Magic the Gathering
Welcome to the Magic the Gathering realm!
25
Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 820 of 3680).
Catch-Up Mechanic{4}{W}When this creature enters, choose one. If an opponent has at least 5 more life than you, choose any number instead—• Put two +1/+1 counters on another target creature or Vehicle.
• Return target artifact card from your graveyard to your hand.
• Look at the top five cards of your library. Reveal an artifact card from among them and put it into your hand. Put the rest on the bottom in a random order. 4/4
The Mysterious Sphere{5}Advertising — {T}: Exile the top card of your library. You gain 1 life.Show — At the beginning of combat on your turn, if there are three or more cards exiled with The Mysterious Sphere, you may put them into your graveyard. If you do, create copies of each nonland card among them. You may cast the copies without paying their mana costs. If you cast a creature spell this way, it gains haste and "Sacrifice this creature at the beginning of your end step."
Underdog Racer{4}{G}This spell costs {1} less to cast if your team is currently behind. (If neither player can see the scoreboard or easily verify, that means it's Schrödinger's race and you're in a quantum superposition of maybe losing and so this costs {1} less.)When this creature enters, destroy target artifact an opponent controls. 5/5 Surprise, Nerd!{4}{B}Flash
If a creature would get + some amount of power or toughness until end of turn, instead it gets - that amount of power or toughness.
Kibo's Bananamobile{5}When this Vehicle enters, create three colorless artifact tokens named Banana with "{T}, Sacrifice this token: Add {R} or {G}. You gain 2 life."Whenever you sacrifice a Banana, you may have it deal 2 damage to target attacking creature.
Crew 1 6/6 Underdog Racer{4}{G}This spell costs {1} less to cast if your team is currently behind. (If neither player can see the scoreboard or easily verify, that means it's Schrödinger's race and you're in a quantum superposition of maybe losing and so this costs {1} less.)
When this creature enters, destroy target artifact an opponent controls. 5/5 X, Mystery Racer{3}{U}{B}When X enters, you may put it into target opponent's hand. If you do, as long as it remains in their hand, that player can't cast X and they play with their hand revealed.
During your turn while X is in an opponent's hand, you may activate abilities of nonland permanents opponents control. If you activate the crew or saddle ability of a permanent this way, gain control of it until end of turn. Untap it. It gains haste until end of turn. 5/5
Chandra's Dragonmech{5}You can't include this card in your deck if you're on Team Speed Demons.Flying
Whenever this creature deals combat damage to a player, create a copy of one of the following, chosen at random: Chandra's Fury, Chandra's Ignition, Chandra's Magmutt, Chandra's Regulator, Chandra's Spitfire, or Chandra's Outrage. You may cast the copy without paying its mana cost. 4/4
The Misty Stepper{4}{U}You may have The Misty Stepper enter as a copy of a creature you control, except its name is The Misty Stepper and it has its other abilities.The Misty Stepper can't be blocked.
Spells you cast have split second. (As long as that spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) 2/2
The Game-Changing Host{2}{G}{U}{R}Anything that could have changed The Game-Changing Host on the turn it enters applies retroactively. (He's been here the whole time.){T}: Create a copy of a game changer at random. You may play the copy without paying its mana cost. (There are currently 61. Perhaps look at a list and randomize?) 4/4 X, Mystery Racer{3}{U}{B}When X enters, you may put it into target opponent's hand. If you do, as long as it remains in their hand, that player can't cast X and they play with their hand revealed.
During your turn while X is in an opponent's hand, you may activate abilities of nonland permanents opponents control. If you activate the crew or saddle ability of a permanent this way, gain control of it until end of turn. Untap it. It gains haste until end of turn. 5/5 The Good Time Sleuth{3}{W}{B}When The Good Time Sleuth enters, exile the top card of your library and each nontoken creature you control in a face-down pile, shuffle that pile, then manifest those cards. Then create a Blood token for each face-down creature you control. Those creature gain "Sacrifice a Blood: Turn this creature face up." Secretly choose one of them. As that creature is turned face up, reveal the choice and it becomes a 5/5 black Demon. 3/3