Alchemy of Fate

Printable
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Mechanics | Skeleton

Showing 7 of 7 Green cards

Go to section: White (5) Blue (9) Black (12) Red (9) Green (7) Multicolour (18) Artifact (10)

Show rarities: C U R

 R 
Enchantment
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.
 C 
Creature – Beast
Foretell {g}{g}
Cryptid Carl enters the battlefield with a trample counter on it.
4/4
 C 
Creature – Tiefling Scout
When Doomed Mapmaker leaves the battlefield, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

{2}, {t}: 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
 C 
Creature – Elf Druid
Druid of Four Worlds enters the battlefield with your choice of a reach or vigilance counter on it.
2/2
 R 
Enchantment
Each creature you controls enter the battlefield with two additional +1/+1 counters and an additional trample counter on it.
 U 
Sorcery
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.
 U 
Sorcery
Target creature you control fights target creature you don't control. Then, target creature you control fights target creature you don't control.

Go to section: White (5) Blue (9) Black (12) Red (9) Green (7) Multicolour (18) Artifact (10)

Show rarities: C U R


Alchemy of Fate: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton