Iscandar Lives
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2/1
Put two 1/1 white soldier tokens onto the battlefield.
If you control three or more shrines, put three 1/1 white soldier tokens onto the battlefield instead.
If you control three or more shrines, put three 1/1 white soldier tokens onto the battlefield instead.
First Strike
1/3
Lands you control are indestructible.
Whenever a land enters the battlefield under your control creature you control gets +0/+2 until end of turn and you gain 2 life.
Whenever a land enters the battlefield under your control creature you control gets +0/+2 until end of turn and you gain 2 life.
As long as you control three or more shrines Dual-Blade Templar gets Double Strike.
2/2
You gain 1 life for each creature on the battlefield and if any opponent control more creatures then you, you may put three 1/1 white soldier creature tokens onto the battlefield.
Flying
3/2
Vigilance

: Glowing Muck gets Intimidate until end of turn.


2/4
You gain 20 life and can't lose any life or be the target of spells or abilites until end of turn.
First Strike, Lifelink
When Hand of the Just attacks you may untap target creature you control and have that creature attack this turn if able.
When Hand of the Just attacks you may untap target creature you control and have that creature attack this turn if able.
2/2
Prevent all combat damage that up to two target creatures would deal this turn.
This place belongs to the king now.
Destroy each creature with 5 power or greater.
When Inquisitor Trainee attacks you may tap target creature.
2/2
Iscandar's Judgement deals 3 damage to target attacking creature.
If you control three or more shrines, Exile that creature instead.
If you control three or more shrines, Exile that creature instead.
Exile target creature you control, then return it to the battlefield with two +1/+1 counters on it.
Flying
Whenever a player reveals a non-land card, Iscandars Wing get protection from the color of the revealed card until end of turn.
Whenever a player reveals a non-land card, Iscandars Wing get protection from the color of the revealed card until end of turn.
3/3
Enchant Creature
Enchanted creature gets Protection from creatures and Lifelink
Enchanted creature gets Protection from creatures and Lifelink
Whenever Limelight Moth blocks you gain 3 life.
0/3
Vigilance
2/4


2/2
Enchant creature
Enchanted creature can't attack or block.
Enchanted creature can't attack or block.
Prevent all damage that would be dealt to you and creatures you control this turn.
Flying
When Safeguard Angel enters the battlefield exile any number of creatures you control. When Safeguard Angel dies put a 4/4 white angel creature token onto the battlefield for each card exiled with Safeguard Angel.
When Safeguard Angel enters the battlefield exile any number of creatures you control. When Safeguard Angel dies put a 4/4 white angel creature token onto the battlefield for each card exiled with Safeguard Angel.
4/7
Enchant Creature
Enchanted creature is a 4/4 white spirit creature with Lifelink.
Enchanted creature is a 4/4 white spirit creature with Lifelink.
At the beginning of your upkeep if you control less creatures then an opponent. Put a 4/4 white angel creature token onto the battlefield.


1/4
When Tempel Lord enters the battlefield put X 1/1 white soldier creature tokens onto the battlefield equal to the number of shrines you control.
Tempel Lord Power and Toughness are equal to the number of shrines you control.
Tempel Lord Power and Toughness are equal to the number of shrines you control.
*/*
Target creature you control get +1/+1 and First Strike until end of turn.

1/3
Non-basic lands doesn't untap during their controllers untap step.
2/1
As long as you control three or more shrines Utonian Recruit gets +2/+2
1/1
Enchant Land
Enchanted Land has:"
: Target creature gets +1/+1 until end of turn."
Enchanted Land has:"

Whenever a creature you control enters the battlefield you gain 1 life.
1/1
First Strike
2/1
Flying
Whenever Whitebeak Crane attacks it gets +1/+1 until end of turn.
Whenever Whitebeak Crane attacks it gets +1/+1 until end of turn.
1/5
Tokens you control gets +1/+1 and Flying.
Flying
When Airslicer enters the battlefield target opponent reveals the top card of his or her library to you.
You may put that card at the bottom of that players library.
When Airslicer enters the battlefield target opponent reveals the top card of his or her library to you.
You may put that card at the bottom of that players library.
3/3
Look at the top 3 cards of your library. You may reveal an instant or sorcery card from among them and put into your hand. Put the rest of the cards at the bottom of your libary in any order.


0/4
Defender, Flying, Hexproof
0/6
Return target creature to it's owners hand.
Flying

: Branchfeather gets Trample until end of turn.


2/3
Counter the first spell being cast this turn.
Several years had moved science to combine both chemistry and magic.
Draw a card.
If an opponent revealed a card this turn draw two cards instead.
If an opponent revealed a card this turn draw two cards instead.
Target creature gets -6/-0 until end of turn.
Enchant creature
You control enchanted creature.
At the beginning of your end step, if enchanted creature's power is 4 or greater, sacrifice Domestication.
You control enchanted creature.
At the beginning of your end step, if enchanted creature's power is 4 or greater, sacrifice Domestication.
Tap up to three target creatures.
Counter target creature spell.
Convert –
(You may exile a spell you control and pay this spells Convert cost to cast this spell for free.)
Flying
When Eye of Indigus enters the battlefield put a 1/1 blue flying elemental creature token onto the battlefield for each spell that has been cast this turn.

Flying
When Eye of Indigus enters the battlefield put a 1/1 blue flying elemental creature token onto the battlefield for each spell that has been cast this turn.
1/1
Convert – 
(You may exile a spell you control and pay this spells Convert cost to cast this spell for free.)
Hexproof, Flying


Hexproof, Flying
3/3
Flying
Galediving Swallow can only block creatures with flying.
Galediving Swallow can only block creatures with flying.
2/1
Each player puts the top 10 cards of his or her library into their graveyard. Then each player draws a card for each non-land card that was put into their graveyard from their library this turn.
Enchanted Creature
Enchanted creature doesn't untap during it's controllers untap step.
Enchanted creature doesn't untap during it's controllers untap step.
Heretical Serpent Can't attack or block unless the defending player controls a Shrine.
4/4
Counter target spell.
Knowledge Burst cost
less to cast if you control three or more Shrines.
Knowledge Burst cost

Flying
When Looming Drake enters the battlefield, Return target non-land permanent to it's owners hand.
When Looming Drake enters the battlefield, Return target non-land permanent to it's owners hand.
3/4
At the end of each players end step if that player has drawn less then two cards that turn. That player may draw a card.
Put the top 3 cards from the top of target players library into his or hers graveyard.
If a card named Mindpool is in your graveyard put an additional 3 cards into this or hers graveyard.
If a card named Mindpool is in your graveyard put an additional 3 cards into this or hers graveyard.
2/4
Convert – 
(You may exile a spell you control and pay this spells Convert cost to cast this spell for free.)
Draw a card for each spell that has been cast this turn.


Draw a card for each spell that has been cast this turn.
Convert 
– (You may exile a spell you control and pay this spells Convert cost to cast this spell for free.)
Counter target spell. Draw a card.


Counter target spell. Draw a card.
Whenever an opponent attack you with a creature, he must return a creature he or she controls to it's owners hand for each attacking creature.
1/3
Counter target spell with converted mana cost 4 or more.
Flying
At the start of your endstep if you have no cards in hand. Draw four card.
At the start of your endstep if you have no cards in hand. Draw four card.
3/4
Enchant Land
Enchanted land becomes an island.
Draw a card.
Enchanted land becomes an island.
Draw a card.
Flying
When Stormborn Leviathan enters the battlefield you may reveal the top 4 cards of your library. Put all elemental creature cards among them into your hand and the rest into your graveyard.

: Sacrifice an elemental creature: Draw a card.
When Stormborn Leviathan enters the battlefield you may reveal the top 4 cards of your library. Put all elemental creature cards among them into your hand and the rest into your graveyard.


5/4
Enchant Creature
Enchanted creature is a 3/3 blue bird creature with flying and "Whenever this creature deals combat damage to a player you may Draw a card."
Enchanted creature is a 3/3 blue bird creature with flying and "Whenever this creature deals combat damage to a player you may Draw a card."
Convert – 
(You may exile a spell you control and pay this spells Convert cost to cast this spell for free.)
Put target creature on top of it's owners library.


Put target creature on top of it's owners library.
Islandwalk
Whenever Undersea Blade attacks another target creature you control gains Islandwalk until end of turn.
Whenever Undersea Blade attacks another target creature you control gains Islandwalk until end of turn.
2/2
Giant shells fill the Oxe Sea's shores, to heavy to be moved.
0/3
At the beginning of your upkeep pay 4 life. Then each player sacrifices a creature.
Enchant Creature
Target creature can't attack.
Whenever a player reveals a card from his or her hand, if Black Smog is in your graveyard. you may return Black Smog from your graveyard to your hand.
Target creature can't attack.
Whenever a player reveals a card from his or her hand, if Black Smog is in your graveyard. you may return Black Smog from your graveyard to your hand.
Target creature you control gets +2/+0 and Deathtouch until end of turn.
Blood Funnel deals 4 damage to target creature or player.
You gain life equal to the damage done.
You gain life equal to the damage done.
Swampwalk
4/2
When Bonesculpter enters the battlefield, Lavish 1 (look at the top card of your library. you may put that card into your graveyard.)
Bonesculpter Gets +2/+2 Flying and First Strike if you have more then three creature cards in your graveyard.
Bonesculpter Gets +2/+2 Flying and First Strike if you have more then three creature cards in your graveyard.
1/1
Enchant land
Enchanted land can't produce mana.
At the beginning of enchanted lands controllers upkeep if enchanted land is a non-basic land, that player loses 2 life and you gain 2 life.
Enchanted land can't produce mana.
At the beginning of enchanted lands controllers upkeep if enchanted land is a non-basic land, that player loses 2 life and you gain 2 life.
Enchant Creature
Enchant creature gets -1/-1 for each non-creature card in your graveyard.
Enchant creature gets -1/-1 for each non-creature card in your graveyard.
Flying, Haste, Deathtouch
When Daggerwing enters the battlefield each opponent reveals all artifact, creature and land cards from their hand to you.
When Daggerwing enters the battlefield each opponent reveals all artifact, creature and land cards from their hand to you.
2/2
Sacrifice a swamp,
: Return target creature card from your graveyard to your hand.
Discard a card,
: Put target black creature from your hand onto the battlefield tapped.

Discard a card,

1/1
Target player discard a card at random.
If you control three or more shrines that player discards 2 cards at random instead.
If you control three or more shrines that player discards 2 cards at random instead.
Target player sacrifices target creature.
Dreadsteed Knight gets +1/+1 for each shrine you control.
2/2
4/6
Intimidate

: Duskpendant gets Vigilance until end of turn.


2/1
Disacard a card,
: Put a charge counter on Frenzied Feeder.
Sacrifice Frenzied Feeder: Each creature gets -1/-1 until end of turn for each charge counter on Frenzied Feeder.

Sacrifice Frenzied Feeder: Each creature gets -1/-1 until end of turn for each charge counter on Frenzied Feeder.
1/1
Return target creature from your graveyard to your hand.
Choose target creature in a graveyard, return that creature to the battlefield under your control.
Exile all cards that where put into a any graveyard this turn.
Draw a card.
Draw a card.
When Graveback Titan enters the battlefield, Lavish 2 (Look at the top two cards of your library. Put any number of them into your graveyard and the rest on the top of your library in any order.)
Whenever a creature card enters your graveyard you may put a 2/2 black zombie creature token onto the battlefield.
Whenever a creature card enters your graveyard you may put a 2/2 black zombie creature token onto the battlefield.
4/4
When Hungry Zombie enters the battlfield, Lavish 1 (look at the top card of your library. you may put that card into your graveyard.)
Hungry Zombie can't attack or block unless their is a creature card in your graveyard.
Hungry Zombie can't attack or block unless their is a creature card in your graveyard.
2/1
Search your library for two cards and shuffle your library. Put one of them in your graveyard and the other on at the top of your library.
Destroy target non-black creature.
Deathtouch
2/3
Enchant Creature
Whenever a creature card is put into your graveyard enchanted creature gets +2/+2.
Whenever a creature card is put into your graveyard enchanted creature gets +2/+2.
Flying
Whenever Night Howler attacks you gain 3 life.
Whenever Night Howler attacks you gain 3 life.
1/1
As long as you control three or more Shrines, Night Knight gets +1/+1 and has death touch.
2/1
Flying


: Regenerate Night Reaper.



3/3
Destroy all creatures and return all creatures from all graveyards to the battlefield under their owners control simultaneously.
Enchant Creature
Enchanted creature is a 3/3 black scorpion creature with First strike and deathtouch.
Enchanted creature is a 3/3 black scorpion creature with First strike and deathtouch.
When Scrying Bones enters the battlefield Lavish 1 (look at the top card of your library. you may put that card into your graveyard.)
1/1
Trample, Flying
Play with the top card of your library revealed.
Whenever Shade of Iscandar attacks each opponent lose life equal to the converted mana cost of each card revealed with Shade of Iscandar and you gain that much life.
Play with the top card of your library revealed.
Whenever Shade of Iscandar attacks each opponent lose life equal to the converted mana cost of each card revealed with Shade of Iscandar and you gain that much life.
6/6
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and Tap this turn.)
Whenever a creature enters the battlefield under your control. Another target creature you control gets +1/+0 until end of turn.
+2 Return a creature you own to your hand. Bryce, Engulfed deals 1 damage to target player.
-1 Bryce, Engulfed deals 2 damage to target creature.
-5 You get an emblem with. " Creatures you control gets haste and can't be blocked except by two or more creature.
-1 Bryce, Engulfed deals 2 damage to target creature.
-5 You get an emblem with. " Creatures you control gets haste and can't be blocked except by two or more creature.
2
Cliffboiler can't be blocked except by two or more creatures.

: Cliffboiler gets Flying until end of turn.


2/2
3/5
Haste, flying
Whenever you reveal a mountain if Crust Pheonix is in your graveyard, return it to the battlefield then Crust Pheonix gets +2/+2 until end of turn.
Whenever you reveal a mountain if Crust Pheonix is in your graveyard, return it to the battlefield then Crust Pheonix gets +2/+2 until end of turn.
2/2
Enchant Creature
Enchanted creature gets +2/+0 and First strike.
Enchanted creature gets +2/+0 and First strike.
Energize 

(If Dormant Flames isn't energized, it becomes energized and gets haste. Sacrifice it at the beginning of the next end step.))
Flying
When Dormant Flames becomes Energized it deals 2 damage to each creature and each player.



Flying
When Dormant Flames becomes Energized it deals 2 damage to each creature and each player.
4/4
Double Lightning deals 2 damage to up to two different target creatures and or players.
Lightning always strikes twice.
Trample
Whenever Embersoul Humongus deals combat damage to a player you may return an instant or sorcery card at random from your graveyard to your hand.
Whenever Embersoul Humongus deals combat damage to a player you may return an instant or sorcery card at random from your graveyard to your hand.
4/4

1/1
Put one 1/1 red goblin creature token with haste onto the battlefield. then flip a coin. if you win the flip, return Goblin Draft to your hand.
First Strike
3/1
Haste
When Goblin Special Forces attacks another target creature you control can't be blocked this turn.
When Goblin Special Forces attacks another target creature you control can't be blocked this turn.
2/2
Energize 
(If Goblin Templewrecker isn't energized, it becomes energized and gets haste. Sacrifice it at the beginning of the next end step.))
When Goblin Templewrecker becomes Energized destroy target non-basic land.


When Goblin Templewrecker becomes Energized destroy target non-basic land.
2/3
Reveal your hand to target opponent. that player choses a non-land card from your hand and you discard it, then reveal the top card of your library and put it into your hand. If the revealed card was a Shrine card then repeat this process.
Whenever a creature you control attacks it gets +2/+0.
3/2
Magma Pit deals 5 damage to target creature that entered the battlefield this turn.
Target creature gets +2/+0 and must attack this turn if able.
Haste
When Molten Avalanche enters the battlefield you may pay
then Molten Avalanche deals X damage divided as you chose among any number of target creatures an opponent controls.
At the beginning of your next endstep Exile Molten Avalanche.
When Molten Avalanche enters the battlefield you may pay

At the beginning of your next endstep Exile Molten Avalanche.
6/6
Molten Flare deals 2 damage to up to two target creatures.
Rampaging Bull attacks each turn if able.
3/3
Enchant Creature
Enchanted creature is a 3/3 red cat creature with Double strike.
Enchanted creature is a 3/3 red cat creature with Double strike.
Energize
(If Scarredridge Ritualist isn't energized, it becomes energized and gets haste. Sacrifice it at the beginning of the next end step.))
When Scarredridge Ritualist becomes Energized it gets +2/+2 and Trample until end of turn.

When Scarredridge Ritualist becomes Energized it gets +2/+2 and Trample until end of turn.
2/2
Shamanistic Flames deals X damage to target creature and X damage to that creatures controller.
Shock deals 2 damage to target creature or player.
Haste
2/1
Each player must spend
mana for each non-basic land they control. Or sacrifice that land.

Energize 

(If Temple Dragon isn't energized, it becomes energized and gets haste. Sacrifice it at the beginning of the next end step.))
Flying
When Temple Dragon becomes Energized it deals 3 damage to target creature an opponent control.



Flying
When Temple Dragon becomes Energized it deals 3 damage to target creature an opponent control.
3/3
When Torchslinger enters the battlefield it deals 1 damage to target creature or player you don't control.
2/1
Destroy target Artifact.
Draw a card.
Draw a card.
Energize 
(If Worgen Riders isn't energized, it becomes energized and gets haste. Sacrifice it at the beginning of the next end step.))
When Worgen Riders Becomes Energized it gets +2/+2 until end of turn.


When Worgen Riders Becomes Energized it gets +2/+2 until end of turn.
3/1
When Afterlife Druid enters the battlefield Lavish 2 (Look at the top two cards of your library. Put any number of them into your graveyard and the rest on the top of your library in any order.)
: add one mana of any color a land in your graveyard could produce to your mana pool.

0/1
Fathom (At the beginning of your upkeep look at the top card of your library. If it's a land card you may reveal it then put it back on top of your library.)
Whenever you reveal a land card Barktusk gets +2/+2 and trample until end of turn.
Whenever you reveal a land card Barktusk gets +2/+2 and trample until end of turn.
5/5
When Century Beast enters the battlefield Lavish 2 then return all land cards from all graveyards to the battlefield under your control and put a 0/1 green plant creature token onto the battlfield for each card returned this way.
4/3
As an additional cost to cast Circle of Life sacrifice a land.
Reveal the top three cards of the top of your library. Choose a creature or a land card from among them and put it into your hand and the rest into your graveyard.
Reveal the top three cards of the top of your library. Choose a creature or a land card from among them and put it into your hand and the rest into your graveyard.
5/6
When Deepbrush Warrior enters the battlefield, Lavish 1 (look at the top card of your library. you may put that card into your graveyard.)
Deepbrush Warrior has basic-landwalk of each of the types of basic-lands in your graveyard.
Deepbrush Warrior has basic-landwalk of each of the types of basic-lands in your graveyard.
2/2
When Deepwood Surger enters the battlefield, Lavish 1 (look at the top card of your library. you may put that card into your graveyard.)
Whenever a land enters your graveyard from anywhere put a +1/+1 counter on Deepwood Surger.
Whenever a land enters your graveyard from anywhere put a +1/+1 counter on Deepwood Surger.
1/2
Enchant Creature
Enchanted creature is a 8/8 Green beast creature with trample.
Enchanted creature is a 8/8 Green beast creature with trample.
Fathom (At the beginning of your upkeep look at the top card of your library. If it's a land card you may reveal it then put it back on top of your library.)
Whenever you reveal a land card put two +1/+1 counters on Elvish Pathblade.
Whenever you reveal a land card put two +1/+1 counters on Elvish Pathblade.
3/3
If you have three or more creature cards in your graveyard Elvish Scentist gets +1/+1 and Hexproof.
2/3
Whenever you play a land card you may reveal a land card with the same name from your hand and put it onto the battlefield.
Lands you control have hexproof.
Lands you control have hexproof.
Trample

: Flinthorn can't be blocked except by two or more creatures until end of turn.


3/4
Enchantment Aura
Enchant creature, Whenever a card is put into a graveyard from anywhere but the battlefield, put a +1/+1 counter on enchanted creature.
Enchant creature, Whenever a card is put into a graveyard from anywhere but the battlefield, put a +1/+1 counter on enchanted creature.
Target creature gets +3/+3 until end of turn.
Enchant Creature
Enchanted creature gets +3/+3.
Whenever you reveal a land card if Gladeleaf Armor is in your graveyard, return Gladeleaf Armor to your hand.
Enchanted creature gets +3/+3.
Whenever you reveal a land card if Gladeleaf Armor is in your graveyard, return Gladeleaf Armor to your hand.
Fathom (At the beginning of your upkeep look at the top card of your library. If it's a land card you may reveal it then put it back on top of your library.)
Whenever you reveal a land card, put a +1/+1 counter on target creature you control.
Whenever you reveal a land card, put a +1/+1 counter on target creature you control.
1/1
3/2
Fathom (At the beginning of your upkeep look at the top card of your library. If it's a land card you may reveal it then put it back on top of your library.)
Whenever you reveal a land card put a +1/+1 counter on Grovefang Tiger.
Whenever you reveal a land card put a +1/+1 counter on Grovefang Tiger.
2/3
Target creature you control get +2/+2 until end of turn. Then that creature fights target creature you don't control.
Protection from white, Protection from black
If a spell or ability would change Knightbanes power or toughness instead it doesn't.
If a spell or ability would change Knightbanes power or toughness instead it doesn't.
3/3
Fathom (At the beginning of your upkeep look at the top card of your library. If it's a land card you may reveal it then put it back on top of your library.)
Whenever you reveal a land card you gain 2 life.
Whenever you reveal a land card you gain 2 life.
1/1
You may play an additional land card this turn.
Prevent all combat damage done to you until the start of your next end-step.
Prevent all combat damage done to you until the start of your next end-step.
Destroy target enchantment.
Target creature you control gets +2/+2 and fights target creature you don't control.
Trample
When Ravaging Twins enter the battlefield's you gain 3 life.
When Ravaging Twins dies put a 4/4 green beast creature token with trample onto the battlefield.
When Ravaging Twins enter the battlefield's you gain 3 life.
When Ravaging Twins dies put a 4/4 green beast creature token with trample onto the battlefield.
4/4
At the beginning of your upkeep you may return target land card from your graveyard to the battlefield tapped.
: Add one mana of any color to your mana pool that a land you control could produce.

Reach
3/5
Rot Dweller gets +1/+1 for each creature card in your graveyard.
1/1
Scarab Shell has Hexproof.
Enchant Creature
Enchanted Creature has "Whenever a player casts a spell that targets enchanted creature. Put a +1/+1 counter on it."
As long as enchanted creature has three or more +1/+1 counters on it, it has Hexproof.
Enchant Creature
Enchanted Creature has "Whenever a player casts a spell that targets enchanted creature. Put a +1/+1 counter on it."
As long as enchanted creature has three or more +1/+1 counters on it, it has Hexproof.
Flash
When Soil Elemental enters the battlefield, Lavish 1 (look at the top card of your library. you may put that card into your graveyard.) then return a card at random from your graveyard to your hand.
When Soil Elemental enters the battlefield, Lavish 1 (look at the top card of your library. you may put that card into your graveyard.) then return a card at random from your graveyard to your hand.
3/3
Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
*/*+1
Destroy target Creature with flying or Target Non-basic land.
Angels or temples, they are both spawns from religion.
Flying
When Deathmist enters the battlefield or dies put the top three cards of your library into your graveyard.
When Deathmist enters the battlefield or dies put the top three cards of your library into your graveyard.
3/3
Skip your draw step.
Whenever you cast a spell you may chose to exile that spell instead and cast a spell from your exile zone without paying it's mana cost.
Whenever you cast a spell you may chose to exile that spell instead and cast a spell from your exile zone without paying it's mana cost.
2/2
Convert – 

(You may exile a spell you control and pay this spells Convert cost to cast this spell for free.)
You draw three cards and target player discards three cards at random.



You draw three cards and target player discards three cards at random.
Whenever an opponent plays a creature card you may tap Undead Apprentice and look at the top card of your library and put that card into your graveyard.
Sacrifice Undead Apprentice draw a card.

0/2
Put target creature on top of it's owners library.
Target player puts the top two cards from his or her library into his or her graveyard.
Target player puts the top two cards from his or her library into his or her graveyard.
As long as Korgos, The Mad Knight is untapped it gets protection from white.
As long as Korgos is tapped it gets protection from black.
,
: Put a +1/+1 counter on Korgos.

: Remove a +1/+1 counter from Korgos. Korgos deals 2 damage to target creature.
As long as Korgos is tapped it gets protection from black.




3/3
Target creature an opponent controls blocks target creature you control if able this turn. When that creature blocks this turn, the creature you control fights another target creature [controlled by the same opponent].
When Quadroquillian enters the battlefield you gain control of target creature you don't control until end of turn. Untap it and it gets +3/+3 and trample until end of turn.


: Regenerate Quadroquillian.



3/3
Energize 
(If Ragebound Fanatic isn't energized, it becomes energized and gets haste. Sacrifice it at the beginning of the next end step.))
Non-basic Landwalk
When Ragebound Fanatic becomes Energized it gets +1/+1 and Double-Strike until end of turn.


Non-basic Landwalk
When Ragebound Fanatic becomes Energized it gets +1/+1 and Double-Strike until end of turn.
2/2
when Shardspike Baloth becomes blocked Shardspike Baloth deals 1 damage to each creature blocking it.
4/4
When Thornscaping enters the battlefield it deals 1 damage to target player for each creature you control.
Whenever a creature attacks you Thornscaping deals 1 damage to that creature.
Whenever a creature attacks you Thornscaping deals 1 damage to that creature.
Vigilance
When Ashen Liberator attacks you may exile target creature, if a creature was exiled with Ashen Liberator before, return that creature to the battlefield under it's owners control.
When Ashen Liberator attacks you may exile target creature, if a creature was exiled with Ashen Liberator before, return that creature to the battlefield under it's owners control.
1/4
Target creature you control gains protection from creatures and " Whenever this creature deals combat damage to a player this turn, that player discards a card at random. " until end of turn.
Vigilance
When Grey Knight dies, if you control three or more Shrines, you may pay
. If you do, return Grey Knight to the battlefield with two +1/+1 counters on it.
When Grey Knight dies, if you control three or more Shrines, you may pay


2/2
Exile all creatures.
As long as an opponent has more life then you Limestone Wurm has Lifelink and Deathtouch.
6/1
Flying
Mercenery Angel can't attack unless you control more creatures than an opponent.
Mercenery Angel can't block unless you control fewer creatures than an opponent.
Mercenery Angel can't attack unless you control more creatures than an opponent.
Mercenery Angel can't block unless you control fewer creatures than an opponent.
4/4
Each attacking creature gets -2/-2 and each blocking creature gets +2/+2 until end of turn.
Put a 1/1 blue elemental creature token with flying onto the battlefield.
You may play an additional land card this turn.
You may play an additional land card this turn.
As long as it's your turn Murkwater Amphibiant has trample and Hexproof.
4/5
Search your library for a land card reveal it, shuffle your library then put it on the top of your library.
Draw two cards.
Draw two cards.
Primeval Sludge Power is equal to the number of forests you control.
Primeval Sludge Toughness is equal to the number of islands you control.
Whenever you reveal a land card put three +1/+1 counters on Primeval Sludge.
Primeval Sludge Toughness is equal to the number of islands you control.
Whenever you reveal a land card put three +1/+1 counters on Primeval Sludge.
*/*
At the beginning of your upkeep you may have Terra shifter become a copy of target land or creature. It gains this ability.
2/2
Whenever a card is put into your graveyard from your library put a +1/+1 counter on Xenopheant.
As long as Xenopheant has three or more +1/+1 counters on it Xenopheant has Hexproof.
As long as Xenopheant has three or more +1/+1 counters on it Xenopheant has Hexproof.
1/1
Whenever you draw a card put a +1/+1 counter on each other creature you control.

: Remove a +1/+1 counter from a creature you control add two mana of any color to your mana pool.


2/2
First Strike
Whenever Arcos, The Red Light attacks you may tap any number of untapped creatures you control and have Arcos deal 1 damage to target player for each creature tapped.
Whenever Arcos, The Red Light attacks you may tap any number of untapped creatures you control and have Arcos deal 1 damage to target player for each creature tapped.
3/1
Defender, Lifelink
: Furious Palisade gets +1/+0 until end of turn.

Why aren't they coming over here so we can smite them? – Unknown Soldier
0/6
Energize 
(If Goblin Cadette isn't energized, it becomes energized and gets haste. Sacrifice it at the beginning of the next end step.))
Haste, Vigilance
When Goblin Cadette becomes Energized it gets +2/+2 and Lifelink until end of turn.


Haste, Vigilance
When Goblin Cadette becomes Energized it gets +2/+2 and Lifelink until end of turn.
2/2
Tap up to two target creatures.
Untap up to two target creatures, they gain haste until end of turn.
Untap up to two target creatures, they gain haste until end of turn.
Patron Shock deals 4 damage to target creature and you gain 4 life.



Creatures with power 4 or greater doesn't untap during their controllers untap step unless it's controler pays
Creatures with power 3 or less enters the battlefield tapped.

Creatures with power 3 or less enters the battlefield tapped.
Equipped creature has "Whenever you reveal a land card equipped creature gets +3/+3 until end of turn."


Equipped creature has First strike.
Equip
Equip

Energize
(If Realm Blade isn't energized, it becomes energized and gets haste. Sacrifice it at the beginning of the next end step.))
Equipped creature gets +2/+2
When Realm Blade becomes Energized it becomes a 5/5 artifact creature token that is indestructible.
Equip

Equipped creature gets +2/+2
When Realm Blade becomes Energized it becomes a 5/5 artifact creature token that is indestructible.
Equip



Whenever you cast a colorless spell or a non-basic land enters the battlefield under your control, you gain 1 life.
Equipped creature gets +0/+3
Equip
Equip




Eastern Labratory enters the battlefield tapped.
Whenever you reveal a card from your hand you may untap Eastern Labratory.
: Att
or
to your mana pool.
Whenever you reveal a card from your hand you may untap Eastern Labratory.



Moving Forest enters the battlefield tapped.
When Moving Forest enters the battlefield or is reavealed from anywhere put a 0/1 green plant token creature onto the battlefield tapped.
: Add
to your mana pool.
When Moving Forest enters the battlefield or is reavealed from anywhere put a 0/1 green plant token creature onto the battlefield tapped.


Shrines you control have "
: Add to your mana pool one mana of any type that a Shrine you control could produce."
: Add
to your mana pool.



Shrine of Devotion enters the battlefield tapped.
When Shrine of Devotion enters the battlefield target creature you control gets vigilance until end of turn.
: Att
to your mana pool.
When Shrine of Devotion enters the battlefield target creature you control gets vigilance until end of turn.


Shrine of Fury enters the battlefield tapped.
When Shrine of Fury enters the battlefield target creature you control gets +2/+0 until end of turn.
: Att
to your mana pool.
When Shrine of Fury enters the battlefield target creature you control gets +2/+0 until end of turn.


Shrine of Growth enters the battlefield tapped.
When Shrine of Growth enters the battlefield put a +1/+1 counter on target creature you control.
: Att
to your mana pool.
When Shrine of Growth enters the battlefield put a +1/+1 counter on target creature you control.


Shrine of Hazed Ruins enters the battlefield tapped.
Whenever another shrine enters the battlefield under your control you may pay
to make target creature unable to block this turn.
: Add
to your mana pool.
Whenever another shrine enters the battlefield under your control you may pay



Shrine of Illusive Minds enters the battlefield tapped.
Whenever another shrine enters the battlefield under your control you may pay
and tap or untap target creature.
: Add
to your mana pool.
Whenever another shrine enters the battlefield under your control you may pay



Shrine of Knowledge enters the battlefield tapped.
When Shrine of Knowledge enters the battlefield look at the top card of your library, you may reveal it to an opponent and put it at the bottom of your library.
: Att
to your mana pool.
When Shrine of Knowledge enters the battlefield look at the top card of your library, you may reveal it to an opponent and put it at the bottom of your library.


Shrine of Thirst enters the battlefield tapped.
When Shrine of Thirst enters the battlefield target player loses 1 life and you gain 1 life.
: Att
to your mana pool.
When Shrine of Thirst enters the battlefield target player loses 1 life and you gain 1 life.


Shrine of Unclenching Appetite enters the battlefield tapped.
Whenever another shrine enters the battlefield under your control you may pay
and have target player lose 1 life and you gain 1 life.
: Add
to your mana pool.
Whenever another shrine enters the battlefield under your control you may pay



Shrine of the Great Essence enters the battlefield tapped.
Whenever another shrine enters the battlefield under your control you may pay
and put a +1/+1 counter on target creature you control.
: Add
to your mana pool.
Whenever another shrine enters the battlefield under your control you may pay



Shrine of the Ivory Mantle enters the battlefield tapped.
Whenever another shrine enters the battlefield under your control you may pay
and have target creature you control get protection from the color of your choice.
: Add
to your mana pool.
Whenever another shrine enters the battlefield under your control you may pay



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As long as you control three or more shrines Aerial Missionary gets lifelink.