The Way of Kings
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Mechanics | Skeleton |
Showing 39 of 39 Blue cards
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Show rarities: C U R M
Bestow 

(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets +1/+2.
Whenever Ancient Wisdomspren or enchanted creature attacks, scry 1.



Enchanted creature gets +1/+2.
Whenever Ancient Wisdomspren or enchanted creature attacks, scry 1.
1/2
Whenever a counter is placed on a permanent you control, you may draw a card.
1/2
Untap target artifact. If that artifact has a charge counter on it, draw a card.
Whenever an enchantment creature enters the battlefield under your control, draw a card.

: Axies, the Collector gains all activated and triggered abilities of target enchantment creature until end of turn.


2/3
Trample
When Behemoth of the Southern Depths enters the battlefield, tap all other permanents.
When Behemoth of the Southern Depths enters the battlefield, tap all other permanents.
A forgotten ancient, from an era of shadows and desolation.
9/9
1/3
Create a 2/2 blue Spren enchantment creature token with flying. Scry 1.
Counter target spell that targets you or a permanent you control. Scry 1.
Dalinar's survival had ruined months of planning.
Counter target spell. Remove charge counter from up to one target permanent that spell's controller controls.
Create a 2/2 blue Spren enchantment creature token with flying, then untap each enchantment creature you control. Those creatures gain flying, prowess, and hexproof until end of turn.
Flying
When Giggling Windspren enters the battlefield, you may tap target creature.
When Giggling Windspren enters the battlefield, you may tap target creature.
1/1
Invest each non-token permanent you control. Then draw a card for each enchantment invested in this way. (To invest a permanent, put a charge counter on that permanent.)
In the darkness, an enormous face appeared just in front of Kaladin.
Remove all charge counters from target permanent.
All at once, the tempest inside vanished.
Target creature gets -5/-0 until end of turn.
Kaladin braced himself for impact. Then the stormwall hit.
Reveal the top card of your library. If it's an artifact or enchantment card, put it into your hand. If it's an instant or sorcery card, invest target permanent. If it's a land or creature card, scry 2.
"My life makes no sense lately. The creatures with the twisted heads, the place with the dark sky, the Soulcasting, and now this. Could it...could it be?"
—Shallan Davar
—Shallan Davar
Search your library for for an artifact with converted mana cost 5 or less and put it onto the battlefield. Invest it. Then shuffle your library. (To invest a permanent, put a charge counter on that permanent.)
Tap target creature. That creature doesn't untap during its controler's next untap step.
If you control a permanent with a counter on it, draw a card.
If you control a permanent with a counter on it, draw a card.
Hexproof
: Draw a card, then discard a card.

2/1
At the beginning of your upkeep, if you control a permanent with a counter on it, scry 3. Then invest up to three target permanents if you control a permanent with five or more counters on it. Then you win the game if you control a permanent with fifteen or more counters on it.
Enchant creature
Enchanted creature has flying.
Enchanted creature has flying.
Flying
When Spren of Logic enters the battlefield, scry X, where X is the number of enchantments you control.
As long as you control another enchantment, other creatures you control have hexproof.
When Spren of Logic enters the battlefield, scry X, where X is the number of enchantments you control.
As long as you control another enchantment, other creatures you control have hexproof.
2/2
Draw two cards. If you control no enchantments, discard a card.
Whenever you draw a card, invest Stone of Hours.
, Remove a charge counter from Stone of Hours: Target permanent doesn't untap during its controller's next untap step.

Enchant creature
Enchanted creature has prowess.
When Stormborn Intuition enters the battlefield, if enchanted creature has a charge counter on it, scry 2.
Enchanted creature has prowess.
When Stormborn Intuition enters the battlefield, if enchanted creature has a charge counter on it, scry 2.
Enchant creature
Stormlight Binding enters the battlefield with three charge counters on it.
When Stormlight Binding enters the battlefield, tap enchanted creature. It doesn't untap during its controller's untap step.
At the beginning of your upkeep, remove a charge counter from Stormlight Binding. When Stormlight Binding has no charge counters on it, sacrifice it.
Stormlight Binding enters the battlefield with three charge counters on it.
When Stormlight Binding enters the battlefield, tap enchanted creature. It doesn't untap during its controller's untap step.
At the beginning of your upkeep, remove a charge counter from Stormlight Binding. When Stormlight Binding has no charge counters on it, sacrifice it.
Invest up to three target permanents you control. (To invest a permanent, put a charge counter on that permanent.)
Return target creature to its owner's hand. Create a tapped 2/2 blue Spren enchantment creature token with flying.
Fateseal 2. (To fateseal 2, its controller looks at the top two cards of an opponent's library, then he or she may put that card on the bottom of that library.)
Return target creature to its owner's hand. Draw a card.
Flash
Flying, hexproof
Bestow
Enchanted creature gets +1/+2 and has flying and hexproof.
: Transform Syl, Honorspren.
Flying, hexproof
Bestow


Enchanted creature gets +1/+2 and has flying and hexproof.

"I bind things, Kaladin. I am honorspren. Spirit of oaths. Of promises. And of nobility."
—Syl
—Syl
1/2
Equipped creature gets +1/+1 and has first strike and deathtouch.


: Scry X, where X is the number of enchantments you control, then transform Syl, Windblade.



"Oh. That's right. You probably want me to be a spear, don't you?"
—Syl
—Syl
Whenever an opponent fateseals, you may scry 1 at the beginning of the next end step.
1/2
Reveal the top five cards of your library. Put up to two instant, sorcery, and/or enchantment cards from among them into your hand. Put the rest on the bottom of your library in any order.
Activated abilities of Valath Artifabrian can't be activated on extra turns.
,
: Create a colorless Fabrial enchantment artifact token, then invest that token.


, Remove five charge counters from an artifact you control: Take an extra turn after this one.





2/4
When Village Merchant enters the battlefield, each player draws a card.
3/3
Draw a card. If a graveyard has twenty or more cards in it, draw three cards instead.
Flying
2/3


1/2
Enchant creature
As long as it's your turn, enchanted creature gets +1/+1 and has prowess.
As long as it's not your turn, enchanted creature gets +1/+1 and has hexproof.
As long as it's your turn, enchanted creature gets +1/+1 and has prowess.
As long as it's not your turn, enchanted creature gets +1/+1 and has hexproof.
Go to section: White (39) Blue (39) Black (39) Red (38) Green (38) Multicolour (32) Artifact (16) Land (8)
Show rarities: C U R M
The Way of Kings: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
When Agent of Sadeas enters the battlefield, fateseal 1. (To fateseal 1, its controller looks at the top card of an opponent's library, then he or she may put that card on the bottom of that library.)
2016-08-08 19:10:40 by Samuel