Rampage of Flames
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As long as Deflective Priest is a spell, it can't be targeted by blue spells.
: Target permanent you control can't be targeted by red or blue spells until end of turn.

,
: Target creature with power less than Deflective Priest's toughness gains protection from red and blue. (This lasts indefinitely.)




1/3
0 comments
Target attacking creature gets +5/+5 if there isn't a creature with higher power than it.
Choose one – Prevent all damage being dealt by target creature, or prevent all damage dealt by target instant or sorcery.
Entwine

Entwine


Indestructible
Shroud
Creatures blocking or blocked by Metallurgeon Pacifist get +0/+1.
Shroud
Creatures blocking or blocked by Metallurgeon Pacifist get +0/+1.
1/1
Shielded Citizen can't have any abilities other than this one.
Vigilance
Vigilance
2/2
Warleader of Aylasha costs
less for each Human in your graveyard.
Other Humans you control get +1/+2, vigilance, and protection from black.
When a Human you control dies, put a +1/+1 counter on a creature you control.
At the beginning of your turn, if you control a Human other than Warleader of Aylasha, put 2 1/1 white Human creature tokens onto the battlefield.

Other Humans you control get +1/+2, vigilance, and protection from black.
When a Human you control dies, put a +1/+1 counter on a creature you control.
At the beginning of your turn, if you control a Human other than Warleader of Aylasha, put 2 1/1 white Human creature tokens onto the battlefield.
4/2

2/2
Target creature gains flying until end of turn.
Intelligent Bubble can't block.
When Intelligent Bubble dies, if it was not sacrificed, draw 3 cards.
When Intelligent Bubble dies, if it was not sacrificed, draw 3 cards.
0/2
2 target creatures are blue Birds in addition to their other types and gain flying.
Draw 2 cards. Put Memorize on the bottom of its owner's library.
Defender
When Phanst becomes the target of a spell or ability, it gets -1/-1 until end of turn.
When Phanst becomes the target of a spell or ability, it gets -1/-1 until end of turn.
2/4
Target creature gains flying.
Draw a card at the end of your turn.
Draw a card at the end of your turn.
When Ebony Gatekeeper deals combat damage, if Ebony Gatekeeper is not in a graveyard at the end of the turn, exile that creature.
1/2
Deal 4 damage to target creature or player minus the number of cards in your hand.
Destroy target land. It can't be regenerated. At the end of your turn, exile 2 cards from the land's controller's graveyard.
When Insane Pyromancer comes into play, put a blaze counter on up to 2 target permanents. Do this on each of your upkeeps.
If at any time a permanent has 5 blaze counters on it, destroy it.
Creatures with blaze counters on them get +1/-1.
If at any time a permanent has 5 blaze counters on it, destroy it.
Creatures with blaze counters on them get +1/-1.
4/5
You may cast Mastery of Fire from your library by sacrificing 7 untapped Mountains.
When Mastery of Fire enters the battlefield, put a blaze counter on each permanent you don't control.
Permanents with blaze counters on them deal 1 damage to their controller whenever they become tapped.
Creatures with blaze counters on them get +1/-3.
If a permanent has 4 or more blaze counters on it at any time, it is destroyed.
When Mastery of Fire enters the battlefield, put a blaze counter on each permanent you don't control.
Permanents with blaze counters on them deal 1 damage to their controller whenever they become tapped.
Creatures with blaze counters on them get +1/-3.
If a permanent has 4 or more blaze counters on it at any time, it is destroyed.
When Pyre Elemental enters the battlefield, put 5 blaze counters divided to 1, 2, 3, 4, or 5 permanents.
Pyre Elemental must attack each turn if able.
Pyre Elemental must attack each turn if able.
4/1
Enchant permanent
At the beginning of each upkeep, put a blaze counter on enchanted permanent. If at any time a permanent has 5 or more blaze counters on it, destroy it. Creatures with blaze counters on them get +1/-1.
At the beginning of each upkeep, put a blaze counter on enchanted permanent. If at any time a permanent has 5 or more blaze counters on it, destroy it. Creatures with blaze counters on them get +1/-1.
For each permanent with a blaze counter on it, put a blaze counter on that permanent.
Target creature gets +3/+3 and trample until end of turn.


Hexproof
: Target player discards a card.


: Put a 2/1 black Minion creature token onto the battlefield.
Minions you control must be blocked.
Phantom Menace can't attack if any opponent controls a creature with power greater than 3.




Minions you control must be blocked.
Phantom Menace can't attack if any opponent controls a creature with power greater than 3.
2/4


"e"
1/2
Haste, flying
When Stealer of Thoughts deals damage to a player this turn, draw a card. That player skips their next draw phase.
When Stealer of Thoughts deals damage to a player this turn, draw a card. That player skips their next draw phase.
2/1
Whenever Dwindling Apparation blocks or is blocked, put a -1/-1 counter on Dwindling Apparation at end of combat.
As long as Dwindling Apparation has power less than 4, it must attack each turn if able.
As long as Dwindling Apparation has power less than 4, it must attack each turn if able.
7/6
Whenever a permanent is put into play, put a 0/1 colorless Echo permanent onto the field with all abilities of that permanent. Destroy it whenever its abilities resolve.
Search your library for a nongreen, nonwhite, nonblue red instant with converted mana cost 2 without ripple that can be played during your second main phase, targets permanents, has an F in its name, does not have the Giant subtype, and does not have X in its mana cost, then play it (from your library). Copy it X times, where X is the number of permanents it could target.






1/1
Imprint – When Prototype Empowerer comes into play, exile a creature you control and imprint it onto Prototype Empowerer.
When Prototype Empowerer comes into play, put 2 loyalty counters on it.
Prototype Empowerer is a copy of the imprinted creature except it's a planeswalker. If the imprinted creature is red, Prototype Empowerer gets the ability "+1: Deal 1 damage to target creature or player." If the imprinted creature is white, Prototype Empowerer gets the ability "+1: 2 creatures you control gain vigilance until end of turn." If the imprinted creature is blue, Prototype Empowerer gets the ability "+1: Each player draws a card." If the imprinted creature is green, Prototype Empowerer gets the ability "+1: Search your library for a basic land card and put it into your hand. Then shuffle your library." If the imprinted creature is black, Prototype Empowerer gets the ability "+1: Target player discards a card."
When Prototype Empowerer comes into play, put 2 loyalty counters on it.
Prototype Empowerer is a copy of the imprinted creature except it's a planeswalker. If the imprinted creature is red, Prototype Empowerer gets the ability "+1: Deal 1 damage to target creature or player." If the imprinted creature is white, Prototype Empowerer gets the ability "+1: 2 creatures you control gain vigilance until end of turn." If the imprinted creature is blue, Prototype Empowerer gets the ability "+1: Each player draws a card." If the imprinted creature is green, Prototype Empowerer gets the ability "+1: Search your library for a basic land card and put it into your hand. Then shuffle your library." If the imprinted creature is black, Prototype Empowerer gets the ability "+1: Target player discards a card."
0/0


Blazing Prarie comes into play tapped.
, Put a -1/-1 counter on a creature you control: Add 
to your mana pool.





If Dream Dungeons is tapped at the end of your turn, discard a card at random.
Mana burn applies to you.
Dream Dungeons doesn't untap on your next turn after you tap it for mana.
Dripping Cavern comes into play tapped.
, Put a -1/-1 counter on a creature you control: Add 
to your mana pool.





Camels you control are indestructible.
Fertile River comes into play tapped.
, Put a -1/-1 counter on a creature you control: Add 
to your mana pool.



Icy Isle comes into play tapped.
, Put a -1/-1 counter on a creature you control: Add 
to your mana pool.



Leaden Oaks comes into play tapped.
, Put a -1/-1 counter on a creature you control: Add 
to your mana pool.



Magma Ocean comes into play tapped.
, Put a -1/-1 counter on a creature you control: Add 
to your mana pool.



Molten Satellite comes into play tapped.
, Put a -1/-1 counter on a creature you control: Add 
to your mana pool.



Monarch's Cellar comes into play tapped.
, Put a -1/-1 counter on a creature you control: Add 
to your mana pool.



Royal Gardens comes into play tapped.
, Put a -1/-1 counter on a creature you control: Add 
to your mana pool.



Sandstorm Jungle comes into play tapped.
, Put a -1/-1 counter on a creature you control: Add 
to your mana pool.



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Rampage of Flames: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton |