Magic the Gathering
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Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 70 of 3929).
Command Tower{T}: Add one mana of any color in your commander's color identity.
Crumbling NecropolisThis land enters tapped.
{T}: Add {U}, {B}, or {R}. Vision Quest{X}{U}{R}Search your library and/or graveyard for an artifact creature card with mana value X or less and put it onto the battlefield with X additional +1/+1 counters on it. If X is 4 or greater, it gains haste until end of turn. If you search your library this way, shuffle. Dragonskull SummitThis land enters tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}. War Machine, Legacy of Iron{2}{R/W}Flying
At the beginning of combat on your turn, another target creature you control gets +X/+0 until end of turn, where X is War Machine's power. 1/3 Winter Soldier, Icy Assassin{W}{B}Vigilance, menace
Winter Soldier gets +2/+0 for each Equipment attached to him.
{3}{W}{B}: Return this card from your graveyard to the battlefield with a finality counter on him. Then you may attach an Equipment you control to him. (If a creature with a finality counter on it would die, exile it instead.) 2/2 Drowned CatacombThis land enters tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}. Wolverine, Fierce Fighter{2}{R}{G}Haste
When Wolverine enters, he fights up to one other target creature.
If damage would be dealt to Wolverine, instead that damage is dealt, but all other damage already dealt to him is healed. 3/5 Evolving Wilds{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Worlds Within Worlds{5}{G}{U}Exile all creatures. Each player may put any number of creature cards from their hand onto the battlefield. Then put all cards exiled this way into their owners' hands. Exile Worlds Within Worlds. Exotic Orchard{T}: Add one mana of any color that a land an opponent controls could produce. A.I.M. Synthoids{2}When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) 1/3 Fabled Passage{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land. Arc Reactor{5}Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
This artifact enters tapped.
{T}: Add {C}{C}{C}. Fetid Pools({T}: Add {U} or {B}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Foreboding RuinsAs this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {B} or {R}. Captain America's Shield{2}Indestructible
Equipped creature gets +0/+8 and has vigilance.
Whenever equipped creature attacks, tap target creature defending player controls.
Equip {2} Cosmic Cube{5}Ward {2}
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order. Fortified VillageAs this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {W}. Dependable Quinjet{3}Flying
{T}: Add one mana of any color.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.) 3/3 Frostboil SnarlAs this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {R}. H.E.R.B.I.E. Scout Unit{4}Flying
When this creature enters, draw a card, then you may put a land card from your hand onto the battlefield tapped. 2/1 Furycalm SnarlAs this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {W}. Glacial FortressThis land enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}. Iron Man Armor{3}When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+1 and has flying.
{2}: If this Equipment isn't a creature, it becomes a 0/0 Construct Hero artifact creature with flying and "This creature gets +1/+1 for each artifact you control" until end of turn.
Equip {2} S.H.I.E.L.D. Helicarrier{4}Flying
When this Vehicle enters, create two 1/1 white Soldier creature tokens.
Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.) 4/5 Glittering Massif({T}: Add {R} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Hinterland HarborThis land enters tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}. Super-Adaptoid{2}Super-Adaptoid's power is equal to the number of legendary creatures you control.
Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance. */2 Irrigated Farmland({T}: Add {W} or {U}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) The Ten Rings{8}Your maximum hand size is ten.
At the beginning of your end step, if you have fewer than ten cards in hand, draw cards equal to the difference. Luxury SuiteThis land enters tapped unless you have two or more opponents.
{T}: Add {B} or {R}.
{T}: Add {U}, {B}, or {R}. Vision Quest{X}{U}{R}Search your library and/or graveyard for an artifact creature card with mana value X or less and put it onto the battlefield with X additional +1/+1 counters on it. If X is 4 or greater, it gains haste until end of turn. If you search your library this way, shuffle. Dragonskull SummitThis land enters tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}. War Machine, Legacy of Iron{2}{R/W}Flying
At the beginning of combat on your turn, another target creature you control gets +X/+0 until end of turn, where X is War Machine's power. 1/3 Winter Soldier, Icy Assassin{W}{B}Vigilance, menace
Winter Soldier gets +2/+0 for each Equipment attached to him.
{3}{W}{B}: Return this card from your graveyard to the battlefield with a finality counter on him. Then you may attach an Equipment you control to him. (If a creature with a finality counter on it would die, exile it instead.) 2/2 Drowned CatacombThis land enters tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}. Wolverine, Fierce Fighter{2}{R}{G}Haste
When Wolverine enters, he fights up to one other target creature.
If damage would be dealt to Wolverine, instead that damage is dealt, but all other damage already dealt to him is healed. 3/5 Evolving Wilds{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Worlds Within Worlds{5}{G}{U}Exile all creatures. Each player may put any number of creature cards from their hand onto the battlefield. Then put all cards exiled this way into their owners' hands. Exile Worlds Within Worlds. Exotic Orchard{T}: Add one mana of any color that a land an opponent controls could produce. A.I.M. Synthoids{2}When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) 1/3 Fabled Passage{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land. Arc Reactor{5}Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
This artifact enters tapped.
{T}: Add {C}{C}{C}. Fetid Pools({T}: Add {U} or {B}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Foreboding RuinsAs this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {B} or {R}. Captain America's Shield{2}Indestructible
Equipped creature gets +0/+8 and has vigilance.
Whenever equipped creature attacks, tap target creature defending player controls.
Equip {2} Cosmic Cube{5}Ward {2}
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order. Fortified VillageAs this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {W}. Dependable Quinjet{3}Flying
{T}: Add one mana of any color.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.) 3/3 Frostboil SnarlAs this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {R}. H.E.R.B.I.E. Scout Unit{4}Flying
When this creature enters, draw a card, then you may put a land card from your hand onto the battlefield tapped. 2/1 Furycalm SnarlAs this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {W}. Glacial FortressThis land enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}. Iron Man Armor{3}When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+1 and has flying.
{2}: If this Equipment isn't a creature, it becomes a 0/0 Construct Hero artifact creature with flying and "This creature gets +1/+1 for each artifact you control" until end of turn.
Equip {2} S.H.I.E.L.D. Helicarrier{4}Flying
When this Vehicle enters, create two 1/1 white Soldier creature tokens.
Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.) 4/5 Glittering Massif({T}: Add {R} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Hinterland HarborThis land enters tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}. Super-Adaptoid{2}Super-Adaptoid's power is equal to the number of legendary creatures you control.
Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance. */2 Irrigated Farmland({T}: Add {W} or {U}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) The Ten Rings{8}Your maximum hand size is ten.
At the beginning of your end step, if you have fewer than ten cards in hand, draw cards equal to the difference. Luxury SuiteThis land enters tapped unless you have two or more opponents.
{T}: Add {B} or {R}.