Bakaran
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Showing 36 of 36 White cards
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Show rarities: C U R M T
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.
: Return Blood of Heroes from your graveyard to the battlefield. If you do, attach it to target white creature it could enchant.
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
: Counter target spell targeting a creature you control unless it's controller pays .
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.
: Ruin Protector gains protection from the color of your choice until end of turn.
Remain – : Target creature gains protection from the color of your choice until end of turn. Activate this ability only during your upkeep and only if Ruin Protector is in your graveyard.
Remain – : Target creature gains protection from the color of your choice until end of turn. Activate this ability only during your upkeep and only if Ruin Protector is in your graveyard.
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.)
, : Smiting Angel deals X damage to each attacking or blocking creature.
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.
, 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.
, 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.
Go to section: Colourless (1) White (36) Blue (35) Black (36) Red (36) Green (36) Multicolour (5) Artifact (13) Land (5)
Show rarities: C U R M T
Bakaran: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Proxy |
Prevent the next X damage that would be dealt to target creature or player this turn.