![Assorted] Kindred
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Equipped creature has "
,
, Discard a card: Destroy target attacking creature."
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)



Equip




Creatures you control get +1/+1.

, Exile Solidarity from your graveyard: Creatures you control get +1/+1 until end of turn.


Remove target attacking or blocking creature from combat. It gains indestructible until end of turn.



Target creature gets +2/+1 and gains flying and first strike until end of turn.
[Feat 2]
Creatures can't attack you unless their controller pays
for each creature he or she controls that's attacking you.
Creatures can't attack you unless their controller pays

Enchanted creatures you control have ward
.
Equipped creatures you control get +0/+2.
Vehicles you control have vigilance.

Equipped creatures you control get +0/+2.
Vehicles you control have vigilance.
Put a +1/+1 counter any number of target creatures that share a name. Those creatures get +1/+1 and gain ward
until end of turn.

When target creature dies this turn, return that card to the battlefield and gain life equal to its toughness.
Enchant creature
Enchanted creature can't attack or block.

, Sacrifice Stay: You gain 3 life and draw a card.
Enchanted creature can't attack or block.


Target creature gains flying until end of turn. Put a +1/+1 counter on it.
Return up to one target Equipment card, up to one target Vehicle card and up to one target non-Equipment, non-Vehicle artifact card from your graveyard to your hand.
Create a 2/2 white Minion creature token with vigilance unless an opponent discards a card, sacrifices a permanent or pays 3 life. Repeat this process.
Create two 2/2 white Minion creature tokens with vigilance.
Create two 2/2 white Minion creature tokens with vigilance.
When Suffer No Evil enters the battlefield, exile target permanent until Suffer No Evil leaves the battlefield.

: Suffer No Evil gains hexproof and indestructible until end of turn.


Put a +1/+1 counter on target creature you control. Then it fights target attacking or blocking creature an opponent controls.
[Feat 1()] (You may cast this spell by tapping an untapped Archer creature you control.)
Creatures your opponent's control can't be tapped to pay costs this turn.
Creatures your opponent's control can't be tapped to pay costs this turn.
Search your library for an artifact card if you control an enchantment and an enchantment card if you control an artifact, reveal them, then put them into your hand. Then shuffle.
Remove target attacking or blocking creature from combat.
Draw a card.
Draw a card.
You gain 1 life for each color among creatures you control.
If you control a token, draw a card.
If you control a token, draw a card.
Spells you cast that target permanents you control cost
less to cast.
Whenever you cast a spell that targets a permanent you control, you gain 2 life. If that permanent is a creature, put a +1/+1 counter on it.

Whenever you cast a spell that targets a permanent you control, you gain 2 life. If that permanent is a creature, put a +1/+1 counter on it.

Whenever a creature enters the battlefield under your control, you gain life equal to that creature's toughness.
Until end of turn, Humans you control get +1/+1, Astartes you control get +2/+1, Custodes you control get +3/+1, and other creatures you control get +0/+1.
Trident Strike deals 3 damage to target attacking or blocking creature. Scry 1.
Enchantment creatures attacking your opponents get +1/+0.

, Sacrifice another enchantment: Draw a card. You gain 1 life. Activate as a sorcery and only once each turn.




At the beginning of your upkeep and whenever a nontoken creature enters the battlefield under your control, you gain 1 life.
Create two 1/1 white Human creature tokens plus one more of those tokens for each card name Village Assembly in your graveyard.
Flash
Enchant creature
When Wanderwine Aid enters the battlefield, create a 1/2 white Merfolk Cleric creature token with lifelink.
Enchanted creature gets +1/+2.
Enchant creature
When Wanderwine Aid enters the battlefield, create a 1/2 white Merfolk Cleric creature token with lifelink.
Enchanted creature gets +1/+2.
Enchant creature
Enchanted creature gets +1/+1 for each creature you control.
When enchanted creature dies, create two 1/1 white Rabbit creature tokens.
Enchanted creature gets +1/+1 for each creature you control.
When enchanted creature dies, create two 1/1 white Rabbit creature tokens.
When Well of Charity enters the battlefield, create a 1/2 white Merfolk Cleric creature token with lifelink.

,
, Sacrifice Well of Charity: Each player draws two cards.



Create two 1/2 white Merfolk Cleric creature tokens with lifelink.
Each creature you control gets +1/+1. Each creature token you control gets +2/+2 instead.
Spells cast
more to cast this turn.
Draw a card.

Draw a card.
At the beginning of your end step, you gain 1 life for each tapped creature you control, then untap a creature you control.
Return target enchantment card from your graveyard to your hand. You gain 1 life.
Choose a planeswalker or another player. Put a loyalty counter on each planeswalker chosen this way. You and each player chosen this way draws a card.
When you control a non-Human creature, sacrifice a permanent.
Humans you control have protection from non-Humans.
Humans you control have protection from non-Humans.
Destroy each permanent an opponent controls that has the same name as a permanent that has dealt damage to you since your previous turn.
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 |
2023-06-06 20:06:14 by SecretInfiltrator