Color war (edited)
Color war (edited): Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Showing 40 of 40 Blue cards
Go to section: Colourless (6) White (43) Blue (40) Black (44) Red (43) Green (43) Multicolour (31) Hybrid (1) Artifact (36) Land (31)
Show rarities: C U R M
Equipped Creature gets +X/+1 where x is the number of creatures you control and “when this creature deals combat damage to a player that player mills two cards”
Equip a Fish
Equip
Equip a Fish

Equip

Prowess
Whenever you cast an instant or sorcery spell, put a +1/+1 counter on Arcanist’s Trainee
Whenever you cast an instant or sorcery spell, put a +1/+1 counter on Arcanist’s Trainee
1/2
As long as there are five or more cards in your hand, Arknos has Hexproof
+1: Tap up to one target creature, put a stun counter on it.
-1: Draw two cards, then look at the top card of each players library, you may put them into their owners graveyard.
-9: Create an emblem with “Whenever you would draw one or more cards, draw that many plus four instead.”
+1: Tap up to one target creature, put a stun counter on it.
-1: Draw two cards, then look at the top card of each players library, you may put them into their owners graveyard.
-9: Create an emblem with “Whenever you would draw one or more cards, draw that many plus four instead.”
3

Whenever you draw draw a card, you may discard it. If you do, mill 3 cards, then return target instant or sorcery card from your graveyard to your hand.
At the beginning of your end step, if there are eight or more cards in an opponent’s graveyard, return target creature to its owner’s hand.
At the beginning of your end step, if there are eight or more cards in an opponent’s graveyard, return target creature to its owner’s hand.
Enchant a Creature
Enchanted creature loses all abilities and is a Fish creature with base power and toughness 1/1 in addition to its other types.
Enchanted creature loses all abilities and is a Fish creature with base power and toughness 1/1 in addition to its other types.
Flying
2/1
Tap up to two target creatures. put a stun counter on each of them.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Glisterfin Apprentice gets Swift Swim 1 (When Glisterfin Apprentice attacks, you may tap one untapped Islands you control. Glisterfin Apprentice gets +1/+1 until end of turn. At the beginning of your next Main Phase, untap half of the lands tapped this way, rounded down.) for each counter on it.
Glisterfin Apprentice gets Swift Swim 1 (When Glisterfin Apprentice attacks, you may tap one untapped Islands you control. Glisterfin Apprentice gets +1/+1 until end of turn. At the beginning of your next Main Phase, untap half of the lands tapped this way, rounded down.) for each counter on it.
2/1
Affinity for Fish
Equipped Creature has Swarm 1 (Whenever this creature attacks with at least one other creature that shares a creature type with it, create one tapped and attacking 1/1 blue fish creature tokens.) and gains “Whenever this creature attacks, attacking creatures get +1/+1 until end of turn”.
Equip a fish or Ally
Equip
Equipped Creature has Swarm 1 (Whenever this creature attacks with at least one other creature that shares a creature type with it, create one tapped and attacking 1/1 blue fish creature tokens.) and gains “Whenever this creature attacks, attacking creatures get +1/+1 until end of turn”.
Equip a fish or Ally

Equip

Whenever a Token creature or a Fish you control dies, put a grave counter on Glisterfin Cemetary, then, if there are five or more grave counters on Glisterfin Cemetary, transform it.
When this card transforms into Vengeful Anglerfish, Draw 2 cards.
Flying
When Vengeful Spirit Fish deals combat damage to a player, That player mills 2 Cards.
When Vengeful Anglerfish dies, return it to the battlefield under it owners control.
Flying
When Vengeful Spirit Fish deals combat damage to a player, That player mills 2 Cards.
When Vengeful Anglerfish dies, return it to the battlefield under it owners control.
5/6
Whenever Glisterfin Darter attacks, Choose one:
-This creature cannot be blocked this turn.
- Each player mills three cards
-Create a tapped and Attacking 1/1 blue Fish token.
-This creature cannot be blocked this turn.
- Each player mills three cards
-Create a tapped and Attacking 1/1 blue Fish token.
1/1
Defender
The Elders of the Glisterfin are well Known for teaching the little kids to swim. When they are not teaching, they often tell storys about long forgotten wars. Those stories are listened to and liked by the Children of Glisterfin.
2/4
Swarm 1 (Whenever this creature attacks with at least one other creature that shares a creature type with it, create one tapped and attacking 1/1 blue fish creature tokens.)
Whenever one or more tokens you control attack, target creature gets +1/+0 and gains “When this creature deals combat damage to a player draw a card” until end of turn.
Whenever one or more tokens you control attack, target creature gets +1/+0 and gains “When this creature deals combat damage to a player draw a card” until end of turn.
3/3
When Glisterfin Lancer enters Surveil 1, then you may put target instant or sorcery card from your graveyard on top of your library.
Whenever you cast an instant or sorcery spell Glisterfin Lancer gets +1/+0 until end of turn for each instant or sorcery spell, cast before it this turn.
Whenever you cast an instant or sorcery spell Glisterfin Lancer gets +1/+0 until end of turn for each instant or sorcery spell, cast before it this turn.
4/2
Swarm 1 (Whenever this creature attacks with at least one other creature that shares a creature type with it, create one tapped and attacking 1/1 blue fish creature tokens.)
Swift Swim 1 (When Glisterfin Warrior attacks, you may tap one untapped Islands you control. Glisterfin Warrior gets +1/+1 until end of turn. At the beginning of your next Main Phase, untap half of the lands tapped this way, rounded down.)
Swift Swim 1 (When Glisterfin Warrior attacks, you may tap one untapped Islands you control. Glisterfin Warrior gets +1/+1 until end of turn. At the beginning of your next Main Phase, untap half of the lands tapped this way, rounded down.)
Members of the Glisterfin Alliance are more than just diplomats
1/1
Whenever you cast a blue spell, choose one that hasn’t been chosen this turn:
-Create a 1/1 blue Fish creature token.
-Any number of target players each mill two cards.
- Draw a card, then discard a card.
-Create a 1/1 blue Fish creature token.
-Any number of target players each mill two cards.
- Draw a card, then discard a card.
1/4
Whenever you exile one or more Thief, Ally, Instant or Sorcery cards from your graveyard, create a 1/1 blue fish creature token with Swift Swim 1, if there is a thief, ally, instant, sorcery and Island card you own in exile, two of those tokens instead.
3/4
Choose one, if you control three or more Fish choose any number instead:
-Counter target spell.
-Draw a card
-Each player mills five cards
-Counter target spell.
-Draw a card
-Each player mills five cards
Ward –
Swarm 1 (Whenever this creature attacks with at least one other creature that shares a creature type with it, create one tapped and attacking 1/1 blue fish creature tokens.)
As long as Library Sorcerer is untapped, it has “Prowess, Prowess (each instance of prowess triggers separately)”.

Swarm 1 (Whenever this creature attacks with at least one other creature that shares a creature type with it, create one tapped and attacking 1/1 blue fish creature tokens.)
As long as Library Sorcerer is untapped, it has “Prowess, Prowess (each instance of prowess triggers separately)”.
3/3
When Lotus Bass enters, return target land you control to its owner’s hand.
Landfall – Mill two cards, then return a Fish or a noncreature, nonland card from among the milled cards to your hand
Landfall – Mill two cards, then return a Fish or a noncreature, nonland card from among the milled cards to your hand
2/1
Swift Swim 4 (When Lumindra Neon-Scales attacks, you may tap four untapped Islands you control. Lumindra Neon-Scales gets +4/+4 until end of turn. At the beginning of your next Main Phase, untap half of the lands tapped this way, rounded down.)
When Lumindra Neon-Scales becomes the target of a spell, draw a card.
: Draw a card.If you control another Fish or Ally, Draw two cards instead.
Other Blue creatures you control get +3/+2.
Whenever a blue creature enters the battlefield under your control, you may pay
, if you do, draw a card
When Lumindra Neon-Scales becomes the target of a spell, draw a card.

Other Blue creatures you control get +3/+2.
Whenever a blue creature enters the battlefield under your control, you may pay

4/5
Blue creatures you control get +2/+0 and Swift swim 1.
Swarm 2 (Whenever this creature attacks with at least one other creature that shares a creature type with it, create two tapped and attacking 1/1 blue fish creature tokens.)
When Nirada enters the battlefield, draw a card
Swarm 2 (Whenever this creature attacks with at least one other creature that shares a creature type with it, create two tapped and attacking 1/1 blue fish creature tokens.)
When Nirada enters the battlefield, draw a card
3/5
Dance 2 (Tap any number of creatures you control with total power two to dance this dance. Dance only as a Sorcery. Activate only once each turn.)
Whenever Parliament Polka is danced, create a 1/1 blue fish creature token. Then mill a card for each dancing creature you control.
Fish you control gain Swift Swim x where x is the number of dancing creatures you control.
Whenever Parliament Polka is danced, create a 1/1 blue fish creature token. Then mill a card for each dancing creature you control.
Fish you control gain Swift Swim x where x is the number of dancing creatures you control.
Counter target noncreature spell unless its controller pays
.
Create a 1/1 blue Fish creature token with Swift Swim 2

Create a 1/1 blue Fish creature token with Swift Swim 2
Return target creature to its owner’s hand.
Draw a Card
Draw a Card
Flying
When Sacred of the Glisterfin enters the battlefield, draw a card. Then if there are 4 or more cards in your hand, create a 2/2 blue fish, ally Creature Token with Swift Swim 1
When Sacred of the Glisterfin enters the battlefield, draw a card. Then if there are 4 or more cards in your hand, create a 2/2 blue fish, ally Creature Token with Swift Swim 1
4/2
Surveil 1, Draw a card. Create a 1/1 blue Fish creature token with Swift Swim 1
Flashback –

Flashback –


Equipped creature gets +0/+1 and gains “Whenever you untap one or more islands during your main phase draw a card”
Equip a Fish
Equip
Equip a Fish

Equip

Equipped Creature gets +0/+2 and gains Ward
Equip an Ally
Equip

Equip an Ally

Equip

Silver School enters with a +1/+1 counter on it for each creature you control.
Remove a +1/+1 counter from Silver School: Create a 1/1 blue Fish creature token. Activate only once each turn
Remove a +1/+1 counter from Silver School: Create a 1/1 blue Fish creature token. Activate only once each turn
0/0
Whenever Sububblemarine deals combat damage to a player, draw a card.
Tap an untapped creature Token you control: Sububblemarine becomes an artifact creature until end of turn.
Crew 3
Tap an untapped creature Token you control: Sububblemarine becomes an artifact creature until end of turn.
Crew 3
4/5
You gain life equal to the number of cards in your hand. Create a Treasure Token. If you gained 5 or more life this way, Surveil 1.
Swarm 2 (Whenever this creature attacks with at least one other creature that shares a creature type with it, create two tapped and attacking 1/1 blue fish creature tokens.)
2/1
Enchant creature
Enchanted creature gets -1/-0 for each fish you control.
When Swarm the Enemy enters the battlefield, create a 1/1 blue Fish creature token with Swift Swim 2
Enchanted creature gets -1/-0 for each fish you control.
When Swarm the Enemy enters the battlefield, create a 1/1 blue Fish creature token with Swift Swim 2
Delve
Flying
When Wavebreaker Lindworm enters the battlefield, if an instant and a sorcery card were exiled with it, draw a card and create a treasure token
When Wavebreaker Lindworm enters the battlefield, if you control 6 or more Lands, return up to two other target permanents to their owners hand.
Flying
When Wavebreaker Lindworm enters the battlefield, if an instant and a sorcery card were exiled with it, draw a card and create a treasure token
When Wavebreaker Lindworm enters the battlefield, if you control 6 or more Lands, return up to two other target permanents to their owners hand.
4/4
Creatures you control get +1/+0 and have “When this creature deals combat damage to a player, draw a card.”
Each player may discard their hand and draw seven cards.
Draw a Card
Draw a Card
Delve
Flying, Ward –
When Wishgranting Sphinx enters, Scry 3, then draw cards equal to the amount of mana spent to cast it minus three.
You have no maximum Hand size
Flying, Ward –

When Wishgranting Sphinx enters, Scry 3, then draw cards equal to the amount of mana spent to cast it minus three.
You have no maximum Hand size
5/6
Go to section: Colourless (6) White (43) Blue (40) Black (44) Red (43) Green (43) Multicolour (31) Hybrid (1) Artifact (36) Land (31)
Show rarities: C U R M
Color war (edited): Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Creatures with flying you control get +0/+2 until end of turn.