Magic the Gathering realm banner
Magic the Gathering
25 Characters Joined

Magic the Gathering Cards

Showing 32 cards (page 42 of 3929).

Master's Councillors{1}{U}Creature — Human AdvisorVigilance
This creature gets +2/+0 for each graveyard with seven or more cards in it.
Whenever you draw your second card each turn, target player mills three cards. (They put the top three cards of their library into their graveyard.)
1/3
The Black GateLegendary Land — GateAs The Black Gate enters, you may pay 3 life. If you don't, it enters tapped.
{T}: Add {B}.
{1}{B}, {T}: Choose a player with the most life or tied for most life. Target creature can't be blocked by creatures that player controls this turn.
Mirkwood Meditator{2}{U}Creature — Elf DruidLandfall — Whenever a land you control enters, you may have this creature's base power and toughness become 4/2 until end of turn. 2/4 Minas Morgul, Dark FortressLegendary LandMinas Morgul enters tapped.
{T}: Add {B}.
{3}{B}, {T}: Put a shadow counter on target creature. For as long as that creature has a shadow counter on it, it's a Wraith in addition to its other types. (A creature with shadow can block or be blocked by only creatures with shadow.)
Most Decrepit Old Bird // Speak Secrets{U}Creature — BirdFlying
Threshold — This creature gets +1/+1 as long as there are seven or more cards in your graveyard.
1/1
Most Decrepit Old Bird // Speak Secrets{1}{U}Sorcery — AdventureMill four cards, then put an instant or sorcery card from among them into your hand. Minas TirithLegendary LandMinas Tirith enters tapped unless you control a legendary creature.
{T}: Add {W}.
{1}{W}, {T}: Draw a card. Activate only if you attacked with two or more creatures this turn.
Mount DoomLegendary Land{T}, Pay 1 life: Add {B} or {R}.
{1}{B}{R}, {T}: Mount Doom deals 1 damage to each opponent.
{5}{B}{R}, {T}, Sacrifice Mount Doom and a legendary artifact: Choose up to two creatures, then destroy the rest. Activate only as a sorcery.
Old Fat Spider Can't See Me{2}{U}Enchantment — Saga(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Target creature you control gains hexproof for as long as this Saga remains on the battlefield.
II — Prevent all damage that would be dealt by up to one target creature for as long as this Saga remains on the battlefield.
III, IV — Draw a card.
RivendellLegendary LandRivendell enters tapped unless you control a legendary creature.
{T}: Add {U}.
{1}{U}, {T}: Scry 2. Activate only if you control a legendary creature.
Plunder the Trollshaws{1}{U}InstantDraw a card. If this spell was cast from a graveyard, draw two cards instead.
Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
The ShireLegendary LandThe Shire enters tapped unless you control a legendary creature.
{T}: Add {G}.
{1}{G}, {T}, Tap an untapped creature you control: Create a Food token.
Ravenhill Flock{3}{U}Creature — BirdFlying
Whenever you draw a card, put a +1/+1 counter on this creature.
1/2
Dawn of a New Age{1}{W}EnchantmentThis enchantment enters with a hope counter on it for each creature you control.
At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
Riddles in the Dark{2}{U}InstantLook at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of the piles. Put that pile into your hand and the other into your graveyard. Roll-Roll-Roll-Roll{2}{U}Enchantment — Saga(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III, IV — Exile up to one target creature or land you control. If you do, return it to the battlefield under its owner's control at the beginning of the next end step.
Flowering of the White Tree{W}{W}Legendary EnchantmentLegendary creatures you control get +2/+1 and have ward {1}.
Nonlegendary creatures you control get +1/+1.
Sound the Trumpets{1}{U}{U}InstantCounter target spell. If that spell's mana value was 2 or less, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.) The Gaffer{2}{W}Legendary Creature — Halfling PeasantAt the beginning of each end step, if you gained 3 or more life this turn, draw a card. 2/3 Thranduil's Decree{4}{U}{U}InstantCounter target spell. If a permanent spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled. Galadriel's Dismissal{W}InstantKicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Reprieve{1}{W}InstantReturn target spell to its owner's hand.
Draw a card.
Uncover the Moon-Letters{3}{U}EnchantmentWhenever you cast a noncreature spell, you may draw X cards, where X is the amount of mana spent to cast that spell. If you do, discard two cards. Uneasy Partings{3}{U}InstantThis spell costs {1} less to cast if it targets an attacking nontoken creature.
Target creature's owner puts it on their choice of the top or bottom of their library.
Raise the Palisade{4}{U}SorceryChoose a creature type. Return all creatures that aren't of the chosen type to their owners' hands. Orcish Bowmasters{1}{B}Creature — Orc ArcherFlash
When this creature enters and whenever an opponent draws a card except the first one they draw in each of their draw steps, this creature deals 1 damage to any target. Then amass Orcs 1.
1/1
Wizard's Staff{1}{U}Artifact — EquipmentEquipped creature has prowess. (Whenever its controller casts a noncreature spell, that creature gets +1/+1 until end of turn.)
If a triggered ability of equipped creature triggers, that ability triggers an additional time.
Equip Wizard {1}
Equip {3}
Along the Crooked Way{2}{B}EnchantmentWhen this enchantment enters, return target creature card from your graveyard to your hand.
Whenever a creature card leaves your graveyard, amass Goblins 1.
{1}{B}: Goblins and Orcs you control gain menace until end of turn.
Witch-king of Angmar{3}{B}{B}Legendary Creature — Wraith NobleFlying
Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature of their choice that dealt combat damage to you this turn. The Ring tempts you.
Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap him.
5/3
Witch-king, Bringer of Ruin{4}{B}{B}Legendary Creature — Wraith NobleFlying
Whenever Witch-king attacks, defending player sacrifices a creature with the least power among creatures they control.
5/3
Azog, Moria's Ruin{2}{B}Legendary Creature — Goblin SoldierWhen Azog enters, destroy up to one other target creature. Its controller amasses Goblins X, where X is that creature's power. If you controlled that creature, draw a card. (To amass Goblins X, that player puts X +1/+1 counters on an Army they control. It's also a Goblin. If they don't control an Army, they create a 0/0 black Goblin Army creature token first.) 1/3 Call Forth the Tempest{5}{R}{R}{R}SorceryCascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.