Grisserick
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Mechanics | Skeleton | References of Inspiration |
Showing 30 of 30 Multicolour cards
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Whenever a card is exiled from anywhere, spells cost an additional to cast until end of turn.
"Taking these actions into account requires more deliberation." -Judge Wricht
2/2
Enchant creature
When Be Above Pettiness enters the battlefield, uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
Whenever a permanent enters the battlefield under your control from exile, enchanted creature gets +1/+1 and gains flying and vigilance until end of turn.
When Be Above Pettiness enters the battlefield, uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
Whenever a permanent enters the battlefield under your control from exile, enchanted creature gets +1/+1 and gains flying and vigilance until end of turn.
Flash
When Wealthy Benefactor enters the battlefield exile target creature you control, then return that creature to the battlefield and cause Intrigue (Each player exiles the top card of their library).
When Wealthy Benefactor enters the battlefield exile target creature you control, then return that creature to the battlefield and cause Intrigue (Each player exiles the top card of their library).
2/2
At the beginning of your endstep, if you have seven or more cards in your hand, cause Intrigue (Each player exiles the top card of their library) and uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
Mysteries you control have ",- Sacrifice this permanent: Add one mana of any color. Use this mana only to cast spells exiled by Intrigue.
Mysteries you control have ",- Sacrifice this permanent: Add one mana of any color. Use this mana only to cast spells exiled by Intrigue.
2/2
Cause Intrigue (Each player exiles the top card of their library). Then, cause it again.
Each opponent discards a card.
Each opponent discards a card.
Gemae had been born here. Of course, the Stranger had been born here too, not that anyone need know that.
+1: Cause Intrigue (Each player exiles the top card of their library).
-3: Put target creature on top of its owner's library.
-7: You gain an emblem with "Once per turn, you may pay and two life. If you do, counter target spell."
-3: Put target creature on top of its owner's library.
-7: You gain an emblem with "Once per turn, you may pay and two life. If you do, counter target spell."
5
Flying
At the beginning of each endstep, if an opponent lost life this turn, cause Intrigue (Each player exiles the top card of their library).
At the beginning of each endstep, if an opponent lost life this turn, cause Intrigue (Each player exiles the top card of their library).
2/2
When Bedeviled Aristocrat enters the battlefield, uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
When Bedeviled Aristocrat exits the battlefield, create X 1/1 red Devil tokens with "when this creature dies, deal 1 damage to any target.", where X is the number of Mystery tokens you control.
When Bedeviled Aristocrat exits the battlefield, create X 1/1 red Devil tokens with "when this creature dies, deal 1 damage to any target.", where X is the number of Mystery tokens you control.
5/3
Flying
Whenever a card is exiled from the battlefield, each opponent loses 1 life and Exploiter of Faith gets +1/+0 until end of turn.
Whenever a card is exiled from the battlefield, each opponent loses 1 life and Exploiter of Faith gets +1/+0 until end of turn.
3/2
+1: Add . You can't spend this mana to cast spells from your hand.
-1: Until end of turn, whenever a card is exiled from anywhere, Hest Tomlar deals 1 damage to any target.
-6: Create X 1/1 red Goblin tokens with haste and "Whenever this creature dies, each opponent loses 1 life and you gain 1 life." where X is the number of exiled cards you own.
-1: Until end of turn, whenever a card is exiled from anywhere, Hest Tomlar deals 1 damage to any target.
-6: Create X 1/1 red Goblin tokens with haste and "Whenever this creature dies, each opponent loses 1 life and you gain 1 life." where X is the number of exiled cards you own.
3
Exile target creature or planeswalker. Hurt with Loss deals damage equal to its mana value to its controller.
Grief should be enough to stop those pesky questions.
Destroy target creature with flying. Add an amount of equal to its mana value and untap up to that many lands.
Whenever a creature enters the battlefield under your control, uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
Whenever a creature you control attacks, you may sacrifice a Mystery. If you do, untap that creature, it gets +2/+0, first strike and trample until end of turn.
Whenever a creature you control attacks, you may sacrifice a Mystery. If you do, untap that creature, it gets +2/+0, first strike and trample until end of turn.
4/4
,: Goblins you control get +2/+0 until end of turn.
Whenever Tomlars' Gang attacks, you may sacrifice a Mystery token. If you do, create a 1/1 red Goblin token.
Whenever Tomlars' Gang attacks, you may sacrifice a Mystery token. If you do, create a 1/1 red Goblin token.
1/1
+1: Add . You can't spend this mana to cast spells from your hand.
-3: Until end of turn, creatures you control gain trample and "Whenever this creature deals combat damage to a player, destroy up to one target artifact or enchantment."
-6: Double target creature's power until end of turn. Then, it deals damage to target creature or player.
-3: Until end of turn, creatures you control gain trample and "Whenever this creature deals combat damage to a player, destroy up to one target artifact or enchantment."
-6: Double target creature's power until end of turn. Then, it deals damage to target creature or player.
3
For each token you control with a different name, create a token copy of that permanent.
The Answers rarely have a hard time finding recruits.
Exile target tapped creature. Search your library for up to X Forests or Plains, where X is was the exiled creature's power, reveal those cards, put one onto the battlefield tapped, add the rest to your hand, then shuffle.
Vigilance
Whenever Threatening Debutante becomes the target of a spell, cause Intrigue (Each player exiles the top card of their library).
Whenever Threatening Debutante becomes the target of a spell, cause Intrigue (Each player exiles the top card of their library).
3/3
Whenever a card you own enters the battlefield from anywhere other than your hand, you may put a +1/+1 counter on target creature.
,: Target creature with a +1/+1 counter on can't be blocked this turn.
,: Target creature with a +1/+1 counter on can't be blocked this turn.
3/3
Target creature you control gets +1/+1 and gains flying, deathtouch, and lifelink until end of turn.
Though arson is a favorite, the Circle have many solutions to their problems.
First strike
If Nameless Vanguard would die, exile Nameless Vanguard instead. When Nameless Vanguard is exiled this way, exile target nonland permanent.
If Nameless Vanguard would die, exile Nameless Vanguard instead. When Nameless Vanguard is exiled this way, exile target nonland permanent.
The Circle is selective about who joins, and have ways of making sure some never do.
2/2
Despairing 9- Whenever a spell, ability, or permanent an opponent controls causes you to lose life, put a +1/+1 counter on target creature you control and return a permanent card from your graveyard to your hand. (If your life total is 9 or less, WFoul Fetcher is despairing).
3/3
Exile target player's graveyard. Then, up to one target creature gets +X/+X until end of turn, where X is the number of creature cards that were exiled this way.
Whenever a creature enters the battlefield under an opponent's control, cause Intrigue (Each player exiles the top card of their library).
Answer Surveillance Wings gets +2/+2 and has flying as long as you own seven or more cards in exile.
Answer Surveillance Wings gets +2/+2 and has flying as long as you own seven or more cards in exile.
3/3
When Unending Hunt for Truth enters the battlefield, draw a card. Then, you may put a basic land from your hand onto the battlefield tapped.
Creatures you control have Deceit (When this leaves the battlefield you may pay . If you do, draw a card.).
Creatures you control have Deceit (When this leaves the battlefield you may pay . If you do, draw a card.).
Target noncreature token becomes a 4/4 red and blue Elemental until end of turn. It's still its other types.
"I've made it so evidence can attest with its own answers... via pantominme." -Jader, Answer Officer
Whenever you cast an instant or sorcery spell from exile during your turn, you may pay . If you do, copy that spell. You may choose new targets for the copy. This ability only triggers once each turn.
3/4
At the beginning of your endstep, if you own seven or more cards in exile, Give-and-Take Ogre deals 2 damage to target player or planeswalker and you gain 2 life.
"I give pain. You give life."
4/3
Whenever a permanent enters the battlefield under your control from exile, creatures you control get +1/+1 and gain haste until end of turn.
Ale had readied spells against Milusa. They were not ready for Milusa's associates.
Go to section: White (39) Blue (39) Black (39) Red (39) Green (39) Multicolour (30) Artifact (6) Land (18)
Show rarities: U R M
Grisserick: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | References of Inspiration |
0: Exile target creature until the beginning of its controller’s next endstep.
-2: Exile target instant or sorcery card with a mana value of 2 or less from your graveyard. You may cast a copy of that spell without paying its mana cost.
-7: Gain X life and draw X cards where X is the number of exiled cards you own.