Alchemy of Fate

Alchemy of Fate by drummerbummer46

67 cards in Multiverse

19 commons, 30 uncommons, 14 rares, 4 mythics

6 white, 9 blue, 11 black, 12 red,
7 green, 13 multicolour, 9 artifact

3 comments total

A D&D themed around our D&D Campaign

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Mechanics | Skeleton

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Recently active cards: (all recent activity)

 R 
Legendary Artifact Creature – Construct Ally
Defender, Persist
{1}, Sacrifice Uriel, the Protector: Target creature gains hexproof and indestructible until end of turn.
4/4
 U 
Sorcery
Exile target card from a graveyard. Choose up to one target creature you control. If a creature card is exiled this way, put a flying counter on that creature if the exiled card had flying. Do the same for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, reach, trample, and vigilance.
 R 
Enchantment
Each creature you controls enter the battlefield with two additional +1/+1 counters and an additional trample counter on it.
 C 
Creature – Elf Druid
Druid of Four Worlds enters the battlefield with your choice of a reach or vigilance counter on it.
2/2
 C 
Creature – Tiefling Scout
When Doomed Mapmaker dies, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
2/2

Recent comments: (all recent activity)
On Tempt with Rage:

This could also fill the slot of CR15

On Screaming Shield:

Consider making it a forced block instead of a goad.

On Staff of Saint Augustine:

Maybe turn this or the oracle mask into an equipment, since they're currently fulfilling similar roles.

(All recent activity)
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