Bound in Kherna
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Mechanics | Planeswalker's Guide to Kherna | Skeleton |
Showing 29 of 29 Blue cards
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Show rarities: C U R M
Whenever another creature enters the battlefield Aerial Drucana gains Flying until end of turn.
The Drucana are easily startled and often fly right through the ceiling when they see you.
Illus. Ryan Kennedy
1/2
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Defender Reach
Illus. Ryan Kennedy
1/4
Whenever you or an opponent casts an instant or sorcery spell put a charge counter on Cranial Build Up.
When Cranial Build Up has 3 or more charge counters on it, sacrifice it. You and each opponent draw 3 cards.
When Cranial Build Up has 3 or more charge counters on it, sacrifice it. You and each opponent draw 3 cards.
Illus. Ryan Kennedy
When Deeps Dweller enters the battlefield you may draw a card.
You can't even imagine the things that are in the deeps.
Illus. Ryan Kennedy
1/4
Other spirits you control get +1/+1.
: Exile another target spirit you control, then return that card to the battlefield under your control.


Illus. Ryan Kennedy
2/2
You may discard up to 3 cards, for each card discarded, draw a card.
Don't think those things, they might hear you and grant you your wish.
Illus. Ryan Kennedy
Draw a card.
You may discard 2 cards to draw another card, repeat this process as many times as you want.
You may discard 2 cards to draw another card, repeat this process as many times as you want.
Illus. Ryan Kennedy
All creatures must attack if able this turn.
It is dangerous to follow the lights, after all the Drucana do not need a floor.
Illus. Ryan Kennedy
Target creature you control cannot be blocked until end of turn. If that creature is blue it gets +3/+0 until end of turn.
Wizards are incredibly difficult to imprison as anyone who has tried knows.
Illus. Ryan Kennedy
Flying, Hexproof
If you would counter a spell you may instead gain control of that spell. You may choose new targets for that spell. (All abilities, effects, or permanents that come into play due to the effect of the spell are under your control.)
If you would counter a spell you may instead gain control of that spell. You may choose new targets for that spell. (All abilities, effects, or permanents that come into play due to the effect of the spell are under your control.)
Illus. Ryan Kennedy
4/6
Ethereal Drucana does not deal or receive combat damage.
They glide through any surface without a thought, until an Elrin decides to cut it down with their mana infused swords.
Illus. Ryan Kennedy
0/3
Target creature becomes a copy of target creature on the battlefield until end of turn.
Zignaks reflection smiled up at him... but Zignaks wasn't smiling.
Illus. Ryan Kennedy
Whenever Eyeless Drakon deals combat damage to an opponent draw a card then discard a card.
In perpetual darkness the fish have no eyes, nor do they need them for they see far better than we do.
Illus. Ryan Kennedy
2/2
Whenever a nontoken spirit enters the battlefield under your control put a 1/1 flying blue spirit token into play.
Illus. Ryan Kennedy
Whenever glass strider is dealt damage or becomes the target of a spell or ability destroy it.
The beautiful creatures were some of the only ones the Elrin allowed on the surface.
Illus. Ryan Kennedy
3/2
They illuminate caverns near water sources often saving lost miners from starvation and thirst.
Illus. Ryan Kennedy
2/4
Return target spell or permanent to its owner's hand.
No you should keep it to yourself.
Illus. Ryan Kennedy
Target creature you control gets Hexproof and +0/+3 until end of turn.
Sometimes a Drucana will save a miner, the miners believe this is because they are the ghosts of their brethren.
Illus. Ryan Kennedy


Occur, Exiled Mage may use the activated abilities of any creatures who have been exiled. The mana symbols on cards in exile are blue.
Illus. Ryan Kennedy
3/2
Flying
Ralph didn't know he was dead, he only new that after the rocks hit him he could fly.
Illus. Ryan Kennedy
1/3
Target opponent reveals their hand, counter a spell with the same name as a card in it's controller's hand.
Drucana always know to avoid the things your thinking about.
Illus. Ryan Kennedy
When Phasing Behemoth enters the battlefield draw 2 cards.
When Phasing Behemoth becomes the target of a spell or ability exile it, return it to at the next end step.
When Phasing Behemoth becomes the target of a spell or ability exile it, return it to at the next end step.
Illus. Ryan Kennedy
4/5
Look at the top seven cards of your deck, put 3 into your hand and the rest on the bottom of your library in any order.
So far from the sea many of its inhabitants created rituals to keep from forgetting.
Illus. Ryan Kennedy
Enchant Creature
You control enchanted creature.
At the beginning of your upkeep sacrifice a creature other than the enchanted creature, if you cannot, sacrifice Soul Inversion.
You control enchanted creature.
At the beginning of your upkeep sacrifice a creature other than the enchanted creature, if you cannot, sacrifice Soul Inversion.
Illus. Ryan Kennedy
Flying
When Spirit Mass enters the battlefield put 2 1/1 blue spirit tokens with flying into play.
When Spirit Mass enters the battlefield put 2 1/1 blue spirit tokens with flying into play.
Illus. Ryan Kennedy
2/2
Creatures you control cannot be blocked and are spirits in addition to their other types.
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Hexproof
The large algae-like creatures are hunted down by the rebels and turned into armor.
Illus. Ryan Kennedy
4/5
Tap target creature. That creature doesn't untap during it's controller's next untap step.
Draw a card.
Draw a card.
When many spirits gather together they create a mist, its best to just wait it out.
Illus. Ryan Kennedy


Illus. Ryan Kennedy
2/3
Go to section: White (29) Blue (29) Black (28) Red (29) Green (28) Multicolour (16) Hybrid (2) Artifact (13) Land (21)
Show rarities: C U R M
Bound in Kherna: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Planeswalker's Guide to Kherna | Skeleton |