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# Name Colour Rarity Cost Type P T Card text Comments Recent comment
1 Federation Trooper White Common 2{1}{w} Creature – Human Soldier 1 2 Vigilance 0
2 Reverse Engineer Blue Uncommon 3{2}{u} Sorcery Put a copy of target artifact an opponent controls into play under your control. 0
3 Space Pirate Trooper Black Common 1{b} Creature – Alien Pirate 2 1 Intimidate
Space Pirate Trooper cannot attack or block unless equipped.
10 1393331976 on 25 Feb 2014 by Alex
4 Samus Aran Multicolour Mythic 3{w}{u}{r} Legendary Creature – Human Warrior 2 1 First Strike, Haste
Landfall, MetalCraft – When a land enters the battlefield under your control, you may reveal the top four cards of your library and put all equipment cards revealed this way into your hand. If you control three or more artifacts, you may instead put those cards onto the battlefield. Put the other cards on the bottom of your library in any order.
15 1392961376 on 21 Feb 2014 by Link
5 Alpha Metroid Hybrid Rare 6{4}{g/u}{g/u} Creature – Metroid 5 6 Flying, Trample, Metamorphosis
Whenever a creature dealt damage by Alpha Metroid this turn dies, put a +1/+1 counter on Alpha Metroid.
0
6 Gamma Metroid Hybrid Rare 8{6}{g/u}{g/u} Creature – Metroid 7 8 Flying, Trample, Hexproof, Metamorphosis
Whenever a creature dealt damage by Gamma Metroid this turn dies, put a +1/+1 counter on Gamma Metroid.
6 1394675983 on 13 Mar 2014 by Link
7 Infant Metroid Hybrid Common 2{1}{g/u} Creature – Metroid 1 2 Metamorphosis (When you play Infant Metroid, you may return a creature you control that shares a creature type with it to your hand. if you do, Infant Metroid costs {x} less to play, where x is the returned creatures power.)
Whenever a creature dealt damage by Infant Metroid this turn dies, put a +1/+1 counter on Infant Metroid.
0
8 Metroid Hybrid Uncommon 4{2}{u/g}{u/g} Creature – Metroid 3 4 Flying
Whenever a creature dealt damage by Metroid this turn dies, put a +1/+1 counter on Metroid.
Metamorphosis (When you play Metroid, you may return a creature you control that shares a creature type with it to your hand. If you do, Metroid costs {x} less to play, where X is the returned creatures power.)
0
9 Metroid Egg Hybrid Common 1{g/u} Creature – Metroid 0 1 This creature can't attack or block.
At the beginning of your upkeep, but a +1/+1 counter on Metroid Egg.
0
10 Charge Beam Artifact Uncommon 2{2} Artifact – Equipment Equipped creature gets +2/+0 and has "{t}: Put a charge counter on charge beam."
Whenever equipped creature deals damage, remove all charge counters from Charge Beam. Equipped creature deals an extra two damage for each counter removed this way.
Equip {2}
1 1393012918 on 21 Feb 2014 by Angle
11 Dark Beam Artifact Uncommon 3{3} Artifact – Equipment Equipped creature has gets +2/+0 and has wither.
Equip {2}
0
12 Dark Suit Artifact Common 2{2} Artifact – Equipment Equipped Creature gets +0/+3 and has protection from black.
Equip {2}
0
13 Fusion Suit Artifact Common 2{2} Artifact – Equipment Equipped creature gets +0/+3 and has protection from green.
Equip {2}
0
14 Grapple Beam Artifact Uncommon 2{2} Artifact – Equipment Equipped creature has Nonbasic Landwalk and has "{t}: Detach target equipment from target creature."

Equip {2}
2 1393171653 on 23 Feb 2014 by Link
15 Gravity Suit Artifact Common 2{2} Artifact – Equipment Equipped creature gets +0/+3 and has protection from blue.
Equip {2}
0
16 Health Tank Artifact Common 1{1} Basic Artifact – Equipment (You may have any number of basic cards with the same name in your deck.)
Equipped Creature gets +0/+1.
Equip {0}
3 1393028785 on 22 Feb 2014 by Angle
17 Ice Beam Artifact Uncommon 2{2} Artifact – Equipment Equipped creature gets +2/+0 and whenever it deals damage to a creature, tap that creature. It doesn't untap during it's controllers next untap step.

Equip {2}
0
18 Light Beam Artifact Uncommon 3{3} Artifact – Equipment Equipped Creature gets +2/+0 and whenever a creature dealt damage by equipped creature this turn would leave the battlefield, you may exile that creature instead.
Equip {2}
0
19 Light Suit Artifact Common 2{2} Artifact – Equipment Equipped creature gets +0/+3 and has protection from white.
Equip {2}
0
20 Long Beam Artifact Common 2{2} Artifact – Equipment Equipped creature gets +2/+0 and has reach.

Equip {1}
0
21 Missile Launcher Artifact Uncommon 3{3} Artifact – Equipment Whenever a creature dealt damage by equipped creature this turn dies, put a charge counter on Missile Launcher.

Remove a charge counter from Missile Launcher: Equipped Creature gets +3/+0.
Equip {3}
6 1393029547 on 22 Feb 2014 by Angle
22 Missile Tank Artifact Common 1{1} Basic Artifact – Equipment (You may have any number of basic cards with the same name in your deck.)
Equipped creature gets +1/+0.
Equip {1}
2 1395951662 on 27 Mar 2014 by elvenchakra
23 Morph Ball Artifact Uncommon 2{2} Artifact – Equipment {1}: Equipped creature can't be blocked this turn.
Equip {2}
0
24 Plasma Beam Artifact Uncommon 3{3} Artifact – Equipment Equipped creature gets +2/+0 and damage dealt by it can't be prevented. Whenever equipped creature deals damage to a creature with indestructible, that creature loses indestructible until end of turn.
Equip {4}
0
25 Power Bomb Artifact Rare 5{5} Artifact – Equipment Whenever a creature dealt combat damage by equipped creature this turn dies, put a charge counter on Power Bomb.
Remove a charge counter from Power Bomb, tap equipped creature: Power Bomb deals 5 damage to each other creature.
Equip {4}
6 1393142207 on 23 Feb 2014 by Vitenka
26 Power Suit Artifact Rare 5{5} Artifact – Equipment Equipped creature gets +2/+4 and has "{t}: This creature deals damage equal to it's power to target creature or player." If Power Suit becomes unattached, unattach all other equipment from equipped creature.
{0}: Attach target equipment you control to equipped creature. Play this ability only as a sorcery.
Equip: {2}
0
27 Scan Visor Artifact Rare 1{1} Artifact – Equipment Whenever equipped creature becomes blocked, draw a card for each creature blocking it. It gets +0/+1 for each card drawn this way.

Equip {1}
0
28 Screw Attack Artifact Rare 5{5} Artifact – Equipment Whenever equipped creature is blocked, Screw Attack deals 4 damage to each creature blocking it.

Equip {3}
0
29 Seeker Missile Artifact Uncommon 5{5} Artifact – Equipment Whenever you activate an ability of the equipped creature that would deal damage, you may copy that ability up to 4 times. Pay {2} for each time you copy said ability. You may choose new targets for the copies.
Equip {4}
0
30 Speed Boost Artifact Rare 1{1} Artifact – Equipment Equipped creature has trample and assigns combat damage equal to it's toughness instead of it's power.

Equip {1}
8 1393171788 on 23 Feb 2014 by Link
31 Varia Suit Artifact Common 2{2} Artifact – Equipment Equipped Creature gets +0/+3 and has Protection from red.

Equip {2}
1 1393010481 on 21 Feb 2014 by Angle
32 Wave beam Artifact Common 1{1} Artifact – Equipment Equipped creature gets +2/+0 and has First Strike.

Equip {2}
4 1532322354 on 23 Jul 2018 by dude1818
33 X-Ray Visor Artifact Uncommon 3{3} Artifact – Equipment Equipped creature can target permanents with shroud or hexproof as though they didn't have shroud or hexproof and can block any creature that doesn't have flying.
Equip {4}
6 1393172007 on 23 Feb 2014 by Link
34 Brinstar Land Rare 0 Legendary Land When Brinstar comes into play, sacrifice it unless you pay {2}. This cost is reduced by {1} for each other nonbasic land you control, but not to less than {0}.
Brinstar comes into play tapped.
{t}: add {g}{1} to your mana pool.
0
35 Maridia Land Rare 0 Legendary Land When Maridia comes into play, sacrifice it unless you pay {2}. This cost is reduced by {1} for each other nonbasic land you control, but not to less than {0}.
Maridia comes into play tapped.
{t}: add {u}{1} to your mana pool.
0
36 Norfair Land Rare 0 Legendary Land When Norfair comes into play, sacrifice it unless you pay {2}. This cost is reduced by {1} for each other nonbasic land you control, but not to less than {0}.
Norfair comes into play tapped.
{t}: Add {r}{1} to your mana pool.
0
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