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Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 48 of 3929).
Esquire of the King{W}{4}{W}, {T}: Creatures you control get +1/+1 until end of turn. This ability costs {2} less to activate if you control a legendary creature.
1/1
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 Thranduil, the Elvenking{2}{B}{G}{U}Thranduil has all activated abilities of all Elf cards in your graveyard.
Whenever another legendary Elf you control enters, draw two cards, then discard a card. 5/6 Fiend Hunter{1}{W}{W}When this creature enters, you may exile another target creature.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control. 1/3 Fog on the Barrow-Downs{2}{W}Enchant creature
Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.) Thranduil's Company{2}{G}{U}As long as you control another Elf, you may play an additional land on each of your turns.
Landfall — Whenever a land you control enters, put two +1/+1 counters on target creature you control. It gains vigilance until end of turn. 3/4 Tom, Bert, and William{3}{B}{G}{1}, Sacrifice another creature: Draw cards equal to the sacrificed creature's power, then discard a card.
When Tom, Bert, and William die, if they were a creature, return them to the battlefield. They're an artifact. (They're no longer a creature.) 5/5 Landroval, Horizon Witness{4}{W}Flying
Whenever two or more creatures you control attack a player, target attacking creature without flying gains flying until end of turn. 3/4 Mentor of the Meek{2}{W}Whenever another creature you control with power 2 or less enters, you may pay {1}. If you do, draw a card. 2/2 The Arkenstone // Seek the Heart{2}{W}Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. (Then exile this card. You may cast the artifact later from exile.) The Arkenstone // Seek the Heart{5}Creatures you control get +1/+1.
At the beginning of your end step, draw a card. The Black Arrow{3}Flash
When The Black Arrow enters, it deals 1 damage to any target. If a Dragon is dealt damage this way, destroy it.
Equipped creature gets +1/+1 and has reach.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Soldier of the Grey Host{3}{W}Flash
Flying
When this creature enters, target creature gets +2/+0 until end of turn. 2/2 Dwarven Mattock{2}When this Equipment enters, attach it to target Dwarf you control.
Equipped creature gets +2/+2 and has ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) Westfold Rider{1}{W}Sacrifice this creature: Destroy target artifact or enchantment. Activate only as a sorcery. 3/1 Giant's Boulder{1}When this artifact enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{1}, {T}: Add one mana of any color.
{7}, {T}, Sacrifice this artifact: Destroy target permanent. Captain of Umbar{2}{U}{1}, {T}: Draw a card, then discard a card. 2/3 Glamdring, Foe-hammer // Gleam of Death{2}Instant and sorcery spells you cast cost {X} less to cast, where X is equipped creature's power.
Equip {2} Glamdring, Foe-hammer // Gleam of Death{3}{U}Mill six cards, then put all instant and sorcery cards from among them into your hand. (Then exile this card. You may cast the artifact later from exile.) Colossal Whale{5}{U}{U}Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature attacks, you may exile target creature defending player controls until this creature leaves the battlefield. (That creature returns under its owner's control.) 5/5 Key to the Side-Door{1}{2}, {T}: Target creature can't be blocked this turn.
{1}, {T}, Discard a legendary card with the same name as a legendary permanent you control: Draw two cards. Grey Havens Navigator{2}{U}Flash
When this creature enters, scry 1. 3/2 Hithlain Knots{1}{U}Tap target creature. Scry 1.
Draw a card. My Precious // Allure of Power{1}{B}As an additional cost to cast this spell, sacrifice a creature.
Draw two cards. My Precious // Allure of Power{3}Equipped creature has hexproof and can't be blocked.
Equip—{2}, Pay 2 life. Ithilien Kingfisher{2}{U}Flying
When this creature dies, draw a card. 2/1 Orcrist, Goblin-cleaver{3}Equipped creature gets +2/+2 and has trample.
Whenever equipped creature deals combat damage to a player, choose a creature type. Create a Treasure token for each creature you control of that type.
Equip {3} Sting, Bilbo's Sword{2}Flash
When Sting enters, put a hone counter on Sting for each creature target opponent controls. Attach Sting to up to one target creature you control. (Each hone counter on an Equipment grants +1/+0 to equipped creature.)
Equip {3} Knights of Dol Amroth{3}{U}Whenever you draw your second card each turn, put a +1/+1 counter on this creature. 3/3 Thrór's Map{2}When Thrór's Map enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
{2}, {T}: Draw a card, then discard a card. Lórien Revealed{3}{U}{U}Draw three cards.
Islandcycling {1} ({1}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.) Minas Tirith Garrison{3}{U}Minas Tirith Garrison's power is equal to the number of cards in your hand.
Whenever this creature attacks, you may tap any number of untapped Humans you control. Draw a card for each Human tapped this way. */5
Landfall — Whenever a land you control enters, create a 1/1 green Elf creature token. 2/3 Thranduil, the Elvenking{2}{B}{G}{U}Thranduil has all activated abilities of all Elf cards in your graveyard.
Whenever another legendary Elf you control enters, draw two cards, then discard a card. 5/6 Fiend Hunter{1}{W}{W}When this creature enters, you may exile another target creature.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control. 1/3 Fog on the Barrow-Downs{2}{W}Enchant creature
Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.) Thranduil's Company{2}{G}{U}As long as you control another Elf, you may play an additional land on each of your turns.
Landfall — Whenever a land you control enters, put two +1/+1 counters on target creature you control. It gains vigilance until end of turn. 3/4 Tom, Bert, and William{3}{B}{G}{1}, Sacrifice another creature: Draw cards equal to the sacrificed creature's power, then discard a card.
When Tom, Bert, and William die, if they were a creature, return them to the battlefield. They're an artifact. (They're no longer a creature.) 5/5 Landroval, Horizon Witness{4}{W}Flying
Whenever two or more creatures you control attack a player, target attacking creature without flying gains flying until end of turn. 3/4 Mentor of the Meek{2}{W}Whenever another creature you control with power 2 or less enters, you may pay {1}. If you do, draw a card. 2/2 The Arkenstone // Seek the Heart{2}{W}Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. (Then exile this card. You may cast the artifact later from exile.) The Arkenstone // Seek the Heart{5}Creatures you control get +1/+1.
At the beginning of your end step, draw a card. The Black Arrow{3}Flash
When The Black Arrow enters, it deals 1 damage to any target. If a Dragon is dealt damage this way, destroy it.
Equipped creature gets +1/+1 and has reach.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Soldier of the Grey Host{3}{W}Flash
Flying
When this creature enters, target creature gets +2/+0 until end of turn. 2/2 Dwarven Mattock{2}When this Equipment enters, attach it to target Dwarf you control.
Equipped creature gets +2/+2 and has ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) Westfold Rider{1}{W}Sacrifice this creature: Destroy target artifact or enchantment. Activate only as a sorcery. 3/1 Giant's Boulder{1}When this artifact enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{1}, {T}: Add one mana of any color.
{7}, {T}, Sacrifice this artifact: Destroy target permanent. Captain of Umbar{2}{U}{1}, {T}: Draw a card, then discard a card. 2/3 Glamdring, Foe-hammer // Gleam of Death{2}Instant and sorcery spells you cast cost {X} less to cast, where X is equipped creature's power.
Equip {2} Glamdring, Foe-hammer // Gleam of Death{3}{U}Mill six cards, then put all instant and sorcery cards from among them into your hand. (Then exile this card. You may cast the artifact later from exile.) Colossal Whale{5}{U}{U}Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature attacks, you may exile target creature defending player controls until this creature leaves the battlefield. (That creature returns under its owner's control.) 5/5 Key to the Side-Door{1}{2}, {T}: Target creature can't be blocked this turn.
{1}, {T}, Discard a legendary card with the same name as a legendary permanent you control: Draw two cards. Grey Havens Navigator{2}{U}Flash
When this creature enters, scry 1. 3/2 Hithlain Knots{1}{U}Tap target creature. Scry 1.
Draw a card. My Precious // Allure of Power{1}{B}As an additional cost to cast this spell, sacrifice a creature.
Draw two cards. My Precious // Allure of Power{3}Equipped creature has hexproof and can't be blocked.
Equip—{2}, Pay 2 life. Ithilien Kingfisher{2}{U}Flying
When this creature dies, draw a card. 2/1 Orcrist, Goblin-cleaver{3}Equipped creature gets +2/+2 and has trample.
Whenever equipped creature deals combat damage to a player, choose a creature type. Create a Treasure token for each creature you control of that type.
Equip {3} Sting, Bilbo's Sword{2}Flash
When Sting enters, put a hone counter on Sting for each creature target opponent controls. Attach Sting to up to one target creature you control. (Each hone counter on an Equipment grants +1/+0 to equipped creature.)
Equip {3} Knights of Dol Amroth{3}{U}Whenever you draw your second card each turn, put a +1/+1 counter on this creature. 3/3 Thrór's Map{2}When Thrór's Map enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
{2}, {T}: Draw a card, then discard a card. Lórien Revealed{3}{U}{U}Draw three cards.
Islandcycling {1} ({1}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.) Minas Tirith Garrison{3}{U}Minas Tirith Garrison's power is equal to the number of cards in your hand.
Whenever this creature attacks, you may tap any number of untapped Humans you control. Draw a card for each Human tapped this way. */5