Rampage of Flames: Card List

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# Name Colour Rarity Cost Type P T Card text Comments Recent comment
1 Deflective Priest White Uncommon 4{3}{w} Creature – Human 1 3 As long as Deflective Priest is a spell, it can't be targeted by blue spells.
{w}: Target permanent you control can't be targeted by red or blue spells until end of turn.
{w}{w}, {t}: Target creature with power less than Deflective Priest's toughness gains protection from red and blue. (This lasts indefinitely.)
0
2 Glorious Moment White Uncommon 1{w} Instant Target attacking creature gets +5/+5 if there isn't a creature with higher power than it. 0
3 Invalidate Consent White Common 2{w}{w} Instant Choose one – Prevent all damage being dealt by target creature, or prevent all damage dealt by target instant or sorcery.
Entwine {u/w}{u/w}
1 1456535708 on 27 Feb 2016 by KeresAcheron
4 Metallurgeon Pacifist White None 3{2}{w} Artifact Creature – Human Cleric Wizard 1 1 Indestructible
Shroud
Creatures blocking or blocked by Metallurgeon Pacifist get +0/+1.
0
5 Shielded Citizen White Common 3{1}{w}{w} Creature – Human 2 2 Shielded Citizen can't have any abilities other than this one.
Vigilance
1 1376154374 on 10 Aug 2013 by Link
6 Warleader of Aylasha White Mythic 8{6}{w}{w} Legendary Creature – Human Shaman 4 2 Warleader of Aylasha costs {1} less for each Human in your graveyard.
Other Humans you control get +1/+2, vigilance, and protection from black.
When a Human you control dies, put a +1/+1 counter on a creature you control.
At the beginning of your turn, if you control a Human other than Warleader of Aylasha, put 2 1/1 white Human creature tokens onto the battlefield.
1 1376245881 on 11 Aug 2013 by Alex
7 Brine Merfolk Blue Uncommon 3{2}{u} Creature – Merfolk 2 2 {t}: Tap target creature. 0
8 Hop Blue Common 1{u} Instant Target creature gains flying until end of turn. 0
9 Intelligent Bubble Blue None 2{1}{u} Creature – Mutant 0 2 Intelligent Bubble can't block.
When Intelligent Bubble dies, if it was not sacrificed, draw 3 cards.
0
10 Jump (Not The Alpha One) Blue Rare 3{2}{u} Instant 2 target creatures are blue Birds in addition to their other types and gain flying. 0
11 Memorize Blue Common 4{2}{u}{u} Instant Draw 2 cards. Put Memorize on the bottom of its owner's library. 1 1377823489 on 30 Aug 2013 by Link
12 Phanst Blue None 2{1}{u} Creature – Illusion 2 4 Defender
When Phanst becomes the target of a spell or ability, it gets -1/-1 until end of turn.
0
13 Skip Blue Uncommon 3{2}{u} Sorcery Target creature gains flying.
Draw a card at the end of your turn.
1 1377293624 on 23 Aug 2013 by manofperson
14 Ebony Gatekeeper Black Uncommon 4{3}{b} Creature – Gargoyle 1 2 When Ebony Gatekeeper deals combat damage, if Ebony Gatekeeper is not in a graveyard at the end of the turn, exile that creature. 0
15 Desperate Flash Red Common 1{r} Instant Deal 4 damage to target creature or player minus the number of cards in your hand. 0
16 Destroy Utterly Red Uncommon 4{1}{r}{r}{r} Sorcery Destroy target land. It can't be regenerated. At the end of your turn, exile 2 cards from the land's controller's graveyard. 6 1376154028 on 10 Aug 2013 by Link
17 Insane Pyromancer Red Rare 6{3}{r}{r}{r} Creature – Human Wizard Rouge 4 5 When Insane Pyromancer comes into play, put a blaze counter on up to 2 target permanents. Do this on each of your upkeeps.
If at any time a permanent has 5 blaze counters on it, destroy it.
Creatures with blaze counters on them get +1/-1.
4 1376436996 on 13 Aug 2013 by Alex
18 Mastery of Fire Red Mythic 7{6}{r} Enchantment You may cast Mastery of Fire from your library by sacrificing 7 untapped Mountains.
When Mastery of Fire enters the battlefield, put a blaze counter on each permanent you don't control.
Permanents with blaze counters on them deal 1 damage to their controller whenever they become tapped.
Creatures with blaze counters on them get +1/-3.
If a permanent has 4 or more blaze counters on it at any time, it is destroyed.
1 1376451534 on 14 Aug 2013 by manofperson
19 Pyre Elemental Red Uncommon 4{2}{r}{r} Creature – Elemental 4 1 When Pyre Elemental enters the battlefield, put 5 blaze counters divided to 1, 2, 3, 4, or 5 permanents.
Pyre Elemental must attack each turn if able.
4 1376451675 on 14 Aug 2013 by manofperson
20 Set Ablaze Red Uncommon 4{2}{r}{r} Enchantment – Aura Enchant permanent
At the beginning of each upkeep, put a blaze counter on enchanted permanent. If at any time a permanent has 5 or more blaze counters on it, destroy it. Creatures with blaze counters on them get +1/-1.
1 1376433504 on 13 Aug 2013 by manofperson
21 Stoke the Fires Red Common 4{3}{r} Sorcery For each permanent with a blaze counter on it, put a blaze counter on that permanent. 1 1376433370 on 13 Aug 2013 by manofperson
22 Destructive Growth Green Common 3{2}{g} Instant Target creature gets +3/+3 and trample until end of turn. 0
23 Wormwood Shade Green Common 5{4}{g} Creature – Shade {b}{g}: Wormwood Shade gets +1/+1 until end of turn. 0
24 Phantom Menace Multicolour Mythic 6{3}{b}{b}{u} Legendary Creature – Demon Rouge Lord 2 4 Hexproof
{t}: Target player discards a card.
{b}{b}{b}: Put a 2/1 black Minion creature token onto the battlefield.
Minions you control must be blocked.
Phantom Menace can't attack if any opponent controls a creature with power greater than 3.
4 1377210081 on 22 Aug 2013 by manofperson
25 Simic Warper Multicolour Rare 5{3}{u}{g} Creature – Human Wizard 1 2 {x}, {t}, remove X +1/+1 counters from a creature you control: Target creature you don't control gets -X/-X until end of turn. 2 1376154135 on 10 Aug 2013 by Link
26 Stealer of Thoughts Multicolour Rare 6{2}{b}{u/r} Creature – Vampire Rouge 2 1 Haste, flying
When Stealer of Thoughts deals damage to a player this turn, draw a card. That player skips their next draw phase.
1 1456535935 on 27 Feb 2016 by KeresAcheron
27 Dwindling Apparation Hybrid Uncommon 7{4}{u/b} Creature – Spirit 7 6 Whenever Dwindling Apparation blocks or is blocked, put a -1/-1 counter on Dwindling Apparation at end of combat.
As long as Dwindling Apparation has power less than 4, it must attack each turn if able.
1 1376245517 on 11 Aug 2013 by Alex
28 Echo Field Hybrid None 8{2}{w/g}{w/g} World Enchantment Whenever a permanent is put into play, put a 0/1 colorless Echo permanent onto the field with all abilities of that permanent. Destroy it whenever its abilities resolve. 1 1456536093 on 27 Feb 2016 by KeresAcheron
29 Cast Wildly Hybrid Rare 7{3}{r}{r/u} Sorcery Search your library for a nongreen, nonwhite, nonblue red instant with converted mana cost 2 without ripple that can be played during your second main phase, targets permanents, has an F in its name, does not have the Giant subtype, and does not have X in its mana cost, then play it (from your library). Copy it X times, where X is the number of permanents it could target. 1 1377295352 on 23 Aug 2013 by manofperson
30 Colossus Summoner Artifact Mythic 5{5} Legendary Artifact Creature – Golem Wizard 1 1 {2/w}{2/u}{2/b}{2/r}{2/g}, {t}: If you spent 7 or less mana this turn on abilties of creatures, you may put a creature card from your hand onto the battlefield. Otherwise, draw 3 cards, then discard a noncreature card. If you don't, put 3 cards you drew this turn on top of your deck, then discard a card. 4 1377601693 on 27 Aug 2013 by Alex
31 Prototype Empowerer Artifact Mythic 7{7} Legendary Artifact Creature – Construct 0 0 Imprint – When Prototype Empowerer comes into play, exile a creature you control and imprint it onto Prototype Empowerer.
When Prototype Empowerer comes into play, put 2 loyalty counters on it.
Prototype Empowerer is a copy of the imprinted creature except it's a planeswalker. If the imprinted creature is red, Prototype Empowerer gets the ability "+1: Deal 1 damage to target creature or player." If the imprinted creature is white, Prototype Empowerer gets the ability "+1: 2 creatures you control gain vigilance until end of turn." If the imprinted creature is blue, Prototype Empowerer gets the ability "+1: Each player draws a card." If the imprinted creature is green, Prototype Empowerer gets the ability "+1: Search your library for a basic land card and put it into your hand. Then shuffle your library." If the imprinted creature is black, Prototype Empowerer gets the ability "+1: Target player discards a card."
4 1376198185 on 11 Aug 2013 by Link
32 Battle Cages Land Uncommon 0 Artifact Land {1}, {t}: Target creature you control fights another creature you control with lower toughness than it. If a creature died this way, draw a card. 2 1377248536 on 23 Aug 2013 by Alex
33 Blazing Prarie Land Rare 0 Land – Plains Mountain Blazing Prarie comes into play tapped.
{t}, Put a -1/-1 counter on a creature you control: Add {r}{w} to your mana pool.
5 1376502656 on 14 Aug 2013 by Link
34 Dream Dungeons Land Uncommon 0 Land {t}: Add {3} to your mana pool. Spend this mana only on non-artifact spells.
If Dream Dungeons is tapped at the end of your turn, discard a card at random.
Mana burn applies to you.
Dream Dungeons doesn't untap on your next turn after you tap it for mana.
0
35 Dripping Cavern Land Rare 0 Land – Island Swamp Dripping Cavern comes into play tapped.
{t}, Put a -1/-1 counter on a creature you control: Add {b}{u} to your mana pool.
0
36 Fallout Sheltergate Land Uncommon 0 Snow Land – Urza's Desert Gate {t}: Add {1} to your mana pool. Target land becomes a Desert in addition to its other types. Prevent the next 1 damage you would take this turn, then take 1 damage at the beginning of your next upkeep step.
Camels you control are indestructible.
1 1377601622 on 27 Aug 2013 by Alex
37 Fertile River Land Rare 0 Land – Forest Island Fertile River comes into play tapped.
{t}, Put a -1/-1 counter on a creature you control: Add {g}{u} to your mana pool.
0
38 Icy Isle Land Rare 0 Land – Plains Island Icy Isle comes into play tapped.
{t}, Put a -1/-1 counter on a creature you control: Add {w}{u} to your mana pool.
0
39 Leaden Oaks Land Rare 0 Land – Swamp Forest Leaden Oaks comes into play tapped.
{t}, Put a -1/-1 counter on a creature you control: Add {b}{g} to your mana pool.
0
40 Magma Ocean Land Rare 0 Land – Island Mountain Magma Ocean comes into play tapped.
{t}, Put a -1/-1 counter on a creature you control: Add {r}{u} to your mana pool.
2 1376497163 on 14 Aug 2013 by Alex
41 Molten Satellite Land Rare 0 Land – Mountain Swamp Molten Satellite comes into play tapped.
{t}, Put a -1/-1 counter on a creature you control: Add {b}{r} to your mana pool.
0
42 Monarch's Cellar Land Rare 0 Land – Plains Swamp Monarch's Cellar comes into play tapped.
{t}, Put a -1/-1 counter on a creature you control: Add {w}{b} to your mana pool.
0
43 Royal Gardens Land None 0 Land – Forest Plains Royal Gardens comes into play tapped.
{t}, Put a -1/-1 counter on a creature you control: Add {g}{w} to your mana pool.
0
44 Sandstorm Jungle Land Rare 0 Land – Forest Mountain Sandstorm Jungle comes into play tapped.
{t}, Put a -1/-1 counter on a creature you control: Add {r}{g} to your mana pool.
0
Rampage of Flames: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
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