Magic the Gathering
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Magic the Gathering Cards
Showing 32 cards (page 177 of 3929).
Fire Nation Turret{2}{R}At the beginning of combat on your turn, up to one target creature gets +2/+0 and gains firebending 2 until end of turn.
{R}: Put a charge counter on this artifact.
Remove fifty charge counters from this artifact: It deals 50 damage to any target. The Mechanist, Aerial Artisan{2}{U}Whenever you cast a noncreature spell, create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")
{T}: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying. 1/3 Swampbenders{4}{G}{G}Swampbenders's power and toughness are each equal to the number of Swamps on the battlefield.
Lands you control are Swamps in addition to their other types. */* North Pole Patrol{2}{U}{T}: Untap another target permanent you control.
Waterbend {3}, {T}: Tap target creature an opponent controls. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) 2/3 Sokka's Charge{3}{W}During your turn, Allies you control have double strike and lifelink. Octopus Form{U}Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Earthshape{2}{W}Earthbend 3. Then each creature you control with power less than or equal to that land's power gains hexproof and indestructible until end of turn. You gain hexproof until end of turn.
Mai and Zuko{1}{U}{B}{R}Firebending 3
You may cast Ally spells and artifact spells as though they had flash. 3/5 Secret of Bloodbending{U}{U}{U}{U}As an additional cost to cast this spell, you may waterbend {10}.
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending. Secret of Bloodbending{U}{U}{U}{U}As an additional cost to cast this spell, you may waterbend {10}.
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending. Aang and Katara{3}{G}{W}{U}Whenever Aang and Katara enter or attack, create X 1/1 white Ally creature tokens, where X is the number of tapped artifacts and/or creatures you control. 5/5 Toph, Greatest Earthbender{2}{R}{G}When Toph enters, earthbend X, where X is the amount of mana spent to cast her.
Land creatures you control have double strike. 3/3
Sokka and Suki{U}{R}{W}Whenever Sokka and Suki or another Ally you control enters, attach up to one target Equipment you control to that creature.
Whenever an Equipment you control enters, create a 1/1 white Ally creature token. 3/3
Momo's Heist{2}{R}Gain control of target artifact. Untap it. It gains haste. At the beginning of the next end step, sacrifice it.
The Spirit Oasis{2}{U}When The Spirit Oasis enters, draw a card for each Shrine you control.
Whenever another Shrine you control enters, draw a card. Spirit Water Revival{1}{U}{U}As an additional cost to cast this spell, you may waterbend {6}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival. Spirit Water Revival{1}{U}{U}As an additional cost to cast this spell, you may waterbend {6}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival. Uncle's Musings{2}{G}{G}Converge — Return up to X permanent cards from your graveyard to your hand, where X is the number of colors of mana spent to cast this spell.
Exile Uncle's Musings. Teo, Spirited Glider{3}{U}Flying
Whenever one or more creatures you control with flying attack, draw a card, then discard a card. When you discard a nonland card this way, put a +1/+1 counter on target creature you control. 1/4
Tiger-Seal{U}Vigilance
At the beginning of your upkeep, tap this creature.
Whenever you draw your second card each turn, untap this creature. 3/3 Tiger-Seal{U}Vigilance
At the beginning of your upkeep, tap this creature.
Whenever you draw your second card each turn, untap this creature. 3/3 Air Nomad Student{3}{W}Flying
At the beginning of your end step, if this creature didn't attack this turn, put a +1/+1 counter on it. 2/2 Ty Lee, Chi Blocker{2}{U}Flash
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Ty Lee enters, tap up to one target creature. It doesn't untap during its controller's untap step for as long as you control Ty Lee. 2/1 Ty Lee, Chi Blocker{2}{U}Flash
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Ty Lee enters, tap up to one target creature. It doesn't untap during its controller's untap step for as long as you control Ty Lee. 2/1 The Duke, Rebel Sentry{W}The Duke enters with a +1/+1 counter on him.
{T}, Remove a counter from The Duke: Put a +1/+1 counter on another target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) 0/1 Inspired Insurgent{1}{W}{1}, Sacrifice this creature: Destroy target artifact or enchantment. 2/2 The Unagi of Kyoshi Island{3}{U}{U}Flash
Ward—Waterbend {4}. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}. They can tap their artifacts and creatures to help. Each one pays for {1}.)
Whenever an opponent draws their second card each turn, you draw two cards. 5/5
{R}: Put a charge counter on this artifact.
Remove fifty charge counters from this artifact: It deals 50 damage to any target. The Mechanist, Aerial Artisan{2}{U}Whenever you cast a noncreature spell, create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")
{T}: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying. 1/3 Swampbenders{4}{G}{G}Swampbenders's power and toughness are each equal to the number of Swamps on the battlefield.
Lands you control are Swamps in addition to their other types. */* North Pole Patrol{2}{U}{T}: Untap another target permanent you control.
Waterbend {3}, {T}: Tap target creature an opponent controls. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) 2/3 Sokka's Charge{3}{W}During your turn, Allies you control have double strike and lifelink. Octopus Form{U}Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Earthshape{2}{W}Earthbend 3. Then each creature you control with power less than or equal to that land's power gains hexproof and indestructible until end of turn. You gain hexproof until end of turn.
Mai and Zuko{1}{U}{B}{R}Firebending 3You may cast Ally spells and artifact spells as though they had flash. 3/5 Secret of Bloodbending{U}{U}{U}{U}As an additional cost to cast this spell, you may waterbend {10}.
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending. Secret of Bloodbending{U}{U}{U}{U}As an additional cost to cast this spell, you may waterbend {10}.
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending. Aang and Katara{3}{G}{W}{U}Whenever Aang and Katara enter or attack, create X 1/1 white Ally creature tokens, where X is the number of tapped artifacts and/or creatures you control. 5/5 Toph, Greatest Earthbender{2}{R}{G}When Toph enters, earthbend X, where X is the amount of mana spent to cast her.
Land creatures you control have double strike. 3/3
Sokka and Suki{U}{R}{W}Whenever Sokka and Suki or another Ally you control enters, attach up to one target Equipment you control to that creature.Whenever an Equipment you control enters, create a 1/1 white Ally creature token. 3/3
Momo's Heist{2}{R}Gain control of target artifact. Untap it. It gains haste. At the beginning of the next end step, sacrifice it.
The Spirit Oasis{2}{U}When The Spirit Oasis enters, draw a card for each Shrine you control.Whenever another Shrine you control enters, draw a card. Spirit Water Revival{1}{U}{U}As an additional cost to cast this spell, you may waterbend {6}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival. Spirit Water Revival{1}{U}{U}As an additional cost to cast this spell, you may waterbend {6}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival. Uncle's Musings{2}{G}{G}Converge — Return up to X permanent cards from your graveyard to your hand, where X is the number of colors of mana spent to cast this spell.
Exile Uncle's Musings. Teo, Spirited Glider{3}{U}Flying
Whenever one or more creatures you control with flying attack, draw a card, then discard a card. When you discard a nonland card this way, put a +1/+1 counter on target creature you control. 1/4
Tiger-Seal{U}VigilanceAt the beginning of your upkeep, tap this creature.
Whenever you draw your second card each turn, untap this creature. 3/3 Tiger-Seal{U}Vigilance
At the beginning of your upkeep, tap this creature.
Whenever you draw your second card each turn, untap this creature. 3/3 Air Nomad Student{3}{W}Flying
At the beginning of your end step, if this creature didn't attack this turn, put a +1/+1 counter on it. 2/2 Ty Lee, Chi Blocker{2}{U}Flash
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Ty Lee enters, tap up to one target creature. It doesn't untap during its controller's untap step for as long as you control Ty Lee. 2/1 Ty Lee, Chi Blocker{2}{U}Flash
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Ty Lee enters, tap up to one target creature. It doesn't untap during its controller's untap step for as long as you control Ty Lee. 2/1 The Duke, Rebel Sentry{W}The Duke enters with a +1/+1 counter on him.
{T}, Remove a counter from The Duke: Put a +1/+1 counter on another target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) 0/1 Inspired Insurgent{1}{W}{1}, Sacrifice this creature: Destroy target artifact or enchantment. 2/2 The Unagi of Kyoshi Island{3}{U}{U}Flash
Ward—Waterbend {4}. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}. They can tap their artifacts and creatures to help. Each one pays for {1}.)
Whenever an opponent draws their second card each turn, you draw two cards. 5/5