Alchemy of Fate
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Mechanics | Skeleton |
Showing 70 active cards, of 74 total
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Whenever you cast a historic spell or a white spell, you may exile target creature. Then, you may return it to the battlefield under its owners control.
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Create two 1/1 red dwarf ally tokens.
Flashback

Flashback


Exile up to two target creatures.
Choose one -
• Fall in Love – Return those creatures to the battlefield under their owners control with a +1/+1 counter on each of them. You gain 10 life.
• Invent a God – An opponent of your choice creates two treasure tokens.
Choose one -
• Fall in Love – Return those creatures to the battlefield under their owners control with a +1/+1 counter on each of them. You gain 10 life.
• Invent a God – An opponent of your choice creates two treasure tokens.
When Redwater Guard dies, amass white Soldiers 1.
2/1
Flying
Whenever Tamed Roc attacks, you may Expend 2 (Remove 2 counters from among permanents you control. ). If you do, destroy target artifact or enchantment.
Whenever Tamed Roc attacks, you may Expend 2 (Remove 2 counters from among permanents you control. ). If you do, destroy target artifact or enchantment.
4/4
Expend X (Remove X counters from among permanents you control. ). Scry X, then draw a card.
Whenever you cast a permanent spell, if it wasn't cast from your hand, draw a card.
Foretell
Each player skips their post-combat main phase.

Each player skips their post-combat main phase.
Whenever you cast a historic spell, scry 2.
3/3
Bound to Blue (If this equipment is attached to a creature that is not Blue, sacrifice it, and instead attach this equipment to a 1/1 Legendary Artefact Beast Token. )
Reduce the Foretell cost of spells you control by
.
Equip 4. Whenever you cast a spell from somewhere other than your hand, put a time counter on equipped creature.
Equipped creature has: Expend 10, take an extra turn after this one. Exile Eye of Krono and return it to the battlefield at the beginning of your next end step.
Reduce the Foretell cost of spells you control by

Equip 4. Whenever you cast a spell from somewhere other than your hand, put a time counter on equipped creature.
Equipped creature has: Expend 10, take an extra turn after this one. Exile Eye of Krono and return it to the battlefield at the beginning of your next end step.
Foretell 

Enchant artifact or creature
You control enchanted permanent.
Enchanted permanent is legendary.



Enchant artifact or creature
You control enchanted permanent.
Enchanted permanent is legendary.
Foretell 
Whenever a nonland permanent enters the battlefield under your control, if it wasn't cast from your hand, target creature gets -3/-0 until end of turn.


Whenever a nonland permanent enters the battlefield under your control, if it wasn't cast from your hand, target creature gets -3/-0 until end of turn.
3/2
Flying
When Owl Guide enters the battlefield, draw a card.
When Owl Guide enters the battlefield, draw a card.
2/2
[Bound to X].
Creatures you control have "
: Expend 1. If you do, exile this creature from the battlefield, then return it to the battlefield under their owner's control.
Equip
.
Whenever a creature you control is put into exile, put a space counter on equipped creature.
Equipped creature has "
: Expend 10. If you do, exile all creatures your opponents control."
Creatures you control have "

Equip

Whenever a creature you control is put into exile, put a space counter on equipped creature.
Equipped creature has "

Whenever you cast a historic spell or a black spell, you may put X -1/-1 counters on target creature, where X is the mana value of that spell.
Choose target creature. You may Expend 1. If you do, that creature gains indestructible until end of turn. Otherwise, put a -1/-1 counter on it.
Whenever a -1/-1 counter is removed from a creature you control, you may also put a first strike, menace, trample or lifelink counter on it. Whenever an ability counter is put on a creature you control, you may also put a -1/-1 counter on it.
Frost Demon enters the battlefield with 6 -1/-1 counters on it. Whenever a creature dies, you may remove a counter from Frost Demon.
As long as Frost Demon has no counters on it, it has menace, trample and reach.
As long as Frost Demon has no counters on it, it has menace, trample and reach.
8/8
[Bound to Black].
Equip
.
Equipped creature gets +2/+2 and has "Whenever this creature attacks, create a token copy of this creature for each creature defending player controls. These copies are not legendary, and enter the battlefield tapped and attacking."
Equip

Equipped creature gets +2/+2 and has "Whenever this creature attacks, create a token copy of this creature for each creature defending player controls. These copies are not legendary, and enter the battlefield tapped and attacking."
Whenever you put a -1/-1 counter on a creature for the first time each turn, draw a card.
1/2
This spell costs
less to cast if it targets a legendary creature.
Destroy target creature. Amass black zombies 2.

Destroy target creature. Amass black zombies 2.
Pit of Hatred enters the battlefield tapped.
: Add
.

,
: Put a -1/-1 counter on target creature.





As an additional cost to cast Selfless Sacrifice, sacrifice a creature.
Destroy all tokens target player controls, then destroy target creature that player controls.
Destroy all tokens target player controls, then destroy target creature that player controls.
Menace
Persist
Persist
3/2
When Trauma's Skeletons dies, amass black skeletons 2.
2/2
Flying

, Discard a card: Return Warlock's Familiar from your graveyard to the battlefield tapped.


1/1
Two target creatures get +2/+0 and first strike until end of turn.
Whenever you cast a historic spell or a red spell, exile the top card target opponent's library. You may cast it without paying its mana cost.
Put -1/-1 counter on target creature. That creature gains lifelink until end of turn.
Draconic Grief deals 3 damage to target creature. If that creature attacked this turn, it deals 6 damage instead.
Face the Death Knight deals 3 damage to target creature.
Choose one:
• Suffer Defeat – Face the Death Knight deals 3 damage to each other creature.
• Claim Victory – Face the Death Knight deals an additional 3 damage to the chosen creature and 3 damage to that creature's controller.
Choose one:
• Suffer Defeat – Face the Death Knight deals 3 damage to each other creature.
• Claim Victory – Face the Death Knight deals an additional 3 damage to the chosen creature and 3 damage to that creature's controller.
When Lord Brine enters the battlefield, it deals damage equal to the number of historic permanents you control to any target.
3/3
Haste
Crew 1
Crew 1
4/1
Choose target creature you control. Double its power until end of turn. It gains trample until end of turn. Put a stun counter on it.
Choose one -
• Give In – Gain control of target creature until end of turn. Untap it. It gains haste until end of turn.
• Learn the Truth – Exile the top two cards of your library. You may play them until end of turn.
• Give In – Gain control of target creature until end of turn. Untap it. It gains haste until end of turn.
• Learn the Truth – Exile the top two cards of your library. You may play them until end of turn.
Whenever you cast a historic spell or a green spell, you gain 3 life and amass green beasts 1. If that spell is a creature, it enters the battlefield with a +1/+1 counter on it.
Foretell 
Cryptid Carl enters the battlefield with a trample counter on it.


Cryptid Carl enters the battlefield with a trample counter on it.
4/4
When Doomed Mapmaker leaves the battlefield, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
,
: Exile Doomed Mapmaker. At the beginning of the next end step, return it to the battlefield unless an opponent controls the creature with the greatest power among creatures on the battlefield.


2/2
Druid of Four Worlds enters the battlefield with your choice of a reach or vigilance counter on it.
2/2
Each creature you controls enter the battlefield with two additional +1/+1 counters and an additional trample counter on it.
Exile target card from a graveyard. Choose up to one target creature you control. If a creature card is exiled this way, put a flying counter on that creature if the exiled card had flying. Do the same for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, reach, trample, and vigilance.
Target creature you control fights target creature you don't control. Then, target creature you control fights target creature you don't control.
Flash
When Bediviere Trueheart, Helpful Squire enters the battlefield, put a shield counter on target creature you control.
When another nontoken creature enters the battlefield under your control, if it wasn't cast from your hand, you may Expend 1. If you do, put a shield counter on it.
When Bediviere Trueheart, Helpful Squire enters the battlefield, put a shield counter on target creature you control.
When another nontoken creature enters the battlefield under your control, if it wasn't cast from your hand, you may Expend 1. If you do, put a shield counter on it.
2/4
Larrick, in Exile enters the battlefield with up to two -1/-1 counters on it.

,
: Expend 2 (Remove 2 counters from among permanents you control. ). If you do, gain control of target creature an opponent controls until Larrick leaves the battlefield.



4/5
Menace
Morgan Kidd, Lost Pirate enters the battlefield with 2 -1/-1 counters on him.
: Create a Blood token
Whenever Morgan Kidd becomes tapped, you may Expend 1 if you do, Morgan Kidd puts a -1/-1 counter on target creature.
Morgan Kidd, Lost Pirate enters the battlefield with 2 -1/-1 counters on him.

Whenever Morgan Kidd becomes tapped, you may Expend 1 if you do, Morgan Kidd puts a -1/-1 counter on target creature.
4/3
Target creature gets +5/+5 and gains indestructible, double strike, and haste until end of turn. At the beginning of the next end step, put five -1/-1 counters on it.
Wood, Mischievous Jester enters the battlefield with a -1/-1 counter on it.
Whenever a creature with a -1/-1 counter on it deals combat damage to a player, you may exile the top card of that player's library. You may play it this turn.
Wood has menace as long as you control another Ally.
Whenever a creature with a -1/-1 counter on it deals combat damage to a player, you may exile the top card of that player's library. You may play it this turn.
Wood has menace as long as you control another Ally.
2/4
Haste
Whenever Drexel, Wandering Noble deals combat damage, put a +1/+1 counter on it. Then, if Drexel has 12 or more counters on it, it fights target creature.
Whenever Drexel, Wandering Noble deals combat damage, put a +1/+1 counter on it. Then, if Drexel has 12 or more counters on it, it fights target creature.
3/2
Rasshu, Uncommon Version enters the battlefield with a +1/+1 counter on it.
Whenever Rasshu attacks, you may Expend 1 to put a +1/+1, first strike, or trample counter on it.
Whenever Rasshu attacks, you may Expend 1 to put a +1/+1, first strike, or trample counter on it.
2/3
Reach
, Expend 1: Put a -1/-1 counter on target creature. It can't attack or block until your next turn.
Whenever a creature an opponent control's dies, Amass white Allies 1.

Whenever a creature an opponent control's dies, Amass white Allies 1.
3/3
Whenever one or more counters are removed from permanents you control, choose a creature in your graveyard with mana value less than or equal to the number of counters removed. Return that card to your hand.
Sacrifice a creature: Put a -1/-1 counter on Jeanette, Endowed Researcher and one other target creature
Sacrifice a creature: Put a -1/-1 counter on Jeanette, Endowed Researcher and one other target creature
2/5
Ward
Whenever a historic permanent enters the battlefield under your control, you may mill cards equal to its mana value, then put a card from among them into your hand. If you don't, put a +1/+1 counter on Fanrik, Sand Sorcerer.

Whenever a historic permanent enters the battlefield under your control, you may mill cards equal to its mana value, then put a card from among them into your hand. If you don't, put a +1/+1 counter on Fanrik, Sand Sorcerer.
0/4

Whenever you cast a spell from exile, put a time counter on Ecstasy, Doomed Seer. Ecstasy gets +1/0 for each time counter on it.
0/5
At the beginning of your upkeep, put a +1/+1 counter on each Soldier, Warrior and Ally creature you control.
Warriors, Soldiers, and Allies you control have "When this creature attacks or blocks, you may Expend 1. If you do, this creature gains +1/+1 and first strike until end of turn."
Warriors, Soldiers, and Allies you control have "When this creature attacks or blocks, you may Expend 1. If you do, this creature gains +1/+1 and first strike until end of turn."
5/5
When Lawrence enters the battlefield, create 3 0/1 red Kobold Ally creature tokens.
Creature tokens you control have exalted.
Creature tokens you control have exalted.
2/2
When Nellie, Eldritch Knight enters the battlefield, put a +1/+1 counter or vigilance counter on target creature.
,Expend 1 (Remove 1 counters from among permanents you control. ),
: Exile Nellie and then return it to the battlefield under you control at the beginning of the next endstep.


3/4
Valgin, Uncommon Variant enters the battlefield with a vigilance counter on it.
Mentor
, Expend 2: Prevent all combat damage that would be dealt to creatures you control this turn.
Mentor

4/3
Menace
When Thane, King of Tides enters the battlefield, you may put up to 3 -1/-1 counters on it.
Whenever Thane, King of the Tides attacks, you may Expend X. If you do, it gets +X/+X and gains trample and flying until end of turn. X can't be 0.
When Thane, King of Tides enters the battlefield, you may put up to 3 -1/-1 counters on it.
Whenever Thane, King of the Tides attacks, you may Expend X. If you do, it gets +X/+X and gains trample and flying until end of turn. X can't be 0.
6/7
Legendary Equipment spells you cast cost
.
At the beginning of combat on your turn, attach all Equipment you control to The Death Knight.
Whenever The Death Knight attacks, defending player may choose a creature they control. If they do, put a -1/-1 counter on it for each Equipment attached to The Death Knight. If they don't, draw that many cards.

At the beginning of combat on your turn, attach all Equipment you control to The Death Knight.
Whenever The Death Knight attacks, defending player may choose a creature they control. If they do, put a -1/-1 counter on it for each Equipment attached to The Death Knight. If they don't, draw that many cards.
6/6
When Rasshu of Four Worlds enters the battlefield, put a +1/+1 counter on a creature you control. Do the same with a vigilance counter, flying counter, and trample counter.
At the beginning of combat on your turn, you may Expend 4. If you do, tap all creatures your opponents control and Rasshu of Four Worlds gets +4/+4 until end of turn.
At the beginning of combat on your turn, you may Expend 4. If you do, tap all creatures your opponents control and Rasshu of Four Worlds gets +4/+4 until end of turn.
4/4




Crew 3
Whenever Adventurers' Ship attacks, look at the top 5 cards of your library. You may reveal an Ally card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever Adventurers' Ship attacks, look at the top 5 cards of your library. You may reveal an Ally card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
4/5





Equip
or place -1/-1 counter on the creature targeted with this ability.
Equipped creature gets +2/+0 and has "Whenever this creature attacks, you may Expend 1. If you do, deal 3 damage to target creature."

Equipped creature gets +2/+0 and has "Whenever this creature attacks, you may Expend 1. If you do, deal 3 damage to target creature."




When Bounty Board enters the battlefield, scry 1.
,
: Amass Allies 1, put a +1/+1 counter on target creature, or add two mana of any color.







Whenever you foretell a card, scry X, where X is the number of cards you own in exile that are foretold.

,
: Exile a card from your hand. It is foretold. Its foretell cost is equal to its mana cost reduced by
.









Defender, Persist
, Sacrifice Uriel, the Protector: Target creature gains hexproof and indestructible until end of turn.

4/4
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Show rarities: N C U R M
Or view by sections
Alchemy of Fate: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |