Rockman Beyond
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Showing 25 of 25 Multicolour cards
Go to section: White (5) Blue (4) Black (5) Green (6) Multicolour (25) Split (2)
Show rarities: U R M
Enchant Creature
Whenever a non-token permanent enters the battlefield, if it has the same name as a permanent that left the battlefield this turn, enchanted creature gets +1/+0 until end of turn.
, remove a counter from enchanted creature: Exile target nonland permanent, then return it to the battlefield under its owner’s control.
Whenever a non-token permanent enters the battlefield, if it has the same name as a permanent that left the battlefield this turn, enchanted creature gets +1/+0 until end of turn.
, remove a counter from enchanted creature: Exile target nonland permanent, then return it to the battlefield under its owner’s control.(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 4/4 white and blue Robot Villain creature token named Elecman with "Stages named The Yellow Tower cannot be damaged by creatures without flying or reach.”
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 4/4 white and blue Robot Villain creature token named Elecman with "Stages named The Yellow Tower cannot be damaged by creatures without flying or reach.”
When this battle is defeated, it's owner creates an Energy Capsule token.
1


, sacrifice a modified creature you control: Search your library and/or graveyard for a card named Gospel Treble, reveal it, and put it into your hand. If you search your library this way, shuffle.4/4
Menace
Whenever Blues deals combat damage to a player, as you cast Aura spells from your hand this turn, they gain discover X, where X is the number of Roles in your Graveyard.
At the beginning of your end step, if two or more nonland permanents entered the battlefield under your control this turn, transform Blues.
Whenever Blues deals combat damage to a player, as you cast Aura spells from your hand this turn, they gain discover X, where X is the number of Roles in your Graveyard.
At the beginning of your end step, if two or more nonland permanents entered the battlefield under your control this turn, transform Blues.
4/2
Aura's attached to Protoman have Umbra Armor.
At the beginning of your end step, if three or more cards entered your graveyard this turn, transform Protoman.
At the beginning of your end step, if three or more cards entered your graveyard this turn, transform Protoman.
1/5
Enchant Creature
Enchanted creature has Wither.
Creatures with -1/-1 counters on them cannot attack you or permanents you own.
At the end of your turn, transform Drillman Battle Chip if no creatures have a -1/-1 counter on them.
Enchanted creature has Wither.
Creatures with -1/-1 counters on them cannot attack you or permanents you own.
At the end of your turn, transform Drillman Battle Chip if no creatures have a -1/-1 counter on them.
I — Put -1/-1 counter on target creature.
II — Put a -1/-1 counter on up to three target creatures.
III — For each player, destroy a permanent of that player's choice with a counter on it. Exile Drillman.EXE, then return it to the battlefield transformed under its owner’s control.
II — Put a -1/-1 counter on up to three target creatures.
III — For each player, destroy a permanent of that player's choice with a counter on it. Exile Drillman.EXE, then return it to the battlefield transformed under its owner’s control.
5/5
Enchant Creature
Enchanted Creature has "
, remove any number of counter from this creature: For every two counters removed this way, deal 1 damage to any target. If that target is a creature and has any counters on them, move them to this creature."
Enchanted Creature has "
, remove any number of counter from this creature: For every two counters removed this way, deal 1 damage to any target. If that target is a creature and has any counters on them, move them to this creature."(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 3/2 blue and black Robot Villain creature token named Shade Man with flying and "When a creature attacks a Stage named Shade Castle Ruins, Goad all creatures controlled by the attacking player."
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 3/2 blue and black Robot Villain creature token named Shade Man with flying and "When a creature attacks a Stage named Shade Castle Ruins, Goad all creatures controlled by the attacking player."
When this battle is defeated, it's owner creates an Energy Capsule token.
7
Enchant Creature
: Put four Leaf counters on enchanted creature. Activate this ability once per turn.
Remove four Leaf counters from enchanted creature: Put a shield counter on enchanted creature.
, remove a all counters from enchanted creature: Deal damage equal to the number of counters removed from enchanted creature to target creature or planeswalker you don't control.
: Put four Leaf counters on enchanted creature. Activate this ability once per turn.
Remove four Leaf counters from enchanted creature: Put a shield counter on enchanted creature.
, remove a all counters from enchanted creature: Deal damage equal to the number of counters removed from enchanted creature to target creature or planeswalker you don't control.(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 3/6 green Robot Villain creature token named Wood Man with Reach and "Stages named Mechanical Forest cannot be defeated for having 0 or less defense.”
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 3/6 green Robot Villain creature token named Wood Man with Reach and "Stages named Mechanical Forest cannot be defeated for having 0 or less defense.”
When this battle is defeated, it's owner creates an Energy Capsule token.
2
At the beginning of combat on your turn, target Robot you control gains your choice of trample, flying, or vigilance until end of turn. If that Robot is modified, it gains +1/+1 until end of turn.
2/2
Enchant Creature
Enchanted creature has "
: This creature deals damage equal to it's power to each creature with a mana value equal to the number of counters on it. Transform ThunderMan Battle Chip."
Enchanted creature has "
: This creature deals damage equal to it's power to each creature with a mana value equal to the number of counters on it. Transform ThunderMan Battle Chip."I — ThunderMan.EXE deals 3 damage to target creature.
II — ThunderMan.EXE deals 3 damage to target creature.
III — ThunderMan.EXE deals 3 damage to target creature. Exile Iceman.EXE, then return it to the battlefield transformed under its owner’s control.
II — ThunderMan.EXE deals 3 damage to target creature.
III — ThunderMan.EXE deals 3 damage to target creature. Exile Iceman.EXE, then return it to the battlefield transformed under its owner’s control.
Creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn’t have hexproof.
4/2
Partner with Geo Stelar, Radio Fugitive.
You may look at the top card of your library any time.
You may cast Role spells from the top of your library.
Whenever an aura you control leaves the battlefield, if you both own and control Geo Stelar, and and a creature named Omega-Xis, exile them, then meld them into Starforce Megaman.
You may look at the top card of your library any time.
You may cast Role spells from the top of your library.
Whenever an aura you control leaves the battlefield, if you both own and control Geo Stelar, and and a creature named Omega-Xis, exile them, then meld them into Starforce Megaman.
2/2
Predation – Discard an aura card from your hand: Each aura attached to Starforce Megaman becomes a copy of target aura card in your graveyard until end of turn. Until end of turn, Starforce Megaman may have more than one Role attached to him.
At the beginning of your end step if more than one Role is attached to Starforce Megaman, exile Starforce Megaman and then return him to the Battlefield.
At the beginning of your end step if more than one Role is attached to Starforce Megaman, exile Starforce Megaman and then return him to the Battlefield.
5/5
Enchant Creature
2/2
Enchant Creature
Enchanted Creature has Wither.
At the beginning of your end step, put a charge counter on Enchanted Creature if you haven't attacked this turn.
At the beginning of your upkeep, put a charge counter on Enchanted Creature for each charge counter on Enchanted Creature.
When Pharoh Wave Protocol attacks, remove all counters from enchanted creature. Pharoh Wave Protocol deals 1 damage to target creature for each counter removed this way.
Enchanted Creature has Wither.
At the beginning of your end step, put a charge counter on Enchanted Creature if you haven't attacked this turn.
At the beginning of your upkeep, put a charge counter on Enchanted Creature for each charge counter on Enchanted Creature.
When Pharoh Wave Protocol attacks, remove all counters from enchanted creature. Pharoh Wave Protocol deals 1 damage to target creature for each counter removed this way.
(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 2/2 white and black Robot Villain creature token named Pharoh Man with "Whenenever a creature attacks a Stage named The Rust Desert, Pharoh Man deals 1 damage to that creature.”
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 2/2 white and black Robot Villain creature token named Pharoh Man with "Whenenever a creature attacks a Stage named The Rust Desert, Pharoh Man deals 1 damage to that creature.”
When this battle is defeated, it's owner creates an Energy Capsule token.
4
Menace, Trample
Equipped creature gets +2/+2 menace and trample.
As long as Treble is attached to a creature named Bass Forte,
that creature also has flying.
Reconfigure Robot

(

: Attach to target robot you control; or un-attach from a creature. Reconfigure only as a sorcery. While attached, this isn’t a creature.)
Equipped creature gets +2/+2 menace and trample.
As long as Treble is attached to a creature named Bass Forte,
that creature also has flying.
Reconfigure Robot


(

: Attach to target robot you control; or un-attach from a creature. Reconfigure only as a sorcery. While attached, this isn’t a creature.)2/2
Enchant Creature
Enchanted creature has "
: Deal 1 damage to target permanent."
Remove a counter from enchanted creature: Damage cannot be prevented this turn, and creatures your opponents control lose hexproof and shroud and can’t have hexproof or shroud.
Enchanted creature has "
: Deal 1 damage to target permanent."
Remove a counter from enchanted creature: Damage cannot be prevented this turn, and creatures your opponents control lose hexproof and shroud and can’t have hexproof or shroud.
(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 3/3 green Robot Villain creature token named Snakeman with "Creatures attacking Stages named The Coiling Foundry deal no damage in combat.”
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 3/3 green Robot Villain creature token named Snakeman with "Creatures attacking Stages named The Coiling Foundry deal no damage in combat.”
When this battle is defeated, it's owner creates an Energy Capsule token.
3
Menace
At the beginning of your upkeep, choose one at random —
• Tango fights another creature of an opponent’s choice.
• Tango gains deathtouch until end of turn.
• Destroy a random nonland permanent with mana value 3 or less.
When an Aura leaves the battlefield, scry 1.
At the beginning of your upkeep, choose one at random —
• Tango fights another creature of an opponent’s choice.
• Tango gains deathtouch until end of turn.
• Destroy a random nonland permanent with mana value 3 or less.
When an Aura leaves the battlefield, scry 1.
3/1
Enchant Creature
Creatures you control without counters on them have "
: Add one mana of any of this creature’s colors."
At the beginning of your end step, if all of your creatures are tapped, transform Videoman Battle Chip.
Creatures you control without counters on them have "
: Add one mana of any of this creature’s colors."
At the beginning of your end step, if all of your creatures are tapped, transform Videoman Battle Chip.
I — Create a creature that's a copy of target creature card in a graveyard.
II — Videoman.EXE gains first strike.
III — Videoman.EXE gains double strike. At the beginning of the end step, exile Videoman.EXE, then return it to the battlefield transformed under its owner’s control.
II — Videoman.EXE gains first strike.
III — Videoman.EXE gains double strike. At the beginning of the end step, exile Videoman.EXE, then return it to the battlefield transformed under its owner’s control.
Videoman.EXE can’t have non-lore counters put on them.
3/3
Flying
At the beginning of your end step, create your choice of an Tactician Role, Infiltrator Role, or Glitched Role and attach it to target non-modified creature.
At the beginning of your end step, create your choice of an Tactician Role, Infiltrator Role, or Glitched Role and attach it to target non-modified creature.
2/2
Enchant Creature
Enchanted Creature has "When a creature enters the battlefield, put a charge counter on this creature."
, remove X charge counters from enchanted creature: Return X creatures with toughness X or less to their owners' hand.
Enchanted Creature has "When a creature enters the battlefield, put a charge counter on this creature."
, remove X charge counters from enchanted creature: Return X creatures with toughness X or less to their owners' hand.(As a Stage enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)
When this Battle enters, it's defender creates a Legendary Artifact 3/3 blue Robot Villain creature token named Gravity Man with "Whenever a creature attacks The Void Laboratory return it to it's owner's hand unless it's controller pays
.”
When this battle is defeated, it's owner creates an Energy Capsule token.
When this Battle enters, it's defender creates a Legendary Artifact 3/3 blue Robot Villain creature token named Gravity Man with "Whenever a creature attacks The Void Laboratory return it to it's owner's hand unless it's controller pays
.”
When this battle is defeated, it's owner creates an Energy Capsule token.
5
Enchant Creature
3/3
, unattach an equipment attached to Rock Volnutt: Attach target equipment you control to Rock Volnutt.
: Move one counter from target creature you control onto Rock Volnutt.
, return an aura attached to Rock Volnutt to your hand: Attach target Aura you control to Rock Volnutt.2/2
Choose a Sidekick (You can have a Sidekick as a second commander.)
You may pay
plus the mana cost of any Role you control to exchange it with a Role Card in your hand.
You may pay
plus the mana cost of any Role you control to exchange it with a Role Card in your hand.3/3
, remove a counter from an artifact you control: Choose one.
• Choose target artifact card in your graveyard that was put there from the battlefield this turn. Return it to the battlefield.
• Target vehicle becomes a creature until end of turn.
• Target Robot explores.
2/2

, Sacrifice an artifact you control: Search your library and/or graveyard for an artifact card with mana value less than X, where X is the sacrificed artifact’s mana value. Reveal it and put it into your hand. If you revealed a card named Servbot this way, you may cast it for
less. If you searched your library this way, shuffle. Activate only as a sorcery.2/2
As long as you haven’t cast a spell this turn, aura cards in your graveyard have retrace.
Lands you control have all activated abilities of land cards that entered your graveyard this turn.
Lands you control have all activated abilities of land cards that entered your graveyard this turn.
2/3
Constellation – Shuffle target non-Aura card from your graveyard into your library.
Whenever RockMan.exe attacks, mill three cards. Then return target Aura card with mana value X or less from your graveyard to the battlefield with a finality counter on it, where X is the number of Auras attached to RockMan.exe plus 1.
Whenever RockMan.exe attacks, mill three cards. Then return target Aura card with mana value X or less from your graveyard to the battlefield with a finality counter on it, where X is the number of Auras attached to RockMan.exe plus 1.
3/2
When Zero, Wily's Masterpiece enters the battlefield, create an Infiltrator Role and a Tactician Role and attach them each to a creature.
, Sacrifice two enchantments: Choose one or more —
• If a green enchantment was sacrificed this way, put a +1/+1 counter on Zero.
• If a white enchantment was sacrificed this way, put a Shield counter on Zero.
• If a blue enchantment was sacrificed this way, put a charge counter on Zero.
• If a black enchantment was sacrificed this way, put a -1/-1 counter on target creature.
If a Role was sacrificed this way, proliferate.
, Sacrifice two enchantments: Choose one or more —
• If a green enchantment was sacrificed this way, put a +1/+1 counter on Zero.
• If a white enchantment was sacrificed this way, put a Shield counter on Zero.
• If a blue enchantment was sacrificed this way, put a charge counter on Zero.
• If a black enchantment was sacrificed this way, put a -1/-1 counter on target creature.
If a Role was sacrificed this way, proliferate.
4/4
Go to section: White (5) Blue (4) Black (5) Green (6) Multicolour (25) Split (2)
Show rarities: U R M
| Rockman Beyond: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |


When enchanted creature attacks, you may remove three counters from among creatures you control. If you do, tap target creature and put three stun counters on it.
At the beginning of the end step, if three or more stun counters were removed from creatures this turn, transform Iceman Battle Chip.
II — Create an Ice Block. It's a 0/4 Snow Creature Construct with defender.
III — Create an Ice Block. It's a 0/4 Snow Creature Construct with defender. Exile Iceman.EXE, then return it to the battlefield transformed under its owner’s control.