Hizoria
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Mechanics | Set Description | Skeleton |
Showing all 75 cards
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Prepared (If you did not attack with a creature last turn, this creature enters the battlefield with a +1/+1 counter on it..)
As long as Enclave Spear Artist has a +1/+1 counter on it, it has first strike.
As long as Enclave Spear Artist has a +1/+1 counter on it, it has first strike.
1/1
Flash
Enchant creature
Enchanted creature gets +1/+2.
Enchant creature
Enchanted creature gets +1/+2.
Destroy all creatures. They can't be regenerated.
Creatures can't be removed from graveyards.


: target player reveals cards from the top of their library until they reveal a land card. that player discards those cards.



In life, Leros protected others as best he could, in death, he has found new ways to protect others. for a price.
2/2
Whenever a creature enters the battlefield under your control, tap target creature an opponent controls.
2/2
Whenever a creature enters or leaves the battlefield, you gain 1 life.
0/3
When Spectral Guide enters the battlefield, you put a 1/1 white Spirit creature token onto the battlefield for each creature card in your graveyard
2/2
When Spectre of the Hallow enters the battlefield, reveal the top card of your library. if it’s an enchantment, you may put it in your hand. otherwise, discard it.
1/1
Defender, flying, protection from White
1/4
Draw a card, then discard a card. if you control a spirit, you may draw two cards instead. if you do, discard two cards.
Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.
Change the target of target instant spell you don’t control.
Whenever a creature enters the battlefield under your control, target player puts the top two cards of his or her library into his or her graveyard.
Leaders shall reveal their agendas to the masses or I shall reveal those secrets for them.
2/2
Whenever you cast an instant or sorcery spell, put a Plot counter on Grand Scheme.
Sacrifice Grand Scheme: Add
,
, or
to your mana pool in any combination equal the the number of Plot counters on Grand Scheme.
Sacrifice Grand Scheme: Add



Flying, Prowess(Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever a player casts a spell, Manaspark Fae gets +1/+1 until end of turn.
Whenever a player casts a spell, Manaspark Fae gets +1/+1 until end of turn.
2/2
Counter target instant.
Whenever Menacing Cluster deals combat damage to a player, you may prevent all damage Menacing Cluster would deal this turn. if you do, you may cast an instant spell with mana cost X from your hand without paying it's mana cost, where X is the amount of damage prevented this way.
1/3
When Mysterious Messenger enters the battlefield, draw a card.
2/2
Noncreature spells you cast from your hand have Cascade.
+1 Exile a card at chosen random from target player's graveyard.
0 Each opponent loses X life, where X is the number of cards exiled with Balos, One with nothing
-8 You get an emblem with "Whenever one or more creatures attacks you, you may exile one attacking creature."
0 Each opponent loses X life, where X is the number of cards exiled with Balos, One with nothing
-8 You get an emblem with "Whenever one or more creatures attacks you, you may exile one attacking creature."
4
Whenever a creature enters the battlefield under your control, target creature gains intimidate until end of turn.
when i'm around, you best learn to step aside and blend into the shadows.
2/2
Defender
whenever Guardians of the Rift blocks target player discards a card.
whenever Guardians of the Rift blocks target player discards a card.
0/7
at the beginning of your upkeep, if no player lost life last turn, put a +1/+1 counter on Hungering Demon.
Pay any amount of life: remove X +1/+1 counters from Hungering Demon, where X is the amount of life payed. any player may activate this ability.
Pay any amount of life: remove X +1/+1 counters from Hungering Demon, where X is the amount of life payed. any player may activate this ability.
2/2

Lure of the Rift deals 4 damage to each attacking or blocking creature. When a creature damaged this way is put into a graveyard from the battlefield this turn, return it to the battlefield under your control.
Exile Lure of the Rift.
Exile Lure of the Rift.
When Rift Crawler enters the battlefield, each opponent discards a card.
1/1
When Rift Fiend enters the battlefield, each player exiles a card from their graveyard.
1/2
Rift Rager’s power is equal to the number of creatures in each opponents graveyard and in exile.
*/1
Whenever Rift Watcher blocks, each opponent discards a card.
0/2
Exile all cards in target player's graveyard. you gain 1 life for each creature exiled this way.
Target player draws two cards and loses 2 life.
a little blood goes a long way.
Defender
Whenever Ancient Vanguard blocks, it deals 3 damage to target creature.
Whenever Ancient Vanguard blocks, it deals 3 damage to target creature.
2/4
Blade Frenzy deals 1 damage to target creature chosen at random. if that creature dies, repeat this process.
Blazing Salvo deals 3 damage to target creature unless that creature's controller has Blazing Salvo deal 5 damage to him or her.
Enchant creature
Enchanted creature gets +1/+1 for each other creature you control.
Enchanted creature gets +1/+1 for each other creature you control.
Attacking creatures you control get +X/+X and trample until end of turn, where X is the number of noncreature cards in your graveyard.

Whenever a creature enters the battlefield under your control, target creature gets +1/+0 until end of turn.
if we are to survive what will come soon, we must take up arms now.
2/2
Ancestry (As this enters the battlefield, you may exile a creature card from your graveyard. If you do, this gets +1/+1.)
0/1
Put a +1/+1 counter on target creature. if that creature already has a +1/+1 counter on it, put two +1/+1 counters on it instead.
The Souls in the rift don't always take forms as sightly as decaying corpses, those who were particularly twisted in life tend to become gnarled masses of flesh, constantly hungering for the gold they once hoarded.
3/3
Enchant Land
Enchanted land is a 4/4 Elemental creature with Trample and reach.
Enchanted land is a 4/4 Elemental creature with Trample and reach.
Whenever a creature enters the battlefield under your control, put a +1/+1 counter on target creature you control.
"While i try to spread as much knowledge as i can, not all will have a chance to drink in my wisdom."
2/2


Flash, flying.
If Sly Ancestor is in your opening hand, you may exile it. if you do, Blue and Black Creatures you control get +1/+1. (This effect doesn't end.)
If Sly Ancestor is in your opening hand, you may exile it. if you do, Blue and Black Creatures you control get +1/+1. (This effect doesn't end.)
4/4
Flying, protection from green
Cascade (When you cast this spell, exile the top card of your library until you exile a nonland card that costs less. You may cast that card without paying its mana cost. Put the exiled cards on the bottom of your library at random.)
Cascade (When you cast this spell, exile the top card of your library until you exile a nonland card that costs less. You may cast that card without paying its mana cost. Put the exiled cards on the bottom of your library at random.)
2/2
Choose one—
• Each player discards a card at random
• target player shuffles a card from their graveyard chosen at random into their library.
• Each player discards a card at random
• target player shuffles a card from their graveyard chosen at random into their library.
Intimidate, protection from green
Madness –
(If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)
Madness –


2/2




Exile a creature from your graveyard, then put a X/X Black and White Spirit creature token onto the battlefield, where X is the exiled creature's toughness. if the exiled creature had flying, the spirit token has flying. The same is true for intimidate, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, hexproof, and vigilance.

Whenever a creature dies, put a loyalty counter on Zhach, Collector of Wealth and gain 1 life.
-2
Each opponent loses 1 life.
-8 You get an emblem with “Whenever an opponent casts a spell, that player loses life equal to that spells converted mana cost, and you gain that much life.”
-2
Each opponent loses 1 life.
-8 You get an emblem with “Whenever an opponent casts a spell, that player loses life equal to that spells converted mana cost, and you gain that much life.”
3


Whenever you tap Ancient Ingot for mana, flip a coin. if you win the flip you may draw a card.
Cascade (When you cast this spell, exile the top card of your library until you exile a nonland card that costs less. You may cast that card without paying its mana cost. Put the exiled cards on the bottom of your library at random.)
Equip
Equipped creature has Prowess.
Equip

Equipped creature has Prowess.
At the beginning of each upkeep, put a knowledge counter on Scroll of Ages, then draw cards equal to the number of knowledge counters on Scroll of Ages. each other player then draws a card.
While most of the scroll's information goes to the one who holds it, the knowledge still frees itself to enter the minds of others.
At the beginning of your upkeep, put a charge counter on Volatile Bottle, then target opponent gains control of it then that player, flips a coin. if tails, sacrifice Volatile Bottle. it deals X damage to that player, where X is the number of charge counters on it.
never accept gifts from a trickster.
Equipped Creature gets +1/+0
If equipped creature has an ancestor, it gets +2/+2 instead.
Equip
If equipped creature has an ancestor, it gets +2/+2 instead.
Equip


1/1
X/X
1/1
Whenever a one or more creatures attack you, you may exile target attacking creature.
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Mechanics | Set Description | Skeleton |
Blessed Vanguard can block any number of creatures.