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Showing all 66 cards
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Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
As an additional cost to cast Blaze of Glory, sacrifice a creature.
Destroy all attacking creatures.
As an additional cost to cast Blaze of Glory, sacrifice a creature.
Destroy all attacking creatures.
Lifelink, vigilance (Damage dealt by this creature also causes you to gain that much life. Attacking doesn't cause this to tap.)

,
: Search your library for a card with mythic, reveal it, and put it into your hand. Then, shuffle your library.



1/3
Destroy target enchantment.
"These vile hexes and curses have no sway over the hearts of the faithful."
-- Barrian, Bishop of the Holy Nimbus
-- Barrian, Bishop of the Holy Nimbus
Greatleaf Paladin gets +1/+1 as long as you control a Forest.

: Greatleaf Paladin gets +1/+1 and gains trample until end of turn. Activate this ability only once each turn. (It can deal excess damage to defending player.)


2/2
Other Soldier creatures you control get +1/+1 and have first strike. (They deal damage before creatures without first strike.)
The Order of Serra boasts the most skilled tacticians on Dominaria. Without them, their armies would crumble.
2/2
Flying, vigilance (This creature can't be blocked, except by creatures with flying or reach. Attacking doesn't cause this creature to tap.)
Whenever Serra Angel attacks, you may tap target creature.
Whenever Serra Angel attacks, you may tap target creature.
The impure wither in the presence of the divine.
4/4
Exile target attacking or blocking creature. Its controller gains life equal to that creature's power.
When Valiant Knave enters the battlefield, up to one target creature gets +1/+1 until end of turn and you gain 1 life.
"We all have to start somewhere."
-- Trostvald, Knight-Captain
-- Trostvald, Knight-Captain
First strike (This creature deals combat damage before creatures without first strike.)
Whenever an opponent casts a red of black spell, put a +1/+1 counter on White Knight.
Whenever an opponent casts a red of black spell, put a +1/+1 counter on White Knight.
2/2
Flying
Arctic Aven gets +1/+1 as long as you control a Plains.
: Arctic Aven gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
Arctic Aven gets +1/+1 as long as you control a Plains.

2/1
Counter target spell.
The shaman, flush with power, let out a shriek of rage as he loosed the spell — and then one of horror as it was struck from the air, its essence dripping uselessly to the ground.
Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
Draw three cards.
Draw three cards.
Each other Merfolk creature you control gets +1/+1.
: You may cast the next Merfolk spell you cast this turn as though it had flash. (You may cast it any time you could an instant.)

When Merfolk Scholar enters the battlefield, you may draw a card. If you do, discard a card.
1/1
When Net Hunter enters the battlefield, you may tap or untap target creature.
He controls the net, and by extension, his prey's fate.
2/1
Mythic (You may only have one copy of this card in your deck. Your deck includes your sideboard.)
Take an extra turn after this one. Exile Time Walk.
Take an extra turn after this one. Exile Time Walk.
When Shambling Goblin dies, target creature an opponent controls gets -1/-1 until end of turn.
In life, it was a fetid, disease-ridden thing. In death, not much changed.
1/1
First strike (This creature deals combat damage before creatures without first strike.)
Whenever an opponent casts a green or white spell, put a +1/+1 counter on Black Knight.
Whenever an opponent casts a green or white spell, put a +1/+1 counter on Black Knight.
2/2
Deepfathom Octopus gets +1/+1 as long as you control an Island.

,
: Tap target creature.



2/3
Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
Search your library for a card and put it into your hand, then shuffle your library. (You don't reveal the card.)
Search your library for a card and put it into your hand, then shuffle your library. (You don't reveal the card.)
Flying, trample (This creature can't be blocked, except by creatures with flying. This creature can deal excess damage to defending player while attacking.)
At the beginning of each player's upkeep, that player sacrifices a creature.
Whenever a creature dies, you gain life equal to that creature's power.
At the beginning of each player's upkeep, that player sacrifices a creature.
Whenever a creature dies, you gain life equal to that creature's power.
7/7
Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
Target player discards X cards at random.
Target player discards X cards at random.
A thousand lifetimes of agony condensed into one terrible instant.


Baron Sengir keeps only the finest and most skilled assassins in his employ. Dissenting rulers are quick to find themselves on the wrong end of one of his messengers' knives.
2/1
Destroy target nonblack creature.
None but the darkest and most twisted of souls can survive in dread Marit Lage's presence.
Other zombie creatures you control get +1/+1.

, sacrifice Zombie Master: Return target Zombie card from your graveyard to the battlefield.


Through an infernal contract with dread Marit Lage, he has become the pinnacle of his dark craft.
2/2
The minotaurs of the Hurloon Mountains are known for their love of battle. They are also known for their hymns to the dead, sung for friend and foe alike. These hymns can last for days, filling the mountain valleys with their low, haunting sounds.
2/3
*Lightning Strike deals 3 damage to target creature or player.
A part in the clouds, a flash of heat and light accompanied a crack of thunder, and suddenly where once a valiant soldier stood moments ago there is now a smoldering corpse.
*Shock deals 2 damage to target creature or player.
Beneath the mountains of Hurloon lie vast chasms of molten lava. They occasionally burst to the surface in deadly explosions.
Destroy target artifact.
Haste (This creature can attack and
the turn it enters the battlefield.)
When Frenzied Bellower enters the battlefield, other creatures you control get +2/+0 and gain haste until end of turn.

When Frenzied Bellower enters the battlefield, other creatures you control get +2/+0 and gain haste until end of turn.
3/2
When Goblin Hedge Wizard enters the battlefield, it deals 1 damage to up to one target creature and 1 damage to you.
Rundvelt goblins can barely comprehend or use magic, but that doesn't stop them from trying.
Other Goblin creatures you control get +1/+1 and have haste.
The goblin clans retained their kings after Palladia Mons's unification, though they were now servants rather than masters.
2/2
Goblin Raider can't block.
The goblins of Rundvelt were once considered nothing more than a barbaric, disorganized rabble, until Pashallik Mons united the warrens and turned them into a formidable fighting force.
2/1
When Palladia Mors, Goblin Hero enters the battlefield or attacks, reveal the top card of your library. If that card is red, you may put it into your hand. Otherwise, exile it.
3/2
Sedge Troll gets +1/+1 as long as you control a Swamp.

: Revive Sedge Troll. (If this card was put into a graveyard from the battlefield this turn, return it to the battlefield tapped.)


2/2
Flying (This creature can't be blocked, except by creatures with flying or reach.)
: Shivan Dragon deals 1 damage to target creature.

5/5
Haste, double strike, mythic (This creature can attack and
the turn it enters the battlefield. This creature deals both first strike and regular combat damage. You can only have one copy of this card in your deck.)
When Throat Wolf enters the battlefield, it deals 5 damage to target creature or player.
At the beginning of the end step, shuffle Throat Wolf into its owner's library.

When Throat Wolf enters the battlefield, it deals 5 damage to target creature or player.
At the beginning of the end step, shuffle Throat Wolf into its owner's library.
3/3
Add 

to your mana pool.



The volcanic calderas of the island of Shiv are seething cauldrons of power and mana.


They are the closest to Gaea, drawing power from her very essence itself.
1/1
Destroy target artifact or enchantment.
"Suffer no impurity. Allow no spell or invention to disturb these sacred grounds."
-- Llanowar runes, transcribed from elvish
-- Llanowar runes, transcribed from elvish
Spring is the most dangerous season in the forest of Durkwood. Hibernation has ended, and even the cubs are extremely aggressive.
2/2
Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
Target creature gets +X/+X and "you may have this creature assign its combat damage divided as you choose among defending player and any number of creatures that player controls" until end of turn, where X is its power.
Target creature gets +X/+X and "you may have this creature assign its combat damage divided as you choose among defending player and any number of creatures that player controls" until end of turn, where X is its power.
Flying; hexproof (This creature can't be blocked, except by creatures with flying or reach. This creature can't be the target of spells or abilities.)
: Add one mana of any color too your mana pool.

1/1


Where the swamps of Wrenna seep into Llanowar, Gaea's healers learn of new plagues from necromancers.
1/4
Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
As an additional cost to cast Channel, pay X life.
Add X mana in any combination of colors to your mana pool.
As an additional cost to cast Channel, pay X life.
Add X mana in any combination of colors to your mana pool.

The most terrifying thing about the Craw Wurm is the horrible crashing sound it makes as it speeds through the forest. This noise is so loud it echoes through the trees and seems to come from all directions at once.
6/4
Search your library for a basic land card and put it onto the battlefield tapped. Then, shuffle your library.
Draw a card.
Draw a card.
When Durkwood Druid enters the battlefield, put a +1/+1 on target creature.
"Gaea protects all her children, regardless of the elves believe."
2/2
When Elven Outriders enters the battlefield, search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
They explore distant realms in their goddess' name.
3/3
Other Elf creatures you control get +1/+1 and have trample.
They channel the spirit of Gaea, boosting the strength and morale of her defenders.
2/2
Don't try to outrun one of Dominia's Grizzlies; it'll catch you, knock you down, and eat you. Of course, you could run up a tree. In that case you'll get a nice view before it knocks the tree down and eats you.
3/3


Where the trees of Llanowar give way to sweeping grasslands of Benalia, Gaea's warriors learn from the knights of the Order of Serra.
3/1
Enchant creature (Choose a creature when you cast this. This enters the battlefield enchanting that creature.)
Enchanted creature gets +2/+2 and has trample.
Enchanted creature gets +2/+2 and has trample.
+2/+2


Where the Great Sea washes up on the beaches of Llanowar, Gaea's couriers confer with the merfolk empire.
3/2
Reach (This creature can block creatures with flying.)
"Arise, spirits of Gaea! Defend your home!"
3/4


Where the trees of Llanowar run up against the mountains of Hurloon, Gaea's merchants trade with the mountainous kingdom of the dwarves.
2/3
Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
, sacrifice Black Lotus: Reveal the top card of your library. Add three mana in any combination of that card's colors to your mana pool. If that card was colorless, add 

to your mana pool instead. (Lands are colorless.)






Equipped creature gets +1/+1.
Equip
(
: Attach this equipment to target creature you control. Equip only as a sorcery.)
Equip


+1/+1
Equipped creature gets +4/+4 and has trample. (It can deal excess damage to defending player while attacking.)
Whenever equipped creature attacks, it doesn't untap during its controller's next untap phase.
Equip
(
: Attach this to target creature you control. Equip only as a sorcery.)
Whenever equipped creature attacks, it doesn't untap during its controller's next untap phase.
Equip


+4/+4
Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
: Add
to your mana pool. Spend this mana only to cast a green spell, activate an ability of a green permanent, or pay a cost that contains
.



Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
: Add
to your mana pool. Spend this mana only to cast a black spell, activate an ability of a black permanent, or pay a cost that contains
.



Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
: Add
to your mana pool. Spend this mana only to cast a white spell, activate an ability of a white permanent, or pay a cost that contains
.



Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
: Add
to your mana pool. Spend this mana only to cast a red spell, activate an ability of a red permanent, or pay a cost that contains
.



Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
: Add
to your mana pool. Spend this mana only to cast a blue spell, activate an ability of a blue permanent, or pay a cost that contains
.



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Show rarities: C U R
Or view by sections
Magic R: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Each player chooses a number of lands he or she controls equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice artifacts, creatures, and enchantments the same way.