Magic the Gathering
Welcome to the Magic the Gathering realm!
25
Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 10 of 3929).
Memory Trap{2}{W}When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Turbulent Crater({T}: Add {B} or {R}.)
This land enters tapped unless your opponents control eight or more lands. Predictive Preparations{1}{W}Put a +1/+1 counter on each of one or two target creatures.
Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Turbulent Shore({T}: Add {W} or {U}.)
This land enters tapped unless your opponents control eight or more lands. Prophesied End{1}{W}Destroy target creature. If it wasn't attacking, its controller draws a card. Turbulent Wetlands({T}: Add {U} or {B}.)
This land enters tapped unless your opponents control eight or more lands. Refute Destiny{1}{W}Exile target creature or planeswalker that's green or blue. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Repurposed Enforcer{1}{W}Whenever this creature attacks, empower Jace X, where X is the number of creatures you control. (Put that many loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with ": Surveil 1" and ": Draw a card.") 3/2 Akroma, Angel of Fury{5}{R}{R}{R}This spell can't be countered.
Flying, trample, protection from white and from blue
{R}: Akroma gets +1/+0 until end of turn.
Morph {3}{R}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn her face up any time for her morph cost.) 6/6 Return to the Light Realms{7}{W}{W}Return all nonland permanent cards from your graveyard to the battlefield. Arcane Signet{2}{T}: Add one mana of any color in your commander's color identity. Shatterwing Pegasus{2}{W}Flying
{4}{W}: Creatures you control get +1/+1 until end of turn. 2/3 Sol Ring{1}{T}: Add {C}{C}. Command Tower{T}: Add one mana of any color in your commander's color identity. Surgical Precision{1}{W}Choose one —
• Destroy target creature with toughness 4 or greater. You gain 1 life.
• You draw a card and gain 2 life. Reflecting Pool{T}: Add one mana of any type that a land you control could produce. Unflinching Hortimancer{1}{W}Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Whenever you gain life, put a +1/+1 counter on this creature. 2/1 Your Fate Ends Here{2}{W}Destroy target creature or planeswalker with mana value 3 or greater. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Elspeth, Sun's Champion{4}{W}{W}: Create three 1/1 white Soldier creature tokens.
: Destroy all creatures with power 4 or greater.
: You get an emblem with "Creatures you control get +2/+2 and have flying." Flawless Maneuver{2}{W}If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn. Countersculpt{U}{U}As an additional cost to cast this spell, behold a Jace or pay {1}. (To behold a Jace, choose a Jace you control or reveal a Jace card from your hand.)
Counter target spell. Empower Jace 1. (Put a loyalty counter on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with ": Surveil 1" and ": Draw a card.") Cruel Calculations{2}{U}Draw X cards, where X is the number of cards that were put into target player's graveyard from their library this turn. Grand Crescendo{X}{W}{W}Create X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn. Lingering Souls{2}{W}Create two 1/1 white Spirit creature tokens with flying.
Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Cryotheory Adept{1}{U}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
{3}{U}, Exile this card from your graveyard: Tap target creature and put a stun counter on it. Activate only as a sorcery. (If a permanent with a stun counter would become untapped, remove one from it instead.) 2/1 Diviner of Victory // Unwind History{U}This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Whenever you scry or surveil, this creature gets +1/+1 until end of turn. 1/1 Diviner of Victory // Unwind History{1}{U}Return target creature an opponent controls with mana value 3 or less to its owner's hand. Surveil 1. Martial Coup{X}{W}{W}Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures. Overlord of the Mistmoors{5}{W}{W}Impending 4—{2}{W}{W} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying. 6/6 Divining Duelist{2}{U}Flash
When this creature enters, choose one —
• Tap target creature.
• Untap target creature.
• Draw a card, then discard a card. 3/2 Path to Exile{W}Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. Icy Reception{1}{U}Choose one —
• Counter target creature or legendary spell unless its controller pays {3}.
• Target creature gets -5/-0 until end of turn.
This land enters tapped unless your opponents control eight or more lands. Predictive Preparations{1}{W}Put a +1/+1 counter on each of one or two target creatures.
Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Turbulent Shore({T}: Add {W} or {U}.)
This land enters tapped unless your opponents control eight or more lands. Prophesied End{1}{W}Destroy target creature. If it wasn't attacking, its controller draws a card. Turbulent Wetlands({T}: Add {U} or {B}.)
This land enters tapped unless your opponents control eight or more lands. Refute Destiny{1}{W}Exile target creature or planeswalker that's green or blue. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Repurposed Enforcer{1}{W}Whenever this creature attacks, empower Jace X, where X is the number of creatures you control. (Put that many loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with ": Surveil 1" and ": Draw a card.") 3/2 Akroma, Angel of Fury{5}{R}{R}{R}This spell can't be countered.
Flying, trample, protection from white and from blue
{R}: Akroma gets +1/+0 until end of turn.
Morph {3}{R}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn her face up any time for her morph cost.) 6/6 Return to the Light Realms{7}{W}{W}Return all nonland permanent cards from your graveyard to the battlefield. Arcane Signet{2}{T}: Add one mana of any color in your commander's color identity. Shatterwing Pegasus{2}{W}Flying
{4}{W}: Creatures you control get +1/+1 until end of turn. 2/3 Sol Ring{1}{T}: Add {C}{C}. Command Tower{T}: Add one mana of any color in your commander's color identity. Surgical Precision{1}{W}Choose one —
• Destroy target creature with toughness 4 or greater. You gain 1 life.
• You draw a card and gain 2 life. Reflecting Pool{T}: Add one mana of any type that a land you control could produce. Unflinching Hortimancer{1}{W}Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Whenever you gain life, put a +1/+1 counter on this creature. 2/1 Your Fate Ends Here{2}{W}Destroy target creature or planeswalker with mana value 3 or greater. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Elspeth, Sun's Champion{4}{W}{W}: Create three 1/1 white Soldier creature tokens.
: Destroy all creatures with power 4 or greater.
: You get an emblem with "Creatures you control get +2/+2 and have flying." Flawless Maneuver{2}{W}If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn. Countersculpt{U}{U}As an additional cost to cast this spell, behold a Jace or pay {1}. (To behold a Jace, choose a Jace you control or reveal a Jace card from your hand.)
Counter target spell. Empower Jace 1. (Put a loyalty counter on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with ": Surveil 1" and ": Draw a card.") Cruel Calculations{2}{U}Draw X cards, where X is the number of cards that were put into target player's graveyard from their library this turn. Grand Crescendo{X}{W}{W}Create X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn. Lingering Souls{2}{W}Create two 1/1 white Spirit creature tokens with flying.
Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Cryotheory Adept{1}{U}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
{3}{U}, Exile this card from your graveyard: Tap target creature and put a stun counter on it. Activate only as a sorcery. (If a permanent with a stun counter would become untapped, remove one from it instead.) 2/1 Diviner of Victory // Unwind History{U}This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Whenever you scry or surveil, this creature gets +1/+1 until end of turn. 1/1 Diviner of Victory // Unwind History{1}{U}Return target creature an opponent controls with mana value 3 or less to its owner's hand. Surveil 1. Martial Coup{X}{W}{W}Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures. Overlord of the Mistmoors{5}{W}{W}Impending 4—{2}{W}{W} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying. 6/6 Divining Duelist{2}{U}Flash
When this creature enters, choose one —
• Tap target creature.
• Untap target creature.
• Draw a card, then discard a card. 3/2 Path to Exile{W}Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. Icy Reception{1}{U}Choose one —
• Counter target creature or legendary spell unless its controller pays {3}.
• Target creature gets -5/-0 until end of turn.