, creatures and lands until end of turn. Untap those permanents. They have haste until end of turn.
5
Vigilance
Whenever Wandering Traveler attacks, you may search your library for a land card that does not share a name with a land you control and put it onto the battlefield tapped. If you do, shuffle your library.
Whenever Wandering Traveler attacks, you may search your library for a land card that does not share a name with a land you control and put it onto the battlefield tapped. If you do, shuffle your library.
3/5
+3: Exile up to one target creature, then return it to the battlefield under its owner’s control.
-2: Detain each creature your opponents control with converted mana cost equal to or less than the number of loyalty counters on Spytcha.
-5: Search your library for a card and reveal it. You gain life equal to its converted mana cost. Put it into your hand. Then shuffle your library.
-2: Detain each creature your opponents control with converted mana cost equal to or less than the number of loyalty counters on Spytcha.
-5: Search your library for a card and reveal it. You gain life equal to its converted mana cost. Put it into your hand. Then shuffle your library.
1
Cumulative upkeep—Target opponent puts a 1/1 white Snake creature token onto the battlefield. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
5/5
+1For each opponent, name a nonland card. Your opponents reveal their hands. For each named card that is revealed, you gain 1 life, White Sky deals 1 damage to each opponent and you draw 1 card.
+1Target opponent gains control of target permanent you control. Tap that permanent. It doesn’t untap during its controller’s next untap step.
-XReveal the top X cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
+1Target opponent gains control of target permanent you control. Tap that permanent. It doesn’t untap during its controller’s next untap step.
-XReveal the top X cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
3
Enchant planeswalker
At the beginning of your upkeep choose one — Put two loyalty counters on enchanted planeswalker; or the number of loyalty counters on enchanted planeswalker becomes 0 and return The Contract to its owner's hand.
At the beginning of your upkeep choose one — Put two loyalty counters on enchanted planeswalker; or the number of loyalty counters on enchanted planeswalker becomes 0 and return The Contract to its owner's hand.
Link (When this creature enters the battlefield, you may reveal a Human and/or Rogue creature card in your hand and put it onto the battlefield face down as a 2/2 creature paired with this creature.)
Whenever you discard a card, you may turn the creature Frantic Conspirator is paired with face up.
Whenever you discard a card, you may turn the creature Frantic Conspirator is paired with face up.
1/1
If an activated or triggered ability from a Demon source would cause you to sacrifice one or more permanents, you may sacrifice Deathpact Apple instead.
“The trip to the human world would be worth it just for the apples. What’s the best way to describe these... ‘juicy?’”
Vehicle (Indestructible. Damage is dealt to this creature in the form of -0/-1 counters.)
Deep Sub and riding creatures have islandwalk.
Ride (: Attach to another target creature you control. Ride only as a sorcery. Vehicles can be ridden by any number of creatures. Riding creatures can only attack or block with this creature.)
Deep Sub and riding creatures have islandwalk.
Ride (: Attach to another target creature you control. Ride only as a sorcery. Vehicles can be ridden by any number of creatures. Riding creatures can only attack or block with this creature.)
4/14
Grief Seed doesn’t untap during your untap step.
At the beginning of your upkeep, an opponent may pay . If he or she does, untap Grief Seed.
At the beginning of your draw step, if Grief Seed is tapped, it deals 1 damage to each of your opponents.
: Add to your mana pool. Activate this ability only any time you could cast a sorcery.
At the beginning of your upkeep, an opponent may pay . If he or she does, untap Grief Seed.
At the beginning of your draw step, if Grief Seed is tapped, it deals 1 damage to each of your opponents.
: Add to your mana pool. Activate this ability only any time you could cast a sorcery.
Equipped creature can’t be blocked except by creatures with flying or reach. If equipped creature has flying, it’s unblockable instead.
Equip
Equip
Equipped creature gets +2/+0 and has lifelink.
Equip
Equip
: Choose a color of a card in exile. Add one mana of that color to your mana pool.
When Soul Gem is put into a graveyard from the battlefield, exile it.
When Soul Gem is put into a graveyard from the battlefield, exile it.
Wall (This permanent can block as though it were a creature. Lethal damage destroys it as though it were a creature.)
: Wall of Guns deals 1 damage to each creature it’s blocking.
: Wall of Guns deals 1 damage to each creature it’s blocking.
0/4
Build (When this land enters the battlefield, you may pay .)
: Add to your mana pool.
When Arbor is built, target creature gets +3/+3 and gains trample until end of turn.
: Add to your mana pool.
When Arbor is built, target creature gets +3/+3 and gains trample until end of turn.
(Calm Waters isn’t a spell.)
When Calm Waters enters the battlefield, put all other Fields you control on the bottom of their owner’s libraries.
: Add to your mana pool.
At the beginning of each player’s draw step, that player draws an additional card.
When Calm Waters enters the battlefield, put all other Fields you control on the bottom of their owner’s libraries.
: Add to your mana pool.
At the beginning of each player’s draw step, that player draws an additional card.
: Add to your mana pool.
: Add to your mana pool. Activate this ability only if you control four or more cities.
: Add to your mana pool. Activate this ability only if you control four or more cities.
: Add to your mana pool.
: Add or to your mana pool. Activate this ability only if you control two or more cities.
: Add or to your mana pool. Activate this ability only if you control two or more cities.
: Add to your mana pool.
: Add or to your mana pool. Activate this ability only if you control two or more cities.
: Add or to your mana pool. Activate this ability only if you control two or more cities.
: Add to your mana pool.
: Add or to your mana pool. Activate this ability only if you control two or more cities.
: Add or to your mana pool. Activate this ability only if you control two or more cities.
: Add to your mana pool.
: Add or to your mana pool. Activate this ability only if you control two or more cities.
Build — Put a card in your graveyard on top of your library.
: Add or to your mana pool. Activate this ability only if you control two or more cities.
Build — Put a card in your graveyard on top of your library.
: Add to your mana pool.
Build — You gain 4 life. (When this land enters the battlefield, you may pay to activate this ability.)
Build — You gain 4 life. (When this land enters the battlefield, you may pay to activate this ability.)
: Add to your mana pool.
: Add or to your mana pool. Activate this ability only if you control two or more cities.
: Add or to your mana pool. Activate this ability only if you control two or more cities.
: Reveal the top card of your library. Add or one mana of the revealed card’s colors to your mana pool.
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Mechanics |
-3Exile target creature with a +1/+1 counter on it.
-5Until end of turn, whenever a creature with a +1/+1 counter on it dies, it’s controller loses life equal to its power.
last 2012-06-08 05:31:01 by dude1818