Magic the Gathering
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Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 24 of 3929).
Solitary Cell{R}{W}When this artifact enters, exile target nonland permanent an opponent controls with mana value 3 or less until this artifact leaves the battlefield.
{1}, {T}, Discard a legendary card: Draw a card. Stinging Vitriol{B}{R}Stinging Vitriol deals 2 damage to target opponent. That player reveals their hand. You choose a nonland card from it. They discard that card. Tenured Tethermage{1}{R}{G}When this creature enters, you may sacrifice a land. If you do, create two tapped Heartwood tokens. (They're red and green artifacts with "{T}: Add {R} or {G}.")
Tap two untapped artifacts you control: Put two +1/+1 counters on this creature. 1/1 Uldaros Theorix{3}{U}{B}{B}Flying
When Uldaros Theorix enters, if you cast him, exile up to one target nonland card of each card type from your graveyard. Copy those cards. You may cast any number of spells with total mana value 6 or less from among the copies without paying their mana costs. (Permanent spells cast this way become tokens.) 5/5 Flickering Hound{3}{W}Whenever you cast a creature spell, exile up to one other target creature you control, then return that card to the battlefield under its owner's control. 2/2 Guiding Hydra{X}{W}This creature enters with X +1/+1 counters on it.
At the beginning of combat on your turn, you may remove a +1/+1 counter from this creature. If you do, put a +1/+1 counter on each other creature you control. 1/0 Refute Destiny{1}{W}Exile target creature or planeswalker that's green or blue. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Precise Redaction{1}{U}Counter target white or black spell. The Theorist, Jace Beleren{2}{U}{U}At the beginning of each opponent's draw step, you draw a card.
: Create a 1/1 blue Illusion creature token.
: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.
: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand. Extrapolate the Impossible{1}{B}You may reveal exactly two cards you own with different names from outside the game. An opponent chooses one of them. You put that card into your hand. Lich's Relic{B}When this Equipment enters, you may pay {2}. When you do, for each opponent, destroy up to one target creature or planeswalker that player controls.
Equipped creature gets +2/+1.
Equip {2} Terminal Criticism{1}{B}Destroy target creature or planeswalker that's blue or red. You gain 1 life. Ajani's Anguish{X}{R}When this enchantment enters, it deals X damage to any target.
Creatures you control have trample. Draconic Visitor{3}{R}{R}Flying
If one or more artifact tokens would be created under your control, that many 5/5 red Dragon creature tokens with flying are created instead. 5/5 Essence Burn{1}{R}Essence Burn deals 5 damage to target black or green creature or planeswalker. If that permanent would die this turn, exile it instead. Face Yourself{5}{R}{R}For each creature target player controls, create a token that's a copy of that creature, except it has haste and "At the beginning of the end step, if you don't control a planeswalker, sacrifice this creature." Identity Echo{2}{R}{3}{R}: Exile target creature or planeswalker you control. Reveal cards from the top of your library until you reveal a creature or planeswalker card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Activate only as a sorcery. Flourishing Grapple{G}Target creature or planeswalker an opponent controls that's red or white loses all abilities until end of turn. Target creature you control deals damage equal to its power to that permanent. Puppet Crafting{1}{G}Enchant artifact or non-Aura enchantment
Enchanted permanent is a Construct creature with base power and toughness 5/5 in addition to its other types.
{4}{G}: Return this card from your graveyard to your hand. Tarmogoyf{1}{G}Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. */1+* Verdant Kraken{4}{G}{G}{G}At the beginning of each player's upkeep, you create a 3/3 green Forest Tentacle land creature token. (It has "{T}: Add {G}." It's affected by summoning sickness until your next turn.) 6/6 Solarium Sentry{G}{W}Whenever an opponent casts a spell with mana value 2 or less, you gain 2 life. 3/3 Vindictive Triumph{W}{B}{B}Exile target creature or planeswalker. If that permanent's mana value was 3 or less, return it to the battlefield tapped under your control. Exile it at the beginning of the next end step. 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. 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. 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}. 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. Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Island({T}: Add {U}.) Island({T}: Add {U}.)
{1}, {T}, Discard a legendary card: Draw a card. Stinging Vitriol{B}{R}Stinging Vitriol deals 2 damage to target opponent. That player reveals their hand. You choose a nonland card from it. They discard that card. Tenured Tethermage{1}{R}{G}When this creature enters, you may sacrifice a land. If you do, create two tapped Heartwood tokens. (They're red and green artifacts with "{T}: Add {R} or {G}.")
Tap two untapped artifacts you control: Put two +1/+1 counters on this creature. 1/1 Uldaros Theorix{3}{U}{B}{B}Flying
When Uldaros Theorix enters, if you cast him, exile up to one target nonland card of each card type from your graveyard. Copy those cards. You may cast any number of spells with total mana value 6 or less from among the copies without paying their mana costs. (Permanent spells cast this way become tokens.) 5/5 Flickering Hound{3}{W}Whenever you cast a creature spell, exile up to one other target creature you control, then return that card to the battlefield under its owner's control. 2/2 Guiding Hydra{X}{W}This creature enters with X +1/+1 counters on it.
At the beginning of combat on your turn, you may remove a +1/+1 counter from this creature. If you do, put a +1/+1 counter on each other creature you control. 1/0 Refute Destiny{1}{W}Exile target creature or planeswalker that's green or blue. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Precise Redaction{1}{U}Counter target white or black spell. The Theorist, Jace Beleren{2}{U}{U}At the beginning of each opponent's draw step, you draw a card.
: Create a 1/1 blue Illusion creature token.
: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.
: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand. Extrapolate the Impossible{1}{B}You may reveal exactly two cards you own with different names from outside the game. An opponent chooses one of them. You put that card into your hand. Lich's Relic{B}When this Equipment enters, you may pay {2}. When you do, for each opponent, destroy up to one target creature or planeswalker that player controls.
Equipped creature gets +2/+1.
Equip {2} Terminal Criticism{1}{B}Destroy target creature or planeswalker that's blue or red. You gain 1 life. Ajani's Anguish{X}{R}When this enchantment enters, it deals X damage to any target.
Creatures you control have trample. Draconic Visitor{3}{R}{R}Flying
If one or more artifact tokens would be created under your control, that many 5/5 red Dragon creature tokens with flying are created instead. 5/5 Essence Burn{1}{R}Essence Burn deals 5 damage to target black or green creature or planeswalker. If that permanent would die this turn, exile it instead. Face Yourself{5}{R}{R}For each creature target player controls, create a token that's a copy of that creature, except it has haste and "At the beginning of the end step, if you don't control a planeswalker, sacrifice this creature." Identity Echo{2}{R}{3}{R}: Exile target creature or planeswalker you control. Reveal cards from the top of your library until you reveal a creature or planeswalker card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Activate only as a sorcery. Flourishing Grapple{G}Target creature or planeswalker an opponent controls that's red or white loses all abilities until end of turn. Target creature you control deals damage equal to its power to that permanent. Puppet Crafting{1}{G}Enchant artifact or non-Aura enchantment
Enchanted permanent is a Construct creature with base power and toughness 5/5 in addition to its other types.
{4}{G}: Return this card from your graveyard to your hand. Tarmogoyf{1}{G}Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. */1+* Verdant Kraken{4}{G}{G}{G}At the beginning of each player's upkeep, you create a 3/3 green Forest Tentacle land creature token. (It has "{T}: Add {G}." It's affected by summoning sickness until your next turn.) 6/6 Solarium Sentry{G}{W}Whenever an opponent casts a spell with mana value 2 or less, you gain 2 life. 3/3 Vindictive Triumph{W}{B}{B}Exile target creature or planeswalker. If that permanent's mana value was 3 or less, return it to the battlefield tapped under your control. Exile it at the beginning of the next end step. 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. 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. 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}. 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. Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Island({T}: Add {U}.) Island({T}: Add {U}.)