MTG: Emelion
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Mechanics | Skeleton |
Showing 14 of 14 Red cards
Go to section: Red (14) Green (4) Hybrid (1)
Show rarities: C U R M
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.)
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.)
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.

: Level 2
Creatures you control have first strike.

: Level 3
When Ember becomes level 3, create two 2/2 red Elemental creature tokens. They gain flying and haste until end of turn.

: Level 4
Creatures you control have double strike.
Flying, haste
Whenever a creature you control gains a level, Ember deals 2 damage to any target.


Creatures you control have first strike.


When Ember becomes level 3, create two 2/2 red Elemental creature tokens. They gain flying and haste until end of turn.


Creatures you control have double strike.
3/3
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.)
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.)
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
in the mana costs of permanents you control counts toward your devotion to red.)

3/1
When Magma Warchief enters, create a 1/1 red Dwarf creature token.
Other Dwarves you control get +1/+1.
Other Dwarves you control get +1/+1.
3/3
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
.)
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

4/5
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.
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.
2/2
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.
2/1
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.)
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.)
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.
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.
2/1
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
.)
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

Indestructible
As long as your devotion to red is less than five, Waitok isn't a creature. (Each
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.)

: 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.
As long as your devotion to red is less than five, Waitok isn't a creature. (Each

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.)


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
in the mana costs of permanents you control counts toward your devotion to red.)

Go to section: Red (14) Green (4) Hybrid (1)
Show rarities: C U R M
MTG: Emelion: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Whenever a Samurai or Soldier you control attacks alone, you may cast target artifact card from your graveyard this turn.