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Magic the Gathering Cards

Showing 32 cards (page 18 of 3929).

Whiplash Wordsmith // Vicious Verse{3}{B/R}Creature — Vampire SorcererThis creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
As long as an opponent was dealt noncombat damage this turn, this creature has flying and haste.
3/3
Woodwork Prodigy // Soul Tether{2}{R/G}SorceryCreate a Heartwood token. (It's a red and green artifact with "{T}: Add {R} or {G}.") Woodwork Prodigy // Soul Tether{2}{R/G}Creature — Cat DruidAt the beginning of your upkeep, if this creature isn't prepared, it becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 3/3 Afterthought Sentry{2}Artifact Creature — Gargoyle{2}: This creature gains flying until end of turn.
Whenever this creature attacks, exile up to one target card from a graveyard.
2/2
Archive Arbiter{6}Artifact Creature — SphinxFlying
When this creature enters, choose one —
• Destroy target noncreature, nonland permanent.
• You gain 4 life.
4/4
Codie, Ravenous Codex{3}Legendary Artifact Creature — Book ConstructWhenever you cast a prepared spell, copy it. You may choose new targets for the copy.
{W}{U}{B}{R}{G}, {T}: Each creature you control becomes prepared. (Only creatures with prepare spells can become prepared.)
1/4
The Echoverse Fulcrum{2}Legendary ArtifactWhen The Echoverse Fulcrum enters, draw a card, then discard a card.
{5}, {T}, Exile The Echoverse Fulcrum: Destroy all creatures. Activate only as a sorcery.
Eye of Jace{1}ArtifactAt the beginning of your upkeep, surveil 1. Then if there are seven or more cards in your graveyard, sacrifice this artifact, it deals 2 damage to each opponent, and you gain 2 life. (To surveil 1, look at the top card of your library. You may put it into your graveyard.) Keeper of the Quiet Hour{3}Artifact Creature — ChimeraWhen this creature enters, empower Jace 2. (Put two 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 Living Library{2}Artifact Creature — Book Illusion{6}, Sacrifice this creature: Choose target creature or planeswalker an opponent controls. Its owner shuffles it into their library. 0/4 Medic's Kitesail{2}Artifact — EquipmentEquipped creature gets +1/+0 and has flying and "Whenever this creature attacks, you gain 1 life."
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Murmuring Volume{3}Artifact — Book{T}: Add one mana of any color.
{2}, {T}, Discard a card: Draw a card.
Dedicated CommonsLandThis land enters tapped unless you control a planeswalker.
{T}: Add {R} or {W}.
Deserted BeachLandThis land enters tapped unless you control two or more other lands.
{T}: Add {W} or {U}.
Fatehold AnnexLandThis land enters tapped unless you control a planeswalker.
{T}: Add {W} or {U}.
Formidable CommonsLandThis land enters tapped unless you control a planeswalker.
{T}: Add {B} or {G}.
Hall of EchoesLand{T}: Add {C}.
{5}: This land becomes a copy of target creature you control until end of turn. The "legend rule" doesn't apply to permanents you control this turn.
Haunted RidgeLandThis land enters tapped unless you control two or more other lands.
{T}: Add {B} or {R}.
Hexhaven Dueling ArenaLand{T}: Add {C}.
{2}, {T}: Target creature that attacked this turn becomes prepared. Activate only as a sorcery. (Only creatures with prepare spells can become prepared.)
{4}, {T}: Target creature becomes prepared.
Innovative CommonsLandThis land enters tapped unless you control a planeswalker.
{T}: Add {U} or {R}.
Konstrari AnnexLandThis land enters tapped unless you control a planeswalker.
{T}: Add {R} or {G}.
Meticulous CommonsLandThis land enters tapped unless you control a planeswalker.
{T}: Add {W} or {B}.
Overgrown FarmlandLandThis land enters tapped unless you control two or more other lands.
{T}: Add {G} or {W}.
Rockfall ValeLandThis land enters tapped unless you control two or more other lands.
{T}: Add {R} or {G}.
Roiling CanopyLandThis land enters tapped.
Whenever a Forest you control enters, if you control at least five other Forests, target creature you control gets +3/+3 until end of turn.
{T}: Add {G}.
Room of RefugeLandThis land enters tapped. As it enters, choose a color.
{T}: Add one mana of the chosen color.
{5}, {T}, Sacrifice this land: Put two +1/+1 counters on target creature. Activate only as a sorcery.
Shipwreck MarshLandThis land enters tapped unless you control two or more other lands.
{T}: Add {U} or {B}.
Stingerquill AnnexLandThis land enters tapped unless you control a planeswalker.
{T}: Add {B} or {R}.
Theorist's SanctumLand — Island({T}: Add {U}.)
As this land enters, you may behold a Jace. If you don't, this land enters tapped. (To behold a Jace, choose a Jace you control or reveal a Jace card from your hand.)
{2}{U}, {T}: Empower Jace 2.
Theorix AnnexLandThis land enters tapped unless you control a planeswalker.
{T}: Add {U} or {B}.
Transformative CommonsLandThis land enters tapped unless you control a planeswalker.
{T}: Add {G} or {U}.
Vigorbloom AnnexLandThis land enters tapped unless you control a planeswalker.
{T}: Add {G} or {W}.