Four Color

Printable
Four Color: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Skeleton

Showing all 67 cards

Show frames: W U R G M H A L

Show rarities: C U R M

Or view by sections

 R 
Instant
Choose an opponent. You and that player each put three 1/1 white Spirit creature tokens with flying onto the battlefield.
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.
 U 
Sorcery
Destroy target enchantment

Overload {4}{w}

What the Izzet invents, the Azorius happily adopts
 C 
Instant
Target creature becomes white until end of turn. Tap that creature.

Draw a card.
 C 
Instant
Target creature becomes blue until end of turn. Untap that creature.

Draw a card.
 U 
Creature – Spirit
Whenever Diviner Spirit deals combat damage to a player, you and that player each draw that many cards.
2/4
 C 
Creature – Human Spellshaper
{2}{u}, {t}, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them into play. Then shuffle your library.
1/1
 R 
Creature – Spirit
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.
*/*
 C 
Instant
Target creature becomes red and gains haste until end of turn.

Draw a card.
 U 
Enchantment
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
 U 
Instant
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 {2}{r} (Choose both if you pay the entwine cost.)
{3}{r}{r}
 
 R 
Instant
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.
 C 
Creature – Druid
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
 U 
Sorcery
Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
 C 
Creature – Elf Druid
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
 U 
Sorcery
Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.
 R 
Creature – Elf Druid
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.
2/2
 U 
Enchantment
{1}, Sacrifice a creature: Search your library for a land card with a basic land type and put it onto the battlefield tapped. Then shuffle your library.
 C 
Instant
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.)
 C 
Creature – Snake Shaman
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
 C 
Creature – Human Soldier
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.
 U 
Artifact Creature – Vedalken Wizard
{t}: Untap another target creature and prevent all damage dealt to and by that creature until the end of turn. Target opponent gains 3 life.
1/3
 R 
Creature – Horror
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.
*/*
 R 
Creature – Dragon
Flying
Whenever Necromaster Dragon deals combat damage to a player, you may pay {2}. 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.
4/4
 U 
Creature – Human
{t}: Choose target creature. Target opponent may draw two cards. If he or she does, until the end of turn, that creature can't be blocked by creatures that player controls.
2/2
 U 
Creature – Devil
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.
*/3
 R 
Creature – Elemental
Rubblehulk's power and toughness are each equal to the number of lands you control.
Bloodrush — {1}{r}{g}, Discard Rubblehulk: Target attacking creature gets +X/+X until end of turn, where X is the number of lands you control.
*/*
 U 
Artifact Creature
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.
1/1
 U 
Creature – Human Warrior
{t}: Target opponent may choose to attach target equipment or aura you control to target creature you control. If he or she does, that creature cannot attack that player this turn.
2/2
 R 
Legendary Creature – Elf Warrior
{2}{g/w}, {t}: Put a 1/1 green and white Elf Warrior creature token into play.

{4}{g/w}{g/w}, {t}: For each creature token you control, put a token into play that's a copy of that creature.
1/1
 R 
Legendary Creature – Troll Warrior
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.
 C 
Creature – Snake Elf Druid
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.
 R 
Creature – Human Wizard
Untap all creatures and lands you control during each other player's untap step.
You may cast creature cards as though they had flash.
2/3
 R 
Creature – Human Merfolk
{g}{u}, {t}: For each counter on target artifact, creature, or land, put another of those counters on that permanent.
1/4
 U 
Sorcery
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.
 R 
Sorcery
Choose one:
-Draw X cards
-Invoke the Firemind deals X damage to target creature or player.
 R 
Legendary Creature – Weird Wizard
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.
2/4
 U 
Creature – Chimera
Flying, trample

Spellheart Chimera's power is equal to the number of instant and sorcery cards in your graveyard.
*/3
 M 
Legendary Creature – Nephilim
Protection from green

Whenever Yore-Tiller attacks, return a creature card in any graveyard onto the battlefield under your control tapped and attacking.
2/2
 M 
Enchantment
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.
 M 
Legendary Creature – Nephilim
Protection from white

Whenever Glint-Eye deals combat damage to a player, draw that many cards.

{1}, Discard a card: Glint-Eye gets +1/+1 until the end of turn.
2/2
 M 
Instant
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.
 M 
Legendary Creature – Nephilim
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.
3/3
 M 
Enchantment
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.
 M 
Legendary Creature – Nephilim
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.
3/3
 M 
Instant
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.
 M 
Legendary Creature – Nephilim
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.
1/1
 M 
Sorcery
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.
{u/b}{u/b}
 
 M 
Legendary Creature
{r/w}{r/w}:
 U 
Creature – Spirit
Red spells and green spells you control cost {1} less to cast.

{w}{b}, {t}: Target creature gains fear and lifelink until the end of turn.
2/1
 U 
Creature – Zombie
White spells and blue spells you control cost {1} less to cast.

{b}{g}, {t}: Put a +1/+1 counter on target creature.
2/1
 R 
Creature – Merfolk Rogue
Islandwalk
Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.
1/1
 U 
Creature – Human Druid
Black spells and red spells you control costs {1} less to cast.

{u}{g}, {t}: Target creature gets +1/+1 and flying until the end of turn.
2/1
 U 
Creature – Horror
White spells and green spells you control cost {1} less to cast.

{u}{r}, {t}: Target creature gains hexproof until the end of turn.
2/1
 U 
Creature – Human Warrior
Blue spells and black spells you control cost {1} less to cast.

{r}{w}, {t}: Target creature gains first-strike and vigilance until the end of turn.
2/1
 R 
Artifact
Lands you control have "{t}: Add one mana of any color to your mana pool."
{t}: 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.
 R 
Artifact
Lands you control have "{t}: Add one mana of any color to your mana pool."
{t}: 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.
 R 
Artifact
Lands you control have "{t}: Add one mana of any color to your mana pool."
{t}: 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.
 R 
Artifact
Lands you control have "{t}: Add one mana of any color to your mana pool."
{t}: 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.
 R 
Artifact
Lands you control have "{t}: Add one mana of any color to your mana pool."
{t}: 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.
 U 
Artifact – Equipment
Equipped creature gets +1/+0 for each of its colors.

Equip {1}
 R 
Artifact
{2}, {t}: Copy target triggered ability you control. You may choose new targets for that copy.
 C 
Land
{t}: Add to your mana pool one mana of any color in your commander's color identity.
 C 
Land
{t}: Add to your mana pool one mana of any color in your commander's color identity.
 C 
Land
{t}: Add to your mana pool one mana of any color in your commander's color identity
 C 
Land
{t}: Add to your mana pool one mana of any color in your commander's color identity
 C 
Land
{t}: Add to your mana pool one mana of any color in your commander's color identity.
 R 
Land
{t}: Add one mana of any color to your mana pool.

Whenever you tap Forbidden Orchard for mana, target opponent puts a 1/1 colorless Spirit creature token onto the battlefield.

Show frames: W U R G M H A L

Show rarities: C U R M

Or view by sections


Four Color: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Skeleton