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Skeleton |
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Destroy target enchantment
Overload

Overload


What the Izzet invents, the Azorius happily adopts
Target creature becomes white until end of turn. Tap that creature.
Draw a card.
Draw a card.
Target creature becomes blue until end of turn. Untap that creature.
Draw a card.
Draw a card.
Whenever Diviner Spirit deals combat damage to a player, you and that player each draw that many cards.
2/4



1/1
Flying
Sturmgeist's power and toughness are each equal to the number of cards in your hand.
Whenever Sturmgeist deals combat damage to a player, draw a card.
Sturmgeist's power and toughness are each equal to the number of cards in your hand.
Whenever Sturmgeist deals combat damage to a player, draw a card.
*/*
Target creature becomes red and gains haste until end of turn.
Draw a card.
Draw a card.
Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player.
"The Dune-Brood seems to have a distaste of goblins. Thank goodness They are disposable." -Teysa
Choose one:
-Until end of turn, you gain control of target creature and it gains haste.
-Sacrifice a creature. Grab the Reins deals damage equal to that creature's power to target creature or player.
Entwine
(Choose both if you pay the entwine cost.)
-Until end of turn, you gain control of target creature and it gains haste.
-Sacrifice a creature. Grab the Reins deals damage equal to that creature's power to target creature or player.
Entwine


Choose target instant or sorcery spell that targets only a single permanent or player. Copy that spell for each other permanent or player the spell could target. Each copy targets a different one of those permanents and players.
Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. Put that card into play and put all other cards revealed this way into your graveyard.
1/3
Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
When Farhaven Elf comes into play, you may search your library for a basic land card and put it into play tapped. If you do, shuffle your library.
1/1
Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.
You may play an additional land on each of your turns.
Play with the top card of your library revealed.
You may play the top card of your library if it's a land card.
Play with the top card of your library revealed.
You may play the top card of your library if it's a land card.
2/2

Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.
1/1
When Veteran Explorer dies, each player may search his or her library for up to two basic land cards and put them onto the battlefield. Then each player who searched his or her library this way shuffles it.

1/3
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
Whenever you cast a spell, each opponent reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.
Whenever you cast a spell, each opponent reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.
*/*
Flying
Whenever Necromaster Dragon deals combat damage to a player, you may pay
. If you do, put a 2/2 black Zombie creature token onto the battlefield and each opponent puts the top two cards of his or her library into his or her graveyard.
Whenever Necromaster Dragon deals combat damage to a player, you may pay

4/4

2/2
First-strike, Trample
Chaos Broker's power is equal to the total power of other creatures you control.
At the beginning of combat, each opponent may pay any amount of life. If the amount of life paid this way is equal to the power of Chaos Broker, then it can't attack this turn.
Chaos Broker's power is equal to the total power of other creatures you control.
At the beginning of combat, each opponent may pay any amount of life. If the amount of life paid this way is equal to the power of Chaos Broker, then it can't attack this turn.
*/3
Rubblehulk's power and toughness are each equal to the number of lands you control.
Bloodrush —

, Discard Rubblehulk: Target attacking creature gets +X/+X until end of turn, where X is the number of lands you control.
Bloodrush —



*/*
Indestructible
Whenever a spell or ability targets Vengeance Broker, its controller may choose to deal 2 damage to target player other than the one who controls Vengeance Broker.
Whenever a spell or ability targets Vengeance Broker, its controller may choose to deal 2 damage to target player other than the one who controls Vengeance Broker.
1/1

2/2







1/1
Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost.
Sacrifice another creature: Regenerate Valroz, the Scar-Striped.
Sacrifice another creature: Regenerate Valroz, the Scar-Striped.
When Coiling Oracle comes into play, reveal the top card of your library. If it's a land card, put it into play. Otherwise, put that card into your hand.
Untap all creatures and lands you control during each other player's untap step.
You may cast creature cards as though they had flash.
You may cast creature cards as though they had flash.
2/3



1/4
Choose target creature or player. Draw three cards and discard a card. Blast of Genius deals damage equal to the converted mana cost of the discard card to that creature or player.
Choose one:
-Draw X cards
-Invoke the Firemind deals X damage to target creature or player.
-Draw X cards
-Invoke the Firemind deals X damage to target creature or player.
Play with the top card of your library revealed.
You may cast the top card of your library if it's an instant or sorcery card.
Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for the copy.
You may cast the top card of your library if it's an instant or sorcery card.
Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for the copy.
2/4
Flying, trample
Spellheart Chimera's power is equal to the number of instant and sorcery cards in your graveyard.
Spellheart Chimera's power is equal to the number of instant and sorcery cards in your graveyard.
*/3
Protection from green
Whenever Yore-Tiller attacks, return a creature card in any graveyard onto the battlefield under your control tapped and attacking.
Whenever Yore-Tiller attacks, return a creature card in any graveyard onto the battlefield under your control tapped and attacking.
2/2
When Yore-Tiller's Edict enters the battlefield, if it was from your hand, each player sacrifices all creatures he or she controls.
Creatures in graveyards cannot be a target of spells and abilities your opponents control.
Sacrifice Yore-Tiller's Edict: Draw a card.
Creatures in graveyards cannot be a target of spells and abilities your opponents control.
Sacrifice Yore-Tiller's Edict: Draw a card.
Protection from white
Whenever Glint-Eye deals combat damage to a player, draw that many cards.
, Discard a card: Glint-Eye gets +1/+1 until the end of turn.
Whenever Glint-Eye deals combat damage to a player, draw that many cards.

2/2
Choose an opponent. You and that player each put three +1/+1 counters distributed among any amount of creatures.
Choose an opponent. You draw cards equal to the highest power among creatures you control and that player draws cards equal to the highest power among creatures he or she controls.
Choose an opponent. You draw cards equal to the highest power among creatures you control and that player draws cards equal to the highest power among creatures he or she controls.
Protection from blue
Whenever Dune-Brood deals combat damage to a player, put a 1/1 colorless sand creature token into play for each land you control.
Whenever Dune-Brood deals combat damage to a player, put a 1/1 colorless sand creature token into play for each land you control.
3/3
At the beginning of your upkeep, each player may search his or her library for a basic land card and put it into play.
At the beginning of your upkeep, each player may put a +1/+1 counter on each creature he or she controls.
At the beginning of your upkeep, each player may put a +1/+1 counter on each creature he or she controls.
Protection from black
Whenever a spell targets Ink-Treader, if Ink-Treader is the only target, copy that spell or ability for each other creature it can target. Each copy targets a different one of those permanents.
Whenever a spell targets Ink-Treader, if Ink-Treader is the only target, copy that spell or ability for each other creature it can target. Each copy targets a different one of those permanents.
3/3
Choose two:
-You gain life equal to target creature's toughness.
-Target creature's controller may have it deal damage to an opponent equal to its power.
-Shuffle target creature into its owner's library.
-Target creature gains protection from a color of your choice until the end of turn.
-You gain life equal to target creature's toughness.
-Target creature's controller may have it deal damage to an opponent equal to its power.
-Shuffle target creature into its owner's library.
-Target creature gains protection from a color of your choice until the end of turn.
Protection from red
Whenever a player casts a spell, put a +1/+1 counter on Witch-Maw.
Whenever Witch-Maw attacks, it gains flying, lifelink and trample until the end of turn if its power is 10 or more.
Whenever a player casts a spell, put a +1/+1 counter on Witch-Maw.
Whenever Witch-Maw attacks, it gains flying, lifelink and trample until the end of turn if its power is 10 or more.
1/1
Tempting Offer – Exile an instant or sorcery card from your hand. You may cast it without paying its mana cost. Each opponent may cast a copy of that spell without paying its mana cost. For each opponent who does, you may cast another copy of that spell without paying its mana cost.
Red spells and green spells you control cost
less to cast.

,
: Target creature gains fear and lifelink until the end of turn.




2/1
White spells and blue spells you control cost
less to cast.

,
: Put a +1/+1 counter on target creature.




2/1
Islandwalk
Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.
Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.
1/1
Black spells and red spells you control costs
less to cast.

,
: Target creature gets +1/+1 and flying until the end of turn.




2/1
White spells and green spells you control cost
less to cast.

,
: Target creature gains hexproof until the end of turn.




2/1
Blue spells and black spells you control cost
less to cast.

,
: Target creature gains first-strike and vigilance until the end of turn.




2/1
Lands you control have "
: Add one mana of any color to your mana pool."
: Add one mana of any color to your mana pool.


Dimir mages put the lanterns to good use, creating shapeshifters and sleeper agents from mana foreign to them.
Lands you control have "
: Add one mana of any color to your mana pool."
: Add one mana of any color to your mana pool.


Dimir mages put the lanterns to good use, creating Shapeshifters and Sleeper Agents from mana foreign to them.
Lands you control have "
: Add one mana of any color to your mana pool."
: Add one mana of any color to your mana pool.


Dimir mages put the lanterns to good use, creating shapeshifters and sleeper agents from mana foreign to them.
Lands you control have "
: Add one mana of any color to your mana pool."
: Add one mana of any color to your mana pool.


Dimir mages put the lanterns to good use, creating Shapeshifters and Sleeper Agents from mana foreign to them.
Lands you control have "
: Add one mana of any color to your mana pool."
: Add one mana of any color to your mana pool.


Dimir mages put the lanterns to good use, creating Shapeshifters and Sleeper Agents from mana foreign to them.
Equipped creature gets +1/+0 for each of its colors.
Equip
Equip









Whenever you tap Forbidden Orchard for mana, target opponent puts a 1/1 colorless Spirit creature token onto the battlefield.
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Skeleton |
Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature he or she controls.