The Eyes Had it

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Mechanics | Skeleton

Showing 14 of 14 White cards

Go to section: Colourless (1) White (14) Blue (18) Black (16) Red (3) Green (10) Multicolour (6) Artifact (10) Land (8)

Show rarities: C U R M

 C 
Enchantment – Aura
Put a flying counter on enchanted creature.
{w} Sacrifice aspect of the Squadron put a 1/1 flying hawk creature token into play, search your library for a an Aspect Aura card, reveal it and put it on top of your library.
 U 
Enchantment
When Attendants camp enters play you may gain three life.
When ever a creature enters play under your control you may put a 1/1 Cleric token into play which has {t} target attacking creature gets +1/+0 till end of turn. This ability only triggers once each turn.
 C 
Instant
Select target player.
That player sacrifices a enchantment he controls, you gain 1 life for each enchantment in that players graveyard.
1 comment
2018-03-24 10:01:57 by Tahazzar
 R 
Creature – Spirit
Flying
Whenever Cloud spirit attack's alone, create a 1/1 white spirit token with flying.
Tap a creature you control, cloud spirit get +1/+1 until end of turn.
2/3
 R 
Legendary Creature – Shaman
Flying
At the start of your turn you may reveal enchantment cards from your hand you gain 1 Life and {w} for each enchantment revealed this way.
When a enchantment card you control is put into a grave yard exile this card and return it to the battlefield transformed. (this ability triggers if Enchantress is in your grave yard)
3/3
Punisher
 
Legendary Creature – Spirit
{3}, sacrifice a enchantment, target player discards a card and you gain life equal to the discarded cards mana cost.

You may play enchantment cards from your graveyard.
1/4
1 comment
2018-03-24 10:46:35 by Pierre
 R 
Instant
Hollow recall:
Put a tapped token into play of target creature in your graveyard with mana value equal to {x}.
Glorious recall:
If the targeted creature had died this turn, put a flying token on the token created.
 R 
Legendary Creature – Night
First Strike, Lifelink.

{w}, {t} target creature gets First Strike until the end of turn, if the creature is equipped put a +1/+1 counter on it.

Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
2/3
 C 
Enchantment – Aura
Enchant Creature
Enchanted creature gains +1/+0 and Lifelink.
Channel {w} (Discard this card, target creature gains the abilities this card would have granted enchanted creature until end of turn.)
 M 
Creature – Cleric
Ward {2}
You and permanents you control get ward {1}.
At the beginning of combat on your turn, if an opponent has more creatures than you put a +1/+1 counter on Monk of pure garb, if they have more cards in hand than you do draw a card, if they have more life than you, you gain two life.
2/2
 C 
Creature – Spirit Cleric
{t}, target attacking creature gets +1/+0 until end of turn.
If Persistent attendant is in your graveyard, if a creature enters play under your control you may pay {w} to return persistent attendant to your hand.
1/1
 C 
Enchantment
Tap a untapped creature you control, you gain 1 life.
If you attacked with exactly one creature pick one
– target creature gains lifelink until end of turn.
– tap or Untap target creature
 U 
Instant
Target creature is indestructible until end of turn.
BloodSpell (When you play this spell you may exile a creature card from your graveyard if you do transform this card and put it into play instead of your graveyard as it resolves.)
Spirit shieldmate
 
Creature – Spirit
Flying
{t}; Target creature you control gains protection from the color of your choice until end of turn.
1/1
 R 
Enchantment
When Temporary rest enters play exile all non land permanents with converted mana cost {2} or less.

syphon 2 (you may tap 2 creatures to transform this card.)
Binding Radiance
 
 R 
Enchantment
Whenever a creature you control becomes tapped, tap target creature an opponent controls and put a stun counter on it.
At the end of each turn you gain 1 life for each tapped creature opponents control.
 U 
 
Defender
When Wall of Karma enters play, Scry 2.
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
0/3

Go to section: Colourless (1) White (14) Blue (18) Black (16) Red (3) Green (10) Multicolour (6) Artifact (10) Land (8)

Show rarities: C U R M


The Eyes Had it: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton