Magic the Gathering
Welcome to the Magic the Gathering realm!
25
Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 91 of 3929).
Karolina Dean, Runaway{3}{R}Flying
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}Reach
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}Trample
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}Mjölnir'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}Power-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}Prowess (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}Whenever 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}(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}Whenever 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}{T}: Add {R}.
{T}: Add {R}{R}. Spend this mana only to activate power-up abilities. 2/1 Sky Cycle{4}{R}Flying
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}Reach
Whenever you discard one or more cards, Spider-Man deals that much damage to any target. 3/3 Stick, Fearless Mentor{1}{R}First 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}Flying
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}Whenever 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}Haste
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}First strike, haste 3/3 Accelerated Evolution{2}{G}Flash
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}When 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}Teamwork 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}Vigilance
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}{T}: Add {G}. If you control another Mutant, you gain 1 life. 1/3 Bushmaster, Coiled Henchman{1}{G}Deathtouch
Each other creature you control with a +1/+1 counter on it has deathtouch. 2/1 Colossus, Steel Stalwart{4}{G}During 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}Evolve (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}Trample
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}{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}Origami-Fu — {2}{G}: Switch Flatman's power and toughness until end of turn. 1/10 Giant-Man, Gargantuan Genius{3}{G}{G}Reach
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}This spell can't be countered.
Reach, vigilance, deathtouch, hexproof, haste 3/3 Hulk, Strongest There Is{2}{G}{G}Trample
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}As 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.
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}Reach
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}Trample
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}Mjölnir'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}Power-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}Prowess (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}Whenever 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}(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}Whenever 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}{T}: Add {R}.
{T}: Add {R}{R}. Spend this mana only to activate power-up abilities. 2/1 Sky Cycle{4}{R}Flying
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}Reach
Whenever you discard one or more cards, Spider-Man deals that much damage to any target. 3/3 Stick, Fearless Mentor{1}{R}First 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}Flying
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}Whenever 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}Haste
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}First strike, haste 3/3 Accelerated Evolution{2}{G}Flash
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}When 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}Teamwork 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}Vigilance
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}{T}: Add {G}. If you control another Mutant, you gain 1 life. 1/3 Bushmaster, Coiled Henchman{1}{G}Deathtouch
Each other creature you control with a +1/+1 counter on it has deathtouch. 2/1 Colossus, Steel Stalwart{4}{G}During 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}Evolve (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}Trample
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}{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}Origami-Fu — {2}{G}: Switch Flatman's power and toughness until end of turn. 1/10 Giant-Man, Gargantuan Genius{3}{G}{G}Reach
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}This spell can't be countered.
Reach, vigilance, deathtouch, hexproof, haste 3/3 Hulk, Strongest There Is{2}{G}{G}Trample
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}As 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.