Edwin's cards
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Enchant creature.
Enchanted creature gets +1/+2.
When enchanted creature is put into a graveyard, you may return Leadership from your graveyard to the battlefield.
Enchanted creature gets +1/+2.
When enchanted creature is put into a graveyard, you may return Leadership from your graveyard to the battlefield.
If Leonin Battlemaster is enchanted or equipped, it has first strike.
If Leonin Battlemaster is enchanted and equipped, it has double strike.
If Leonin Battlemaster is enchanted and equipped, it has double strike.
2/2
Vigilance.
When Leonin Recruiter attacks, put a 1/1 Cat Soldier creature token onto the battlefield.
When Leonin Recruiter attacks, put a 1/1 Cat Soldier creature token onto the battlefield.
1/4
When Oblivion Mage enters the battlefield, exile another target nonland permanent.
When Oblivion Mage leaves the battlefield, returned the exiled card to the battlefield under its owner's control.
When Oblivion Mage leaves the battlefield, returned the exiled card to the battlefield under its owner's control.
2/2
Legendary creatures have protection from non-legendary creatures.
Flying.
When Aven Summoner attacks, put a 1/1 Bird creature token with flying onto the battlefield.
When Aven Summoner attacks, put a 1/1 Bird creature token with flying onto the battlefield.
2/2
Chameleonic Worm has all abilities of all other creatures.
1/2
Cycling
(
, Discard this card: Draw a card.)
Buyback
(You may pay an additional 
as you cast this spell. If you do, put this card into your hand as it resolves.)
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.)
Madness
(If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)


Buyback




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.)
Madness


Search target opponent's library for a permanent card and put it onto the battlefield under your control.
That player searches your library for a permanent card and puts it onto the battlefield under their control.
You and that player then shuffle your libraries.
That player searches your library for a permanent card and puts it onto the battlefield under their control.
You and that player then shuffle your libraries.
Look at the top five cards of each player's library.
Draw a card.
Draw a card.
When Spy enters the battlefield, draw a card, then each player (including you) reveals the top card of their library and either puts it in their graveyard or puts it back, your choice.
2/2
Counter target spell.
When a spell is countered this way, if it was blue, draw a card. If it was black, target player loses 2 life. If it was red, Steal Power deals 1 damage to target creature. If it was green, put a 1/1 Saproling creature token onto the battlefield. If it was white, gain 3 life.
When a spell is countered this way, if it was blue, draw a card. If it was black, target player loses 2 life. If it was red, Steal Power deals 1 damage to target creature. If it was green, put a 1/1 Saproling creature token onto the battlefield. If it was white, gain 3 life.
Destroy target creature. If it was black, lose 3 life.
Cryptivore's power and toughness are each equal to the number of creature cards in all graveyards.

, Exile two creature cards from any one graveyard: Return Cryptivore from your graveyard to your hand.


*/*
Target opponent chooses 'land' or 'nonland'. Search your library for a card, exile it face down then shuffle your library. Any opponent may say 'challenge'. If they don't, put the card in your hand. If an opponent does, reveal the card. If it's of the initially specified type, the challenging player loses 5 life and you put the card in your hand. Otherwise, the card remains exiled.
DWIM (Play this card as if it had the wording it's obviously supposed to have)
DWIM (Play this card as if it had the wording it's obviously supposed to have)
Flying, trample
At the beginning of your upkeep, discard a creature card or Mindmuncher Demon deals 5 damage to you.
At the beginning of your upkeep, discard a creature card or Mindmuncher Demon deals 5 damage to you.
5/5
Wither (This deals damage to creatures in the form of -1/-1 counters.)
When Tainted Soul deals damage to a player, put a -1/-1 counter on target creature that player controls.
When Tainted Soul deals damage to a player, put a -1/-1 counter on target creature that player controls.
2/3
Intimidate.
When Zombie Necromancer attacks, put a 1/1 Zombie creature token onto the battlefield.
When Zombie Necromancer attacks, put a 1/1 Zombie creature token onto the battlefield.
2/1
Reorder the stack. You may choose new targets for all spells and abilities.
Avatar of Strength's power is the highest power of all other creatures.
Avatar of Strength's toughness is the highest toughness of all other creatures.
Avatar of Strength's toughness is the highest toughness of all other creatures.
*/*
Haste.
When Goblin Slaver attacks, put a 1/1 Goblin creature token onto the battlefield.
When Goblin Slaver attacks, put a 1/1 Goblin creature token onto the battlefield.
2/2
Penetrating Round deals 2 damage to target creature.
If the creature then has lethal damage, Penetrating Round deals 1 damage to another target creature.
If the creature then has lethal damage, Penetrating Round deals 1 damage to another target creature.
Kicker 
(You may pay an additional 
as you cast this spell.)
Set Aflame deals 3 damage to each creature. If the kicker cost was paid, instead Set Aflame deals 3 damage to each creature you don't control.




Set Aflame deals 3 damage to each creature. If the kicker cost was paid, instead Set Aflame deals 3 damage to each creature you don't control.
+1: Exchange control of Sythix and target creature. That creature gains haste until end of turn.
-1: Put two 3/1 Elemental creature tokens onto the battlefield. Target player gains control of Sythix
-6: Gain control of all creatures.
-1: Put two 3/1 Elemental creature tokens onto the battlefield. Target player gains control of Sythix
-6: Gain control of all creatures.
2
Vengeful Mob can't block.
When Vengeful Mob attacks, defending player puts a token onto the battlefield that's a copy of Vengeful Mob.
When Vengeful Mob attacks, defending player puts a token onto the battlefield that's a copy of Vengeful Mob.
3/3






1/1

1/1
Search your library for a land with the same name as a land on the battlefield and put it onto the battlefield.
Trample.
When Mother Elephant attacks, put a 2/2 Elephant creature token onto the battlefield.
When Mother Elephant attacks, put a 2/2 Elephant creature token onto the battlefield.
4/5
Put any number of Ooze creature tokens with total power X and total toughness X onto the battlefield. Each token must have at least 1 toughness.

1/1
Remove all counters and unattach all auras and equipment from all creatures. Cleansing Flames deals 1 damage to each creature for each thing removed from it.



2/2





2/2
Emergency Reset enters the battlefield tapped.
: Reset the game state to the start of the current turn, each player shuffles their library, then exile Emergency Reset and restart the current turn.

If you would lose the game, instead exile Last Hope and all permanents you control but don't own, then shuffle your graveyard, hand and all permanents you control other than basic lands into your library, then set your life total to 1 and your poison counters to 9 and exile all but the bottom card of your library, then put a 20/20 Avatar token onto the battlefield.
When equipped creature deals damage to a player, put a charge counter on Magpie's Claw.
Equipped creature gets +1/+1 for each charge counter on Magpie's Claw.
, Remove a charge counter from Magpie's Claw: Draw a card.
Equip
Equipped creature gets +1/+1 for each charge counter on Magpie's Claw.

Equip



















Protection from red.
Whenever a creature dealt damage by a red source this turn is put into a graveyard, you may gain 2 life.
Whenever a creature dealt damage by a red source this turn is put into a graveyard, you may gain 2 life.
Cooked to perfection.
At the beginning of your upkeep, put a +1/-1 counter on Ratcheting Reaver.
0/6


If you're dealt damage, sacrifice Ice Castle.
Imaginary Kingdom enters the battlefield tapped.
: Add
to your mana pool.
: Add to your mana pool one mana of any type that no other land you control could produce.






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When Impending Doom enters the battlefield, target opponent gains control of it.
When Impending Doom is put into a graveyard from the battlefield, destroy all creatures. They can't be regenerated.