Shiny Umbreon's Unmade Cards
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Showing all 91 cards
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Vigilance
Dominate (Whenever this creature deals combat damage to a player, you control that player during his or her next turn.)
At the beginning of each opponent’s upkeep, that player puts two 1/1 white Soldier creature tokens onto the battlefield.
Dominate (Whenever this creature deals combat damage to a player, you control that player during his or her next turn.)
At the beginning of each opponent’s upkeep, that player puts two 1/1 white Soldier creature tokens onto the battlefield.
3/6
First strike
Each creature controlled by another player enters the battlefield with an additional +1/+1 counter on it.
Each other creature you control enters the battlefield with two additional +1/+1 counters on it.
Each creature controlled by another player enters the battlefield with an additional +1/+1 counter on it.
Each other creature you control enters the battlefield with two additional +1/+1 counters on it.
3/3
Creatures your opponents control enter the battlefield with a bind counter.
Creatures with bind counters on them don't untap during their controllers' untap steps.
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Creatures with bind counters on them don't untap during their controllers' untap steps.
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

1/1
Remove target attacking creature an opponent controls from combat.
Team-up — If you control more creatures than that player, destroy that creature instead.
Team-up — If you control more creatures than that player, destroy that creature instead.
Enchant creature
Sacrifice Vanishing Cloak: Exile enchanted creature. At the beginning of the next end step, return that card to the battlefield under its owner's control.
Sacrifice Vanishing Cloak: Exile enchanted creature. At the beginning of the next end step, return that card to the battlefield under its owner's control.
Enchant creature
As long as enchanted creature has flying, other creatures with the same controller have flying. The same is true for intimidate, first strike, double strike, deathtouch, haste, hexproof, landwalk, lifelink, protection, reach, trample and vigilance.
As long as enchanted creature has flying, other creatures with the same controller have flying. The same is true for intimidate, first strike, double strike, deathtouch, haste, hexproof, landwalk, lifelink, protection, reach, trample and vigilance.
You may have Ancient Draconic Clone enter the battlefield as a copy of any creature on the battlefield. If the chosen creature is face down, reveal it, and Ancient Draconic Clone enters the battlefield as a copy of that creature as though it wasn't face down.
0/0
Reveal the top five cards of your library. An opponent chooses two of them. Put the chosen cards into your graveyard and the rest into your hand.
Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards put this turn from his or her library into his or her graveyard.
Enchant two creatures (This Aura is attached to two creatures at once and is put into its owner's graveyard when either becomes illegal.)
You control enchanted creatures.
You control enchanted creatures.
Flying
You may look at the top cards of your opponents' libraries.
You may look at the top cards of your opponents' libraries.
4/1
Draw a card. Return Incremental Advantage to its owner's hand.
Protection from spells
Dominate (Whenever this creature deals combat damage to a player, you control that player during his or her next turn.)
At the beginning of each opponent’s draw step, that player draws an additional card.
Dominate (Whenever this creature deals combat damage to a player, you control that player during his or her next turn.)
At the beginning of each opponent’s draw step, that player draws an additional card.
3/6

1/1
Take an extra turn after this one. Skip the combat phase of that turn.
You may have Replicant Adept enter the battlefield as a copy of any permanent on the battlefield with the same counters as that permanent, but not with any other.
0/0
Flying
At the beginning of each other player's end step, that player draws a card.
At the beginning of your end step, you draw two cards.
At the beginning of each other player's end step, that player draws a card.
At the beginning of your end step, you draw two cards.
4/4
Gain control of target creature and all abilities of which that creature is the source.
Deathtouch
Dominate (Whenever this creature deals combat damage to a player, you control that player during his or her next turn.)
Your opponents may play one card from their graveyards during each of their turns.
Dominate (Whenever this creature deals combat damage to a player, you control that player during his or her next turn.)
Your opponents may play one card from their graveyards during each of their turns.
3/6
Target player chooses a creature he or she controls. You may pay 2 life. If you do, repeat this process except that player can’t choose a creature already chosen for Blood Tax. Then that player sacrifices the last chosen creature.

1/1
Flying
All other creatures get -1/-1.
Entropic Vampire gets +1/+1 for each other creature.
All other creatures get -1/-1.
Entropic Vampire gets +1/+1 for each other creature.
0/0
Flying, first strike
Whenever Essence Abducter deals combat damage, put a +1/+1 counter on it.
When Essence Abducter dies, you draw a card and gain 1 life for each +1/+1 counter on it.
Whenever Essence Abducter deals combat damage, put a +1/+1 counter on it.
When Essence Abducter dies, you draw a card and gain 1 life for each +1/+1 counter on it.
3/3
Lifelink
Pay 3 life: Target opponent loses 1 life.
Pay 3 life: Target opponent loses 1 life.
3/1
Flying
Whenever Feeding Specter deals combat damage to a player, that player discards a card.
Each Specter you control gets +1/+1 for each creature card in your opponents'graveyards.
Whenever Feeding Specter deals combat damage to a player, that player discards a card.
Each Specter you control gets +1/+1 for each creature card in your opponents'graveyards.
1/1
At the beginning of your upkeep, sacrifice another planeswalker. If you can't, loyalty abilities of Garruk can't be activated this turn and Garruk deals damage to you equal to his loyalty.
+3: Put two 1/1 black Wolf creature tokens with deathtouch onto the battlefield.
-2: You draw two cards and you lose 2 life.
-8: Target opponent's life total becomes 1.
+3: Put two 1/1 black Wolf creature tokens with deathtouch onto the battlefield.
-2: You draw two cards and you lose 2 life.
-8: Target opponent's life total becomes 1.
2
Whenever a creature you own dies, return it to your hand. If you do, you lose life equal to its converted mana cost.
Intimidate
Whenever Heartbreaker deals combat damage to a player, each opponent sacrifices a creature.
Whenever Heartbreaker deals combat damage to a player, each opponent sacrifices a creature.
2/2
If an opponent would draw a card, that player exiles the top three cards of his or her library instead. For each card exiled this way, that player may pay 3 life and put it into his or her hand.
3/4
Haste
At the beginning of each other player's end step, that player may return a creature card from his or her graveyard to his or her hand.
At the beginning of your end step, you may return up to two creature cards from your graveyard to your hand.
At the beginning of each other player's end step, that player may return a creature card from his or her graveyard to his or her hand.
At the beginning of your end step, you may return up to two creature cards from your graveyard to your hand.
4/3
Target player loses 4 life unless he or she sacrifices a creature. Then repeat this process once.
"Crying is not one of your options."
X can't be 0.
Reveal cards from the top of your library until the total converted mana cost is X or greater. Then put all cards revealed this way into your hand. You lose X life.
Reveal cards from the top of your library until the total converted mana cost is X or greater. Then put all cards revealed this way into your hand. You lose X life.
Choose target creature. If it's black, it gets +2/+1 and gains intimidate until end of turn. Otherwise, it gets -1/-2 and can't block this turn.
Destroy target nonartifact, nonblack creature. Counter all abilities of which that creature is the source.
Intimidate
Whenever another player draws a card, Amorxha, Soul of Passion deals 2 damage to that player.
Whenever you draw a card, Amorxha deals 1 damage to you.
Whenever another player draws a card, Amorxha, Soul of Passion deals 2 damage to that player.
Whenever you draw a card, Amorxha deals 1 damage to you.
3/3
At the beginning of your upkeep, Chaos's Bride gains at random double strike, trample or "At the beginning of the end step, sacrifice this creature." until end of turn.
4/4
At the beginning of your upkeep, Chaotic Vortex deals 3 damage to each player.
If the game would be a draw, you win the game instead.
If the game would be a draw, you win the game instead.
Haste
Dominate (Whenever this creature deals combat damage to a player, you control that player during his or her next turn.)
Creatures your opponents control get +2/+0.
Dominate (Whenever this creature deals combat damage to a player, you control that player during his or her next turn.)
Creatures your opponents control get +2/+0.
3/6
Flying
When Legacy Phoenix dies, put a 1/1 white Bird creature token with flying onto the battlefield. At the beginning of your next upkeep, sacrifice that creature. If you do, return Legacy Phoenix from your graveyard to your hand.
When Legacy Phoenix dies, put a 1/1 white Bird creature token with flying onto the battlefield. At the beginning of your next upkeep, sacrifice that creature. If you do, return Legacy Phoenix from your graveyard to your hand.
3/3
Target player exiles his or her hand face down. At the beginning of the next end step, return those cards to that player's hand.
Exile all permanents face down. For as long as any of those cards remain exiled, at the beginning of each player's end step, that player returns one of the exiled cards at random to the battlefield under his or her control. If it's a land card, that player repeats this process.
Add 

to your mana pool. Spend this mana only to cast Demon, Devil or Spirit spells.



Damage can’t be prevented this turn.
Choose target creature you control and target creature an opponent controls. Each deals damage equal to its power to the other. Repeat this process until one of them has lethal damage marked on it.
Choose target creature you control and target creature an opponent controls. Each deals damage equal to its power to the other. Repeat this process until one of them has lethal damage marked on it.
Tap all creatures you control. Overwhelmed by Numbers deals damage to target opponent equal to the total power of all creatures tapped this way.
Team-up — If you control more creatures than that player, Overwhelmed by Numbers instead deals that much damage to that player and each creature he or she controls.
Team-up — If you control more creatures than that player, Overwhelmed by Numbers instead deals that much damage to that player and each creature he or she controls.

1/1
Target instant or sorcery spell you control can't be countered by spells or abilities. Copy that spell. You may choose new targets for the copy. The copy can't be countered by spells or abilities.

2/1
Trample

: Wound Opener deals damage to target player equal to the number of times he or she has been dealt damage this turn.


5/5
Vigilance
Creature spells each other player casts cost
less to cast.
Creature spells you cast cost
less to cast.
Creature spells each other player casts cost

Creature spells you cast cost

3/4
As Adaptative Predator enters the battlefield, it becomes your choice of a 4/2 creature with trample or a 2/4 creature with reach.
When Adaptative Predator enters the battlefield, it fights target creature an opponent controls.
When Adaptative Predator enters the battlefield, it fights target creature an opponent controls.
*/*
Indestructible
Whenever Alpha Hydra is dealt damage, put a +1/+1 counter on it.
Alpha Hydra has trample as long as its power is 10 or greater.
Whenever Alpha Hydra is dealt damage, put a +1/+1 counter on it.
Alpha Hydra has trample as long as its power is 10 or greater.
6/6
Each permanent controlled by a player other than its owner loses all abilities. if it's a creature, it becomes 0/1.
4/5
Trample
Dominate (Whenever this creature deals combat damage to a player, you control that player during his or her next turn.)
Whenever an opponent taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.
Dominate (Whenever this creature deals combat damage to a player, you control that player during his or her next turn.)
Whenever an opponent taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.
3/6
When Llanowar Warrior enters the battlefield, put a +1/+1 counter on another target creature. If it's an Elf, you may instead put three +1/+1 counters on it.
3/3


1/1
At the beginning of your upkeep, you may sacrifice a land. If you do, search your library for a land card, put it onto the battlefield tapped, then shuffle your library.
Average out each creature's power and toughness. (Round to the original highest. For example, a 3/1 would be a 2/2 and a 2/5 would be a 3/4. This is applied after other effects that modify power and toughness, but before those that exchange them.)
Whenever a creature enters the battlefield, if it wasn't cast from its controller's hand, that player chooses one of his or her opponents. The opponent gains control of that creature.
Flash
Spirit of Salvation enters the battlefield with a number of +1/+1 counters equal to the damage you've been dealt this turn.
When Spirit of Salvation enters the battlefield, you gain life equal to the number of +1/+1 counters on it.
Spirit of Salvation enters the battlefield with a number of +1/+1 counters equal to the damage you've been dealt this turn.
When Spirit of Salvation enters the battlefield, you gain life equal to the number of +1/+1 counters on it.
0/0
Survivor — At the beginning of each end step, if you control a creature that was dealt damage this turn, put a +1/+1 counter on target creature.
You may cast Imitator of the Beyond as a copy of any face-up nonland card in exile, except its mana cost is still 

.



0/0
Put a 2/2 white and blue Illusion creature token on the battlefield. It has “

, Exile this creature: Put a 2/2 white and blue Illusion creature token onto the battlefield. It has this ability.”



Each player chooses a number of creatures he or she controls equal to the number of creatures controlled by a player who controls the fewest, then one of those players of his or her choice gains control of the rest. Repeat this process for artifacts, enchantments, lands and planeswalkers.
Shuffle your graveyard into your library. Then search your library for a card, put it into your hand and shuffle your library.
Target opponent reveals his or her hand. You choose a card from it and that player discards that card. Then he or she shuffles his or her hand into his or her library, and draws that many cards.
First strike
, Pay 1 life: Pain Sharer deals 1 damage to target creature or player.

5/5
Whenever another nonland permanent enters the battlefield, its controller exiles all permanents tapped for mana used to pay its cost until that permanent leaves the battlefield.
Flying
Spells your opponents control that target Just Seraph cost an additional "Sacrifice a creature" to cast.
Spells your opponents control that target Just Seraph cost an additional "Sacrifice a creature" to cast.
4/4
Exile all cards from target player's graveyard. Target creature gets +1/+1 until end of turn for each card exiled this way.
+1: Target opponent loses 1 life. You gain 1 life and put a 2/2 green Elf creature token onto the battlefield.
-3: Each player sacrifices a creature. Then you return an Elf card from your graveyard to your hand.
-6: Destroy all creatures. Put two 2/2 green Elf creature tokens onto the battlefield for each creature destroyed this way.
-3: Each player sacrifices a creature. Then you return an Elf card from your graveyard to your hand.
-6: Destroy all creatures. Put two 2/2 green Elf creature tokens onto the battlefield for each creature destroyed this way.
2
Indestructible
Enchantment creatures can't block or by blocked by nonenchantment creatures.
Auras can't enchant nonenchantment permanents.
Enchantment creatures can't block or by blocked by nonenchantment creatures.
Auras can't enchant nonenchantment permanents.
5/4
Flying
Other green creatures you control have flying.
Other blue creatures you control get +2/+2.
Other green creatures you control have flying.
Other blue creatures you control get +2/+2.
2/2
Choose one — Counter target noncreature spell; or destroy target noncreature permanent.
Gain control of target creature. Untap that creature. It gains haste until end of turn. Return it to its owner's hand at the beginning of the next end step.
Return target permanent to its owner's hand. Then Contained Ideas deals damage to that player equal to the number of cards in his or her hand.
+1: Draw a card. Jace and Chandra deal 2 damage to target creature or player.
-3: Put target permanent on top of its owner's library. Jace and Chandra deal 5 damage to that player.
-7: Search your library for any number of instant and/or sorcery cards with total converted mana cost 7 or less and cast them without paying their mana costs. Then shuffle your library.
-3: Put target permanent on top of its owner's library. Jace and Chandra deal 5 damage to that player.
-7: Search your library for any number of instant and/or sorcery cards with total converted mana cost 7 or less and cast them without paying their mana costs. Then shuffle your library.
5
Target opponent reveals the top three cards of his or her library and puts them into his or her hand. Sudden Headache deals damage to that player equal to those cards' total converted mana cost.
When Arrester enters the battlefield, create two 2/1 red Barbarian creature tokens.
Arrester's power and toughness are each equal to the number of creatures you control.
Barbarians can't attack or block.
Arrester's power and toughness are each equal to the number of creatures you control.
Barbarians can't attack or block.
*/*
Enchant creature
Enchanted creature's power is 0 and it must attack each combat if able.
Enchanted creature's power is 0 and it must attack each combat if able.
Target creature without flying gets +3/+3 until end of turn and gains flying. At the beginning of the next end step, it loses flying and deals 1 damage to each other creature without flying.
Each planeswalker is a creature with "This creature's power and toughness is equal to the number of loyalty counters on it."
Whenever a loyalty ability of a planeswalker is activated, counter it. (Loyalty counters are still put on or removed from it.)
Whenever a loyalty ability of a planeswalker is activated, counter it. (Loyalty counters are still put on or removed from it.)


Build up 1 (At the beginning of your upkeep, put a charge counter on this structure. This enters the battlefield with one and is destroyed when it has none.)
: Guard Tower deals 1 damage to target attacking creature.

1
Build up 1 (At the beginning of your upkeep, put a charge counter on this structure. This enters the battlefield with five and is destroyed when it has none.)
: Draw a card.
,
: Draw nine cards.



5


Raid —




















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Show rarities: C U R M
Or view by sections
Shiny Umbreon's Unmade Cards: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
2013-05-12 04:17:43 by Shiny_Umbreon