Magic the Gathering
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Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 87 of 3929).
Atlas, Sizable Stooge{2}{B/G}{B/G}Reach (This creature can block creatures with flying.)
Whenever Atlas attacks or blocks, you gain 1 life for each creature you control with power 4 or greater. 5/4 Brawn, Amadeus Cho{1}{G/U}When Brawn enters, draw a card.
Power-up — {4}{G/U}: Put a +1/+1 counter on Brawn for each card in your hand. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 1/1 Gert and Old Lace, Runaways{2}{R/G}Trample (This creature can deal excess combat damage to the player they're attacking.)
When Gert and Old Lace enter, you may discard a card. If you do, search your library for a basic land card, reveal it, put it into your hand, then shuffle. 4/3 Iron Lad, Young Avenger{2}{U/R}Flying (This creature can't be blocked except by creatures with flying or reach.)
Noncreature spells you cast cost {1} less to cast. 2/2 Patriot, Young Avenger{2}{R/W}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
As long as Patriot is equipped, other creatures you control get +1/+0. 3/2 Stature, Young Avenger{1}{R/G}Reach (This creature can block creatures with flying.)
Whenever you cast a noncreature spell, Stature has base power and toughness 4/4 until end of turn. 2/2 War Machine, James Rhodes{3}{W/U}Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever War Machine attacks, tap up to one target creature. 3/2 Team Transmitter{3}Whenever a Hero you control enters, you gain 1 life.
{T}: Add one mana of any color. Victor Mancha, Runaway{5}When Victor Mancha enters, exile target card from your graveyard. You may play it for as long as you control Victor Mancha. 4/4 Pacifism{1}{W}Enchant creature
Enchanted creature can't attack or block. Doom Blade{1}{B}Destroy target nonblack creature. Tombstone, Career Criminal{2}{B}When Tombstone enters, return target Villain card from your graveyard to your hand.
Villain spells you cast cost {1} less to cast. 2/2 Thriving BluffThis land enters tapped. As it enters, choose a color other than red.
{T}: Add {R} or one mana of the chosen color. Thriving GroveThis land enters tapped. As it enters, choose a color other than green.
{T}: Add {G} or one mana of the chosen color. Thriving HeathThis land enters tapped. As it enters, choose a color other than white.
{T}: Add {W} or one mana of the chosen color. Thriving IsleThis land enters tapped. As it enters, choose a color other than blue.
{T}: Add {U} or one mana of the chosen color. Thriving MoorThis land enters tapped. As it enters, choose a color other than black.
{T}: Add {B} or one mana of the chosen color. Amazing Spider-Girl{3}{W}{W}Web-slinging {2}{W} (You may cast this spell for {2}{W} if you also return a tapped creature you control to its owner's hand.)
Flying, vigilance 5/4 Black Panther, Most Dangerous{2}{W}Whenever Black Panther is dealt damage, he deals that much damage to any other target.
Power-up — {5}{W}{W}: Put two +1/+1 counters on Black Panther. Other creatures you control get +2/+2 until end of turn. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 3/3 Blur of Heroism{2}{W}When this enchantment enters, draw a card.
You may cast Hero spells as though they had flash. Bucky Barnes, Eager Ally{1}{W}Vigilance
When Bucky Barnes dies, look at the top four cards of your library. You may reveal an Equipment, Hero, or Soldier card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. 2/2 Captain America, Liberator{3}{W}{W}When Captain America enters, you may search your library for an Equipment card with mana value 3 or less, put it onto the battlefield, then shuffle.
Whenever Captain America attacks, for each Equipment attached to him, create a 1/1 white Soldier creature token. 5/5 Captain America, Skybound{3}{W}{W}Flying, vigilance
Battalion — Whenever Captain America and at least two other creatures attack, put a +1/+1 counter on each attacking creature. They gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) 3/5 Captain Marvel, Shooting Star{5}{W}{W}Flying
Whenever Captain Marvel enters or attacks, exile up to one target creature. That creature's controller gains life equal to its power.
Whenever a creature other than Captain Marvel is exiled from the battlefield, you gain life equal to its power. 6/6 Doctor Spectrum{3}{W}{W}Flying
When Doctor Spectrum enters, choose one —
• Create a 0/4 colorless Wall creature token with defender.
• Put a +1/+1 counter on each other Hero you control.
• Destroy target enchantment. 3/3 Doctor Strange, Surgeon{4}{W}Lifelink
If you would gain life, you gain twice that much life instead.
At the beginning of each combat, if you have at least 10 life more than your starting life total, creatures you control get +2/+2 and gain vigilance until end of turn. 2/5 Donald Blake, Guise of Thor{1}{W}Lifelink
Power-up — {4}{W}{W}: Put two +1/+1 counters and a flying counter on Donald Blake. He becomes a God Warrior Hero. (He loses all other creature types. Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 1/3 Falcon, Joaquin Torres{2}{W}Flying, lifelink
Battalion — Whenever Falcon and at least two other creatures attack, put a +1/+1 counter on him and scry 1. (Look at the top card of your library. You may put that card on the bottom.) 2/2 Foggy Nelson, On Retainer{2}{W}Flash
When Foggy Nelson enters, put a +1/+1 counter on another target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) 1/3 General Thunderbolt Ross{W}First strike
Battalion — Whenever General Thunderbolt Ross and at least two other creatures attack, attacking creatures get +1/+0 until end of turn. 1/1 Hawkeye, Bowslinger{2}{W}Reach, vigilance
Whenever you cast a spell that targets a creature, put a +1/+1 counter on Hawkeye. Scry 1. (Look at the top card of your library. You may put that card on the bottom.) 3/3 Heroic Teamwork{2}{W}Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.)
One or two target creatures each get +2/+1 until end of turn. If this spell was cast using teamwork, draw a card.
Whenever Atlas attacks or blocks, you gain 1 life for each creature you control with power 4 or greater. 5/4 Brawn, Amadeus Cho{1}{G/U}When Brawn enters, draw a card.
Power-up — {4}{G/U}: Put a +1/+1 counter on Brawn for each card in your hand. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 1/1 Gert and Old Lace, Runaways{2}{R/G}Trample (This creature can deal excess combat damage to the player they're attacking.)
When Gert and Old Lace enter, you may discard a card. If you do, search your library for a basic land card, reveal it, put it into your hand, then shuffle. 4/3 Iron Lad, Young Avenger{2}{U/R}Flying (This creature can't be blocked except by creatures with flying or reach.)
Noncreature spells you cast cost {1} less to cast. 2/2 Patriot, Young Avenger{2}{R/W}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
As long as Patriot is equipped, other creatures you control get +1/+0. 3/2 Stature, Young Avenger{1}{R/G}Reach (This creature can block creatures with flying.)
Whenever you cast a noncreature spell, Stature has base power and toughness 4/4 until end of turn. 2/2 War Machine, James Rhodes{3}{W/U}Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever War Machine attacks, tap up to one target creature. 3/2 Team Transmitter{3}Whenever a Hero you control enters, you gain 1 life.
{T}: Add one mana of any color. Victor Mancha, Runaway{5}When Victor Mancha enters, exile target card from your graveyard. You may play it for as long as you control Victor Mancha. 4/4 Pacifism{1}{W}Enchant creature
Enchanted creature can't attack or block. Doom Blade{1}{B}Destroy target nonblack creature. Tombstone, Career Criminal{2}{B}When Tombstone enters, return target Villain card from your graveyard to your hand.
Villain spells you cast cost {1} less to cast. 2/2 Thriving BluffThis land enters tapped. As it enters, choose a color other than red.
{T}: Add {R} or one mana of the chosen color. Thriving GroveThis land enters tapped. As it enters, choose a color other than green.
{T}: Add {G} or one mana of the chosen color. Thriving HeathThis land enters tapped. As it enters, choose a color other than white.
{T}: Add {W} or one mana of the chosen color. Thriving IsleThis land enters tapped. As it enters, choose a color other than blue.
{T}: Add {U} or one mana of the chosen color. Thriving MoorThis land enters tapped. As it enters, choose a color other than black.
{T}: Add {B} or one mana of the chosen color. Amazing Spider-Girl{3}{W}{W}Web-slinging {2}{W} (You may cast this spell for {2}{W} if you also return a tapped creature you control to its owner's hand.)
Flying, vigilance 5/4 Black Panther, Most Dangerous{2}{W}Whenever Black Panther is dealt damage, he deals that much damage to any other target.
Power-up — {5}{W}{W}: Put two +1/+1 counters on Black Panther. Other creatures you control get +2/+2 until end of turn. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 3/3 Blur of Heroism{2}{W}When this enchantment enters, draw a card.
You may cast Hero spells as though they had flash. Bucky Barnes, Eager Ally{1}{W}Vigilance
When Bucky Barnes dies, look at the top four cards of your library. You may reveal an Equipment, Hero, or Soldier card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. 2/2 Captain America, Liberator{3}{W}{W}When Captain America enters, you may search your library for an Equipment card with mana value 3 or less, put it onto the battlefield, then shuffle.
Whenever Captain America attacks, for each Equipment attached to him, create a 1/1 white Soldier creature token. 5/5 Captain America, Skybound{3}{W}{W}Flying, vigilance
Battalion — Whenever Captain America and at least two other creatures attack, put a +1/+1 counter on each attacking creature. They gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) 3/5 Captain Marvel, Shooting Star{5}{W}{W}Flying
Whenever Captain Marvel enters or attacks, exile up to one target creature. That creature's controller gains life equal to its power.
Whenever a creature other than Captain Marvel is exiled from the battlefield, you gain life equal to its power. 6/6 Doctor Spectrum{3}{W}{W}Flying
When Doctor Spectrum enters, choose one —
• Create a 0/4 colorless Wall creature token with defender.
• Put a +1/+1 counter on each other Hero you control.
• Destroy target enchantment. 3/3 Doctor Strange, Surgeon{4}{W}Lifelink
If you would gain life, you gain twice that much life instead.
At the beginning of each combat, if you have at least 10 life more than your starting life total, creatures you control get +2/+2 and gain vigilance until end of turn. 2/5 Donald Blake, Guise of Thor{1}{W}Lifelink
Power-up — {4}{W}{W}: Put two +1/+1 counters and a flying counter on Donald Blake. He becomes a God Warrior Hero. (He loses all other creature types. Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 1/3 Falcon, Joaquin Torres{2}{W}Flying, lifelink
Battalion — Whenever Falcon and at least two other creatures attack, put a +1/+1 counter on him and scry 1. (Look at the top card of your library. You may put that card on the bottom.) 2/2 Foggy Nelson, On Retainer{2}{W}Flash
When Foggy Nelson enters, put a +1/+1 counter on another target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) 1/3 General Thunderbolt Ross{W}First strike
Battalion — Whenever General Thunderbolt Ross and at least two other creatures attack, attacking creatures get +1/+0 until end of turn. 1/1 Hawkeye, Bowslinger{2}{W}Reach, vigilance
Whenever you cast a spell that targets a creature, put a +1/+1 counter on Hawkeye. Scry 1. (Look at the top card of your library. You may put that card on the bottom.) 3/3 Heroic Teamwork{2}{W}Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.)
One or two target creatures each get +2/+1 until end of turn. If this spell was cast using teamwork, draw a card.