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Showing 28 of 28 Multicolour cards
Go to section: White (46) Blue (46) Black (46) Red (46) Green (46) Multicolour (28) Artifact (18) Land (6)
Show rarities: U M
Until end of turn target enchantment becomes a copy of target enchantment you control
Runes have the power carved into them. Naturally, miscarvings can cause unpredicted powers.
When Hope Snatcher enters the battlefield target player puts the top two cards of their library into their graveyard. Then that player reveals their hands and discards any cards sharing a name cards that were put into a graveyard from the library this way.
2/2
Until end of turn target creature becomes a copy of target creature in your graveyard.
Not all souls are willing to help. Some only want to finish what they began.
+1: Deal 1 damage to any target. If that target would be put into a graveyard this turn, exile it instead.
-3: Until end of turn, double any damage that would be dealt by target creature.
-7: Exile up to five target creatures or lands.
-3: Until end of turn, double any damage that would be dealt by target creature.
-7: Exile up to five target creatures or lands.
3
Spells cast or abilities activated during the combat phase must target Ornate Rager if possible.
Beauty, like rage, can often be senseless and bring about one's own destruction.
5/5
Enchant creature you control
When enchanted creature dies, it deals damage equal to its power to target opponent.
When enchanted creature dies, it deals damage equal to its power to target opponent.
Load her onto the ship. May her flames take the enemy and the valkyries take her soul.
Deal 4 damage to any target. Then, destroy target land.
Hugoki watched as the spiky earth pierced his chest and more spikes destroyed his village.
First strike, deathtouch
Humans and elves boast of when they defeat giants and trolls, yet it's more common that the elves and humans die.
8/8
Enchant creature
Enchanted creature gets +1/+2.
At the beginning of each upkeep choose deathtouch, flying, trample, or vigilance. The enchanted creature gains that ability until end of turn.
Enchanted creature gets +1/+2.
At the beginning of each upkeep choose deathtouch, flying, trample, or vigilance. The enchanted creature gains that ability until end of turn.
When Nature's Cleanser enters the battlefield destroy all enchantments with a converted mana cost of two or less.
Some elven tribes forbid runic magic.
3/3
Pay 2 life: Target creature you control gets +2/+1 until end of turn. Activate this ability only during your main phase.
If An Optimistic Youth would die, instead transform her.
If An Optimistic Youth would die, instead transform her.
3/2
Indestructible
Whenever an opponent casts a spell, creatures you control get +1/+1 and gain first strike and deathtouch until end of turn.
Whenever an opponent casts a spell, creatures you control get +1/+1 and gain first strike and deathtouch until end of turn.
7/5
Whenever a creature is exiled from your graveyard, target creature you control gains +1/+1 and first strike until end of turn.
Men and giants fight. Beasts have no time for them.
3/3
At the beginning of your endstep, choose 1:
•Carve a White Rune (Create a white Rune enchantment token with "
, Sacrifice this enchantment: Target creature gets +1/+1 and gains vigilance until end of turn.")
•Carve a Black Rune (Create a black Rune enchantment token with "
, Sacrifice this enchantment: Target creature gets -1/-1 until the end of the turn.)
•Gain 1 life for each enchantment you control.
•Target opponent loses 1 life for each enchantment you control.
•Carve a White Rune (Create a white Rune enchantment token with "

•Carve a Black Rune (Create a black Rune enchantment token with "

•Gain 1 life for each enchantment you control.
•Target opponent loses 1 life for each enchantment you control.
At the beginning of each endstep, gain 1 life if a creature died this turn.
If An Unassuming Shrub would die, transform it instead.
If An Unassuming Shrub would die, transform it instead.
1/4
Indestructible
You may cast creature and echantment spells from your graveyard. If you do, they gain "If this card would leave the battlefield, exile it instead."
You may cast creature and echantment spells from your graveyard. If you do, they gain "If this card would leave the battlefield, exile it instead."
2/12
Whenever an enchantment enters the battlefield under your control, up to one target creature gains menace and hexproof until end of turn.
The reason trolls have tolls is so that they can be left alone.
3/3
Target creature loses indestructible and can't gain indestructible until end of turn. When that creature would die this turn, its controller discards two cards.
Thinking you can cheat death gives death the right to cheat.



If A Wandering Gardener would die, instead transform them.
2/5
Indestructible
Whenever an opponent puts a land onto the battlefield, you may put a land onto the battlefield and draw a card.
Lands you control have hexproof.
Whenever an opponent puts a land onto the battlefield, you may put a land onto the battlefield and draw a card.
Lands you control have hexproof.
3/5
Reveal the top three cards of your library. You may put a land revealed this way onto the battlefield. Add one of the cards revealed this way to your hand. Put all other cards revealed this way on the bottom of library.
Flash
When Snoweye Spell-Smasher enters the battlefield, counter target noncreature spell that targets a creature you control. If a spell was countered this way, put a +1/+1 counter on the creature that was targeted.
When Snoweye Spell-Smasher enters the battlefield, counter target noncreature spell that targets a creature you control. If a spell was countered this way, put a +1/+1 counter on the creature that was targeted.
3/3
+2: Draw two cards.
-5: Return target nonland permanent to its owner's hand. Then, create a 3/3 green beast token.
-10: Reveal the top ten cards of your library. You may play any number of them without paying their mana cost.
-5: Return target nonland permanent to its owner's hand. Then, create a 3/3 green beast token.
-10: Reveal the top ten cards of your library. You may play any number of them without paying their mana cost.
6
At the beginning of each upkeep, target creature gains
: Draw a card, then discard a card at random."
If A Rambling Drunk would die, instead transform her.

If A Rambling Drunk would die, instead transform her.
2/2
Indestructible
At the beginning of each upkeep, you may discard a card at random. If you do, gain control of target creature with a mana value less than or equal to the discarded card's mana value. Untap that creature. Until end of turn, that creature gain haste and "When this creature deals combat damage to a player, draw a card."
At the beginning of each upkeep, you may discard a card at random. If you do, gain control of target creature with a mana value less than or equal to the discarded card's mana value. Untap that creature. Until end of turn, that creature gain haste and "When this creature deals combat damage to a player, draw a card."
4/4
Whenever a creature you control becomes the target of an instant or sorcery you control, that creature gains first strike and hexproof until end of turn.
1/2
Look at the top three cards of your library. Add one to your hand and exile the other two. Until the end of your next turn, you may play those cards.
Fate isn't always linear.
Reach
At the beginning of each combat phase, target creature you control gets +1/+1 and gains reach until end of turn.
If An Aged Fletcher would die, transform him instead.
At the beginning of each combat phase, target creature you control gets +1/+1 and gains reach until end of turn.
If An Aged Fletcher would die, transform him instead.
2/6
Indestructible
Wherever you cast an instant or sorcery choose 1:
•Destroy target artifact or enchantment.
•Deal 2 damage to any target.
Wherever you cast an instant or sorcery choose 1:
•Destroy target artifact or enchantment.
•Deal 2 damage to any target.
6/6
When Soul Channeler enters the battlefield, deal X damage to target creature and gain X life, where X is the number of spirits you control.
"Souls grow lonely and angry without friends or family. These souls have something to tell you Khzgeru."-Akilf, Shrine Maiden
2/2
Until end of turn, target creature gets +2/+0 .
Until end of turn, target creature gains first strike.
Until end of turn, target creature can't block.
Until end of turn, target creature gets +0/+2.
Until end of turn, target creature gains first strike.
Until end of turn, target creature can't block.
Until end of turn, target creature gets +0/+2.
Choose two at random. If you spent at least two red, two white, and two black mana to cast War of World's End, choose all instead.
•Each player sacrifices all indestructible permanents they control.
•Deal 7 damage to each creature, planeswalker, and player.
•Destroy all lands.
•Destroy all artifacts and enchantments.
•Each player sacrifices all indestructible permanents they control.
•Deal 7 damage to each creature, planeswalker, and player.
•Destroy all lands.
•Destroy all artifacts and enchantments.
Go to section: White (46) Blue (46) Black (46) Red (46) Green (46) Multicolour (28) Artifact (18) Land (6)
Show rarities: U M
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Mechanics | References | Skeleton |
When Breeching Dolphin enters the battlefield, spells cost