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

Instant
Target Attraction's controller visits it.
Draw a card at the beginning of the next upkeep.
Creature – Wall
Defender
{1}, Sacrifice ~: Counter target creature spell. If that spell was not countered in this way and is still in the stack, shuffle that spell into its owner's library, and then that spell's owner loses 1 life.
0/5
Planeswalker
Creatures attacking ~ lose all abilities.
+2: Choose a name. Until your next turn, creatures with the chosen name must attack if able, must attack ~ if able, and cannot attack players. ~ gets a new timestamp.
-1: Tap target permanent.
-12: All creatures lose all abilities. Up to four target creatures each gain banding and lifelink until end of turn.
5
Enchantment – Aura
Enchant creature
When enchanted creature attacks or blocks, it fights target creature other than itself.
Cycling {2}
Instant
Target permanent is a colorles artifact land in addition to its other types until end of turn.
Madness {1}
Devoid
Instant
Untap target permanent as though it does not have any stun counters, and then put a stun counter on that permanent.
Cycling {2}
Creature – Wall
Defender
Undying
~ has +1/+3 for each player with no cards in hand.
0/2
Instant
Fateseal 3.
Target opponent draws 3 cards.
Jump-start
Creature – Beast
{2/g}: ~ gains trample until end of turn.
{2/w}: ~ gains banding until end of turn.
{2/u}: Gain control of target permanent until end of turn. Can be used only if ~ is engaged in combat, and only once per turn.
2/1
Creature – ?
Trample
Last strike
Vigilance
When another permanent dies during any combat damage step, ~ gets +1/+1 until end of turn. If that permanent is engaged in combat, then ~ gets +2/+2 until end of turn instead of +1/+1.
1/1
Sorcery
Flash {2}
Adaptation {2}
Destroy target white permanent.
Destroy target blue permanent.
Destroy target black permanent.
Destroy target red permanent.
Destroy target green permanent.
Destroy up to one target colorless nonland permanent.
Sorcery
Flash {1}
Jump-start
Sacrifice a permanent. Each other player sacrifices a permanent that shares a type with it.
Creature – Wall
Defender
When ~ enters the battlefield or dies, put a +0/+1 counter on target creature and a -1/-0 counter on target creature.
0/4
Creature – Elemental ?
When ~ enters the battlefield, you pay may {1}. If you do, open an Attraction.
{3}, {t}: Light all numbers 1 to 6 of target Attraction until end of turn.
1/1
Enchantment Creature – Aura
Enchant damageable
It costs {2} for ~ to block.
When damage is dealt to ~, it deals an equal number of damage to enchanted damageable.
Conspire
1/1
1 comment
2022-11-27 22:42:06 by zzo38
World Creature
Changeling
~ has +6/+6 and shroud and indestructible if you control no other permanents.
1/1
Sorcery – Lesson
Learn.
Replicate {?}
Enchantment Creature – Aura Snake Warrior
Enchant creature
Protection from the enchanted creature
Persist
Vigilance
2/2
1 comment
2023-01-12 06:53:00 by zzo38
Instant
Choose a supertype, type, or subtype. The next time target opponent casts a spell with that quality this turn, you gain 2 life and scry 2 and ad {c} and untap up to one permanent, and counter that spell unless its owner pays {2}.
Split second
Phenomenon
When you encounter ~, choose one--
- Look at the top card of your planar deck. You may put that card on the bottom.
- The next three times you roll the planar die, you choose which face is the natural result, instead of choosing at random.
Enchantment – Aura
Enchant land
Enchanted land is basic.
{1}, Sacrifice ~: Regenerate enchanted land.
Sorcery
Overload {?}
Target player shuffles their graveyard into their library, and then mills the same number of cards that were in their graveyard.
Plane – ?
All creatures have "{1}: This creature gains banding until end of turn. Can be used only as a sorcery."
When you roll {chaos}, all creatures get -1/-0 until end of turn.
Plane – ?
All creatures have rampage 1.
When you roll {chaos}, target creature you don't control must block target creature you control this turn if able.
Plane – ?
When you roll {chaos}, reveal the top card of each plane deck. ~ copies one of those cards of your choice.
Phenomenon
When you encounter this phenomenon or a nontoken permanent dies, add one mana of any color into your mana pool.
Scheme
When you set this scheme in motion or any player casts a spell from their hand, target opponent draws 3 cards and loses 1 life.
Plane – ?
Players can't cast cards with mana values greater than the number of cards in their hand.
When you roll {chaos}, target player draws a card.
Creature – ?
When ~ attacks, put a -1/-0 counter on it and a -1/-0 counter on another target creature.
4/2
Conspiracy
Hidden agenda
When ~ is faced up, it deams 1 damage to target permanent with the chosen name.
Drafted: You get a consumable with "This object deals 1 damage to target damageable."
Conspiracy
Hidden agenda
{1}: Add one mana of any color into your mana pool, which can only be spent for costs of spells with the chosen name and activated abilities of objects with the chosen name. This ability cannot be activated more than three times per turn.
Sorcery
Flash {1}
Put a +1/+1 counter on target non-planeswalker creature. Put X loyalty counters on that creature, where X is double that creature's new toughness. That permanent is now a planeswalker and artifact in addition to its other types.
Buyback--{1} and sacrifice a planeswalker
Creature – Worm Wizard
When ~ attacks a player, look at the top five cards of that player's library. Put four in the hand and exile the rest.
When ~ attacks a planeswalker, detain that planeswalker.
1/2
Creature – Worm Shapeshifter
Swampwalk
Adaptation {1}
Recover--{2} or pay 1 life
1/1
Creature – Shapeshifter Wall
Defender
When ~ blocks a creature, ~ becomes a copy of that creature, except that the copy has defender and this ability, and is a Shapeshifter Wall in addition to its other types.
0/2
Creature – ? Wizard
{?}, {t}, Discard a card: Target object in command zone that is not face down loses all abilities until end of turn.
When ~ attacks alone, put a stun counter on target creature.
1/1
Creature – ?
First strike
Cumulative upkeep {3}
You control any player that ~ is attacking.
If ~ is attacking or blocking, prevent all combat damage that would be dealt to anything that isn't a creature.
1/1
Instant
Target spell loses all subtypes.
Cycling {3}
Creature – ?
~ enters the battlefield with five -1/-1 counters.
When ~ attacks or blocks, you may remove a counter from it. If you do, regenerate ~.
6/6
Enchantment – Aura
Enchant damageable
Prevent all damage to enchanted damageable. When damage is prevented in this way, sacrifice an artifact; if you do not sacrifice an artifact, then sacrifice ~.
At the beginning of your upkeep, pay {1} or sacrifice ~.
Creature – Wall
Defender
Protection from Equipment
~ can block as though attacking creatures have no abilities.
0/5
Creature – ?
Trample
Unleash
Echo {1}
When ~ attacks, put a -1/-1 counter on it and regenerate it.
5/5
Creature – ?
At the beginning of each begin combat step, ~ gains one of the following abilities chosen at random until end of turn--banding, flanking, double strike, rampage 2, bushido 3, indestructible, shroud, flying.
1/1
Creature – ?
Crew 1
{4}: Regenerate target artifact.
1/1
Sorcery
Target permanent's owner chooses a creature type. If it has that type, destroy it.
Flashback--sacrifice two nontoken creatures.
Instant
Target player skips the upkeep step, draw step, and combat phase, of their next turn.
Flashback--{?}
Instant
Each player other than target player draws a card.
Rebound
Instant
This spell costs {1} more to cast if it isn't your turn.
Return target permanent card from opponent's graveyard to the battlefield in its owner's control.
Sorcery
Search your library for a artifact, creature, enchantment, or land card, reveal it, and put it into your hand. If you found one, reveal a card from your hand that shares one of those types with the found card and shuffle that card into your library.
Enchantment – Aura
Enchant creature
Enchanted creature has "{q}: This creature deals 2 damage to itself and cannot assign combat damage this turn. Can be used only if this creature is attacking and only once per turn."
Split second

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

Show rarities: N


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Rules | Game variants