Bakaran
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You may play nonpermanent spells from your graveyard. If you do, exile them when they resolve.
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As an additional cost to Ancestral Presence exile X creature cards from your graveyard.
Prevent the next X damage that would be dealt to target creature or player this turn.
Prevent the next X damage that would be dealt to target creature or player this turn.
Fenzo braced himself for the final for the final blow. He would have died that day, but the ghost of his dead grandfather did not approve of that idea.
Remain –
: Tap target creature. Actiavate this ability only if Awing Remnant is in your graveyard and only during your upkeep.

1/3
Protection from red
"The bandits can burn the world if they want, but they'll never catch me"
2/2
Enchant creature
Enchanted creature gets +2/+2 and has first strike.

: Return Blood of Heroes from your graveyard to the battlefield. If you do, attach it to target white creature it could enchant.
Enchanted creature gets +2/+2 and has first strike.


Defender
Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
If Canith Guardians has a +1/+1 counter on it, it loses defender and gains vigilance.
Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
If Canith Guardians has a +1/+1 counter on it, it loses defender and gains vigilance.
0/3
Not many know where the Caniths came from. Some say they came from they came from the stars, others say they were a highly successful lab experiment. They all agree that they make very good guards however.
1/4
Exile target creature and all creature cards in all graveyards that share a name with that creature.
Flying
When Cremation Angel enters the battlefield, each player exiles a card from his or her graveyard.
When Cremation Angel enters the battlefield, each player exiles a card from his or her graveyard.
3/4
Other Soldiers and Knights you control get +1/+1.
Indomitable courage, unquestionable leadership.
2/2
+1: Put a 1/1 white Spirit creature token with flying onto the battlefield.
-2: Creatures you control get +1/+1 and gain first strike until end of turn.
-6: Put X +1/+1 counters on each creature you control where X is the number of creatures you control.
-2: Creatures you control get +1/+1 and gain first strike until end of turn.
-6: Put X +1/+1 counters on each creature you control where X is the number of creatures you control.
3
Lifelink
Abolish (If a creature dealt damage by this card would die, exile it instead.)
At the beginning of your upkeep, you gain 1 life for each card exiled with Hand of Alithu.
Abolish (If a creature dealt damage by this card would die, exile it instead.)
At the beginning of your upkeep, you gain 1 life for each card exiled with Hand of Alithu.
3/2
As long as there is two or more creature cards in your graveyard Kazmar Evangel has lifelink.
Preists were sent out from Taveas to spread hope to barbaric places where peace had been long forgotten.
2/3


Unlike his last two greedy, tyrannical predecessors, Alithu Canor III treats every citizen as his equal.
1/2
Choose up to X target creatures. Each of those creatures get +2/+2 and gain first strike until end of turn.
Enchant creature
Enchanted creature can't attack or block.
At the beginning of your upkeep you gain 1 life.
Enchanted creature can't attack or block.
At the beginning of your upkeep you gain 1 life.
One day, Brogmar the bloodstained realized that all he wanted to do was live a peaceful, productive life in a happy little village.
Enchant creature
Enchanted creature has lifelink.
Whenever you gain life, put a +1/+1 counter on enchanted creature.
Enchanted creature has lifelink.
Whenever you gain life, put a +1/+1 counter on enchanted creature.
For each step the general took, his soldiers grew in hope.
Untap target attacking creature and remove it from combat.


Remain –


2/3
Flying, vigilance
Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
,
: Smiting Angel deals X damage to each attacking or blocking creature.
Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)


5/6
First strike
Abolish (If a creature dealt damage by this card would die, exile it instead.)
Abolish (If a creature dealt damage by this card would die, exile it instead.)
When he slays you, you know you're dead for good.
2/1
Exile target creature.
Sometimes when a soul leaves its body, it comes back. Not this time.
Flying
1/1
Remain-

: Put a divinity counter on target nonland permanent you control without a divinity counter. That creature is indestructible as long as it has a divinity counter on it. Activate this ability only once during your upkeep and only if Spirit of Divinity is in your graveyard.



2/2
Creatures you control get +0/+1.
As long as they have a city to defend, the infantry of Taveas are undaunted by any foe.
Flying
The Taveans use them as scouts, the Barbarians use them as meals.
1/1
Target creature gains double strike until end of turn.
Draw a card.
Draw a card.
When Taveas Blacksmith enters the battlefield reveal the top three cards of your library. You may choose an equipment card from among them. Put that card into your hand and the rest on the bottom of your library.
2/3
Abolish (If a creature dealt damage by this card would die, exile it instead.)
, Tap an untapped creature you control: Taveas Purists gets +1/+0 and gains vigilance until end of turn.

1/5
Vigilance
Every sentry knows not to look into the eyes of the criminal they are arresting, lest they feel sympathy.
1/1
Flying
Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
3/4
Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
If you can survive, you can join.
1/2
Starting with target player, each player may sacrifice any number of creatures. The player who sacrifices the most creatures this way gains 10 life.
Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
, Remove a +1/+1 counter from Valiant Veteran: The next 1 damage that would be dealt to target creature or player is dealt to another target creature or player.

2/3
Defender
Whenever Wall of Purity blocks, you may exile a card from your opponent's graveyard.
Whenever Wall of Purity blocks, you may exile a card from your opponent's graveyard.
2/6
Whenever Warding Warrior deals combat damage to a player, exile a creature that player controls.
When Warding Warrior dies, return all creatures exiled with it to the battlefield under their owners' control.
When Warding Warrior dies, return all creatures exiled with it to the battlefield under their owners' control.
2/3
Target creature gets +1/+1 and gains vigilance until end of turn.
The best of soldiers don't attack unless they know they have all their armor. Or unless they have their sword. Or their midday snack.
As an additional cost to Ancestral Intuition, exile X cards from your graveyard.
Draw X cards, then discard X cards.
Draw X cards, then discard X cards.
Enchant creature
Enchanted creature gets +2/+2 and has hexproof.

: Return Blood of Mages from your graveyard to the battlefield. If you do, attach it to target blue creature it could enchant.
Enchanted creature gets +2/+2 and has hexproof.


Hexproof
Forecycling 4 –

(

, Discard this card: Look at the top 4 cards of your library. Put any number of those cards into your graveyard and the rest on top of your library in any order.)
Forecycling 4 –






4/3
Cunning Infiltrator is unblockable.
Once Alithu Canor I built a heavily guarded vault with an enourmous golden hoard within. The next day he found a remarkable lack of gold.
2/1
Exile target creature you control then return it to the battlefield under your control.
"Now you see me, now you don't."
-Lezzor, master thief
-Lezzor, master thief
+1: Look at the top two cards of your library. Put one into your hand and the other into your graveyard.
0: Each player puts the top card of his or her library into his or her graveyard.
-7: You get an emblem with "You may play nonpermanent spells from your graveyard. If you do, exile them when they resolve."
0: Each player puts the top card of his or her library into his or her graveyard.
-7: You get an emblem with "You may play nonpermanent spells from your graveyard. If you do, exile them when they resolve."
4
Put a token onto the battlefield that's a copy of target creature.
Forecycling 5 –


When you cycle Dual Reflection, put two tokens onto the battlefield that are a copies of target creature.
Forecycling 5 –




When you cycle Dual Reflection, put two tokens onto the battlefield that are a copies of target creature.
Other Wizards you control get +1/+1.
Your maximum hand size is increased by one for each Wizard you control.
Your maximum hand size is increased by one for each Wizard you control.
2/2
Whenever a creature you control deals combat damage to a player, draw a card.
Enchant creature
Enchanted creature doesn't untap during it's controller's untap step unless that player pays
for each card in your graveyard.
Enchanted creature doesn't untap during it's controller's untap step unless that player pays

Rakav was a cruel, ruthless man, but one day he could bear to kill no longer.
Enchant creature
Hexproof
You control enchanted creature.
Hexproof
You control enchanted creature.
Flying
: Untap Magewing Drake.

After their tower fell, the mages sent out scouts to find new havens.
2/3
Target player puts the top ten cards of his or her library into his or her graveyard.
Draw a card.
Draw a card.
Whenever Memory Wisp deals combat damage to a player, you may exile an instant or sorcery spell from a graveyard.
,
: Copy an instant or sorcery spell exiled with Memory Wisp. You may choose new targets for the copy. X is that spells converted mana cost.


4/4
Counter target spell. Target player puts the top card of his or her library into his or her graveyard.
The pyromancer opened his mouth to cast a spell but only babbling came out.
Target player puts the top four cards of his or her library into his or her graveyard.
Forecycling 3 –
(
, Discard this card: Look at the top 3 cards of your library. Put any number of those cards into your graveyard and the rest on top of your library in any order.)
When you cycle Mindsquelch, target player puts the top two cards of his or her library into his or her graveyard.
Forecycling 3 –


When you cycle Mindsquelch, target player puts the top two cards of his or her library into his or her graveyard.
When Mnemonic Alchemist enters the battlefield, you may return an instant or sorcery spell from your graveyard to your hand. If you do, reveal your hand and discard a noninstant, nonsorcery card.
3/3
Counter target spell unless it's controller pays
for each card in your graveyard.

"I will die before I let you harm another living soul today."
– Kosan-Kel, Wardmage
– Kosan-Kel, Wardmage
Choose target creature an opponent controls, then tap all other creatures that player controls.
After drinking the sleeping-potion laced ale, all of the guards fell asleep except for the rookie.
Tap target creature. It doesn't untap during it's controller's next untap step.
Forecycling 2 –
(
, Discard this card: Look at the top 2 cards of your library. Put any number of those cards into your graveyard and the rest on top of your library in any order.)
Forecycling 2 –


"Only a fool could not see that coming."
Whenever one or more creatures you control deal combat damage to a player, that player puts the top X cards of your library into his or her graveyard, where X is the number of creatures that dealt combat damage in this way.
1/1
Flying
Forecycling 3 –
(
, Discard this card: Look at the top 3 cards of your library. Put any number of those cards into your graveyard and the rest on top of your library in any order.)
Forecycling 3 –


1/1
Enchant creature
Hexproof
Enchanted creature has hexproof.
Hexproof
Enchanted creature has hexproof.


Whenever a creature an opponent controls becomes untapped, you may pay


1/1
Target creature you control gets +2/+0 and is unblockable this turn.
Draw a card.
Draw a card.
Sneaking Spirit is unblockable.
Remain –
: Target creature is unblockable this turn. Actiavate this ability only during your upkeep and only if Sneaking Spirit is in your graveyard.
Remain –


1/1
Target opponent puts a card from his or her hand on the top of his or her library.
Draw a card.
Draw a card.
Flash
Flying
Flying
Spells aren't the only things wizards have to protect them.
3/1
Take another turn after this one. Exile Temporal Renewal and all cards in your graveyard.
Whenever Thiefmage deals combat damage to a player, draw a card, then discard a card.
As soon as the culprit disappeared from view, the guards lost all memory of him.
2/2
Exile a card from your hand face down, then target opponent names a card. Reveal the exiled card. If it's the named card, draw two cards. Otherwise, that player puts the top ten cards of his or her library into his or her graveyard.
You have no maximum hand size.




: Draw seven cards.





2/3
Return target creature to it's owner's hand. That player discards a card.

Remain –


2/2
Hexproof
When the fiery hordes felled Zelandar, the Mage tower, only the most practiced of illusionists escaped.
1/1
Deathtouch
Abolish (If a creature dealt damage by this card would die, exile it instead.)
Abolish (If a creature dealt damage by this card would die, exile it instead.)
A few days after being shot with an acid arrow, there will be no trace left of the corpse.
2/2
As an additional cost to Ancestral Curse, exile X cards from your graveyard.
Destroy target creature with converted mana cost X.
Destroy target creature with converted mana cost X.
Enchant creature
Enchanted creature gets +2/+2 and has intimidate.

: Return Blood of Hunters from your graveyard to the battlefield. If you do, attach it to target balck creature it could enchant.
Enchanted creature gets +2/+2 and has intimidate.


If a creature would die this turn, exile it instead.
All creatures get -5/-5 until end of turn.
All creatures get -5/-5 until end of turn.
Target player may exile any number of cards from his or her graveyard. That player reveals his or her hand. Choose a card from it, then choose X additional cards from it, where X is 3 minus the number of cards that player exiled. That player discards those cards.
Target creature gets +1/+0 and gains deathtouch until end of turn.
Draw a card.
Draw a card.
Other Elf creatures you control get +1/+1.
, Tap an untapped Elf you control: Target creature gets -1/-1 until end of turn.

2/2
You may play Everghast from your graveyard.
: Everghast gets +1/+1 until end of turn.

3/2
Each player puts a creature from his or her graveyard onto the battlefield.
When Flesh Reaper enters the battlefield, each player sacrifices a creature.
When Flesh Reaper dies, each player loses 4 life.
When Flesh Reaper dies, each player loses 4 life.
4/3
Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost
less to cast, where X is that creatures converted mana cost.)
Intimidate

Intimidate
Once in a blue moon comes a hero with the strength to defeat a gobblefright wurm. Of course, in Grimmoor the trees cover the night sky and there is never a blue moon.
5/4
Flash
Lifelink, deathtouch
Lifelink, deathtouch
In Grimmoor, every one is a murderer. Only the lowest class are given that title, however.
2/1
At the beginning of your upkeep, exile a card from your graveyard. If you can't, tap Grimmoor Scavenger.
2/2
Whenever an opponent loses life, he or she discards that many cards.
May every lie be a knife in your back,
May every cut be a memory cracked.
-Grimmoor Witch's curse
May every cut be a memory cracked.
-Grimmoor Witch's curse
Target player exiles two cards from his or her hand.
A tunnel of lies is the path to madness.
Haste
Whenever a creature an opponent controls dies, if it's the second creature that died this turn, you may return Mangling Vengeloth from your graveyard to the battlefield.
Whenever a creature an opponent controls dies, if it's the second creature that died this turn, you may return Mangling Vengeloth from your graveyard to the battlefield.
4/2
Whenever another creature you control dies, Marrow Goliath gets +1/+1 until end of turn.

: Regenerate Marrow Goliath.


5/5
Add 






to your mana pool. Spend this mana only to cast spells from your graveyard.








Flying
Abolish (If a creature dealt damage by this card would die, exile it instead.)
Whenever Mindblank Specter deals combat damage to a player, that player discards a card, then that player discards another card for each card exiled with Mindblank Specter
Abolish (If a creature dealt damage by this card would die, exile it instead.)
Whenever Mindblank Specter deals combat damage to a player, that player discards a card, then that player discards another card for each card exiled with Mindblank Specter
4/3
Lifelink
If you would gain life you may put a 1/1 black Skeleton creature token with "
: Regenerate this creature." onto the battlefield instead.
If you would gain life you may put a 1/1 black Skeleton creature token with "

1/1

2/2


Enchant creature
When enchanted creature dies, exile it instead.
When enchanted creature dies, exile it instead.
When Shadarak Crueltist enter the battlefield, destroy target creature.
"I would say sorry after I kill you, but you would be too dead to hear."
3/2
Trample

: Regenerate Skeletal Brigadier


4/1

1/1
Choose one – Target creature gets -3/-0 until end of turn or; Destroy target creature with power 2 or less.
Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost
less to cast, where X is that creatures converted mana cost.)
When Spurglid's Adapter enters the battlefield, if it engulfed a creature, it gains all activated abilities of that creature.

When Spurglid's Adapter enters the battlefield, if it engulfed a creature, it gains all activated abilities of that creature.
5/4
Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost
less to cast, where X is that creatures converted mana cost.)
Spurglid's Devourer's power and toughness are each equal to the number of creature cards in your graveyard.

Spurglid's Devourer's power and toughness are each equal to the number of creature cards in your graveyard.
*/*
Intimidate

: Target creature gets -1/-1 until end of turn.


1/1
Engulf, Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost
less to cast, where X is that creatures converted mana cost.)
When Spurglid, Gluttonous One enters the battlefield, return up to two target creature cards from your graveyard to the battlefield.

When Spurglid, Gluttonous One enters the battlefield, return up to two target creature cards from your graveyard to the battlefield.
6/5
Target player loses 2 life and you gain 2 life.
Remain –
: Target player loses 1 life and you gain 1 life. Actiavate this ability only during your upkeep and only if Syphon Plague is in your graveyard.
Remain –


Choose target creature card in a graveyard. That creature deals damage equal to it's power to it's owner and you gain that much life.
Target player discards a card.
Target player discards a card.
Target player discards a card.
Abolish (If a creature dealt damage by this card would die, exile it instead.)
: Regenerate Twisted Hunter.

Some dark elves are enhanced with regenerating skin, in case they lose a limb while hunting. Heads count as limbs.
3/1
When Unstable Nightmare enters the battlefield, discard a card at random.
Sometimes a dream come true is not a good thing.
4/4
As an additional cost to Ancestral Rage exile X cards from your graveyard.
Target creature gets +X/+0 until end of turn.
Target creature gets +X/+0 until end of turn.
Haste
At end of turn, return Barbarian Thug to it's owner's hand.
At end of turn, return Barbarian Thug to it's owner's hand.
If his job involves 'bashin' 'em an' running' he's satisfied.
2/1
Creatures you control get +1/+0.
Some shamanic warlords instill a sense of bloodlust in their warriors before battle. The opposing army doesn't stand a chance.
Gain control of target creature with power 2 or less until end of turn. Untap it. It gains haste until end of turn.
"I'll hold that thought"
Each player sacrifices a land.
Draw a card.
Draw a card.
Abolish (If a creature dealt damage by this card would die, exile it instead.)
,
, Sacrifice a creature: Blazelash Pyromancer deals 2 damage to target creature or player


1/1
Outlash 

(You may play this spell for its outlash cost. If you do, it gains haste. Sacrifice it at end of turn.)
When Blistering Firefiend dies, you may pay
. If you do, Blistering Firefiend deals X damage to target player.



When Blistering Firefiend dies, you may pay

5/3
Enchant creature
Enchanted creature gets +2/+2 and has 'This creature can't be blocked except by two or more creatures.'

: Return Blood of Warriors from your graveyard to the battlefield. If you do, attach it to target red creature it could enchant.
Enchanted creature gets +2/+2 and has 'This creature can't be blocked except by two or more creatures.'


As an additional cost to Breakshot, sacrifice an artifact or creature.
Destroy up to two target artifacts.
Destroy up to two target artifacts.
Enchant creature
: Enchanted creature gets +X/+0 until end of turn.

When Combusting Firefiend enters the battlefield, sacrifice a land.
At the beginning of your upkeep, sacrifice a land
At the beginning of your upkeep, sacrifice a land
"We thought thought we defeated it when it began to sputter. Then it blew up."
– Rvalos, scout captain
– Rvalos, scout captain
3/3
Mountainwalk
When Core Elemental enters the battlefield, you may search your library for a Mountain card and put it onto the battlefield under target player's control. Then, shuffle your library.
When Core Elemental enters the battlefield, you may search your library for a Mountain card and put it onto the battlefield under target player's control. Then, shuffle your library.
7/6
Untap target Mountain. It becomes a 4/4 Elemental creature until end of turn. It can't attack this turn unless there is a land card in a graveyard.
When Destructive Sparkfiend enters the battlefield or dies, it deals 2 damage to target creature or player.
Outlash
(You may play this spell for its outlash cost. If you do, it gains haste. Sacrifice it at end of turn.)
Outlash


5/3
Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost
less to cast, where X is that creatures converted mana cost.)
Flying, haste

Flying, haste
4/4
Haste, trample
3/1
Whenever an opponent is dealt 3 or more damage, put a 3/1 red Elemental creature token with trample and haste onto the battlefield.

: Target Elemental you control fights another target creature.


When Evanescent Firelord enters the battlefield, search your library for a creature card with outlash. You may play it for it's outlash cost. Then, shuffle your library.
Outlash

Outlash


7/5
Abolish (If a creature dealt damage by this card would die, exile it instead.)
Evaporation Bolt deals 3 damage to target creature.
Evaporation Bolt deals 3 damage to target creature.
Engulf
When Fang Ghost enter the battlefield, it deals damage to target player equal to twice the number of creatures that died this turn.
When Fang Ghost enter the battlefield, it deals damage to target player equal to twice the number of creatures that died this turn.
Violent spirits are very rare on Bakaran, a fact which everyone is glad about.
4/3
Flying
: Firescald Shrike deals 4 damage to target creature.

4/4
(X can't be 0)
Flame Sweep deals X damage to each creature. Each player's life total becomes X. Exile Flame Sweep.
Flame Sweep deals X damage to each creature. Each player's life total becomes X. Exile Flame Sweep.
Double strike
Outlash
(You may play this spell for its outlash cost. If you do, it gains haste. Sacrifice it at end of turn.)
Outlash


2/2
Flying, trample
Whenever Infernarch, Earthscorcher deals combat damage to a player, destroy all nonbasic lands.
Whenever Infernarch, Earthscorcher deals combat damage to a player, destroy all nonbasic lands.
6/5
Trample
Outlash
(You may play this spell for its outlash cost. If you do, it gains haste. Sacrifice it at end of turn.)
Outlash

3/1
As an additional cost to Madness Bolt, discard a Mountain card.
Madness Bolt deals 3 damage to target creature or player and 1 damage to you.
Madness Bolt deals 3 damage to target creature or player and 1 damage to you.
Target creature gets +4/+0 and gains mountainwalk until end of turn.
Rain of Meteors can't be countered.
Destroy target land.
Destroy target land.
"There is but one disaster I cannot prevent--the end of the world."
-Ungar the Wise
-Ungar the Wise
First strike
Outlash
(You may play this spell for its outlash cost. If you do, it gains haste. Sacrifice it at end of turn.)
Outlash


"If it crushes you, you'll die. If it rips you in half, you'll die. If it pokes you, you'll die. If it--well you get the idea."
– Rasco Droov, elementalist
– Rasco Droov, elementalist
6/3
Put two 3/1 red Elemental creature tokens with haste and trample onto the battlefield. Sacrifice them at end of turn.
Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost
less to cast, where X is that creatures converted mana cost.)
Haste
Ridgewurm enters the battlefield with a +1/+1 counter and trample if it engulfed a creature.

Haste
Ridgewurm enters the battlefield with a +1/+1 counter and trample if it engulfed a creature.
5/4
Abolish (If a creature dealt damage by this card would die, exile it instead.)
When Roasting Ragemaster enters the battlefield, it deals 4 damage to target creature.
When Roasting Ragemaster enters the battlefield, it deals 4 damage to target creature.
It's fire is so hot that you will not burn or blister. You simply evaporate.
4/4
Other Elemental creatures you control get +1/+1.
Whnever Scorcher Elite attacks, it deals damage to target creature equal to the number of Elemental creatures you control.
Whnever Scorcher Elite attacks, it deals damage to target creature equal to the number of Elemental creatures you control.
2/2

Ruriat had always liked lizards until one tried to roast him and then devour him.
2/2
Destroy target land, then Volcanic Implosion deals damage to each creature equal to the number of land cards in all graveyards.
Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
: Warp Rampager gets +1/-1 until end of turn.
: Warp Rampager gets -1/+1 until end of turn.


5/2
As an additional cost to Ancestral Bounty exile X cards from your graveyard.
You gain X life.
You gain X life.
Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost
less to cast, where X is that creatures converted mana cost.)
Whenever Apocalypse Wurm deals combat damage to a player, if you have a creature card, a land card, an artifact card, and an enchantment card in your graveyard, that player loses the game.

Whenever Apocalypse Wurm deals combat damage to a player, if you have a creature card, a land card, an artifact card, and an enchantment card in your graveyard, that player loses the game.
8/7
Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost
less to cast, where X is that creatures converted mana cost.)

The word scavenger is a misnomer. Baloths only scavenge the living.
6/4
Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
, Remove a +1/+1 counter from Battle Scarred Archer: Battle Scarred Archer deals 1 damage to target creature with flying.

2/5
Enchant creature you control
Sacrifice Beastly Impulses: Enchanted creature fights target creature.
Sacrifice Beastly Impulses: Enchanted creature fights target creature.
Joria, usually a peaceful being, suddenly fealt the urge to pummel someone.
Enchant creature
Enchanted creature gets +2/+2 and has trample.

: Return Blood of Wolves from your graveyard to the battlefield. If you do, attach it to target green creature it could enchant.
Enchanted creature gets +2/+2 and has trample.


Trample
When Boneyard Gnawer enters the battlefield, you gain 2 life for each creature card in your graveyard.
When Boneyard Gnawer enters the battlefield, you gain 2 life for each creature card in your graveyard.
7/7
Sacrifice a land: Add one mana of any color to your mana pool.
He is as old and as wrinkled as The Great Elder Oak, but his connection to it has never failed.
0/1
When Caller of the Hunt enter the battlefield, put a 2/2 green Wolf creature token onto the battlefield.
2/2
Creatures you control have "
: Add
to your mana pool."


Other Wolf creatures you control get +1/+1.

,
: Put a 2/2 green Wolf creature token onto the battlefield.



2/2
Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost
less to cast, where X is that creatures converted mana cost.)
When Engorging Terrain enters the battlefield, if it engulfed a creature, search you library for a basic land card reveal it, and put it into your hand. Then, shuffle your library.
Discard a land card: Engorging Terrain gains trample until end of turn.

When Engorging Terrain enters the battlefield, if it engulfed a creature, search you library for a basic land card reveal it, and put it into your hand. Then, shuffle your library.
Discard a land card: Engorging Terrain gains trample until end of turn.
7/6
Trample
Whenever Envoy of Nature attacks, return target card from your graveyard to your hand.
Whenever Envoy of Nature attacks, return target card from your graveyard to your hand.
"I serve only the Lord of the Wilds who has blessed our woods with bountiful growth."
4/4
When Esscence Salvager enter the battlefield, you may return target Aura card that could enchant Esscence Salvager from your graveyard to your battlefield. If you do, attach it to Esscence Salvager.
1/1
As an additional cost to Grim Harvest sacrifice a creature.
Search your library for a basic land card and put it onto the battlefield. Then shuffle your library.
Search your library for a basic land card and put it onto the battlefield. Then shuffle your library.
Sacrifice Juicy Wildbeast: You gain 10 life.
You are as tasty as them as they are as tasty to you.
4/3


2/2
Trample
When Koram Primasaur dies, instead, exile it and you gain 7 life.
When Koram Primasaur dies, instead, exile it and you gain 7 life.
The meat of a primasaur is the most succulent meat you'll ever taste. Getting it is the only hard part.
7/6
Hexproof
When Koram Tracker enter the battlefield, look at the top three cards of your library. Put a creature card from among them into your hand, and the rest into your graveyard.
When Koram Tracker enter the battlefield, look at the top three cards of your library. Put a creature card from among them into your hand, and the rest into your graveyard.
2/2
Leaf Spirit enters the battlefield tapped.
: Add 
to your mana pool.



It seeks a home that is not torn by war, a place where nature can rise once again.
0/1
Lupori Ambusher can't be countered
As silent as the void, as fierce as a tiger, and as unexpected as a bolt of lightning.
1/1
Trample
Whenever a creature dealt damage by Lupori Hunters dies this turn, you may draw a card.
Whenever a creature dealt damage by Lupori Hunters dies this turn, you may draw a card.
5/3
Enchant creature
Enchanted creature gets +1/+1 and can't be blocked except by creatures with flying or reach.
Enchanted creature gets +1/+1 and can't be blocked except by creatures with flying or reach.
Search your library for a creature card, reveal it and put it into your hand, then shuffle your library. You gain life equal to that creature's toughness.
Destroy target enchantment. You may put a +1/+1 counter on target creature.
Retun up to two target creature cards from your graveyard to your hand.
Draw a card.
Draw a card.
Put X +1/+1 counters on target creature, where X is the number of Forests you control.
Draw a card
Draw a card
Trample
Humans hunt in the forest for deer. Primitive lupori clans hunt for humans.
4/3
Soilshroud Wurm gets +2/+2 as long as there is a creature card in an opponent's graveyard.
Soilshroud Wurm has hexproof as long as there is a creature card in your graveyard.
Soilshroud Wurm has hexproof as long as there is a creature card in your graveyard.
4/5
Enchant creature
Enchanted creature gets +5/+5 and has trample.
When enchanted creature dies, return it to its owner's hand.
Enchanted creature gets +5/+5 and has trample.
When enchanted creature dies, return it to its owner's hand.
Defender, hexproof
Whenever you cast a spell, draw a card for each Forest you control.
When The Great Elder Oak dies, return it to it's owner's hand.
Whenever you cast a spell, draw a card for each Forest you control.
When The Great Elder Oak dies, return it to it's owner's hand.
0/12
Forestwalk
"I'm ready for anything" said the novice explorer. He wasn't ready for the wurm that came crashing down from the trees to devour him.
7/6
Reach
When Webmaker enter the battlefield, search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
When Webmaker enter the battlefield, search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
1/3
Trample
Whenever Wildblood Pack attacks, it gets +X/+X until end of turn where X is the number of land cards in your graveyard.
Whenever Wildblood Pack attacks, it gets +X/+X until end of turn where X is the number of land cards in your graveyard.
"Today is the day we reclaim the wild. Today is the day we fight back against civilization. Today is our day!"
4/4
2/2
Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
Remove a +1/+1 counter from Woodland Survivalist: Regenerate Woodland Survivalist.
Remove a +1/+1 counter from Woodland Survivalist: Regenerate Woodland Survivalist.
"Greater warriors than you have tried and failed to kill me."
2/4
Whenever a creature you control dies, put a 1/1 white Spirit creature token with flying onto the battlefield.

,
, Exile a creature card from your graveyard: Put a 1/1 black Skeleton creature token with '
: Regenerate this creature.' onto the battlefield




2/2


Rotten to the core, literally.
2/5
When Wizened Ent enters the battlefield, reveal the top three cards of your library. You may put any number of Forest and/or Island cards revealed this way into your hand and the rest on the bottom of your library.
Wizened Ent's power is equal to the number of Forests you control and it's toughness is equal to the number of Islands you control.
Wizened Ent's power is equal to the number of Forests you control and it's toughness is equal to the number of Islands you control.
*/*


It remakes the world around it in its own mirror image.
3/7
Lifelink
, Sacrifice Selfless Hero: Selfless Hero deals X damage to target creature or player.

"A true soldier fights not to return home with fame and glory, but to protect his home and family with his life."
– General Avistor
– General Avistor
3/2
"We threw stones, arrows, everything at it. Even if it could blink, I doubt it would have."
-General Avistor
-General Avistor
2/7
Equipped creature has first strike.
If equipped creature has multiple instances of first strike, it gains double strike.
Equip
If equipped creature has multiple instances of first strike, it gains double strike.
Equip


At end of turn, discard your hand.
The price for the knowedge the orb gives is so great only the truly dire dare use it.
At end of turn, put a awakening counter on Entombed God for each creature you control that died this turn.
Entombed God is a 7/7 artifact creature as long as there are five or more awakening counters on it.
Entombed God is a 7/7 artifact creature as long as there are five or more awakening counters on it.
Flying
When Flight Contraption enters the battlefield, draw a card.
When Flight Contraption enters the battlefield, draw a card.
Some mages from Zelandar put their magics to more technological uses.
1/1


Remain – Exile Forgotten Powerstone: Add

Equipped creature gets +5/+5, has trample and is indestructibe.
Equip
Equip

Equipped creature gets +1/+1 and has vigilance.
Equip
Equip

Equipped creature gets +0/+1.
Equip
Equip



1/1


Equipped creature gets +2/+0 and has Abolish (If a creature dealt damage by this card would die, exile it instead.).
Equip
Equip

Equipped creature has haste.
Equip
Equip

As Darkburn Volcano enters the battlefield, you may sacrifice a Swamp or a Mountain. If you don't, Darkburn Volcano enter the battlefield tapped.
: Add
or
to your mana pool.



As Guarded Vault enters the battlefield, you may sacrifice a Plains or an Island. If you don't, Guarded Vault enters the battlefield tapped.
: Add
or
to your mana pool.



As Rough Woodlands enter the battlefield, you may sacrifice a Mountain or a Forest. If you don't, Rough Woodlands enter the battlefield tapped.
: Add
or
to your mana pool.



As Tree of Serenity enter the battlefield you may sacrifice a Forest or Plains. If you don't, Tree of Serenity enter the battlefield tapped.
: Add
or
to your mana pool.



As Whispering Fen enters the battlefield, you may sacrifice a Swamp or an Island. If you don't, Whispering Fen enter the battlefield tapped.
: Add
or
to your mana pool.



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