Multiverse Design Challenge
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Showing 50 of 434 Blue cards
Go to section: Colourless (139) White (392) Blue (434) Black (312) Red (466) Green (349) Multicolour (566) Hybrid (141) Split (38) Artifact (241) Land (182) Scheme (17) Plane (11)
Show rarities: N C U R M
Unattach any attached permanents from target permanent. Counter any spells or abilities targeting it its controller controls.
"You noticed too? They're children, Augur. The entire plane is populated by children." --Aggie
, : Put a token onto the battlefield that's a copy of target nontoken artifact or creature with converted mana cost X that doesn't share a name with a token permanent. Spend only blue mana on .
1/2
, : Put a token onto the battlefield that's a copy of target nontoken artifact or creature with converted mana cost X that doesn't share a name with a token permanent. Spend only blue mana on .
1/2
Target opponent gains an extra turn after their next turn. You untap all permanents during that players untap step, and draw a card whenever that opponent draws a card on their extra turn.
Whenever a creature you control becomes tapped, you may pay . If you do, untap that creature.
Curious things, habits. People themselves never knew they had them. – Agatha Christie
When River Wanderer enters the battlefield, return a land you control to its owner's hand.
Cycling (, Discard this card: Draw a card.)
When you cycle River Wanderer, return target land to its owner's hand.
Cycling (, Discard this card: Draw a card.)
When you cycle River Wanderer, return target land to its owner's hand.
2/2
Target player puts up to two enchantment cards from his or her hand onto the battlefield.
If you would draw a card, instead reveal the topmost unrevealed card in your library.
You may play revealed cards from your library.
You may play revealed cards from your library.
2/4
When Sahala Talegatherer enters the battlefield, draw two cards.
1/1
+1 Sakashima the Deceiver becomes the planeswalker type of your choice.
-1 Put a token that's a copy of Sakashima the Deceiver onto the battlefield.
-10 If you control 10 or more permanents named Sakashima the Deceiver, you win the game.
-1 Put a token that's a copy of Sakashima the Deceiver onto the battlefield.
-10 If you control 10 or more permanents named Sakashima the Deceiver, you win the game.
1
When Sakashima, the Pretender enters the battlefield, put a token that's a copy of a creature on the battlefield, except it's name is Sakashima the Impostor.
+3 Draw two cards.
-4 Return Sakashima to its owner's hand.
-8 Sakashima gains all abilities of target planeswalker. You may activate one of those abilities this turn without paying its loyalty cost.
+3 Draw two cards.
-4 Return Sakashima to its owner's hand.
-8 Sakashima gains all abilities of target planeswalker. You may activate one of those abilities this turn without paying its loyalty cost.
6
Magnify (When you cast this spell, copy it for each card in your graveyard with magnify. You may choose new targets for the copies.)
Target player puts the top two cards of his or her library into his or her graveyard.
Target player puts the top two cards of his or her library into his or her graveyard.
Golemfall — Whenever a Golem enters the battlefield under your control, Sculpted Sculptor gets +2/+2 until end of turn.
, Sacrifice two artifacts: Put a 3/3 Golem artifact creature token onto the battlefield. Activate this ability only any time you could cast a sorcery.
, Sacrifice two artifacts: Put a 3/3 Golem artifact creature token onto the battlefield. Activate this ability only any time you could cast a sorcery.
2/1
Whenever damage is dealt to an opponent, flip Sea Cave Hermit.
"I don't care if the 'princely' Merfolk think we're savages. I say we keel haul the bastard."
1/3
Haste
By the time the captain had asked what hit his ship, he already lost half his crew.
4/2
Serpent Rider can't be blocked if a non-human creature is also attacking.
1/1
Shuffle target creature you own into your library, then reveal cards from the top of your library until you reveal a creature card with the same name as that creature. Put that creature onto the battlefield with a +1/+1 counter on it. Choose up to seven cards from among the revealed cards and put them into your hand, then exile the rest.
As long as Shifting Shieldmage is shielded, it has hexproof.
4/2/2
Islandwalk
Bore (When Shipworm deals combat damage to a player, that player mills that many cards. You may put a card in your graveyard third from the top of your library.)
Bore (When Shipworm deals combat damage to a player, that player mills that many cards. You may put a card in your graveyard third from the top of your library.)
2/1
Whenever a creature transforms, put a +1/+1 counter on Shirkal Celebrant.
At the end of your turn, it Shirkal Celebrant has power 4 or more, transform it.
At the end of your turn, it Shirkal Celebrant has power 4 or more, transform it.
1/1
Put two 2/2 Bird Spirit creature tokens onto the battlefield. They have flying and "Pay a trick counter: Until end of turn this gets +2/+2 and is unblockable"
Exalted
Whenever another creature you control attacks alone you may draw a card, then discard a card.
Whenever another creature you control attacks alone you may draw a card, then discard a card.
1/3
Flying
When a creature you control attacks alone, if you have more cards in hand than defending player, it gets +2/+2 until end of turn.
When a creature you control attacks alone, if you have more cards in hand than defending player, it gets +2/+2 until end of turn.
2/2
At the beginning of each player's upkeep, creatures controlled by the player who can sing the highest note gain flying until end of turn.
Should you really hold the hand of a supernatural illusion that could drop you any minute?
3/3
If you would scry a number, instead scry that number plus one.
If an opponent would scry a number, instead that player scries that number minus one. (If they would scry less than 1, they don't scry at all.)
If an opponent would scry a number, instead that player scries that number minus one. (If they would scry less than 1, they don't scry at all.)
If Siveixx gains flying until end of turn, you lose the game.
Just be careful not to...
4/1
Skelion Weird enters the battlefield with a +1/+1 counter on it for each spent to cast it.
, Remove a +1/+1 counter from Skelion Weird: Skelion Weird deals 1 damage to target creature.
, Remove a +1/+1 counter from Skelion Weird: Skelion Weird deals 1 damage to target creature.
1/1
: Target creature gains flying until end of turn.
1/1
Skyship's Talker's power is counted double for the purposes of crewing vehicles with flying.
Few understand the whispers on the aether that are skyship chatter.
1/1
Target creature gets -X/-0 until end of turn.
Put X 0/1 blue Jellyfish creature tokens onto the battlefield.
Put X 0/1 blue Jellyfish creature tokens onto the battlefield.
Tap an untapped creature you control, : Draw a card, then discard a card.
Flying
When a creature is blocking or blocked by Snapsail Glider #2, it loses flying. (That creature is still blocking or blocked by Snapsail Glider. This effect does not end at end of turn.)
When a creature is blocking or blocked by Snapsail Glider #2, it loses flying. (That creature is still blocking or blocked by Snapsail Glider. This effect does not end at end of turn.)
2/2
Sophisticate (When you cast this, if you control no creatures with higher converted mana cost, you may draw a card.)
2/1
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, exile the top six cards of your library, then put one of them into your hand.
You control enchanted creature.
At the beginning of your upkeep, exile the top six cards of your library, then put one of them into your hand.
Tied by a chain of demonic knowledge.
Cards you own with Overload have Overload .
Tony Spark built this in a cave, with a box of scraps.
When Spell Familiar enters the battlefield you may initiate an instant or sorcery card from your hand. (Exile it. From the beginning of your next turn, you may cast it for less.)
1/1
: Draw a card for each creature attacking you that is blocked.
Misunderstandings are the mother of language.
1/1
Flash (You may cast this spell anytime you could cast an instant.)
Islandwalk (This creature is unblockable as long as defending player controls an island.)
When Spellbind Toad enters the battlefield, you may counter target spell.
Islandwalk (This creature is unblockable as long as defending player controls an island.)
When Spellbind Toad enters the battlefield, you may counter target spell.
1/1
Flying
Spellblood (When this dies, you may search your library for an instant or sorcery card that you could cast with 3U and cast it without paying its mana cost. Shuffle your library.)
Spellblood (When this dies, you may search your library for an instant or sorcery card that you could cast with 3U and cast it without paying its mana cost. Shuffle your library.)
3/3
Flying
If Sphinx Amnesic would be dealt damage, instead put that many cards from the top of your library into your graveyard.
If Sphinx Amnesic would be dealt damage, instead put that many cards from the top of your library into your graveyard.
4/4
Flash
When Sphinx of Broken Dreams enters the battlefield, you may counter target spell.
Flying, hexproof
When Sphinx of Broken Dreams enters the battlefield, you may counter target spell.
Flying, hexproof
4/4
Hover (This creature can only be blocked by creatures with hover or orbital)
: Research a card, then obsolete a card.
: Research a card, then obsolete a card.
1/2
At the beginning of your upkeep, each player puts the top two cards of their library into their graveyard.
3/3
-1 Draw a card, then discard a card.
If Splinter of Jace is put into a graveyard from the battlefield, search your library for a planeswalker card and put it into your hand, then shuffle your library.
If Splinter of Jace is put into a graveyard from the battlefield, search your library for a planeswalker card and put it into your hand, then shuffle your library.
5
If a player would draw a card, that player draws no cards instead unless he or she pays .
2/2
Whenever Stinger Ray deals combat damage to a player tap target creature that player controls. That creature doesn't untap during its controller's next upkeep.
2/4
Choose One —
• Return target permanent to its owner's hand.
• Target creature becomes a 2/1 blue Zombie until end of turn.
• Transform Stitcher Geralf's Charm.
• Return target permanent to its owner's hand.
• Target creature becomes a 2/1 blue Zombie until end of turn.
• Transform Stitcher Geralf's Charm.
When Geralf's Helper goes to the graveyard from the battlefield, choose one —
• Draw a card.
• Put a 2/1 blue Homunculus Zombie creature token on the battlefield.
• Draw a card.
• Put a 2/1 blue Homunculus Zombie creature token on the battlefield.
2/1
Enchant creature
Enchanted creature can't be blocked by players with less than 2 draught counters.
Enchanted creature can't be blocked by players with less than 2 draught counters.
Exile target creature. Its owner puts X 0/1 blue Cloud tokens with flying onto the battlefield, where X is the exiled creature's converted mana cost.
Put target creature or land on top of its owner's library.
"Steady, Hans. Now very, very carefully, run for it!"
– Saffi Eriksdotter
– Saffi Eriksdotter
Go to section: Colourless (139) White (392) Blue (434) Black (312) Red (466) Green (349) Multicolour (566) Hybrid (141) Split (38) Artifact (241) Land (182) Scheme (17) Plane (11)
Show rarities: N C U R M
Multiverse Design Challenge: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
All challenges | Upcoming Challenges | Make a new design challenge! | All challenges (text) |
last 2012-05-16 04:48:19 by jmgariepy