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25
Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 26 of 3929).
Denzilore Fatehold{1}{W}{U}{U}Flash
Flying
Whenever you scry or surveil, put a +1/+1 counter on each creature you control. 3/4 Ingris Stingerquill{B}{R}{R}Flying
Whenever a creature you control attacks, that creature deals 1 damage to each opponent.
{4}: Create a 2/2 colorless Wizard Soldier creature token named Cadet. Then creatures you control gain haste until end of turn. 1/4 Kwia Vigorbloom{3}{G}{W}{W}Flying, vigilance, lifelink, ward {2}
Whenever you gain life, create a colorless artifact token named Lotus with "{T}, Sacrifice this token: Add three mana of any one color." This ability triggers only once each turn. 6/6 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 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 Emrakul, the Exigent Doom{10}When you cast this spell, untap all lands you control.
Flying, trample
Ward—Sacrifice three permanents.
{3}, Exile this card from your hand: Target land gains "{T}: Add {C}{C}" until this card is cast from exile. You may cast this card for as long as it remains exiled. 12/12 Loyal Tutor{W}Search your library for a planeswalker card, reveal it, then shuffle and put that card on top. Diviner of Victory // Unwind History{U}This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Whenever you scry or surveil, this creature gets +1/+1 until end of turn. 1/1 Diviner of Victory // Unwind History{1}{U}Return target creature an opponent controls with mana value 3 or less to its owner's hand. Surveil 1. Variable Chaser // Arc of Fortune{2}{U}Flying, prowess
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 2/3 Variable Chaser // Arc of Fortune{2}{U}Each player may discard their hand and draw seven cards. Bloodline Recollector // Ancestral Craving{B}Target player draws three cards and loses 3 life. Bloodline Recollector // Ancestral Craving{1}{B}At the beginning of each end step, if three or more creatures died this turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 2/2 Pompous Battlemage // Improvised Act{R}You may discard a card. If you do, draw a card. Pompous Battlemage // Improvised Act{R}Prowess
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 1/1 Pyre Rhymer // Molten Tide{R}Until end of turn, whenever you tap a Mountain for mana, add an additional {R}. Pyre Rhymer // Molten Tide{1}{R}{R}Prowess
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 3/3 Carnivorous Cultivator // Enroot{1}{G}Deathtouch
This creature enters prepared.
Whenever this creature deals combat damage to a player, return target land card from your graveyard to your hand. 2/3 Carnivorous Cultivator // Enroot{G}Search your library for a land card, put it into your graveyard, then shuffle. 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 Fatehold Charm{W}{U}Choose one —
• Draw a card. Empower Jace 2.
• Return target spell or creature to its owner's hand.
• Creatures you control get +1/+2 until end of turn. Konstrari Charm{R}{G}Choose one —
• Konstrari Charm deals 6 damage to target creature with flying.
• Put two +1/+1 counters on target creature. It gains trample until end of turn.
• Add {C}{C}{C}. Stingerquill Charm{B}{R}Choose one —
• Stingerquill Charm deals 3 damage to any target.
• Target creature gains first strike and deathtouch until end of turn.
• Create a 2/2 colorless Wizard Soldier creature token named Cadet. It gains haste until end of turn. Theorix Charm{U}{B}Choose one —
• Counter target noncreature spell unless its controller pays {2}.
• Target creature gets -2/-2 until end of turn.
• Mill three cards, then draw a card. (To mill three cards, put the top three cards of your library into your graveyard.) Vigorbloom Charm{G}{W}Choose one —
• Target permanent you control gains hexproof and indestructible until end of turn.
• You draw a card and gain 3 life.
• Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.) Carnivorous Cultivator // Enroot{G}Search your library for a land card, put it into your graveyard, then shuffle. Carnivorous Cultivator // Enroot{1}{G}Deathtouch
This creature enters prepared.
Whenever this creature deals combat damage to a player, return target land card from your graveyard to your hand. 2/3 Emrakul, the Exigent Doom{10}When you cast this spell, untap all lands you control.
Flying, trample
Ward—Sacrifice three permanents.
{3}, Exile this card from your hand: Target land gains "{T}: Add {C}{C}" until this card is cast from exile. You may cast this card for as long as it remains exiled. 12/12 Enlightened Confidant{1}{W}Lifelink
At the beginning of your end step, if you gained life this turn, surveil 1. If you put a card with mana value less than or equal to the amount of life you gained this turn into your graveyard this way, put that card into your hand. 2/1 Return to the Light Realms{7}{W}{W}Return all nonland permanent cards from your graveyard to the battlefield. Seasoned Cryomancer{1}{U}{U}When this creature enters, draw two cards, then discard two cards. When you discard one or more nonland cards this way, tap up to that many target creatures and put a stun counter on each of them.
{3}{U}{U}, Exile this card from your graveyard: Draw two cards. 2/2 Sphinx's Approach{1}{U}{U}Draw two cards. Then you may exile this spell and four cards named Sphinx's Approach from your graveyard. If you do, search your library for a Sphinx creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Sphinx's Approach.
Flying
Whenever you scry or surveil, put a +1/+1 counter on each creature you control. 3/4 Ingris Stingerquill{B}{R}{R}Flying
Whenever a creature you control attacks, that creature deals 1 damage to each opponent.
{4}: Create a 2/2 colorless Wizard Soldier creature token named Cadet. Then creatures you control gain haste until end of turn. 1/4 Kwia Vigorbloom{3}{G}{W}{W}Flying, vigilance, lifelink, ward {2}
Whenever you gain life, create a colorless artifact token named Lotus with "{T}, Sacrifice this token: Add three mana of any one color." This ability triggers only once each turn. 6/6 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 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 Emrakul, the Exigent Doom{10}When you cast this spell, untap all lands you control.
Flying, trample
Ward—Sacrifice three permanents.
{3}, Exile this card from your hand: Target land gains "{T}: Add {C}{C}" until this card is cast from exile. You may cast this card for as long as it remains exiled. 12/12 Loyal Tutor{W}Search your library for a planeswalker card, reveal it, then shuffle and put that card on top. Diviner of Victory // Unwind History{U}This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Whenever you scry or surveil, this creature gets +1/+1 until end of turn. 1/1 Diviner of Victory // Unwind History{1}{U}Return target creature an opponent controls with mana value 3 or less to its owner's hand. Surveil 1. Variable Chaser // Arc of Fortune{2}{U}Flying, prowess
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 2/3 Variable Chaser // Arc of Fortune{2}{U}Each player may discard their hand and draw seven cards. Bloodline Recollector // Ancestral Craving{B}Target player draws three cards and loses 3 life. Bloodline Recollector // Ancestral Craving{1}{B}At the beginning of each end step, if three or more creatures died this turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 2/2 Pompous Battlemage // Improvised Act{R}You may discard a card. If you do, draw a card. Pompous Battlemage // Improvised Act{R}Prowess
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 1/1 Pyre Rhymer // Molten Tide{R}Until end of turn, whenever you tap a Mountain for mana, add an additional {R}. Pyre Rhymer // Molten Tide{1}{R}{R}Prowess
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 3/3 Carnivorous Cultivator // Enroot{1}{G}Deathtouch
This creature enters prepared.
Whenever this creature deals combat damage to a player, return target land card from your graveyard to your hand. 2/3 Carnivorous Cultivator // Enroot{G}Search your library for a land card, put it into your graveyard, then shuffle. 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 Fatehold Charm{W}{U}Choose one —
• Draw a card. Empower Jace 2.
• Return target spell or creature to its owner's hand.
• Creatures you control get +1/+2 until end of turn. Konstrari Charm{R}{G}Choose one —
• Konstrari Charm deals 6 damage to target creature with flying.
• Put two +1/+1 counters on target creature. It gains trample until end of turn.
• Add {C}{C}{C}. Stingerquill Charm{B}{R}Choose one —
• Stingerquill Charm deals 3 damage to any target.
• Target creature gains first strike and deathtouch until end of turn.
• Create a 2/2 colorless Wizard Soldier creature token named Cadet. It gains haste until end of turn. Theorix Charm{U}{B}Choose one —
• Counter target noncreature spell unless its controller pays {2}.
• Target creature gets -2/-2 until end of turn.
• Mill three cards, then draw a card. (To mill three cards, put the top three cards of your library into your graveyard.) Vigorbloom Charm{G}{W}Choose one —
• Target permanent you control gains hexproof and indestructible until end of turn.
• You draw a card and gain 3 life.
• Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.) Carnivorous Cultivator // Enroot{G}Search your library for a land card, put it into your graveyard, then shuffle. Carnivorous Cultivator // Enroot{1}{G}Deathtouch
This creature enters prepared.
Whenever this creature deals combat damage to a player, return target land card from your graveyard to your hand. 2/3 Emrakul, the Exigent Doom{10}When you cast this spell, untap all lands you control.
Flying, trample
Ward—Sacrifice three permanents.
{3}, Exile this card from your hand: Target land gains "{T}: Add {C}{C}" until this card is cast from exile. You may cast this card for as long as it remains exiled. 12/12 Enlightened Confidant{1}{W}Lifelink
At the beginning of your end step, if you gained life this turn, surveil 1. If you put a card with mana value less than or equal to the amount of life you gained this turn into your graveyard this way, put that card into your hand. 2/1 Return to the Light Realms{7}{W}{W}Return all nonland permanent cards from your graveyard to the battlefield. Seasoned Cryomancer{1}{U}{U}When this creature enters, draw two cards, then discard two cards. When you discard one or more nonland cards this way, tap up to that many target creatures and put a stun counter on each of them.
{3}{U}{U}, Exile this card from your graveyard: Draw two cards. 2/2 Sphinx's Approach{1}{U}{U}Draw two cards. Then you may exile this spell and four cards named Sphinx's Approach from your graveyard. If you do, search your library for a Sphinx creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Sphinx's Approach.