Comic Book Set: Card List

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# Name Colour Rarity Cost Type P T Code Card text Comments Recent comment
1 Angel* White Common 2{1}{w} Creature – Human Mutant 1 1 {4}{w}: monstrosity 3 (If this creature isn't monstrous, put 3 +1/+1 counters on it and it becomes monstrous.).
As long as Angel* is monstrous, it has flying and lifelink.
2 1400539302 on 19 May 2014 by MOON-E
2 Cap's BFF White Common 2{1}{w} Creature – Human Soldier 1 1 CW05 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
As long as Cap's BFF is equipped, it gets +1/+1 and has flying.
0
3 Common Immunity White Common 3{2}{w} Instant – Trap CW11 If a creature you control was the target of a spell or ability this turn, you may pay {1}{g} rather than pay Common Immunity's mana cost.
Creatures you control gain indestructible until end of turn.
4 1397939538 on 19 Apr 2014 by MOON-E
4 Discreet Doctor White Common 1{w} Creature – Human 1 1 When Discreet Doctor enters the battlefield, you may gain 3 life.
revive {1}{w} ({1}{w}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
2 1398294325 on 23 Apr 2014 by MOON-E
5 Do the Time White Common 3{2}{w} Instant Put target creature into its owner's library just beneath the top X cards of that library, where X the amount of damage that creature dealt this turn. 2 1398970277 on 01 May 2014 by 5colors
6 Encase in Adamantium White Common 1{w} Instant Equipment and equipped creatures you control gain indestructible until end of turn. 3 1399843711 on 11 May 2014 by 5colors
7 Equipment Healer White Common 3{2}{w} Creature – Human Cleric 3 1 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
Whenever Equipment Healer becomes equipped, it gains lifelink until end of turn.
2 1399822156 on 11 May 2014 by 5colors
8 Eye Guy White Common 5{3}{w}{w} Creature – Human 4 4 CW07 Vigilance 1 1397898479 on 19 Apr 2014 by MOON-E
9 Faithful Pup White Common 2{1}{w} Creature – Hound 2 2 Creatures you control with power 4 or greater have vigilance. 1 1397947475 on 19 Apr 2014 by MOON-E
10 Fickle Favor White Common 2{1}{w} Enchantment – Aura CW18 Enchant creature
Enchanted creature can't attack or block as long as it's monstrous. Otherwise, it gets +2/+2.
1 1398970388 on 01 May 2014 by 5colors
11 First Responders White Common 4{3}{w} Creature – Human Soldier 3 4 CW10 First strike 0
12 Forcefeild Hero White Common 4{3}{w} Creature – Human 4 2 When Forcefeild Hero enters the battlefield choose black or red. Creatures you control gain protection from the chosen color until end of turn.
revive {3}{w}{w} ({3}{w}{w}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
3 1398297949 on 24 Apr 2014 by MOON-E
13 Gotham* Patrol White Common 4{3}{w} Creature – Human Soldier 2 3 Vigilance, suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.) 0
14 Heal Man White Common 2{1}{w} Creature – Human 2 1 When Heal Man enters the battlefield, you gain 4 life.
revive {1}{w}{w} ({1}{w}{w}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
0
15 Holy Officer White Common 4{3}{w} Creature – Human Soldier 2 2 When Holy Officer enters the battlefield, destroy target enchantment.
revive {4}{w}{w} ({4}{w}{w}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
5 1398306200 on 24 Apr 2014 by Doombringer
16 Hopeless Cop White Common 3{1}{w}{w} Creature – Human Soldier 2 1 First Strike
As long as you control a legendary creature or planeswalker Hopeless Cop gains Double Strike.
1 1398973401 on 01 May 2014 by MOON-E
17 Impressionable Youth White Common 1{w} Creature – Human 1 1 CW04 At the beginning of your upkeep, if you control another creature with power 4 or greater, put a +1/+1 counter on Impressionable Youth. 4 1398113831 on 21 Apr 2014 by 5colors
18 In Custody White Common 1{w} Enchantment – Aura Enchant creature
When In Custody enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
Tap an untapped creature you control: Tap enchanted creature.
2 1397944752 on 19 Apr 2014 by 5colors
19 Light Guy White Common 3{2}{w} Creature – Human Cleric 1 4 CW08 When Light Guy enters the battlefield, you gain 2 life.
revive {3}{w} ({3}{w}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
1 1398294381 on 23 Apr 2014 by MOON-E
20 Magnetic Man White Common 3{2}{w} Creature – Human Soldier 3 2 CW06 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.) 0
21 Mighty Leap* White Common 2{1}{w} Instant CW13 Target creature gets +2/+2 and gains flying until end of turn. 0
22 Mini Sun White Common 4{2}{w}{w} Creature – Human 3 2 When Mini Sun dies, return target creature with converted mana cost three or less from your graveyard to your hand.
revive {4}{w}{w} ({4}{w}{w}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
2 1398297987 on 24 Apr 2014 by MOON-E
23 Murder Weapon White Common 1{w} Instant Exile target equipment attached to a creature that dealt damage this turn. 0
24 Narrow Escape* White Common 3{2}{w} Instant CW15 Return target permanent you control to its owner's hand. You gain 4 life. 0
25 One-Drop Guy White Common 1{w} Creature – Human Soldier 1 1 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
As long as One-Drop Guy is equipped, it gets +1/+1.
0
26 Police Backup White Common 4{3}{w} Instant – Trap CW02 If you control a creature with power 4 or greater, you may pay {1}{w} rather than pay Police Backup's mana cost.
Put three 1/1 white Soldier creature tokens onto the battlefield.
0
27 Police Lieutenant White Common 3{2}{w} Creature – Human Knight 2 2 When Police Lieutenant enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
revive {4}{w} ({4}{w}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
1 1398294122 on 23 Apr 2014 by MOON-E
28 Recognition White Common 5{4}{w} Enchantment – Aura CW17 Enchant creature
When Recognition enters the battlefield, creatures you control get +1/+1 until end of turn.
Enchanted creature gets +2/+2.
0
29 Revoke Existence* White Common 2{1}{w} Sorcery CW16 Exile target artifact or enchantment. 0
30 Righteousness White Common 1{w} Instant Target blocking creature gets +7/+7 until end of turn. 0
31 Riot Control White Common 1{w} Creature – Human Soldier 1 1 CW01 {t}: Tap target creature with power 3 or less. 0
32 Rookie Officer White Common 1{w} Creature – Human Scout 1 1 As long as Rookie Officer is equipped, it gets +1/+1.
revive {1}{w} ({1}{w}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
2 1398298007 on 24 Apr 2014 by MOON-E
33 SOL Agent White Common 4{3}{w} Creature – Human Soldier 3 4 Vigilance 3 1397940622 on 19 Apr 2014 by MOON-E
34 Security Guard White Common 2{1}{w} Creature – Human Soldier 2 2 Vigilance 0
35 Security Guard 2 White Common 1{w} Creature – Human 0 3 revive {1}{w} ({1}{w}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.) 2 1398298047 on 24 Apr 2014 by MOON-E
36 Sidekicker White Common 2{1}{w} Creature – Human Soldier 1 1 When Sidekicker enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
revive {1}{w} ({1}{w}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
2 1398317083 on 24 Apr 2014 by 5colors
37 Smite the Monstrous* White Common 4{3}{w} Instant CW14 Destroy target creature with power 4 or greater. 0
38 Sniahc Gnidnib White None 1{w} Instant Target creature can’t attack or block and its activated ability can’t be activated until the end of the turn. 0
39 Standing Bear White Common 2{1}{w} Creature – Bear 2 2 revive {3}{w} ({3}{w}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.) 0
40 Standing Griffin White Common 3{2}{w} Creature – Griffin 2 2 CW09 Flying
revive {3}{w}{w} ({3}{w}{w}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
0
41 Statue of [Superman] White Common 2{1}{w} Enchantment At the beginning of your upkeep, you gain 1 life for each creature you control with power 4 or greater. 1 1398929347 on 01 May 2014 by MOON-E
42 Sting Operation White Common 4{3}{w} Instant – Trap CW12 If you control a blocking creature, you may pay {w} rather than pay Sting Operation's mana cost.
Destroy target attacking creature.
0
43 Super Pup White Common 3{2}{w} Creature – Hound 2 2 Flying
When Super Pup attacks with a creature with a power 4 or greater put a +1/+1 counter on it.
2 1397940689 on 19 Apr 2014 by MOON-E
44 Surprise Immunity White Common 3{2}{w} Instant – Trap If a creature you control was the target of a spell or ability an opponent controls this turn, you may pay {g} rather than pay Surprise Immunity's mana cost.
Put a +1/+1 counter on target creature. That creature gains indestructible until end of turn.
2 1397898811 on 19 Apr 2014 by MOON-E
45 Surprise Suit White Common 2{1}{w} Creature – Human Soldier 1 2 Flash
suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
3 1399843747 on 11 May 2014 by 5colors
46 Trashdiver Eagle White Common 2{1}{w} Creature – Bird 1 1 CW03 Flying
Sacrifice Trashdiver Eagle: Return target artifact card from your graveyard to your hand.
3 1399793886 on 11 May 2014 by MOON-E
47 Turning Point White Common 1{w} Instant Target creature gains indestructible and lifelink until end of turn. 0
48 Up, Up, and Away White Common 1{w} Instant Target creature gains flying until end of turn. 2 1397940737 on 19 Apr 2014 by MOON-E
49 WU's Law White Common 3{2}{w} Enchantment – Aura Enchant creature
As long as enchanted creature has a power of 3 or less it has Double Strike. Otherwise enchanted creature can’t attack.
6 1398973357 on 01 May 2014 by MOON-E
50 Amateur Reporter Blue Common 1{u} Creature – Human Rogue 1 1 CU01 When Amateur Reporter enters the battlefield, look at the top card of your library. You may put it on the bottom of your library. 0
51 Aquaman's Pet Blue Common 6{5}{u} Creature – Serpent 6 6 CU08 Aquaman's Pet can't attack unless you control another creature with power 4 or greater. 0
52 Armory Thief Blue Uncommon 4{2}{u}{u} Creature – Human Rogue 2 2 When Armory Thief enters the battlefield, gain control of target Equipment until Armory Thief leaves the battlefield. Attach it to Armory Thief. When you lose control of that Equipment, unattach it. (That Equipment returns under its owner's control.) 0
53 Artificial Implants Blue Common 4{2}{u}{u} Enchantment – Aura Enchant creature
Enchanted creature gets +2/+2 and is an artifact in addition to its other types.
0
54 Bizarre Wormhole Blue Common 2{1}{u} Instant – Trap If a creature is attacking, you may pay {w} rather than pay Bizarre Wormhole's mana cost.
Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
1 1397939599 on 19 Apr 2014 by MOON-E
55 Capture for Study Blue Uncommon 5{4}{u} Enchantment – Aura Enchant creature
Whenever enchanted creature would untap during its controller's untap step, you draw a card instead.
3 1398965799 on 01 May 2014 by Doombringer
56 Encase in Ice Blue Common 2{1}{u} Instant CU09 Tap up to two target creatures. During its controller’s next untap step, those creatures don’t untap unless their power is 4 or greater. 0
57 Enhance Mutation Blue Common 1{u} Instant CU15 Untap target creature. It gains hexproof until end of turn. If that creature has a +1/+1 counter on it, put another one on it. 0
58 Equipment Inventor Blue Common 3{2}{u} Creature – Human Artificer 2 2 CU04 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
When Equipment Inventor enters the battlefield, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
4 1397944920 on 19 Apr 2014 by 5colors
59 Fly Guy Blue Common 6{5}{u} Creature – Human 4 3 CU07 Flying 1 1397898512 on 19 Apr 2014 by MOON-E
60 Forceful Seize Blue Common 4{3}{u} Sorcery – Trap If an opponent controls an attacking creature, you may cast Forceful Seize as though it had flash.
Put target creature on top of its owner's library.
4 1397940863 on 19 Apr 2014 by MOON-E
61 Freeze Ray Blue Common 2{1}{u} Instant – Trap If a creature is attacking you, you may pay {w} rather than pay Freeze Ray's mana cost.
Tap target creature. That creature doesn't untap during its controller's untap step.
1 1397898885 on 19 Apr 2014 by MOON-E
62 Hunter of Merfolk Blue Common 6{4}{u}{u} Creature – Serpent 5 5 Islandwalk
{7}{u}{u}: monstrosity 3 (If this creature isn't monstrous, put 3 +1/+1 counters on it and it becomes monstrous.)
6 1400539421 on 19 May 2014 by MOON-E
63 Ice Cage* Blue Common 2{1}{u} Enchantment – Aura Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
When enchanted creature becomes the target of a spell or ability, destroy Ice Cage.
0
64 Illusionary Kaiju Blue Common 5{3}{u}{u} Creature – Illusion Krakken 5 6 Whenever Illusionary Kaiju becomes the target of a spell or ability, sacrifice it.
revive {3}{u}{u} ({3}{u}{u}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
2 1398298184 on 24 Apr 2014 by MOON-E
65 Invent Things Blue Common 3{2}{u} Sorcery Look at the top four cards of your library. You may reveal any number of artifact cards from among them and put them into your hand, then put the rest back on top in any order. 0
66 Inventor of Flight Blue Common 4{3}{u} Creature – Vedalken Artificer 1 4 Equipped creatures you control have flying. 1 1399821578 on 11 May 2014 by 5colors
67 Kraken Hatchling* Blue Common 1{u} Creature – Kraken 0 4 0
68 Laboratory Initiate Blue Common 2{1}{u} Creature – Human Wizard 1 1 When Laboratory Initiate enters the battlefield, look at each player's hand.
revive {3}{u} ({3}{u}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
6 1398305927 on 24 Apr 2014 by Doombringer
69 Merfolk Mind Reader Blue Common 3{2}{u} Creature – Merfolk 2 1 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
Whenever this creature deals damage to a player, if its equipped, that player puts the top two cards of his or her library into his or her graveyard.
0
70 Milly Villain Blue Common 3{2}{u} Creature – Human 1 2 When Milly Villain enters the battlefield, target player puts the top three cards of his or her library into his or her graveyard.
revive {3}{u}{u} ({3}{u}{u}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
0
71 Mono-Blue Turtle Blue Common 2{1}{u} Creature – Human Mutant 0 4 CU06 {2}{u}: monstrosity 2 (If this creature isn't monstrous, put 2 +1/+1 counters on it and it becomes monstrous.)
As long as Mono-Blue Turtle is monstrous, it has hexproof.
3 1400609400 on 20 May 2014 by 5colors
72 Monologue Interruption Blue Common 4{2}{u}{u} Instant – Trap CU12 If an opponent cast two or more spells this turn, you may pay {u} rather than pay Monologue Interruption's mana cost.
Counter target spell.
0
73 Monster Study Blue Common 3{1}{u}{u} Sorcery Draw a card for each monstrous creature you control. 0
74 Newsie Blue Common 2{1}{u} Creature – Human 2 1 When Newsie enters the battlefield, if you control a creature with power 4 or greater, draw a card. 0
75 Not Suspicious Citizen Blue Common 2{1}{u} Creature – Human Rogue 2 1 Not Suspicious Citizen has protection from creatures with power 3 or less. 0
76 Psychic Student Blue Common 3{2}{u} Creature – Human 2 2 At the beginning of your end step, if you control a creature with power 4 or greater, each opponent puts the top card of his or her library into his or her graveyard. 0
77 Psychic's Tower Blue None 4{3}{u} Enchantment Creatures can’t attack you or a planeswalker you control unless that player puts a card from top of their liberty into the graveyard for each attacking creature. 3 1398973522 on 01 May 2014 by MOON-E
78 Recon Scout Blue Common 3{2}{u} Creature – Human Scout 1 3 Whenever Recon Scout deals combat damage to a player, look at that player's hand and draw a card. 0
79 Reuse Blue Common 3{2}{u} Sorcery CU14 Return target artifact, instant, or sorcery card from your graveyard to your hand. 2 1402653617 on 13 Jun 2014 by Alex
80 Runner's Bane* Blue Common 2{1}{u} Enchantment – Aura CU18 Enchant creature with power 3 or less
When Runner's Bane enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
0
81 Secret Identity Blue Common 3{2}{u} Enchantment – Aura Enchant creature
{u}: Enchanted creature becomes 1/1 and gains Hexproof until end of turn.
0
82 Shrink Ray Blue Common 1{u} Enchantment – Aura CU17 Enchant creature
Enchanted creature gets -3/-0 and can't be blocked.
6 1398306797 on 24 Apr 2014 by Doombringer
83 Skinmelder Chameleon Blue Common 3{2}{u} Creature – Lizard 2 2 {1}{u}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
When Skinmelder Chameleon becomes monstrous, it can't be blocked this turn.
2 1400540784 on 19 May 2014 by MOON-E
84 Sneaky Vedalken Blue Common 1{u} Creature – Vedalken Rogue 1 1 Sneaky Vedalken can't be blocked. 0
85 Something Threshold Blue None 2{1}{u} Enchantment If a creature with power 4 or more entered the battlefield under an opponent's control last turn, creature spells you cast cost {3} less to cast. 1 1399797750 on 11 May 2014 by MOON-E
86 Spell Rupture* Blue Common 2{1}{u} Instant CU10 Counter target spell unless its controller pays X, where X is the greatest power among creatures you control. 0
87 Statue of [Aquaman] Blue Common 3{2}{u} Enchantment At the beginning of your upkeep, each opponent puts the top three cards of his or her library into his or her graveyard for each creature you control with power 4 or greater. 1 1398929386 on 01 May 2014 by MOON-E
88 Steal the Files Blue Common 4{3}{u} Instant – Trap CU13 If a creature you control dealt combat damage this turn, you may pay {1}{u} rather than pay Steal the Files's mana cost.
Draw two cards.
0
89 Swim with the Fishes Blue Common 4{3}{u} Sorcery Target creature's controller shuffles it into his or her library. 0
90 Teenage Ninja Blue Common 2{1}{u} Creature – Turtle Mutant 0 4 {2}{g}: monstrosity 2 (If this creature isn't monstrous, put 2 +1/+1 counters on it and it becomes monstrous.)
As long as Teenage Ninja is monstrous, it has hexproof.
2 1397945175 on 19 Apr 2014 by 5colors
91 Temporal Trap Blue Common 5{4}{u} Instant – Trap CU11 If a creature is attacking you, you may pay {1}{w} rather than pay Temporal Trap's mana cost.
Put target creature on top of its owner's library.
3 1398290446 on 23 Apr 2014 by MOON-E
92 Tentacle Girl Blue Common 4{2}{u}{u} Creature – Human Mutant 4 4 {4}{u}{u}: monstrosity 4 (If this creature isn't monstrous, put 4 +1/+1 counters on it and it becomes monstrous.) 4 1400539565 on 19 May 2014 by MOON-E
93 Tide Turner Behemoth Blue Common 5{3}{u}{u} Creature – Whale 4 4 {4}{u}{u}: monstrosity 2 (If this creature isn't monstrous, put 2 +1/+1 counters on it and it becomes monstrous.)
When Tide Turner Behemoth becomes monstrous, creatures your opponents control get -2/-0 until end of turn.
0
94 Traumatizing Flashback Blue Common 2{1}{u} Instant CU16 Return target creature to it's owner's hand. That player puts the top 4 cards of his or her library into his or her graveyard. 0
95 Vedalken Invasion Blue Common 3{1}{u}{u} Sorcery Put two 1/1 blue Vedalken creature tokens with flying onto the battlefield. 4 1398965439 on 01 May 2014 by Doombringer
96 Vedalken Skywatcher Blue Common 2{1}{u} Creature – Vedalken Soldier 1 3 CU02 Flying 0
97 Vedalken Telepath Blue Common 4{3}{u} Creature – Vedalken Wizard 3 4 CU03 Your opponents play with the top card of their libraries revealed. 0
98 Weapon Tester Blue Common 2{1}{u} Creature – Human Artificer 1 3 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
Whenever Weapon Tester becomes equipped, look at the top card of your library. If it's an artifact card, you may reveal it and put it into your hand.
4 1399805168 on 11 May 2014 by .Rai
99 Wing Man Blue Common 1{u} Creature – Human Mutant 1 1 CU05 {1}{u}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
As long as Wing Man is monstrous, it has flying.
0
100 Acquired Taste Black Common 5{4}{b} Creature – Vampire 3 2 Lifelink
revive {1}{b} ({1}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
0
101 Alley Brawler Black Common 2{1}{b} Creature – Human Warrior 2 2 Alley Brawler can't be equipped. 1 1399844449 on 11 May 2014 by 5colors
102 Armed Thug Black Common 1{b} Creature – Human Rogue 1 1 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
Armed Thug has deathtouch as long as its equipped.
0
103 Batfang Drinker Black Common 4{2}{b}{b} Creature – Vampire 3 3 CB08 Batfang Drinker has flying as long as you control a creature with power 4 or greater. 0
104 Black Minion Black Common 2{1}{b} Creature – Zombie Minion 2 2 CB03 Black Minion can't block unless you control a creature with power 4 or greater. 0
105 Black Mutant Black Common 4{3}{b} Creature – Human Mutant 2 2 CB06 {3}{b}: monstrosity 2 (If this creature isn't monstrous, put 2 +1/+1 counters on it and it becomes monstrous.)
As long as Black Mutant is monstrous, it has intimidate.
0
106 Blood Actor Black Common 1{b} Creature – Vampire 1 1 CB05 When Blood Actor dies, each player loses 1 life.
revive {1}{b} ({1}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
3 1398294500 on 23 Apr 2014 by MOON-E
107 Blood Bairn* Black Common 3{2}{b} Creature – Vampire 2 2 CB04 Sacrifice another creature: Blood Bairn* gets +2/+2 until end of turn. 0
108 Bribe Black Common 1{b} Enchantment – Aura Enchant creature
Pay 1 life: Enchanted creature can't block this turn.
0
109 Bribe Rogue Black Common 3{2}{b} Creature – Human Rogue 2 2 When Bribe Rogue enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
revive {4}{b} ({4}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
1 1398294166 on 23 Apr 2014 by MOON-E
110 Cannon Fodder Black Common 1{b} Enchantment – Aura Enchant creature you control
If another creature you control would die, sacrifice enchanted creature instead.
2 1399821054 on 11 May 2014 by 5colors
111 Criminal Rager Black Common 3{2}{b} Creature – Horror 1 2 When Criminal Rager enters the battlefield, you draw a card and lose 1 life.
revive {4}{b}{b} ({4}{b}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
0
112 Dark Guy Black Common 4{3}{b} Creature – Vampire 3 1 When Dark Guy enters the battlefield, target opponent loses 3 life.
revive {4}{b}{b} ({4}{b}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
3 1398294599 on 23 Apr 2014 by MOON-E
113 Dark Underling Black Common 2{1}{b} Creature – Human Minion 2 1 CB01 When Dark Underling dies, if it hasn't been dealt damage this turn, draw a card. 4 1399798839 on 11 May 2014 by Vitenka
114 Death Dealer Black Common 3{2}{b} Creature – Vampire Assassin 1 1 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
As long as Death Dealer is equipped, it has deathtouch.
4 1399795403 on 11 May 2014 by MOON-E
115 Deathtoucher Black Common 1{b} Creature – Human Rogue 1 1 Deathtouch
revive {2}{b} ({2}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
0
116 Destroy the Evidence* Black None 5{4}{b} Sorcery Destroy target land. Its controller reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard. 0
117 Die Guy Black Common 6{5}{b} Creature – Human 4 5 CB07 Deathtouch 1 1397898542 on 19 Apr 2014 by MOON-E
118 Frame Black Common 3{1}{b}{b} Enchantment – Aura CB18 Enchant creature
Sacrifice a creature: Exile enchanted creature.
0
119 Grave Robbery Black Common 2{1}{b} Sorcery CB15 Choose one or both – Exile target creature card in a graveyard; and/or return target creature card from your graveyard to your hand. 0
120 Grisly Spectacle* Black None 4{2}{b}{b} Destroy target nonartifact creature. Its controller puts a number of cards equal to that creature's power from the top of his or her library into his or her graveyard. 0
121 Grisly Transformation* Black Common 3{2}{b} Enchantment – Aura Enchant creature
When Grisly Transformation enters the battlefield, draw a card.
Enchanted creature has intimidate.
0
122 I am the Night Black Common 3{2}{b} Enchantment – Aura CB17 Enchant creature
As long as enchanted creature has power 4 or greater, it can't be blocked. Otherwise, it can't block.
0
123 Killer's Mark Black Common 1{b} Enchantment Sacrifice Killer's Mark: Target creature you control gains deathtouch until end of turn. 3 1397940907 on 19 Apr 2014 by MOON-E
124 Last Kiss* Black Common 3{2}{b} Instant CB16 Last Kiss* deals 2 damage to target creature and you gain 2 life. 0
125 Little Orphan Black Common 3{1}{b}{b} Creature – Human 1 1 CB02 Whenever another creature you control dies, if Little Orphan's power is 3 or less, put three +1/+1 counters on it. 2 1397940944 on 19 Apr 2014 by MOON-E
126 Make 'em Talk Black Common 3{2}{b} Instant – Trap If a creature you control dealt combat damage this turn, you may pay {b} rather than pay Make 'em Talk's mana cost.
Target player loses 2 life and reveals his or her hand. You choose a nonland card from it. That player discards that card.
0
127 Maniacal Laughter Black Rare 4{2}{b}{b} Enchantment Whenever you draw a card, each opponent discards a card. 3 1398929668 on 01 May 2014 by MOON-E
128 Mesmerector Black Common 3{2}{b} Creature – Human Wizard 1 1 {b}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
When Mesmerector becomes monstrous, target player discards a card. If a creature card is discarded this way, put it onto the battlefield under your control.
2 1400540449 on 19 May 2014 by MOON-E
129 Mob Brain Driller Black Common 3{2}{b} Creature – Human Rogue 2 2 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
Whenever Mob Brain Driller deals damage to a player, if its equipped, that player reveals his or her hand. You choose a nonland card from it. That player discards that card.
0
130 Mortuary Robber Black Common 4{2}{b}{b} Creature – Zombie Rogue 2 2 When Mortuary Robber enters the battlefield, return target creature card from your graveyard to your hand.
revive {5}{b} ({5}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
1 1398298206 on 24 Apr 2014 by MOON-E
131 Mr. Lazarus Black Common 4{2}{b}{b} Creature – Zombie 2 2 When Mr. Lazarus dies, you may put a 2/2 black Zombie creature token onto the battlefield.
revive {3}{b}{b}{b} ({3}{b}{b}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
2 1398298247 on 24 Apr 2014 by MOON-E
132 Plan Revenge Black Common 3{2}{b} Instant – Trap CB13 If a creature you control died this turn, you may pay {b} rather than pay Plan Revenge's mana cost.
Target player draws two cards and loses 2 life.
0
133 Poisoned Weapon Black Common 2{1}{b} Instant Target equipment loses all abilities and gains "Equipped creature gets -3/-3" until end of turn. 3 1399821468 on 11 May 2014 by 5colors
134 Psychic Break Black Common 5{2}{b}{b}{b} Instant – Trap If an opponent controls a creature with a power of 4 or greater you may pay {2}{b}{b}
Destroy target creature. Then that creatures controller puts the top X cards of his or her liberty into their graveyard where X is the destroyed creatures power.
2 1398973493 on 01 May 2014 by MOON-E
135 Retcon Scout Black Common 2{1}{b} Creature – Human Scout 1 1 When Retcon Scout enters the battlefield, each player discards a card.
revive {2}{b} ({2}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
1 1397940963 on 19 Apr 2014 by MOON-E
136 Revampire Black Common 5{4}{b} Creature – Vampire 4 2 CB09 revive {6}{b} ({6}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.) 0
137 Smolder Thug Black Common 3{2}{b} Creature – Elemental 2 2 Whenever a creature dealt damage by Smolder Thug this turn dies, put a +1/+1 counter on Smolder Thug. 0
138 Standing Bat Black Common 3{2}{b} Creature – Bat 2 1 Flying
revive {3}{b}{b} ({3}{b}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
0
139 Statue of [Batman] Black Common 4{3}{b} Enchantment At the beginning of your upkeep, target opponent discards a card for each creature you control with power 4 or greater. 1 1398929567 on 01 May 2014 by MOON-E
140 Strongarm Rogue Black Common 3{1}{b}{b} Creature – Human Rogue 3 3 Intimidate
When Strongarm Rogue enters the battlefield, you lose 3 life.
revive {3}{b}{b} ({3}{b}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
0
141 Super Weakness Black Common 4{2}{b}{b} Instant Target creature gets -4/-4 until end of turn. 0
142 Surprise Comeback Black Common 1{b} Sorcery CB14 Target creature card in your graveyard gains Revive until end of turn. The Revive cost is equal to its mana cost. (Pay its mana cost, exile it from your graveyard: Put a token that’s a copy of it onto the battlefield. Revive only as a sorcery.) 0
143 Team Trap Black Common 5{4}{b} Instant – Trap CB12 If an opponent controls three or more creatures, you may pay {1}{b} rather than pay Team Trap's mana cost.
Target creature gets -4/-4 until end of turn.
0
144 Touch of Evil Black Common 2{b}{b} Instant CB10 Destroy target creature with power 3 or less. 1 1397940984 on 19 Apr 2014 by MOON-E
145 True Weakness Black Common 2{1}{b} Enchantment – Aura Enchant creature
Enchanted creature gets -3/-1.
0
146 Unkillable Shade Black Common 2{b}{b} Creature – Shade 1 1 {b}: Unkillable Shade gets +1/+1 until end of turn.
revive {1}{b}{b} ({1}{b}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
2 1398298257 on 24 Apr 2014 by MOON-E
147 Unloyal Mutant Black Common 3{1}{b}{b} Creature – Human Mutant 1 1 {b}{b}: monstrosity 4 (If this creature isn't monstrous, put 4 +1/+1 counters on it and it becomes monstrous.)
As long as Unloyal Mutant is monstrous, you lose 1 life at the beginning of your upkeep.
3 1400539673 on 19 May 2014 by MOON-E
148 Vampiric Demise Black Common 4{3}{b} Instant As an additional cost to cast Vampiric Demise, sacrifice a creature.
Vampiric Demise deals damage to target creature equal to the sacrificed creature's power. You gain that much life.
0
149 Wire Tap Black Common 2{1}{b} Instant – Trap CB11 If an opponent drew two or more cards this turn, you may pay {u} rather than pay Wire Tap's mana cost.
Target opponent discards a card. Draw a card.
1 1397898922 on 19 Apr 2014 by MOON-E
150 Wound Man Black Common 2{1}{b} Creature – Vampire 1 3 When Wound Man dies, target player loses 2 life.
revive {1}{b}{b} ({1}{b}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
0
151 Act of Treason* Red Common 3{2}{r} Sorcery CR14 Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. 0
152 Adrenaline Junkie Red Common 3{2}{r} Creature – Human Mutant 3 1 CR08 {r}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
As long as Adrenaline Junkie is monstrous, it has haste.
0
153 Aggro Flamekin Red Common 2{1}{r} Creature – Elemental 2 2 Aggro Flamekin attacks each turn if able unless you control a creature with power 4 or greater. 1 1397941089 on 19 Apr 2014 by MOON-E
154 Arrogance Red Common 2{1}{r} Enchantment – Aura CR18 Enchant creature
Enchanted creature gets +1/+1 and can't be blocked by creatures with less power.
0
155 Arsonist Man Red Common 1{r} Creature – Goblin 1 1 When Arsonist Man dies, it deals 1 damage to target creature or player.
revive {1}{r} ({1}{r}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
0
156 Aspiring Monster Red Common 3{2}{r} Creature – Human 2 3 CR02 Whenever a creature you control becomes monstrous, put a +1/+1 counter on Aspiring Minotaur. 0
157 Bad Joke Red Common 4{2}{r}{r} Instant CR10 Bad Joke deals 4 damage to target creature. If that creature would die this turn, exile it instead. 0
158 Beastclaw Brawler Red Common 2{1}{r} Creature – Human Mutant 2 1 {1}{r}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
As long as Beastclaw Brawler is monstrous, it has first strike.
0
159 Behemoth Yearling Red None 2{1}{r} Creature – Beast 4 3 When Behemoth Yearling enters the battlefield, it fights target creature you control. (If you control no other creatures, it fights itself.) 4 1399797835 on 11 May 2014 by MOON-E
160 Chem Vat Red Common 4{3}{r} Instant – Trap If an opponent gained life this turn, you may pay {1}{b} rather than pay Chem Vat mana cost.
Chem Vat deals 4 damage to target player.
1 1397938401 on 19 Apr 2014 by MOON-E
161 Chuck Red Common 1{r} Instant Target equipped creature deals damage equal to its power to target creature or player. Unattach all equipment from that creature. 0
162 Confusing Crier Red Common 2{1}{r} Creature – Human 2 1 CR03 At the beginning of your upkeep, if you control a creature with power 4 or greater, you may discard a card. If you do, draw a card. 0
163 Disgruntled Crowd Red Common 5{4}{r} Creature – Human 3 3 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
Disgruntled Crowd gets +1/+1 and has trample as long as its equipped.
0
164 Eater of Cars Red Common 4{3}{r} Creature – Lizard 3 3 {4}{r}{r}: monstrosity 2 (If this creature isn't monstrous, put 2 +1/+1 counters on it and it becomes monstrous.)
When Eater of Cars becomes monstrous, destroy target artifact.
0
165 Explosive Revenge Red Common 3{2}{r} Instant – Trap If a creature you control was dealt damage this turn, you may pay {1}{b} instead of paying Explosive Revenge's mana cost.
Explosive Revenge deals 3 damage to target creature or player.
1 1397898985 on 19 Apr 2014 by MOON-E
166 Explosive Revenge 2 Red Common 3{2}{r} Instant – Trap CR11 If a creature you control was dealt damage this turn, you may pay {1}{b} rather than pay Explosive Revenge 2's mana cost.
Explosive Revenge 2 deals 3 damage to target creature or player.
0
167 Fall of the Hammer* Red Common 2{1}{r} Instant CR12 Target creature you control deals damage equal to its power to another target creature. 0
168 Flame On Red Common 1{r} Instant CR15 Until end of turn, target creature gains first strike and "{r}: This creature gets +1/+0 until end of turn." 0
169 Flamekin Gaveleer Red Common 1{r} Creature – Elemental Warrior 1 1 Trample, suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
Flamekin Gaveleer gets +1/+0 for each equipment attached to it.
1 1399797294 on 11 May 2014 by MOON-E
170 Fleeting Heroism Red Common 1{r} Instant Target creature gets +4/+0 until end of turn. 1 1397941157 on 19 Apr 2014 by MOON-E
171 Gang Violence Red Common 6{4}{r}{r} Sorcery Target creature you control fights target creature you don't control.
Another target creature you control fights another target creature you don't control.
0
172 Goblin Brick Breaker Red Common 2{1}{r} Creature – Goblin Warrior 2 1 When Goblin Brick Breaker enters the battlefield, you may destroy target artifact.
revive {2}{r} ({2}{r}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
1 1398297815 on 24 Apr 2014 by MOON-E
173 Goblin Gaveleer Red Common 1{r} Creature – Goblin Warrior 1 1 CR01 Trample
Goblin Gaveleer gets +2/+0 for each Equipment attached to it.
1 1399843405 on 11 May 2014 by 5colors
174 Grab n Go Red Common 1{r} Creature – Human Warrior 1 1 CR05 Haste, suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.) 0
175 Heat of the Moment Red Common 2{1}{r} Sorcery Exile the top three cards of your library. You may play those cards until end of turn. 0
176 Hero's Regret Red Common 3{1}{r}{r} Instant Deal 3 damage to target creature. If a creature dealt damage this way would die this turn, Hero's Regret deals 3 damage to target player. 0
177 Hulk Out Red Common 3{2}{r} Enchantment – Aura CR17 Enchant creature
Enchanted creature gets +4/+0 and must attack each turn if able.
0
178 Lizard Red Uncommon 1{r} Creature – Lizard 1 1 {1}{r}{r}: monstrosity 3 (If this creature isn't monstrous, put 3 +1/+1 counters on it and it becomes monstrous.)
When Lizard becomes monstrous, it deals 3 damage to target creature or player.
7 1397941190 on 19 Apr 2014 by MOON-E
179 Makeshift Weapon Red Common 2{1}{r} Instant Destroy target artifact.
Target creature you control gets +3/+0.
2 1397941208 on 19 Apr 2014 by MOON-E
180 Mole Red Common 1{r} Creature – Goblin 1 1 Haste
revive {r}{r} ({r}{r}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
1 1398298344 on 24 Apr 2014 by MOON-E
181 Monster Fire Bringer Red Common 4{2}{r}{r} Creature – Human Shaman 2 2 Whenever a creature you control becomes monstrous, Monster Fire Bringer deals 2 damage to target player. 0
182 Mugging Red Common 1{r} Sorcery CR16 Mugging deals 2 damage to target creature. That creature can't block this turn. 1 1397940031 on 19 Apr 2014 by Link
183 No Blocker Red Common 3{2}{r} Creature – Human 2 2 When No Blocker enters the battlefield, target creature can't block this turn.
revive {1}{r}{r} ({1}{r}{r}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
0
184 Patriot Man Red Common 4{3}{r} Creature – Human Soldier 4 2 Haste
revive {3}{r}{r}{r} ({3}{r}{r}{r}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
4 1398298408 on 24 Apr 2014 by MOON-E
185 Peek and Burn Red Common 5{3}{r}{r} Sorcery Look at target players hand. Peek and Burn deals damage to that player equal to the number of cards in that players hand. 5 1398973562 on 01 May 2014 by MOON-E
186 Plant Explosives Red Common 5{4}{r} Instant – Trap CR13 If an opponent played a non basic land this turn, you may pay {r} rather than pay Plant Explosives's mana cost.
Destroy target land.
1 1397940226 on 19 Apr 2014 by MOON-E
187 Public Display Red Uncommon 5{4}{r} Sorcery Destroy target land.
Creatures can't block this turn.
3 1398965624 on 01 May 2014 by Doombringer
188 Red Trampler Red Common 5{4}{r} Creature – Beast 4 4 {5}{r}{r}: monstrosity 2 (If this creature isn't monstrous, put 2 +1/+1 counters on it and it becomes monstrous.)
When Red Trampler becomes monstrous, it gains trample until end of turn.
0
189 Ritual Elemental Red Common 2{1}{r} Creature – Elemental 1 1 When Ritual Elemental enters the battlefield, add {r}{r}{r} to your mana pool.
revive {r} ({r}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
9 1398298427 on 24 Apr 2014 by MOON-E
190 Spear Man Red Common 4{3}{r} Creature – Human Warrior 2 2 CR06 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
Spear Man gets +1/+1 and gains first strike as long as its equipped.
0
191 Speedy Weapon Master Red Common 4{3}{r} Creature – Elemental 4 1 Haste, Trample, suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
At the beginning of the end step, sacrifice Speedy Weapon Master.
1 1399795097 on 11 May 2014 by MOON-E
192 Statue of [GL] Red Common 5{4}{r} Enchantment At the beginning of your upkeep, Statue of [GL] deals damage to target player equal to the number of creatures you control with power 4 or greater. 1 1398929558 on 01 May 2014 by MOON-E
193 Streetbreaker Red Common 5{4}{r} Creature – Beast 4 3 CR09 {4}{r}{r}: monstrosity 2 (If this creature isn't monstrous, put 2 +1/+1 counters on it and it becomes monstrous.)
When Streetbreaker becomes monstrous, destroy target artifact or land.
0
194 Throw a Rock Red Common 5{4}{r} Sorcery Sacrifice a land.
Throw a Rock deals 5 damage to target creature or player.
0
195 Titan Girl Red Common 1{r} Creature – Human 1 1 {5}{r}{r}: monstrosity 5 (If this creature isn't monstrous, put 5 +1/+1 counters on it and it becomes monstrous.)
When Titan Girl becomes monstrous, it stops being a Human and becomes a Giant in addition to its other types.
2 1400539703 on 19 May 2014 by MOON-E
196 Try Guy Red Common 4{3}{r} Creature – Human 4 2 CR07 Trample 1 1397898575 on 19 Apr 2014 by MOON-E
197 Weapon Sidekick Red Common 2{r}{r} Creature – Human 2 1 CR04 As long as you control a creature with power 4 or greater, Weapon Sidekick has double strike. 0
198 Wizard's Bolt 2 Red None 3{1}{r}{r} Enchantment – Aura Enchant aura
Enchanted creature gets +3/+0 and gains Flying.
{r}, Sacrifice Wizard's Bolt 2: Wizard's Bolt 2 deals 3 damage to target player or creature.
1 1398973508 on 01 May 2014 by MOON-E
199 Yoink Red Common 1{r} Sorcery Gain control of target equipment until end of turn. 1 1399804731 on 11 May 2014 by .Rai
200 Advancing Giant Green Common 5{4}{g} Creature – Giant 5 3 {6}{g}: monstrosity 3 (If this creature isn't monstrous, put 3 +1/+1 counters on it and it becomes monstrous.)
When Advancing Giant becomes monstrous, it fights target creature.
0
201 Amazon Sentry Green Common 3{2}{g} Creature – Elf Warrior 1 4 Vigilance 0
202 Amazon Sidekick Green Common 3{1}{g}{g} Creature – Elf Druid 2 4 At the beginning of your upkeep, if you control a creature with power 4 or greater, put a 3/3 green Beast creature token onto the battlefield. 0
203 Ambush Assault Green Common 3{2}{g} Instant – Trap CG11 If you control an unblocked attacker, you may pay {r} rather than pay Ambush Assault's mana cost.
Target creature you control fights target creature you don't control.
3 1397899038 on 19 Apr 2014 by MOON-E
204 Arachnus Web Green Common 3{2}{g} Enchantment – Aura Enchanted creature can't attack or block, and its activated abilities can't be activated.
At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy Arachnus Web.
2 1397941320 on 19 Apr 2014 by MOON-E
205 Arbor Elf* Green Common 1{g} Creature – Elf Druid 1 1 {t}: Untap target forest. 0
206 Archer's Eye Green Common 5{3}{g}{g} Enchantment – Aura Enchant creature
Enchanted creature has "{t}: This creature deals 2 damage to target creature with flying."
0
207 Beast Couple Green Common 6{3}{g}{g}{g} Creature – Beast 3 3 When Beast Couple enters the battlefield, if it's not a token, put a token that's a copy of it onto the battlefield.
revive {2}{g} ({2}{g}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
4 1398295464 on 23 Apr 2014 by MOON-E
208 Big Bear Green Common 2{1}{g} Creature – Bear Mutant 2 2 CG05 {6}{g}: monstrosity 4 (If this creature isn't monstrous, put 4 +1/+1 counters on it and it becomes monstrous.) 0
209 Booster Bear Green Common 2{1}{g} Creature – Bear Mutant 2 2 {g}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
When Booster Bear becomes monstrous, put a +1/+1 counter on each other creature you control.
5 1400540311 on 19 May 2014 by MOON-E
210 Bullseye Green Common 1{g} Sorcery CG16 Target creature you control deals damage equal to its power to target creature with flying. 0
211 Counter Elemental Green Common 3{1}{g}{g} Creature – Elemental 3 3 When Counter Elemental enters the battlefield, put a +1/+1 counter on target creature you control.
revive {2}{g}{g} ({2}{g}{g}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
2 1397941378 on 19 Apr 2014 by MOON-E
212 Double Elf-tandra Green Common 3{2}{g} Creature – Elf Warrior 3 3 CG06 revive {3}{g}{g} ({3}{g}{g}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.) 4 1398297663 on 24 Apr 2014 by MOON-E
213 Earthen Uprising Green Common 2{1}{g} Instant Destroy target artifact, then search your library for a basic land, reveal it, and put it into your hand. Shuffle your library. 2 1397941398 on 19 Apr 2014 by MOON-E
214 Elvish Mystic* Green Common 1{g} Creature – Elf Druid 1 1 {t}: Add {g} to your mana pool. 0
215 Elvish Visionary* Green Common 2{1}{g} Creature – Elf Shaman 1 1 When Elvish Visionary* enters the battlefield, draw a card. 0
216 Elvish Wayfinder Green Common 2{1}{g} Creature – Elf Scout 1 1 When Elvish Wayfinder enters the battlefield, reveal the top 4 cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard. 0
217 Essence Warden Green Common 1{g} Creature – Elf Shaman 1 1 Whenever another creature enters the battlefield, you gain 1 life. 0
218 Fight Trap Green Common 3{2}{g} Instant – Trap If a creature entered the battlefield under an opponent's control this turn, you may pay {r} rather than pay Fight Trap's mana cost.
Target creature you control fights target creature.
3 1397938477 on 19 Apr 2014 by MOON-E
219 Fisticuffs Green Common 2{1}{g} Sorcery CG13 Unattach all equipment from target creature you control and target creature you don't control. Those creatures fight. 0
220 Forced Mutation Green Common 2{1}{g} Instant Put three +1/+1 counters on target creature. That creature is a mutant in addition to its other types. 0
221 Harrow* Green Common 3{2}{g} Instant As an additional cost to cast Harrow, sacrifice a land.
Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library.
0
222 Heal the Scars* Green Common 4{3}{g} Instant Regenerate target creature. You gain life equal to that creature's toughness. 0
223 Heroic Strength Green Common 4{2}{g}{g} Enchantment – Aura CG17 Enchant creature
Enchanted creature gets +4/+4.
3 1398970218 on 01 May 2014 by 5colors
224 Hunting Party Green Common 2{x}{g}{g} Sorcery Put X 1/1 green Elf creature tokens onto the battlefield. 0
225 Ivy*'s Elemental Green Common 5{3}{g}{g} Creature – Elemental 4 4 {5}{g}{g}: monstrosity 2 (If this creature isn't monstrous, put 2 +1/+1 counters on it and it becomes monstrous.)
When Ivy*'s Elemental becomes monstrous, put three 1/1 green Saprolings creature tokens onto the battlefield.
0
226 Kaiju Enthusiast Green Common 2{1}{g} Creature – Elf Shaman 2 1 CG04 Whenever a creature you control becomes monstrous, draw a card. 0
227 Keen Archer Green Common 3{2}{g} Creature – Elf Archer 2 3 Reach, suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
As long as Keen Archer is equipped, it gets +2/+1 and has vigilance.
1 1399795222 on 11 May 2014 by MOON-E
228 Lost World Growth Green Common 3{2}{g} Enchantment – Aura Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
As long as you control a legendary creature or planeswalker, whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colors to his or her mana pool.
9 1398973428 on 01 May 2014 by MOON-E
229 Manual Labor Green Common 2{1}{g} Sorcery CG14 Reveal the top X cards of your library, where X is the greatest power among creatures you control. Put all land cards revealed this way into your hand and the rest into your graveyard.
You may play an additional land this turn.
0
230 Mulching Ox Green Common 6{4}{g}{g} Creature – Ox 5 5 Whenever Mulching Ox attacks, reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. 0
231 Mutant Regeneration Green Common 4{3}{g} Instant Regenerate target creature. If that creature is monstrous, put a +1/+1 counter on it. 7 1400539903 on 19 May 2014 by MOON-E
232 Naturalize* Green Common 2{1}{g} Instant CG15 Destroy target artifact or enchantment. 0
233 Outwilds Warrior Green Common 2{g}{g} Creature – Elf Warrior 3 1 CG03 When Outwilds Warrior enters the battlefield, if you control a creature with power 4 or greater, put a +1/+1 counter on Outwilds Warrior. 0
234 Plant Singer Green Common 1{g} Creature – Human Mutant 0 1 {g}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
As long as Plant Singer is monstrous, it has "{t}: Add {g} to your mana pool."
0
235 Popcorn Seller Green Common 2{1}{g} Creature – Human 2 2 Whenever another creature with power 4 or greater enters the battlefield under your control, put a +1/+1 counter on target creature. 0
236 Porcupine Man Green Common 1{g} Creature – Human Mutant 1 1 {1}{g}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
As long as Porcupine Man is monstrous, it has deathtouch.
3 1397945963 on 19 Apr 2014 by 5colors
237 Pow! Green Common 2{1}{g} Instant CG12 Target creature gets +4/+4 until end of turn. 0
238 Power Puncher Green Common 2{1}{g} Creature – Human 2 2 Attacking and blocking creatures you control get +1/+1. 0
239 Raging Beast Green Common 3{g}{g}{g} Creature – Beast 4 3 0
240 Relentless Slasher Green Common 3{2}{g} Creature – Lizard 3 1 {1}{g}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
When Relentless Slasher becomes monstrous, regenerate it.
2 1400540631 on 19 May 2014 by MOON-E
241 Revive Fattie Green Common 5{2}{g}{g}{g} Creature – Beast 5 5 revive {4}{g}{g}{g} ({4}{g}{g}{g}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.) 0
242 Rhino Caller Green Common 1{g} Creature – Elf Scout 1 1 CG02 {4}{g}, Sacrifice Rhino Caller: Put a 4/4 green Rhino creature token with trample onto the battlefield. 0
243 Rhino Man Green Common 4{3}{g} Creature – Human Mutant 3 3 CG08 {3}{g}{g}: monstrosity 2 (If this creature isn't monstrous, put 2 +1/+1 counters on it and it becomes monstrous.)
As long as Rhino Man is monstrous, it has trample.
0
244 Shy Guy Green Common 4{2}{g}{g} Creature – Human 4 3 CG07 Hexproof 1 1397898606 on 19 Apr 2014 by MOON-E
245 Sklaw Beast Green Common 4{3}{g} Creature – Beast Mutant 2 2 Trample
{1}{g}: monstrosity 2 (If this creature isn't monstrous, put 2 +1/+1 counters on it and it becomes monstrous.)
0
246 Spider Bro Green Common 2{1}{g} Creature – Human Mutant 1 3 {2}{g}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
As long as Spider Bro is monstrous, it has reach.
0
247 Spire Tracer* Green Common 1{g} Creature – Elf Scout Spire Tracer* can't be blocked except by creatures with flying or reach. 0
248 Sporeback Stegadon Green Common 3{2}{g} Creature – Lizard 2 2 CG10 {3}{g}: monstrosity 2 (If this creature isn't monstrous, put 2 +1/+1 counters on it and it becomes monstrous.)
When Sporeback Stegadon becomes monstrous, you gain life equal to its power.
0
249 Statue of [Hulk] Green Common 5{4}{g} Enchantment At the beginning of your upkeep, search your library for a number of basic land cards equal to the number of creatures you control with power 4 or greater. Put those cards onto the battlefield tapped, then shuffle your library. 4 1398929511 on 01 May 2014 by MOON-E
250 Super Fan Green Common 1{g} Enchantment – Aura CG18 Enchant creature
At the beginning of your upkeep, if you control a creature with power 4 or greater, put a +1/+1 counter on enchanted creature.
0
251 Thorny Lasher Green Common 3{2}{g} Creature – Plant 1 3 {1}{g}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
When Thorny Lasher becomes monstrous, it deals 4 damage to target creature with flying.
1 1400609556 on 20 May 2014 by 5colors
252 Tokyo* Guards Green Common 3{2}{g} Creature – Human Soldier 3 3 As long as you control a creature with power 4 or greater, Tokyo* Guards has vigilance. 0
253 Trap Seeker Green Common 3{2}{g} Creature – Elf 1 2 Whenever Trap Seeker deals combat damage to a player, that player reveals his or her hand. If an instant or sorcery card is revealed this way, put a +1/+1 counter on Trap Seeker. 0
254 Trap-Crasher Beast Green Common 5{3}{g}{g} Creature – Beast 5 4 CG09 Protection from Traps. 0
255 Tyrannodex Green Common 7{6}{g} Creature – Lizard 6 5 Trample
revive {7}{g} ({7}{g}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
0
256 Voyaging Elf Green Common 2{1}{g} Creature – Elf Druid 1 2 CG01 {t}: Untap target land. 0
257 Wall Cable Corps Green Common 4{3}{g} Creature – Human Soldier 1 4 Reach, suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.) 0
258 Warrior Sidekick Green Common 3{2}{g} Creature – Human 2 3 {1}{g}, {t}: Warrior Sidekick fights target creature you don't control. Activate this ability only if you control a creature with power 4 or greater. 0
259 Mutant Lord Multicolour Uncommon 4{2}{g}{u} Creature – Human Mutant 2 2 Other Mutant creatures you control get +1/+1.
{g}{u}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
{t}: Put a +1/+1 counter on a creature you control with a +1/+1 counter on it.
0
260 5c's Nameless UR Card Multicolour Uncommon 3{1}{u}{r} Creature – Vedalken Artificer 1 1 Artifact spells you cast cost {1} less to cast.
Whenever an artifact creature or an equipped creature you control attacks, it deals 1 damage to target player.
0
261 5c should name his cards v1 Multicolour Uncommon 6{4}{r}{w} Creature – Human 4 4 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
When 5c should name his cards v1 enters the battlefield, reveal the top five cards of your library. You may put an equipment with converted mana cost three or less revealed this way onto the battlefield. Then put the rest on the bottom of your library in any order.
0
262 5c should name his cards v2 Multicolour Uncommon 5{3}{r}{w} Creature – Human 4 4 suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
Creatures you control get +1/+1 for each equipment attached to them.
1 1399795665 on 11 May 2014 by MOON-E
263 Bat-a-rang Artifact Common 4{4} Artifact – Equipment Equipped creature has "{1}, Unattach Bat-a-rang: This creature deals 2 damage to target creature."
Equip {2}
1 1399794688 on 11 May 2014 by MOON-E
264 Black Hat Artifact Common 3{3} Artifact – Equipment Equipped creature gets +2/+1 and has intimidate.
Equip {1}{b}
0
265 Blue Shoes Artifact Common 2{2} Artifact – Equipment Equipped creature gets +1/+1 and has flying.
Equip {u}
1 1399796435 on 11 May 2014 by MOON-E
266 Bonecrusher Artifact Common 1{1} Artifact – Equipment Equipped creature gets +2/+0.
Equip {2}
0
267 Energy Mox Artifact Rare 0{0} Artifact {t}: : Add one mana of any color to your mana pool. Spend this mana only to activate abilities. 3 1398931918 on 01 May 2014 by Vitenka
268 First of Fury Artifact Common 6{6} Artifact – Equipment Equipped creature gets +4/+0.
Equip {3}
0
269 Flying Cape Artifact Common 3{3} Artifact – Equipment Equipped creature has flying.
When Flying Cape becomes attached to a creature for the first time this turn, put a +1/+1 counter on that creature.
Equip {3}
0
270 Forgers Hammer Artifact Common 2{2} Artifact – Equipment Equipped creature has "{r}, {t}: add {r}{r}{r} to your mana pool. Use this mana only to cast equipment spells."
Equip {3}
2 1399844265 on 11 May 2014 by 5colors
271 Gadget Belt Artifact Uncommon 2{2} Artifact – Equipment Equipped creature gets +X/+X, where X is equal to the number of Equipment you control.
Equip {3}
0
272 Gaga's Meat Dress Artifact Common 1{1} Artifact – Equipment Equipped creature has +0/+4.
Sacrifice Gaga's Meat Dress: Gain 4 life.
Equip {3}
3 1399822894 on 11 May 2014 by 5colors
273 Green Gloves Artifact Common 5{5} Artifact – Equipment Equipped creature gets +4/+2 and has trample.
Equip {3}{g}
0
274 Improvised Flamethrower Artifact Uncommon 2{2} Artifact – Equipment Equipped creature gets +1/+1 and has "{r}: This creature gets +1/+0 until end of turn."
Equip {2}
0
275 Jet Boots Artifact Common 1{1} Artifact – Equipment Equipped creature has flying.
Equip {2}
0
276 Jet Pack Artifact Common 2{2} Artifact – Equipment Equipped creature has flying and vigilance.
Equip {3}
1 1399793562 on 11 May 2014 by MOON-E
277 Key to the City Artifact Common 1{1} Artifact {1}, {t}: Add one mana of any color to your mana pool.
{1}, {t}, Sacrifice Key to the City: Draw a card.
0
278 Mechanical Arms Artifact Common 1{1} Artifact – Equipment {2}: Equipped creature gets +0/+1 and can block an additional creature this turn.
{t}: Attach Mechanical Arms to target creature you control.
2 1399795745 on 11 May 2014 by MOON-E
279 Mindstone Tiera Artifact Common 2{2} Artifact – Equipment When Mindstone Tiera enters the battlefield, draw a card.
Equipped creature gets +1/+0.
Equip {0}
0
280 Personal Forcefield Artifact Common 3{3} Artifact – Equipment Whenever equipped creature would be dealt damage, prevent all but 1 of that damage.
{4}: Attach Personal Forcefield to target creature you control.
1 1399793735 on 11 May 2014 by MOON-E
281 Razor Shield Artifact Common 1{1} Artifact – Equipment Equipped creature gets +0/+3 and has first strike.
Equip {3}
0
282 Really Heavy Gloves Artifact Common 2{2} Artifact – Equipment Equipped creature gets +4/+2 and doesn't untap during its controller's untap step.
Equip {3}
0
283 Red Blade Artifact Common 1{1} Artifact – Equipment Equipped creature gets +2/+0.
Equip {1}{r}
0
284 Red Cape Artifact Common 4{4} Artifact – Equipment Equipped creature gets +2/+2.
Whenever Red Cape becomes attached to a creature, untap that creature.
Equip {2}
0
285 Riot Gear Artifact Common 2{2} Artifact – Equipment Equipped creature gets +1/+2.
Equip {2}
0
286 Sharpened Boomerang Artifact Common 3{3} Artifact – Equipment Whenever equipped creature deals combat damage, you may unattach Sharpened Boomerang. If you do, it deals 2 damage to target creature.
Equip {3}
0
287 Slippery Scepter Artifact Common 2{2} Artifact – Equipment Equipped creature gets +2/+2.
Unattach Slippery Scepter at the beginning of each end step.
Equip {2}
0
288 Speedster Boots Artifact Common 2{2} Artifact – Equipment Equipped creature gets +1/+0 and has haste.
Equip {1}
2 1397941464 on 19 Apr 2014 by MOON-E
289 Tactical Line Artifact Common 1{1} Artifact – Equipment Equipped creature gets +1/+1 and has reach.
Equip {1}
0
290 Training Blade Artifact Common 2{2} Artifact – Equipment Equipped creature gets +1/+1.
When Training Blade becomes attached to a creature, if its power is 3 or less, put a +1/+1 counter on it.
Equip {2}
2 1399822226 on 11 May 2014 by 5colors
291 Training Drone* Artifact Common 3{3} Artifact Creature – Drone 4 4 Training Drone* can't attack or block unless it's equipped. 0
292 White Cape Artifact Common 4{4} Artifact – Equipment Equipped creature gets +2/+2.
Whenever White Cape becomes attached to a creature, untap that creature.
Equip {1}{w}
4 1399796400 on 11 May 2014 by MOON-E
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