Washikow
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Whenever Adyae Club-Bearer attacks, Adyae Club-Bearer gets +1/+1 for each other Warrior you control.
As long as Adyae Club-Bearer has power of four or greater, Adyae Club-Bearer has first strike.
As long as Adyae Club-Bearer has power of four or greater, Adyae Club-Bearer has first strike.
1/4
At the beginning of your endstep, if you have more life and control more creatures than each opponent, create a 1/1 white-and-black Cleric token and a 1/1 red-and-white Rogue token.
: Create a copy of target token you control. If that token was a creature, creatures sharing a type with that token get +1/+1 until end of turn.
: Create a copy of target token you control. If that token was a creature, creatures sharing a type with that token get +1/+1 until end of turn.
4/4
Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has flying.
Enchanted creature gets +1/+1 for each Plains you control and has flying.
Advisorwork (If you control at least three Advisors when you cast this spell, you may cast a copy of it. You may choose new targets for the copy.)
Prevent the next 5 damage that would be dealt to any target.
Prevent the next 5 damage that would be dealt to any target.
Whenever a player plays a spell from exile, creatures you control get +1/+1 until end of turn.
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
2/3
Once per turn you may cast an Aura from your graveyard. Whenever you cast an Aura spell this way, draw a card.
Sacrifice Bright Prairie Enchantress: Enchanted creatures you control gain indestructible until end of turn,.
Sacrifice Bright Prairie Enchantress: Enchanted creatures you control gain indestructible until end of turn,.
0/3
Flying
: Bronze-Crown Hawk gains first strike until end of turn. This ability costs less to activate if Bronze-Crown Hawk is enchanted.
: Bronze-Crown Hawk gains first strike until end of turn. This ability costs less to activate if Bronze-Crown Hawk is enchanted.
1/1
When Browsing Elk enters the battlefield, you may search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
3/3
Enchant creature
At the beginning of your endstep, create a 1/1 white and black Cleric token.
If the enchanted creature is a Cleric, it has "Gain 1 life whenever a creature enters the battlefield under your control."
At the beginning of your endstep, create a 1/1 white and black Cleric token.
If the enchanted creature is a Cleric, it has "Gain 1 life whenever a creature enters the battlefield under your control."
Sacrifice Dispel the Wicked: Exile target enchantment or creature with a mana value of 1 or less. If you control a Cleric, you may exile target enchantment creature with a mana value of 4 or less instead. Activate this ability only if you gained 3 or more life this turn.
Enchant creature
Whenever Druidic Bliss or another Aura becomes attached to the enchanted creature, put a +1/+1 counter on the enchanted creature.
When the enchanted creature dies, create a 1/1 green and white Druid token with X +1/+1 counters on it, where X was the number of +1/+1 counters on the enchanted creature.
Whenever Druidic Bliss or another Aura becomes attached to the enchanted creature, put a +1/+1 counter on the enchanted creature.
When the enchanted creature dies, create a 1/1 green and white Druid token with X +1/+1 counters on it, where X was the number of +1/+1 counters on the enchanted creature.
Enchant creature
At the beginning of each opponent's endstep, if no player lost life that turn, draw a card.
As long as enchanted creature is an Advisor, it has ",: Tap target creature."
As long as enchanted creature is a Druid it has ",: Target creature gains indestructible until end of turn."
At the beginning of each opponent's endstep, if no player lost life that turn, draw a card.
As long as enchanted creature is an Advisor, it has ",: Tap target creature."
As long as enchanted creature is a Druid it has ",: Target creature gains indestructible until end of turn."
Permanents other than basic lands lose all subtypes.
, Sacrifice Equalization: Each player's life total becomes 20.
, Sacrifice Equalization: Each player's life total becomes 20.
Enchant creature
Enchanted creature gets +1/+3 and has flying.
Enchanted creature gets +1/+3 and has flying.
Creatures you control get +1/+1 and gain vigilance until end of turn.
Warriors you control get +1/+1 and gain flying until end of turn.
Warriors you control get +1/+1 and gain flying until end of turn.
Flying
Whenever a creature you don't control gains one or more types, you may destroy target artifact or enchantment. If a permanent destroyed this way was attached to a creature, gain 2 life.
Whenever a creature you don't control gains one or more types, you may destroy target artifact or enchantment. If a permanent destroyed this way was attached to a creature, gain 2 life.
3/2
Whenever a non-Shapeshifter creature enters the battlefield under your control, you gain 1 life for each of that creature's creature types.
1/1
Enchant creature you don't control
Enchanted creature can't attack or block.
As long as you control an Advisor, Orders of Restraint has Ward .
Enchanted creature can't attack or block.
As long as you control an Advisor, Orders of Restraint has Ward .
At the beginning of your endstep, if you gained at least three life this turn and an opponent controls at least three tapped creatures, draw a card.
1/3
When Sikwaw Tactician enters the battlefield, Warriors you control gain vigilance until end of turn.
1/2
Warriors you control have vigilance.
, Tap two warriors you control: Put a +1/+1 counter on target Warrior you control, and scry 1.
, Tap two warriors you control: Put a +1/+1 counter on target Warrior you control, and scry 1.
1/4
: Until end of turn, whenever a creature dealt damage by Spirit of Guidance dies, exile that creature and gain 1 life.
1/1
Enchant creature
Enchanted creature is a Cleric in addition to its other types.
Whenever enchanted creature dies, return that creature to the battleifled.
Role- At the beginning of your endstep, if you gained five or more life this turn, return Spirituality Counseling from your graveyard to your hand.
Enchanted creature is a Cleric in addition to its other types.
Whenever enchanted creature dies, return that creature to the battleifled.
Role- At the beginning of your endstep, if you gained five or more life this turn, return Spirituality Counseling from your graveyard to your hand.
Flying
Whenever you cast a white spell, target creature you control gets +1/+1 and gains your choice of vigilance, first strike or lifelink until end of turn.
Whenever you cast a white spell, target creature you control gets +1/+1 and gains your choice of vigilance, first strike or lifelink until end of turn.
4/4
You may cast enchantments as though they had flash.
As long as Teller of Tangents is enchanted, enchantments you cast during opponents' turns cost less.
As long as Teller of Tangents is enchanted, enchantments you cast during opponents' turns cost less.
2/1
Enchant creature
Enchanted creature gets +1/+1, has vigilance, and is a Druid in addition to its other types..
Role- At the beginning of your endstep, if you control no untapped creatures, you may return Tending Eyes from your graveyard to your hand.
Enchanted creature gets +1/+1, has vigilance, and is a Druid in addition to its other types..
Role- At the beginning of your endstep, if you control no untapped creatures, you may return Tending Eyes from your graveyard to your hand.
I. Gain 1 life for each enchantment and each Druid you control.
II. Target creature you control gets +1/+1 for each enchantment you control until end of turn. If it's a Druid, it gains vigilance until end of turn.
III. Exile up to one target enchantment you don't control.
II. Target creature you control gets +1/+1 for each enchantment you control until end of turn. If it's a Druid, it gains vigilance until end of turn.
III. Exile up to one target enchantment you don't control.
Whenever a creature with one or more subtypes blocks Unwanting Collective, Unwanting Collective gets +1/+1 for each of that creature's subtypes.
2/4
Vigilance
Whenever three or more creatures you control attack, War Healer becomes a Warrior until end of turn.
: War Healer gains lifelink and first strike until end of turn. Activate this ability only if War Healer is a Warrior.
Whenever three or more creatures you control attack, War Healer becomes a Warrior until end of turn.
: War Healer gains lifelink and first strike until end of turn. Activate this ability only if War Healer is a Warrior.
1/2
Ward
,: Tap target creature.
,: Tap target creature.
1/2
You may cast enchantments as if they had flash.
Whenever an enchantment enters the battlefield under your control tap target creature an opponent controls. Until end of turn that creature loses all abilities.
Whenever an enchantment enters the battlefield under your control tap target creature an opponent controls. Until end of turn that creature loses all abilities.
2/5
Flying
Whenever a Warrior enters the battlefield under your control, Warriors you control get +1/+1 and gain flying until end of turn.
Whenever a Warrior enters the battlefield under your control, Warriors you control get +1/+1 and gain flying until end of turn.
2/3
Flying
Sacrifice Wisp of Tales: Prevent the next X damage that would be dealt to any target, where X is the number of enchantments you control.
Sacrifice Wisp of Tales: Prevent the next X damage that would be dealt to any target, where X is the number of enchantments you control.
2/3
Enchant creature
: Enchanted creature gets -2/+4. If that creature was blocking, it loses deathtouch until end of turn.
: Enchanted creature gets -2/+4. If that creature was blocking, it loses deathtouch until end of turn.
Counter target spell unless its controller pays , where X is one plus the number of Wizards you control.
Scry 2, then reveal the top card of your library. When you reveal a card this way, choose one. If you revealed a Scout this way, you may choose both
• Counter target spell that shares a type with the revealed card.
• Draw two cards.
• Counter target spell that shares a type with the revealed card.
• Draw two cards.
: Untap another target tapped creature you control. Until end of turn, that creature gains Ward .
2/2
Enchant creature
Enchanted creature gets +0/1 and has "- Return this creature to its owner's hand: Return target nonland permanent to its owner's hand.
Role- At the beginning of your endstep, if you have seven or more cards in your hand, you may return Circular Wandering from your graveyard to your hand.
Enchanted creature gets +0/1 and has "- Return this creature to its owner's hand: Return target nonland permanent to its owner's hand.
Role- At the beginning of your endstep, if you have seven or more cards in your hand, you may return Circular Wandering from your graveyard to your hand.
Enchant permanent you don't control
Whenever a spell or ability would target the enchanted permanent, counter it unless that spell or ability's controller pays
Whenever a spell or ability would target the enchanted permanent, counter it unless that spell or ability's controller pays
At the beginning of each combat, you may tap a creature you control. If you do, creatures you don't control get -1/-0 until end of turn. If you tapped an Advisor this way, creatures you don't control get -2/-0 until end of turn instead.
Flash
Enchant creature
When Distracting Discussion enters the battlefield, tap enchanted creature. That creature doesn't untap as long as you control an Advisor.
Enchant creature
When Distracting Discussion enters the battlefield, tap enchanted creature. That creature doesn't untap as long as you control an Advisor.
Flash
,: Exile target tapped creature. If you own that card, you may return it to the battlfield at the beginning of your next endstep.
,: Exile target tapped creature. If you own that card, you may return it to the battlfield at the beginning of your next endstep.
3/3
Flying
When Flocking Goose enters the battlefield, untap another target creature with flying you control.
When Flocking Goose enters the battlefield, untap another target creature with flying you control.
2/2
As you cast Glamouring Distraction, you may pay .
Counter target noncreature spell. If you paid an additional , create a 0/1 blue Illusion Wizard token.
Counter target noncreature spell. If you paid an additional , create a 0/1 blue Illusion Wizard token.
Flash, flying
When Guidance Trickster enters the battlefield, copy target triggered ability you control from an enchantment source. You may choose new targets for the copy.
When Guidance Trickster enters the battlefield, copy target triggered ability you control from an enchantment source. You may choose new targets for the copy.
2/1
Flying
When Guiding Spirit of Destiny enters the battlefield, gain control of target nonland permanent with a mana value of X or less, where X is the number of Advisors you control.
When Guiding Spirit of Destiny enters the battlefield, gain control of target nonland permanent with a mana value of X or less, where X is the number of Advisors you control.
2/4
I. Copy the I. of another target Saga.
II. Copy the II. of another target Saga.
III. Copy the III of another target Saga.
II. Copy the II. of another target Saga.
III. Copy the III of another target Saga.
+1: Return target tapped nonland permanent to its owner's hand.
-3: Until your next upkeep, creatures you don't control get -X/-0 until end of turn, where is the total number of types among non-Shapeshifter creatures you control.
-9: You gain an emblem with "Whenever a nontoken creature enters the battlefield under your control, create token copy of it, except it's a Shapeshifter with no other creature types."
-3: Until your next upkeep, creatures you don't control get -X/-0 until end of turn, where is the total number of types among non-Shapeshifter creatures you control.
-9: You gain an emblem with "Whenever a nontoken creature enters the battlefield under your control, create token copy of it, except it's a Shapeshifter with no other creature types."
5
I. Target player reveals their hand until the beginning of your next turn. Until the beginning of your next turn, you may pay and tap a Scout or Wizard you control to counter any spell revealed this way.
II. Target player reveals their hand. You may cast noncreature spells revealed this way, spending mana as if it were mana of any color to do so.
III. Until end of turn, if whenever a Wizard or Scout deals combat damage to an opponent, you may search that player's library for a noncreature spell and cast it without paying its mana cost.
II. Target player reveals their hand. You may cast noncreature spells revealed this way, spending mana as if it were mana of any color to do so.
III. Until end of turn, if whenever a Wizard or Scout deals combat damage to an opponent, you may search that player's library for a noncreature spell and cast it without paying its mana cost.
Whenever you cast an instant or sorcery spell, you may put target instant or sorcery from your graveyard on the bottom of your library.
Flying
,: Each opponent mills three cards. Activate this ability only if another Rogue dealt combat damage to a player this turn.
,: Each opponent mills three cards. Activate this ability only if another Rogue dealt combat damage to a player this turn.
1/1
Whenever you cast an instant or sorcery spell, you may pay . If you do, create a 0/1 blue Wizard Illusion token with defender and "Sacrifice this creature whenever it becomes the target of a spell or ability."
1/1
Target creature you control gains flying until end of turn. If that creature is a Scout, it also gains "Whenever this creature deals combat damage to a player or planeswalker, you may draw a card, then discard a card." until end of turn.
Enchant creature you control
Enchanted creature is a Rogue in addition to its other types and has "Whenever this creature deals combat damage to a player, draw a card."
Role- At the beginning of your endstep, if you control a creature with flying, you may return Prize-Taking from your graveyard to your hand.
Enchanted creature is a Rogue in addition to its other types and has "Whenever this creature deals combat damage to a player, draw a card."
Role- At the beginning of your endstep, if you control a creature with flying, you may return Prize-Taking from your graveyard to your hand.
Flying
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, draw a card for each Wizard and each Scout you control.
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, draw a card for each Wizard and each Scout you control.
3/3
Flying
Whenever an opponent draws a card, Rollicking Gust gets +1/+1 until end of turn.
Whenever an opponent draws a card, Rollicking Gust gets +1/+1 until end of turn.
2/2
Defender
,: Look at the top card of your library. Then, you may shuffle your library. If you don't, put an instant or sorcery card from your graveyard on the bottom of your library.
,: Look at the top card of your library. Then, you may shuffle your library. If you don't, put an instant or sorcery card from your graveyard on the bottom of your library.
0/5
Flash
Enchant creature
Whenever a creature blocks or becomes blocked by the enchanted creature, that creature gets -2/-0 until end of turn. If the enchanted creature is a Rogue, that creature's controller mills two cards.
Enchant creature
Whenever a creature blocks or becomes blocked by the enchanted creature, that creature gets -2/-0 until end of turn. If the enchanted creature is a Rogue, that creature's controller mills two cards.
,- Exile a Wizard card from your hand: Counter target noncreature spell.
"Let those who fail to learn be a lesson to everyone else."
2/2
Draw three cards. Then discard two cards unless you discard an enchantment card.
No one wishes to become an Unwanting, but life is never so easy.
: Each opponent mills X cards, where X is twice the number of Rogues you control.
The Sikwaw warriors took their rightful prizez from Hisglee. The thieves took everything they could.
1/3
Scoutwork (If you control at least three Scouts when you cast this spell, you may cast a copy of it. You may choose new targets for the copy.)
Wizardwork (If you control at least three Wizards when you cast this spell, you may cast a copy of it. You may choose new targets for the copy.)
Draw three cards, then discard a card.
Wizardwork (If you control at least three Wizards when you cast this spell, you may cast a copy of it. You may choose new targets for the copy.)
Draw three cards, then discard a card.
Whenever Turtle Bay Naturalist or another creature enters the battlefield under your control, you may scry 1.
2/3
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities, tap target creature an opponent controls. Creatures tapped this way don't untap during their controller's next untap step.
3/3
Return target creature to its owner's hand. If a Vanishing Trick targets a Rogue you control, you may draw a card, then discard a card.
"Not even spirits vanish that quickly." -Huritt, Cautious Jeweler
Whenever Voidwarp Serpent becomes the target of a spell or ability you don't control, you may exile another target permanent you control, then return that permanent to the battlefield under its owner's control.
4/4
I. Scry 1.
II. Scry 2, then draw a card.
III. Until end of turn, up to one target creature you control gains "Whenever this creature deals combat damage to a player, draw a card." If a Scout was targeted this way, it gains hexproof until end of turn.
II. Scry 2, then draw a card.
III. Until end of turn, up to one target creature you control gains "Whenever this creature deals combat damage to a player, draw a card." If a Scout was targeted this way, it gains hexproof until end of turn.
I. Each player draws X cards, then X cards from their hand, where X is the number of Advisors and Rogues you control.
II. Each player draws X cards, then X cards from their hand, where X is the number of Advisors and Rogues you control.
III. Until end of turn, you may play cards exiled by When Every Word Mattered. You may spend mana as though it were mana of any color to cast this spell.
II. Each player draws X cards, then X cards from their hand, where X is the number of Advisors and Rogues you control.
III. Until end of turn, you may play cards exiled by When Every Word Mattered. You may spend mana as though it were mana of any color to cast this spell.
Whenever the ability of one or more Scouts you control not named Whistling Mimicker is triggered, copy that ability. You may choose new targets for the copy.
1/2
At the beginning of your upkeep, sacrifice a creature.
Trample
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, each opponent sacrifices a creature.
Trample
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, each opponent sacrifices a creature.
5/5
At the beginning of your upkeep you may return a creature card from your graveyard to the battlefield. It's a Spirit in addition to its other types and gains haste and "Exile this creature at the beginning of your next endstep."
Whenever a Cleric or Citizen card enters the battlefield this way, gain 2 life and create a tapped Treasure token.
Whenever a Cleric or Citizen card enters the battlefield this way, gain 2 life and create a tapped Treasure token.
When Average Person enters the battlefield, lose 1 life and draw a card.
1/3
Whenever Banisher of the Malicious deals combat damage to a player, exile target card from that player's graveyard unless that player has you gain 3 life instead.
3/4
Whenever Bitter Avenger attacks, Bitter Avenger deals 1 damage to each opponent who has more cards in their hand than you do.
It is forbidden to take what is not one's own. Our sanity, health, and lives are greater than our own person, and shared with all around us however.
2/2
Flash
Whenever Cunning Hero deals combat damage to a player, that player mills a card. If a land or creature is put into a graveyard this way, create a tapped Treasure token. Otherwise, that player loses 2 life.
Whenever Cunning Hero deals combat damage to a player, that player mills a card. If a land or creature is put into a graveyard this way, create a tapped Treasure token. Otherwise, that player loses 2 life.
3/2
Whenever Curious Gardener enters the battlefield or dies, target creature gets -1/-1 until end of turn. If Curious Gardener is a Cleric, up to three target creatures get -1/-1 until end of turn instead.
Whenever you gain life, Curious Gardener becomes a Cleric until end of turn.
Whenever you gain life, Curious Gardener becomes a Cleric until end of turn.
2/3
Ward- Pay 1 life
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, each opponent discards a card.
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, each opponent discards a card.
2/4
Enchant creature you control
Whenever enchanted creature dies, each opponent loses life equal to the enchanted creature's power.
Whenever enchanted creature dies, each opponent loses life equal to the enchanted creature's power.
I. Each opponent who has more cards in their hand than you discards a card.
II. Each opponent with more life than you loses 3 life.
III. Until end of turn, Rogues you control have lifelink and "Whenever this creature deals combat damage to a player, lose 1 life and draw a card."
II. Each opponent with more life than you loses 3 life.
III. Until end of turn, Rogues you control have lifelink and "Whenever this creature deals combat damage to a player, lose 1 life and draw a card."
For each opponent, that player chooses two —
• That player sacrifices a creature.
• That player discards a card.
• That player loses 3 life.
• That player sacrifices a creature.
• That player discards a card.
• That player loses 3 life.
Whenever a creature an opponent controls dies, each player loses 1 life.
2/2
Lifelink
At the beginning of your endstep, each opponent loses X life, where X is the number of Clerics you control.
At the beginning of your endstep, each opponent loses X life, where X is the number of Clerics you control.
2/4
Cards in your graveyard have hexproof.
1/1
Enchant creature
Enchanted creature is a Berserker in addition to its other types.
Whenever enchanted creature blocks a creature, that creature deals 2 damage to its controller.
Role- Whenever an attacking creature dies, return Home Defense from your graveyard to your hand.
Enchanted creature is a Berserker in addition to its other types.
Whenever enchanted creature blocks a creature, that creature deals 2 damage to its controller.
Role- Whenever an attacking creature dies, return Home Defense from your graveyard to your hand.
Whenever a creature, artifact, or enchantment card is put into an opponent's graveyard from anywhere other than battlefield, create a tapped Treasure token unless that card's owner pays 1 life.
1/3
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, lose 1 life and create a 1/1 black-and-green Citizen token.
2/2
Defender
Whenever a creature you control dies, Mourning Guardian gets +2/+1 until end of turn.
Whenever a creature you control dies, Mourning Guardian gets +2/+1 until end of turn.
0/3
Destroy target creature that has two or more creature types.
When one dies and takes their journey away, someone else will come to do the same work, and if they have any wisdom, give a different message.
When Owl Thief enters the battlefield, each opponent discards two cards. Then, If no creature cards were put into a graveyard this way, draw a card.
: Owl Thief gains flying until end of turn.
: Owl Thief gains flying until end of turn.
2/4
Draw two cards and lose 2 life. If you control a Citizen, scry 1, draw two cards, then lose 1 life instead.
Enchant creature you control
Enchanted creature has ": This creature gets +1/-1 until end of turn." and "When this creature dies, each player loses 2 life."
Enchanted creature has ": This creature gets +1/-1 until end of turn." and "When this creature dies, each player loses 2 life."
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, up to one target creature gets -2/-2 until end of turn.
1/3
Whenever Smoke Guardian deals combat damage to a player, you may pay . If you deal, each creature that player controls gets -1/-1 until end of turn.
: Smoke Guardian becomes a Rogue in addition to its other types and can't be blocked until end of turn.
: Smoke Guardianbecomes a Berserker in addition to its other types until end of turn and deals 1 damage to any target. This ability can't deal damage to a single target more than twice each turn.
: Smoke Guardian becomes a Rogue in addition to its other types and can't be blocked until end of turn.
: Smoke Guardianbecomes a Berserker in addition to its other types until end of turn and deals 1 damage to any target. This ability can't deal damage to a single target more than twice each turn.
2/1
When Sobbing One dies, up to one target creature gets -1/-1 until end of turn.
None of the Sikwaw remember why she cries, but they know to cry with her.
1/1
Whenever Spirit Trapped in Pain is dealt damage by a source another player controls, Spirit Trapped in Pain that player loses 2 life and puts the top four cards of their library into their graveyard.
7/7
Return target creature card from your graveyard to your hand. If you control a Cleric, you may cast a creature spell sharing the same name for less this turn.
Deathtouch
Spiteful Unwanting can't block
Spiteful Unwanting can't block
When every person has been killed off, society becomes nothing but a history until the tongues lose their memory of the dead.
3/1
Whenever Storied Bobcat attacks, each opponent loses 1 life. If you control a Saga, each opponent loses 2 life instead.
3/5
Flash, defender
Gloom-At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, each opponent loses 1 life and puts the top card of their library into their graveyard.
Gloom-At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, each opponent loses 1 life and puts the top card of their library into their graveyard.
2/4
Whenever another nontoken creature enters the battlefield under your control, you may pay and 1 life. If you do, create a 1/1 black-and-green Citizen token.
,: Exile target card from a graveyard. If a creature card was exiled this way, other creatures you control gain lifelink until end of turn. Otherwise, gain 3 life.
,: Exile target card from a graveyard. If a creature card was exiled this way, other creatures you control gain lifelink until end of turn. Otherwise, gain 3 life.
3/5
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, you pay . If you do, each player discards a card. You gain life equal to the highest mana value of a card discarded this way.
3/4
I. Sacrifice any number of non-Citizen creatures, then create that many 1/1 black-and-green Citizen tokens.
II. Creatures you control gain menace until end of turn.
III. Destroy all creatures. When a Citizen dies this way, each opponent loses 1 life and you gain 1 life.
II. Creatures you control gain menace until end of turn.
III. Destroy all creatures. When a Citizen dies this way, each opponent loses 1 life and you gain 1 life.
Destroy target creature or planeswalker. Then, if you control a Berserker and a Saga, you may destroy an additional creature or planeswalker.
Target player sacrifices X enchantments. For each enchantment sacrificed this way, that player loses 3 life unless they sacrifice a creature.
Berserker's Blasting Bolt costs less for each Berserker you control.
Deal 5 damage to target creature or planeswalker.
Deal 5 damage to target creature or planeswalker.
Deal 2+X damage to target creature or planeswalker, where X is the number of Wizards you control.
I. Deal 1 damage to each player, planeswalker, and non-Berserker creature.
II. Up to one target creature gains doublestrike until the beginning of your next turn.
III. Until the beginning of your next turn, whenever a creature you control deals combat damage to another creature, deal 2 damage to that creature's controller.
II. Up to one target creature gains doublestrike until the beginning of your next turn.
III. Until the beginning of your next turn, whenever a creature you control deals combat damage to another creature, deal 2 damage to that creature's controller.
Whenever you cast a sorcery spell, creatures you control with a mana value of four or greater get +1/+0 until end of turn.
4/3
I. Instant and sorcery spells you cast cost less until end of turn.
II. Creatures you control gain ": Deal 1 damage to any target. If this creature is a Shaman, add whenever damage is dealt this way." until end of turn.
III. Whenever a creature enters the battlefield under your control this turn, it gains haste and double its power until end of turn.
II. Creatures you control gain ": Deal 1 damage to any target. If this creature is a Shaman, add whenever damage is dealt this way." until end of turn.
III. Whenever a creature enters the battlefield under your control this turn, it gains haste and double its power until end of turn.
Discard a card, then draw two cards.
If you discarded a creature card that shares a type with a creature you control, you may create a tapped Treasure token.
If you discarded a creature card that shares a type with a creature you control, you may create a tapped Treasure token.
Add plus an additional for each Shaman you control.
Destroy target artifact. If an artifact creature or equipment was destroyed this way, create a 1/1 red-and-white Warrior token. Otherwise, up to one Wizard you control gets +3/+0 until end of turn.
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +2/+0, gains haste and trample, and is a Berserker in addition to its other types.
Deal 1 damage to target creature or planeswalker. If a permanent that was dealt combat damage this turn dies this way, create a tapped Treasure token.
Whenever you cast an instant or sorcery spell, you may pay . If you do, deal 1 damage to any target and exile the top card of your library. Until the beginning of your next endstep, you may play cards exiled by Firelight Storytelling.
Enchant creature
Enchanted creature gets +3/+0 and is a Berserker and a Shaman in addition to its other types.
Whenever the enchanted creature dies, add and deal 3 damage to target creature or planeswalker an opponent controls.
Role- At the beginning of your endstep, if a creature you control died this turn, return Flames of the Soul from your graveyard to your hand.
Enchanted creature gets +3/+0 and is a Berserker and a Shaman in addition to its other types.
Whenever the enchanted creature dies, add and deal 3 damage to target creature or planeswalker an opponent controls.
Role- At the beginning of your endstep, if a creature you control died this turn, return Flames of the Soul from your graveyard to your hand.
Haste, first strike
"The first thud you hear will be my club on the enemy's head. The second thud is them falling to the ground."
2/2
When Hawthorn Caller dies, it deals damage equal to its power to up to one target creature or planeswalker. If you control a permanent with a mana value of four or greater, Hawthorn Caller deals damage equal to twice its power to that target instead.
1/1
Whenever an instant or sorcery spell you cast deals damage to an opponent, Hisglee Howling Guardian becomes a Shaman in addition to its other types until end of turn.
When Hisglee Howling Guardian dies, deal X damage to any target, where X is Hisglee Howling Guardian's number of creature types.
When Hisglee Howling Guardian dies, deal X damage to any target, where X is Hisglee Howling Guardian's number of creature types.
2/1
When Hungry Marten enters the battlefield deal 2 damage to each opponent who doesn't control a creature.
2/1
Deal 3 damage to any target.
Wizardwork (If you control at least three Wizards when you cast this spell, you may cast a copy of it. You may choose new targets for the copy.)
Wizardwork (If you control at least three Wizards when you cast this spell, you may cast a copy of it. You may choose new targets for the copy.)
Ward- Pay 4 life.
Whenever an instant or sorcery you cast would deal damage to a creature, planeswalker, or player, it deals that much damage plus X instead, where X is Leeyanken, The Fire-Starter's power.
Whenever an instant or sorcery you cast would deal damage to a creature, planeswalker, or player, it deals that much damage plus X instead, where X is Leeyanken, The Fire-Starter's power.
3/7
I. Whenever a creature you control deals combat damage to a player this turn, exile the top card of your library.
II. You may cast spells exiled by Maddening Gathering this turn.
III. You may cast spells exiled Maddening Gathering this turn. Spells cast this way cost less for each Berserker and Shaman you control.
II. You may cast spells exiled by Maddening Gathering this turn.
III. You may cast spells exiled Maddening Gathering this turn. Spells cast this way cost less for each Berserker and Shaman you control.
Enchant creature
Whenever a Warrior you control attacks, deal 1 damage to the enchanted creature.
Role- At the beginning of your endstep, if creatures you control dealt 3 or more damage to an opponent, return Object of Bullying from your graveyard to your hand.
Whenever a Warrior you control attacks, deal 1 damage to the enchanted creature.
Role- At the beginning of your endstep, if creatures you control dealt 3 or more damage to an opponent, return Object of Bullying from your graveyard to your hand.
Whenever you cast a wizard, instant, or sorcery spell, target creature can't block until end of turn.
2/3
Haste
When Quickfire Spirit enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
When Quickfire Spirit enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
2/2
After your first combat phase each turn, there is an additional combat phase. Untap each Warrior and Wizard you control at the beginning of this additional combat phase.
Copy each instant you cast during additional combat phases. You may choose new targets for the copies.
Copy each instant you cast during additional combat phases. You may choose new targets for the copies.
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities, Restless Cudgeler deals 1 damage to any target.
"The story of Richard the Bored, no one wants to hear that."
1/2
I. Add . Spend this mana only to cast sorcery or creature spells.
II. The first creature spell you cast this turn gets +1/+0 gains haste until end of turn.
III. Exile the top two cards of your library. Until end of turn, you may play cards exiled this way. Shamans exiled this way cost less to cast.
II. The first creature spell you cast this turn gets +1/+0 gains haste until end of turn.
III. Exile the top two cards of your library. Until end of turn, you may play cards exiled this way. Shamans exiled this way cost less to cast.
Whenever a creature deals combat damage to you, Scarred Berserker gets +1/+0 until the beginning of your next endstep.
1/3
When Snarling Cougar enters the battlefield, it deals 2 damage to up to one target permanent or player that was dealt damage this turn.
3/3
Whenever you cast a white instant or sorcery spell, Thunder-Cudgel Raider becomes a Warrior and gains vigilance until end of turn.
Whenever you cast a blue instant or sorcery spell, Thunder-Cudgel Raider becomes a Wizard and can't be blocked until end of turn.
,: Creatures you control get +2/+0 until end of turn. If Thunder-Cudgel Raider is a Wizard, creatures you control gain flying until end of turn. If Thunder-Cudgel Raider is a Warrior, Thunder-Cudgel Raider creatures you control gain first strike until end of turn.
Whenever you cast a blue instant or sorcery spell, Thunder-Cudgel Raider becomes a Wizard and can't be blocked until end of turn.
,: Creatures you control get +2/+0 until end of turn. If Thunder-Cudgel Raider is a Wizard, creatures you control gain flying until end of turn. If Thunder-Cudgel Raider is a Warrior, Thunder-Cudgel Raider creatures you control gain first strike until end of turn.
1/1
Flying
: Copy target instant or sorcery spell and Twin-Flame Hellkite gets +2/+0 until end of turn. Activate this ability only once and only during your own turn.
: Copy target instant or sorcery spell and Twin-Flame Hellkite gets +2/+0 until end of turn. Activate this ability only once and only during your own turn.
3/4
Defender
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities, sacrifice Unwanting Ruiner and destroy target land.
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities, sacrifice Unwanting Ruiner and destroy target land.
0/4
Warriorwork (If you control at least three Warriors when you cast this spell, you may cast a copy of it. You may choose new targets for the copy.)
Double target creature's power until end of turn. If that creature is a Warrior, it gains doublestrike until end of turn.
Double target creature's power until end of turn. If that creature is a Warrior, it gains doublestrike until end of turn.
First strike
: Target attacking creature gets +2/-1 until end of turn. This ability can't target a creature who's power is 1 or less.
: Target attacking creature gets +2/-1 until end of turn. This ability can't target a creature who's power is 1 or less.
Her attacker fell from the swooping swing. On the ground, the last thing he saw was face of the sister he had just killed before the cudgel split his skull open.
2/2
When Waking Cliff-Face enters the battlefield, nonbasic lands become Mountains until the beginning of your next endstep. Any player may sacrifice two untapped nonbasic lands to counter this ability.
5/5
Whenever you cast an instant that targets another creature during combat, you may . If you do, copy that spell, except the target targets War Braggart instead.
2/3
Enchant creature
As long as the enchanted creature has the greatest power or tied for greatest power on the battlefield, draw an additional card during your draw step.
As long as the enchanted creature has the greatest power or tied for greatest power on the battlefield, draw an additional card during your draw step.
: Brute Moose gets +2/+2 until end of turn. Activate this ability only once each turn.
When Brute Moose dies, destroy up to one target artifact.
When Brute Moose dies, destroy up to one target artifact.
6/6
Enchant creature
Enchanted creature has hexproof. If the enchanted creature is a Druid, it gets +2/+2.
Role- At the beginning of your endstep, if a noncreature permanent card was put into a graveyard this turn, you may return Cloak of Forest-Cover from your graveyard to your hand.
Enchanted creature has hexproof. If the enchanted creature is a Druid, it gets +2/+2.
Role- At the beginning of your endstep, if a noncreature permanent card was put into a graveyard this turn, you may return Cloak of Forest-Cover from your graveyard to your hand.
Whenever you cast a spell with a mana value of 4 or more, Conjurer of Awe gets +2/+1 until end of turn.
2/2
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities, gain 1 life for each creature you control.
1/4
Vigilance
When Elder of Many Stories enters the battlefield, return up to one target creature card, up to one target enchantment card, and up to one planeswalker card from your graveyard to your hand.
When Elder of Many Stories enters the battlefield, return up to one target creature card, up to one target enchantment card, and up to one planeswalker card from your graveyard to your hand.
2/4
Trample
: Elm Brute gets +2/+2 until end of turn. Activate this ability only when you could cast a sorcery, and only if you control two or more Forests.
: Elm Brute gets +2/+2 until end of turn. Activate this ability only when you could cast a sorcery, and only if you control two or more Forests.
6/6
At the beginning of your upkeep, choose 1-
• Fearsome Spirit gains trample until end of turn.
• Fearsome Spirit gains deathtouch until end of turn.
• Fearsome Spirit gains trample until end of turn.
• Fearsome Spirit gains deathtouch until end of turn.
5/5
When Forest Stalker enters the battlefield, reveal the top card of your library. If you revealed a land this way, put it onto the battlefield tapped. Otherwise, add the card to your hand. If a Scout was revealed this way, gain 3 life.
1/1
: Add . If this mana is spent to cast an enchantment spell, untap Gentle Cultivator and it loses all abilities until end of turn.
1/2
When Gift-Breaker Lynx enters the battlefield, you may destroy target artifact or enchantment.
4/4
,: Target creature that shares a creature type with Hisglee Informant gains deathtouch until end of turn. Activate this ability only during your own turn.
,: Return target creature you control to its owner's hand. If that creature shared a type with Hisglee Informant, put a +1/+1 counter on Hisglee Informant.
,: Return target creature you control to its owner's hand. If that creature shared a type with Hisglee Informant, put a +1/+1 counter on Hisglee Informant.
2/2
Enchant creature
Enchanted creature gets +1/+1 and can't be blocked by creatures with a power of 2 or less.
Enchanted creature gets +1/+1 and can't be blocked by creatures with a power of 2 or less.
Whenever an enchanted creature you control attacks, choose one —
•That creature gains hexproof until end of turn.
•Put a basic land from your hand onto the battlefield tapped.
•That creature gains hexproof until end of turn.
•Put a basic land from your hand onto the battlefield tapped.
4/5
Whenever you cast a spell with a mana value of four or greater, you may destroy target artifact or enchantment.
3/2
When Leyline-Bonded enters the battlefield, you may put a green creature card from your hand onto the battlefield. If a Druid card entered the battlefield this way, create a token copy of that creature.
4/4
Whenever an enchantment card exits your graveyard, your may return Living Mysiticism from your graveyard to your hand.
Living Mysiticism's power and toughness are equal to the number of enchantments you control.
Living Mysiticism's power and toughness are equal to the number of enchantments you control.
*/*
As long as you control three or more creatures, Living and Learning Child is a Citizen.
If you've draw two or more cards this turn, Living and Learning Child is a Scout.
As long as Living and Learning Child is a Citizen, spells and abilities opponents control can't cause you to sacrifice permanents.
As long as Living and Learning Child is Scout, if a spell or ability an opponent controls would cause you to discard a card, draw a card instead.
If you've draw two or more cards this turn, Living and Learning Child is a Scout.
As long as Living and Learning Child is a Citizen, spells and abilities opponents control can't cause you to sacrifice permanents.
As long as Living and Learning Child is Scout, if a spell or ability an opponent controls would cause you to discard a card, draw a card instead.
1/1
Ward
Whenever you cast a spell with a mana value of four or greater, create a 3/3 green Treefolk Spirit Shaman token with ward .
Whenever you cast a spell with a mana value of four or greater, create a 3/3 green Treefolk Spirit Shaman token with ward .
7/7
Return Mindful Person and two other Citizens to their owner's hand: Prevent all combat damage that would be dealt this turn.
1/3
Enchant creature
Enchanted creature has ": Add ." and is a Druid and a Shaman in addition to its other types.
Role- If you didn't cast a permanent spell with a mana value of four or greater this turn, return Mystic Rites from the graveyard to your hand.
Enchanted creature has ": Add ." and is a Druid and a Shaman in addition to its other types.
Role- If you didn't cast a permanent spell with a mana value of four or greater this turn, return Mystic Rites from the graveyard to your hand.
Search your library for a basic land, reveal it, and add it to your hand. If you control a Druid, you may search for library for any land instead, reveal it, and add it to your hand instead.
You may play an additional land this turn.
You may play an additional land this turn.
Haste, reach, vigilance
Whenever a noncreature permanent is put into the graveyard from the battlefield, double Navigator of Ruin's power and toughness until end of turn.
Whenever a noncreature permanent is put into the graveyard from the battlefield, double Navigator of Ruin's power and toughness until end of turn.
1/2
,: Put a land from your hand onto the battlefield tapped. This ability costs less if you control three or more Scouts.
When Pahoowe Wayfinder enters the battlefield, you may search your library for a basic land, reveal it, and add it to your hand.
When Pahoowe Wayfinder enters the battlefield, you may search your library for a basic land, reveal it, and add it to your hand.
3/3
Ward
: Painted Snapjaw gets +2/+0 until end of turn. Activate this ability only once each turn.
: Painted Snapjaw gets +2/+0 until end of turn. Activate this ability only once each turn.
1/3
At the beginning of your upkeep, create a 1/1 black-and-green Citizen token.
Whenever another Scout enters the battlefield,you may have any number of Citizens you control become a copy of that Scout until end of turn.
Whenever another Scout enters the battlefield,you may have any number of Citizens you control become a copy of that Scout until end of turn.
1/4
Destroy target creature with flying. Then, if a non-Shapeshifter was destroyed this way, scry X, where X is the number of creature types that creature had.
Reach
: Sky Guide gains hexproof and vigilance until end of turn.
: Sky Guide gains hexproof and vigilance until end of turn.
1/2
Vigilance
If an Aura you own would be put into a graveyard, it loses the Aura type and becomes a creature with a power and toughness equal to its mana value instead. It's still an enchantment.
If an Aura you own would be put into a graveyard, it loses the Aura type and becomes a creature with a power and toughness equal to its mana value instead. It's still an enchantment.
5/4
Whenever a creature dealt damage by Spirit-Eater Hydra dies, exile that creature.
: Until end of turn Spirit-Eater Hydra gets +X/+X, where X is the number of creature types on non-Shapeshifter cards exiled by Spirit-Eater Hydra, and has protection from those creature types.
: Until end of turn Spirit-Eater Hydra gets +X/+X, where X is the number of creature types on non-Shapeshifter cards exiled by Spirit-Eater Hydra, and has protection from those creature types.
5/6
Enchant creature
At the beginning of your upkeep, if you control three or more creatures, then put a +1/+1 counter on the enchanted creature. Then, if the enchanted creature is a Citizen, you gain life equal to its power.
At the beginning of your upkeep, if you control three or more creatures, then put a +1/+1 counter on the enchanted creature. Then, if the enchanted creature is a Citizen, you gain life equal to its power.
Enchant creature
Enchanted creature is a Scout in addition to its other types.
Whenever the enchanted creature attacks, look at the top card of your library. You may reveal it. If a creature was revealed this way, the enchanted creature gets +2/+2 until end of turn. Otherwise, gain 2 life.
Enchanted creature is a Scout in addition to its other types.
Whenever the enchanted creature attacks, look at the top card of your library. You may reveal it. If a creature was revealed this way, the enchanted creature gets +2/+2 until end of turn. Otherwise, gain 2 life.
Enchant creature
Enchanted creature has ": Add for each creature you control." If the enchanted creature is a Citizen, you may spend this mana as though it were mana of any color.
Role- At the beginning of your endstep, if you control three or more creatures, you may return Welcoming Embrace from your graveyard to your hand.
Enchanted creature has ": Add for each creature you control." If the enchanted creature is a Citizen, you may spend this mana as though it were mana of any color.
Role- At the beginning of your endstep, if you control three or more creatures, you may return Welcoming Embrace from your graveyard to your hand.
As long as you control a creature with a power greater than Wildheart Shaman's power, you Wildheart Shaman gets +2/+0.
4/3
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, you may exile target creature until your next upkeep.
2/3
Counter target activated or triggered ability of a nonland permanent you don't control. If that permanent had a power of 4 or greater, exile it.
Flying
At the beginning of your endstep, you may look at the top X cards of your library, where X is the number of tapped nonland permanents you don't control. You may put a nonland permanent with a mana value of 3 or less from among them onto the battlefield, and put the rest on the bottom of your library in any order.
At the beginning of your endstep, you may look at the top X cards of your library, where X is the number of tapped nonland permanents you don't control. You may put a nonland permanent with a mana value of 3 or less from among them onto the battlefield, and put the rest on the bottom of your library in any order.
2/4
Flash
Whenever a creature you control becomes enchanted, target creature gets -2/-0 until end of turn.
, Sacrifice Black of Night Trickster: Destroy target creature with a power of 0 or less.
Whenever a creature you control becomes enchanted, target creature gets -2/-0 until end of turn.
, Sacrifice Black of Night Trickster: Destroy target creature with a power of 0 or less.
2/2
Roguework (If you control at least three Rogues when you cast this spell, you may cast a copy of it. You may choose new targets for the copy.)
Target player mills five cards.
Target player mills five cards.
Whenever a Rogue you control deals damage to an opponent, create a Treasure token.
Whenever you spend mana from a Treasure to cast a Rogue, each opponent mills three cards.
Whenever you spend mana from a Treasure to cast a Rogue, each opponent mills three cards.
2/3
When Blazing Broken-Heart enters the battlefield, Blazing Broken-Heart deals X damage to any target, where X is the greatest toughness among creatures you control. Damage dealt this way cant' be prevented.
2/4
Cast Moment of Violence only during an opponent's turn.
Until end of turn, if a spell or permanent would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead to that player or permanent instead.
Until end of turn, if a spell or permanent would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead to that player or permanent instead.
Defender
Whenever Shingas, Raging Hearthkeeper blocks, Shingas gets +X/+X, where X is the number attacking creatures you don't control.
Whenever an attacking creature you don't control dies, each players loses 1 life and you draw a card.
Whenever Shingas, Raging Hearthkeeper blocks, Shingas gets +X/+X, where X is the number attacking creatures you don't control.
Whenever an attacking creature you don't control dies, each players loses 1 life and you draw a card.
3/3
Whenever Crater Doom Dancer deals combat damage to a player, you may untap target land you control. Until end of turn, that land has ": Add and deal 1 damage to each player."
2/3
Create a 4/4 red and green Elemental token with reach. If you control a Shaman, that token gains haste until end of turn.
Whenever a non-token creature you control enters the battlefield, creatures you control get +X/+X until end of turn, where is that creatures power.
The first time a creature you control dies each turn, you may untap up to
X lands, where X is the power of that creature.
The first time a creature you control dies each turn, you may untap up to
X lands, where X is the power of that creature.
9/9
Whenever you cast an enchantment spell, draw a card. If Papunhank, Prolific Enchanter has three or more Auras attached to it, draw two cards instead.
"It's not what can one imbue with magic, but what magic can be imbued."
1/2
Auras you cast cost less.
: If target Aura would be put into a graveyard from the battlefield this turn, attach that Aura to Story Keeper instead.
: If target Aura would be put into a graveyard from the battlefield this turn, attach that Aura to Story Keeper instead.
2/3
Enchant creature
Enchanted creature gets +1/+1 for each enchantment you control. If the enchanted creature is a Druid, it gets +2/+2 for each enchantment you control instead.
Enchanted creature gets +1/+1 for each enchantment you control. If the enchanted creature is a Druid, it gets +2/+2 for each enchantment you control instead.
You may play Clerics from your graveyard by paying life equal to their mana value in addition to their other costs.
Whenever another Cleric enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
Whenever another Cleric enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
6/6
Clerickwork (If you control at least three Clerics when you cast this spell, you may cast a copy of it. You may choose new targets for the copy.)
Destroy target up to one target enchantment with a mana value of two or less and up to one target creature with a mana value of two or less.
Destroy target up to one target enchantment with a mana value of two or less and up to one target creature with a mana value of two or less.
Flying
,: Create a 1/1 white and black Cleric token. Then, if you control three or more Clerics, Clerics you control gain "When this creature dies, each opponent loses 1 life and you gain 1 life" until end of turn.
,: Create a 1/1 white and black Cleric token. Then, if you control three or more Clerics, Clerics you control gain "When this creature dies, each opponent loses 1 life and you gain 1 life" until end of turn.
2/2
At the beginning of your upkeep, target player with the greatest number of creatures or tied for the greatest number of creatures chooses 1-
•You search your library for a basic land, put it onto the battlefield tapped, and gain 1 life.
•Draw a card and lose 1 life.
•You search your library for a basic land, put it onto the battlefield tapped, and gain 1 life.
•Draw a card and lose 1 life.
1/2
Target creature you control gains deathtouch, lifelink, hexproof, and vigilance until end of turn.
Death comes as life did, whether one is secreted away in fear or standing happily before their end.
Whenever a creature you control with a greater toughness than power is dealt combat damage, gain 2 life.
,- Sacrifice Pakeeyan Bothersomes: Creatures you control with a toughness greater than their power gain indestructible until end of turn.
,- Sacrifice Pakeeyan Bothersomes: Creatures you control with a toughness greater than their power gain indestructible until end of turn.
1/7
+1: Until the beginning of your next turn, whenever a permanent you control is put into your graveyard from the battlefield, up to one target creature gets +1/+1 and gains deathtouch until end of turn.
+1: Exile target card from a graveyard. If a land card was exiled this way, add .
-3: Draw X cards and lose X life, where X is the greatest power among creatures you control.
+1: Exile target card from a graveyard. If a land card was exiled this way, add .
-3: Draw X cards and lose X life, where X is the greatest power among creatures you control.
3
I. Create a 1/1 blue and green Scout token.
II. Until the beginning of your next turn, up to one target creature you control becomes a copy of a creature you don't control.
III. Creatures you control gain trample, deathtouch, and vigilance until end of turn.
II. Until the beginning of your next turn, up to one target creature you control becomes a copy of a creature you don't control.
III. Creatures you control gain trample, deathtouch, and vigilance until end of turn.
Vigilance
Whenever a Scout you control deals combat damage to a player, put a +1/+1 counter on that creature, then draw X cards, where X is the number of counters on it.
Whenever a Scout you control deals combat damage to a player, put a +1/+1 counter on that creature, then draw X cards, where X is the number of counters on it.
2/4
Flying
Whenever an enchantment enters the battlefield under your control, scry X, where X is the mana value of that enchantment, then draw a card.
Whenever an enchantment enters the battlefield under your control, scry X, where X is the mana value of that enchantment, then draw a card.
The mortal world changes slowly, and those spirits long absent from it may get lost.
2/2
Tap X Wizards: Counter target noncreature spell with a mana value of X or less.
At the beginning of your endstep, Aweham, Song of Insight deals X damage to target creature or planeswalker an opponent controls, where X is the number of tapped Wizards you control.
At the beginning of your endstep, Aweham, Song of Insight deals X damage to target creature or planeswalker an opponent controls, where X is the number of tapped Wizards you control.
5/5
Wizardwork (If you control at least three Wizards when you cast this spell, you may cast a copy of it. You may choose new targets for the copy.)
Look at the top three cards of your library. Add one to your hand and exile the other two. Until your next endstep, you may cast cards exiled this way.
Look at the top three cards of your library. Add one to your hand and exile the other two. Until your next endstep, you may cast cards exiled this way.
Whenever you draw a card, you may pay . If you do, untap Storm Watcher.
: Storm Watcher gains doublestrike until end of turn. Activate this ability only if you've cast an instant or sorcery spell this turn.
: Storm Watcher gains doublestrike until end of turn. Activate this ability only if you've cast an instant or sorcery spell this turn.
2/4
Haste, flying, first strike
: Deal 1 damage to target attacking or blocking creature. Until end of turn, double all combat damage that would be dealt to that creature. You can only target a creature this way once per turn.
: Deal 1 damage to target attacking or blocking creature. Until end of turn, double all combat damage that would be dealt to that creature. You can only target a creature this way once per turn.
3/4
Whenever Twin-Axe Warrior or another Warrior enters the battlefield, you may pay . If you do, target creature you control gains doublstreike until end of turn.
2/1
Deal 4 damage to target attacking or blocking creature. If a creature died this way and you control a warrior, deal damage equal to that creature's power to the creature's controller.
+1: Until end of turn, spells you cast can't be countered by spells or abilities.
-2: Until the beginning of your next turn, creatures you don't control get -X/-0, where X is the number creatures that entered the battlefield this turn.
-2: Deal 1 damage to any target. Until end of turn, instants and sorceries you cast that target that same target cost less to cast.
-2: Until the beginning of your next turn, creatures you don't control get -X/-0, where X is the number creatures that entered the battlefield this turn.
-2: Deal 1 damage to any target. Until end of turn, instants and sorceries you cast that target that same target cost less to cast.
4
: Bark-Made Stalker gains deathtouch and flying until end of turn.
: Bark-Made Stalker gains menace and vigilance until end of turn.
: Bark-Made Stalker gains menace and vigilance until end of turn.
3/3
: Add .
,: Scry 1, draw a card, then discard a card. Activate this ability only if you control an Advisor, Rogue, Scout, or Wizard.
,: Scry 1, draw a card, then discard a card. Activate this ability only if you control an Advisor, Rogue, Scout, or Wizard.
: Add .
,: Discard a card. If you do, exile the top card of your library. You may play cards exiled this way until the end of your next turn. Activate this ability only if you control a Berserker, Shaman, Warrior, or Wizard.
,: Discard a card. If you do, exile the top card of your library. You may play cards exiled this way until the end of your next turn. Activate this ability only if you control a Berserker, Shaman, Warrior, or Wizard.
: Add .
,: Target player loses 3 life. Activate this ability only if you control a Berserker, Citizen, Cleric, or a Rogue.
,: Target player loses 3 life. Activate this ability only if you control a Berserker, Citizen, Cleric, or a Rogue.
: Add .
,: Return target creature card with a mana value of 1 or less from your graveyard to the battlefield. Activate this ability only if you control an Advisor, Cleric, Warrior, or Druid.
,: Return target creature card with a mana value of 1 or less from your graveyard to the battlefield. Activate this ability only if you control an Advisor, Cleric, Warrior, or Druid.
: Add .
,: Put a +1/+1 counter on target creature you control. Activate this ability only if you control a Citizen, Druid, Scout, or Shaman.
,: Put a +1/+1 counter on target creature you control. Activate this ability only if you control a Citizen, Druid, Scout, or Shaman.
: Deal 1 damage to any target that was dealt combat damage this turn.
Even plants crave the nutrients in blood.
As long as Ceremonial Garb Mannequin is enchanted, Ceremonial Garb Mannequin has ": Scry 2."
You may attach Auras you own on the battlefield to creatures as if they were Equipment with an Equip cost equal to their mana cost.
You may attach Auras you own on the battlefield to creatures as if they were Equipment with an Equip cost equal to their mana cost.
0/2
,- Sacrifice Cloth of History: Draw a card.
When Cloth of History is put into your graveyard from the battlefield, you may return an Aura from your graveyard to your hand.
When Cloth of History is put into your graveyard from the battlefield, you may return an Aura from your graveyard to your hand.
: Add one mana of any color.
Pay 3 life: Gain control of Coveted Stone and untap it. Any player may activate this ability, but only if they don't control a permanent named Coveted Stone.
Pay 3 life: Gain control of Coveted Stone and untap it. Any player may activate this ability, but only if they don't control a permanent named Coveted Stone.
Whenever an enchantment you control gains a lore counter or is sacrificed, put a lore counter on Headdress of Histories.
Remove a lore counter from Headdress of Histories,,: Remove a lore counter from any number of enchantments you control.
Remove a lore counter from Headdress of Histories,,: Remove a lore counter from any number of enchantments you control.
Equipped creature gets +1/+0.
Combat damage that would be dealt by the equipped creature can't be prevented by spells or abilities.
Equip
Combat damage that would be dealt by the equipped creature can't be prevented by spells or abilities.
Equip
Equipped creature has "At the beginning of combat during your turn, if you cast no spells and activated no abilities last turn, this creature gets +4/+4 until your next upkeep."
Equip
Equip
: Create a Treasure token. Activate this ability only if your life total is less than the number of nontoken artifacts and nontoken enchantments you control.
, Sacrifice Shawl of Stories: Target artifact or enchantment you control gains indestructible until end of turn.
, Sacrifice Shawl of Stories: Target artifact or enchantment you control gains indestructible until end of turn.
Equipped creature has "Whenever an opponent casts a spell, this creature gets +2/+0 until end of turn."
Equip
Equip
Creatures you control with no other types get +1/+1.
: Target creature gains the type of your choice until end of turn.
: Target creature gains the type of your choice until end of turn.
As Waking Stone enters the battlefield, choose a creature type.
,: Untap target creature of the chosen type. If it's not your turn, that creature gets +1/+0 until end of turn.
,: Untap target creature of the chosen type. If it's not your turn, that creature gets +1/+0 until end of turn.
Defender
As long as your life total if five or less, whenever a creature you control would be dealt combat damage, prevent 1 of that damage.
As long as your life total if five or less, whenever a creature you control would be dealt combat damage, prevent 1 of that damage.
0/4
When Words Formed Physical enters the battlefield, each player reveals their hand.
, Sacrifice Words Formed Physical: Each player reveals their hand.
, Sacrifice Words Formed Physical: Each player reveals their hand.
2/2
Bloodfell Caves enters the battlefield tapped.
When Bloodfell Caves enters the battlefield, you gain 1 life.
: Add or .
When Bloodfell Caves enters the battlefield, you gain 1 life.
: Add or .
Blossoming Sands enters the battlefield tapped.
When Blossoming Sands enters the battlefield, you gain 1 life.
: Add or .
When Blossoming Sands enters the battlefield, you gain 1 life.
: Add or .
Dismal Backwater enters the battlefield tapped.
When Dismal Backwater enters the battlefield, you gain 1 life.
: Add or .
When Dismal Backwater enters the battlefield, you gain 1 life.
: Add or .
: Add .
: Add or . Use this ability only to cast a Warrior. If you control a Warrior, you may use this mana to cast any spell or activate an ability.
: Add or . Use this ability only to cast a Warrior. If you control a Warrior, you may use this mana to cast any spell or activate an ability.
Heart of the Wilderness enters the battlefield tapped.
: Add .
,: Green creatures you control gain trample and deathtouch until end of turn.
: Add .
,: Green creatures you control gain trample and deathtouch until end of turn.
: Add .
: Add or . Use this ability only to cast a Scout. If you control a Scout, you may use this mana to cast any spell or activate an ability.
: Add or . Use this ability only to cast a Scout. If you control a Scout, you may use this mana to cast any spell or activate an ability.
Jungle Hollow enters the battlefield tapped.
When Jungle Hollow enters the battlefield, you gain 1 life.
: Add or .
When Jungle Hollow enters the battlefield, you gain 1 life.
: Add or .
Lake of Challenging Waves enters the battlefield tapped.
: Add .
,: Until end of turn, whenever a blue creature you control deals combat damage to a player, draw a card, then discard a card.
: Add .
,: Until end of turn, whenever a blue creature you control deals combat damage to a player, draw a card, then discard a card.
: Add .
: Add or . Use this ability only to cast an Advisor. If you control an Advisor, you may use this mana to cast any spell or activate an ability.
: Add or . Use this ability only to cast an Advisor. If you control an Advisor, you may use this mana to cast any spell or activate an ability.
: Add .
: Add or . Use this ability only to cast a Rogue. If you control a Rogue, you may use this mana to cast any spell or activate an ability.
: Add or . Use this ability only to cast a Rogue. If you control a Rogue, you may use this mana to cast any spell or activate an ability.
: Add .
: Add or . Use this ability only to cast a Shaman. If you control a Shaman, you may use this mana to cast any spell or activate an ability.
: Add or . Use this ability only to cast a Shaman. If you control a Shaman, you may use this mana to cast any spell or activate an ability.
Rugged Highlands enters the battlefield tapped.
When Rugged Highlands enters the battlefield, you gain 1 life.
: Add or .
When Rugged Highlands enters the battlefield, you gain 1 life.
: Add or .
Scoured Barrens enters the battlefield tapped.
When Scoured Barrens enters the battlefield, you gain 1 life.
: Add or .
When Scoured Barrens enters the battlefield, you gain 1 life.
: Add or .
Skirmishing Fields enters the battlefield tapped.
: Add .
,: White creatures you control get +1/+1 until end of turn.
: Add .
,: White creatures you control get +1/+1 until end of turn.
: Add .
: Add or . Use this ability only to cast a Cleric. If you control a Cleric, you may use this mana to cast any spell or activate an ability.
: Add or . Use this ability only to cast a Cleric. If you control a Cleric, you may use this mana to cast any spell or activate an ability.
: Add .
: Add or . Use this ability only to cast a Berserker. If you control a Berserker, you may use this mana to cast any spell or activate an ability.
: Add or . Use this ability only to cast a Berserker. If you control a Berserker, you may use this mana to cast any spell or activate an ability.
: Add .
: Add or . Use this ability only to cast a Druid. If you control a Druid, you may use this mana to cast any spell or activate an ability.
: Add or . Use this ability only to cast a Druid. If you control a Druid, you may use this mana to cast any spell or activate an ability.
Summit of Avalanches enters the battlefield tapped.
: Add .
,: Deal 5 damage to target non-red creature or planeswalker. Damage dealt this way can't be prevented.
: Add .
,: Deal 5 damage to target non-red creature or planeswalker. Damage dealt this way can't be prevented.
Swiftwater Cliffs enters the battlefield tapped.
When Swiftwater Cliffs enters the battlefield, you gain 1 life.
: Add or .
When Swiftwater Cliffs enters the battlefield, you gain 1 life.
: Add or .
Thornwood Falls enters the battlefield tapped.
When Thornwood Falls enters the battlefield, you gain 1 life.
: Add or .
When Thornwood Falls enters the battlefield, you gain 1 life.
: Add or .
: Add .
: Add or . Use this ability only to cast a Citizen. If you control a Citizen, you may use this mana to cast any spell or activate an ability.
: Add or . Use this ability only to cast a Citizen. If you control a Citizen, you may use this mana to cast any spell or activate an ability.
Tranquil Cove enters the battlefield tapped.
When Tranquil Cove enters the battlefield, you gain 1 life.
Tap: Add or .
When Tranquil Cove enters the battlefield, you gain 1 life.
Tap: Add or .
Treacherous Wetland enters the battlefield tapped.
: Add .
,: Nonblack creatures you don't control get -1/-1 until end of turn.
: Add .
,: Nonblack creatures you don't control get -1/-1 until end of turn.
: Add .
: Add or . Use this ability only to cast a Wizard. If you control a Wizard, you may use this mana to cast any spell or activate an ability.
: Add or . Use this ability only to cast a Wizard. If you control a Wizard, you may use this mana to cast any spell or activate an ability.
Wind-Scarred Crag enters the battlefield tapped.
When Wind-Scarred Crag enters the battlefield, you gain 1 life.
: Add or .
When Wind-Scarred Crag enters the battlefield, you gain 1 life.
: Add or .
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Skeleton |
II. Prevent all damage that would be dealt to you and Advisors you control until the beginning of your next endstep.
III. Until the beginning of your endstep, whenever an Advisor is dealt damage by a spell or permanent an opponent controls, deal that much damage to that opponent.