Magic the Gathering
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Magic the Gathering Cards
Showing 32 cards (page 169 of 3929).
Eclipsed Kithkin{G/W}{G/W}When this creature enters, look at the top four cards of your library. You may reveal a Kithkin, Forest, or Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/1
Eclipsed Merrow{W/U}{W/U}{W/U}When this creature enters, look at the top four cards of your library. You may reveal a Merfolk, Plains, or Island card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/3
Grub's Command{3}{B}{R}Choose two —
• Create a token that's a copy of target Goblin you control.
• Creatures target player controls get +1/+1 and gain haste until end of turn.
• Destroy target artifact or creature.
• Target player mills five cards, then puts each Goblin card milled this way into their hand. Morcant's Loyalist{1}{B}{G}Other Elves you control get +1/+1.
When this creature dies, return another target Elf card from your graveyard to your hand. 3/2 Sygg's Command{1}{W}{U}Choose two —
• Create a token that's a copy of target Merfolk you control.
• Creatures target player controls gain lifelink until end of turn.
• Target player draws a card.
• Tap target creature. Put a stun counter on it. Thoughtweft Lieutenant{G}{W}Whenever this creature or another Kithkin you control enters, target creature you control gets +1/+1 and gains trample until end of turn. 2/2 Trystan's Command{4}{B}{G}Choose two —
• Create a token that's a copy of target Elf you control.
• Return one or two target permanent cards from your graveyard to your hand.
• Destroy target creature or enchantment.
• Creatures target player controls get +3/+3 until end of turn. Untap them. Twinflame Travelers{2}{U}{R}Flying
If a triggered ability of another Elemental you control triggers, it triggers an additional time. 3/3 Chronicle of Victory{6}As Chronicle of Victory enters, choose a creature type.
Creatures you control of the chosen type get +2/+2 and have first strike and trample.
Whenever you cast a spell of the chosen type, draw a card. Hallowed Fountain // Hallowed Fountain({T}: Add {W} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Steam Vents // Steam Vents({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Blood Crypt // Blood Crypt({T}: Add {B} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Overgrown Tomb // Overgrown Tomb({T}: Add {B} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Temple Garden // Temple Garden({T}: Add {G} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Champion of the Clachan{3}{W}Flash
As an additional cost to cast this spell, behold a Kithkin and exile it. (Exile a Kithkin you control or a Kithkin card from your hand.)
Other Kithkin you control get +1/+1.
When this creature leaves the battlefield, return the exiled card to its owner's hand. 4/5 Rhys, the Evermore{1}{W}Flash
When Rhys enters, another target creature you control gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
{W}, {T}: Remove any number of counters from target creature you control. Activate only as a sorcery. 2/2 Winnowing{4}{W}{W}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control. Champions of the Shoal{3}{U}As an additional cost to cast this spell, behold a Merfolk and exile it. (Exile a Merfolk you control or a Merfolk card from your hand.)
Whenever this creature enters or becomes tapped, tap up to one target creature and put a stun counter on it.
When this creature leaves the battlefield, return the exiled card to its owner's hand. 4/6 Harmonized Crescendo{4}{U}{U}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Choose a creature type. Draw a card for each permanent you control of that type. Rimefire Torque{1}{U}As this artifact enters, choose a creature type.
Whenever a permanent you control of the chosen type enters, put a charge counter on this artifact.
{T}, Remove three charge counters from this artifact: When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy. Bloodline Bidding{6}{B}{B}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Choose a creature type. Return all creature cards of the chosen type from your graveyard to the battlefield. Champion of the Weird{3}{B}As an additional cost to cast this spell, behold a Goblin and exile it. (Exile a Goblin you control or a Goblin card from your hand.)
Pay 1 life, Blight 2: Target opponent blights 2. Activate only as a sorcery.
When this creature leaves the battlefield, return the exiled card to its owner's hand. 5/5 Mornsong Aria{1}{B}{B}Players can't draw cards or gain life.
At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles. Champion of the Path{3}{R}As an additional cost to cast this spell, behold an Elemental and exile it. (Exile an Elemental you control or an Elemental card from your hand.)
Whenever another Elemental you control enters, it deals damage equal to its power to each opponent.
When this creature leaves the battlefield, return the exiled card to its owner's hand. 7/3 Collective Inferno{3}{R}{R}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal. End-Blaze Epiphany{X}{R}End-Blaze Epiphany deals X damage to target creature. When that creature dies this turn, exile a number of cards from the top of your library equal to its power, then choose a card exiled this way. Until the end of your next turn, you may play that card.
• Create a token that's a copy of target Goblin you control.
• Creatures target player controls get +1/+1 and gain haste until end of turn.
• Destroy target artifact or creature.
• Target player mills five cards, then puts each Goblin card milled this way into their hand. Morcant's Loyalist{1}{B}{G}Other Elves you control get +1/+1.
When this creature dies, return another target Elf card from your graveyard to your hand. 3/2 Sygg's Command{1}{W}{U}Choose two —
• Create a token that's a copy of target Merfolk you control.
• Creatures target player controls gain lifelink until end of turn.
• Target player draws a card.
• Tap target creature. Put a stun counter on it. Thoughtweft Lieutenant{G}{W}Whenever this creature or another Kithkin you control enters, target creature you control gets +1/+1 and gains trample until end of turn. 2/2 Trystan's Command{4}{B}{G}Choose two —
• Create a token that's a copy of target Elf you control.
• Return one or two target permanent cards from your graveyard to your hand.
• Destroy target creature or enchantment.
• Creatures target player controls get +3/+3 until end of turn. Untap them. Twinflame Travelers{2}{U}{R}Flying
If a triggered ability of another Elemental you control triggers, it triggers an additional time. 3/3 Chronicle of Victory{6}As Chronicle of Victory enters, choose a creature type.
Creatures you control of the chosen type get +2/+2 and have first strike and trample.
Whenever you cast a spell of the chosen type, draw a card. Hallowed Fountain // Hallowed Fountain({T}: Add {W} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Steam Vents // Steam Vents({T}: Add {U} or {R}.)As this land enters, you may pay 2 life. If you don't, it enters tapped. Blood Crypt // Blood Crypt({T}: Add {B} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Overgrown Tomb // Overgrown Tomb({T}: Add {B} or {G}.)As this land enters, you may pay 2 life. If you don't, it enters tapped. Temple Garden // Temple Garden({T}: Add {G} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Champion of the Clachan{3}{W}FlashAs an additional cost to cast this spell, behold a Kithkin and exile it. (Exile a Kithkin you control or a Kithkin card from your hand.)
Other Kithkin you control get +1/+1.
When this creature leaves the battlefield, return the exiled card to its owner's hand. 4/5 Rhys, the Evermore{1}{W}Flash
When Rhys enters, another target creature you control gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
{W}, {T}: Remove any number of counters from target creature you control. Activate only as a sorcery. 2/2 Winnowing{4}{W}{W}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control. Champions of the Shoal{3}{U}As an additional cost to cast this spell, behold a Merfolk and exile it. (Exile a Merfolk you control or a Merfolk card from your hand.)
Whenever this creature enters or becomes tapped, tap up to one target creature and put a stun counter on it.
When this creature leaves the battlefield, return the exiled card to its owner's hand. 4/6 Harmonized Crescendo{4}{U}{U}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Choose a creature type. Draw a card for each permanent you control of that type. Rimefire Torque{1}{U}As this artifact enters, choose a creature type.
Whenever a permanent you control of the chosen type enters, put a charge counter on this artifact.
{T}, Remove three charge counters from this artifact: When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy. Bloodline Bidding{6}{B}{B}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Choose a creature type. Return all creature cards of the chosen type from your graveyard to the battlefield. Champion of the Weird{3}{B}As an additional cost to cast this spell, behold a Goblin and exile it. (Exile a Goblin you control or a Goblin card from your hand.)
Pay 1 life, Blight 2: Target opponent blights 2. Activate only as a sorcery.
When this creature leaves the battlefield, return the exiled card to its owner's hand. 5/5 Mornsong Aria{1}{B}{B}Players can't draw cards or gain life.
At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles. Champion of the Path{3}{R}As an additional cost to cast this spell, behold an Elemental and exile it. (Exile an Elemental you control or an Elemental card from your hand.)
Whenever another Elemental you control enters, it deals damage equal to its power to each opponent.
When this creature leaves the battlefield, return the exiled card to its owner's hand. 7/3 Collective Inferno{3}{R}{R}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal. End-Blaze Epiphany{X}{R}End-Blaze Epiphany deals X damage to target creature. When that creature dies this turn, exile a number of cards from the top of your library equal to its power, then choose a card exiled this way. Until the end of your next turn, you may play that card.