Magic the Gathering
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25
Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 89 of 3929).
Mysterio's Mirage{2}{U}At the beginning of your end step, if you discarded a card this turn, create a 3/3 blue Illusion Villain creature token.
Namor, Scourge of the Seas{3}{U}{U}Flying
Each other Merfolk you control with a +1/+1 counter on it has flying.
At the beginning of combat on your turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 4/4 Namora, the Sea Queen{2}{U}Flying
Power-up — {5}{U}: Put a +1/+1 counter on Namora. Create two 1/1 blue Merfolk creature tokens. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 2/3 Origin of Iron Man{4}{U}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Tap up to one target creature. It doesn't untap during its controller's untap step for as long as this Saga remains on the battlefield.
II — Draw two cards.
III — You may put an artifact card with mana value 5 or less from your hand onto the battlefield. Pharaoh Rama-Tut{4}{U}Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you cast a noncreature spell, Pharaoh Rama-Tut connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) 4/4 Quantum Reduction{1}{U}Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)
You may cast this spell as though it had flash if it's cast using teamwork.
Enchant creature
Enchanted creature gets -5/-0 and loses all abilities. Reed Richards, Smartest Man{5}{U}Reach
You have no maximum hand size.
The first time you would draw a card each turn except the first card you draw during each of your draw steps, you draw four cards instead. 2/4 Shi'ar Soldier{1}{U}Flying
{U}, {T}: Return another target permanent you control to its owner's hand. Activate only during your turn. 1/3 Shipwreck Patrol{3}{U}When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) 3/3 Silver Surfer, Cosmic Voyager{4}{U}{U}Flash
Flying
When Silver Surfer enters, exile any number of other target permanents you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step. If a land enters this way, it enters tapped. 5/5 Spaceshift{1}{U}Exile target artifact or creature, then return that card to the battlefield under its owner's control with a +1/+1 counter on it. Timeline Inquiry{3}{U}Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)
Draw three cards. Then discard a card unless this spell was cast using teamwork. Victor Timely, Wily Tycoon{4}{U}When Victor Timely enters, you may cast target artifact, instant, or sorcery card with mana value 4 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. 3/4 Virtual Assistant{1}{U}Defender
Whenever you cast a spell using teamwork, create a 1/1 colorless Robot Hero artifact creature token with flying. 3/3 Vision, Spectral Synthezoid{6}{U}{U}Flying
Once during each of your turns, you may cast a noncreature or Robot spell from your hand without paying its mana cost. 2/5 Vulture, Feathered Fiend{2}{U}{U}Flying
Whenever one or more creatures you control with flying deal combat damage to a player, put a +1/+1 counter on each of those creatures and draw a card. 2/4 Wasp, Shrinking Savior{2}{U}Flying
Whenever Wasp attacks, up to one other target creature gets -3/-0 until your next turn. Then draw a card for each creature with power less than 0 on the battlefield. 1/3 Armed Assailant{2}{B}Deathtouch
As long as this creature is equipped, it gets +2/+0 and has menace. (It can't be blocked except by two or more creatures.) 1/3 Black Widow, Deadly Hunter{2}{B}Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, you draw a card and lose 1 life. 3/3 Bob, Reluctant HYDRA Agent{1}{B}Whenever Bob attacks alone, return him to his owner's hand. If you do, each opponent loses 2 life and you gain 2 life. 2/2 Citizen V, Helmut Zemo{2}{B}Lifelink
Whenever you gain life, put a +1/+1 counter on each Villain you control. 2/2 Count Nefaria{6}{B}This spell costs {3} less to cast if you've sacrificed a permanent this turn.
Flying 6/6 Criminal Enterprise{2}{B}When this enchantment enters, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
Whenever a Villain you control dies, this enchantment deals 1 damage to each opponent and you gain 1 life. Crimson Cowl, Master of Evil{2}{B}Whenever one or more nontoken Villains you control attack a player, you create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 1/3 Doctor Doom, Unrivaled{2}{B}{B}Lifelink
{T}: You draw a card and lose 1 life. Then if your library has no cards in it, you win the game. (You win even if you have 0 life or didn't draw a card.) 4/4 Doombot Harbinger{2}{B}Flying
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.)
When this creature dies, you may exile this card. When you do, return target creature card from your graveyard to your hand. 2/1 Fixer, Techno Terror{1}{B}{T}, Pay 2 life: Draw a card. Activate only if an artifact entered the battlefield under your control this turn. 2/1 Green Goblin, Back for More{3}{B}{B}Flying, menace
At the beginning of combat on your turn, you may discard a card. If you do, each opponent discards a card.
Mayhem {3}{B}{B} (You may cast this card from your graveyard for {3}{B}{B} if you discarded it this turn. Timing rules still apply.) 4/4 Grim Reaper's Scythe{2}{B}Whenever one or more creature cards leave your graveyard, create a 2/2 black Zombie creature token.
{3}{B}, {T}, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a creature with a finality counter on it would die, exile it instead.) Hammerhead, Maggia Boss{1}{B}Sacrifice another creature or artifact: Put a +1/+1 counter on Hammerhead. 2/1 HYDRA Disintegrator{4}{B}When this Equipment enters, create a 2/1 black Villain creature token with menace, then attach this Equipment to it. (A creature with menace can't be blocked except by two or more creatures.)
Equipped creature gets +3/+3.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) Kingpin, Wilson Fisk{3}{B}Menace
Whenever you sacrifice Kingpin or another creature, create two Treasure tokens. This ability triggers only once each turn. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") 3/6
Each other Merfolk you control with a +1/+1 counter on it has flying.
At the beginning of combat on your turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 4/4 Namora, the Sea Queen{2}{U}Flying
Power-up — {5}{U}: Put a +1/+1 counter on Namora. Create two 1/1 blue Merfolk creature tokens. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 2/3 Origin of Iron Man{4}{U}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Tap up to one target creature. It doesn't untap during its controller's untap step for as long as this Saga remains on the battlefield.
II — Draw two cards.
III — You may put an artifact card with mana value 5 or less from your hand onto the battlefield. Pharaoh Rama-Tut{4}{U}Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you cast a noncreature spell, Pharaoh Rama-Tut connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) 4/4 Quantum Reduction{1}{U}Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)
You may cast this spell as though it had flash if it's cast using teamwork.
Enchant creature
Enchanted creature gets -5/-0 and loses all abilities. Reed Richards, Smartest Man{5}{U}Reach
You have no maximum hand size.
The first time you would draw a card each turn except the first card you draw during each of your draw steps, you draw four cards instead. 2/4 Shi'ar Soldier{1}{U}Flying
{U}, {T}: Return another target permanent you control to its owner's hand. Activate only during your turn. 1/3 Shipwreck Patrol{3}{U}When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) 3/3 Silver Surfer, Cosmic Voyager{4}{U}{U}Flash
Flying
When Silver Surfer enters, exile any number of other target permanents you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step. If a land enters this way, it enters tapped. 5/5 Spaceshift{1}{U}Exile target artifact or creature, then return that card to the battlefield under its owner's control with a +1/+1 counter on it. Timeline Inquiry{3}{U}Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)
Draw three cards. Then discard a card unless this spell was cast using teamwork. Victor Timely, Wily Tycoon{4}{U}When Victor Timely enters, you may cast target artifact, instant, or sorcery card with mana value 4 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. 3/4 Virtual Assistant{1}{U}Defender
Whenever you cast a spell using teamwork, create a 1/1 colorless Robot Hero artifact creature token with flying. 3/3 Vision, Spectral Synthezoid{6}{U}{U}Flying
Once during each of your turns, you may cast a noncreature or Robot spell from your hand without paying its mana cost. 2/5 Vulture, Feathered Fiend{2}{U}{U}Flying
Whenever one or more creatures you control with flying deal combat damage to a player, put a +1/+1 counter on each of those creatures and draw a card. 2/4 Wasp, Shrinking Savior{2}{U}Flying
Whenever Wasp attacks, up to one other target creature gets -3/-0 until your next turn. Then draw a card for each creature with power less than 0 on the battlefield. 1/3 Armed Assailant{2}{B}Deathtouch
As long as this creature is equipped, it gets +2/+0 and has menace. (It can't be blocked except by two or more creatures.) 1/3 Black Widow, Deadly Hunter{2}{B}Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, you draw a card and lose 1 life. 3/3 Bob, Reluctant HYDRA Agent{1}{B}Whenever Bob attacks alone, return him to his owner's hand. If you do, each opponent loses 2 life and you gain 2 life. 2/2 Citizen V, Helmut Zemo{2}{B}Lifelink
Whenever you gain life, put a +1/+1 counter on each Villain you control. 2/2 Count Nefaria{6}{B}This spell costs {3} less to cast if you've sacrificed a permanent this turn.
Flying 6/6 Criminal Enterprise{2}{B}When this enchantment enters, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
Whenever a Villain you control dies, this enchantment deals 1 damage to each opponent and you gain 1 life. Crimson Cowl, Master of Evil{2}{B}Whenever one or more nontoken Villains you control attack a player, you create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 1/3 Doctor Doom, Unrivaled{2}{B}{B}Lifelink
{T}: You draw a card and lose 1 life. Then if your library has no cards in it, you win the game. (You win even if you have 0 life or didn't draw a card.) 4/4 Doombot Harbinger{2}{B}Flying
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.)
When this creature dies, you may exile this card. When you do, return target creature card from your graveyard to your hand. 2/1 Fixer, Techno Terror{1}{B}{T}, Pay 2 life: Draw a card. Activate only if an artifact entered the battlefield under your control this turn. 2/1 Green Goblin, Back for More{3}{B}{B}Flying, menace
At the beginning of combat on your turn, you may discard a card. If you do, each opponent discards a card.
Mayhem {3}{B}{B} (You may cast this card from your graveyard for {3}{B}{B} if you discarded it this turn. Timing rules still apply.) 4/4 Grim Reaper's Scythe{2}{B}Whenever one or more creature cards leave your graveyard, create a 2/2 black Zombie creature token.
{3}{B}, {T}, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a creature with a finality counter on it would die, exile it instead.) Hammerhead, Maggia Boss{1}{B}Sacrifice another creature or artifact: Put a +1/+1 counter on Hammerhead. 2/1 HYDRA Disintegrator{4}{B}When this Equipment enters, create a 2/1 black Villain creature token with menace, then attach this Equipment to it. (A creature with menace can't be blocked except by two or more creatures.)
Equipped creature gets +3/+3.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) Kingpin, Wilson Fisk{3}{B}Menace
Whenever you sacrifice Kingpin or another creature, create two Treasure tokens. This ability triggers only once each turn. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") 3/6