Magic the Gathering
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Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 71 of 3929).
Ultron, Artificial Malevolence{3}Whenever another nontoken artifact you control enters, you may pay {2}. If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types.
2/4
Ultron Drone{3}Power-up — {6}: Put two +1/+1 counters on this creature and create a 2/2 colorless Robot Villain artifact creature token. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)
2/3
Mystic MonasteryThis land enters tapped.
{T}: Add {U}, {R}, or {W}. Vibranium Energy Daggers{1}Indestructible (Effects that say "destroy" don't destroy this Equipment.)
Equipped creature gets +2/+2.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) Path of AncestryThis land enters tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.) The Vision{4}Flying, vigilance
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card. 2/5 Plaza of Heroes{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a legendary spell.
{T}: Add one mana of any color among legendary permanents you control.
{3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn. Port TownAs this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {U}. Viv Vision, Teen Synthezoid{3}Flying
Cybernetic Senses — Whenever Viv Vision attacks, draw a card if her power is 4 or greater.
Power-up — {7}: Put two +1/+1 counters on Viv Vision. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 2/2 Prairie Stream({T}: Add {W} or {U}.)
This land enters tapped unless you control two or more basic lands. A.I.M. LabsThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {B}. Radiant Summit({T}: Add {R} or {W}.)
This land enters tapped unless you control two or more basic lands. Asgardian CitadelThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {W}. Razorverge ThicketThis land enters tapped unless you control two or fewer other lands.
{T}: Add {G} or {W}. Avengers HangarThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {U}. Rejuvenating SpringsThis land enters tapped unless you have two or more opponents.
{T}: Add {G} or {U}. Avengers Tower{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
{4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Rootbound CragThis land enters tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}. Baxter Building{T}: Add {C}.
{4}, {T}: Add four mana in any combination of colors.
{4}, {T}: Draw a card. Activate only if you control a creature with toughness 4 or greater. Scattered Groves({T}: Add {G} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Birnin Zana PlazaThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {W}. Scavenger Grounds{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards. Castle Doom{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast an artifact spell.
{3}, {T}, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery. Scorched Geyser({T}: Add {U} or {R}.)
This land enters tapped unless you control two or more basic lands. Dark Fortress{T}: Add {C}.
{T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land. Fisk TowerThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {B}. Secluded CourtyardAs this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type. Gathering Place{T}: Add {C}.
{T}: Add {G} or {W}. Activate only if this land entered this turn or if you control a basic land. Smoldering Marsh({T}: Add {B} or {R}.)
This land enters tapped unless you control two or more basic lands. Sodden Verdure({T}: Add {G} or {U}.)
This land enters tapped unless you control two or more basic lands. Gleaming Bastion{T}: Add {C}.
{T}: Add {W} or {U}. Activate only if this land entered this turn or if you control a basic land. Spectator SeatingThis land enters tapped unless you have two or more opponents.
{T}: Add {R} or {W}.
{T}: Add {U}, {R}, or {W}. Vibranium Energy Daggers{1}Indestructible (Effects that say "destroy" don't destroy this Equipment.)
Equipped creature gets +2/+2.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) Path of AncestryThis land enters tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.) The Vision{4}Flying, vigilance
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card. 2/5 Plaza of Heroes{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a legendary spell.
{T}: Add one mana of any color among legendary permanents you control.
{3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn. Port TownAs this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {U}. Viv Vision, Teen Synthezoid{3}Flying
Cybernetic Senses — Whenever Viv Vision attacks, draw a card if her power is 4 or greater.
Power-up — {7}: Put two +1/+1 counters on Viv Vision. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 2/2 Prairie Stream({T}: Add {W} or {U}.)
This land enters tapped unless you control two or more basic lands. A.I.M. LabsThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {B}. Radiant Summit({T}: Add {R} or {W}.)
This land enters tapped unless you control two or more basic lands. Asgardian CitadelThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {W}. Razorverge ThicketThis land enters tapped unless you control two or fewer other lands.
{T}: Add {G} or {W}. Avengers HangarThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {U}. Rejuvenating SpringsThis land enters tapped unless you have two or more opponents.
{T}: Add {G} or {U}. Avengers Tower{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
{4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Rootbound CragThis land enters tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}. Baxter Building{T}: Add {C}.
{4}, {T}: Add four mana in any combination of colors.
{4}, {T}: Draw a card. Activate only if you control a creature with toughness 4 or greater. Scattered Groves({T}: Add {G} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Birnin Zana PlazaThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {W}. Scavenger Grounds{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards. Castle Doom{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast an artifact spell.
{3}, {T}, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery. Scorched Geyser({T}: Add {U} or {R}.)
This land enters tapped unless you control two or more basic lands. Dark Fortress{T}: Add {C}.
{T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land. Fisk TowerThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {B}. Secluded CourtyardAs this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type. Gathering Place{T}: Add {C}.
{T}: Add {G} or {W}. Activate only if this land entered this turn or if you control a basic land. Smoldering Marsh({T}: Add {B} or {R}.)
This land enters tapped unless you control two or more basic lands. Sodden Verdure({T}: Add {G} or {U}.)
This land enters tapped unless you control two or more basic lands. Gleaming Bastion{T}: Add {C}.
{T}: Add {W} or {U}. Activate only if this land entered this turn or if you control a basic land. Spectator SeatingThis land enters tapped unless you have two or more opponents.
{T}: Add {R} or {W}.