Code Geass: Proxies for playtest
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Mechanics | Introduction and General Invitation | Proxies for playtest | Design Challenge 2 | Colour-pair archetypes | Skeleton |
When Distraction Agent enters the battlefield, target creature can't block this turn.
1/1
Haste
As long as you control more creatures than each opponent, Blustering Coward gets +1/+0.
As long as you control more creatures than each opponent, Blustering Coward gets +1/+0.
0/2
Raid – At the beginning of your postcombat main phase, if you attacked with a creature this turn, put a +1/+1 counter on Guerrilla Tactician.
"With each raid we gather more resources, techniques, supporters. It's only a matter of time before Britannia falls."
1/1
When Distraction Agent enters the battlefield, target creature can't block this turn.
1/1
Haste
As long as you control more creatures than each opponent, Blustering Coward gets +1/+0.
As long as you control more creatures than each opponent, Blustering Coward gets +1/+0.
0/2
Raid – At the beginning of your postcombat main phase, if you attacked with a creature this turn, put a +1/+1 counter on Guerrilla Tactician.
"With each raid we gather more resources, techniques, supporters. It's only a matter of time before Britannia falls."
1/1
Haste
When Urban Guerrilla enters the battlefield, other creatures you control get +1/+0 and gain haste until end of turn.
When Urban Guerrilla enters the battlefield, other creatures you control get +1/+0 and gain haste until end of turn.
2/1
Raid — When Bragging Skirmisher enters the battlefield, if you attacked with a creature this turn, you may discard a card. If you do, draw a card.
2/1
Haste
When Urban Guerrilla enters the battlefield, other creatures you control get +1/+0 and gain haste until end of turn.
When Urban Guerrilla enters the battlefield, other creatures you control get +1/+0 and gain haste until end of turn.
2/1
Raid — When Bragging Skirmisher enters the battlefield, if you attacked with a creature this turn, you may discard a card. If you do, draw a card.
2/1
Create two 1/1 white Soldier creature tokens.
Gambit — When target creature you control dies during combat this turn, create another two of those tokens.
Gambit — When target creature you control dies during combat this turn, create another two of those tokens.
Create two 1/1 white Soldier creature tokens.
Gambit — When target creature you control dies during combat this turn, create another two of those tokens.
Gambit — When target creature you control dies during combat this turn, create another two of those tokens.
Create two 1/1 white Soldier creature tokens.
Gambit — When target creature you control dies during combat this turn, create another two of those tokens.
Gambit — When target creature you control dies during combat this turn, create another two of those tokens.
Flash
When Test Pilot enters the battlefield, you may attach target Equipment you control to it.
When Test Pilot enters the battlefield, you may attach target Equipment you control to it.
2/1
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, add to your mana pool.
2/2
When Incendiary Preacher enters the battlefield or dies, create a 1/1 red Rebel creature token.
1/1
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, create a 1/1 red Rebel creature token.
3/1
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, add to your mana pool.
2/2
When Incendiary Preacher enters the battlefield or dies, create a 1/1 red Rebel creature token.
1/1
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, create a 1/1 red Rebel creature token.
3/1
When Inspiring Captain enters the battlefield, creatures you control get +1/+1 until end of turn.
3/3
Menace
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, untap Mob of Elevens.
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, untap Mob of Elevens.
3/3
When Inspiring Captain enters the battlefield, creatures you control get +1/+1 until end of turn.
3/3
Menace
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, untap Mob of Elevens.
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, untap Mob of Elevens.
3/3
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn and you've only had one combat phase this turn, untap all creatures you control. After this phase, there is an additional combat phase.
4/4
Equipped creature gets +2/+1.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
The next creature card you play this turn can be played as though it had flash.
Draw a card.
Draw a card.
Equipped creature gets +3/+1 and has first strike.
Equip
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equipped creature gets +2/+2 and has first strike.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
(Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature can't attack or block.
Enchant creature
Enchanted creature can't attack or block.
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Target creature gets +1/+1 and first strike until end of turn.
Target creature gets +1/+1 and first strike until end of turn.
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Target creature gets +1/+1 and first strike until end of turn.
Target creature gets +1/+1 and first strike until end of turn.
Aggressive Gambit deals 3 damage to target creature.
Gambit — When target creature you control dies during combat this turn, choose up to one target creature. Aggressive Gambit deals 3 damage to that creature.
Gambit — When target creature you control dies during combat this turn, choose up to one target creature. Aggressive Gambit deals 3 damage to that creature.
Aggressive Gambit deals 3 damage to target creature.
Gambit — When target creature you control dies during combat this turn, choose up to one target creature. Aggressive Gambit deals 3 damage to that creature.
Gambit — When target creature you control dies during combat this turn, choose up to one target creature. Aggressive Gambit deals 3 damage to that creature.
Creatures you control get +2/+1 until end of turn.
Whenever Recruitment Officer deals combat damage to a player, that player reveals his or her hand. You may cast a creature card from that player's hand this turn.
1/1
Whenever Recruitment Officer deals combat damage to a player, that player reveals his or her hand. You may cast a creature card from that player's hand this turn.
1/1
When Propaganda Officer enters the battlefield, gain control of target creature with power 1 or less for as long as Propaganda Officer remains on the battlefield.
2/2
When Propaganda Officer enters the battlefield, gain control of target creature with power 1 or less for as long as Propaganda Officer remains on the battlefield.
2/2
: Look at the top card of your library. If it’s a Geass or Equipment card, you may reveal it and put it into your hand. If you don’t put the card into your hand, you may put it on the bottom of your library.
2/1
: Look at the top card of your library. If it’s a Geass or Equipment card, you may reveal it and put it into your hand. If you don’t put the card into your hand, you may put it on the bottom of your library.
2/1
Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, look at that many cards from the top of your library, put one of them back and the rest on the bottom of your library in any order.
Whenever you pay decadence, look at that many cards from the top of your library, put one of them back and the rest on the bottom of your library in any order.
3/3
Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, look at that many cards from the top of your library, put one of them back and the rest on the bottom of your library in any order.
Whenever you pay decadence, look at that many cards from the top of your library, put one of them back and the rest on the bottom of your library in any order.
3/3
Whenever you cast a Geass spell that targets a creature an opponent controls, gain control of that creature until end of turn, untap it, and it gains haste until end of turn.
2/2
When Silvertongued Rebel enters the battlefield, gain control of target creature an opponent controls with power 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
3/3
When Silvertongued Rebel enters the battlefield, gain control of target creature an opponent controls with power 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
3/3
When Gun-Ru enters the battlefield, draw a card.
Equipped creature gets +0/+2.
Equip
Equipped creature gets +0/+2.
Equip
When Gun-Ru enters the battlefield, draw a card.
Equipped creature gets +0/+2.
Equip
Equipped creature gets +0/+2.
Equip
Creatures you control but don't own get +2/+2 and have trample.
Creatures you control but don't own get +2/+2 and have trample.
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
(Enchanted creature has protection from other Geasses.)
Enchant creature
You control enchanted creature.
When enchanted creature becomes untapped, return it to its owner's hand.
Enchant creature
You control enchanted creature.
When enchanted creature becomes untapped, return it to its owner's hand.
(Enchanted creature has protection from other Geasses.)
Enchant creature
You control enchanted creature.
When enchanted creature becomes untapped, return it to its owner's hand.
Enchant creature
You control enchanted creature.
When enchanted creature becomes untapped, return it to its owner's hand.
Prepare ( as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Gain control of target tapped creature until end of turn. (It remains tapped.)
Gain control of target tapped creature until end of turn. (It remains tapped.)
Exchange control of two target creatures.
Exile target creature, then return it to the battlefield under its owner's control.
Exile target creature, then return it to the battlefield under its owner's control.
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Tap target creature. That creature doesn't untap during its controller's next untap step.
Tap target creature. That creature doesn't untap during its controller's next untap step.
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Tap target creature. That creature doesn't untap during its controller's next untap step.
Tap target creature. That creature doesn't untap during its controller's next untap step.
(Enchanted creature has protection from other Geasses.)
Enchant creature
Whenever enchanted creature becomes tapped, you draw a card.
Enchant creature
Whenever enchanted creature becomes tapped, you draw a card.
(Enchanted creature has protection from other Geasses.)
Enchant creature
Whenever enchanted creature becomes tapped, you draw a card.
Enchant creature
Whenever enchanted creature becomes tapped, you draw a card.
Return target nonland permanent to its owner's hand.
Draw a card.
Draw a card.
Return target nonland permanent to its owner's hand.
Draw a card.
Draw a card.
(Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature attacks each turn if able.
Enchanted creature loses first strike.
Enchant creature
Enchanted creature attacks each turn if able.
Enchanted creature loses first strike.
Prepare ( as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Enchant creature
Enchanted creature gets -5/-0, doesn't untap during its controller's untap step, and its activated abilities can't be activated.
Enchant creature
Enchanted creature gets -5/-0, doesn't untap during its controller's untap step, and its activated abilities can't be activated.
Prepare ( as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If you control a Forest or an Island, untap target creature and it gets +1/+1 until end of turn.
If you control a Forest or an Island, untap target creature and it gets +1/+1 until end of turn.
Prepare ( as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If you control a Mountain or a Plains, target creature gets +1/+0 and gains first strike until end of turn.
If you control a Mountain or a Plains, target creature gets +1/+0 and gains first strike until end of turn.
Prepare ( as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
When target creature deals combat damage to a player this turn, if you control an Island or a Mountain, draw three cards then discard a card.
When target creature deals combat damage to a player this turn, if you control an Island or a Mountain, draw three cards then discard a card.
Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, up to that many target creatures gain lifelink until end of turn.
Whenever you pay decadence, up to that many target creatures gain lifelink until end of turn.
2/2
Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, up to that many target creatures gain lifelink until end of turn.
Whenever you pay decadence, up to that many target creatures gain lifelink until end of turn.
2/2
Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, you gain that much life.
Whenever you pay decadence, you gain that much life.
2/2
Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, you gain that much life.
Whenever you pay decadence, you gain that much life.
2/2
: Regenerate Persistent Sergeant.
Channel – , Discard Persistent Sergeant: Regenerate target creature.
Channel – , Discard Persistent Sergeant: Regenerate target creature.
1/2
: Regenerate Persistent Sergeant.
Channel – , Discard Persistent Sergeant: Regenerate target creature.
Channel – , Discard Persistent Sergeant: Regenerate target creature.
1/2
Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, put that many +1/+1 counters on target creature.
Whenever you pay decadence, put that many +1/+1 counters on target creature.
1/2
Prepare ( as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
As long as you're being attacked by a creature with toughness 2 or less, Prepared Guardian has lifelink.
As long as you're being attacked by a creature with toughness 2 or less, Prepared Guardian has lifelink.
3/3
Prepare ( as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
As long as you're being attacked by a creature with toughness 2 or less, Prepared Guardian has lifelink.
As long as you're being attacked by a creature with toughness 2 or less, Prepared Guardian has lifelink.
3/3
Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, , until end of turn, target creature gets -X/-0 and target creature gets +X/+0, where X is the amount you paid.
Whenever you pay decadence, , until end of turn, target creature gets -X/-0 and target creature gets +X/+0, where X is the amount you paid.
2/2
Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, , until end of turn, target creature gets -X/-0 and target creature gets +X/+0, where X is the amount you paid.
Whenever you pay decadence, , until end of turn, target creature gets -X/-0 and target creature gets +X/+0, where X is the amount you paid.
2/2
Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, Egotistical Captain gets +X/+X until end of turn, where X is the amount you paid.
Whenever you pay decadence, Egotistical Captain gets +X/+X until end of turn, where X is the amount you paid.
2/2
Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, Egotistical Captain gets +X/+X until end of turn, where X is the amount you paid.
Whenever you pay decadence, Egotistical Captain gets +X/+X until end of turn, where X is the amount you paid.
2/2
Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, you may tap up to that many target creatures.
Whenever you pay decadence, you may tap up to that many target creatures.
3/3
Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay , where X is your total decadence.)
Whenever you pay decadence, you may tap up to that many target creatures.
Whenever you pay decadence, you may tap up to that many target creatures.
3/3
Equipped creature gets +2/+2 and has first strike.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
Equipped creature gets +3/+2.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
Equipped creature gets +2/+1.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
Equipped creature gets +2/+1.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
Regenerate target creature. You gain control of that creature if it regenerates this way.
(Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature can't attack or block.
Enchant creature
Enchanted creature can't attack or block.
(Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature can't attack or block.
Enchant creature
Enchanted creature can't attack or block.
Destroy target attacking creature.
Create a 1/1 white Soldier creature token.
Create a 1/1 white Soldier creature token.
Destroy target attacking creature.
Create a 1/1 white Soldier creature token.
Create a 1/1 white Soldier creature token.
(Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature gets -1/-1, and its activated abilities can't be activated.
Enchant creature
Enchanted creature gets -1/-1, and its activated abilities can't be activated.
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Target creature deals damage to itself equal to its power.
Target creature deals damage to itself equal to its power.
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Target creature deals damage to itself equal to its power.
Target creature deals damage to itself equal to its power.
Choose target creature. If you attacked that creature's controller this turn, and that creature didn't block, gain control of it.
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Target creature gets +1/+1 and first strike until end of turn.
Target creature gets +1/+1 and first strike until end of turn.
(Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature gets +2/+1 and has lifelink.
Enchant creature
Enchanted creature gets +2/+1 and has lifelink.
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Target creature gains deathtouch until end of turn. Regenerate it.
Target creature gains deathtouch until end of turn. Regenerate it.
Prepare ( as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Prevent the next 3 damage that would be dealt to creatures you control.
Gain 3 life.
Prevent the next 3 damage that would be dealt to creatures you control.
Gain 3 life.
Prepare ( as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If you control a Plains or a Swamp, target creature gets +1/+1 and gains lifelink until end of turn.
If you control a Plains or a Swamp, target creature gets +1/+1 and gains lifelink until end of turn.
Prepare ( as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If you control a Swamp or a Forest, draw a card and target creature you control gains indestructible until end of turn.
If you control a Swamp or a Forest, draw a card and target creature you control gains indestructible until end of turn.
Prepare ( as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If you control a Mountain or a Plains, target creature gets +1/+0 and gains first strike until end of turn.
If you control a Mountain or a Plains, target creature gets +1/+0 and gains first strike until end of turn.
Return target creature card from your graveyard to your hand.
Gambit — When target creature you control dies during combat this turn, choose another target creature card in your graveyard and return it to your hand.
Gambit — When target creature you control dies during combat this turn, choose another target creature card in your graveyard and return it to your hand.