Code Geass
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Mechanics | Introduction and General Invitation | Proxies for playtest | Design Challenge 2 | Colour-pair archetypes | Skeleton |
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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.
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
Lifelink
Channel – , Discard Compassionate Athlete: Target creature gains lifelink until end of turn.
Channel – , Discard Compassionate Athlete: Target creature gains lifelink until end of turn.
2/1
When Cornelia, "Goddess of Victory" enters the battlefield, exile target nonland permanent an opponent controls with converted mana cost 3 or less until Cornelia leaves the battlefield.
When Cornelia dies, exile target permanent an opponent controls with converted mana cost 4 or greater.
When Cornelia dies, exile target permanent an opponent controls with converted mana cost 4 or greater.
5/5
Equipment spells cost you less to cast.
: Look at the top four cards of your library. You may cast an Equipment card from among them. Put the rest back in any order.
: Look at the top four cards of your library. You may cast an Equipment card from among them. Put the rest back in any order.
2/3
When Desert Scout enters the battlefield, you may search your library for a Plains card, reveal it and put it into your hand, then shuffle your library.
1/1
The next creature card you play this turn can be played as though it had flash.
Draw a card.
Draw a card.
Destroy all creatures and all permanents attached to creatures.
"The power is in the threat."
― Suzaku Kururugi
― Suzaku Kururugi
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 may search your library for up to that many Plains cards, reveal them, put them into your hand, then shuffle your library.
Whenever you pay decadence, you may search your library for up to that many Plains cards, reveal them, put them into your hand, then shuffle your library.
3/3
(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.
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
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
Creatures you control get +2/+1 until end of turn.
When Inspiring Captain enters the battlefield, creatures you control get +1/+1 until end of turn.
3/3
Equipped creature gets +3/+3.
At the beginning of each combat, choose first strike, vigilance, or lifelink. Equipped creature gains that ability until end of turn.
Equip
At the beginning of each combat, choose first strike, vigilance, or lifelink. Equipped creature gains that ability until end of turn.
Equip
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.
Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it.
Exile target artifact or enchantment.
A squad of Sutherlands will defeat a platoon of Glasgows, but get wiped out by a pair of Gloucesters. An Akatsuki will wipe the floor with any of them.
Whenever you attack with one or more equipped creatures, put a +1/+1 counter on Ordnance Strategist.
2/2
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.)
Destroy target tapped creature.
Destroy target tapped creature.
Flying
When Police Copter enters the battlefield, up to one target creature can't attack or block this turn.
When Police Copter enters the battlefield, up to one target creature can't attack or block this turn.
2/1
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
Destroy target attacking creature.
Create a 1/1 white Soldier creature token.
Create a 1/1 white Soldier creature token.
First strike, vigilance
When Sergeant Exemplar enters the battlefield, choose one:
• Creatures you control gain vigilance until end of turn.
• Creatures you control gain first strike until end of turn.
When Sergeant Exemplar enters the battlefield, choose one:
• Creatures you control gain vigilance until end of turn.
• Creatures you control gain first strike until end of turn.
1/2
Flying
Protection from artifacts (This creature can't be blocked, targeted, dealt damage, or equipped by artifacts.)
Protection from artifacts (This creature can't be blocked, targeted, dealt damage, or equipped by artifacts.)
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, Smug Cavalier gets +X/+X until end of turn, where X is the amount you paid.
Whenever you pay decadence, Smug Cavalier gets +X/+X until end of turn, where X is the amount you paid.
1/1
Flying
Strike Squadron can't be equipped.
Strike Squadron can't be equipped.
3/5
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
Vigilance
Suzaku Kururugi attacks or blocks each combat if able.
Suzaku Kururugi attacks or blocks each combat if able.
“A soldier must always follow his orders. I have rules that I have to live by!”
5/5
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 look at that many cards from the top of your library. You may put an artifact with that converted mana cost or less onto the battlefield. Put the rest on the bottom in a random order.
Whenever you pay decadence, you may look at that many cards from the top of your library. You may put an artifact with that converted mana cost or less onto the battlefield. Put the rest on the bottom in a random order.
2/2
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
Creatures you control get +1/+1 and have lifelink.
When you pay a cost that includes life or sacrificing a creature, sacrifice The Ends Don't Justify the Means.
When you pay a cost that includes life or sacrificing a creature, sacrifice The Ends Don't Justify the Means.
: Equipped creature becomes 3/2 and gains flying.
: Equipped creature becomes 5/4 and loses flying.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
: Equipped creature becomes 5/4 and loses flying.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip
When target creature you don't control dies this turn, return that card to the battlefield under your control.
"I spare you."
Attach target Equipment you control to target creature with converted mana cost less than or equal to that Equipment's. Gain control of that creature for as long as the Equipment is attached to it.
Aquatic Squadron can't be equipped.
: Aquatic Squadron can't be blocked this turn.
: Aquatic Squadron can't be blocked this turn.
5/5
Counter target noncreature spell.
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.)
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.)
Flash
When Diethard, Information Officer enters the battlefield, draw three cards, then put two cards from your hand on top of your library. Then pay or sacrifice Diethard.
When Diethard, Information Officer enters the battlefield, draw three cards, then put two cards from your hand on top of your library. Then pay or sacrifice Diethard.
2/3
Counter up to one target spell.
Draw a card, then discard a card.
Draw a card, then discard a card.
"You are no son of mine!"
-- Emperor Charles zi Britannia, to Lelouch vi Britannia
-- Emperor Charles zi Britannia, to Lelouch vi Britannia
Hexproof
Channel — , Discard Fleetfoot Ninja: Target creature gains hexproof until end of turn.
Channel — , Discard Fleetfoot Ninja: Target creature gains hexproof until end of turn.
2/2
Exile target creature, then return it to the battlefield under its owner's control.
(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.
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Target creature gains protection from creatures your opponents control until end of turn.
Target creature gains protection from creatures your opponents control until end of turn.
(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
You control enchanted creature.
Enchant creature
You control enchanted creature.
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.
Whenever you draw your second card each turn, Giant Broadcast Screen becomes a 4/4 artifact creature until end of turn.
When Gun-Ru enters the battlefield, draw a card.
Equipped creature gets +0/+2.
Equip
Equipped creature gets +0/+2.
Equip
Draw two cards.
Gambit — When target creature you control dies during combat this turn, draw two cards.
Gambit — When target creature you control dies during combat this turn, draw two cards.
: 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
Whenever Inventive Technician attacks, you may reveal the top two cards of your library, put an artifact card from among them into your hand, and put the rest on the bottom of your library in any order.
2/4
Whenever an equipped creature you control attacks, draw a card.
Whenever an equipped creature you control blocks, draw a card.
Whenever an equipped creature you control blocks, draw a card.
"Data! I need d-a-t-a!"
1/4
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.)
Each creature you control becomes a copy of target creature you control until end of turn, except they aren't legendary if that creature is legendary.
Each creature you control becomes a copy of target creature you control until end of turn, except they aren't legendary if that creature is legendary.
Flash
When Misdirector enters the battlefield, tap target permanent and untap another target permanent.
When Misdirector enters the battlefield, tap target permanent and untap another target permanent.
1/1
Return target nonland permanent to its owner's hand.
Draw a card.
Draw a card.
Flying
Whenever Newscasting Blimp deals combat damage to a player, look at top card of that player's library.
Whenever Newscasting Blimp deals combat damage to a player, look at top card of that player's library.
1/1
Return target attacking unblocked creature you control to its owner's hand. You may put a creature card with converted mana cost X or less from your hand onto the battlefield tapped, attacking and unblocked.
Flash
Whenever Patient Negotiator blocks a creature, at end of combat, gain control of that creature until the end of your next turn.
Whenever Patient Negotiator blocks a creature, at end of combat, gain control of that creature until the end of your next turn.
1/4
Whenever you gain control of a permanent or a permanent an opponent owns enters the battlefield under your control, put two +1/+1 counters on Persuasion Strategist.
3/3
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
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
: Add two mana of any one color to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts.
1/1
Equipped creature gets +1/+3 and has flying and hexproof.
Eject
: Equipped creature gets +0/+2 until end of turn.
: Target creature gets +0/+2 until end of turn.
Equip
Eject
: Equipped creature gets +0/+2 until end of turn.
: Target creature gets +0/+2 until end of turn.
Equip
Counter target instant, sorcery or Aura spell.
Enchant Aura or Equipment
When Steal the Prototype enters the battlefield, you may attach enchanted permanent to a creature you control.
You control enchanted permanent.
When Steal the Prototype enters the battlefield, you may attach enchanted permanent to a creature you control.
You control enchanted permanent.
Whenever Stealer of Secrets deals combat damage to a player, draw a card.
2/2
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.)
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.)
End the turn. (Exile all spells and abilities on the stack, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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
Target creature gains flying until end of turn. Untap it.
Whenever Xing-Ke, Dragon of the North attacks, you may pay to tap or untap target creature.
: Change the target of target spell that targets a single creature you control to another creature you control.
: Change the target of target spell that targets a single creature you control to another creature you control.
4/3
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, target opponent loses that much life.
Whenever you pay decadence, target opponent loses that much life.
2/1
When Attended Duke enters the battlefield, create two 1/1 black Soldier tokens.
1/4
Whenever a spell or ability you control causes one or more cards to leave a graveyard, put two +1/+1 counters on Attrition Strategist.
3/3
Destroy target creature.
Raid — If you attacked with a creature this turn, its controller discards a card.
Raid — If you attacked with a creature this turn, its controller discards a card.
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 target creature attacked or blocked this turn, it gets +3/-3.
If target creature attacked or blocked this turn, it gets +3/-3.
Whenever a creature dies, another target creature gets -1/-1 until end of turn.
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 lose that much life and draw that many cards.
Whenever you pay decadence, you lose that much life and draw that many cards.
1/1
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 may destroy target creature with converted mana cost that much or less.
Whenever you pay decadence, you may destroy target creature with converted mana cost that much or less.
2/1
Target opponent loses 1 life and you gain 1 life.
Whenever one or more creatures you control attack or block, return Data Siphon from your graveyard to your hand.
Whenever one or more creatures you control attack or block, return Data Siphon from your graveyard to your hand.
Deathtouch
Channel — , Discard Drug Dealer: Target creature gains deathtouch until end of turn.
Channel — , Discard Drug Dealer: Target creature gains deathtouch until end of turn.
1/1
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, 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
Enchant player
Whenever enchanted player attacks with one or more creatures, that player exiles a card from their graveyard. If they can't, you draw a card.
Whenever enchanted player attacks with one or more creatures, that player exiles a card from their graveyard. If they can't, you draw a card.
The Britannians forbid subjugated nations to use their old names. What was Japan is now Area 11.
Until end of turn, whenever a creature is dealt damage, destroy it and its controller loses 1 life.
“If my conscience becomes a hindrance to me, then I will simply erase it. I have no other choice but to move forward.”
― Lelouch vi Britannia
― Lelouch vi Britannia
You draw two cards, lose 2 life, then mill two cards.
"Lelouch! Help me! Why... Why did Zero kill my father?"
--Shirley Fenette
--Shirley Fenette
(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.
(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 deals damage to itself equal to its power.
Target creature deals damage to itself equal to its power.
Raid — When Ghetto Cleanser enters the battlefield, if you attacked with a creature this turn, you may destroy target land.
2/3
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/+4.
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
Choose target creature. If you attacked that creature's controller this turn, and that creature didn't block, gain control of it.
Raid — When Jailbreak Liberator enters the battlefield, if you attacked with a creature this turn, you may return target creature card from a graveyard to its owner's hand.
2/1
When target creature an opponent controls dies this turn, other creatures that player controls get -1/-1 until end of turn.
Draw a card.
Draw a card.
At the beginning of your upkeep, look at target opponent's hand. You may cast a card from it and you may spend mana as if it were many of any colour to cast that card.
2/2
Target creature gains indestructible until end of turn.
Draw a card.
Draw 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, gain that much life.
: Pay decadence.
Whenever you pay decadence, gain that much life.
: Pay decadence.
2/3
Destroy target creature with toughness less than or equal to the number of cards in its controller's graveyard.
"The very past which you venerate is what condemns you. Die!"
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.
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
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 an opponent this turn, put target creature card from that player's graveyard onto the battlefield under your control.
When target creature deals combat damage to an opponent this turn, put target creature card from that player's graveyard onto the battlefield under your control.
Deathtouch
At the beginning of each player's upkeep, Rolo Lamperouge deals 1 damage to target creature that player controls.
At the beginning of each player's upkeep, Rolo Lamperouge deals 1 damage to target creature that player controls.
4/3
Raid — When Ruthless Strike Force enters the battlefield, if you attacked with a creature this turn, target player discards a card.
3/4
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
Whenever an Equipment enters the battlefield under your control, you may return Tenacious Pilot from your graveyard to the battlefield.
"Let me guess. You thought I was dead."
2/2
Menace
Terror Squadron can't be equipped.
Terror Squadron can't be equipped.
4/5
Flying
: VTOL Gunship gains haste until end of turn.
: VTOL Gunship gains haste until end of turn.
The Britannian Air Force prefers VTOL aircraft over jets, as they can be scrambled much faster to confront insurgent threats.
2/1
When We Have Reserves enters the battlefield, create a 2/2 black Soldier creature token.
Whenever one or more creatures you control die, you may pay . If you do, create a 2/2 black Soldier creature token.
Whenever one or more creatures you control die, you may pay . If you do, create a 2/2 black Soldier creature token.
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.
Choose one or both -
• Antagonise deals 2 damage to target creature or planeswalker.
• Target creature gets +2/+0 until end of turn.
• Antagonise deals 2 damage to target creature or planeswalker.
• Target creature gets +2/+0 until end of turn.
"Yeah, I hate Britannians! And I don't care who knows it!"
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a colourless Equipment artifact token named Knightmare. It has equip and "Equipped creature gets +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 — 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
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/+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
Target creature you control fights target creature you don't control.
Draw a card.
Draw a card.
"If you're a true leader, step out of your Knightmare and fight me!"
Raid — When Charismatic Revolutionary enters the battlefield, if you attacked with a creature this turn, look at the top five cards of target opponent's library. You may put a creature card with converted mana cost 4 or less from among them onto the battlefield under your control. That player puts the other cards on the bottom in a random order.
3/1
Raid — When Daring Hijacker enters the battlefield, if you attacked with a creature this turn, gain control of target artifact. If it's an Equipment, you may attach it to target creature you control.
1/1
When Defiant Victim enters the battlefield, if an opponent controls a creature with power greater than it, it gets +3/+0 and gains haste until end of turn.
2/1
When Distraction Agent enters the battlefield, target creature can't block this turn.
1/1
Whenever Furious Rebel attacks, it gets +2/+0 until end of turn.
Channel — , Discard Furious Rebel: Target attacking creature gets +2/+0 until end of turn.
Channel — , Discard Furious Rebel: Target attacking creature gets +2/+0 until end of turn.
1/1
Equipped creature has flying and gets +0/+3.
Whenever equipped creature blocks, you may pay . If you do, Gawain deals 5 damage to each attacking creature.
Equip
Whenever equipped creature blocks, you may pay . If you do, Gawain deals 5 damage to each attacking creature.
Equip
Flash
Enchant creature
Enchanted creature has haste.
When Geass to Betray enters the battlefield, untap enchanted creature and gain control of it until end of turn.
(Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature has haste.
When Geass to Betray enters the battlefield, untap enchanted creature and gain control of it until end of turn.
(Enchanted creature has protection from other Geasses.)
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
Whenever you attack with three or more creatures, put a +1/+1 counter on Gung-Ho Strategist.
3/3
Equipped creature gets +2/+2 and double 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
Haste
At the beginning of the end step, return Hit-and-Run Saboteur to its owner’s hand.
At the beginning of the end step, return Hit-and-Run Saboteur to its owner’s hand.
3/1
Revolt — When Impatient Pilot enters the battlefield, if a permanent you controlled left the battlefield this turn, you may attach target Equipment you control to it.
3/2
Improvised Ordnance deals 5 damage to target creature.
Revolt — It also deals 5 damage to that creature's controller if a permanent you controlled left the battlefield this turn.
Revolt — It also deals 5 damage to that creature's controller if a permanent you controlled left the battlefield this turn.
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, Incensed Firebrand deals 2 damage to each opponent.
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.)
Create three 1/1 red Rebel creature tokens with haste and "This creature can't block". Sacrifice those tokens at end of combat.
Create three 1/1 red Rebel creature tokens with haste and "This creature can't block". Sacrifice those tokens at end of combat.
Whenever Kallen becomes blocked, she deals 2 damage to target creature blocking her.
Whenever a creature you control deals combat damage to a player, you may discard a card. If you do, draw two cards.
Whenever a creature you control deals combat damage to a player, you may discard a card. If you do, draw two cards.
4/4
Outnumber deals damage to target creature equal to the number of creatures you control.
Raid — When People's Champion enters the battlefield, if you attacked with a creature this turn, create a 1/1 red Citizen creature token.
3/1
Target creature gains double strike until end of turn.
You may cast Equipment spells and activate equip abilities any time you could cast an instant.
: Target equipped creature or artifact creature gains haste until end of turn.
: Target equipped creature or artifact creature gains haste until end of turn.
2/2
Raid — When Rebel Spy enters the battlefield, if you attacked with a creature this turn, exile the top two cards of your library. Until end of turn, you may play cards exiled this way.
2/1
, Sacrifice another creature: Exile the top card of your library. You may play it this turn.
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.)
Seismic Instability deals X damage to each creature without flying and each planeswalker.
Seismic Instability deals X damage to each creature without flying and each planeswalker.
Destroy target artifact with converted mana cost X. Detonate deals X damage to that artifact's controller.
You may put a creature with converted mana cost 2 or less from your hand onto the battlefield. When you do, Shocking Arrival deals 2 damage to up to one other target creature.
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
Whenever Sneaky Infiltrator attacks, target creature with power 2 or less can't be blocked this turn.
2/2
Raid — At the beginning of your end step, if you attacked with a creature this turn, exile the top card of your library. You may play that card until you exile another card with Supply Raids.
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.)
Creatures you control get +2/+0 until end of turn.
Creatures you control get +2/+0 until end of turn.
Haste
Vigilante Squadron can't be equipped.
Vigilante Squadron can't be equipped.
5/3
Target creature gets +1/+1 until end of turn.
Draw a card.
Draw a card.
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, Avenging Samurai deals damage equal to its power to up to one creature or planeswalker an opponent controls.
3/2
Whenever Belligerent Brawler attacks, it gets +1/+1 and gains trample until end of turn.
Channel — , Discard Belligerent Brawler: Target attacking creature gets +1/+1 and gains trample until end of turn.
Channel — , Discard Belligerent Brawler: Target attacking creature gets +1/+1 and gains trample until end of turn.
2/2
When Beloved Figurehead dies, choose target creature an opponent controls. Each other creature you control deals damage equal to its power to the chosen creature.
1/1
Vigilance
Other legendary creatures you control have vigilance.
When C.C., Impulsive Witch dies, return her to the battlefield tapped under her owner's control at the beginning of their next upkeep.
Other legendary creatures you control have vigilance.
When C.C., Impulsive Witch dies, return her to the battlefield tapped under her owner's control at the beginning of their next upkeep.
3/3
When Custodians of Nippon enters the battlefield or dies, you may search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.
3/3
Sacrifice Elder Surveyor: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
1/1
(Enchanted creature has protection from other Geasses.)
Enchant creature
If enchanted creature would be destroyed, instead it gains indestructible until end of turn and its controller sacrifices another permanent or discards a card.
Enchant creature
If enchanted creature would be destroyed, instead it gains indestructible until end of turn and its controller sacrifices another permanent or discards a card.
(Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature blocks each turn if able.
Enchant creature
Enchanted creature blocks each turn if able.
Equipped creature gets +2/+2 and has reach.
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
General Tohdoh's power and toughness are each equal to the number of cards in your hand.
Vigilance
Whenever you attack with one or more creatures, draw a card.
Bushido 3
Vigilance
Whenever you attack with one or more creatures, draw a card.
Bushido 3
*/*
Hexproof
Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, add that much . Until end of turn, you don't lose this mana as steps and phases end.
Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, add that much . Until end of turn, you don't lose this mana as steps and phases end.
They know how to handle dangerous substances.
2/2
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
2/2
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
3/1
Trample
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
3/3
Reach
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
2/3
Revolt — When Nationalist Brawlers enters the battlefield, if a permanent you controlled left the battlefield this turn, you may have it fight target creature.
3/3
Enchant permanent
Whenever enchanted permanent becomes tapped for the first time each turn, untap it.
: Return Natural Energy to its owner's hand.
Whenever enchanted permanent becomes tapped for the first time each turn, untap it.
: Return Natural Energy to its owner's hand.
Japan is abundant in natural wealth, especially the massively energy-rich mineral Sakuradite.
Whenever you draw your second card each turn, Nimble Sensei gets +2/+2 until end of turn.
1/1
Search your library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.
Gambit — You may choose target creature you control. When that creature dies during combat this turn, search your library for another basic land card, put that card onto the battlefield tapped, then shuffle your library.
Gambit — You may choose target creature you control. When that creature dies during combat this turn, search your library for another basic land card, put that card onto the battlefield tapped, then shuffle your library.
Return target permanent card in your graveyard with converted mana cost less than or equal to the number of lands you control to your hand.
Revolt — Put it onto the battlefield instead if a permanent you controlled left the battlefield this turn.
Revolt — Put it onto the battlefield instead if a permanent you controlled left the battlefield this turn.
Each player gains control of all permanents he or she owns.
Draw a card.
Draw a card.
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on Rising Masses.
2/2
Equipped creature gets +3/+3.
: Target creature blocks equipped creature this turn if able.
: Equipped creature gets +1/+1 until end of turn.
Equip
: Target creature blocks equipped creature this turn if able.
: Equipped creature gets +1/+1 until end of turn.
Equip
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 all combat damage that up to two target creatures would deal this turn.
Prevent all combat damage that up to two target creatures would deal this turn.
"In the light of new evidence, Private Kururugi's death sentence is indefinitely suspended."
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
2/1
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 own a face-down exiled card, add two mana in any combination of colours to your mana pool and draw a card.
If you own a face-down exiled card, add two mana in any combination of colours to your mana pool and draw a card.
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.)
Put a +1/+1 counter on each of up to two target creatures.
Put a +1/+1 counter on each of up to two target creatures.
Whenever a land enters the battlefield under your control, you may pay . If you do, draw a card.
1/3
Whenever you draw your second card each turn, put a +1/+1 counter on Thoughtful Strategist.
4/4
Whenever a land or a green creature enters the battlefield under your control, put a +1/+1 counter on target creature you control.
Green creatures you control have trample.
Green creatures you control have trample.
Flash
When Traditionalist Insurgents enters the battlefield, draw a card.
Revolt — Traditionalist Insurgents costs less to cast if a permanent you controlled left the battlefield this turn.
When Traditionalist Insurgents enters the battlefield, draw a card.
Revolt — Traditionalist Insurgents costs less to cast if a permanent you controlled left the battlefield this turn.
2/2
Trample
Traditionalist Squadron can't be equipped.
Traditionalist Squadron can't be equipped.
5/4
Choose three target creatures. If no two of them share a colour, two of them each deal damage equal to their power to the third.
You may put an Equipment card from your hand onto the battlefield and attach it to a creature you control. If you do, return that card to your hand at the beginning of the next turn's upkeep.
Equipped creature gets +1/+3 and has flying and ward .
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
Indestructible
, Sacrifice V.V.: Counter target spell.
, Sacrifice V.V.: Counter target spell.
2/2
Whenever you cast an instant, sorcery or Aura spell, put a charge counter on Uncontrolled Power. If it's a Geass spell, draw a card and lose 1 life.
At the beginning of combat on your turn, if Uncontrolled Power has four or more charge counters on it, reveal a card at random from your hand. You must cast that spell without paying its mana cost if able.
At the beginning of combat on your turn, if Uncontrolled Power has four or more charge counters on it, reveal a card at random from your hand. You must cast that spell without paying its mana cost if able.
First strike, menace
“Do you know the truth of the battlefield? Kill a man normally, and it's considered a crime. But kill many on the battlefield and you become a hero!”
― Luciano Bradley
― Luciano Bradley
2/1
Revolt — At the beginning of each end step, if a permanent you controlled left the battlefield this turn, create a 1/1 red Rebel creature token.
, Sacrifice a creature: You gain 1 life.
, Sacrifice a creature: You gain 1 life.
2/2
Whenever another nontoken creature enters the battlefield under your control, you may pay to put a +1/+1 counter on it, and/or pay to draw a card.
1/1
Vigilance
: Add to your mana pool an amount of equal to Palace Gardener's power.
: Add to your mana pool an amount of equal to Palace Gardener's power.
1/3
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, Royal Sky Carrier becomes an X/X Soldier creature with flying until end of turn, where X is the amount you paid. It's still an artifact.
Whenever you pay decadence, Royal Sky Carrier becomes an X/X Soldier creature with flying until end of turn, where X is the amount you paid. It's still an artifact.
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.)
Until your next turn, if damage dealt by a source an opponent controls would reduce your life total to less than 1, instead prevent that damage and gain control of that source.
Until your next turn, if damage dealt by a source an opponent controls would reduce your life total to less than 1, instead prevent that damage and gain control of that source.
At the beginning of your upkeep, mill two cards. Then sacrifice Kusakabe, Liberationist Zealot unless you return a land card from your graveyard to your hand.
3/3
When Undercity Scavengers dies, return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield.
3/3
Each player plays with the top card of their library revealed.
You may play the top card of each player's library and may spend mana as though it were mana of any colour to do so.
You may play an additional land on each of your turns.
You may play the top card of each player's library and may spend mana as though it were mana of any colour to do so.
You may play an additional land on each of your turns.
Whenever you draw a card, target creature gets +1/+1 until end of turn.
2/2
When Hostage Situation enters the battlefield, you may exchange control of two target permanents that share a permanent type.
At the beginning of combat on your turn, up to two target creatures get +X/+X, where X is the number of permanents you control but don't own.
At the beginning of combat on your turn, up to two target creatures get +X/+X, where X is the number of permanents you control but don't own.
You may look at and prepare the top card of your library at any time.
Nonland cards in your hand and on top of your library have prepare. The prepare cost is the card's mana cost reduced by up to . ( as a sorcery: Exile the card face down. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Nonland cards in your hand and on top of your library have prepare. The prepare cost is the card's mana cost reduced by up to . ( as a sorcery: Exile the card face down. On future turns you may cast it from exile for its prepare cost as if it had flash.)
2/4
Flash, lifelink
When Marianne, "The Flash" dies, exile the top card of each player's library. Until the end of your next turn, you may play those cards and may spend mana as though it was mana of any colour to do so.
When Marianne, "The Flash" dies, exile the top card of each player's library. Until the end of your next turn, you may play those cards and may spend mana as though it was mana of any colour to do so.
3/2
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
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 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.)
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.
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.
Equipped creature has flying.
As long as another Equipment is attached to equipped creature, it gets +1/+1.
Equip
As long as another Equipment is attached to equipped creature, it gets +1/+1.
Equip
: Add one mana of any colour.
: Add . Activate this ability only during your upkeep.
: Add . Activate this ability only during your upkeep.
, : Put a neutralisation counter on target permanent. X is the number of permanents with neutralisation counters on them.
Permanents with neutralisation counters don't untap during their controllers' untap steps and their activated abilities can't be activated.
Permanents with neutralisation counters don't untap during their controllers' untap steps and their activated abilities can't be activated.
, Sacrifice Underwater Mine: It deals 3 damage to target attacking creature.
, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
Thriving Bluff enters the battlefield tapped.
As Thriving Bluff enters the battlefield, choose a color other than red.
: Add or one mana of the chosen color.
As Thriving Bluff enters the battlefield, choose a color other than red.
: Add or one mana of the chosen color.
Thriving Grove enters the battlefield tapped.
As Thriving Grove enters the battlefield, choose a color other than green.
: Add or one mana of the chosen color.
As Thriving Grove enters the battlefield, choose a color other than green.
: Add or one mana of the chosen color.
Thriving Heath enters the battlefield tapped.
As Thriving Heath enters the battlefield, choose a color other than white.
: Add or one mana of the chosen color.
As Thriving Heath enters the battlefield, choose a color other than white.
: Add or one mana of the chosen color.
Thriving Isle enters the battlefield tapped.
As Thriving Isle enters the battlefield, choose a color other than blue.
: Add or one mana of the chosen color.
As Thriving Isle enters the battlefield, choose a color other than blue.
: Add or one mana of the chosen color.
Thriving Moor enters the battlefield tapped.
As Thriving Moor enters the battlefield, choose a color other than black.
: Add or one mana of the chosen color.
As Thriving Moor enters the battlefield, choose a color other than black.
: Add or one mana of the chosen color.
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Whenever you pay decadence, you gain that much life.
last 2016-11-29 14:55:28 by Alex