Magic the Gathering
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Magic the Gathering Cards
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The River Warlock{1}{B}{R}{G}During your turn, The River Warlock has flying, lifelink, and indestructible.Whenever The River Warlock attacks, you and defending player each draw a card, then discard a card. If you discarded a card with equal or greater mana value than the card that player discarded, look at their hand. Exile a nonland card from it until The River Warlock leaves the battlefield. 1/1
Need for Speed (Not the Odyssey One){3}{R}Start your engines!As long as your speed is 1 or higher, creatures you control have haste. The same is true for speed 2 and higher and trample, speed 3 or higher and first strike, and speed 4 and higher and super haste. (You may put a creature with super haste from your hand onto the battlefield tapped and attacking during your declare attackers step. You may pay its mana cost any time during your next turn. At the beginning of that turn's end step, if you haven't paid its mana cost, you lose the game. Wait. 4 and higher?)
Rinta, Cousin of Sitka{3}{U}Playtest cards you cast cost {1} less to cast.Whenever you cast a playtest card, draw a card. 3/3
Catch-Up Mechanic{4}{W}When this creature enters, choose one. If an opponent has at least 5 more life than you, choose any number instead—• Put two +1/+1 counters on another target creature or Vehicle.
• Return target artifact card from your graveyard to your hand.
• Look at the top five cards of your library. Reveal an artifact card from among them and put it into your hand. Put the rest on the bottom in a random order. 4/4