![Assorted] Kindred
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Showing 50 of 224 Blue cards
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Show rarities: C U R
When Relentless Search enters the battlefield, each opponent exiles the top card of their library.
At the beginning of your upkeep, you may put two cards your opponents own from exile into their owners’ graveyards. If you do, draw a card.
At the beginning of your upkeep, you may put two cards your opponents own from exile into their owners’ graveyards. If you do, draw a card.


You may return three Islands you control to their owners' hands rather than pay Return to the Deep's mana cost.
Return up to three target creatures you control to their owners' hands.
Return up to three target creatures you control to their owners' hands.
Target opponent reveals their hand. You may choose a creature card from it. If you do, that player draws a card, then puts the chosen card either on the bottom of their library or into their library third from the top.
Draw a card.
Draw a card.
Exile target creature you control. At the beginning of the next combat damage step during your turn, return that creature to the battlefield tapped and attacking. (The combat damage step is skipped if there are no attackers during a combat.)
Return three permanents you control to your hand. Draw three cards.
Choose up to two target creatures. Put a +1/+1 counter on each of them that has flying. Put a flying counter on the others.
As an additional cost to cast this spell, return a land you control to its owner's hand.
Enchant creature
Enchanted creature gets +1/+2 and has flying and "Whenever this creature deals combat damage to a player, draw a card, then discard a card."
Enchant creature
Enchanted creature gets +1/+2 and has flying and "Whenever this creature deals combat damage to a player, draw a card, then discard a card."
Choose two target creatures and/or creature spells. For each of them, its owner puts it into their library third from the top or on the bottom of their library.
When Runed Tusk enters the battlefield, tap up to one target creature you don't control and put a stun counter on it.

,
, Sacrifice Runed Tusk: Scry 2, then draw a card.



Enchant artifact or creature
You control enchanted permanent.
You control enchanted permanent.
The crafts-dwarf created a masterwork, but without an enchanter's touch it is just a fancy chair. And who not in the Enchanter's Guild can read the fine print in our runes?
Choose one —
• Return target instant or sorcery card from your graveyard to your hand.
• Return target creature you control to its owner's hand. Draw a card.
Exile Saiba Reconfiguration.
• Return target instant or sorcery card from your graveyard to your hand.
• Return target creature you control to its owner's hand. Draw a card.
Exile Saiba Reconfiguration.
When you gain control of Samiam Tradestone from another player, if you own Samiam Tradestone, draw a card.

,
: Exchange control of Samiam Tradestone and target noncreature, nonland permanent. Activate only as a sorcery.



Whenever Screeches from the Clouds or another Drake enters the battlefield under your control, draw a card, then discard a card.

, Sacrifice Screeches from the Clouds: Draw a card.


Target creature gets +1/+3 until end of turn.
Draw a card.
Draw a card.
Creatures and enchantments you control have ward
.
, Sacrifice Sea's Love: Draw a card.


Enchant permanent
When Sealock enters the battlefield, tap enchanted permanent and put two stun counters on it.
When enchanted permanent untaps, sacrifice Sealock. If you do, draw two cards.
When Sealock enters the battlefield, tap enchanted permanent and put two stun counters on it.
When enchanted permanent untaps, sacrifice Sealock. If you do, draw two cards.
Draw four cards. Surveil 2. Put two cards from your hand on the bottom of your library.
Draw three cards. Discard two cards unless you discard a creature card. Discard two cards unless you discard a land card. Discard two cards unless you discard a noncreature, nonland card. Then draw an additional three cards.
Reveal any number of cards from your hand. Draw a card for each card type among cards revealed this way. You have no maximum hand size until your next turn.

Create two tokens that are copies of target creature you control with mana value 5 or less except they have "Whenever this creature becomes the target of a spell, sacrifice it."
Until end of turn, target creature becomes blue and can't be blocked.
Draw a card.
Draw a card.
As Singular Focus enters the battlefield, name a nonland card.
At the beginning of your upkeep, mill a card. If you milled the named card, sacrifice Singular Focus, then return the milled card to your hand.
At the beginning of your upkeep, mill a card. If you milled the named card, sacrifice Singular Focus, then return the milled card to your hand.
Each opponent exiles the top two cards of their library. Draw two cards.
Creatures you control gain skulk until end of turn.
Whenever a creature you control deals combat damage to an opponent this turn, draw a card, then discard a card.
Whenever a creature you control deals combat damage to an opponent this turn, draw a card, then discard a card.
If you would draw a card except during your end step, skip that draw instead. If you do, draw a card at the beginning of your next end step.
Permanents you control enter the battlefield tapped.
: Draw three cards, then discard a card.
Permanents you control enter the battlefield tapped.

Whenever equipped creature attacks or blocks, tap it and put a stun counter on it.
Eqipped creature gets +2/+4.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Eqipped creature gets +2/+4.
Equip


Flash
Enchant creature
Enchanted creature has flying and hexproof. It can't block creatures without flying. Abilities of enchanted creature can't target its controller's opponents or permanents controlled by them.
Enchant creature
Enchanted creature has flying and hexproof. It can't block creatures without flying. Abilities of enchanted creature can't target its controller's opponents or permanents controlled by them.
An opponent chooses untap step, draw step, main phase or combat phase. Take an extra turn after this one. Skip the chosen parts of the turn.
Exile Snatch an Eon.
Exile Snatch an Eon.
Up to two target creatures you control can't be blocked this turn. Return those creatures to their owners' hands at the beginning of the next end step.
Mill two cards. You may put one of the milled cards into your hand. If you don't, create a 1/1 blue Faerie Wizard creature token with flying and "
, Exile this creature: Draw a card.".

Each opponent may choose a nonland nontoken permanent they control. You gain control of all permanents chosen this way. For each player that didn't choose a permanent this way, draw two cards.
Counter target spell. Its controller puts a stun counter on two lands they control.
Whenever you cast an instant or sorcery spell, you may put a charge counter on Spellblade Salvage. If you don't, remove all charge counters from Spellblade Salvage and draw that many cards.
Magic crystallizes around the fallen hedrons in the area. The natives have found weapons crated fro these shards to be highly effective.
Cast this spell only during the declare blockers step.
For each creature attacking you or a planeswalker you control, create a 0/1 blue Starfish creature token that's blocking that creature.
Draw a card.
For each creature attacking you or a planeswalker you control, create a 0/1 blue Starfish creature token that's blocking that creature.
Draw a card.
Target creature gets -1/-0 until end of turn. Another target creature gets -2/-0 until end of turn. Another target creature gets -3/-0 until end of turn.
If you control a creature with flying, surveil 2.
Draw two cards.
Draw two cards.
Draw three cards, then discard a card.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, draw a card, then discard a card.
Cycling




When you cycle this card, draw a card, then discard a card.
Put a +1/+1 counter on target creature you control. Tap target creature an opponent controls if its toughness is less that or equal to the power of the first creature.
Whenever an opponent plays a card, you get 🌊.
Deliberate (You may activate only one of the following abilities each turn and only as a sorcery.)
Pay 🌊🌊: Draw a card, then discard a card.
Pay 🌊🌊🌊🌊: Draw a card.
Deliberate (You may activate only one of the following abilities each turn and only as a sorcery.)
Pay 🌊🌊: Draw a card, then discard a card.
Pay 🌊🌊🌊🌊: Draw a card.
As an additional cost to cast this spell, discard a sorcery card.
Draw three cards.
Draw three cards.
Choose two target creatures controlled by the same player. That player returns one of them to its owner's hand. The other creature's owner puts it on the top or bottom of their library.
Draw a card for each artifact you control.
Up to two target creatures each get -2/-0 until end of turn.
Scry 1.
Scry 1.
Tap target permanent. Put a stun counter on it.
Untap target permanent. Put a +1/+1 counter on it.
Untap target permanent. Put a +1/+1 counter on it.
Put a hexproof counter on target creature. It can't be blocked this turn.
You may sacrifice a Clue. If you do, draw a card. Otherwise investigate.
Draw two cards.
Draw two cards.
Exile target artifact or creature until the end of its owner's next turn.
Draw a card.
Draw a card.
Go to section: Colourless (18) White (190) Blue (224) Black (222) Red (167) Green (209) Multicolour (212) Hybrid (48) Split (5) Artifact (37)
Show rarities: C U R
![Assorted] Kindred: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
• Put a flying counter and a vigilance counter on target creature.
• Until end of turn, target creature has base power and toughness 4/4 and loses all abilities not granted by counters.
2023-05-17 06:42:21 by SecretInfiltrator