Magic the Gathering
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Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 47 of 3929).
Wargling{1}{G}Ferocious — Whenever this creature attacks while you control a creature with power 4 or greater, until end of turn, this creature gets +1/+0 and creatures you control gain trample.
2/2
Wilderland Scrounger{4}{G}Ferocious — Whenever this creature attacks while you control a creature with power 4 or greater, put a +1/+1 counter on each creature you control.
3/6
Wood Elves{2}{G}When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
1/1
Woodland Weavemaster{1}{G}Vigilance
Whenever another Elf you control enters, this creature gets +1/+1 until end of turn.
{T}: Add X mana of any one color, where X is this creature's power. Spend this mana only to cast Elf spells and activate abilities of Elf sources. 1/2 Bard, King of Dale{4}{W}{U}Reach, vigilance
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead. 3/5 Bard the Bowman{1}{W}{U}Reach
Whenever you draw your second card each turn, put a +1/+1 counter on target creature. It gains lifelink until end of turn. 1/3 Bard's Company{2}{W}{U}You may cast this spell as though it had flash if you control a Human.
Other creatures you control get +1/+1.
Whenever this creature enters or attacks, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.) 2/3 Bifur, Melodic Rider{4}{R/W}{R/W}Storied (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.)
Whenever Bifur enters or attacks, put a +1/+1 counter on target creature.
As long as you have an enduring story, if a triggered ability of a Dwarf you control triggers, that ability triggers an additional time. 4/5 Bolg of the North{3}{B}{R}When Bolg enters, you may sacrifice another creature. When you do, Bolg deals damage equal to that creature's power to another target creature. If excess damage was dealt this way, amass Goblins X, where X is that excess damage. (Put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.) 5/5 Bolg's Company{B}{R}This creature has haste as long as you control another Goblin.
{T}, Sacrifice another Goblin: Add {B}{R}. 2/2 The Chief Warg{2}{B}{G}Menace (This creature can't be blocked except by two or more creatures.)
Ferocious — Whenever you attack while you control a creature with power 4 or greater, you draw a card and lose 1 life. 3/3 Chief Warg's Company{1}{B}{G}Trample
This creature can't attack unless you control two or more other Wolves.
At the beginning of your upkeep, create a 2/2 green Wolf creature token. 5/3 Dáin's Company{R}{W}This creature has lifelink as long as you control another Dwarf.
When this creature enters, look at the top four cards of your library. You may reveal a Dwarf or Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. 2/2 Duskwatch Hunter{2}{B/G}This creature can't be blocked by tokens.
When this creature enters, put a +1/+1 counter on target creature. 3/1 Dwalin, Weaponmaster{1}{R/W}First strike
Whenever Dwalin enters or attacks, put a hone counter on each Equipment you control. (Each hone counter on an Equipment grants +1/+0 to equipped creature.) 2/1 Eagle's Rescue{2}{W/U}{W/U}Enchant creature
Enchanted creature gets +2/+2 and has flying.
{2}{W/U}{W/U}: Return this card from your graveyard to the battlefield attached to target creature you control with power 1 or less. Activate only as a sorcery. Fearsome Goblin Pair{2}{B/R}When this creature dies, amass Goblins 4. (Put four +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.) 1/1 Goblin Plate Mail{1}{B/R}When this Equipment enters, amass Goblins 1, then attach this Equipment to the amassed Army. (To amass Goblins 1, put a +1/+1 counter on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Equipped creature gets +1/+0 and has menace.
Equip {4} The Great Goblin{1}{B/R}{B/R}Whenever you put one or more counters on a Goblin, Orc, or Army you control, The Great Goblin deals 2 damage to target opponent.
Whenever another Goblin, Orc, or Army you control dies, exile the top card of your library. You may play it until the end of your next turn. 3/2 Large Bear{3}{B/G}{B/G}Reach, trample, haste 5/5 Mirkwood Nurturer{2}{G/U}When this creature enters, return up to one other target permanent you control to its owner's hand. If you do, put a +1/+1 counter on this creature. 3/2 Nori, Teller of Tales{1}{R/W}Whenever Nori attacks, target attacking creature gains first strike until end of turn. 2/2 Banishing Light{2}{W}When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Dawn of a New Age{1}{W}This 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. Patient Instructor{2}{W/U}Vigilance
When this creature enters, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.) 2/2 Silvan Reveler{2}{G}{U}When this creature enters, draw a card, then discard a card. If you discard a land card this way, put it from your graveyard onto the battlefield tapped.
Landfall — Whenever a land you control enters, you may pay {1}{G}{U}. If you do, return this card from your graveyard to your hand. 3/2 Dúnedain Blade{1}{W}Equipped creature gets +2/+1.
Equip Human {1}
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) Smaug, Wicked Worm{3}{B}{R}Flying
When Smaug enters, create X tapped Treasure tokens, where X is the number of artifacts your opponents control.
Whenever you cast a spell, if mana from a Treasure was spent to cast it, you draw a card and lose 1 life. 5/5 Eagles of the North{5}{W}Flying
When this creature enters, creatures you control get +1/+0 and gain first strike until end of turn.
Plainscycling {1} ({1}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.) 3/3 Errand-Rider of Gondor{2}{W}When this creature enters, draw a card. Then if you don't control a legendary creature, put a card from your hand on the bottom of your library. 3/2 Thorin Oakenshield{R}{W}Trample
Storied (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.)
As long as you have an enduring story, artifacts and creatures you control have ward {1}. 3/2 Thranduil, Sindarin Liege // Silvan Rally{2}{G/U}{G/U}Other Elves you control get +1/+1.
Landfall — Whenever a land you control enters, create a 1/1 green Elf creature token. 2/3
Whenever another Elf you control enters, this creature gets +1/+1 until end of turn.
{T}: Add X mana of any one color, where X is this creature's power. Spend this mana only to cast Elf spells and activate abilities of Elf sources. 1/2 Bard, King of Dale{4}{W}{U}Reach, vigilance
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead. 3/5 Bard the Bowman{1}{W}{U}Reach
Whenever you draw your second card each turn, put a +1/+1 counter on target creature. It gains lifelink until end of turn. 1/3 Bard's Company{2}{W}{U}You may cast this spell as though it had flash if you control a Human.
Other creatures you control get +1/+1.
Whenever this creature enters or attacks, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.) 2/3 Bifur, Melodic Rider{4}{R/W}{R/W}Storied (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.)
Whenever Bifur enters or attacks, put a +1/+1 counter on target creature.
As long as you have an enduring story, if a triggered ability of a Dwarf you control triggers, that ability triggers an additional time. 4/5 Bolg of the North{3}{B}{R}When Bolg enters, you may sacrifice another creature. When you do, Bolg deals damage equal to that creature's power to another target creature. If excess damage was dealt this way, amass Goblins X, where X is that excess damage. (Put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.) 5/5 Bolg's Company{B}{R}This creature has haste as long as you control another Goblin.
{T}, Sacrifice another Goblin: Add {B}{R}. 2/2 The Chief Warg{2}{B}{G}Menace (This creature can't be blocked except by two or more creatures.)
Ferocious — Whenever you attack while you control a creature with power 4 or greater, you draw a card and lose 1 life. 3/3 Chief Warg's Company{1}{B}{G}Trample
This creature can't attack unless you control two or more other Wolves.
At the beginning of your upkeep, create a 2/2 green Wolf creature token. 5/3 Dáin's Company{R}{W}This creature has lifelink as long as you control another Dwarf.
When this creature enters, look at the top four cards of your library. You may reveal a Dwarf or Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. 2/2 Duskwatch Hunter{2}{B/G}This creature can't be blocked by tokens.
When this creature enters, put a +1/+1 counter on target creature. 3/1 Dwalin, Weaponmaster{1}{R/W}First strike
Whenever Dwalin enters or attacks, put a hone counter on each Equipment you control. (Each hone counter on an Equipment grants +1/+0 to equipped creature.) 2/1 Eagle's Rescue{2}{W/U}{W/U}Enchant creature
Enchanted creature gets +2/+2 and has flying.
{2}{W/U}{W/U}: Return this card from your graveyard to the battlefield attached to target creature you control with power 1 or less. Activate only as a sorcery. Fearsome Goblin Pair{2}{B/R}When this creature dies, amass Goblins 4. (Put four +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.) 1/1 Goblin Plate Mail{1}{B/R}When this Equipment enters, amass Goblins 1, then attach this Equipment to the amassed Army. (To amass Goblins 1, put a +1/+1 counter on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Equipped creature gets +1/+0 and has menace.
Equip {4} The Great Goblin{1}{B/R}{B/R}Whenever you put one or more counters on a Goblin, Orc, or Army you control, The Great Goblin deals 2 damage to target opponent.
Whenever another Goblin, Orc, or Army you control dies, exile the top card of your library. You may play it until the end of your next turn. 3/2 Large Bear{3}{B/G}{B/G}Reach, trample, haste 5/5 Mirkwood Nurturer{2}{G/U}When this creature enters, return up to one other target permanent you control to its owner's hand. If you do, put a +1/+1 counter on this creature. 3/2 Nori, Teller of Tales{1}{R/W}Whenever Nori attacks, target attacking creature gains first strike until end of turn. 2/2 Banishing Light{2}{W}When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Dawn of a New Age{1}{W}This 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. Patient Instructor{2}{W/U}Vigilance
When this creature enters, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.) 2/2 Silvan Reveler{2}{G}{U}When this creature enters, draw a card, then discard a card. If you discard a land card this way, put it from your graveyard onto the battlefield tapped.
Landfall — Whenever a land you control enters, you may pay {1}{G}{U}. If you do, return this card from your graveyard to your hand. 3/2 Dúnedain Blade{1}{W}Equipped creature gets +2/+1.
Equip Human {1}
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) Smaug, Wicked Worm{3}{B}{R}Flying
When Smaug enters, create X tapped Treasure tokens, where X is the number of artifacts your opponents control.
Whenever you cast a spell, if mana from a Treasure was spent to cast it, you draw a card and lose 1 life. 5/5 Eagles of the North{5}{W}Flying
When this creature enters, creatures you control get +1/+0 and gain first strike until end of turn.
Plainscycling {1} ({1}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.) 3/3 Errand-Rider of Gondor{2}{W}When this creature enters, draw a card. Then if you don't control a legendary creature, put a card from your hand on the bottom of your library. 3/2 Thorin Oakenshield{R}{W}Trample
Storied (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.)
As long as you have an enduring story, artifacts and creatures you control have ward {1}. 3/2 Thranduil, Sindarin Liege // Silvan Rally{2}{G/U}{G/U}Other Elves you control get +1/+1.
Landfall — Whenever a land you control enters, create a 1/1 green Elf creature token. 2/3