zzo38 (no specific set)

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Showing 50 of 287 Colourless cards

Go to section: Colourless (287) White (8) Blue (9) Black (3) Red (7) Green (5) Multicolour (3) Artifact (68) Land (14)

Show rarities: N

Enchantment – Aura
Enchant permanent
Enchanted permanent has protection from Demons and from Angels.
When enchanted permanent would deal damage to a Leech, Dragon, or Wall, instead enchanted permanent's controller gains that much life.
When ~ enters the battlefield, you may put a card named Artificial Evolution from your graveyard into your hand.
Instant
All permanents and all players and all objects in command zone lose all abilities other than mana abilities until end of turn.
Cycling {2}
Creature – ?
Rampage 1
~ has trample if it is blocked by a Wall.
At the beginning of each player's upkeep, that player creates a 0/1 Wall creature token with defender and reach and "this creature must block each turn if able".
6/6
1 comment
2022-02-08 13:14:11 by Vitenka
Enchantment Creature – Aura
Enchant creature
Bands with enchanted creature
Protection from the enchanted creature.
{2}: Move a counter from ~ to enchanted creature or vice-versa. This ability can only be used once per turn.
1/1
1 comment
2022-02-10 04:29:31 by zzo38
Sorcery
Choose one--
- Encode target nontoken permanent that has mana value X and is attached to a creature on the creature that it is attached to.
- Return target nontoken permanent that has mana value X and is attached to something that isn't a creature to its owner's hand.
Cycling {2}
Enchantment
No player or object can be the target of any spell or ability if another spell or ability that targeted that player or object has already left the stack this turn.
Instant
Put a +1/+1 counter on target noncreature permanent, and a -1/-1 counter on target noncreature permanent with the same owner or same controller as the first one.
Draw a card at the beginning of the next upkeep.
Instant
Target creature is a planeswalker in addition to its other types until end of turn. Put a number of loyalty counters on that permanent equal to its toughness. At the beginning of the next cleanup step, remove a number of counters from that permanent equal to the number of counters added in this way; you must remove as many loyalty counters as possible.
Flashback--{2} and sacrifice a planeswalker
1 comment
2022-03-05 03:16:46 by zzo38
Enchantment – Aura
Enchant permanent
Enchanted permanent has -3/-1, lifelink, and wither.
Fortify {2}
Creature – ?
Harmless
When ~ deals damage to a permanent, tap and phase out that permanent; it does not untap during its controller's next untap step.
{1}: ~ gains banding and lifelink and -0/-1 until end of turn.
3/3
4 comments
last 2022-03-19 18:27:54 by amuseum
Instant
Choose one--
- Target spell or permanent gains or loses a supertype of your choice.
- Target nonbasic permanent that is not attached to anything gains or loses a subtype of your choice, in addition to its other types and subtypes; you must choose a subtype corresponding to its type.
Flashback {?}
World Enchantment
Whenever a creature dies, it deals damage equal to its power to its controller.
When ~ dies, target creature deals 1 damage to its controller and 1 damage to itself.
1 comment
2022-03-19 16:52:31 by dude1818
Creature – ?
Permanents that are attached to ~ have totem armor.
{?}, {t}, Sacrifice a permanent that is attached to a permanent other than ~: Put a +1/+1 counter on ~ or regenerate ~.
0/2
Creature – ?
Protection from active players
{1}, Sacrifice ~: Target permanent gains protection from active players until end of turn.
1/1
Creature – ?
Epic
Bands with other creatures named ~
Devour 1
Haste
Phasing
1/1
Instant
Each player chooses a permanent. Regenerate the chosen permanents.
Recover {?}
Enchantment – Aura
Enchant creature
Persist
Undying
{1}: Exchange all counters between ~ and enchanted creature.
Creature – Wall
Defender
Creatures with defender have +1/+1.
When ~ enters the battlefield, target creature gains defender until your next turn.
Echo {1}
0/3
Sorcery
You gain 7 life.
Suspend 2--Pay 3 life
Recover--{1} and pay 1 life
Sorcery
Flash {1}
Each player chooses a permanent; each choice must be different. Put a shield counter on each of the chosen permanents, and then phase out those permanents.
5 comments
last 2022-05-03 04:15:52 by zzo38
Instant
Destroy target permanent. If that permanent leaves the battlefield in this way, its owner creates a token that is a copy of it, except that the copy has no supertypes and is a Illusion tribal in addition to its other types.
Flashback--{1} and sacrifice a Illusion
Instant
Choose one--
- Return target permanent card from your graveyard to the battlefield if a permanent with the same name as that card died this turn.
- You may cast target card in your graveyard if a card with its name entered your graveyard from anywhere this turn.
Cycling {2}
Creature – ?
~ enters the battlefield with three shield counters.
~ gets -1/-1 for each counter on it.
{?}, {q}: Move a counter from another target permanent with counters to ~.
4/4
Creature – ?
Morph {?}
{t}: Add {c} into target player's mana pool.
When ~ is faced up or dies, it deals damage to each player equal to the number of mana in that player's mana pool.
1/1
Enchantment – Aura
Enchant permanent
~ has all abilities of enchanted permanent other than enchant.
{x}{2}: Append all ability text of target permanent with mana value X to ~ until end of turn. This can be used only once per turn, and only during any upkeep step or as a sorcery.
1 comment
2022-05-30 05:41:40 by zzo38
Enchantment
~ enters the battlefield with a loyalty counter and a +1/+1 counter.
When ~ enters the battlefield and at the beginning of your upkeep, ~ becomes a copy of a randomly selected non-Aura permanent other than this one, except that the name is not copied, and the copy also has this ability.
Enchantment
Whenever you roll a die with numbers, you may, instead of choosing a number at random as a natural result of the dice roll, discard a card whose mana value is in the appropriate range and choose the number equal to the discarded card's mana value.
Cycling {2}
2 comments
last 2022-06-23 21:00:14 by zzo38
World Enchantment
No players can planeswalk if there are any face-up planes in the command zone.
When ~ dies, all planar decks are shuffled and then the planar controller planeswalks.
Cumulative upkeep--{2} and pay 1 life
Creature – ?
When ~ attacks or blocks, choose a type, and choose the defending player if ~ is attacking or the controller of a creature that ~ is blocking. That player reveals any number of cards from their hand that do not have the chosen type. ~ gets +X/+X until end of turn, where X is the number of cards in their hand that they did not choose to reveal in this way.
{2/w}: ~ gains banding until end of turn. Can be used only during any main phase.
0/1
Instant
If target spell is owned by opponent, then that player makes forty-two copies of that spell. If this spell is kicked, then the copies have split second.
Kicker {?}
Sorcery
Flash {1}
For each creature type, you may choose a permanent with that subtype; all choices must be different, and no more than one Brushwagg may be chosen in this way. Put a +1/+1 counter on each of those permanents.
Adaptation {0}
Sorcery
Flash {2}
Target creature deals damage equal to its power to each damageable, and then is destroyed.
Creature – ?
Defender
Shroud
Indestructible
{0}: Add {0}. ~ loses all abilities until end of turn. Counts as a mana ability.
1/3
Enchantment – Aura
Enchant creature
Enchanted creature has annihilator 1, gets -1/+1, must attack each turn if able, cannot block, and is colorless.
{4}, Sacrifice a permanent: Regenerate enchanted creature.
Instant
Counter all triggered abilities.
Rebound
Conspiracy
At the beginning of each player's begin combat step, that player loses 1 life.
 
 
 
 
 
Enchantment – Aura
Enchant creature
Enchanted creature has annihilator 1, gets -1/+1, must attack each turn if able, cannot block, and is colorless.
{4}, Sacrifice a permanent: Regenerate enchanted creature.
Creature – Wall Ninja
Defender
Haste
Ninjutsu {?}
{1}, {q}: Target creature gets your choice of -1/+1 or +1/-1 until end of turn. Scry 1.
1/4
Creature – ?
At the beginning of your upkeep, if ~ is monstrous then create a token that is a copy of it, else monstrosity 1.
Echo {1}
1/1
Creature – ?
+1: Regenerate ~.
0: Untap ~.
-X: ~ gets +X/+X until the beginning of your next turn.
1/2
Instant
Target permanent spell gains "When this permanent enters the battlefield, return it to owner's hand" until end of turn. Any further spells with the same name as that spell cost an additional {1} to cast this turn.
Cycling {4}
Instant
Target permanent is a tribal artifact land with all creature types in addition to its other types until end of turn.
Cycling {2}
Enchantment – Aura
Flash {3}
Cumulative upkeep--{1} or discard 2 cards
Enchant permanent
When any object other than enchanted permanent would deal noncombat damage to anything, instead enchanted permanent deals that much damage to what the damage would be dealt to.
Enchantment – Aura
Enchant Attraction
All of enchanted Attraction's lights 1 to 6 are toggled.
Instant
Look at the top three cards of your scheme deck, planar deck, Attraction deck, or library. Put one on the bottom and the rest on top in any order.
Cycling {2}

Go to section: Colourless (287) White (8) Blue (9) Black (3) Red (7) Green (5) Multicolour (3) Artifact (68) Land (14)

Show rarities: N


zzo38 (no specific set): Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Rules | Game variants