Building Blocks
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When Amalgamation Driver crews a vehicle, that vehicle gets +2/+2 until end of turn.
2/2
0 comments
At the beginning of your endstep, an opponent may gain control of Glamorous Glass Walker. If they do, you create three treasure tokens.
5/4
Jumping Wastes Dust enters the battlefield tapped.
: Add
.


1/1
If you control five or more Spirits, Overwhelming Haunting has "Ward — Return a land you control to your hand."
At the beginning of your upkeep, if you control 10 or more Shimmerling creatures, you win the game.
At the beginning of your upkeep, if you control 10 or more Shimmerling creatures, you win the game.
2/4
Whenever Quicksilver Chauffeur crews a vehicle, create a tapped token that's a copy of that vehicle.
Quicksilver Chauffeur crews vehicles as though its power was 2 greater.
Quicksilver Chauffeur crews vehicles as though its power was 2 greater.
2/3
When Self Stealer enters the battlefield, exile target creature you control.
,
: Create a token that’s a copy of a card exiled with Self Stealer, except it’s a 1/1 colorless Shimmerling Spirit. Activate only as a sorcery.


1/3
At the beginning of your endstep, if you both own and control Shimmering Presence and a Fortification named Shimmering Highcloud Tower or Shimmering Freshwater Tunnel, you may:
• exile Shimmering Presence and Shimmering Highcloud Tower, then meld them into Shimmerstone Slitherer.
• exile Shimmering Presence and Shimmering Freshwater Tunnel, then meld them into Shimmerspring Slitherer.
• exile Shimmering Presence and Shimmering Highcloud Tower, then meld them into Shimmerstone Slitherer.
• exile Shimmering Presence and Shimmering Freshwater Tunnel, then meld them into Shimmerspring Slitherer.
1/1
Slitherer becomes untapped,
for each enchantment
At the beginning of your endstep,
create a copy of target enchantment on the battlefield or an enchantment card in any graveyard.
for each enchantment
At the beginning of your endstep,
create a copy of target enchantment on the battlefield or an enchantment card in any graveyard.
9
At the beginning of your endstep, if you both own and control Shimmering Spook and a Fortification named Shimmering Highcloud Tower or Shimmering Freshwater Tunnel, you may:
• exile Shimmering Spook and Shimmering Highcloud Tower, then meld them into Shimmerstone Haunt.
• exile Shimmering Spook and Shimmering Freshwater Tunnel, then meld them into Shimmerspring Haunt.
• exile Shimmering Spook and Shimmering Highcloud Tower, then meld them into Shimmerstone Haunt.
• exile Shimmering Spook and Shimmering Freshwater Tunnel, then meld them into Shimmerspring Haunt.
1/1
Haunt becomes tapped,
for each Spirit
At the beginning of your upkeep,
create a token that is a copy of any creature in any graveyard. It's a 9/9 Spirit in addition to its other types.
for each Spirit
At the beginning of your upkeep,
create a token that is a copy of any creature in any graveyard. It's a 9/9 Spirit in addition to its other types.
9
Flying
,
, Sacrifice a Dwarf: Create X 1/1 colorless Shimmerling Spirit creature tokens where X is the mana value of the creature sacrificed this way. Activate only as a sorcery.


3/3
Indestructible
The Shimmering God isn't a creature, unless you control five or more colorless creatures.
Whenever you cast a fortification or vehicle spell, draw a card.
Other colorless creatures you control get +2/+2.
The Shimmering God isn't a creature, unless you control five or more colorless creatures.
Whenever you cast a fortification or vehicle spell, draw a card.
Other colorless creatures you control get +2/+2.
6/6
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
As long as Ancestor's Call is in your graveyard, whenever you cast a Dwarf creature spell, create a 1/1 white Spirit creature token with flying.
As long as Ancestor's Call is in your graveyard, whenever you cast a Dwarf creature spell, create a 1/1 white Spirit creature token with flying.
Whenever Armory Wagon becomes crewed, put a first strike counter on target creature that crewed it this turn.
Crew 3
Crew 3
4/5
Fortified land has "Whenever this land becomes tapped, put a defender counter on target creature."


, Unattach Binding Shrine: Exile all creatures with defender. Until end of turn you may play creatures without defender exiled with Binding Shrine and mana of any type can be spent to cast them.
Fortify



Fortify

First it forces peace. Then servitude.
When Blueprint Connoisseur enters the battlefield you may search your library for a Fortification card, reveal it and put it into your hand, then shuffle.
2/2
Other Workers you control get +0/+3.
1/3
Whenever Caller of the Have-Been becomes tapped, if there is an enchantment card with gravebound in your graveyard, create a 0/1 white Spirit creature token with flying and defender and "
: Add
. Spend this mana only to cast enchantment spells."


3/2
Whenever Combining Stonework Stomper becomes crewed for the first time each turn, if it got crewed by at least one vehicle, it gets +X/+X and gains first strike until end of turn, where X is the number of creatures crewing it.
Crew 4
Crew 4
7/6
Flash
Flying
When Crashing Mouse Sparrow enters the battlefield, you may tap target creature. If you do, Crashing Mouse Sparrow enters the battlefield tapped.
Flying
When Crashing Mouse Sparrow enters the battlefield, you may tap target creature. If you do, Crashing Mouse Sparrow enters the battlefield tapped.
0/2
Flying
Whenever Dove-pulled Mail Wagon attacks and isn't blocked, you and defending player create a Treasure token.
Crew 2
Whenever Dove-pulled Mail Wagon attacks and isn't blocked, you and defending player create a Treasure token.
Crew 2
1/8
Gravebound
As long as Ghost Fire Parade is in your graveyard, you may pay
. If you do, target creature you control becomes a 0/3 white Spirit in addition to its other types and has defender. Activate only as a sorcery and only once a turn.
At the beginning of your upkeep, as long as Ghost Fire Parade is in your graveyard, if you control 10 or more Spirits with defender, you win the game.
As long as Ghost Fire Parade is in your graveyard, you may pay

At the beginning of your upkeep, as long as Ghost Fire Parade is in your graveyard, if you control 10 or more Spirits with defender, you win the game.
Flying
Whenever Glider of the Morning Sun becomes crewed, exile target creature that crewed it this turn, then return it to the battlefield tapped under its owner’s control.
Crew 3
Whenever Glider of the Morning Sun becomes crewed, exile target creature that crewed it this turn, then return it to the battlefield tapped under its owner’s control.
Crew 3
4/5
Whenever a vehicle you control attacks alone, that vehicle gets +1/+1 and gains indestructible until end of turn.
0/3
Defender
This spell costs
less to cast if you control a fortified land.
Hearthbound Protector can block an additional two creatures.
This spell costs

Hearthbound Protector can block an additional two creatures.
2/10
Vigilance


,
: Turn target Loot face up and exile it. If it's a creature, you may play it this turn without paying its mana cost. Activate only as a sorcery.




2/2
Other Dwarfs you control get +1/+1.
Other Workers you control get +1/+1.
Other Workers you control get +1/+1.
2/2
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
At the beginning of your upkeep, as long as Light from Beyond is in your graveyard, put a beam counter on target creature you control.
Creatures with beam counters get +0/+1.
Creatures with three or more beam counters get +1/+1 and have ward – tap two creatures.
At the beginning of your upkeep, as long as Light from Beyond is in your graveyard, put a beam counter on target creature you control.
Creatures with beam counters get +0/+1.
Creatures with three or more beam counters get +1/+1 and have ward – tap two creatures.
Fortified land has "
: Add 
, spend this mana only to cast enchantment spells.”


, Unattach Lightstone Chapel: Non-Aura Enchantments you control become 4/4 Avatar creatures with vigilance in addition to their other types until end of turn.
Fortify






Fortify

Dinosaur creatures you control have vigilance.
As long as you control a creature with flying, Dinosaur creatures you control have reach.
As long as you control a creature with flying, Dinosaur creatures you control have reach.
3/4
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
At the beginning of your endstep, as long as Make Possible is in your graveyard, if a creature you control died this turn and seven or more creature cards are in your graveyard, you gain X life, where X is the number of enchantment cards in your graveyard, then exile Make Possible. Shuffle your graveyard into your library, then draw a card.
At the beginning of your endstep, as long as Make Possible is in your graveyard, if a creature you control died this turn and seven or more creature cards are in your graveyard, you gain X life, where X is the number of enchantment cards in your graveyard, then exile Make Possible. Shuffle your graveyard into your library, then draw a card.
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
As long as Medium's Pearl is in your graveyard, Spirits you control have vigilance and lose defender.
As long as Medium's Pearl is in your graveyard, Spirits you control have vigilance and lose defender.
Spirits you control lose defender.
Other Spirits you control have lifelink.
When Mistborn Leader attacks, create two white 1/1 Spirit creature tokens with flying that are tapped and attacking.
Other Spirits you control have lifelink.
When Mistborn Leader attacks, create two white 1/1 Spirit creature tokens with flying that are tapped and attacking.
4/4
Flying


, Sacrifice Morning Dew Mothling: Remove all counters from creatures.



1/1
Flying
As long as an enchantment card with gravebound is in your graveyard Restless Ancestor has "
: Return Restless Ancestor to the battlefield tapped. Activate only as a sorcery."
As long as an enchantment card with gravebound is in your graveyard Restless Ancestor has "

2/2
Whenever a Dinosaur creature enters the battlefield from your graveyard, put two +1/+1 counters on it.
6/6
Defender
When Rolling Fortress becomes crewed for the first time each turn, draw a card. Creatures that crewed it this turn gain indestructible until end of turn.
Crew 5
When Rolling Fortress becomes crewed for the first time each turn, draw a card. Creatures that crewed it this turn gain indestructible until end of turn.
Crew 5
7/9

3/3
Fortified land has "Add
. Put a charge counter on Shimmering Highcloud Tower."
Remove 4 charge counters from Shimmering Highcloud Tower, Unattach Shimmering Highcloud Tower: Search your library for a card named Shimmering Presence or Shimmering Spook, put it into your hand, then shuffle.
(Melds with Shimmering Presence or Shimmering Spook)
Fortify a Plains

Remove 4 charge counters from Shimmering Highcloud Tower, Unattach Shimmering Highcloud Tower: Search your library for a card named Shimmering Presence or Shimmering Spook, put it into your hand, then shuffle.
(Melds with Shimmering Presence or Shimmering Spook)
Fortify a Plains

Whenever Shimmerstone
you gain 4 life
on the battlefield
if you have 30 or more life,
you gain 4 life
on the battlefield
if you have 30 or more life,
9
Defender
When Sineater enters the battlefield, remove a counter from target creature.
When Sineater enters the battlefield, remove a counter from target creature.
1/3
Fortified land has "Whenever this land becomes tapped, create a 0/1 white Spirit creature token with flying and defender."

, Unattach Soldiers Fort: Create X white 1/1 Worker creature tokens, where X is the number of Spirits you control. If you unattach from a Plains this way, create X white 2/2 Soldier tokens instead. Activate only as a sorcery.
Fortify


Fortify

Stonetongue enters the battlefield with a defender counter on it.
When Stonetongue, Chained loses defender, put three +1/+1 counters and a vigilance counter on it.
When a defender counter is put on Stonetongue, Chained, remove three +1/+1 counters and a vigilance counter from it.
When Stonetongue, Chained loses defender, put three +1/+1 counters and a vigilance counter on it.
When a defender counter is put on Stonetongue, Chained, remove three +1/+1 counters and a vigilance counter from it.
0/1
Fortified land has "Whenever this land is tapped for mana, if you spend it on a creature spell, it enters the battlefield with a shadow counter on it."


, Unattach Temple of the Evening Shade: Until end of turn, creatures your opponents control entering the battlefield don’t cause abilities to trigger. Exile all creatures, then return them to the battlefield under their owner's control. Creatures you control get +1/+1 and gain shadow until end of turn.
Fortify



Fortify

Fortified land has "Whenever this land is tapped for mana, if you spend it on a creature spell, it enters the battlefield with a lifelink counter on it."

, Unattach Temple of the Morning Sun: You gain X life where X is the number of Plains you control.
Fortify


Fortify

Fortify costs you pay cost
less to play.

1/1
Waltzing Petal Meadow enters the battlefield tapped.
1/1
Whenever you unattach a Fortification, create a Treasure token.
2/3
As long as an opponent controls a Loot, Zealous Arbiter gets +2/+2.
2/2
Ward – Return a creature you control to its owner’s hand.
When Altar to Ingenuity becomes crewed, you win the game.
Crew 20
When Altar to Ingenuity becomes crewed, you win the game.
Crew 20
3/8
Sacrifice a Loot: Target creature can't be blocked this turn.
1/1
When Building Site Entrepreneur enters the battlefield add
for every Worker you control. Spend this mana only to cast artifact spells.

2/2
Fortified land has "Whenever this land is tapped for mana, if you spend it on a creature spell, it enters the battlefield with a flying counter on it."


, Unattach Cloud Castle: Creatures you control gain flying until end of turn. Creatures that opponents control lose flying until end of turn. Activate only as a sorcery.
Fortify



Fortify




1/3
Islandwalk
Current Crawler can only attack if you control an Island.
Crew 2
Current Crawler can only attack if you control an Island.
Crew 2
6/6
Whenever Decayed Defalcator deals combat damage to a player, steal 3.
(Put the top three cards of target opponents library onto the battlefield face down under your control. They're Loot Artifacts.)
(Put the top three cards of target opponents library onto the battlefield face down under your control. They're Loot Artifacts.)
3/2
Whenever you fortify a land, scry 1.
0/4
Trample
Whenever Eight-Times-Pockets-Empty deals combat damage to a player, steal 8.
(Put the top eight cards of target opponents library onto the battlefield face down under your control. They're Loot Artifacts.)
Sacrifice five Loot: Create a blue 4/4 Octopus creature token with trample and "Whenever this creature deals combat damage to a player, steal 4."
Whenever Eight-Times-Pockets-Empty deals combat damage to a player, steal 8.
(Put the top eight cards of target opponents library onto the battlefield face down under your control. They're Loot Artifacts.)
Sacrifice five Loot: Create a blue 4/4 Octopus creature token with trample and "Whenever this creature deals combat damage to a player, steal 4."
8/8
Fortified land has "Whenever this land is tapped for mana, if you spend it on a creature spell, that creature gains ward
.(This effect lasts indefinitely.)"

, Unattach Floating Fortress: Counter target creature spell.
Fortify



Fortify

Fortified land has "Whenever this land is tapped for mana, if you spend it on a vehicle spell, it enters the battlefield with a non-basic landwalk counter on it."

, Unattach Flood Gates: Target vehicle becomes an artifact creature until end of turn.
Fortify


Fortify

Other Creatures you control are Workers in addition to their other types.
I think you'll like it. It's honest work.
1/3
Flash
Flying
When Glittering Guppy Jay enters the battlefield, you may return target creature an opponent controls to its owner's hand. If you do, put Glittering Guppy Jay on top of your library.
Flying
When Glittering Guppy Jay enters the battlefield, you may return target creature an opponent controls to its owner's hand. If you do, put Glittering Guppy Jay on top of your library.
1/2
Whenever Hex Fueled Hovercraft becomes crewed for the first time in your turn, reveal the top four cards of your library. You may exile any number of instant or sorcery spells among those cards and put the rest at the bottom of your library in any order. You may play them this turn.
Whenever you play an instant or sorcery spell, put a +1/+1 counter on Hex Fueled Hovercraft.
Crew 4
Whenever you play an instant or sorcery spell, put a +1/+1 counter on Hex Fueled Hovercraft.
Crew 4
5/5
Whenever you unattach a fortification, draw a card, then discard a card.
2/4
Unattached fortifications you control have "
: Target player mills one card."

2/1
Whenever Mobilizing Crawler becomes crewed for the first time each turn, non-creature artifacts you control become 4/4 blue artifact creatures in addition to their other types. If they are fortifications or equipment, unattach them.
Crew 3
Crew 3
4/4
Whenever a spell or an ability you control causes an opponent to mill any amount of cards, you steal that many cards instead.
(Put that many cards from the top of target opponents library onto the battlefield face down under your control. They're Loot Artifacts.)
(Put that many cards from the top of target opponents library onto the battlefield face down under your control. They're Loot Artifacts.)
1/4
Sacrifice three Loot: Draw a card.
3/2
Return target permanent you own to your hand.
If an opponent would draw a card except the first one they draw in each of their draw steps, you steal 1 instead.
(Put the top card of opponents library onto the battlefield face down under your control. It's a Loot artifact.)
(Put the top card of opponents library onto the battlefield face down under your control. It's a Loot artifact.)
1/3
Skulk
When Rivershadow Rowboat deals combat damage to a player, that player mills X cards where X is the number of creatures crewing Rivershadow Rowboat.
Crew 4
When Rivershadow Rowboat deals combat damage to a player, that player mills X cards where X is the number of creatures crewing Rivershadow Rowboat.
Crew 4
3/4
Fortified land has "Add
. Put a charge counter on Shimmering Freshwater Tunnel."
Remove 4 charge counters from Shimmering Freshwater Tunnel, Unattach Shimmering Freshwater Tunnel: Search your library for a card named Shimmering Presence or Shimmering Spook, put it into your hand, then shuffle.
(Melds with Shimmering Presence or Shimmering Spook)
Fortify an Island

Remove 4 charge counters from Shimmering Freshwater Tunnel, Unattach Shimmering Freshwater Tunnel: Search your library for a card named Shimmering Presence or Shimmering Spook, put it into your hand, then shuffle.
(Melds with Shimmering Presence or Shimmering Spook)
Fortify an Island

Whenever Shimmerspring
target player mills two cards,
card in all graveyards.
if there are ten or more cards in a players graveyard,
target player mills two cards,
card in all graveyards.
if there are ten or more cards in a players graveyard,
9
Flying
Whenever Simulacrum Soarer becomes crewed, target creatures becomes an artifact vehicle with crew 2 and it loses all other abilities, card types, and creature types until end of turn.
Crew 3
Whenever Simulacrum Soarer becomes crewed, target creatures becomes an artifact vehicle with crew 2 and it loses all other abilities, card types, and creature types until end of turn.
Crew 3
6/4
Whenever you attach a fortification, target player mills X cards, where X is that fortification's mana value.
0/4
You may tap two untapped Zombies you control rather than pay the fortify costs of fortifications you control.
Me work. You work too.
2/2
Swaying Streamlet enters the battlefield tapped.
1/1
Flying
Whenever Swiftwing becomes crewed, if one or more creatures crewing it have flying, Swiftwing can't be blocked this turn.
Crew 2
Whenever Swiftwing becomes crewed, if one or more creatures crewing it have flying, Swiftwing can't be blocked this turn.
Crew 2
4/4
Unattach all fortifications.
This spell costs
less to cast for every Loot you sacrifice while casting it. Scry 3, then draw three cards.

When Wetland Sellsword deals combat damage to a player, steal 2.
(Put the top two cards of target opponents library onto the battlefield face down under your control. They're Loot Artifacts.)
, Sacrifice a Loot: Draw a card, then discard a card.
(Put the top two cards of target opponents library onto the battlefield face down under your control. They're Loot Artifacts.)

3/3
Fortified land has "
: Add 
. Spend this mana only to cast instant or sorcery spells."

, Unattach Wizards Library: Copy target instant or sorcery spell.
Fortify





Fortify

You may put a Worker you control on top of your library instead of paying the mana costs of abilities of fortifications you control.
1/3
Gravebound
When you cast Bind the Soul, put a soulchain counter on target creature you control. Creatures with soulchain counters have "At the beginning of your upkeep, you may sacrifice a creature or artifact. If you don’t, remove all soulchain counters from this creature and sacrifice it."
Whenever a creature with a soulchain counter on it would die, as long as Bind the Soul is in your graveyard, exile that creature, then return it to the battlefield tapped. Put a soulchain counter on it.
When you cast Bind the Soul, put a soulchain counter on target creature you control. Creatures with soulchain counters have "At the beginning of your upkeep, you may sacrifice a creature or artifact. If you don’t, remove all soulchain counters from this creature and sacrifice it."
Whenever a creature with a soulchain counter on it would die, as long as Bind the Soul is in your graveyard, exile that creature, then return it to the battlefield tapped. Put a soulchain counter on it.
Fortification you control have "
, Unattach this Fortification: Target creature gets -2/-2 until end of turn."

4/3
You may sacrifice two Loot and pay 2 life rather than pay the mana costs for abilities of Fortifications you control.
2/2
Whenever a Fortification you don’t control attaches or unattaches or a Vehicle you don’t control becomes crewed, steal 1.
(Put the top card of target opponent's library onto the battlefield face down under your control. It's a Loot artifact.)
(Put the top card of target opponent's library onto the battlefield face down under your control. It's a Loot artifact.)
1/1
Haste
When Corpse Dragger enters the battlefield, you may return target creature card with power 3 from your graveyard to the battlefield, tapped and crewing Corpse Dragger. Sacrifice that creature at end of combat.
Crew 3
When Corpse Dragger enters the battlefield, you may return target creature card with power 3 from your graveyard to the battlefield, tapped and crewing Corpse Dragger. Sacrifice that creature at end of combat.
Crew 3
5/5
Whenever Gem Looter Hulk deals Combat damage to a player, steal 3 (Put the top three cards of target opponents library onto the battlefield face down under your control. They're Loot artifacts.)
4/3



Goldrot, Undead Tyrant enters the battlefield tapped.
Goldrot, Undead Tyrant doesn't untap during your untap step.
Sacrifice six Loot and/or creatures: Untap Goldrot, Undead Tyrant. It gets +6/+0 and gains trample and lifelink until end of turn.
Whenever Goldrot, Undead Tyrant deals combat damage to a player, steal 4 and draw 4 cards.
Goldrot, Undead Tyrant doesn't untap during your untap step.
Sacrifice six Loot and/or creatures: Untap Goldrot, Undead Tyrant. It gets +6/+0 and gains trample and lifelink until end of turn.
Whenever Goldrot, Undead Tyrant deals combat damage to a player, steal 4 and draw 4 cards.
2/6
Flying
Whenever Grimewing gets blocked, tap target creature blocking it and put a -1/-1 counter on it. Put a -1/-1 counter on Grimewing.
Whenever Grimewing gets blocked, tap target creature blocking it and put a -1/-1 counter on it. Put a -1/-1 counter on Grimewing.
3/2
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
At the beginning of your upkeep, as long as Hungry Soil is in your graveyard, you may sacrifice two artifacts and/or creatures. If you do, return target creature card in your graveyard to the battlefield.
At the beginning of your upkeep, as long as Hungry Soil is in your graveyard, you may sacrifice two artifacts and/or creatures. If you do, return target creature card in your graveyard to the battlefield.
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
As long as Marrow Song is in your graveyard, whenever a creature you control dies, create a black 1/1 Skeleton creature token.
At the beginning of your endstep, if there are seven or more creatures in your graveyard, create Marrow Song Dancer, a legendary 10/10 black Skeleton god creature token with "Other Skeletons and Zombies you control get +2/+2." Exile Marrow Song.
As long as Marrow Song is in your graveyard, whenever a creature you control dies, create a black 1/1 Skeleton creature token.
At the beginning of your endstep, if there are seven or more creatures in your graveyard, create Marrow Song Dancer, a legendary 10/10 black Skeleton god creature token with "Other Skeletons and Zombies you control get +2/+2." Exile Marrow Song.
Target opponent discards two cards. Steal 2.
(Put the top two cards of target opponents library onto the battlefield face down under your control. They're Loot Artifacts.)
(Put the top two cards of target opponents library onto the battlefield face down under your control. They're Loot Artifacts.)
Whenever Misery Carriage gets crewed for the first time each turn, put a -1/-1 counter on target creature crewing it.
At the beginning of your endstep put a +1/+1 counter on Misery Carriage for every -1/-1 counter put on creatures you control this turn.
Crew 4
At the beginning of your endstep put a +1/+1 counter on Misery Carriage for every -1/-1 counter put on creatures you control this turn.
Crew 4
8/8
You may unattach a black Fortification you control instead of paying Mud Grave Burrowers mana cost.
3/2
Necromancer Ghoul gets +2/+2 for very card with gravebound in your graveyard.
2/2
Fortified land has "Whenever this land is tapped for mana, if you spend it on an enchantment spell, create a black 1/1 spirit creature token with flying and lifelink."


, Unattach Necropolis Fortress: return all creature cards from your graveyard to the battlefield. They are black spirits in addition to their other types. Activate only as a sorcery.
Fortify



Fortify

Shadow
New Moon Nightmare gets -1/-0 for every white creature on the battlefield.
New Moon Nightmare gets -1/-0 for every white creature on the battlefield.
2/1
As you cast Nightveiled Carpet, you may discard two black cards. If you do, it enters the battlefield with two +1/+1 counters on it.
Crew 2
Crew 2
4/4
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
At the beginning of your upkeep, as long as Open the Coffins is in your graveyard, create a 2/2 black Zombie creature token.
At the beginning of your upkeep, as long as Open the Coffins is in your graveyard, create a 2/2 black Zombie creature token.
As long as you control a Mountain, Paid Cutthroat has “When this creature deals combat damage to a player, steal 2 (Put the top two cards of target opponents library onto the battlefield face down under your control. They're Loot artifacts.).”
2/2
As long as you control a fortification, Preacher of the Herd has "Whenever you sacrifice a creature, add
."

1/1
Search your library for a card with gravebound. Reveal it, put it in your hand, then shuffle your library.
Fortified land has "Whenever this land becomes tapped, target creature gets +1/-1 until end of turn."


, Unattach Reanimator Workshop: Put target creature card from your graveyard into your hand. If you unattached from a Swamp this way, return it to the battlefield instead. Activate only as a sorcery.
Fortify



Fortify

Rigor Mortis Leadfoot can't block.
Rigor Mortis Leadfoot crews Vehicles as though it's power was 3 greater.
Whenever Rigor Mortis Leadfoot crews a Vehicle, that Vehicle gains trample and has "At the beginning of your endstep, sacrifice this Vehicle."
Rigor Mortis Leadfoot crews Vehicles as though it's power was 3 greater.
Whenever Rigor Mortis Leadfoot crews a Vehicle, that Vehicle gains trample and has "At the beginning of your endstep, sacrifice this Vehicle."
Hey! You drive like you have a deathwish! Wait...
2/1

2/2
Sacrifice a Loot, Pay 1 life: Scrapyard Apparition gets +2/+2 until end of turn. Activate no more than twice each turn.
4/1
Shadow
Whenever a creature with flying enters the battlefield, tap Smokeborn Spook.
Whenever a creature with flying enters the battlefield, tap Smokeborn Spook.
4/2
Shadow
When Suspicious Gift becomes crewed for the first time each turn, as long as it's an opponents turn, Suspicious Gift deals 2 damage to target player and you gain 2 life.
Crew 3
When Suspicious Gift becomes crewed for the first time each turn, as long as it's an opponents turn, Suspicious Gift deals 2 damage to target player and you gain 2 life.
Crew 3
4/3
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
As long as Syphoning Tomb Rune is in your graveyard, whenever a card is put into your graveyard, Syphoning Tomb Rune deals 1 damage to target opponent and you gain 1 life.
As long as Syphoning Tomb Rune is in your graveyard, whenever a card is put into your graveyard, Syphoning Tomb Rune deals 1 damage to target opponent and you gain 1 life.
Whenever you cast a spell with gravebound, Tombstone Stalker gets +2/+2 until end of turn and target creature gets -2/-2 until end of turn.
2/2
Undulating Muck enters the battlefield tapped.
1/1
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
As long as Unhallowed Ground is in your graveyard, whenever you sacrifice a creature, you may pay
. If you do, draw a card and you lose 2 life.
As long as Unhallowed Ground is in your graveyard, whenever you sacrifice a creature, you may pay

Fortified land has “
, Sacrifice this land: Create a 2/2 black Zombie creature token. If you sacrificed a Swamp this way, create two tokens instead." Activate only as a sorcery.
Fortify


Fortify

Shadow
When Wandering Alp deals combat damage to a player, steal 1. (Put the top card of target opponents library onto the battlefield face down under your control. It's a Loot artifact.)
When Wandering Alp deals combat damage to a player, steal 1. (Put the top card of target opponents library onto the battlefield face down under your control. It's a Loot artifact.)
2/2
Flying
Winged Vermin gets +2/+0 if you control a black Fortification.
Winged Vermin gets +2/+0 if you control a black Fortification.
1/2
Creatures with steal you control have trample.
1/3

Bribery is such an ugly word... No wait, it's actually pretty accurate.
1/3
Gain control of target creature or Vehicle until end of turn. Untap it. It gains haste until the end of turn. Steal 2. (Steal from the opponent who controls the permanent.)
Flying
Sacrifice a Kobold:
Chum Chewer Dragon gets +2/+0 and gains first strike until end of turn. Activate only once a turn.
Sacrifice a Kobold:
Chum Chewer Dragon gets +2/+0 and gains first strike until end of turn. Activate only once a turn.
3/3
Whenever a source you control deals damage to a creature, put a blood counter on that creature.
At the beginning of your end step, move all blood counters from other permanents onto Collect the Blood.
At the beginning of your upkeep, if there are 15 or more blood counters on Collect the Blood, you win the game.

: Collect the Blood deals 1 damage to target creature with toughness 2 or greater. Activate only as a sorcery and only once each turn.
At the beginning of your end step, move all blood counters from other permanents onto Collect the Blood.
At the beginning of your upkeep, if there are 15 or more blood counters on Collect the Blood, you win the game.


Loots you control are 2/2 colorless artifact creatures with menace and can't block.
2/2
Fork Tongue Mount gets +1/+1 if you control a Kobold.
Sacrifice a Loot: Fork Tongue Mount gets +1/+0 until end of turn.
Sacrifice a Loot: Fork Tongue Mount gets +1/+0 until end of turn.
2/2
Menace
You may sacrifice six Loot rather than pay this spell’s mana cost.
You may sacrifice six Loot rather than pay this spell’s mana cost.
7/6
Defender
When Gravel Pitch Scratcher becomes crewed, it deals X damage to each creature it was crewed by, where X is the number of creatures Gravel Pit Scratcher was crewed by. Add
for each creature Gravel Pit Scratcher was crewed by.
Crew 5
When Gravel Pitch Scratcher becomes crewed, it deals X damage to each creature it was crewed by, where X is the number of creatures Gravel Pit Scratcher was crewed by. Add

Crew 5
I really think you should give it a look.
3/10
Fortified land has "Whenever you cast an instant or sorcery spell using mana produced by this land, you may reveal the top card of your library. If it's an instant spell, exile it, otherwise put it on the bottom of your library. You may cast the exiled card this turn.

, Unattach Improvised Lighting Rod: Add
for each Loot you control. Spend this mana only to cast instant or sorcery spells.
Fortify



Fortify

Haste
Sacrifice two Loot: Jewellery Muncher becomes an artifact creature until end of turn.
Crew 2
Sacrifice two Loot: Jewellery Muncher becomes an artifact creature until end of turn.
Crew 2
3/3
Flying
At the beginning of your upkeep, reveal the top card of your library. If it's a creature with power 2, put it on the battlefield tapped and crewing Jumpstart Jetpack.
At the beginning of your end step, if Jumpstart Jetpack attacked this turn, it deals 4 damage to target creature, then sacrifice target creature that crewed it this turn and return Jumpstart Jetpack to its owner’s hand.
Crew 2
At the beginning of your upkeep, reveal the top card of your library. If it's a creature with power 2, put it on the battlefield tapped and crewing Jumpstart Jetpack.
At the beginning of your end step, if Jumpstart Jetpack attacked this turn, it deals 4 damage to target creature, then sacrifice target creature that crewed it this turn and return Jumpstart Jetpack to its owner’s hand.
Crew 2
4/3
You may sacrifice two artifacts rather than pay the mana cost for Fortification spells you cast.
3/2
As long as you control three or more Loot, Kobolds you control get +2/+2
2/2
Haste, flying
Kobolds crew Kobold Cruncher as though their power were 2 greater.
Crew 5
Kobolds crew Kobold Cruncher as though their power were 2 greater.
Crew 5
6/3
When Kobold Cutthroat deals combat damage to a player, steal 2. (Put the top two cards of target opponents library onto the battlefield face down under your control. They're Loot artifacts.)
1/2

1/4
Fortified land has "Whenever you cast a creature spell using mana produced by this land, that creature enters the battlefield with a haste counter on it."

, Sacrifice X creatures, Unattach Kobold Kannon Camp: Kobold Kannon Camp deals X damage to target creature or player.
Fortify


Fortify

Fortified land is a 4/3 red Golem creature with trample. It's still a land.


, Unattach Kobold Kolem Castle: Create X red 1/1 Kobold creature tokens, where X is the number of Loots you control. Activate only as a sorcery.
Fortify



Fortify

Trample
Whenever Kobold Krocket becomes crewed for the first time each turn, if it was crewed by one or more Kobolds, Kobold Krocket deals 3 damage to target creature.
Crew 3
Whenever Kobold Krocket becomes crewed for the first time each turn, if it was crewed by one or more Kobolds, Kobold Krocket deals 3 damage to target creature.
Crew 3
7/6
Haste
Whenever an Opponent activates an ability of an artifact, or land on the battlefield, if it isn't a mana ability, steal 1. (Steal from the opponent that is activating the ability.)
Whenever an Opponent activates an ability of an artifact, or land on the battlefield, if it isn't a mana ability, steal 1. (Steal from the opponent that is activating the ability.)
0/1



steal 1."
2/3
Fortified land has "Whenever you cast a creature spell using mana produced by this land, when that creature enters the battlefield, it deals 2 damage to target creature."


, Unattach Magma Tube System: Magma Tube System deals 12 damage to each creature.
Fortify



Fortify

When Mountain Cliff Bandit deals combat damage to a player, steal 3. (Put the top three cards of target opponents library onto the battlefield face down under your control. They're Loot artifacts.)
3/3
1/1
Whenever you cast a red instant spell that targets an opponent or a permanent you don't control, steal 1. (Steal from the opponent that is targeted or controls those permanents.)
1/4
When Raiding Gang deals combat damage to a player, steal 3. (Put the top three cards of target opponents library onto the battlefield face down under your control. They're Loot Artifacts.)
2/4
Flying, haste
Scraplord, Kobold Tyrant gets +1/+1 for every Loot you control.
If you would steal a number of cards, steal that many cards plus one instead.
Scraplord, Kobold Tyrant gets +1/+1 for every Loot you control.
If you would steal a number of cards, steal that many cards plus one instead.
3/3
Destroy target artifact. If a Fortification is destroyed this way, create a Treasure token.
Whenever Sole Goblin attacks alone, it gets +2/+0 until end of turn for each Goblin you control.
I don't get it, usually there's more goblins.
0/1
Kobold creature tokens you control have "When this creature deals combat damage to a player, steal 1."
0/1
Creatures you control get +2/+0 until end of turn. If you control a Fortification, draw a card.
Whenever Altar to Might becomes crewed for the first time each turn, if all creatures crewing it are tokens, Altar to Might gets +10/+10, and it gains indestructible and trample until end of turn.
Crew 10
Crew 10
Power to the People.
10/10
Target creature gains Size advantage X, where X is its toughness minus 2.
Create a 4/4 green Dinosaur creature token. If you control a Fortification, you may unattach it. If yo do, create three tokens instead.
Flash
When Caller of the Herd enters the battlefield, untap all creature tokens you control.
When Caller of the Herd enters the battlefield, untap all creature tokens you control.
1/4
Whenever a land enters the battlefield tapped under your control, you may attach Deeproot Well to it. Untap it.
Whenever fortified land becomes tapped, unattach Deeproot Well from it and search your library for a basic land card and put it into your hand, then shuffle your library.
Fortify
Whenever fortified land becomes tapped, unattach Deeproot Well from it and search your library for a basic land card and put it into your hand, then shuffle your library.
Fortify

Trample
Whenever Dinosaur Carriage becomes crewed, if at least one of those creatures is a Dinosaur, create a tapped 4/4 green Dinosaur creature token.
Crew 5
Whenever Dinosaur Carriage becomes crewed, if at least one of those creatures is a Dinosaur, create a tapped 4/4 green Dinosaur creature token.
Crew 5
6/6
Fortified land has "Whenever this land is tapped for mana, if you spend it on a creature spell, it enters the battlefield with a trample counter on it."


, Unattach Dinosaur Range: Create X 4/4 green Dinosaur creature tokens, where X is the number of creatures with trample you control. Activate only as a sorcery.
Fortify



Fortify

Whenever you cast a Dinosaur creature spell, you may put two +1/+1 counters on it. If you do, it enters the battlefield tapped.
1/3
Creatures you control with toughness 5 or higher have size advantage 3.
(They can only be blocked by creatures with a total power of 3.)
(They can only be blocked by creatures with a total power of 3.)
A giant among people. An ant among giants.
2/3
Whenever Floral Golem Suit becomes crewed for the first time each turn, put a bloom counter on target creature crewing it.
(Creatures with one or more bloom counters on them have "
, Remove a bloom counter from this creature: Add
and one mana of this creature's color. If this creature is colorless, add 
instead.")
Crew 2
(Creatures with one or more bloom counters on them have "




Crew 2
4/4
Flying
Flowerfield Toucan enters the battlefield with a bloom counter on it.
(Creatures with one or more bloom counters on them have “
, Remove a bloom counter from this creature: Add
and one mana of this creature's color. If this creature is colorless, add 
instead.)
Flowerfield Toucan enters the battlefield with a bloom counter on it.
(Creatures with one or more bloom counters on them have “




0/4
Dinosaur creatures you control have size advantage X, where X is their toughness minus 2.
2/3
Forest Path Druid enters the battlefield with a bloom counter on it.
If you cast a Merfolk creature spell, you may pay
. If you do, it enters the battlefield with a bloom counter on it. (Creatures with one or more bloom counters on them have “
, Remove a bloom counter from this creature: Add
and one mana of this creature's color. If this creature is colorless, add 
instead.)
If you cast a Merfolk creature spell, you may pay





1/1



1/3
Whenever a creature enters the battlefield with one or more +1/+1 counters on it, put a +1/+1 counter on Impressionable Hatchling.
0/2
Creatures you control assign no combat damage.
Other creatures you control get +1/+1.
Creatures you control have "
: This creature fights target creature you don’t control."
Other creatures you control get +1/+1.
Creatures you control have "

7/10
Fortified lands you control have
"
: Add one mana of any color."
"

0/2
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
As long as Life in the Boneyard is in your graveyard, whenever a creature with power 4 or higher is put into your graveyard, create a 4/4 green Dinosaur creature token.
As long as Life in the Boneyard is in your graveyard, whenever a creature with power 4 or higher is put into your graveyard, create a 4/4 green Dinosaur creature token.
Whenever Material Wagon becomes crewed for the first time each turn, search your library for a basic Forest card and put it onto the battlefield tapped, then shuffle your library.
Crew 4
Crew 4
3/6
Fortified land has "Whenever this land is tapped for mana, if you spend it on a green creature spell, it enters the battlefield with a bloom counter on it."

, Unattach Overgrowing Blossom Vines: Add
for every creature with bloom counters on them you control.
Fortify



Fortify

Activated abilities of Fortifications you control cost
less to activate.

1/1
When Prospering Biotope enters the battlefield, create a Soil land token with "When this land isn't fortified, sacrifice it." Attach Prospering Biotope to it.
, Unattach Prospering Biotope: Return target land card from your graveyard to your hand.
Fortify

Fortify

Islandwalk
Merfolk you control get +1/+1.
Merfolk you control get +1/+1.
4/4
Whenever you cast a creature spell from your hand, proliferate.
It lets the growing grow.
1/2
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
Whenever a land is put into your graveyard, as long as Seeds in the Soil is in your graveyard, put two bloom counters on up to two target creatures you control. (Creatures with one or more bloom counters on them have "
, Remove a bloom counter from this creature: Add
and one mana of this creature's color. If this creature is colorless add 
instead.)
Whenever a land is put into your graveyard, as long as Seeds in the Soil is in your graveyard, put two bloom counters on up to two target creatures you control. (Creatures with one or more bloom counters on them have "




Shuffling Moss Clearing enters the battlefield tapped.
1/1
At the beginning of your endstep, if Snoring Ultrasaurus wasn't dealt damage this turn, put a sleep counter on it.
Snoring Ultrasaurus has reach as long as it has one or more sleep counters on it. It has indestructible as long as it has three or more sleep counters on it. It has deathtouch as long as it has five or more sleep counters on it. If Snoring Ultrasaurus is dealt damage, remove all sleep counters from it.
At the beginning of your upkeep, if there are ten or more sleep counters on Snoring Ultrasaurus, you win the game.
Snoring Ultrasaurus has reach as long as it has one or more sleep counters on it. It has indestructible as long as it has three or more sleep counters on it. It has deathtouch as long as it has five or more sleep counters on it. If Snoring Ultrasaurus is dealt damage, remove all sleep counters from it.
At the beginning of your upkeep, if there are ten or more sleep counters on Snoring Ultrasaurus, you win the game.
1/7
Fortified lands you control are 5/5 green Elemental creatures with trample. They're still lands.
3/4
When you control three or more creatures with power 4 or greater, Thunderous Shieldbasher has Size advantage 3 and trample.
(This creature can only be blocked by creatures with a total power of 3 or less.)
(This creature can only be blocked by creatures with a total power of 3 or less.)
5/5
Fortified land has "Whenever this land is tapped for mana, if you spend it on a creature spell, it enters the battlefield with a +1/+1 counter on it."



, Unattach Titan Feeding Station: Creatures with +1/+1 counters on them you control get +3/+3 and gain trample until end of turn. This ability costs
less to activate for every creature you control with a +1/+1 counter on it. Activate only as a sorcery.
Fortify





Fortify

Trample
Size advantage 3 (This creature can only be blocked by creatures with a total power of three or less.)
Size advantage 3 (This creature can only be blocked by creatures with a total power of three or less.)
6/6
Size advantage 4 (This creature can only be blocked by creatures with a total power of four or less.)
6/6
Fortified land has "Whenever this land is tapped for mana, if you spend it on a creature spell, it enters the battlefield with a reach counter on it"

, Unattach Treetrop Fort: Treetop Fort deals 2 damage to target creature with flying. If you unattached from a Forest this way, Treetop Fort deals 4 damage instead.
Fortify


Fortify

Destroy target creature. Put a bloom counter on two target creatures you don’t control.
(Creatures with one or more bloom counters on them have "
, Remove a bloom counter from this creature: Add
and one mana of this creature's color. If this creature is colorless, add 
instead.")
(Creatures with one or more bloom counters on them have "




When Woodwork Expert enters the battlefield, you may attach a Fortification you control to a land you control.
1/2
When Wrinkled Stegosaurus enters the battlefield, if there is an enchantment card with gravebound in your graveyard, return target creature card from your graveyard to your hand.
2/5
Fortified land has "
, Unattach Crystal Obelisk: Create a 6/6 colorless Golem artifact creature token. Activate only as a sorcery.
Fortify

Fortify

Fortified Land has "
: Add
. Put a charge counter on Energizing Unit."
Remove 2 charge counters from Energizing Unit, Unattach Energizing Unit: Create a Powerstone token. Activate only as a sorcery.
Fortify


Remove 2 charge counters from Energizing Unit, Unattach Energizing Unit: Create a Powerstone token. Activate only as a sorcery.
Fortify

When Mirror Projection Automaton becomes crewed, target artifact you control becomes an artifact creature with power and toughness equal to its mana value until end of turn.
Crew 2
Crew 2
4/4
Flying
Whenever Shimmering Gel Floater deals combat damage to a player, create a 1/1 colorless Shimmerling Spirit creature token.
Crew 3
Whenever Shimmering Gel Floater deals combat damage to a player, create a 1/1 colorless Shimmerling Spirit creature token.
Crew 3
3/4
When Stomping Guardsomething attacks, tap target creature an opponent controls. It doesn't untap during its controller's next untap step.
Crew 3
Crew 3
I have no idea what it is, but I don't want to be anywhere near its legs.
5/5
Flying
Whenever Sunwing of the Shimmering God becomes crewed, for every Creature crewing it, put a charge counter on it.
, Remove 5 charge counters from Sunwing of the Shimmering God: Sunwing of the Shimmering God deals 3 damage to any target.
Crew 2
Whenever Sunwing of the Shimmering God becomes crewed, for every Creature crewing it, put a charge counter on it.

Crew 2
3/4
Fortified land has “
: Add
. Put a charge counter on Temple to the Shimmering God."
Remove 5 charge counters from Temple to the Shimmering God, Unattach Temple to the Shimmering God: Add



.
Fortify


Remove 5 charge counters from Temple to the Shimmering God, Unattach Temple to the Shimmering God: Add





Fortify








Shimmerling creatures you control enter the battlefield untapped.
, Sacrifice a Shimmerling: Choose one:
• Populate
• Proliferate

• Populate
• Proliferate


At the beginning of your endstep, if Slumbering Stone Field is fortified, you may pay






5/6
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