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Showing 48 of 48 Blue cards
Go to section: Colourless (18) White (46) Blue (48) Black (45) Red (45) Green (43) Multicolour (119) Hybrid (10) Split (3) Artifact (25) Land (8)
Show rarities: C U R M




1/1
Convoke, improvise
Draw six cards.
Draw six cards.
Attacking Were creatures get -1/-0.
1/1
This creature can't be blocked.
If you feel the servers warm, run. If you hear the fans buzz, flee. If you see its headlights, it's too late.
6/6
Whenever one or more Sea Monsters you control deals combat damage to a player, draw a card. (Krakens, Leviathans, Octopuses, and Serpents are Sea Monsters.)
3/4
When this creature enters, if 








was spent to cast it, you win the game.










0/1
Bounce target nonland permanent.
This creature can't be blocked.
This creature has hexproof as long as you haven't lost or gained life since it entered.
This creature has hexproof as long as you haven't lost or gained life since it entered.
1/1
This creature has hexproof unless you've been dealt damage this turn.
Whenever you're dealt damage, you may pay life equal to the amount of life lost this way. If you do, draw a card.
Whenever you're dealt damage, you may pay life equal to the amount of life lost this way. If you do, draw a card.
2/4
Enchant land
Whenever enchanted land is tapped for mana, scry 1.
Whenever enchanted land is tapped for mana, scry 1.
Players can't cast more than one spell each turn.
:Exile this enchantment.

Equipped creature gets +1/+1 for each Equipment you control and has ward
.
Equip

Equip

Ward
Other creatures you control have ward
.
Islandcycling

Other creatures you control have ward

Islandcycling

4/6
Enchant creature
Enchanted creatures gets +1/+1 and has flying.
Whenever enchanted creature deals combat damage to a player, scry X, where X is the amount of damage dealt to that player.
Enchanted creatures gets +1/+1 and has flying.
Whenever enchanted creature deals combat damage to a player, scry X, where X is the amount of damage dealt to that player.
This creature deals combat damage to creatures in the form of stun counters.
2/3
Draw a card.
Whenever you discard a card, you may return this card from your graveyard to your hand.
Whenever you discard a card, you may return this card from your graveyard to your hand.
When this creature becomes the target of a spell or ability, sacrifice it.
Whenever this creature attacks, put a +1/+1 counter on it.
Whenever this creature attacks, put a +1/+1 counter on it.
2/3
Animated creatures you control have ward
. (Constructs, Golems, Elementals, and Scarecrows are Animated.)

1/2
Enchant permanent
When this enchantment enters, draw a card.
As long as enchanted permanent is a creature, it gets +1/+1 and has vigilance.
As long as enchanted permanent is an Equipment, it has “Equipped creature gets +1/+1 and has 'Whenever this creature attacks, put a stun counter on target creature.'.”
When this enchantment enters, draw a card.
As long as enchanted permanent is a creature, it gets +1/+1 and has vigilance.
As long as enchanted permanent is an Equipment, it has “Equipped creature gets +1/+1 and has 'Whenever this creature attacks, put a stun counter on target creature.'.”
Up to two target creatures lose all names and can't be blocked until end of turn.
When this artifact enters or leaves the battlefield, draw a card.
When this artifact is milled, discarded, or exiled from your hand or graveyard, draw a card.
When this artifact is milled, discarded, or exiled from your hand or graveyard, draw a card.
Whenever this creature enters or leaves the battlefield, draw a card.
Though librarian duties include returning books to their places, more often do books remain wherever they already are, for no one wishes to disturb a reading librarian.
2/2
Skulk (This creature can't be blocked by creatures with greater power.)
When this creature deals combat damage to a creature, tap that creature and put 2 stun counters on it.
When this creature deals combat damage to a creature, tap that creature and put 2 stun counters on it.
1/3



0/2
Flying
Of royal blood among the spirits of the air, the Mahamoti deathwind rides on the blades of the winds. As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.
5/6
Whenever this creature deals combat damage to a player, draw a card.
This creature gets -1/-0 for each card in your hand.
This creature gets -1/-0 for each card in your hand.
1/4
Creature spells you cast can't be countered.
Whenever a creature you control attacks, tap target creature and put a stun counter on it. Then if that creature has two or more stun counters on it, draw a card.
Whenever a creature you control attacks, tap target creature and put a stun counter on it. Then if that creature has two or more stun counters on it, draw a card.
The sea swells, the earth creaking as waves crash.
7/7
When this creature enters, scry 5, then reveal the top card of your library. If it's an instant or sorcery, put it into your hand.
Whenever you cast an instant or sorcery spell, if there are five or more instant and sorcery cards in your graveyard, exile this creature, then return its to the battlefield transformed under it owner’s control.
Whenever you cast an instant or sorcery spell, if there are five or more instant and sorcery cards in your graveyard, exile this creature, then return its to the battlefield transformed under it owner’s control.
2/2
+1: Reveal the top card of your library. If it's an instant or sorcery card, put it into your hand. Then draw a card.
-2: Create Ashaya, the Waking World, a legendary 1/1 blue Elemental creature token with "Whenever you cast an instant or sorcery spell, draw a card."
-7: Instant and sorcery cards in your graveyard gain flashback until end of turn. Their flashback costs are equal to their mana costs reduced by
.
-2: Create Ashaya, the Waking World, a legendary 1/1 blue Elemental creature token with "Whenever you cast an instant or sorcery spell, draw a card."
-7: Instant and sorcery cards in your graveyard gain flashback until end of turn. Their flashback costs are equal to their mana costs reduced by

3
Flying
Whenever this creature deals combat damage to an opponent, put target creature they control on top of their library, then draw a card.
Whenever this creature deals combat damage to an opponent, put target creature they control on top of their library, then draw a card.
5/4
Whenever this creature attacks, put a flood counter on target land. It’s an Island in addition to its other types for as long as it has a flood counter on it.

, Remove a flood counter from a land you control: Tap target creature. Put a stun counter on it.


2/3
This artifact's power and toughness are each equal to the number of artifacts you control. (It's not a creature.)
Whenever another artifact enters, scry 1.
Whenever another artifact enters, scry 1.
*/*
As an additional cost to cast a spell, you may draw cards equal to its mana value. If you do, discard two cards.
4/7
Heroic — Whenever you cast a spell that targets this creature, return target permanent to its owner's hand.
5/5
At the beginning of your upkeep, scry X, where X is the number of Shrines you control.
+2: Permanents you control gain ward
until the beginning of your next turn.
-1: Return target instant or sorcery card from your graveyard to your hand.
-X: Draw X cards. You may cast any number of instants and sorcery spells with total mana value X or less without paying their mana costs.

-1: Return target instant or sorcery card from your graveyard to your hand.
-X: Draw X cards. You may cast any number of instants and sorcery spells with total mana value X or less without paying their mana costs.
3
Whenever this creature or another Scholar creature enters, draw a card. (Advisors, Artificers, Scientists, and Wizards are Scholars.)
As long as you have seven or more cards in hand, Scholar creatures you control get +2/+2.
As long as you have seven or more cards in hand, Scholar creatures you control get +2/+2.
2/2
Aquatic 1 (This creature can't be blocked except by one or more creatures with total power 1 or more.)
At the beginning of your upkeep, each player creates a 0/1 blue Plant Wall creature token with defender named Kelp.
At the beginning of your upkeep, each player creates a 0/1 blue Plant Wall creature token with defender named Kelp.
3/2
Flying
Whenever a creature dies, you may mill 2 cards.
Whenever a creature dies, you may mill 2 cards.
2/1
Suspend 6 —
Flying
Whenever this creature deals combat damage to a player, draw a card.

Flying
Whenever this creature deals combat damage to a player, draw a card.
4/4



Whenever fortified land becomes tapped, target creature gains reach until the beginning of your next turn.
Fortify


Flying
Whenever this creature deals combat damage to an opponent, draw a card.
Whenever this creature deals combat damage to an opponent, draw a card.
6/6
Rebound
Buyback
Retrace
Jump-Start
Ascend
Awaken 1—

Buyback

Retrace
Jump-Start
Ascend
Awaken 1—


Whenever an opponent scries, you surveil 1.
Whenever an opponent surveil, you scry 1.
Whenever an opponent surveil, you scry 1.
1/1
This creature enters with a +1/+1 counter on it.

, Remove a +1/+1 counter from this creature: Proliferate.


0/0
Whenever this creature deals combat damage to a player, draw a card.
Splice onto creature
(As you cast a creature spell, you may reveal this card from your hand and pay its splice cost. If you do, its gains the preceding abilities.)
Splice onto creature


1/1
Flying
At the beginning of each end step, if this creature became tapped this turn, transform it.
At the beginning of each end step, if this creature became tapped this turn, transform it.
2/2
Flying
Whenever this creature deals combat damage to an opponent, you may draw a card.
At the beginning of each end step, if this creature became tapped this turn, transform it.
Whenever this creature deals combat damage to an opponent, you may draw a card.
At the beginning of each end step, if this creature became tapped this turn, transform it.
3/3
Prowess
Instant and sorcery spells you control have replicate. The replicate cost is equal to their mana cost plus
.
Whenever you copy an instant or sorcery spell, Mystics you control gain ward
until end of turn.
Instant and sorcery spells you control have replicate. The replicate cost is equal to their mana cost plus

Whenever you copy an instant or sorcery spell, Mystics you control gain ward

3/5
Go to section: Colourless (18) White (46) Blue (48) Black (45) Red (45) Green (43) Multicolour (119) Hybrid (10) Split (3) Artifact (25) Land (8)
Show rarities: C U R M
Story Cards: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Batches | Cycles | Cards for Kenrith | Cards for Galea | Cards for Intet | Cards for Tayam |
Enchant creature
You may cast Aura spells that target enchanted creature as if they had flash.
You may activate equip abilities that target enchanted creature at any time you could cast an instant.