Magic the Gathering
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25
Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 84 of 3929).
Tome of Legends{2}This artifact enters with a page counter on it.
Whenever your commander enters or attacks, put a page counter on this artifact.
{1}, {T}, Remove a page counter from this artifact: Draw a card. Villainous Hideout{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Villain spell or to activate an ability of a Villain source.
{3}, {T}: Target Villain you control connives. Activate only as a sorcery. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) Trading Post{4}{1}, {T}, Discard a card: You gain 4 life.
{1}, {T}, Pay 1 life: Create a 0/1 white Goat creature token.
{1}, {T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand.
{1}, {T}, Sacrifice an artifact: Draw a card. Tri-Sentinel, Act of Vengeance{7}Flying, menace, trample
When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls.
Unearth {7} ({7}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) 7/7 Unstable Molecule Suit{3}Equipped creature gets +2/+2 and has indestructible.
Equip commander {2}
Equip {4} Vibranium Mining Mech{4}Trample
Whenever this Vehicle enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{2}: This Vehicle gets +1/+0 until end of turn.
Crew 2 6/6 Vibranium Strike Gauntlets{4}Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +3/+0 and has trample and "Whenever this creature deals combat damage to a player, draw a card."
Equip {3} Vision, Synthezoid Avenger{4}Flying
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.) 3/3 Bountiful PromenadeThis land enters tapped unless you have two or more opponents.
{T}: Add {G} or {W}. Canopy Vista({T}: Add {G} or {W}.)
This land enters tapped unless you control two or more basic lands. Canyon Slough({T}: Add {B} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Choked EstuaryAs this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {B}. Cinder Glade({T}: Add {R} or {G}.)
This land enters tapped unless you control two or more basic lands. Clifftop RetreatThis land enters tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}. Coastal Peak({T}: Add {U} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Dragonskull SummitThis land enters tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}. Drowned CatacombThis land enters tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}. Exotic Orchard{T}: Add one mana of any color that a land an opponent controls could produce. 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. 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}. 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}. 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}. 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}. Glittering Massif({T}: Add {R} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) The Great Mound{T}: Add {C}.
{3}, {T}: Create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{6}, {T}: Draw a card. Hinterland HarborThis land enters tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}. Irrigated Farmland({T}: Add {W} or {U}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Luxury SuiteThis land enters tapped unless you have two or more opponents.
{T}: Add {B} or {R}. 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}.
Whenever your commander enters or attacks, put a page counter on this artifact.
{1}, {T}, Remove a page counter from this artifact: Draw a card. Villainous Hideout{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Villain spell or to activate an ability of a Villain source.
{3}, {T}: Target Villain you control connives. Activate only as a sorcery. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) Trading Post{4}{1}, {T}, Discard a card: You gain 4 life.
{1}, {T}, Pay 1 life: Create a 0/1 white Goat creature token.
{1}, {T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand.
{1}, {T}, Sacrifice an artifact: Draw a card. Tri-Sentinel, Act of Vengeance{7}Flying, menace, trample
When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls.
Unearth {7} ({7}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) 7/7 Unstable Molecule Suit{3}Equipped creature gets +2/+2 and has indestructible.
Equip commander {2}
Equip {4} Vibranium Mining Mech{4}Trample
Whenever this Vehicle enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{2}: This Vehicle gets +1/+0 until end of turn.
Crew 2 6/6 Vibranium Strike Gauntlets{4}Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +3/+0 and has trample and "Whenever this creature deals combat damage to a player, draw a card."
Equip {3} Vision, Synthezoid Avenger{4}Flying
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.) 3/3 Bountiful PromenadeThis land enters tapped unless you have two or more opponents.
{T}: Add {G} or {W}. Canopy Vista({T}: Add {G} or {W}.)
This land enters tapped unless you control two or more basic lands. Canyon Slough({T}: Add {B} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Choked EstuaryAs this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {B}. Cinder Glade({T}: Add {R} or {G}.)
This land enters tapped unless you control two or more basic lands. Clifftop RetreatThis land enters tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}. Coastal Peak({T}: Add {U} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Dragonskull SummitThis land enters tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}. Drowned CatacombThis land enters tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}. Exotic Orchard{T}: Add one mana of any color that a land an opponent controls could produce. 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. 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}. 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}. 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}. 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}. Glittering Massif({T}: Add {R} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) The Great Mound{T}: Add {C}.
{3}, {T}: Create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{6}, {T}: Draw a card. Hinterland HarborThis land enters tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}. Irrigated Farmland({T}: Add {W} or {U}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Luxury SuiteThis land enters tapped unless you have two or more opponents.
{T}: Add {B} or {R}. 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}.