Visheen, Plane of the Many: Card List

Visheen, Plane of the Many: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton

Show frames: W U B R G M A L

Show rarities: C U R M



Hide card text Show code Show active Show dates Hide comments

# Name Colour Rarity Cost Type P T Card text Comments Recent comment
1 Anti-Naturalize Transmigrate White Common 4{3}{w} Creature – Stag 2 3 When Anti-Naturalize Transmigrate enters the battlefield, you may return target artifact or enchantment card from your graveyard to your hand. 0
2 Charge White Uncommon 4{3}{w} Instant Creatures you control get +X/+X, where X is the number of creatures you control. 0
3 Combat Trick White Common 1{w} Instant Target creature you control gets +2/+1 and gains lifelink until end of turn. 0
4 Enchantment Removal White Uncommon 1{w} Instant Exile target enchantment. You gain life equal to the exiled card's converted mana cost. 0
5 First Strike Graveyard Hate White Common 3{1}{w}{w} Creature – Human Warrior 2 2 First Strike

When First Strike Graveyard Hate enters the battlefield, exile target opponent's graveyard.
0
6 Large Flyer Transmigrate White Common 5{4}{w} Creature – Chimera 3 4 Flying

Transmigrate {4}{w} (When this creature dies, you may pay {4}{w} and exile another creature card from your graveyard. If you do, return this card to the battlefield and its power and toughness become the power and toughness of the exiled card.)
0
7 Lifegain Transmigrate White Common 5{3}{w}{w} Creature – Elephant 3 6 When Lifegain Transmigrate enters the battlefield, you gain 3 life.

Transmigrate {3}{w}{w} (When this creature dies, you may pay {3}{w}{w} and exile another creature card from your graveyard. If you do, return this card to the battlefield and its power and toughness become the power and toughness of the exiled card.)
0
8 Lifelink Transmigrate White Common 2{1}{w} Creature – Human Warrior 1 2 Lifelink

Transmigrate {1}{w} (When this creature dies, you may pay {1}{w} and exile another creature card from your graveyard. If you do, return this card to the battlefield and its power and toughness become the power and toughness of the exiled card.)
0
9 Minor God White Common 3{2}{w} Enchantment Creature – God Avatar 2 5 Minor God isn't a creature unless your life total is higher than your starting life total.

At the beginning of your upkeep, you gain 1 life.
0
10 Naturalize Lifegain White Common 2{1}{w} Instant Destroy target artifact or enchantment. You gain 1 life for each creature you control. 0
11 Opening Hand Tokens White Rare 3{1}{w}{w} Sorcery If this is the first spell you've cast this game and you control a Plains, you may cast it without paying its mana cost.

Create two 1/1 white Human Soldier creature tokens.
6 1596820715 on 07 Aug 2020 by Zefranax
12 Pacifism White Common 3{2}{w} Enchantment – Aura Enchant creature

Enchanted creature can't attack or block

Serenity — Enchanted creature's activated abilities can't be activated if you have more life than an opponent.
0
13 Positive Aura White Common 3{2}{w} Enchantment – Aura Enchant creature

Enchanted creature gets +1/+2 and gains lifelink.
3 1596501103 on 04 Aug 2020 by dude1818
14 Protection Serenity White Rare 1{w} Enchantment Creature – Monk 1 1 Serenity{t}: Another target creature you control gets protection from the color of your choice until end of turn. Activate this ability only if you have more life than an opponent. 0
15 Protection Spell White Common 1{w} Instant Target creature gains protection from the color of your choice until the end of turn. You gain 2 life. 0
16 Raffa, the Preserver White Mythic 4{3}{w} Legendary Creature – God 3 5 Each opponent can't cast more than one spell per turn.

{2}{w}: Each opponent sacrifices a creature, artifact, or enchantment.

Transmigrate {0}
0
17 Sequester White Rare 4{2}{w}{w} Enchantment – Aura Enchant land

Serenity — You control enchanted land as long as you have more life than an opponent.

Whenever enchanted land is tapped for mana, you gain 1 life.
0
18 Serenity Bear White Common 2{1}{w} Enchantment Creature – Monk 2 2 Serenity — If you have more life than an opponent, Serenity Bear gets +1/+1 and gains vigilance. 0
19 Serenity Cantrip White Common 3{2}{w} Creature – Garuda 1 2 Flying

Serenity — When Serenity Cantrip enters the battlefield, if you have more life than an opponent, draw a card.
0
20 Serenity Indestructible White Rare 3{1}{w}{w} Creature – Human Soldier 3 3 Serenity — Serenity Indestructible has indestructible as long as you have more life than an opponent. 0
21 Serenity Verdict White Common 6{5}{w} Creature – Giant 4 6 Flash

Serenity — When Serenity Verdict enters the battlefield, if you have more life than an opponent, target opponent sacrifices an attacking or blocking creature.
0
22 Small Flyer White Common 1{w} Enchantment Creature – Bird 1 2 Flying

When Small Flyer enters the battlefield, scry 1.
0
23 Tapper White Common 4{3}{w} Enchantment – Aura Enchant creature

When Tapper enters the battlefield, tap enchanted creature.

Enchanted creature doesn’t untap during its controller’s untap step.
0
24 Token Engine White Uncommon 4{3}{w} Enchantment When Token Engine enters the battlefield, create a 1/1 white Soldier creature token with lifelink.

Whenever you gain life, exile Token Engine. Return it to the battlefield at the beginning of your next upkeep.
0
25 Unconditional Removal White Common 5{4}{w} Sorcery Exile target creature or enchantment. 0
26 Untapper White Common 2{1}{w} Creature – Human Monk 2 2 When Untapper enters the battlefield, untap target creature. 0
27 Vanilla White Common 4{3}{w} Enchantment Creature – Human 3 4 0
28 2 Mana Counter Blue Uncommon 2{u}{u} Instant Counter target spell. That spell's controller untaps all permanents they control. 2 1596792035 on 07 Aug 2020 by Vitenka
29 Big Draw Serenity Blue Common 4{3}{u} Sorcery Serenity — If you have more life than an opponent, scry 3.

Draw two cards.
0
30 Bounce Cantrip Blue Common 3{2}{u} Instant Return target permanent to its owner's hand.

Serenity — Draw a card if you have more life than an opponent.
0
31 Bounce Engine Blue Uncommon 3{2}{u} Enchantment When Bounce Engine enters the battlefield, return target creature to its owner's hand.

Whenever a creature you control deals combat damage to an opponent, return Bounce Engine to its owner's hand.
0
32 Combat Trick Blue Common 2{1}{u} Instant Each creature you control gets +0/+3 and gains hexproof until end of turn.

Dream {u} (If a creature you control would untap, you may instead cast this card from your hand for {u}.
)
0
33 Defender Blue Common 3{2}{u} Creature – Monk Noble 3 3 Defender

Serenity — Defender loses defender as long as you have more life than an opponent.
0
34 Dream Tuck Blue Common 5{3}{u}{u} Instant Put target creature or enchantment on top of its owner's library.

Dream {1}{u}{u} (If a creature you control would untap, you may instead cast this card from your hand for {1}{u}{u}.
)
0
35 Flash Blue Common 3{2}{u} Creature – Naga 3 1 Flash

When Flash blocks or becomes blocked, you gain life equal to its toughness.
0
36 Freeze Blue Common 3{1}{u}{u} Enchantment – Aura Enchant creature

When Freeze enters the battlefield, tap enchanted creature.

Enchanted creature doesn't untap during its controller's untap step.
0
37 Gati Galebringer Blue Mythic 2{u}{u} Legendary Planeswalker – Gati 2 +1 Up to one target creature you control can't be blocked this turn.

-2 Whenever a creature you control deals combat damage to a player this turn, draw a card.

-5 Target player skips their next untap step.
0
38 Hard Counter Blue Common 3{1}{u}{u} Instant Counter target spell. You gain 3 life. 0
39 Hexproof Blue Common 4{3}{u} Enchantment Creature – Turtle 2 4 Hexproof

When Hexproof enters the battlefield, you gain 3 life.
0
40 Large Flyer Blue Common 6{4}{u}{u} Creature – Drake 4 4 Flying

Dream {3}{u} (If a creature you control would untap, you may instead cast this card from your hand for {3}{u}.
)
0
41 Minor God Blue Common 5{3}{u}{u} Enchantment Creature – God Avatar 4 6 Minor God isn't a creature unless you have seven or more cards in your hand.

When Minor God enters the battlefield, you draw two cards.
0
42 Opening Hand Selection Blue Rare 3{1}{u}{u} Sorcery If this is the first spell you've cast this game and you control an Island, you may cast it without paying its mana cost.

Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library.
0
43 Ophidian-Esque Dream Blue Common 3{2}{u} Creature – Human Wizard 1 3 When Ophidian-Esque Dream deals combat damage to a player, draw a card.

Dream {1}{u}
0
44 Positive Aura Blue Common 1{u} Enchantment – Aura Enchant creature

Enchanted creature has lifelink.

At the beginning of each opponent's upkeep, untap enchanted creature.
0
45 Power Drain Scry Blue Common 1{u} Instant Target creature gets -3/-0.

Scry 2.

Dream {0}
0
46 Serenity Mana Dork Blue Uncommon 3{2}{u} Creature – Human Wizard 1 2 Serenity{t}: Add {c}{c}. Activate this ability only if you have more life than an opponent. 0
47 Small Flyer Blue Common 2{1}{u} Creature – Garuda 1 2 Flying

When Small Flyer deals combat damage to a player, untap another target creature you control.
0
48 Smaller Flyer-ish Blue Common 1{u} Creature – Bird 1 2 Serenity — Smaller Flyer-ish has flying as long as you have more life than an opponent. 0
49 Soft Counter Blue Common 2{1}{u} Instant Counter target spell unless its controller pays {2}.

Serenity — Counter target spell unless its controller pays {4}.
0
50 Unblockable Blue Common 2{1}{u} Enchantment Creature – Naga 2 1 Unblockable can't be blocked. 0
51 Untapper Blue Rare 3{1}{u}{u} Creature – Garuda Wizard 2 2 Flying

{2}, {q}: Return another target creature to its owner's hand.
0
52 Vanilla Blue Common 4{2}{u}{u} Creature – Human Monk 4 3 0
53 Card Draw Sacrifice Black Common 2{1}{b} Instant As an additional cost to cast Card Draw Sacrifice, sacrifice a creature or discard a card.

Draw two cards.
0
54 Combat Trick Black Common 2{1}{b} Instant Target creature you control gets +2/+0 and gains indestructible until end of turn. 0
55 Curse Flash Black Uncommon 3{2}{b} Creature – Naga Wizard 2 3 Flash

You may cast Curse spells as though they had flash.
0
56 Curse Tutor Creature Black Rare 2{1}{b} Creature – Naga Wizard 2 1 When Curse Tutor Creature enters the battlefield, you may search your library for a Curse card, reveal it, and put it into your hand. 0
57 Cursedigger Black Common 4{3}{b} Creature – Human Wizard 2 4 When Cursedigger enters the battlefield, you may return target Curse card from your graveyard to your hand. 0
58 Death Trigger Transmigrate Black Common 3{2}{b} Creature – Avian Warrior 2 3 When Death Trigger Transmigrate dies, mill two cards.

Transmigrate {2}{b}
0
59 Deathtouch Black Common 1{b} Enchantment Creature – Rogue 1 1 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) 0
60 Defender-ish Black Common 2{1}{b} Creature – Shade 3 3 Defender-ish can't attack or block unless you control an enchantment. 0
61 Discard Curse Black Common 4{3}{b} Enchantment – Aura Curse Enchant player

At the beginning of enchanted player's upkeep, that player discards a card.
0
62 Drain Curse Black Common 3{2}{b} Enchantment – Aura Curse Enchant player

At the beginning of enchanted player's upkeep, that player loses 1 life and you gain 1 life.
0
63 Edict Black Common 3{2}{b} Instant Target player sacrifices a creature or enchantment.

If you control a Curse, instead that player sacrifices a creature and an enchantment.
0
64 Enchantment Commune Black Common 4{3}{b} Sorcery Reveal the top five cards of your library. Put all enchantment cards revealed this way into your hand and the rest into the graveyard. 0
65 Flash Combat Trick Black Common 3{2}{b} Creature – Naga 2 1 Flash

When Flash Combat Trick enters the battlefield, target creature gets +2/+0 until end of turn.
0
66 Flying Transmigrate Black Common 2{1}{b} Creature – Avian Warrior 1 1 Flying

Transmigrate {1}{b} (When this creature dies, you may pay {1}{b} and exile another creature card from your graveyard. If you do, return this card to the battlefield and its power and toughness become the power and toughness of the exiled card.)
0
67 Karana, the End Black Mythic 5{4}{b} Legendary Creature – God 5 3 At the beginning of each opponent's upkeep, that opponent discards a card.

{2}{b}{b}, Pay 3 life: Destroy target creature.

Transmigrate {0}
0
68 Khafa, Wurm of Retribution Black Rare 5{3}{b}{b} Legendary Creature – Zombie Dragon 4 5 Flying, Deathtouch

When Khafa, Wurm of Retribution enters the battlefield, you may search your library for a Curse card and exile it face-up.

When Khafa dies, you may cast the exiled card without paying its mana cost.
0
69 Lifelink Graveyard Hate Black Common 4{2}{b}{b} Enchantment Creature – Rakshasa 3 4 Lifelink

When Lifelink Graveyard Hate dies, exile target player's graveyard.
0
70 Menace Transmigrate Black Common 3{2}{b} Creature – Naga 3 1 Menace

Transmigrate {2}{b} (When this creature dies, you may pay {2}{b} and exile another creature card from your graveyard. If you do, return this card to the battlefield and its power and toughness become the power and toughness of the exiled card.)
0
71 Mill Engine Black Uncommon 1{b} Instant Target player mills five cards.

Whenever a nontoken creature enters the battlefield under your control, if it wasn't cast, you may return Mill Engine from your graveyard to your hand.
0
72 Minor God Black Common 4{3}{b} Enchantment Creature – God Avatar 4 4 Minor God isn't a creature unless you have ten or more cards in your graveyard.

At the beginning of your upkeep, mill a card.
2 1596648234 on 05 Aug 2020 by SecretInfiltrator
73 Negative Aura Curse Black Common 2{1}{b} Enchantment – Aura Curse Enchant creature

At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.
0
74 Opening Hand Discard Black Rare 2{b}{b} Sorcery If this is the first spell you've cast this game and you control a Swamp, you may cast it without paying its mana cost.

Target opponent reveals their hand. You may choose a nonland card from it. That player discards that card.
5 1596828569 on 07 Aug 2020 by dude1818
75 Oubliette Curse Black Uncommon 4{3}{b} Enchantment – Aura Curse Enchant Player

When Oubliette Curse enters the battlefield, exile target nonland permanent enchanted player controls until Oubliette Curse leaves the battlefield.
2 1596913694 on 08 Aug 2020 by SecretInfiltrator
76 Reanimate Transmigrate Black Common 6{4}{b}{b} Creature – Rakshasa Monk 4 5 When Reanimate Transmigrate enters the battlefield, return target creature card you own from exile or from your graveyard to the battlefield. 0
77 Scry Removal Black Common 5{3}{b}{b} Instant Destroy target creature.

Scry 2.
0
78 Vanilla Black Common 5{4}{b} Creature – Shade 5 4 0
79 Bedlam Pathfinder Red Mythic 2{1}{r} Enchantment Creature – Human 2 2 Haste

Whenever Bedlam Pathfinder attacks, exile the top card of your library. Until the end of your next turn, you may play those cards.
0
80 Combat Trick Red Common 1{r} Instant Untap target creature you control. It gains +3/+0 until end of turn.

Dream {0}
0
81 Copy Curse Red Rare 3{2}{r} Enchantment – Curse If an ability of another Curse you control would trigger, copy that ability. 1 1597008594 on 09 Aug 2020 by Zefranax
82 Creature Vehicle Red Common 4{3}{r} Creature – Human Warrior 5 4 Creature Vehicle enters the battlefield tapped and doesn't untap during its controller's untap step.

Tap an untapped creature you control: Untap Creature Vehicle.
0
83 Direct Damage Untap Red Common 3{1}{r}{r} Creature – Salamander Mercenary 0 3 Defender

{t}: Direct Damage Untap deals 1 damage to target player or planeswalker.

At the beginning of each opponent's upkeep, untap Direct Damage Untap.
0
84 First Strike Red Common 2{1}{r} Enchantment Creature – Human 2 1 First Strike (This creature deals combat damage before creatures without first strike.) 0
85 Flyer with Downside Red Common 3{1}{r}{r} Enchantment Creature – Salamander 3 2 Flying

Flyer with Downside can't block.
0
86 Grant Haste Red Common 2{1}{r} Creature – Elemental 2 1 Haste

{r}, {t}: Another target creature gains haste until end of turn.
0
87 Impulse Draw Red Common 4{2}{r}{r} Sorcery Exile the top two cards of your library. Until end of turn, you may play cards exiled this way.

Dream {r}{r}
0
88 Large Creature Burn Red Common 5{4}{r} Sorcery Large Creature Burn deals 5 damage to target creature.

Dream {2}{r} (If a creature you control would untap, you may instead cast this card from your hand for {2}{r}.
)
0
89 Medium Creature Burn Red Common 2{1}{r} Enchantment – Curse Flash

When Medium Creature Burn enters the battlefield, it deals X plus one damage to target creature, where X is the number of Curses you control.
0
90 Minor God Red Common 4{3}{r} Enchantment Creature – God Avatar 5 3 Minor God isn't a creature unless you control no other untapped creatures.

{t}: Add {r}{r}.
0
91 Minor God #2 Red Common 3{2}{r} Enchantment Creature – God Avatar 3 1 Menace

Other creatures you control have menace.

Minor God #2 isn't a creature unless you've dealt damage this turn.
0
92 Must Attack Curse Red Common 3{2}{r} Enchantment – Aura Curse Enchant creature

When Must Attack Curse enters the battlefield, enchanted creature gets +2/+0 until end of turn.

Enchanted creature attacks each combat if able.
0
93 Opening Hand Wheel Red Rare 5{3}{r}{r} Sorcery If this is the first spell you've cast this game and you control a Mountain, you may cast it without paying its mana cost.

Shuffle all the cards in your hand into your library, then draw that many cards plus one.
0
94 Positive Aura Panic Curse Red Common 2{1}{r} Enchantment – Aura Curse Enchant creature

Enchanted creature gets +2/+2 and can't block.
6 1596723144 on 06 Aug 2020 by Froggychum
95 Rummage Red Common 2{1}{r} Instant As an additional cost to cast Rummage, discard a card.

Draw two cards.
0
96 Shatter Fight Dream Red Common 3{2}{r} Instant Choose One —
- Destroy target artifact
- Target creature you control fights target creature you don't control

Dream {1}{r}
0
97 Small Creature Burn Red Common 1{r} Enchantment – Aura Curse Enchant creature

At the beginning of your upkeep, Small Creature Burn deals 1 damage to enchanted creature.
0
98 Token Spell Dream Red Common 2{1}{r} Sorcery Create two 1/1 red Human Soldier creature tokens.

Dream {r} (If a creature you control would untap, you may instead cast this card from your hand for {r}.
)
0
99 Trample Scry Red Common 5{4}{r} Creature – Elemental Avatar 4 4 Trample

Whenever an enchantment enters the battlefield under your control, scry 1.
0
100 Treason Curse Red Uncommon 3{2}{r} Enchantment – Aura Curse Enchant creature

Whenever another Curse enters the battlefield under your control, gain control of enchanted creature until end of turn. Untap it. It gains haste until end of turn.
0
101 Untap Trample Aura Red Uncommon 3{2}{r} Enchantment – Aura Enchant creature

Enchanted creature gets +2/+2 and has trample.

At the beginning of combat on your turn, if enchanted creature is tapped, untap it.
0
102 Untapped Board Wipe Red Rare 3{1}{r}{r} Sorcery Untapped Board Wipe deals X damage to each untapped creature, where X is the number of tapped creatures you and your opponents control. 0
103 Vanilla Red Common 6{5}{r} Enchantment Creature – Bull 7 4 0
104 +1/+1 counter Green Common 2{1}{g} Creature – Naga 1 1 Serenity — When +1/+1 counter enters the battlefield, if you have more life than an opponent, put two +1/+1 counters on it. 0
105 Board Pump Green Common 5{3}{g}{g} Sorcery Creatures you control get +2/+2 until end of turn. You gain 1 life for each creature you control. 0
106 Cantrip Lifegain Green Common 4{3}{g} Creature – Beast 3 2 When Cantrip Lifegain enters the battlefield, you draw a card and gain 3 life. 0
107 Combat Shenanigans Green Common 3{2}{g} Creature – Rakshasa 2 3 Vigilance

{2}, Sacrifice another creature: Combat Shenanigans can't be blocked this turn except by creatures with power 2 or less.
0
108 Combat Trick Green Common 1{g} Instant Target creature you control gets +3/+3 until end of turn.

Serenity — If you have more life than opponent, that creature gains trample until end of turn.
0
109 Commune Green Common 1{g} Sorcery Reveal the top three cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard. 0
110 Deathtouch Transmigrate Green Uncommon 1{g} Creature – Snake 1 1 Transmigrate

Transmigrate {g} (When this creature dies, you may pay {g} and exile another creature card from your graveyard. If you do, return this card to the battlefield and its power and toughness become the power and toughness of the exiled card.)
0
111 Fight Serenity Green Common 2{1}{g} Instant Target creature you control fights target creature you don't control.

Serenity — This spell costs {1} less to cast if you have more life than an opponent.
0
112 God Engine Green Uncommon 2{1}{g} Creature – Human Cleric 2 2 When God Engine enters the battlefield, target God you control becomes a creature until end of turn.

When a God enters the battlefield under your control, you may return God Engine to its owner's hand.
0
113 Hexproof Transmigrate Green Common 4{3}{g} Creature – Snake 2 4 Hexproof

Transmigrate {3}{g} (When this creature dies, you may pay {3}{g} and exile another creature card from your graveyard. If you do, return this card to the battlefield and its power and toughness become the power and toughness of the exiled card.)
0
114 Incedental Lifegain Green Common 4{3}{g} Enchantment Creature – Shaman 3 4 Whenever another creature enters the battlefield under your control or dies, you gain 1 life. 0
115 Lifegain Mana Green Uncommon 2{1}{g} Creature – Spirit 1 3 Reach

Whenever you gain life, add one mana of any color.
0
116 Mana Fixer Green Common 2{1}{g} Enchantment Creature – Druid 2 1 {2}: Add one mana of any color. 0
117 Mill Regrowth Green Uncommon 3{2}{g} Enchantment Whenever a creature you control dies, target player mills cards equal to its power.

{1}, Sacrifice Mill Regrowth: Return target creature card you own from exile or from your graveyard to your hand.
0
118 Minor God Green Common 5{4}{g} Enchantment Creature – God Avatar 5 5 Trample

Other creatures you control have trample.

Minor God isn't a creature unless you control more lands than an opponent.
0
119 Minor God #2 Green Common 2{1}{g} Enchantment Creature – God Avatar 3 3 At the beginning of your precombat main phase, add {g}.

Minor God #2 isn't a creature unless you control three or more other creatures.
7 1596715183 on 06 Aug 2020 by SecretInfiltrator
120 Minor God #3 Green Common 3{2}{g} Enchantment Creature – God Avatar 4 3 Minor God #3 isn't a creature unless you control another creature with power 4 or greater.

{2}{g}: Another target creature you control gets +2/+2 until end of turn. Activate this ability only once each turn.
1 1596661737 on 05 Aug 2020 by Zefranax
121 Naturalize Green Common 2{1}{g} Sorcery Destroy target artifact or enchantment.

Serenity — If you have more life than an opponent, exile target artifact or enchantment instead.
3 1596729379 on 06 Aug 2020 by Zefranax
122 Opening Hand Ramp Green Rare 3{1}{g}{g} Sorcery If this is the first spell you've cast this game and you control a Forest, you may cast it without paying its mana cost.

Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
0
123 Plummet Exile Green Common 3{2}{g} Instant Choose one —
- Destroy target creature with flying.
- Exile target card from a graveyard.
0
124 Pradha, the Beginning Green Mythic 3{2}{g} Legendary Creature – God 3 3 You may play an additional land on each of your turns.

{1}{g}: Each player draws a card.

Transmigrate {0}
0
125 Ramp Transmigrate Green Uncommon 4{3}{g} Creature – Druid 2 2 When Ramp Transmigrate enters the battlefield, you may search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.

Transmigrate {3}{g}
0
126 Reach Green Common 3{2}{g} Enchantment Creature – Mercenary 2 3 Reach (This creature can block creatures with flying.) 0
127 Scry Transmigrate Green Common 2{1}{g} Creature – Dog 2 2 When Scry Transmigrate enters the battlefield, scry 1.

Transmigrate {1}{g}
0
128 Token Green Common 3{2}{g} Creature – Druid 1 2 When Token enters the battlefield, create a 1/1 green Snake creature token. 0
129 Trample Green Common 6{4}{g}{g} Creature – Elephant 6 6 Trample (This creature can deal excess combat damage to player or planeswalker it's attacking.) 0
130 WU Signpost Multicolour Uncommon 4{2}{w}{u} Enchantment Serenity — At the beginning of your upkeep, if you have more life than an opponent, you draw a card and gain 1 life. 9 1596642286 on 05 Aug 2020 by Zefranax
131 UB Signpost Multicolour Uncommon 4{2}{u}{b} Instant Tap up to two untapped creatures your opponents control.

Whenever a creature you control deals combat damage to an opponent this turn, draw a card.
0
132 BR Signpost Multicolour Uncommon 3{1}{b}{r} Enchantment At the beginning of your end step, BR Signpost deals X damage to any target, where X is the number of Curses you control. 0
133 Malvaan, the Vengeful Multicolour Mythic 6{4}{b}{r} Legendary Creature – God 4 4 Indestructible, Flying

At the beginning of your upkeep, you draw a card and lose 1 life for each curse you control.

Malvaan, the Vengeful can't attack or block unless you control a Curse.
0
134 RG Signpost Multicolour Uncommon 5{3}{r}{g} Enchantment Creature – God Avatar 6 6 RG Signpost isn't a creature unless you control another God.

{r}{g}: Target God you control becomes a creature until end of turn.
0
135 GW Signpost Multicolour Uncommon 3{1}{g}{w} Creature – Garuda Druid 1 3 GW Signpost gets +X/+0, where X is the total number of creature cards you own in exile and in your graveyard.

Whenever GW Signpost attacks, mill two cards.
0
136 Twilight Ambuscade Multicolour Rare 2{x}{x}{w}{b} Instant Create X 1/1 white and black Human Mercenary creature tokens with deathtouch.

Whenever a creature you control dies this turn, draw a card.
1 1596814871 on 07 Aug 2020 by Zefranax
137 WB Signpost Multicolour Uncommon 4{2}{w}{b} Creature – Human Cleric 2 2 When WB Signpost enters the battlefield, target opponent reveals their hand. You choose a noncreature, nonland card from it and exile that card.

Transmigrate {2}{w}{b}
0
138 BG Signpost Multicolour Uncommon 3{1}{b}{g} Instant Until end of turn, creatures you control and in your graveyard gain Transmigrate {1} (When this creature dies, you may pay {1} and exile another creature card from your graveyard. If you do, return this card to the battlefield and its power and toughness become the power and toughness of the exiled card.) 0
139 Removal Multicolour Rare 4{2}{b}{g} Instant You may pay {b}{g} and sacrifice a creature rather than pay this spell's mana cost.

Destroy target artifact or creature.
0
140 GU Signpost Multicolour Uncommon 3{1}{g}{u} Creature 2 2 Flash

Serenity — At the beginning of your upkeep, if you have more life than an opponent, put a +1/+1 counter on GU Signpost.
0
141 Shanti, the Tranquil Multicolour Mythic 3{1}{g}{u} Legendary Creature – God 4 4 Indestructible

{g}{u}: Target creature you control gains flying and trample until end of turn.

Serenity — Shanti, the Tranquil can't attack or block unless you have more life than an opponent.
0
142 Steal Multicolour Rare 4{2}{u}{r} Creature – Spirit 3 2 Haste

Steal attacks each combat if able.

When Steal enters the battlefield, gain control of target creature until Steal leaves the battlefield. It gains haste until end of turn.
0
143 UR Signpost Multicolour Uncommon 2{u}{r} Creature – Wizard 2 2 At the beginning of each opponent's upkeep, untap UR Signpost.

{t}: Add {u} or {r}
0
144 Yarra, the Visionary Multicolour Mythic 4{2}{u}{r} Legendary Planeswalker – Yarra 3 +2 You may tap or untap target permanent.

-X Discard up to X cards. When you do, draw that many cards and Yarra, the Visionary deals that much damage to target creature.

-7 Draw seven cards. Add seven mana in any combination of {u} and {r}.
0
145 Lashi, Renowned Pariah Multicolour Rare 3{1}{r}{w} Enchantment Creature – Avatar 3 2 Haste, Vigilance

{t}: Target enchantment you control gains indestructible until end of turn.
0
146 RW Signpost Multicolour Uncommon 2{r}{w} Enchantment Creature – Drake 1 1 Flying

At the beginning of combat on your turn, RW Signpost gets +X/+0, where X is the number of enchantments you control.
0
147 Shesha, the Everpresent Multicolour Mythic 5{w}{u}{b}{r}{g} Legendary Creature – Galactic Snake 5 5 When Shesha, the Everpresent becomes tapped or leaves the battlefield, exile all nonland permanents.

Dream {5}
0
148 Artifact Creature Artifact Common 3{3} Artifact Creature – Construct 1 1 When Artifact Creature enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. 0
149 Equipment Artifact Common 2{2} Artifact – Equipment Equipped creature gets +1/+1 and has lifelink.

Equip {2}
0
150 Keep Tapped Artifact Common 4{4} Artifact {1}, {t}: Target creature doesn't untap during its controller's next untap step. 0
151 Mana Rock Artifact Common 3{3} Artifact {t}: Add one mana of any color. You gain 1 life. 0
152 Mox Azurite Artifact Mythic 0 Artifact Dream {0} (If a creature you control would untap, you may instead cast this card from your hand for {0}.
)

{t}: Add one mana of any color.
5 1596664648 on 05 Aug 2020 by Zefranax
153 Removal Artifact Uncommon 1{1} Artifact {4}, Sacrifice Removal: Destroy target non-enchantment creature. 0
154 Transmigrate Equipment Artifact Rare 2{2} Artifact – Equipment Equipped creature has Transmigrate. The Transmigrate cost is equal to the equipped creature's mana cost.
Equip {3}
4 1596708098 on 06 Aug 2020 by SecretInfiltrator
155 5C Enchantment Land Common 0 Land {t}: Add {c}

{t}: Add one mana of any color. Spend this mana only to cast enchantment spells.
4 1596562576 on 04 Aug 2020 by Jack V
156 Colorless Land Creature Land Uncommon 0 Land Creature – Wastes Avatar 1 1 (Colorless Land Creature isn't a spell, is affected by summoning sickness, and has "{t}: Add {c}") 3 1596758702 on 07 Aug 2020 by Zefranax
Visheen, Plane of the Many: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton