Harmony
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Showing 45 of 45 Multicolour cards
Go to section: White (18) Blue (18) Black (17) Red (17) Green (18) Multicolour (45) Artifact (10) Land (5)
Show rarities: C U R M
Enchant creature
Healer’s Blessing enters the battlefield with X healing counters on it.
Enchanted creature has blessing X, where X is the number of healing counters on Healer’s Blessing. (If a source would deal only X or less damage to that creature, prevent that damage.)
Healer’s Blessing enters the battlefield with X healing counters on it.
Enchanted creature has blessing X, where X is the number of healing counters on Healer’s Blessing. (If a source would deal only X or less damage to that creature, prevent that damage.)
Vigilance
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
The struggles in Heavenlake created violent people. The harmony now there is in Forteplaza creates only peace.
2/3
Target creature gets +2/+2 and gains flying and shroud until end of turn.
“Forget Forteplaza or the Queen. I’m doing this in the name of justice!”
You have shroud and blessing 2. (You can’t be the target of spells or abilities. If a source would deal only 2 or less damage to you, prevent it.)
“Deep, wise ocean, endless sea,
would you lend your hand to me?”
would you lend your hand to me?”
2/3

Remove a quest counter from Mermaid Ladyhealer: Prevent the next 1 damage that would be dealt to you this turn.
A women works to help her companions. A mermaid dedicates her life to it.
1/2
No more than one creature can attack each combat.
“Let not Forteplaza catch you with its laws. What they are doing is an insult to the freedom we represent.”
—Tamya, autumn Soleil
—Tamya, autumn Soleil
Enchant creature
Enchanted creature has lifelink.
: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
Enchanted creature has lifelink.

Dig 5 for up to three creatures, then discard three cards unless you discard a creature card. (To dig, look at the top five cards of your library. You may reveal up to three creature cards from among them and put them into your hand. Put the rest on the bottom in any order.)
Flying
When Moongrove Stalker enters the battlefield, target opponent reveals his or her hand. You choose a card from it. That player discards that card.
When Moongrove Stalker enters the battlefield, target opponent reveals his or her hand. You choose a card from it. That player discards that card.
“Won’t you tell this curious lady the deepest secrets of your mind?”
1/1
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
What took years of research for King Paolo’s necromancers was perfected at once with the knowledge of the Umbras.
3/1
Flying
Whenever Sisters of Perfection deals combat damage to a player, you may dig 12 for up to three cards. (Look at the top twelve cards of your library. You may reveal up to three cards from among them and put them into your hand. Put the rest on the bottom in any order.)
Whenever Sisters of Perfection deals combat damage to a player, you may dig 12 for up to three cards. (Look at the top twelve cards of your library. You may reveal up to three cards from among them and put them into your hand. Put the rest on the bottom in any order.)
1/1
Flying
Whenever Umbra Shade deals combat damage to a player, put a quest counter on it.
Remove two quest counters from Umbra Shade: Umbra Shade gains blessing 4 until end of turn. (If a source would deal only 4 or less damage to this creature, prevent it.)
Whenever Umbra Shade deals combat damage to a player, put a quest counter on it.
Remove two quest counters from Umbra Shade: Umbra Shade gains blessing 4 until end of turn. (If a source would deal only 4 or less damage to this creature, prevent it.)
2/3
Search your library and/or graveyard for a blue or black card, reveal it, and put it into your hand. Then shuffle your library.
While you’re digging, you may reveal Umbra’s Gambit and cast it without paying its mana cost rather than revealing a card and putting it into your hand.
While you’re digging, you may reveal Umbra’s Gambit and cast it without paying its mana cost rather than revealing a card and putting it into your hand.
When Vitterfolk Slave becomes the target of a spell or ability, sacrifice it.
The few vitterfolk that King Paolo didn’t turn into undead ended up as slaves, their frozen hands representing the limits of their actions.
4/2
Return target creature card from your graveyard to the battlefield and put an unblockable 1/1 blue Illusion creature token onto the battlefield. If one of them would leave the battlefield, instead exile both.
Blood Tax deals 5 damage to target creature unless its controller has Blood Tax deal 5 damage to him or her.
“Get in a deal with a dwarf and you’re in trouble. Either you pay him back or he makes you pay him back.”
—Thadeo, Mertinian liberator
—Thadeo, Mertinian liberator
Target player loses 1 life, discards a card, sacrifices a creature, then sacrifices a land.
“The guys ahead of you have fallen. The group following you is dead. Now that you’re alone, what are you going to do, young boy?”
—Tarv, heartless Skullrider
—Tarv, heartless Skullrider
Flying
Damage that would be dealt by Heavenlake Remains can’t be prevented.
Damage that would be dealt by Heavenlake Remains can’t be prevented.
“I’m used to picking those unlucky vitterfolk, sometimes maybe an old soldier from Forteplaza, but this is a nice find.”
—King Paolo
—King Paolo
3/1
Destroy target creature with converted mana cost X and target land with the same controller.
Those who feel themselves connected to the land often end up being suffering the same death.
Haste
Skullrider Blademaster has first strike as long as an opponent controls a Plains.
When Skullrider Blademaster is put into a graveyard from the battlefield, put it into its owner’s library third from the top.
Skullrider Blademaster has first strike as long as an opponent controls a Plains.
When Skullrider Blademaster is put into a graveyard from the battlefield, put it into its owner’s library third from the top.
3/2
Haste
When Skullrider Fighter is put into a graveyard from the battlefield, put it into its owner’s library second from the top.
When Skullrider Fighter is put into a graveyard from the battlefield, put it into its owner’s library second from the top.
Skullriders now laugh at how they used to call others for help.
2/1
Haste, protection from Kithkin
Whenever Skullrider Infernal or another Dwarf you control is put into a graveyard from the battlefield, put it into its owner’s library fifth from the top.
Whenever Skullrider Infernal or another Dwarf you control is put into a graveyard from the battlefield, put it into its owner’s library fifth from the top.
5/4
When Tarv is put into a graveyard from the battlefield, discard your hand, dig 4 for any number of Dwarfs, then put it into its owner’s library fourth from the top. (To dig, look at the top four cards of your library. You may reveal any number of Dwarf cards from among them and put them into your hand. Put the rest on the bottom in any order.)
4/3
Put a +1/+1 counter on target creature and two 1/1 green Insect creature tokens with flying onto the battlefield. Artistic Appeal deals 3 damage to each player and creature without flying. You gain 4 life.
The creativity the sirens brought has made Soleils druids as experienced as elegant.
Trample, haste
When Autumn’s Voice is put into a graveyard from the battlefield, draw a card.
When Autumn’s Voice is put into a graveyard from the battlefield, draw a card.
Flamegrove chose her as its voice. When she falls, she will be remembered in the hearts of all faeries and sirens.
3/1
When Caller of Leaves enters the battlefield, put a seed counter on each land. Each of those lands is a 2/2 green Elemental creature that’s still a land as long as it has a seed counter on it.
Lands that are also creatures have haste and attack each turn if able.
Lands that are also creatures have haste and attack each turn if able.
2/3
Flying
: Hunting Siren gets +1/+0 until end of turn.
: Hunting Siren loses flying until end of turn and target creature blocks it this turn if able.


4/3
Islandwalk
Sirens may have liked their new place with the faeries, but they have not forgotten their old home with the merfolk.
2/2
Target creature gets +4/+0 until end of turn and must be blocked this turn if able.
“Fairness dictates I must fight you alone. But believe me! I’ve got the support of an entire nation.”
Destroy target land. You may dig 5 for a basic land. (Look at the top five cards of your library. You may reveal a basic land card from among them and put it into your hand. Put the rest on the bottom in any order.)
You may cast creature cards as though they had flash.
Creatures you control have haste.
Creatures you control have haste.
“This forest has no magic. It is another feeling that inspires us and keeps us together. We like to call that feeling ‘love’.”
—Tamya, autumn Soleil
—Tamya, autumn Soleil
When Adoptive Jötun enters the battlefield, put two 1/1 white Human creature token onto the battlefield.
: Regenerate each creature you control with converted mana cost 1 or less.

The twins lost their father in Forteplaza’s rebellion, but they can see him reflected in the giant’s kindness.
3/4
Flying
Whenever Ascending Snake becomes the target of a spell or ability, it gains blessing 3 until end of turn. (If a source would deal only 3 or less damage to this creature, prevent it.)
Whenever Ascending Snake becomes the target of a spell or ability, it gains blessing 3 until end of turn. (If a source would deal only 3 or less damage to this creature, prevent it.)
2/2
Whenever Caller of Strength attacks or blocks, target creature gets +3/+3 until end of turn.
“The jötuns have taught us about the strength of the body. The kithkin have taught us about the strength of the heart.”
2/2
When Kithkin Druid enters the battlefield, you may dig 3 for a land. (Look at the top three cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom in any order.)
2/2
Exile target artifact or enchantment.
“The jötun’s previous world died because of these same weapons. Mertinia is just asking for calm and balance, and this is how I am responding.”
—Thadeo, Mertinian liberator
—Thadeo, Mertinian liberator
Trample
Blessing 2 (If a source would deal only 2 or less damage to this creature, prevent it.)
Blessing 2 (If a source would deal only 2 or less damage to this creature, prevent it.)
If the top of the world hasn’t been reached, this jötun is very close.
4/4
Untap target creature. It gets +3/+3 and gains vigilance until end of turn.
The druid stopped running. She felt something. Her enemies were getting close, but she didn’t move. She knew Mertinia had foreseen her victory.
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
Other green or white creatures you control have blessing 1.
Other green or white creatures you control have blessing 1.
“As long as I live, never will my people be bothered again by those violent Skullriders.”
2/1
Intimidate
Whenever Arrogance Entity deals combat damage, each player discards that many cards, then returns that many cards from his or her graveyard to his or her hand.
Whenever Arrogance Entity deals combat damage, each player discards that many cards, then returns that many cards from his or her graveyard to his or her hand.
7/7
Trample
Whenever Reincarnation Entity deals combat damage, each player sacrifices that many non-Insect creatures. For each creature sacrificed this way, its controller puts two 1/1 green Insect creature tokens with flying onto the battlefield.
Whenever Reincarnation Entity deals combat damage, each player sacrifices that many non-Insect creatures. For each creature sacrificed this way, its controller puts two 1/1 green Insect creature tokens with flying onto the battlefield.
1/3
Shroud
Whenever Ambition Entity deals combat damage, each player returns that many permanents he or she controls to their owners’ hands and draws that many cards.
Whenever Ambition Entity deals combat damage, each player returns that many permanents he or she controls to their owners’ hands and draws that many cards.
3/4
Haste
Whenever Amnesia Entity deals combat damage, each player puts that many cards from the top of his or her library into his or her graveyard, then each player may cast an instant or sorcery card from his or her graveyard without paying its mana cost.
Whenever Amnesia Entity deals combat damage, each player puts that many cards from the top of his or her library into his or her graveyard, then each player may cast an instant or sorcery card from his or her graveyard without paying its mana cost.
4/1
Flying
Whenever Rage Entity deals combat damage, each player sacrifices that many artifacts, enchantments or lands and gains that much life.
Whenever Rage Entity deals combat damage, each player sacrifices that many artifacts, enchantments or lands and gains that much life.
4/4
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Show rarities: C U R M
Harmony: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
last 2011-03-06 03:03:52 by Shiny_Umbreon