Comic Book Set
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Mechanics | Skeleton |
Showing 49 of 49 White cards
Go to section: White (49) Blue (50) Black (51) Red (49) Green (59) Multicolour (4) Artifact (30)
Show rarities: N C
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.
As long as Cap's BFF is equipped, it gets +1/+1 and has flying.
1/1
If a creature you control was the target of a spell or ability this turn, you may pay 
rather than pay Common Immunity's mana cost.
Creatures you control gain indestructible until end of turn.


Creatures you control gain indestructible until end of turn.
When Discreet Doctor enters the battlefield, you may gain 3 life.
revive
(
, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
revive




1/1
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.
Equipment and equipped creatures you control gain indestructible until end of turn.
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.
Whenever Equipment Healer becomes equipped, it gains lifelink until end of turn.
3/1
Vigilance
4/4
Creatures you control with power 4 or greater have vigilance.
2/2
Enchant creature
Enchanted creature can't attack or block as long as it's monstrous. Otherwise, it gets +2/+2.
Enchanted creature can't attack or block as long as it's monstrous. Otherwise, it gets +2/+2.
First strike
3/4
When Forcefeild Hero enters the battlefield choose black or red. Creatures you control gain protection from the chosen color until end of turn.
revive

(

, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
revive






4/2
Vigilance, suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
2/3
When Heal Man enters the battlefield, you gain 4 life.
revive

(

, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
revive






2/1
When Holy Officer enters the battlefield, destroy target enchantment.
revive

(

, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
revive






2/2
First Strike
As long as you control a legendary creature or planeswalker Hopeless Cop gains Double Strike.
As long as you control a legendary creature or planeswalker Hopeless Cop gains Double Strike.
2/1
At the beginning of your upkeep, if you control another creature with power 4 or greater, put a +1/+1 counter on Impressionable Youth.
1/1
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.
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.
When Light Guy enters the battlefield, you gain 2 life.
revive
(
, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
revive




1/4
suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
3/2
Target creature gets +2/+2 and gains flying until end of turn.
When Mini Sun dies, return target creature with converted mana cost three or less from your graveyard to your hand.
revive

(

, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
revive






3/2
Exile target equipment attached to a creature that dealt damage this turn.
Return target permanent you control to its owner's hand. You gain 4 life.
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.
As long as One-Drop Guy is equipped, it gets +1/+1.
1/1
If you control a creature with power 4 or greater, you may pay 
rather than pay Police Backup's mana cost.
Put three 1/1 white Soldier creature tokens onto the battlefield.


Put three 1/1 white Soldier creature tokens onto the battlefield.
When Police Lieutenant enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
revive
(
, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
revive




2/2
Enchant creature
When Recognition enters the battlefield, creatures you control get +1/+1 until end of turn.
Enchanted creature gets +2/+2.
When Recognition enters the battlefield, creatures you control get +1/+1 until end of turn.
Enchanted creature gets +2/+2.
Exile target artifact or enchantment.
Target blocking creature gets +7/+7 until end of turn.

1/1
As long as Rookie Officer is equipped, it gets +1/+1.
revive
(
, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
revive




1/1
Vigilance
3/4
Vigilance
2/2
revive 
(
, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)




0/3
When Sidekicker enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
revive
(
, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
revive




1/1
Destroy target creature with power 4 or greater.
Target creature can’t attack or block and its activated ability can’t be activated until the end of the turn.
revive 
(
, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)




2/2
Flying
revive

(

, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
revive






2/2
At the beginning of your upkeep, you gain 1 life for each creature you control with power 4 or greater.
If you control a blocking creature, you may pay
rather than pay Sting Operation's mana cost.
Destroy target attacking creature.

Destroy target attacking creature.
Flying
When Super Pup attacks with a creature with a power 4 or greater put a +1/+1 counter on it.
When Super Pup attacks with a creature with a power 4 or greater put a +1/+1 counter on it.
2/2
If a creature you control was the target of a spell or ability an opponent controls this turn, you may pay
rather than pay Surprise Immunity's mana cost.
Put a +1/+1 counter on target creature. That creature gains indestructible until end of turn.

Put a +1/+1 counter on target creature. That creature gains indestructible until end of turn.
Flash
suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
1/2
Flying
Sacrifice Trashdiver Eagle: Return target artifact card from your graveyard to your hand.
Sacrifice Trashdiver Eagle: Return target artifact card from your graveyard to your hand.
1/1
Target creature gains indestructible and lifelink until end of turn.
Target creature gains flying until end of turn.
Enchant creature
As long as enchanted creature has a power of 3 or less it has Double Strike. Otherwise enchanted creature can’t attack.
As long as enchanted creature has a power of 3 or less it has Double Strike. Otherwise enchanted creature can’t attack.
Go to section: White (49) Blue (50) Black (51) Red (49) Green (59) Multicolour (4) Artifact (30)
Show rarities: N C
Comic Book Set: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
As long as Angel* is monstrous, it has flying and lifelink.
last 2014-05-20 18:25:36 by 5colors