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Change the target of target spell with a single target.
Aranghil held her fury in her heart, hard and bright as a ruby. With its razor edge, she rewrote the laws of battle.
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At the beginning of each combat, untap Vashtara, Lust for War.
At the end of the first combat phase on each of your turns, you gain an additional combat phase after this one for each opponent Vashtara hasn't attacked this turn.
Vashtara attacks an opponent it hasn't attacked yet this turn each combat if able.
At the end of the first combat phase on each of your turns, you gain an additional combat phase after this one for each opponent Vashtara hasn't attacked this turn.
Vashtara attacks an opponent it hasn't attacked yet this turn each combat if able.
4/4
Deathtouch, Bloodthirst 2
Whenever a creature dies, choose one—
• Scry 1
• Draw a card.

: Each player sacrifices a creature.
Whenever a creature dies, choose one—
• Scry 1
• Draw a card.

: Each player sacrifices a creature.
Illus. Dan Scott
4/3
First Strike
At the beginning of your upkeep, you gain 1 life.
At the beginning of your upkeep, you gain 1 life.
1/1
Deathtouch
Loyalty abilities of planeswalkers you don't control can't be activated.
Whenever Baral, Blade of Retribution deals combat damage to a planeswalker, destroy that planeswalker.
Loyalty abilities of planeswalkers you don't control can't be activated.
Whenever Baral, Blade of Retribution deals combat damage to a planeswalker, destroy that planeswalker.
“Chandra, I will have my vengeance.”
3/2
Return target creature and all Equipment attached to it to their owners’ hands.
Flying
Whenever Seatide Drake deals combat damage to a player put a tide counter on target land that player controls.
When Seatide Drake leaves play, remove all Tide counters from all permanents.
Lands with Tide counters on them are Islands. (Nonbasic lands will lose any other land types and abilities they had. They will gain the land type Island and gain the ability “
: Add
to your mana pool.”)
Whenever Seatide Drake deals combat damage to a player put a tide counter on target land that player controls.
When Seatide Drake leaves play, remove all Tide counters from all permanents.
Lands with Tide counters on them are Islands. (Nonbasic lands will lose any other land types and abilities they had. They will gain the land type Island and gain the ability “
: Add
to your mana pool.”)4/4
All permanents gain the Basic supertype
When Counting Seal leaves the battlefield; choose one:
• Deal 4 damage to target creature.
• Target player discards 3 cards.
• On two target creatures, put a +1/+1 counter
• Deal 4 damage to target creature.
• Target player discards 3 cards.
• On two target creatures, put a +1/+1 counter
Enchanted Goblins you control get +0/+1.
To depict oneself as "larger-than-life" is to be larger-than-life.
1/2
Active (Untap this permanent during each other player's untap step.)
Whenever you activate an ability of a permanent, if you haven't activated an ability of that permanent this turn and if that ability has
in its cost, you may activate another ability of that permanent with
in its cost without paying that portion of the cost.
,
: Untap another target permanent.
,
: Untap another target permanent.
Whenever you activate an ability of a permanent, if you haven't activated an ability of that permanent this turn and if that ability has
in its cost, you may activate another ability of that permanent with
in its cost without paying that portion of the cost.
,
: Untap another target permanent.
,
: Untap another target permanent.2/4
Flying
Whenever Cotton Cloud Elemental attacks, another target creature you control gains flying until end of turn.
Whenever Cotton Cloud Elemental attacks, another target creature you control gains flying until end of turn.
2/2
As an additional cost to cast this spell, exile a creature you control and exile a creature card from your graveyard.
Create two tokens that are copies of a creature card exiled to cast it. They gain haste until end of turn. Exile them at the beginning of your next end step.
Create two tokens that are copies of a creature card exiled to cast it. They gain haste until end of turn. Exile them at the beginning of your next end step.
Flying.
Cards cannot leave exile.
Spells with mana value 3 or more have cascade.
Cards cannot leave exile.
Spells with mana value 3 or more have cascade.
2/4


