MTG: Emelion: Card List

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Mechanics | Skeleton

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# Name Colour Rarity Cost Type P T Code Card text Comments Recent comment
1 Adami, Tidal Rage Red Uncommon 3{1}{r}{r} Legendary Creature – Dragon Samurai * 3 Adami's power is equal to your devotion to red. (Each {r} in the mana costs of permanents you control counts toward your devotion to red.)
Whenever a Samurai or Soldier you control attacks alone, you may cast target artifact card from your graveyard this turn.
0
2 Citywide Collapse Red Rare 5{3}{r}{r} Sorcery Citywide Collapse deals 1 damage to each creature your opponents control. Those creatures can't block this turn.
Apprenticeship (As you cast this spell, create a 0/0 blue and red Wizard creature token. Put a number of +1/+1 counters on it equal to this spell’s mana value.)
0
3 Ember, Skylord Rebel Red Mythic 4{2}{r}{r} Legendary Creature – Elemental Soldier 3 3 Develop (Gain the next level as a sorcery to add its ability.)
Flying, haste
Whenever a creature you control gains a level, Ember deals 2 damage to any target.
{1}{r}: Level 2
Creatures you control have first strike.
{2}{r}: Level 3
When Ember becomes level 3, create two 2/2 red Elemental creature tokens. They gain flying and haste until end of turn.
{3}{r}: Level 4
Creatures you control have double strike.
0
4 Fires of Shanzui Red Common 2{1}{r} Instant Fires of Shanzui deals 2 damage to target creature or player.
Apprenticeship (As you cast this spell, create a 0/0 blue and red Wizard creature token. Put a number of +1/+1 counters on it equal to this spell’s mana value.)
0
5 Gold-Tinged Antrider Red Common 2{r}{r} Creature – Dwarf Soldier 3 1 Whenever Gold-Tinged Antrider deals combat damage to a player, exile a number of cards from the top of your library equal to your devotion to red. Until the end of your next turn, you may play those cards. (Each {r} in the mana costs of permanents you control counts toward your devotion to red.) 0
6 Magma Warchief Red Rare 4{2}{r}{r} Creature – Dwarf Soldier 3 3 When Magma Warchief enters, create a 1/1 red Dwarf creature token.
Other Dwarves you control get +1/+1.
0
7 Magu, Spear of Don Red Rare 5{3}{r}{r} Legendary Creature – Dragon Samurai 4 5 Menace, trample
Magu gets +1/+0 for each colorless permanent you don't control.
Whenever Magu deals combat damage to a player, gray out target nonland permanent that player controls. (A grayed out permanent becomes colorless and each colored mana symbol in its mana cost becomes {c}.)
0
8 Merojiran Sellsword Red Common 3{2}{r} Creature – Dragon Samurai 2 2 First strike
Veiled — As long as an Aura or Equipment that doesn’t share a color with Merojiran Sellsword is attached to it, it has double strike.
0
9 Nesting Ant Red Uncommon 2{1}{r} Creature – Insect 2 1 Veiled — At the beginning of combat on your turn, as long as an Aura or Equipment that doesn’t share a color with Nesting Ant is attached to it, create a 1/1 red Insect creature token. It gains haste until end of turn. 0
10 Rethink, Reforge Red Common 2{1}{r} Instant Destroy target artifact.
Apprenticeship (As you cast this spell, create a 0/0 blue and red Wizard creature token. Put a number of +1/+1 counters on it equal to this spell’s mana value.)
0
11 Shanzui Honor Guard Red Common 2{1}{r} Creature – Dwarf Soldier 2 1 Haste
Veiled — As long as an Aura or Equipment that doesn’t share a color with Shanzui Honor Guard is attached to it, it gets +2/+1.
0
12 Superior Ability Red Common 2{1}{r} Instant Target creature gets +3/+0 and gains first strike until end of turn.
Gray out target nonland permanent you don't control. (A grayed out permanent becomes colorless and each colored mana symbol in its mana cost becomes {c}.)
0
13 Waitok, Slumbering Anger Red Mythic 6{3}{r}{r}{r} Legendary Enchantment Creature – God Indestructible
As long as your devotion to red is less than five, Waitok isn't a creature. (Each {r} in the mana costs of permanents you control counts toward your devotion to red.)
Instants and sorceries you cast from exile have apprenticeship. (As you cast the spell, create a 0/0 blue and red Wizard creature token. Put a number of +1/+1 counters on it equal to the spell’s mana value.)
{1}{r}: Exile cards from the top of your library equal to your devotion to red. You may play these cards until the end of your next turn. Activate only as a sorcery and only once each turn.
0
14 Wartime Recruitment Red Uncommon 3{2}{r} Sorcery Gain control of target creature until end of turn. Untap that creature. It gains haste and gets +X/+0 until end of turn, where X is your devotion to red. (Each {r} in the mana costs of permanents you control counts toward your devotion to red.) 0
15 Amessian Lake Patrol Green Uncommon 2{1}{g} Creature – Elf Warrior 1 2 {t}: Add {g}.
Veiled — As long as an Aura or Equipment that doesn’t share a color with Amessian Lake Patrol is attached to it, it has "{t}: Add {g}{g}."
0
16 Barkspear Trainee Green Uncommon 2{1}{g} Creature – Elf Warrior 2 2 Enchantments cost {1} less to cast.
Whenever an Enchantment enters, put a +1/+1 counter on Barkspear Trainee.
0
17 Evolutionary Chaos Green Common 2{g}{g} Enchantment – Aura Enchant creature
Enchanted creature gets +0/+X, where X is your devotion to green. (Each {g} in the mana costs of permanents you control counts toward your devotion to green.)
When this aura is put into a graveyard from the battlefield, draw a card.
0
18 Zerian Chancelor Green Uncommon 3{2}{g} Creature – Elf Druid 2 3 Veiled — As long as an Aura or Equipment that doesn’t share a color with Zerian Chancelor is attached to it, other Elves you control get +1/+1 and have trample. 0
19 Tralgabar Piers Hybrid Rare 0 Land Tralgabar Piers enters tapped.
When Tralgabar Piers enters, add {c}.
{t}: Add {w} or {u}.
0
20 Wizard token Hybrid bluered Token 0 Token Creature – Wizard 0 0 0
21 Dwarf token Red Token 0 Token Creature – Dwarf 1 1 0
22 Insect token Red Token 0 Token Creature – Insect 1 1 0
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Mechanics | Skeleton