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Mechanics | Skeleton |
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Aspiring Hero contests as though its power were 2 greater.
1/1
Create two 1/1 white Human creature tokens. Put a lifelink counter on each of them.
As an additional cost to cast Masterstroke, contest X.
Masterstroke deals X damage to target creature and 1 damage to each other creature.
Masterstroke deals X damage to target creature and 1 damage to each other creature.
You may contest 3. Then destroy all creatures that didn't contest this way.
Flying
When Nesting Brightwing enters the battlefield, create two 1/1 white Bird creature tokens with flying.
When Nesting Brightwing enters the battlefield, create two 1/1 white Bird creature tokens with flying.
2/2
Create two 1/1 white Human creature tokens, then you may put a lifelink counter on a creature you control. If you do, an opponent may create two 1/1 white Human creature tokens and gain 1 life. If they do, repeat this process.
Whenever Restless Fighter becomes tapped, put a +1/+1 counter on it. If it was tapped to contest, untap it.
Remove three +1/+1 counters from Restless Fighter: Transform it. Activate only as a sorcery.
(Transforms into Alya, the Bulwark)
Remove three +1/+1 counters from Restless Fighter: Transform it. Activate only as a sorcery.
(Transforms into Alya, the Bulwark)
All I want is to protect those around me.
2/1
As long as Alya is tapped, prevent all damage that would be dealt to other creatures you control.
"Stand behind me."
4/7
Choose one —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
Target creature gets +2/+0 until end of turn, then you may contest 3. If you do, put a first strike counter on the creature that contested.
Put a flying counter on target creature if a creature you control has flying, a first strike counter if a creature you control has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
Trailblaze 1, then draw a card.
Return up to two spells and/or creatures to their owners' hands.
Flying
When Hunting Harrier enters the battlefield, return up to one target creature to its owner's hand.
When Hunting Harrier enters the battlefield, return up to one target creature to its owner's hand.
2/1
Scry 1, draw a card, then you may reveal the top card of an opponent's library. That player may draw a card. If they do, repeat this process.
Trailblaze 3, then draw two cards.
Every landscape tells a story.
Enchant creature
When Thousand-Year Slumber enters the battlefield, you may contest 3. If you do, tap enchant creature. (To contest 3, tap a creature you control with power 3 or greater.)
Enchanted creature doesn't untap during its controller's untap step.
When Thousand-Year Slumber enters the battlefield, you may contest 3. If you do, tap enchant creature. (To contest 3, tap a creature you control with power 3 or greater.)
Enchanted creature doesn't untap during its controller's untap step.
For centuries, the ancient dragon Karthinax lay dormant beneath the city.
Flying
When Valley Lookout enters the battlefield, trailblaze 2.
When Valley Lookout enters the battlefield, trailblaze 2.
2/2
When Blackflame Spark enters the battlefield, choose one —
• Put a +1/+1 counter on target creature you control.
• Remove up to three counters from target creature.
• Put a +1/+1 counter on target creature you control.
• Remove up to three counters from target creature.
2/2
Destroy target creature that entered the battlefield this turn.
For every hero that reaches greathood, countless journeys never get a chance to begin.
When Got a Job For You enters the battlefield, you get a reputation counter.
At the beginning of your upkeep, choose one at random —
• Whenever one or more creatures an opponent controls die for the first time this turn, you get a reputation counter.
• Whenever an opponent loses 3 or more life for the first time this turn, you get a reputation counter.
• Whenever you cast your second spell this turn, you get a reputation counter.
At the beginning of your end step, you lose a reputation counter. If you lost a counter this way, draw two cards. Otherwise, sacrifice Got a Job For You.
At the beginning of your upkeep, choose one at random —
• Whenever one or more creatures an opponent controls die for the first time this turn, you get a reputation counter.
• Whenever an opponent loses 3 or more life for the first time this turn, you get a reputation counter.
• Whenever you cast your second spell this turn, you get a reputation counter.
At the beginning of your end step, you lose a reputation counter. If you lost a counter this way, draw two cards. Otherwise, sacrifice Got a Job For You.
Put a lifelink counter on target creature. It gains indestructible until end of turn.
Hoarding Looter attacks each combat if able.
When Hoarding Looter dies, target opponent salvages twice.
When Hoarding Looter dies, target opponent salvages twice.
Should've brought a bigger bag.
3/3
When Map Thief dies, trailblaze 2.
2/1
Flying
Whenever an opponent loses life, Midnight Roc gets +1/+1 until end of turn.
Whenever an opponent loses life, Midnight Roc gets +1/+1 until end of turn.
2/1
When Nephid Brute enters the battlefield, any opponent may contest 4. If no player does, put two +1/+1 counters on Nephid Brute.
4/4
Put a creature card from an opponent's graveyard onto the battlefield under your control, then you may mill a card. If you do, that player mills a card, then may put a creature card from your graveyard onto the battlefield under their control. If they do, repeat this process.
Destroy target creature. Salvage.
Deathtouch
When Ruin Viper dies, it deals 1 damage to target player, planeswalker, or tapped creature.
When Ruin Viper dies, it deals 1 damage to target player, planeswalker, or tapped creature.
0/1
As an additional cost to cast Scrap for Parts, sacrifice an artifact or creature.
Draw two cards. Salvage.
Draw two cards. Salvage.
Search your library for three cards with different names and reveal them. An opponent chooses one of them. Shuffle the chosen card into your library, then put the remaining cards on top of your library in any order.
When Stalking Nephid enters the battlefield, target creature an opponent controls gets -2/-2 until end of turn.
3/2
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Trailblaze 2.
Creatures you control have menace.
As Karthinax awakened, the planet's rings bent to his will and bathed the land in darkness.
Sacrifice another creature or artifact: Put a +1/+1 counter on Voracious Omnivore.
3/3
Return target creature card from your graveyard to the battlefield. If it has converted mana cost less than 5, put a number of +1/+1 counters on it equal to the difference.
Each player may put any number of creature cards from their hand onto the battlefield. Creatures gain haste until end of turn. If a source you control would deal damage this turn, it deals double that damage instead. At the beginning of your next end step, you lose the game.
Equipped creature gets +2/+0 and has haste.
Equip
Equip

Blackflame Breath deals 4 damage to any target.
Blackflame Elemental enters with X +1/+1 counters.
At the beginning of your upkeep, you may remove a counter from Blackflame Elemental. When you do, Blackflame Elemental deals 1 damage to any target.
At the beginning of your upkeep, you may remove a counter from Blackflame Elemental. When you do, Blackflame Elemental deals 1 damage to any target.
1/1


The great one's return draws near.
2/3
Whenever a source you control deals noncombat damage, Keen-Smell Hunter gets +2/+0 until end of turn.
3/4
As an additional cost to cast Loot the Room, discard a card.
Draw two cards. Salvage.
Draw two cards. Salvage.
Menace
When Penny Pincher deals combat damage to a player, salvage.
When Penny Pincher deals combat damage to a player, salvage.
2/1
Exile top two cards of your library, then you may deal 1 damage to an opponent. If you do, that player may exile top two cards of their library. If they do, repeat this process. Each player may play cards they exiled this way until the end of their next turn.
Flying
When Spitting Hellkite enters the battlefield, it deals two damage divided as you choose among one or two targets.
When Spitting Hellkite enters the battlefield, it deals two damage divided as you choose among one or two targets.
3/4
Whenever an artifact enters the battlefield under your control, Steady-Aim Archer deals 1 damage to any target.
3/1
Target creature gains first strike until end of turn. If you control an artifact, that creature gets +3/+0 until end of turn.
When Wolfkin Looter enters the battlefield, choose one —
• Destroy target artifact.
• Salvage.
• Destroy target artifact.
• Salvage.
Grab what you can. Smash the rest.
2/2
You may contest 4. If you do, target creature gains indestructible until end of turn. Then it fights target creature an opponent controls. (To contest 4, tap a creature you control with power 4 or greater.)
There was no need to run. They knew they were safe with her.
Whenever Explorer's Apprentice attacks, trailblaze 1.
Reveal four land cards from your hand: Transform Explorer's Apprentice. Activate only as a sorcery.
(Transforms into Jerren, Living Compass)
Reveal four land cards from your hand: Transform Explorer's Apprentice. Activate only as a sorcery.
(Transforms into Jerren, Living Compass)
Every hero's journey begins somewhere. I just need to find mine.
1/3
Whenever a land enters the battlefield under your control, trailblaze 2.
"I found my journey. Now I'll help you find yours."
2/4
When Infused Orchid enters the battlefield, salvage.
: Add one mana of any color.

1/1
Destroy target artifact or enchantment. Salvage.
If you would trailblaze, trailblaze for that much plus 1 instead.
1/3
Return a card from your graveyard to your hand, then you may put a +1/+1 counter on a creature you control. If you do, an opponent of your choice may return a card from their graveyard to their hand. If they do, repeat this process.
Up to two target creatures each get +1/+1 until end of turn. Put a +1/+1 counter on each of them.
When Timid Frillback enters the battlefield, you may contest 5. If you do, return target card from your graveyard to your hand.
4/5
At the beginning of your upkeep, you may contest 5. If you do, put a +1/+1 counter on each creature you control.
Creatures you control gain indestructible until end of turn. If a source an opponent controls would deal damage to you this turn, prevent all but 1 of that damage.
When Young Explorer enters the battlefield, trailblaze 1.






Flying
At the beginning of your end step, you gain X life and trailblaze X, where X is the number of creatures that dealt combat damage to a player this turn.
At the beginning of your end step, you gain X life and trailblaze X, where X is the number of creatures that dealt combat damage to a player this turn.
1/3
Flash
Whenever you return a permanent to its owner's hand, draw a card. This ability triggers only once each turn.
Whenever you return a permanent to its owner's hand, draw a card. This ability triggers only once each turn.
2/2
When Blackflame Fissure enters the battlefield, it deals 2 damage to any target.
Whenever a source you control deals noncombat damage, draw a card. This ability triggers only once each turn.
Whenever a source you control deals noncombat damage, draw a card. This ability triggers only once each turn.
When Resourceful Adventurer enters the battlefield, salvage.
Whenever you sacrifice a Relic, put a +1/+1 counter on target creature.
Whenever you sacrifice a Relic, put a +1/+1 counter on target creature.
I'll put this to good use.
3/3
Whenever another creature enters the battlefield under your control, you may contest X, where X is 1 plus that creature's power. If you do, put a +1/+1 counter on that creature and on the creature that contested.
3/2

Whenever you sacrifice a permanent, each opponent loses 1 life and you gain 1 life.
Each creature you control with power greater than its base power has menace and trample.
4/5
Whenever you trailblaze, you may put a land card from your hand onto the battlefield.
2/3
Whenever you trailblaze, draw a card.
Tap two untapped artifacts you control: MacGyver-Clan Prodigy gets +1/+0 until end of turn and deals 1 damage to any target.
2/3
Menace
At the beginning of combat on your turn, target creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
At the beginning of combat on your turn, target creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
1/2
Double strike, trample, haste
My people believe that you can only truly know someone through combat. Let us get aquainted.
2/1
Flying, ward—Sacrifice a permanent
Whenever Karthinax enters the battlefield or attacks, each opponent may contest 6. Each opponent who doesn't loses 3 life and discards a card. Put a +1/+1 counter on Karthinax for each card discarded this way.
Whenever Karthinax enters the battlefield or attacks, each opponent may contest 6. Each opponent who doesn't loses 3 life and discards a card. Put a +1/+1 counter on Karthinax for each card discarded this way.
I am the end of days.
7/7
God-Dragon's Awakening can't be countered.
Destroy up to one target creature, up to one target land, and up to one target noncreature, nonland permanent.
Destroy up to one target creature, up to one target land, and up to one target noncreature, nonland permanent.
The ground beneath the great city erupted as Karthinax spread his wings for the first time in centuries.
+1: Create a 1/1 white Bird creature token with flying.
-2: Trailblaze 4.
-7: Distribute seven +1/+1 counters among any number of target creatures you control. Those creatures gain vigilance, reach, and lifelink until your next turn.
-2: Trailblaze 4.
-7: Distribute seven +1/+1 counters among any number of target creatures you control. Those creatures gain vigilance, reach, and lifelink until your next turn.
3
When Hidden Stash enters the battlefield, salvage.
,
: Add one mana of any color.





Equipped creature gets +2/+0 and has reach.
Equip
Equip

Each creature you control contests as though its power were 1 greater.
: Add one mana of any color.

Indestructible
Whenever Training Dummy is dealt damage, tap it.
Whenever Training Dummy is dealt damage, tap it.
1/1







Crew 2
Everything an adventurer could need!
0/4







Flying
1/1
1/1


Equipped creature gets +1/+1.
Equip
Equip

Show frames: W U B R G M A L
Show rarities: C U R M T
Or view by sections
Orbit: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |