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Magic the Gathering Cards

Showing 32 cards (page 91 of 3929).

Karolina Dean, Runaway{3}{R}Legendary Creature — Alien HeroFlying
At the beginning of your first main phase, add {W}{U}{B}{R}{G}. This mana can't be spent to cast spells from your hand.
3/3
Lady Spider, Maybelle Reilly{1}{R}Legendary Creature — Spider Human HeroReach
Whenever you discard a card, put a +1/+1 counter on target Spider you control.
1/3
Luke Cage, Hero for Hire{2}{R}{R}Legendary Creature — Human Mercenary HeroTrample
At the beginning of combat on your turn, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
4/4
Mjölnir's Might{3}{R}SorceryMjölnir's Might deals 4 damage to target player.
Exile the top card of your library. Until the end of your next turn, you may play that card.
Molly Hayes, Runaway{2}{R}Legendary Creature — Mutant HeroPower-up — {5}{R}: Put two +1/+1 counters on Molly Hayes. Exile the top card of your library. Until the end of your next turn, you may play that card. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 3/3 Molten Lavamancer{2}{R}Creature — Elemental Warlock VillainProwess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever a source you control deals noncombat damage to one or more of your opponents during your turn, you create a 1/1 red Elemental creature token. This ability triggers only once each turn.
2/3
Nico Minoru, Runaway{3}{R}Legendary Creature — Human Warlock HeroWhenever you cast a spell from anywhere other than your hand, Nico Minoru deals 2 damage to each opponent.
{2}{R}, {T}, Discard a card: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost.
2/4
Origin of Thor{2}{R}Enchantment — Saga(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may discard a card. If you do, draw two cards.
II — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
III — Target creature you control deals damage equal to its power to each opponent.
Pick Up the Pace{1}{R}EnchantmentWhenever a creature you control that entered this turn attacks, exile the top card of your library.
You may play cards exiled with this enchantment as long as you attacked this turn.
Quinjet Technician{1}{R}Creature — Human Artificer{T}: Add {R}.
{T}: Add {R}{R}. Spend this mana only to activate power-up abilities.
2/1
Sky Cycle{4}{R}Artifact — VehicleFlying
When this Vehicle enters, it deals X damage to up to one target creature, where X is twice the number of Vehicles you control.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
4/3
Spider-Man, New Champion{2}{R}Legendary Creature — Spider Human HeroReach
Whenever you discard one or more cards, Spider-Man deals that much damage to any target.
3/3
Stick, Fearless Mentor{1}{R}Legendary Creature — Human Monk HeroFirst strike
Whenever a source you control deals damage to you, exile the top card of your library. You may play it until the end of your next turn. This ability triggers only once each turn.
2/1
The Vision and Scarlet Witch{2}{R}{R}Legendary Artifact Creature — Mutant HeroFlying
Whenever you cast a spell, add {R} and put a +1/+1 counter on The Vision and Scarlet Witch.
3/3
Wanda's Vision{3}{R}{R}EnchantmentWhenever you cast your second spell each turn, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Whirlwind, Killer Cyclone{2}{R}Legendary Creature — Mutant VillainHaste
Whenever one or more creatures you control that entered this turn attack a player, target creature that player controls can't block this turn.
2/3
The Whizzer, Classic Speedster{3}{R}Legendary Creature — Human HeroFirst strike, haste 3/3 Accelerated Evolution{2}{G}Enchantment — AuraFlash
Enchant creature you control
When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +2/+2.
Advancing the Spirit{2}{G}EnchantmentWhen this enchantment enters, draw a card.
You may pay {0} rather than pay the power-up cost of the first power-up ability you activate during each of your turns.
Beast Mode{1}{G}InstantTeamwork 1 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 1 or more.)
Target creature gets +2/+2 and gains trample until end of turn. Also put a +1/+1 counter on that creature if this spell was cast using teamwork.
Big Bertha{X}{G}Legendary Creature — Mutant HeroVigilance
Big Bertha enters with X +1/+1 counters on her.
{1}{G}, {T}: Put a +1/+1 counter on Big Bertha.
1/1
Black Tom Cassidy{1}{G}Legendary Creature — Mutant Villain{T}: Add {G}. If you control another Mutant, you gain 1 life. 1/3 Bushmaster, Coiled Henchman{1}{G}Legendary Creature — Snake Human VillainDeathtouch
Each other creature you control with a +1/+1 counter on it has deathtouch.
2/1
Colossus, Steel Stalwart{4}{G}Legendary Creature — Mutant HeroDuring your turn, Colossus has indestructible. (Damage and effects that say "destroy" don't destroy him.)
Other Mutants you control get +1/+1.
4/5
Darwin, Adaptive Mutant{1}{G}Legendary Creature — Mutant HeroEvolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Remove two +1/+1 counters from Darwin: He gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy him.)
2/1
Devil Dinosaur{2}{G}{G}Legendary Creature — DinosaurTrample
Other Dinosaurs you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
5/5
Doorman{1}{G}Legendary Creature — Mutant Hero{T}: Until end of turn, target creature can't be blocked by creatures with power 2 or less and/or Walls. 2/3 Flatman{3}{G}Legendary Creature — Mutant HeroOrigami-Fu — {2}{G}: Switch Flatman's power and toughness until end of turn. 1/10 Giant-Man, Gargantuan Genius{3}{G}{G}Legendary Creature — Human Scientist HeroReach
At the beginning of your first main phase, add {G} for each creature you control with power 4 or greater.
6/6
Hit-Monkey{3}{G}Legendary Creature — Monkey AssassinThis spell can't be countered.
Reach, vigilance, deathtouch, hexproof, haste
3/3
Hulk, Strongest There Is{2}{G}{G}Legendary Creature — Gamma Berserker HeroTrample
Hulk enters with a +1/+1 counter on him.
At the beginning of your upkeep, double the number of +1/+1 counters on each Gamma creature you control.
3/3
Hulk's Thunderclap{1}{G}SorceryAs an additional cost to cast this spell, you may behold a Gamma creature. (You may choose a Gamma creature you control or reveal a Gamma creature card from your hand.)
Target creature you control deals damage equal to its power to another target creature. If this spell's additional cost was paid, destroy target noncreature artifact or noncreature enchantment.