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Showing 32 of 32 Multicolour cards
Go to section: White (35) Blue (35) Black (35) Red (34) Green (34) Multicolour (32) Artifact (19) Land (25)
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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
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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
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Show rarities: U R M
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