Story Cards
Story Cards: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Batches | Cycles |
Showing 49 of 99 Multicolour cards
Go to section: Colourless (15) White (44) Blue (44) Black (43) Red (42) Green (39) Multicolour (99) Hybrid (10) Split (3) Artifact (21) Land (9)
Show rarities: C U R M
Partner with Launcelot du Lac
Trample, vigilance, haste
Other Knights you control have vigilance and haste.
Trample, vigilance, haste
Other Knights you control have vigilance and haste.
4/2
Haste
Damage is removed from other creatures you control as steps and phases end.
Whenever another creature you control dies, invest this creature. Then if it has 2 or more ⊕, you may transform it.
Damage is removed from other creatures you control as steps and phases end.
Whenever another creature you control dies, invest this creature. Then if it has 2 or more ⊕, you may transform it.
3/2
Whenever you attack and whenever another creature you control dies, invest this creature. (To invest a permanent, put ⊕, an Investiture counter on it.)

, Remove ⊕ from this creature: Put a shield counter and a first strike counter on target creature.


4/3
Whenever a creature with power 2 or less enters under your control, you get an experience counter.
Once during each of your turns, you may cast a permanent spell or play a land from your graveyard with mana value less than or equal to the number of experience counters you have.
Once during each of your turns, you may cast a permanent spell or play a land from your graveyard with mana value less than or equal to the number of experience counters you have.
3/2
Whenever this creature or another Vampire you control deals combat damage to a creature you don't control, if the creature you don't control had flying, put a flying counter on the creature you control. Repeat this process for first strike, double strike, deathtouch, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
3/3
Flying
Whenever this creature deals combat damage to an player, for each opponent, up to one target permanent that player controls phases out.
Whenever this creature deals combat damage to an player, for each opponent, up to one target permanent that player controls phases out.
6/6
Flying
Whenever this creature attacks, tap target creature.
Whenever this creature attacks, tap target creature.
3/3
When this creature enters, search target oppenent's library for a creature card and exile it. They shuffle.
This creature has all abilities of cards exiled with it.
This creature has all abilities of cards exiled with it.
7/6
Flying
Whenever this creature deals combat damage to a player, for each opponent, destroy target creature that player controls.
Whenever this creature deals combat damage to a player, for each opponent, destroy target creature that player controls.
6/6
Menace

, Sacrifice this creature: Draw a card.


4/2
When you cast this spell, each opponent discards a card for each Room you control.
Infect, afflict 3, annihilator 1
Infect, afflict 3, annihilator 1
4/4
Flying
Whenever this creature deals combat damage to a player, for each opponent, it deals that much damage to target creature that player controls.
Whenever this creature deals combat damage to a player, for each opponent, it deals that much damage to target creature that player controls.
6/6
Haste
When this creature enters, it fights up to one target creature you don't control.
When this creature enters, it fights up to one target creature you don't control.
3/3
Flying
You may cast noncreature spells as though they had flash during each combat step.
Your opponents can't cast spells during combat.
You may cast noncreature spells as though they had flash during each combat step.
Your opponents can't cast spells during combat.
3/3
Reach
4/5
Flying
Whenever this creature deals combat damage to a player, for each opponent, search your library for a basic land card, put it on the battlefield tapped, then shuffle.
Whenever this creature deals combat damage to a player, for each opponent, search your library for a basic land card, put it on the battlefield tapped, then shuffle.
6/6
Vigilance
Whenever this creature attacks, it explores.
Whenever this creature attacks, it explores.
2/4
Reveal the top X cards of your library, where X is the number of permanents you control. Put all creature cards with mana value 3 or less from among them onto the battlefield. They're Angels in addition to their other types.
Flying
Whenever this creature deals combat damage to a player, for each opponent, exile target artifact or enchantment that player controls.
Whenever this creature deals combat damage to a player, for each opponent, exile target artifact or enchantment that player controls.
6/6
First strike

, Sacrifice this creature: Create a Treasure token.


3/1
Gain control of all Angels. They are Demons. (They're no longer Angels.)
Indestructible
As long as you haven't attacked with three or more creatures this turn, this permanent isn't a creature.
Whenever you attack each opponent, if this is the first combat step this turn, there's an additional combat step after this one. Untap all attacking creatures.
As long as you haven't attacked with three or more creatures this turn, this permanent isn't a creature.
Whenever you attack each opponent, if this is the first combat step this turn, there's an additional combat step after this one. Untap all attacking creatures.
7/7
Whenever a legendary creature you control dies, you become the monarch.
At the beginning of combat on your turn, create a 1/1 red and white creature token with haste. If you're the monarch, create three of those tokens instead.
At the beginning of combat on your turn, create a 1/1 red and white creature token with haste. If you're the monarch, create three of those tokens instead.
2/3
Flying
Whenever this creature deals combat damage to a player, for each opponent, that player loses life equal to the number of creatures they control and you gain life equal to the number of creatures you control.
Whenever this creature deals combat damage to a player, for each opponent, that player loses life equal to the number of creatures they control and you gain life equal to the number of creatures you control.
6/6
This creature enters with 3 +1/+1 counter on it.
At the beginning of your upkeep, populate once for each +1/+1 counter on Pompey.
At the beginning of your upkeep, populate once for each +1/+1 counter on Pompey.
0/0
Exile all permanents with mana cost 

. Then search all hands, graveyards, and libraries for permanent cards with mana cost 

and exile them. Each player shuffles.






Cascade
Creature spells you cast with mana value 4 or greater cost
less to cast.
Creature spells you cast with power 5 or greater cost
less to cast.
Spells you cast with mana value 6 or greater cost
less to cast.
Creature spells you cast with mana value 4 or greater cost

Creature spells you cast with power 5 or greater cost

Spells you cast with mana value 6 or greater cost

5/3
Flying
Whenever this creature attacks alone, untap target permanent.
Whenever this creature attacks alone, untap target permanent.
3/2
Permanent spells you control cost
less to cast.
Whenever a permanent you control enters, put a illusion counter on it (whenever it becomes the target of a spell, sacrifice it).
This creature gets +1/+1 for each permanent you control with a illusion counter on it.

Whenever a permanent you control enters, put a illusion counter on it (whenever it becomes the target of a spell, sacrifice it).
This creature gets +1/+1 for each permanent you control with a illusion counter on it.
3/3
Whenever this creature deals combat damage to a player, you may look at the top seven cards of your library. You may cast a creature spell from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
5/5
Hideaway 1, hideaway 2, hideaway 3, hideaway 4



,
: You may play a card exiled with this creature without paying its mana cost.





4/4
Flying, haste
Whenever you cast a spell with mana value 6 or greater, draw a card, then you may put a land from your hand onto the battlefield tapped.
Whenever you cast a spell with mana value 6 or greater, draw a card, then you may put a land from your hand onto the battlefield tapped.
6/6
Flying
Whenever this creature deals combat damage to a player, for each opponent, exile the top card of that player's library face down. You may look at and play cards exiled this way without paying their mana costs for as long as they remain exiled.
Whenever this creature deals combat damage to a player, for each opponent, exile the top card of that player's library face down. You may look at and play cards exiled this way without paying their mana costs for as long as they remain exiled.
6/6

Whenever you suspend a card, you may draw a card. If you do, discard a card.
1/1
Tokens you control get -2/-2.
Tokens you control enter with 2 +1/+1 counters on them.
Tokens you control enter with 2 +1/+1 counters on them.
1/1
Whenever you gain life, surveil 1.
When this creature dies, you may exile it and pay any amount of life. When you do, return any number of creature cards with total mana value less than or equal to the amount of life paid from your graveyard to the battlefield.
When this creature dies, you may exile it and pay any amount of life. When you do, return any number of creature cards with total mana value less than or equal to the amount of life paid from your graveyard to the battlefield.
2/2
Flying
, Sacrifice this creature: Exile target nonland permanent.

2/1
Lifelink
4/3
Flying
Whenever this creature deals combat damage to a player, for each opponent, return up to one target creature card from their graveyard to the battlefield under your control.
Whenever this creature deals combat damage to a player, for each opponent, return up to one target creature card from their graveyard to the battlefield under your control.
6/6
First strike
Whenever this creature deals combat damage to a creature, tap that creature and put a stun counter on it.
Whenever this creature deals combat damage to an opponent, invest it, then if it has 2 or more ⊕, you may transform it.
Whenever this creature deals combat damage to a creature, tap that creature and put a stun counter on it.
Whenever this creature deals combat damage to an opponent, invest it, then if it has 2 or more ⊕, you may transform it.
3/5
Flying, first strike
Soldier creatures you control have flying and "Whenever this creature deals combat damage to an opponent, invest Kaladin Stormblessed." (Put ⊕ on it.)

, Remove ⊕ from this creature: Tap target creature and put a stun counter on it.
Soldier creatures you control have flying and "Whenever this creature deals combat damage to an opponent, invest Kaladin Stormblessed." (Put ⊕ on it.)


6/5
Flying
Whenever this creature deals combat damage to a player, for each opponent, destroy up to one target land that player controls.
Whenever this creature deals combat damage to a player, for each opponent, destroy up to one target land that player controls.
6/6
Flying
Prowess
Prowess
1/3
This creature's power and toughness are each equal to the total number of Swamps and/or Forests you control.
Whenever this creature attacks, return target creature card from your graveyard to your hand. Draw a card.
Whenever this creature attacks, return target creature card from your graveyard to your hand. Draw a card.
*/*
Flash
As long as it's your turn, this creature has deathtouch.
As long as it's your turn, this creature has deathtouch.
1/1
Flying
Whenever this creature deals combat damage to a player, for each opponent, create a token that's a copy of it, except it's not legendary and has base power and toughness 1/1.
Whenever this creature deals combat damage to a player, for each opponent, create a token that's a copy of it, except it's not legendary and has base power and toughness 1/1.
6/6
Hags and Warlocks you control get +1/+1 until end of turn for each Angel, Demon, Faerie, and/or Spirit you control.
Divine, Faekind, and Unholy creatures you control have ward
. (Archons, Avatars, Demigods, and Gods are Divine. Elves, Faeries, Goblins, and Ouphes are Faekind. Demons, Devils, Horrors, and Vampires are Unholy.)

For each land type, perform the associated action once for each land you control of that type.
• Plains — Create a 0/1 white Goat creature token.
• Island — Scry 1.
• Swamp — Exile target card from a graveyard.
• Mountain — Deal 1 damage to target creature.
• Forest — Put a +1/+1 counter on target creature.
• Plains — Create a 0/1 white Goat creature token.
• Island — Scry 1.
• Swamp — Exile target card from a graveyard.
• Mountain — Deal 1 damage to target creature.
• Forest — Put a +1/+1 counter on target creature.
Hoid is also a Surgebinder, Allomancer, Feruchemist, and Elantrian.
Hoid has all activated abilities of nonland permanents you control.
If Hoid would leave the battlefield, instead shuffle it into its owner's library.
Hoid has all activated abilities of nonland permanents you control.
If Hoid would leave the battlefield, instead shuffle it into its owner's library.
6/5
Go to section: Colourless (15) White (44) Blue (44) Black (43) Red (42) Green (39) Multicolour (99) Hybrid (10) Split (3) Artifact (21) Land (9)
Show rarities: C U R M
Story Cards: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Batches | Cycles |
When this creature enters, reveal the top six cards of your library. Put all Courtier cards from among them into your hand and the rest on the bottom of your library in a random order. (Advisors, Knights, and Nobles are Courtiers.)