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


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



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

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

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.



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.



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 with a toughness of 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
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Show rarities: C U R M
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Skeleton |
Deal 5 damage to target creature or planeswalker.
last 2022-10-16 11:43:34 by SecretInfiltrator