Washikow
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Skeleton |
Showing 35 of 35 White cards
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Show rarities: C U R M
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.
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
Washikow: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
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.