Magic the Gathering
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Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 63 of 3929).
Clever Concealment{2}{W}{W}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.) Blazing Crescendo{1}{R}Target creature gets +3/+1 until end of turn.
Exile the top card of your library. Until the end of your next turn, you may play that card. Crimson Operative{3}{R}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card. 3/2 Collective Effort{1}{W}{W}Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls. Death to Our Enemies{2}{R}Whenever you cast a noncreature spell, create a tapped Treasure token and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, it deals 7 damage divided as you choose among one or two targets. Cut a Deal{2}{W}Each opponent draws a card, then you draw a card for each opponent who drew a card this way. Evil's Thrall{2}{R}Gain control of target creature until end of turn. If you control a Villain with greater mana value than that creature, gain control of that creature until the end of your next turn instead. Untap that creature. It gains haste until end of turn. Destroy Evil{1}{W}Choose one —
• Destroy target creature with toughness 4 or greater.
• Destroy target enchantment. Fin Fang Foom{2}{R}{R}Flying
Whenever you cast an instant or sorcery spell that targets an artifact or land, copy that spell. You may choose new targets for the copy. Put two +1/+1 counters on Fin Fang Foom. 3/5 Dismantling Wave{2}{W}For each opponent, destroy up to one target artifact or enchantment that player controls.
Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.)
When you cycle this card, destroy all artifacts and enchantments. Dispatch{W}Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature. Hawkeye, Master Marksman{1}{R}Reach, first strike
Trick Arrows — Whenever Hawkeye becomes tapped, you may pay {1} up to three times. When you do, choose up to that many —
• Net — Target creature can't block this turn.
• Explosive — Hawkeye deals 2 damage to target player.
• Boomerang — Discard a card, then draw a card. 2/2 Hawkeye, Young Avenger{3}{R}Reach
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, instead it deals that much damage plus X, where X is Hawkeye's power. 2/4 Divine Visitation{3}{W}{W}If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead. Folk Hero{1}{W}Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn." Hawkeye's Bow{R}Equipped creature gets +1/+0 and has reach.
Whenever equipped creature becomes tapped, it deals 1 damage to each opponent.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Generous Gift{2}{W}Destroy target permanent. Its controller creates a 3/3 green Elephant creature token. Hex Magic{2}{R}Exile all the cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way. Gift of Immortality{2}{W}Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step. Hire a Crew{2}{R}Create a 2/1 black Villain creature token with menace, then creatures you control get +1/+0 until end of turn. (A creature with menace can't be blocked except by two or more creatures.) HULK SMASH!{1}{R}Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Destroy target noncreature artifact.
• Target creature you control deals damage equal to its power to target creature an opponent controls. Ingenious Smith{1}{W}When this creature enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever one or more artifacts you control enter, put a +1/+1 counter on this creature. This ability triggers only once each turn. 1/1 Loyal Retainers{2}{W}Sacrifice this creature: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared. 1/1 Human Torch, Johnny Storm{2}{R}Flying
Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent.
Power-up — {6}{R}: Put three +1/+1 counters on Human Torch. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 HYDRA Assault Robot{1}{R}Whenever another Villain and/or artifact you control enters, this creature deals 1 damage to target opponent. 1/3 Make Your Move{2}{W}Destroy target artifact, enchantment, or creature with power 4 or greater. Iron Fist, Living Weapon{2}{R}Whenever you cast a spell that targets a creature you control, Iron Fist gains "{T}: Iron Fist deals damage equal to his power to any other target" until end of turn. 2/3 Martial Coup{X}{W}{W}Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures. Jessica Jones, Private Eye{2}{R}{T}, Put a stun counter on Jessica Jones: Exile the top X cards of your library, where X is Jessica Jones's power. You may play those cards this turn. (If a permanent with a stun counter would become untapped, remove one from it instead.) 2/3 Monologue Tax{2}{W}Whenever an opponent casts their second spell each turn, you create a Treasure token. Palace Jailer{2}{W}{W}When this creature enters, you become the monarch.
When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch. 2/2 K'un-Lun Warrior{1}{R}When this creature enters, you may sacrifice an artifact or discard a card. If you do, draw a card. 2/2
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.) Blazing Crescendo{1}{R}Target creature gets +3/+1 until end of turn.
Exile the top card of your library. Until the end of your next turn, you may play that card. Crimson Operative{3}{R}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card. 3/2 Collective Effort{1}{W}{W}Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls. Death to Our Enemies{2}{R}Whenever you cast a noncreature spell, create a tapped Treasure token and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, it deals 7 damage divided as you choose among one or two targets. Cut a Deal{2}{W}Each opponent draws a card, then you draw a card for each opponent who drew a card this way. Evil's Thrall{2}{R}Gain control of target creature until end of turn. If you control a Villain with greater mana value than that creature, gain control of that creature until the end of your next turn instead. Untap that creature. It gains haste until end of turn. Destroy Evil{1}{W}Choose one —
• Destroy target creature with toughness 4 or greater.
• Destroy target enchantment. Fin Fang Foom{2}{R}{R}Flying
Whenever you cast an instant or sorcery spell that targets an artifact or land, copy that spell. You may choose new targets for the copy. Put two +1/+1 counters on Fin Fang Foom. 3/5 Dismantling Wave{2}{W}For each opponent, destroy up to one target artifact or enchantment that player controls.
Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.)
When you cycle this card, destroy all artifacts and enchantments. Dispatch{W}Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature. Hawkeye, Master Marksman{1}{R}Reach, first strike
Trick Arrows — Whenever Hawkeye becomes tapped, you may pay {1} up to three times. When you do, choose up to that many —
• Net — Target creature can't block this turn.
• Explosive — Hawkeye deals 2 damage to target player.
• Boomerang — Discard a card, then draw a card. 2/2 Hawkeye, Young Avenger{3}{R}Reach
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, instead it deals that much damage plus X, where X is Hawkeye's power. 2/4 Divine Visitation{3}{W}{W}If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead. Folk Hero{1}{W}Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn." Hawkeye's Bow{R}Equipped creature gets +1/+0 and has reach.
Whenever equipped creature becomes tapped, it deals 1 damage to each opponent.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Generous Gift{2}{W}Destroy target permanent. Its controller creates a 3/3 green Elephant creature token. Hex Magic{2}{R}Exile all the cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way. Gift of Immortality{2}{W}Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step. Hire a Crew{2}{R}Create a 2/1 black Villain creature token with menace, then creatures you control get +1/+0 until end of turn. (A creature with menace can't be blocked except by two or more creatures.) HULK SMASH!{1}{R}Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Destroy target noncreature artifact.
• Target creature you control deals damage equal to its power to target creature an opponent controls. Ingenious Smith{1}{W}When this creature enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever one or more artifacts you control enter, put a +1/+1 counter on this creature. This ability triggers only once each turn. 1/1 Loyal Retainers{2}{W}Sacrifice this creature: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared. 1/1 Human Torch, Johnny Storm{2}{R}Flying
Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent.
Power-up — {6}{R}: Put three +1/+1 counters on Human Torch. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 HYDRA Assault Robot{1}{R}Whenever another Villain and/or artifact you control enters, this creature deals 1 damage to target opponent. 1/3 Make Your Move{2}{W}Destroy target artifact, enchantment, or creature with power 4 or greater. Iron Fist, Living Weapon{2}{R}Whenever you cast a spell that targets a creature you control, Iron Fist gains "{T}: Iron Fist deals damage equal to his power to any other target" until end of turn. 2/3 Martial Coup{X}{W}{W}Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures. Jessica Jones, Private Eye{2}{R}{T}, Put a stun counter on Jessica Jones: Exile the top X cards of your library, where X is Jessica Jones's power. You may play those cards this turn. (If a permanent with a stun counter would become untapped, remove one from it instead.) 2/3 Monologue Tax{2}{W}Whenever an opponent casts their second spell each turn, you create a Treasure token. Palace Jailer{2}{W}{W}When this creature enters, you become the monarch.
When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch. 2/2 K'un-Lun Warrior{1}{R}When this creature enters, you may sacrifice an artifact or discard a card. If you do, draw a card. 2/2