Magic the Gathering
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Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 175 of 3929).
South Pole Voyager{1}{W}Whenever this creature or another Ally you control enters, you gain 1 life. If this is the second time this ability has resolved this turn, draw a card.
2/2
Searing Blood{R}{R}Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to the creature's controller.
Shattering Spree{R}Replicate {R} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Destroy target artifact.
Suki, Courageous Rescuer{1}{W}{W}Other creatures you control get +1/+0.
Whenever another permanent you control leaves the battlefield during your turn, create a 1/1 white Ally creature token. This ability triggers only once each turn. 2/4 Suki, Courageous Rescuer{1}{W}{W}Other creatures you control get +1/+0.
Whenever another permanent you control leaves the battlefield during your turn, create a 1/1 white Ally creature token. This ability triggers only once each turn. 2/4 Volcanic Torrent{4}{R}Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn. Team Avatar{2}{W}Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
{2}{W}, Discard this card: It deals damage equal to the number of creatures you control to target creature. Warstorm Surge{5}{R}Whenever a creature you control enters, it deals damage equal to its power to any target. United Front{X}{W}{W}Create X 1/1 white Ally creature tokens, then put a +1/+1 counter on each creature you control. United Front{X}{W}{W}Create X 1/1 white Ally creature tokens, then put a +1/+1 counter on each creature you control. Beastmaster Ascension{2}{G}Whenever a creature you control attacks, you may put a quest counter on this enchantment.
As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5. Elemental Bond{2}{G}Whenever a creature you control with power 3 or greater enters, draw a card. Vengeful Villagers{3}{W}Whenever this creature attacks, choose target creature an opponent controls. Tap it, then you may sacrifice an artifact or creature. If you do, put a stun counter on the chosen creature. (If a permanent with a stun counter would become untapped, remove one from it instead.) 3/3
Water Tribe Captain{2}{W}{5}: Creatures you control get +1/+1 until end of turn.
3/3
Heartbeat of Spring{2}{G}Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
Water Tribe Rallier{1}{W}Waterbend {5}: Look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
2/2
Yip Yip!{W}Target creature you control gets +2/+2 until end of turn. If that creature is an Ally, it also gains flying until end of turn.
Heroic Intervention{1}{G}Permanents you control gain hexproof and indestructible until end of turn.
Accumulate Wisdom{1}{U}Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. Put each of those cards into your hand instead if there are three or more Lesson cards in your graveyard.
Return of the Wildspeaker{4}{G}Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn. Rites of Flourishing{2}{G}At the beginning of each player's draw step, that player draws an additional card.
Each player may play an additional land on each of their turns. Benevolent River Spirit{U}{U}As an additional cost to cast this spell, waterbend {5}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Flying, ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
When this creature enters, scry 2. 4/5 Boomerang Basics{U}Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card. Taunting Challenge{1}{G}{G}All creatures able to block target creature this turn do so. Captain Sisay{2}{G}{W}{T}: Search your library for a legendary card, reveal that card, put it into your hand, then shuffle. 2/2 Crashing Wave{U}{U}As an additional cost to cast this spell, waterbend {X}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Tap up to X target creatures, then distribute three stun counters among any number of tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.) Eladamri's Call{G}{W}Search your library for a creature card, reveal that card, put it into your hand, then shuffle. Ember Island Production{3}{U}{U}Choose one —
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types. Fevered Visions{1}{U}{R}At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, this enchantment deals 2 damage to that player.
Destroy target artifact.
Suki, Courageous Rescuer{1}{W}{W}Other creatures you control get +1/+0.Whenever another permanent you control leaves the battlefield during your turn, create a 1/1 white Ally creature token. This ability triggers only once each turn. 2/4 Suki, Courageous Rescuer{1}{W}{W}Other creatures you control get +1/+0.
Whenever another permanent you control leaves the battlefield during your turn, create a 1/1 white Ally creature token. This ability triggers only once each turn. 2/4 Volcanic Torrent{4}{R}Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn. Team Avatar{2}{W}Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
{2}{W}, Discard this card: It deals damage equal to the number of creatures you control to target creature. Warstorm Surge{5}{R}Whenever a creature you control enters, it deals damage equal to its power to any target. United Front{X}{W}{W}Create X 1/1 white Ally creature tokens, then put a +1/+1 counter on each creature you control. United Front{X}{W}{W}Create X 1/1 white Ally creature tokens, then put a +1/+1 counter on each creature you control. Beastmaster Ascension{2}{G}Whenever a creature you control attacks, you may put a quest counter on this enchantment.
As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5. Elemental Bond{2}{G}Whenever a creature you control with power 3 or greater enters, draw a card. Vengeful Villagers{3}{W}Whenever this creature attacks, choose target creature an opponent controls. Tap it, then you may sacrifice an artifact or creature. If you do, put a stun counter on the chosen creature. (If a permanent with a stun counter would become untapped, remove one from it instead.) 3/3
Water Tribe Captain{2}{W}{5}: Creatures you control get +1/+1 until end of turn.
3/3
Heartbeat of Spring{2}{G}Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
Water Tribe Rallier{1}{W}Waterbend {5}: Look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
2/2
Yip Yip!{W}Target creature you control gets +2/+2 until end of turn. If that creature is an Ally, it also gains flying until end of turn.
Heroic Intervention{1}{G}Permanents you control gain hexproof and indestructible until end of turn.
Accumulate Wisdom{1}{U}Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. Put each of those cards into your hand instead if there are three or more Lesson cards in your graveyard.
Return of the Wildspeaker{4}{G}Choose one —• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn. Rites of Flourishing{2}{G}At the beginning of each player's draw step, that player draws an additional card.
Each player may play an additional land on each of their turns. Benevolent River Spirit{U}{U}As an additional cost to cast this spell, waterbend {5}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Flying, ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
When this creature enters, scry 2. 4/5 Boomerang Basics{U}Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card. Taunting Challenge{1}{G}{G}All creatures able to block target creature this turn do so. Captain Sisay{2}{G}{W}{T}: Search your library for a legendary card, reveal that card, put it into your hand, then shuffle. 2/2 Crashing Wave{U}{U}As an additional cost to cast this spell, waterbend {X}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Tap up to X target creatures, then distribute three stun counters among any number of tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.) Eladamri's Call{G}{W}Search your library for a creature card, reveal that card, put it into your hand, then shuffle. Ember Island Production{3}{U}{U}Choose one —
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types. Fevered Visions{1}{U}{R}At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, this enchantment deals 2 damage to that player.