Magic the Gathering
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Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 18 of 3929).
Whiplash Wordsmith // Vicious Verse{3}{B/R}This 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}Create a Heartwood token. (It's a red and green artifact with "{T}: Add {R} or {G}.") Woodwork Prodigy // Soul Tether{2}{R/G}At 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}{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}Flying
When this creature enters, choose one —
• Destroy target noncreature, nonland permanent.
• You gain 4 life. 4/4 Codie, Ravenous Codex{3}Whenever 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}When 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}At 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}When 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}{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}Equipped 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}{T}: Add one mana of any color.
{2}, {T}, Discard a card: Draw a card. Dedicated CommonsThis land enters tapped unless you control a planeswalker.
{T}: Add {R} or {W}. Deserted BeachThis land enters tapped unless you control two or more other lands.
{T}: Add {W} or {U}. Fatehold AnnexThis land enters tapped unless you control a planeswalker.
{T}: Add {W} or {U}. Formidable CommonsThis land enters tapped unless you control a planeswalker.
{T}: Add {B} or {G}. Hall of Echoes{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 RidgeThis land enters tapped unless you control two or more other lands.
{T}: Add {B} or {R}. Hexhaven Dueling Arena{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 CommonsThis land enters tapped unless you control a planeswalker.
{T}: Add {U} or {R}. Konstrari AnnexThis land enters tapped unless you control a planeswalker.
{T}: Add {R} or {G}. Meticulous CommonsThis land enters tapped unless you control a planeswalker.
{T}: Add {W} or {B}. Overgrown FarmlandThis land enters tapped unless you control two or more other lands.
{T}: Add {G} or {W}. Rockfall ValeThis land enters tapped unless you control two or more other lands.
{T}: Add {R} or {G}. Roiling CanopyThis 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 RefugeThis 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 MarshThis land enters tapped unless you control two or more other lands.
{T}: Add {U} or {B}. Stingerquill AnnexThis land enters tapped unless you control a planeswalker.
{T}: Add {B} or {R}. Theorist's Sanctum({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 AnnexThis land enters tapped unless you control a planeswalker.
{T}: Add {U} or {B}. Transformative CommonsThis land enters tapped unless you control a planeswalker.
{T}: Add {G} or {U}. Vigorbloom AnnexThis land enters tapped unless you control a planeswalker.
{T}: Add {G} or {W}.
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}Create a Heartwood token. (It's a red and green artifact with "{T}: Add {R} or {G}.") Woodwork Prodigy // Soul Tether{2}{R/G}At 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}{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}Flying
When this creature enters, choose one —
• Destroy target noncreature, nonland permanent.
• You gain 4 life. 4/4 Codie, Ravenous Codex{3}Whenever 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}When 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}At 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}When 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}{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}Equipped 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}{T}: Add one mana of any color.
{2}, {T}, Discard a card: Draw a card. Dedicated CommonsThis land enters tapped unless you control a planeswalker.
{T}: Add {R} or {W}. Deserted BeachThis land enters tapped unless you control two or more other lands.
{T}: Add {W} or {U}. Fatehold AnnexThis land enters tapped unless you control a planeswalker.
{T}: Add {W} or {U}. Formidable CommonsThis land enters tapped unless you control a planeswalker.
{T}: Add {B} or {G}. Hall of Echoes{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 RidgeThis land enters tapped unless you control two or more other lands.
{T}: Add {B} or {R}. Hexhaven Dueling Arena{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 CommonsThis land enters tapped unless you control a planeswalker.
{T}: Add {U} or {R}. Konstrari AnnexThis land enters tapped unless you control a planeswalker.
{T}: Add {R} or {G}. Meticulous CommonsThis land enters tapped unless you control a planeswalker.
{T}: Add {W} or {B}. Overgrown FarmlandThis land enters tapped unless you control two or more other lands.
{T}: Add {G} or {W}. Rockfall ValeThis land enters tapped unless you control two or more other lands.
{T}: Add {R} or {G}. Roiling CanopyThis 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 RefugeThis 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 MarshThis land enters tapped unless you control two or more other lands.
{T}: Add {U} or {B}. Stingerquill AnnexThis land enters tapped unless you control a planeswalker.
{T}: Add {B} or {R}. Theorist's Sanctum({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 AnnexThis land enters tapped unless you control a planeswalker.
{T}: Add {U} or {B}. Transformative CommonsThis land enters tapped unless you control a planeswalker.
{T}: Add {G} or {U}. Vigorbloom AnnexThis land enters tapped unless you control a planeswalker.
{T}: Add {G} or {W}.