Rampage of Flames

[-] [+]

Showing all 44 cards

Show frames: W U B R G M H A L

Show rarities: N C U R M

Or view by sections

 U 
Creature – Human
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.)
1/3
 U 
Instant
Target attacking creature gets +5/+5 if there isn't a creature with higher power than it.
 C 
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}
Artifact Creature – Human Cleric Wizard
Indestructible
Shroud
Creatures blocking or blocked by Metallurgeon Pacifist get +0/+1.
1/1
 C 
Creature – Human
Shielded Citizen can't have any abilities other than this one.
Vigilance
2/2
 M 
Legendary Creature – Human Shaman
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.
4/2
 U 
Creature – Merfolk
{t}: Tap target creature.
2/2
Hop
{u}
 
 C 
Instant
Target creature gains flying until end of turn.
Creature – Mutant
Intelligent Bubble can't block.
When Intelligent Bubble dies, if it was not sacrificed, draw 3 cards.
0/2
 R 
Instant
2 target creatures are blue Birds in addition to their other types and gain flying.
 C 
Instant
Draw 2 cards. Put Memorize on the bottom of its owner's library.
{1}{u}
 
Creature – Illusion
Defender
When Phanst becomes the target of a spell or ability, it gets -1/-1 until end of turn.
2/4
{2}{u}
 
 U 
Sorcery
Target creature gains flying.
Draw a card at the end of your turn.
 U 
Creature – Gargoyle
When Ebony Gatekeeper deals combat damage, if Ebony Gatekeeper is not in a graveyard at the end of the turn, exile that creature.
1/2
 C 
Instant
Deal 4 damage to target creature or player minus the number of cards in your hand.
 U 
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.
 R 
Creature – Human Wizard Rouge
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.
4/5
 M 
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.
 U 
Creature – Elemental
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.
4/1
 U 
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.
 C 
Sorcery
For each permanent with a blaze counter on it, put a blaze counter on that permanent.
 C 
Instant
Target creature gets +3/+3 and trample until end of turn.
 C 
Creature – Shade
{b}{g}: Wormwood Shade gets +1/+1 until end of turn.
 M 
Legendary Creature – Demon Rouge Lord
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.
2/4
 R 
Creature – Human Wizard
{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.
"e"
1/2
 R 
Creature – Vampire Rouge
Haste, flying
When Stealer of Thoughts deals damage to a player this turn, draw a card. That player skips their next draw phase.
2/1
 U 
Creature – Spirit
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.
7/6
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.
 R 
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.
 M 
Legendary Artifact Creature – Golem Wizard
{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.
1/1
 M 
Legendary Artifact Creature – Construct
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."
0/0
 U 
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.
 R 
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.
 U 
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.
 R 
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.
 U 
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.
 R 
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.
 R 
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.
 R 
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.
 R 
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.
 R 
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.
 R 
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.
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.
 R 
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.

Show frames: W U B R G M H A L

Show rarities: N C U R M

Or view by sections