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Showing all 11 cards

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 M 
Legendary Creature – Human
Indestructible, lifelink
Whenever another creature you control dies, put a loyalty counter on Rominim, Sole Survivor.
{3}{w}: Transform Rominim. Activate this ability only if he has three or more loyalty counters on him.
1/2
Rominim, Beyond the Stars
 
 M 
Planeswalker – Rominim
+1 Target player exiles a card from their hand.
-2 Return target permanent card from your graveyard to your hand. You gain life equal to its converted mana cost.
-7 Exile up to six nonland permanents target player controls. Then, search that player's library for any number of cards with the same name as a card exiled this way, and exile those cards from that player's library.
 U 
Creature – Cephalid Horror
Hexproof
Whenever Chasm Lurker blocks or becomes blocked by a nonblue, nonblack creature, destroy that creature.
Mana fluxuations have created horryifing mutations among much of the populace. Shunned by what little society is left, some are eager for revenge.
3/4
 U 
Creature – Spirit
Whenever you cast an enchantment spell, put a +1/+1 counter on each creature you control.
When ~ dies, you may return target enchantment card from your graveyard to the battlefield.
3/3
 U 
Creature – Lizard Mutant
You may cast Shore Krasis as though it had flash by paying {1} more to cast it.
When Shore Krasis enters the battlefield, you may return target creature to its owner's hand.
Krasises are the result of a large amount of green mana being displaced into Dominaria's oceans, creating powerful – and terrifying – hunters.
2/2
 U 
Creature – Djinn
Flying
Spell mastery — Maelstrom Hunter gets +3/+0 and has haste as long as you have 2 or more instant and/or sorcery cards in your graveyard.
The maelstroms that tore Dominaria apart during the Rift Crisis gave Djinns and their ilk incredible rushes of power. Many of their kind wish for the storms' reutrn.
2/2
 U 
Creature – Human Knight
Equip costs that target Dawnguard Sentinel cost {2} less.
{3}: Dawnguard Sentinel gains double strike until end of turn.
The dawnguard is a militant orginization that aim to restore order to Dominaria. They protect the vunerable from those who would seek to exploit them.
2/2
 U 
Artifact – Equipment
Salvage 2 (Exile two other cards from your graveyard: Put this card from your graveyard on top of your library. Salvage only during your upkeep.)
Equipped creature gets +2/+1.
Equip {2}
 U 
Land
{t}: Add {1} to your mana pool.
Develop{2}{b}{r}: Transform Blasted Ashlands. Activate this ability only if an opponent has lost 4 or more life this turn. (Damage causes loss of life.) Develop only as a sorcery.
Volcanic Badlands
 
 U 
Land
{t}: Add {b} or {r} to your mana pool.
{2}{b}, {t}: Return target creature card from your graveyard to your hand.
{3}{r}. {t}: Volcanic Badlands deals 3 damage to target player.
 U 
Land
{t}: Add {1} to your mana pool.
Develop{r}{w}, tap two untapped creatures you control: Transform Cragged Canyon. Develop only as a sorcery.
Outpost of Dawn
 
 U 
Land
{t}: Add {r} or {w} to your mana pool.
{1}{r}, {t}: Creatures you control gain first strike until end of turn.
{1}{w}, {t}: Creatures you control gain lifelink until end of turn.
 U 
Land
{t}: Add {1} to your mana pool.
Develop{u}{r}: Transform Dusty Basin. Activate this ability only if you've drawn two or more cards this turn. Develop only as a sorcery.
Thermal Vent
 
 U 
Land
{t}: Add {u} or {r} to your mana pool.
{u}{r}, {t}: Draw a card, then discard a card.
Land
{t}: Add {1} to your mana pool.
Develop{w}{g}, sacrifice an enchantment: Transform Withered Garden. Develop only as a sorcery.
Starpetal Grove
 
Land
{t}: Add {w} or {g} to your mana pool.
{w}{g}, {t}: Enchantments and enchanted creatures you control gain hexproof until end of turn.

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After: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity