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Showing all 163 cards
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Flying
: This creature gets +0/+1 until end of turn.

2/2
Flying, defender
When Air Guardian dies, return it to the battlefield transformed.
When Air Guardian dies, return it to the battlefield transformed.
1/4
Flying
4/4
When Ark of Balance enters the battlefield, each opponent that controls more creatures than you sacrifices a creature.


,
, Sacrifice Ark of Balance: Destroy all creatures.




[I]: Exile target creature until this Saga leaves the battlefield.
[II]: You gain life equal to the power of a card exiled with this Saga.
[III]: Return target creature card from your graveyard to the battlefield.
[II]: You gain life equal to the power of a card exiled with this Saga.
[III]: Return target creature card from your graveyard to the battlefield.
Whenever you cast a Cleric spell or Divine spell, you gain 2 life.
1/4
2/1
Flying

: This creature gets +1/+0 and gains menace until end of turn.


3/5
Flying, vigilance
4/4
Prevent the next X damage that would be dealt to any target this turn.
Equipped creature gets +1/+0.
As long as it's your turn, equipped creature has first strike.
Equip Barbarian, or Knight
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
As long as it's your turn, equipped creature has first strike.
Equip Barbarian, or Knight

Equip


Flying
1/1
Choose one —
• Counter target spell that targets you unless that spell's controller pays
.
• Put a ward counter on target permanent.
• You gain 3 life.
• Counter target spell that targets you unless that spell's controller pays

• Put a ward counter on target permanent.
• You gain 3 life.
Whenever a player casts a white spell, you may pay
. If you do, you gain 1 life.

3/3


3/2
Search your library for Plains card, reveal it and put it into your hand. Then shuffle.
When this creature enters, you get a shield counter.
2/5
Create a 1/1 white Wolf creature token for each Plains you control.
This creature can block an additional creature each combat.
4/4
Destroy target artifact or enchantment.
Vigilance
2/2
Target blocking creature gets +7/+7 until end of turn.
Whenever fortified land becomes tapped, you gain 1 life.
: Destroy up to one target permanent attached to fortified land.
Fortify
(
: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)

Fortify


Whenever this creature becomes tapped, you gain 1 life and scry 1.
"Spiritual wholeness is not something you can give to yourself: it is attained only through the divine blessing of healing another."
2/1
Defender
Flying
When this creature enters, exile target creature. Its controller gains life equal to its power.
Flying
When this creature enters, exile target creature. Its controller gains life equal to its power.
3/5




2/2
Enchant artifact or creature
When Captivating Reproduction enters the battlefield, create a 0/0 blue Shapeshifter artifact creature token.
You control enchanted permanent, and the token created with Captivating Reproduction is a copy of it.
When Captivating Reproduction enters the battlefield, create a 0/0 blue Shapeshifter artifact creature token.
You control enchanted permanent, and the token created with Captivating Reproduction is a copy of it.
Imitate? Dominate? Why not both?
Vigilance (Attacking doesn't cause this creature to tap.)
Whenever a player casts a blue spell, you may pay
. If you do, each opponent mills three cards.
Whenever a player casts a blue spell, you may pay

3/4
Whenever another Merfolk you control enters, surveil 1.
Other Merfolk you control get +1/+1.
Other Merfolk you control get +1/+1.
2/2
[I] Tap target creature. It doesn't untap during its controller's next untap step.
[II] Target creature you control can't be blocked except by creatures with defender this turn.
[III] Gain control of target creature. Tap it.
[II] Target creature you control can't be blocked except by creatures with defender this turn.
[III] Gain control of target creature. Tap it.
Flying

: Switch this creature's power and toughness until end of turn.


1/4
Search your library for Island card, reveal it and put it into your hand. Then shuffle.
Fortified land has "
,
: Each player draws a card."
, Sacrifice Howling Archive and fortified land: Each player draws two cards.
Fortify
(
: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)



Fortify


You have no maximum hand size.
If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.
If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.
1/2
Flying
3/4
Surveil 3.
Flying, ward 

4/8
You draw X cards, then discard two cards.
Enchant creature
When this Aura enters, tap enchanted creature and put a stun counter on it.
Whenever a stun counter is removed from enchanted creature, you may pay
. If you do, put a stun counter on it.
When this Aura enters, tap enchanted creature and put a stun counter on it.
Whenever a stun counter is removed from enchanted creature, you may pay


Return target creature to its owner's hand. Surveil 1.
Surveil 2. Return an instant or sorcery card from your graveyard to your hand.
Flying, vigilance
Sphinxes drink from the mystic meres of Serra’s realm, where their keen eyes watch reflections of what is and what is yet to come.
4/4
Equipped creature gets +0/+1 and has flying.
Equip Shaman, or Wizard
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equip Shaman, or Wizard

Equip


Defender, ward
When Water Guardian dies, return it to the battlefield transformed.

When Water Guardian dies, return it to the battlefield transformed.
1/4
Ward 

4/4
Ward 

1/1
Counter target spell unless its controller pays 

[Flying (This creature can't be blocked except by creatures with flying or reach.)]
5/6
Draw three cards.
Whenever a player casts a black spell, you may pay
. If you do, each opponent loses 1 life.

4/6
Flying
2/2
Target player discards a card.
Equipped creature gets +1/+0 and has menace.
Equip Rogue, or Warlock
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equip Rogue, or Warlock

Equip


Fortified land has "
, Sacrifice a creature: Add 

."
Fortify
(
: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)




Fortify


7/5
Target opponent loses life equal to the difference between 4 and the number of cards in their hand.
Flying
Discard a card: Exile the top card of each player's library face down. Look at the cards exiled this way. For as long as they remain exiled, you may play them.
, Pay 1 life: Add one mana of any color.
Discard a card: Exile the top card of each player's library face down. Look at the cards exiled this way. For as long as they remain exiled, you may play them.

Each player searches the top three cards of their library for a card, then exiles it face down, then puts the remaining cards on the bottom of their library in a random order.
Look at each card exiled this way. For as long as it remains exiled, you may play that card.
Look at each card exiled this way. For as long as it remains exiled, you may play that card.
Holy Strength —
: This creature gets +1/+2 until end of turn. Untap it. Activate only once each turn.

2/1
Defender (This creature can't attack.)
When Earth Guardian dies, return it to the battlefield transformed.
When Earth Guardian dies, return it to the battlefield transformed.
1/5
4/5
Whenever another creature you control dies, put a shield counter on this creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
2/2
Flying, trample
7/7
Target opponent discards X cards.
Flying
You may cast Nether Wisp from your graveyard if a creature has died this turn and you have not yet played a card from your graveyard this turn.
You may cast Nether Wisp from your graveyard if a creature has died this turn and you have not yet played a card from your graveyard this turn.
1/1
Target creature gets +X/+0 until end of turn, where X is the number of Swamps you control.
This creature's power and toughness are each equal to the number of Rats you control.
*/*
Create three 1/1 black Rat creature tokens with "This creature can't block."
[I][II][III] Create a tapped Treasure token. You lose 1 life.
When this creature enters, choose one —
• Raise Dead — Return target creature card from a graveyard to its owner's hand.
• End Life — Destroy target nonartifact, nonechantment, nonelemental creature.
• Raise Dead — Return target creature card from a graveyard to its owner's hand.
• End Life — Destroy target nonartifact, nonechantment, nonelemental creature.
2/2
Flying (This creature can't be blocked except by creatures with flying or reach.)
1/1

1/1

0/1
Search your library for Swamp card, reveal it and put it into your hand. Then shuffle.
Target creature you control gets -2/-1 until end of turn.
Creatures you control get +2/+1 until end of turn.
Menace (This creature can't be blocked except by two or more creatures.)
This Vehicle can't block.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
This Vehicle can't block.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
5/3
Whenever this Vehicle becomes crewed or attacks, it deals 1 damage to any target.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
4/3
Equipped creature gets +1/+0 and can't be blocked by creatures with flying.
Equip Scout, or Warrior
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equip Scout, or Warrior

Equip


Flying, menace
5/5
This spell deals X damage to any target.

• This creature gains flying until end of turn.
• This creature gains haste until end of turn.
• This creature gets +1/+0 until end of turn.
Activate no more than three times each turn.
2/3
Defender (This creature can't attack.)
When Fire Guardian dies, return it to the battlefield transformed.
When Fire Guardian dies, return it to the battlefield transformed.
3/2
6/2
Create two 2/2 red Ogre creature tokens.
Other Goblins you control get +1/+1.


, Sacrifice a Goblin: This creature deals damage equal to that creatures power to any target.



2/2
3/4
As an additional cost to cast this spell, sacrifice a creature.
This spell deals damage equal to the sacrificed creature’s power to any target.
This spell deals damage equal to the sacrificed creature’s power to any target.
Double strike (This creature deals both first-strike and regular combat damage.)
3/1
Double target creature’s power until end of turn.
This creature can't block.
Attacking creatures you control get +1/+0.
Attacking creatures you control get +1/+0.
2/2
Whenever a player casts a red spell, you may pay
. If you do, scry 1.

2/2


1/3
This spell deals 2 damage to target creature. That creature loses flying until end of turn.
For each opponent, separate all creatures that player controls into two piles and that player chooses one. Only creatures in the chosen piles can block this turn.
2/3
This spell deals 3 damage to any target.
Whenever fortified land is tapped for mana, you may sacrifice it and tap this Fortification. If you do, create three tapped Treasure tokens.
Fortify
(
: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Fortify


When Trained Tunneler enters the battlefield, choose one —
• Undermine — Destroy target creature with defender.
• Tunnel Past — Creatures with power 2 or less can't be blocked this turn.
• Undermine — Destroy target creature with defender.
• Tunnel Past — Creatures with power 2 or less can't be blocked this turn.
2/2
Target creature loses indestructible until end of turn. This spell deals damage to that creature equal to the number of Mountains you control. If that creature would die, exile it instead.


1/2
Search your library for Mountain card, reveal it and put it into your hand. Then shuffle.
[I][II]: You may discard a card. If you do, draw a card.
[III]: Each player discards their hand, then draws four cards.
[III]: Each player discards their hand, then draws four cards.
This creature gets +1/+1 for each Forest you control.
0/0


2/2
Search your library for Forest card, reveal it and put it into your hand. Then shuffle.
This Vehicle enters with seven +1/+1 counters on it.
, Remove a +1/+1 counter from this Vehicle: It becomes a creature until end of turn.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)

Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
0/4
When this creature enters, choose one —
• Rouse Nature — Return target permanent card from your graveyard to your hand.
• Bring Calm — Destroy all enchantments.
Finality (If this creature would die, exile it instead.)
• Rouse Nature — Return target permanent card from your graveyard to your hand.
• Bring Calm — Destroy all enchantments.
Finality (If this creature would die, exile it instead.)
2/2
Whenever fortified land is tapped for mana, its controller adds an additional
.

: Fortified land becomes a 3/3 green Plant elemental creature until end of turn. It's still a land.
Fortify
(
: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)



Fortify


Whenever this enchantment and/or one or more other enchantments you control enter, draw a card. Triggers only once each turn.
2/2
Reach (This creature can block creatures with flying.)
2/4
Target creature gets +2/+4 and gains reach until end of turn.
Defender
When this creature enters, destroy target land.
When this creature enters, destroy target land.
0/7
Enchant creature
When this Aura enters, put a shield counter on enchanted creature.
Enchanted creature has haste and vigilance.
When this Aura enters, put a shield counter on enchanted creature.
Enchanted creature has haste and vigilance.
Whenever a player casts a green spell, you may pay
. If you do, create a tapped Treasure token.

3/5
Reach (This creature can block creatures with flying.)
: Add
.


2/1
Defender (This creature can't attack.)
When Life Guardian dies, if it isn't a token, create a token that is a copy of it. (The token cannot transform.)
When Life Guardian dies, return it to the battlefield transformed.
When Life Guardian dies, if it isn't a token, create a token that is a copy of it. (The token cannot transform.)
When Life Guardian dies, return it to the battlefield transformed.
0/3
When Life Avenger dies, if it isn't a token, create a token that is a copy of it.
3/3
This creature enters with X shield counters on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
This creature gets +1/+1 for each counter on it.


: Put a shield counter on this creature.
This creature gets +1/+1 for each counter on it.



0/0
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

: This creature gains flying until end of turn.


2/4
2/2
Mill four cards. Put up to one creature card and up to one land card milled this way on top of your library in any order.
Reach, vigilance
6/6
You gain X life.
Equipped creature gets +0/+2 and has reach.
Equip Soldier, or Ranger
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equip Soldier, or Ranger

Equip


Whenever a creature dies, put a corpse counter on Arcanum Ghoul.
Remove three corpse counters from Arcanum Ghoul: Draw a card. Transform Arcanum Ghoul.
Remove three corpse counters from Arcanum Ghoul: Draw a card. Transform Arcanum Ghoul.
2/2
Indestructible
Each other creature you control that is a Zombie and/or Wizard get +1/+1.
Remove a corpse counter from Arcanum Lich: Target Zombie or Wizard gains indestructible until end of turn.

, Remove a corpse counter from Arcanum Lich: Draw a card.
Each other creature you control that is a Zombie and/or Wizard get +1/+1.
Remove a corpse counter from Arcanum Lich: Target Zombie or Wizard gains indestructible until end of turn.


2/3
Look at target opponent’s hand and choose a card from it. That player exiles it, then tap all lands that player controls and they loses all unspent mana. Add one mana of any color for each land they tapped this way and each mana lost this way. Spend this mana only to cast the exiled card. You may cast the exiled card.
Whenever this creature attacks, defending player discards a card, mills a card and sacrifices a permanent.
Whenever a land card is put into a graveyard, its owner loses 2 life.
Whenever a land card is put into a graveyard, its owner loses 2 life.
6/8
When Ominous Sinkhole enters the battlefield, if it was cast, destroy target land.


, Sacrifice a land: Transform Ominous Sinkhole.



Flying, trample
At the beginning of your upkeep, sacrifice a creature and/or a land. If you sacrifice less than two permanents this way, Demonic Overlord deals 7 damage to you.
At the beginning of your upkeep, sacrifice a creature and/or a land. If you sacrifice less than two permanents this way, Demonic Overlord deals 7 damage to you.
7/7
When Disaster Druid enters the battlefield, choose one —
• Destroy target nonbasic land.
• Search your library for a basic land card and put it onto the battlefield tapped.
When there are twelve or more basic lands on the battlefield, transform Disaster Druid.
• Destroy target nonbasic land.
• Search your library for a basic land card and put it onto the battlefield tapped.
When there are twelve or more basic lands on the battlefield, transform Disaster Druid.
1/1
At the beginning of your upkeep, Force of Calamity deals 8 damage to you.



: Prevent all damage your permanents would deal to you this turn.




8/8
Flying, vigilance
When this creature enters, destroy target land.
When this creature enters, it fights up to one target creature you don't control.
Whenever a creature or land is put into a graveyard, this creature deals 2 damage to its controller.
When this creature enters, destroy target land.
When this creature enters, it fights up to one target creature you don't control.
Whenever a creature or land is put into a graveyard, this creature deals 2 damage to its controller.
4/8
Flash (You may cast this spell any time you could cast an instant.)

,
, Sacrifice Annihilation Orb: Exile target permanent.



Ward
(Whenever this becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
First strike
When you cast a Divine spell, transform Nordwith Knight.


First strike
When you cast a Divine spell, transform Nordwith Knight.
2/2
Ward
, First strike
Smite — Whenever Nordwith Paladin attacks, if you cast a Divine spell this turn, destroy up to one target tapped creature defending player controls.

Smite — Whenever Nordwith Paladin attacks, if you cast a Divine spell this turn, destroy up to one target tapped creature defending player controls.
3/3
Whenever this creature is dealt damage, put two +1/+1 counters on it.
4/4
Enchant artifact
Enchanted permanent is a Construct creature. Its still an artifact.
Enchanted permanent gets +3/+3.
Whenever enchanted permanent attacks, you gain 3 life.
Enchanted permanent is a Construct creature. Its still an artifact.
Enchanted permanent gets +3/+3.
Whenever enchanted permanent attacks, you gain 3 life.
Flying, vigilance, first strike
Players can’t untap more than one creature during their untap steps.
Players can’t untap more than one creature during their untap steps.
5/5
Flash
When Barbarian Hero enters the battlefield, if it was cast, create a 1/1 red and white Human Barbarian token.


, Discard a card: Transform Barbarian Hero.
When Barbarian Hero enters the battlefield, if it was cast, create a 1/1 red and white Human Barbarian token.



It is a popular saying in the eastern provinces that a hero never walks alone.
1/1
When this permanent transforms into Barbarian Warlord, create two 1/1 red and white Human Barbarian tokens.
Barbarian Warlord gets +1/+1 for each creature you control.
Barbarian Warlord gets +1/+1 for each creature you control.
That night she lay awake wondering, at what point her wish to protect the peace had turned her into an agent of war.
0/0
+2: Put a shield counter on a permanent you control. Surveil 1.
-3: Create a tapped 2/2 black Zombie creature token for each creature that died this turn.
-9: Destroy all artifacts, creatures and enchantments.
-3: Create a tapped 2/2 black Zombie creature token for each creature that died this turn.
-9: Destroy all artifacts, creatures and enchantments.
6
Draw seven cards. Your life total becomes 1.
End the turn.
End the turn.
Flying
When this creature enters the battlefield, each player secretly chooses a number, then reveal the numbers. For each player that chose a number equal to or less than the number you chose, you lose that much life life and add that much
to your mana pool.
: Add one mana of any color.
When this creature enters the battlefield, each player secretly chooses a number, then reveal the numbers. For each player that chose a number equal to or less than the number you chose, you lose that much life life and add that much


4/4
Destroy all lands.
Fortified land has "
: Remove target attacking creature from combat. You may discard a card. If you do, exile that creature."
Discard a card: Untap fortified land.
Fortify
(
: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)

Discard a card: Untap fortified land.
Fortify


Flying (This creature can't be blocked except by creatures with flying or reach.)
Cloud-Band Pegasus gets +1/+1 as long as you control another Pegasus.
Cloud-Band Pegasus gets +1/+1 as long as you control another Pegasus.
1/1
Flying
At the beginning of your upkeep, sacrifice this creature unless you pay
.
At the beginning of your upkeep, sacrifice this creature unless you pay

4/1
This spell deals 4 damage to any target and 2 damage to you.
Enchant permanent
Warped Existence costs
more to cast if it targets a land.
At the beginning of enchanted permanent's controller's upkeep, Warped Existence deals 1 damage to them.
Warped Existence costs

At the beginning of enchanted permanent's controller's upkeep, Warped Existence deals 1 damage to them.
Each creature blocks this turn if able.
You choose which creatures block this turn and how those creatures block.
You choose which creatures block this turn and how those creatures block.
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)
3/3
Brushland Wolf gets +1/+1 as long as you control another Wolf.
Untapped creatures you control get +0/+2 and have reach.
Return target creature card from your graveyard to the battlefield. It becomes an enchantment in addition to its other types. Put a finality counter on it.
Her body has been stripped from her, but for one last visit Eris has returned.
2/2
Defender (This creature can't attack.)
: Brambletangle Bones gains indestructible until end of turn. Tap it.

2/3
Dryad Wraith cant be blocked if a land entered or left the battlefield this turn.
3/3
6/5
Target creature attacks or blocks this turn if able. It may attack this turn as though it didn't have defender.
Draw a card.
Draw a card.
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Phantom Roc attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it’s on the battlefield.)
When Phantom Roc attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it’s on the battlefield.)
3/3
As long as it’s your turn, Fresh-Faced Recruit has first strike.
2/1
You gain 4 life.
Draw a card.
Draw a card.
Target player sacrifices a creature or an enchantment.
Target creature gets -3/-3 until end of turn.
You lose 3 life.
You lose 3 life.
Target creature gets +3/+3 until end of turn.
You gain 3 life.
You gain 3 life.
This spell deals 6 damage to target creature without flying.
This spell deals 6 damage to target creature with flying.
Counter target spell.
Copy target instant or sorcery spell. You may choose new targets for the copy.
Destroy target artifact.
Destroy target enchantment.


Equipped creature gets +2/+2 as long as you control another creature that shares a supertype or creature type with it.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equip


As long as Jade Simulacrum is a creature, if damage would be dealt to it, that damage is dealt to you instead, and vice versa.
: Jade Simulacrum becomes a 4/6 Golem artifact creature until end of turn.

Flying
, Sacrifice Jeweled Bird: Add one mana of any color.

1/1
(
: Add
or
.)
Cracked Plateau enters the battlefield tapped.



Cracked Plateau enters the battlefield tapped.
(
: Add
or
.)
Fetid Scrubland enters the battlefield tapped.



Fetid Scrubland enters the battlefield tapped.
(
: Add
or
.)
Forested Archipelago enters the battlefield tapped.



Forested Archipelago enters the battlefield tapped.
(
: Add
or
.)
Isle Volcano enters the battlefield tapped.



Isle Volcano enters the battlefield tapped.
(
: Add
or
.)
Lush Savannah enters the battlefield tapped.



Lush Savannah enters the battlefield tapped.
(
: Add
or
.)
Sheltered Taiga enters the battlefield tapped.



Sheltered Taiga enters the battlefield tapped.
(
: Add
or
.)
Sulfurous Badlands enters the battlefield tapped.



Sulfurous Badlands enters the battlefield tapped.
(
: Add
or
.)
Tundra Farmstead enters the battlefield tapped.



Tundra Farmstead enters the battlefield tapped.
(
: Add
or
.)
Underground Pool enters the battlefield tapped.



Underground Pool enters the battlefield tapped.
(
: Add
or
.)
Wooded Bayou enters the battlefield tapped.



Wooded Bayou enters the battlefield tapped.
Flying (This creature can't be blocked except by creatures with flying or reach.)
1/1
2/2
1/1
This creature can't block.
1/1
1/1
(This token can be used to represent a token that’s a copy of a permanent.)

0/0
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Whenever a creature dies, you gain 1 life.
2024-11-02 15:54:35 by SecretInfiltrator