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Showing 12 of 12 White cards
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Defender, vigilance
As long as Alcove Guardian is equipped or enchanted, it may attack as though it didn't have defender.
As long as Alcove Guardian is both equipped and enchanted, it gets +1/+1 and has lifelink.
As long as Alcove Guardian is equipped or enchanted, it may attack as though it didn't have defender.
As long as Alcove Guardian is both equipped and enchanted, it gets +1/+1 and has lifelink.
Setheos reasoned that returning the magic sword to the grip of the statue would move it, so it no longer blocked the secret passage. In a way, he was correct.
3/4
If an opponent had a non-Aura enchantment enter the battlefield this turn, you may pay rather than pay this spell's mana cost.
Destroy target enchantment. If the current Chamber is white, destroy up to two target enchantments instead.
Destroy target enchantment. If the current Chamber is white, destroy up to two target enchantments instead.
If four or more creatures are attacking, you may pay rather than pay this spell's mana cost.
Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures.
Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures.
Defender
When Blessed Barricade dies, you may exile two Wall cards from your graveyard. If you do, create a 4/4 white Angel creature token with flying and vigilance.
When Blessed Barricade dies, you may exile two Wall cards from your graveyard. If you do, create a 4/4 white Angel creature token with flying and vigilance.
"It's not load-bearing wall, but you don't want to mess with it anyway."
-Inkid, maze guide
-Inkid, maze guide
0/4
Tap up to two target creatures.
: Put Daydreaming from your graveyard onto the battlefield transformed. Activate this ability only any time you could cast a sorcery.
: Put Daydreaming from your graveyard onto the battlefield transformed. Activate this ability only any time you could cast a sorcery.
Living Daylights gets +1/+1 for each tapped creature on the battlefield.
At the beginning of your upkeep, if there are no tapped creatures on the battlefield, return Living Daylights to its owner's hand.
At the beginning of your upkeep, if there are no tapped creatures on the battlefield, return Living Daylights to its owner's hand.
1/1
Enchant creature
Enchanted creature gets +2/+2 and has vigilance and can't be blocked by tokens.
When enchanted creature dies, exile up to one target tapped creature.
Enchanted creature gets +2/+2 and has vigilance and can't be blocked by tokens.
When enchanted creature dies, exile up to one target tapped creature.
"I battle the fiends and wicked mages of this benighted world with swords of starlight and daggers of silent wind."
-Tetpam, the Wakeful Warder
-Tetpam, the Wakeful Warder
Defender
At the beginning of your upkeep, you may exile two Wall cards from your graveyard. If you do, you gain 7 life.
: Haven of Wounds gets +7/+0 until end of turn.
At the beginning of your upkeep, you may exile two Wall cards from your graveyard. If you do, you gain 7 life.
: Haven of Wounds gets +7/+0 until end of turn.
Zartih's sanctum is a place of reprieve, but also a grim prison.
0/7
(A Chamber entering the battlefield becomes the current Chamber.)
When Holding Cells enters the battlefield, exile target creature until Holding Cells leaves the battlefield. When you do, exile target creature until Holding Cells is no longer the current room.
Traverse (Any player may pay the traverse cost of two Chambers to move from one to the other. Traverse as a sorcery.)
When Holding Cells enters the battlefield, exile target creature until Holding Cells leaves the battlefield. When you do, exile target creature until Holding Cells is no longer the current room.
Traverse (Any player may pay the traverse cost of two Chambers to move from one to the other. Traverse as a sorcery.)
Protection from Traps
As long as it's your turn, Noose Cutter has first strike.
As long as it's your turn, Noose Cutter has first strike.
It pays to have a seasoned tunnel runner who recognizes snares and tripwires taking point on your exploration.
2/1
Tap up to two target creatures. Your opponents can't traverse until your next turn.
Whenever a creature enters the battlefield, you may remove Wary Mazeguide from combat if it's attacking or blocking.
2/2
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Whenever a creature attacks you or a permanent you control, untap up to one target creature.
2023-03-02 14:40:50 by SecretInfiltrator