Magic the Gathering
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Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 79 of 3929).
War Machine, Avenging Arsenal{4}{R}Flying
Whenever War Machine attacks, attacking modified creatures you control gain double strike until end of turn. (Equipment, Auras you control, and counters are modifications.) 3/5 Ancestral Communion{1}{G}When you cast this spell while you control your commander, copy this spell. You may choose a new target for the copy.
Return target permanent card from your graveyard to your hand. Thanos, the Mad Titan{R}{W}{B}Deathtouch, lifelink
Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.) 4/4 Birds of Paradise{G}Flying
{T}: Add one mana of any color. 0/1 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 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 Conduit of Worlds{2}{G}{G}You may play lands from your graveyard.
{T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery. 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 Fight for the Throne{1}{G}Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. When the creature an opponent controls dies this turn, if you control your commander, you become the monarch. 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. Greater Good{2}{G}{G}Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. 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. It's Clobberin' Time!{2}{G}Choose one —
• Target creature you control deals damage equal to its power to target creature an opponent controls.
• Destroy target artifact or enchantment.
Rebound M'Baku, Jabari Chieftain{1}{G}{G}At the beginning of your end step, if there is no monarch, target opponent becomes the monarch.
Whenever a creature attacks one of your opponents, if that player is the monarch, that creature gets +1/+1 and gains trample until end of turn. 4/3 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. Hidden Lair{T}: Add {C}.
{T}: Add {U} or {B}. Activate only if this land entered this turn or if you control a basic land. Medusa, Inhuman Queen{2}{G}Reach, vigilance
Whenever a player casts a noncreature spell, put a +1/+1 counter on Medusa. 2/2 Nakia, Wakandan Operative{2}{G}Reach
Whenever your commander enters, you become the monarch.
{2}, {T}: Put two +1/+1 counters on target creature or Vehicle. Activate only as a sorcery. 3/3 Training Compound{T}: Add {C}.
{T}: Add {R} or {G}. Activate only if this land entered this turn or if you control a basic land. The Mind Stone{1}{W}Indestructible
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. Overwhelming Stampede{3}{G}{G}Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. The Mind Stone{1}{W}Indestructible
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. Path of Discovery{3}{G}Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) W'Kabi, Shield of the Nation{1}{G}Vigilance
Whenever you attack with your commander, if you control an artifact with mana value 4 or greater, create a 4/4 green Rhino creature token with trample. 2/3 Captain America, Super-Soldier{1}{W}{W}First strike
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. 3/2 Jennifer Walters // The Sensational She-Hulk{3}{G}{W}{W}Reach, trample
Your opponents can't cast spells during your turn.
Whenever a creature you control is dealt damage, you may have The Sensational She-Hulk deal that much damage to any target. Do this only once each turn. 6/6
Flip Card
Jennifer Walters // The Sensational She-Hulk{1}{W}Your opponents can't cast spells during your turn.
{3}{G}{W}{W}: Transform Jennifer Walters. Activate only as a sorcery. 2/3
Flip Card
Wakanda Forever!{4}{G}{G}Reveal the top six cards of your library. You may put a permanent card from among them onto the battlefield with an indestructible counter on it. You may put a permanent card from among them into your hand. Put the rest into your graveyard.
Nick Fury, Agent of S.H.I.E.L.D.{W}Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
2/1
Zuri, Warrior of Wakanda{1}{G}Trample
Whenever you cast an artifact spell with mana value 4 or greater, put a +1/+1 counter on each creature you control. 2/2 Bruce Banner // The Incredible Hulk{U}{X}{X}, {T}: Draw X cards. Activate only as a sorcery.
{2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery. 1/1
Flip Card
Bruce Banner // The Incredible Hulk{2}{R}{R}{G}{G}Reach, trample
Enrage — Whenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase. 8/8
Flip Card
Whenever War Machine attacks, attacking modified creatures you control gain double strike until end of turn. (Equipment, Auras you control, and counters are modifications.) 3/5 Ancestral Communion{1}{G}When you cast this spell while you control your commander, copy this spell. You may choose a new target for the copy.
Return target permanent card from your graveyard to your hand. Thanos, the Mad Titan{R}{W}{B}Deathtouch, lifelink
Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.) 4/4 Birds of Paradise{G}Flying
{T}: Add one mana of any color. 0/1 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 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 Conduit of Worlds{2}{G}{G}You may play lands from your graveyard.
{T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery. 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 Fight for the Throne{1}{G}Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. When the creature an opponent controls dies this turn, if you control your commander, you become the monarch. 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. Greater Good{2}{G}{G}Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. 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. It's Clobberin' Time!{2}{G}Choose one —
• Target creature you control deals damage equal to its power to target creature an opponent controls.
• Destroy target artifact or enchantment.
Rebound M'Baku, Jabari Chieftain{1}{G}{G}At the beginning of your end step, if there is no monarch, target opponent becomes the monarch.
Whenever a creature attacks one of your opponents, if that player is the monarch, that creature gets +1/+1 and gains trample until end of turn. 4/3 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. Hidden Lair{T}: Add {C}.
{T}: Add {U} or {B}. Activate only if this land entered this turn or if you control a basic land. Medusa, Inhuman Queen{2}{G}Reach, vigilance
Whenever a player casts a noncreature spell, put a +1/+1 counter on Medusa. 2/2 Nakia, Wakandan Operative{2}{G}Reach
Whenever your commander enters, you become the monarch.
{2}, {T}: Put two +1/+1 counters on target creature or Vehicle. Activate only as a sorcery. 3/3 Training Compound{T}: Add {C}.
{T}: Add {R} or {G}. Activate only if this land entered this turn or if you control a basic land. The Mind Stone{1}{W}Indestructible
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. Overwhelming Stampede{3}{G}{G}Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. The Mind Stone{1}{W}Indestructible
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. Path of Discovery{3}{G}Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) W'Kabi, Shield of the Nation{1}{G}Vigilance
Whenever you attack with your commander, if you control an artifact with mana value 4 or greater, create a 4/4 green Rhino creature token with trample. 2/3 Captain America, Super-Soldier{1}{W}{W}First strike
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. 3/2 Jennifer Walters // The Sensational She-Hulk{3}{G}{W}{W}Reach, trample
Your opponents can't cast spells during your turn.
Whenever a creature you control is dealt damage, you may have The Sensational She-Hulk deal that much damage to any target. Do this only once each turn. 6/6
{3}{G}{W}{W}: Transform Jennifer Walters. Activate only as a sorcery. 2/3
Whenever you cast an artifact spell with mana value 4 or greater, put a +1/+1 counter on each creature you control. 2/2 Bruce Banner // The Incredible Hulk{U}{X}{X}, {T}: Draw X cards. Activate only as a sorcery.
{2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery. 1/1
Enrage — Whenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase. 8/8