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Characters Joined
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Showing 32 cards (page 112 of 3929).
Improvisation Capstone{5}{R}{R}Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.) Chain Reaction{2}{R}{R}Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield. Living History{1}{R}When this enchantment enters, create a 2/2 red and white Spirit creature token.
Whenever you attack, if a card left your graveyard this turn, target attacking creature gets +2/+0 until end of turn. Royal Treatment{G}Target creature you control gains hexproof until end of turn. Create a Royal Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward {1}.) Shamanic Revelation{3}{G}{G}Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater. Maelstrom Artisan // Rocket Volley{1}{R}Destroy target nonbasic land. Maelstrom Artisan // Rocket Volley{1}{R}Destroy target nonbasic land. Determined Iteration{1}{R}At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.) Maelstrom Artisan // Rocket Volley{1}{R}{R}Haste
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 3/2 Maelstrom Artisan // Rocket Volley{1}{R}{R}Haste
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 3/2 Magmablood Archaic{2/R}{2/R}{2/R}Reach, trample
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 until end of turn for each color of mana spent to cast that spell. 2/2 Magmablood Archaic{2/R}{2/R}{2/R}Reach, trample
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 until end of turn for each color of mana spent to cast that spell. 2/2 Shared Roots{1}{G}Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Harmonic Prodigy{1}{R}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
If a triggered ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time. 1/3 Triumph of the Hordes{2}{G}{G}Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Benevolent Hydra{X}{G}{G}This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
{T}, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control. 1/1 Mica, Reader of Ruins{3}{R}Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.)
Whenever you cast an instant or sorcery spell, you may sacrifice an artifact. If you do, copy that spell and you may choose new targets for the copy. 4/4 Molten-Core Maestro{1}{R}Menace
Opus — Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature. If five or more mana was spent to cast that spell, add an amount of {R} equal to this creature's power. 2/2 Veil of Summer{G}Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.) Tendershoot Dryad{4}{G}Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing. 2/2 Molten-Core Maestro{1}{R}Menace
Opus — Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature. If five or more mana was spent to cast that spell, add an amount of {R} equal to this creature's power. 2/2 Unbound Flourishing{2}{G}Whenever you cast a permanent spell with a mana cost that contains {X}, double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains {X}, copy that spell or ability. You may choose new targets for the copy. Pigment Wrangler // Striking Palette{R}When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Pigment Wrangler // Striking Palette{4}{R}Flying
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 4/4 Bring to Light{3}{G}{U}Converge — Search your library for a creature, instant, or sorcery card with mana value less than or equal to the number of colors of mana spent to cast this spell, exile that card, then shuffle. You may cast that card without paying its mana cost. Arcane Signet{2}{T}: Add one mana of any color in your commander's color identity. Rearing Embermare{4}{R}Reach, haste 4/5 Culling Ritual{2}{B}{G}Destroy each nonland permanent with mana value 2 or less. Add {B} or {G} for each permanent destroyed this way. Rubble Rouser{2}{R}When this creature enters, you may discard a card. If you do, draw a card.
{T}, Exile a card from your graveyard: Add {R}. When you do, this creature deals 1 damage to each opponent. 1/4 Sol Ring{1}{T}: Add {C}{C}. Deflecting Palm{R}{W}The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller. Command Tower{T}: Add one mana of any color in your commander's color identity.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.) Chain Reaction{2}{R}{R}Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield. Living History{1}{R}When this enchantment enters, create a 2/2 red and white Spirit creature token.
Whenever you attack, if a card left your graveyard this turn, target attacking creature gets +2/+0 until end of turn. Royal Treatment{G}Target creature you control gains hexproof until end of turn. Create a Royal Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward {1}.) Shamanic Revelation{3}{G}{G}Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater. Maelstrom Artisan // Rocket Volley{1}{R}Destroy target nonbasic land. Maelstrom Artisan // Rocket Volley{1}{R}Destroy target nonbasic land. Determined Iteration{1}{R}At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.) Maelstrom Artisan // Rocket Volley{1}{R}{R}Haste
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 3/2 Maelstrom Artisan // Rocket Volley{1}{R}{R}Haste
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 3/2 Magmablood Archaic{2/R}{2/R}{2/R}Reach, trample
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 until end of turn for each color of mana spent to cast that spell. 2/2 Magmablood Archaic{2/R}{2/R}{2/R}Reach, trample
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 until end of turn for each color of mana spent to cast that spell. 2/2 Shared Roots{1}{G}Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Harmonic Prodigy{1}{R}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
If a triggered ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time. 1/3 Triumph of the Hordes{2}{G}{G}Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Benevolent Hydra{X}{G}{G}This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
{T}, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control. 1/1 Mica, Reader of Ruins{3}{R}Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.)
Whenever you cast an instant or sorcery spell, you may sacrifice an artifact. If you do, copy that spell and you may choose new targets for the copy. 4/4 Molten-Core Maestro{1}{R}Menace
Opus — Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature. If five or more mana was spent to cast that spell, add an amount of {R} equal to this creature's power. 2/2 Veil of Summer{G}Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.) Tendershoot Dryad{4}{G}Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing. 2/2 Molten-Core Maestro{1}{R}Menace
Opus — Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature. If five or more mana was spent to cast that spell, add an amount of {R} equal to this creature's power. 2/2 Unbound Flourishing{2}{G}Whenever you cast a permanent spell with a mana cost that contains {X}, double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains {X}, copy that spell or ability. You may choose new targets for the copy. Pigment Wrangler // Striking Palette{R}When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Pigment Wrangler // Striking Palette{4}{R}Flying
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 4/4 Bring to Light{3}{G}{U}Converge — Search your library for a creature, instant, or sorcery card with mana value less than or equal to the number of colors of mana spent to cast this spell, exile that card, then shuffle. You may cast that card without paying its mana cost. Arcane Signet{2}{T}: Add one mana of any color in your commander's color identity. Rearing Embermare{4}{R}Reach, haste 4/5 Culling Ritual{2}{B}{G}Destroy each nonland permanent with mana value 2 or less. Add {B} or {G} for each permanent destroyed this way. Rubble Rouser{2}{R}When this creature enters, you may discard a card. If you do, draw a card.
{T}, Exile a card from your graveyard: Add {R}. When you do, this creature deals 1 damage to each opponent. 1/4 Sol Ring{1}{T}: Add {C}{C}. Deflecting Palm{R}{W}The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller. Command Tower{T}: Add one mana of any color in your commander's color identity.