Metroid
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Vigilance
1/2
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Put a copy of target artifact an opponent controls into play under your control.
Intimidate
Space Pirate Trooper cannot attack or block unless equipped.
Space Pirate Trooper cannot attack or block unless equipped.
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.
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.
2/1
Flying, Trample, Metamorphosis
Whenever a creature dealt damage by Alpha Metroid this turn dies, put a +1/+1 counter on Alpha Metroid.
Whenever a creature dealt damage by Alpha Metroid this turn dies, put a +1/+1 counter on Alpha Metroid.
5/6
Flying, Trample, Hexproof, Metamorphosis
Whenever a creature dealt damage by Gamma Metroid this turn dies, put a +1/+1 counter on Gamma Metroid.
Whenever a creature dealt damage by Gamma Metroid this turn dies, put a +1/+1 counter on Gamma Metroid.
7/8
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
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.

Whenever a creature dealt damage by Infant Metroid this turn dies, put a +1/+1 counter on Infant Metroid.
1/2
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
less to play, where X is the returned creatures power.)
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

3/4
This creature can't attack or block.
At the beginning of your upkeep, but a +1/+1 counter on Metroid Egg.
At the beginning of your upkeep, but a +1/+1 counter on Metroid Egg.
0/1
Equipped creature gets +2/+0 and has "
: 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

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

Equipped creature has gets +2/+0 and has wither.
Equip
Equip

Equipped Creature gets +0/+3 and has protection from black.
Equip
Equip

Equipped creature gets +0/+3 and has protection from green.
Equip
Equip

Equipped creature has Nonbasic Landwalk and has "
: Detach target equipment from target creature."
Equip

Equip

Equipped creature gets +0/+3 and has protection from blue.
Equip
Equip

(You may have any number of basic cards with the same name in your deck.)
Equipped Creature gets +0/+1.
Equip
Equipped Creature gets +0/+1.
Equip

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
Equip

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
Equip

Equipped creature gets +0/+3 and has protection from white.
Equip
Equip

Equipped creature gets +2/+0 and has reach.
Equip
Equip

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
Remove a charge counter from Missile Launcher: Equipped Creature gets +3/+0.
Equip

(You may have any number of basic cards with the same name in your deck.)
Equipped creature gets +1/+0.
Equip
Equipped creature gets +1/+0.
Equip


Equip

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
Equip

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
Remove a charge counter from Power Bomb, tap equipped creature: Power Bomb deals 5 damage to each other creature.
Equip

Equipped creature gets +2/+4 and has "
: 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.
: Attach target equipment you control to equipped creature. Play this ability only as a sorcery.
Equip:


Equip:

Whenever equipped creature becomes blocked, draw a card for each creature blocking it. It gets +0/+1 for each card drawn this way.
Equip
Equip

Whenever equipped creature is blocked, Screw Attack deals 4 damage to each creature blocking it.
Equip
Equip

Whenever you activate an ability of the equipped creature that would deal damage, you may copy that ability up to 4 times. Pay
for each time you copy said ability. You may choose new targets for the copies.
Equip

Equip

Equipped creature has trample and assigns combat damage equal to it's toughness instead of it's power.
Equip
Equip

Equipped Creature gets +0/+3 and has Protection from red.
Equip
Equip

Equipped creature gets +2/+0 and has First Strike.
Equip
Equip

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
Equip

When Brinstar comes into play, sacrifice it unless you pay
. This cost is reduced by
for each other nonbasic land you control, but not to less than
.
Brinstar comes into play tapped.
: add 
to your mana pool.



Brinstar comes into play tapped.



When Maridia comes into play, sacrifice it unless you pay
. This cost is reduced by
for each other nonbasic land you control, but not to less than
.
Maridia comes into play tapped.
: add 
to your mana pool.



Maridia comes into play tapped.



When Norfair comes into play, sacrifice it unless you pay
. This cost is reduced by
for each other nonbasic land you control, but not to less than
.
Norfair comes into play tapped.
: Add 
to your mana pool.



Norfair comes into play tapped.



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