Madoka Magi-ka

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Showing 23 of 23 White cards

Go to section: Colourless (2) White (23) Blue (14) Black (20) Red (27) Green (20) Multicolour (11) Hybrid (1) Artifact (7) Land (10)

Show rarities: C U R M

 R 
Enchantment
At the end of your opponent’s turn, you gain life equal to the amount of damage that was dealt to you this turn.
 U 
Instant
Everything is white until end of turn.
Everything has protection from white until end of turn.
 C 
Creature – Magic Girl
Whenever a card is put into exile from anywhere, you may gain 1 life.
1/1
 U 
Instant
Exile target creature.
 R 
Enchantment
Creatures your opponents control can’t be targeted by the spells or abilities of their owners.
 C 
Creature – Magic Girl
Memory — Creative Mami gets +2/+2 and has flying if there are five or more cards in exile.
1/1
 C 
Instant
Target creature gains protection from artifacts or from the color of your choice until end of turn.
Recover {w} (When a creature is put into your graveyard from the battlefield, you may pay {w}. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
 C 
Creature – Witch
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.
{w}: Fluff Witch gets +0/+1 until end of turn.
1/2
 C 
Instant
Staying Power — Target creature can’t attack or block until the end of the next turn.
 M 
Legendary Creature – Magic Girl
Vigilance
{x}{x}: 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
 U 
Instant
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.
 R 
Creature – Magic Girl
Flying
Memory — Nimble Mami has protection from all colors if there are five or more cards in exile.
4/6
 C 
Creature – Jellyfish
{1}{w}, 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.)
1/1
 R 
Instant
Staying Power — You have hexproof and you can’t lose the game until the end of the next turn.
 U 
Enchantment – Wall
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.
0/3
 C 
Instant
Exile target creature that dealt 3 or more damage this turn.
 R 
Instant
Exile target nonland permanent or spell.
 R 
Creature – Human Soldier Artificer
Equipment attached to Sword Splicer can be equipped to an additional creature.
2/3
 R 
Sorcery
Exile all tapped creatures.
 U 
Instant
Put target creature that is about to be exiled into its owner's graveyard instead.
 R 
Enchantment
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?
 U 
Creature – Human Soldier
Immunity (This creature’s power and toughness can’t be reduced.)
2/2
 R 
Sorcery
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.)

Go to section: Colourless (2) White (23) Blue (14) Black (20) Red (27) Green (20) Multicolour (11) Hybrid (1) Artifact (7) Land (10)

Show rarities: C U R M