Spirits of Avalon
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Create two white 1/1 Spirit creatures with flying.
Triumph
(Whenever a creature enters the battlefield under your control, and that creature was cast from your hand, you may cast this card from your graveyard for its triumph cost.)
Triumph


First strike
Spirit creatures you control have first strike.
Spirit creatures you control have first strike.
2/1
As long as Young Knight has a +1/+1 counter on it, it has vigilance.
Train 1 –
(At the beginning of your end step, if that creature attacked this turn and has no +1/+1 counters on it, you may pay
. If you do, put one +1/+1 counters on it.)
Train 1 –


1/2
Exile target creature, then return it on the battlefield under its owner control tapped.




Enchant Creature (Target a Creature as you cast this. This card enters the battlefield attached to that Creature.)
Enchanted creature has flying.
When Soul Wings enters the battlefield, draw a card.
Triumph
(Whenever a creature enters the battlefield under your control, and that creature was cast from your hand, you may cast this card from your graveyard for its triumph cost.)
Enchanted creature has flying.
When Soul Wings enters the battlefield, draw a card.
Triumph


As long as Newborn Vampire has a +1/+1 counter on it, it has lifelink.
Train 1 –
(At the beginning of your end step, if that creature attacked this turn and has no +1/+1 counters on it, you may pay 
. If you do, put one +1/+1 counters on it.)
Train 1 –




3/3
Equipped creature has lifelink.
As long as there is three or more creature cards in your graveyard, equipped creature get +3/+3.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
As long as there is three or more creature cards in your graveyard, equipped creature get +3/+3.
Equip


Spirit Flames deals 2 damages to target creature or planeswalker.
Triumph
(Whenever a creature enters the battlefield under your control, and that creature was cast from your hand, you may cast this card from your graveyard for its triumph cost.)
If Spirit Flames was cast from your graveyard, exile it.
Triumph


If Spirit Flames was cast from your graveyard, exile it.
When a creature you control trains, put a charge counter on War Torn Horn.
When equipped creature attacks, creatures you control gain trample and get +1/+0 for each charge counter on War Torn Horn.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
When equipped creature attacks, creatures you control gain trample and get +1/+0 for each charge counter on War Torn Horn.
Equip


Vigilance
You may cast this spell for


. If you do, create a token that's a copy of this card's other side when Arthur enters the battlefield, and attach it to him.
You may cast this spell for




3/3
Equipped create have first strike and ward
Equip

Equip

As long as Bannerman Hier has a +1/+1 counter on it, other creatures you control get +1/+1.
Train 2 –

(At the beginning of your end step, if that creature attacked this turn and has no +1/+1 counters on it, you may pay 

. If you do, put two +1/+1 counters on it.)
Train 2 –






2/2
When a +1/+1 counter is put on Vanguard Ranger, search your library for a basic land card and put it in your hand, then suffle your library.
Train 1 –
(At the beginning of your end step, if that creature attacked this turn and has no +1/+1 counters on it, you may pay
. If you do, put one +1/+1 counters on it.)
Train 1 –


2/2
Flying
When a creature card is put into a graveyard from anywhere, MindFlayer Spirit get +1/+1 until end of turn.
When MindFlayer Spirit attacks, target player put the three top card of its graveyard in its graveyard.
When a creature card is put into a graveyard from anywhere, MindFlayer Spirit get +1/+1 until end of turn.
When MindFlayer Spirit attacks, target player put the three top card of its graveyard in its graveyard.
2/3
Flying, Vigilance
Spells you cast from your graveyard cost
less to cast.
Spells your opponents cast from their graveyard cost
more to cast.
Spells you cast from your graveyard cost

Spells your opponents cast from their graveyard cost

3/3
+1: Up to one target creature gains first strike and haste until end of turn. You may attach an Equipment you control to it.
-1: Create a 2/2 white Knight creature with vigilance.
-7: Create a legendary white and red Equipment artifact named Excalibur with "Equipped creature get +3/+3, has double strike, haste, vigilance, and lifelink" and Equip
. Attach it to a creature you control.
-1: Create a 2/2 white Knight creature with vigilance.
-7: Create a legendary white and red Equipment artifact named Excalibur with "Equipped creature get +3/+3, has double strike, haste, vigilance, and lifelink" and Equip

4
Equipped creature get +3/+3, and has double strike, haste, vigilance, and lifelink.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equip





Animate 3 –


Equipped creature get +1/+1 and has vigilance.
Equip
Triumph
(Whenever a creature enters the battlefield under your control, and that creature was cast from your hand, you may cast this card from your graveyard for its triumph cost.)
When Lost Blade enters the battlefield, if its triumph cost was paid, attach it to a creature your control.
Equip

Triumph

When Lost Blade enters the battlefield, if its triumph cost was paid, attach it to a creature your control.
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Spirits of Avalon: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Triumph