Dawnmount

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Mechanics | Skeleton

Showing 21 of 21 Black cards

Go to section: Colourless (1) White (15) Blue (17) Black (21) Red (20) Green (20) Multicolour (43) Artifact (7)

Show rarities: C U M

 C 
Enchantment – Aura
Enchant Creature
Enchanted creature has +1/+0 for each creature card in your graveyard and deathtouch
 M 
Legendary Creature – Human Noble
Menace, Ward {2}
When Count Angvar enters the battlefield, search your library for a Castle and put it into play. Then shuffle your library.
Whenever you would lose life, Encastle X, where X is the number of life you lost.
Whenever you Encastle, create a 1/1 black Human Soldier Creature Token.
3/2
 C 
Instant
Choose 1:
- Return target creature that died this turn from your graveyard to the battlefield
- Return target black creature from the graveyard to the battlefield
 C 
Sorcery
Encastle 3 (Put three fortify counter[s] on target Castle)
 C 
Creature – Dragon
Mutate {2}{b}{b}{b}
Flying, Deathtouch
Whenever this creature mutates, deal 1 damage to target player
3/5
 C 
Creature – Human Rogue
Kicker {b}
Skulk
When Duskling Spy enters the battlefield, if it was kicked, you may draw a card.
1/1
 U 
Sorcery
Kicker – pay 2 life
Discard a card. Return target creature card from your graveyard to your hand.
If this spell was kicked, Encastle 1 (Put one fortify counter[s] on target Castle)
 U 
Creature – Bat
When Duskmire Courier enters the battlefield, you lose 1 life.
2/2
 C 
Creature – Beast
Mutate {1}{b} (If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Menace
3/2
 U 
Legendary Creature – Human Wizard
Whenever you lose life, choose one (damage causes loss of life):
- Put a -1/-1 counter on target creature
- Encastle 1
{b}{b}, {t}, pay 1 life: Discard a card, then draw a card
2/3
 U 
Creature – Human Knight
Menace
When Nightfall Courser enters the battlefield, deal X damage to any source, where X is the amount of life you lost this turn.
4/3
 U 
Enchantment – Castle
Castle (Use Encastle to put fortify counters on this Castle. The number of fortify counters determines the effect)
3 – Black creatures you control get +1/+1
7 – {t}: Add {b}{b}
9 – {2}{b}, {t}: Nightfall Outpost deals 3 damage to target nonblack source
 C 
Sorcery
Target player discards 2 cards. Choose one of those cards. You gain life equal to its converted mana cost.
{b}{b}
 
 C 
Creature
Swampwalk
{b}{b}, {t}: Encastle 1 (Put one fortify counter[s] on target Castle)
{t}: Remove 1 mana of any colour from target opponent's mana pool
1/1
 C 
Enchantment – Castle
[1] – {b}, {t}: Remove one mana from target player’s mana pool. Add one of the same mana to your mana pool.
[2] – Destroy target creature an opponent controls (This ability triggers once Raider’s Fortress reaches 2 fortify counters)
[4] – {b}{b},{t}: Creatures you control gain Menace until end of turn
 C 
Creature – Horse
Haste, Swampwalk
2/4
 U 
Creature – Elemental
Whenever you lose life, Riftshadow Leecher gets +1/+1 until end of turn (damage causes loss of life)
4/3
 C 
Instant
Destroy target nonblack creature. Scry 2.
 U 
Artifact – Equipment
Equip {b}
If equipped creature is black, it gets +1/+0
Equipped creature gains Menace, Deathtouch and "Whenever you lose life, target opponent discards a card"
 C 
Creature – Human Soldier
Menace
”Hah! You, beat me? No. I have trained alongside the best knights in Duskmire.”
2/1
 U 
Instant
Kicker – pay 2 life
Destroy target creature. If this spell was kicked, draw a card.

Go to section: Colourless (1) White (15) Blue (17) Black (21) Red (20) Green (20) Multicolour (43) Artifact (7)

Show rarities: C U M


Dawnmount: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton