Magic the Gathering
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Magic the Gathering Cards
Showing 32 cards (page 92 of 3929).
Lucky the Pizza Dog{1}{G}Whenever you cast a Cat, Dog, or Hero spell, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
At the beginning of each end step, if you gained life this turn, put a +1/+1 counter on Lucky. 2/2 Mister Immortal{1}{G}{2}{G}: Return this card from your graveyard or from exile to the battlefield tapped. 2/1 Origin of the Hulk{2}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 green and white Citizen creature token.
II — Put two +1/+1 counters on target creature you control.
III — Target creature you control gets +3/+3 and gains trample until end of turn. Return of the Mole Man{1}{G}Landfall — Whenever a land you control enters, you may mill two cards.
{5}{G}, Sacrifice this enchantment: Create X 1/1 green Minion creature tokens named Moloid, where X is the number of permanent cards in your graveyard. The tokens have "Whenever this token attacks, you may mill a card." Activate only as a sorcery. Rhino, Terrible Trampler{4}{G}{G}Trample
When Rhino enters, destroy target artifact or land. Distribute three +1/+1 counters among up to three other target creatures. They gain trample until end of turn. 7/6 Sauron, Dino Devotee{3}{G}{G}Flying
Whenever Sauron enters or attacks, choose one —
• Cure Cancer — You gain 3 life.
• Turn People into Dinosaurs — Put a saurian counter on another target creature. It's a green Dinosaur with base power and toughness 5/5 for as long as it has a saurian counter on it. 4/4 Shang-Chi, Martial Mentor{3}{G}{G}If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Power-up — {5}{G}{G}: Put three +1/+1 counters on Shang-Chi. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 4/4 Storm, Shaker of Skies{4}{G}{G}Flying
When Storm enters, destroy up to one target artifact, enchantment, or creature with flying. 4/3 Tippy-Toe, Terrific Partner{3}{G}If you would create one or more tokens, instead create those tokens plus an additional Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
At the beginning of your end step, if you gained life this turn, draw a card. 2/4 Voracious Brood{2}{G}This creature enters with a +1/+1 counter on it for each creature card in your graveyard.
Whenever one or more creature cards are put into your graveyard from anywhere, put that many +1/+1 counters on this creature. 1/1 White Tiger, Amulet Keeper{1}{G}{3}{G}, Exile this card from your graveyard: Draw a card. You may put a land card from your hand onto the battlefield. 3/1 Wolverine, Claws Out{3}{G}You may have Wolverine assign his combat damage as though he weren't blocked.
Whenever a Mutant you control attacks, double its power until end of turn. 2/5 X-23, Deadly Weapon{2}{G}Whenever another Mutant you control enters, put a +1/+1 counter on that creature and a +1/+1 counter on X-23. 3/3 Ant-Man, Reformed Rogue{2}{G/U}Whenever you cast a green spell, Ant-Man gets +1/+0 and gains trample until end of turn.
Whenever you cast a blue spell, Ant-Man gets -1/-0 until end of turn and can't be blocked this turn.
Whenever Ant-Man deals combat damage to a player, draw a card. 2/3 Astonishing Spider-Man{2}{U/R}{U/R}Reach
Whenever Astonishing Spider-Man attacks, you may discard your hand. If you do, draw a card for each card you've discarded this turn. 4/4 The Fantastic Four{R}{G}{W}{U}When The Fantastic Four enter and whenever you cast a spell with power, toughness, or mana value 4, choose one that hasn't been chosen this turn.
• Create a 0/4 colorless Wall creature token with defender.
• The Fantastic Four deal 3 damage to each opponent.
• Put two +1/+1 counters on target creature.
• Draw a card. 4/4 Iceman and Firestar{2}{U/R}{U/R}Flying
Whenever you cast a blue spell, tap up to one target creature.
Whenever you cast a red spell, you may discard a card. If you do, draw a card. 3/3 Marvel Boy, Noh-Varr{1}{R/W}Whenever another creature you control enters and whenever you activate a power-up ability, put a +1/+1 counter on Marvel Boy. 1/1 Ms. Marvel, Elastic Ally{2}{G/W}Reach
When Ms. Marvel enters, target creature gets +2/+0 until end of turn.
Whenever a creature you control with power greater than its base power deals combat damage to a player, draw a card. This ability triggers only once each turn. 2/2 She-Hulk, Attorney-at-Law{2}{G/W}Vigilance
Power-up — {6}{G/W}: Put a +1/+1 counter on She-Hulk. Then double the number of +1/+1 counters on each creature you control. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 3/3 Shuri, Vibranium Technologist{2}{W/U}Vigilance
When Shuri enters, choose one —
• Create a 1/1 colorless Robot Hero artifact creature token with flying.
• Draw a card. 2/2 Tiger Shark, Abyssal Hunter{2}{U/B}{U/B}Whenever Tiger Shark enters or attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
{4}{U/B}: Tiger Shark can't be blocked this turn. 2/3 Wakandan Tusker{1}{G/W}Whenever this creature becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.) 2/3 Daily Bugle Newspaper{2}{2}, {T}: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Iron Suitcase{1}When this artifact enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{3}: This artifact becomes a 3/3 Construct artifact creature with flying until end of turn. Machine Man, Model X-51{4}Whenever you cast a noncreature spell, put a +1/+1 counter on Machine Man and he gains flying until end of turn. 2/3 Swordsman's Steel{4}When this Equipment enters, draw a card for each Equipment you control.
Equipped creature gets +2/+2 for each Equipment you control.
Equip {3} The Thanos-Copter{6}Flying, haste
When The Thanos-Copter enters, Vehicles you control become artifact creatures until end of turn.
Whenever a Vehicle you control deals combat damage to a player, draw a card.
Crew 2 5/5 Fogwell's Gym{T}: Add {R}. This land deals 1 damage to you.
{2}{R}, {T}, Discard a card: Draw a card. Rescue, Pepper Potts{1}{U}Flash
Flying
When Rescue enters, return up to one other target artifact or creature you control to its owner's hand. If it was an artifact, put a +1/+1 counter on Rescue. 2/1 Thor, Asgard's Avenger{2}{R}{R}Flying
If another source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead. 4/4 Doctor Jane Foster{3}{W}Vigilance (Attacking doesn't cause this creature to tap.)
When Doctor Jane Foster enters, return target creature card with mana value 3 or less from your graveyard to your hand. If you gained life this turn, return that card to the battlefield instead. 2/3
At the beginning of each end step, if you gained life this turn, put a +1/+1 counter on Lucky. 2/2 Mister Immortal{1}{G}{2}{G}: Return this card from your graveyard or from exile to the battlefield tapped. 2/1 Origin of the Hulk{2}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 green and white Citizen creature token.
II — Put two +1/+1 counters on target creature you control.
III — Target creature you control gets +3/+3 and gains trample until end of turn. Return of the Mole Man{1}{G}Landfall — Whenever a land you control enters, you may mill two cards.
{5}{G}, Sacrifice this enchantment: Create X 1/1 green Minion creature tokens named Moloid, where X is the number of permanent cards in your graveyard. The tokens have "Whenever this token attacks, you may mill a card." Activate only as a sorcery. Rhino, Terrible Trampler{4}{G}{G}Trample
When Rhino enters, destroy target artifact or land. Distribute three +1/+1 counters among up to three other target creatures. They gain trample until end of turn. 7/6 Sauron, Dino Devotee{3}{G}{G}Flying
Whenever Sauron enters or attacks, choose one —
• Cure Cancer — You gain 3 life.
• Turn People into Dinosaurs — Put a saurian counter on another target creature. It's a green Dinosaur with base power and toughness 5/5 for as long as it has a saurian counter on it. 4/4 Shang-Chi, Martial Mentor{3}{G}{G}If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Power-up — {5}{G}{G}: Put three +1/+1 counters on Shang-Chi. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 4/4 Storm, Shaker of Skies{4}{G}{G}Flying
When Storm enters, destroy up to one target artifact, enchantment, or creature with flying. 4/3 Tippy-Toe, Terrific Partner{3}{G}If you would create one or more tokens, instead create those tokens plus an additional Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
At the beginning of your end step, if you gained life this turn, draw a card. 2/4 Voracious Brood{2}{G}This creature enters with a +1/+1 counter on it for each creature card in your graveyard.
Whenever one or more creature cards are put into your graveyard from anywhere, put that many +1/+1 counters on this creature. 1/1 White Tiger, Amulet Keeper{1}{G}{3}{G}, Exile this card from your graveyard: Draw a card. You may put a land card from your hand onto the battlefield. 3/1 Wolverine, Claws Out{3}{G}You may have Wolverine assign his combat damage as though he weren't blocked.
Whenever a Mutant you control attacks, double its power until end of turn. 2/5 X-23, Deadly Weapon{2}{G}Whenever another Mutant you control enters, put a +1/+1 counter on that creature and a +1/+1 counter on X-23. 3/3 Ant-Man, Reformed Rogue{2}{G/U}Whenever you cast a green spell, Ant-Man gets +1/+0 and gains trample until end of turn.
Whenever you cast a blue spell, Ant-Man gets -1/-0 until end of turn and can't be blocked this turn.
Whenever Ant-Man deals combat damage to a player, draw a card. 2/3 Astonishing Spider-Man{2}{U/R}{U/R}Reach
Whenever Astonishing Spider-Man attacks, you may discard your hand. If you do, draw a card for each card you've discarded this turn. 4/4 The Fantastic Four{R}{G}{W}{U}When The Fantastic Four enter and whenever you cast a spell with power, toughness, or mana value 4, choose one that hasn't been chosen this turn.
• Create a 0/4 colorless Wall creature token with defender.
• The Fantastic Four deal 3 damage to each opponent.
• Put two +1/+1 counters on target creature.
• Draw a card. 4/4 Iceman and Firestar{2}{U/R}{U/R}Flying
Whenever you cast a blue spell, tap up to one target creature.
Whenever you cast a red spell, you may discard a card. If you do, draw a card. 3/3 Marvel Boy, Noh-Varr{1}{R/W}Whenever another creature you control enters and whenever you activate a power-up ability, put a +1/+1 counter on Marvel Boy. 1/1 Ms. Marvel, Elastic Ally{2}{G/W}Reach
When Ms. Marvel enters, target creature gets +2/+0 until end of turn.
Whenever a creature you control with power greater than its base power deals combat damage to a player, draw a card. This ability triggers only once each turn. 2/2 She-Hulk, Attorney-at-Law{2}{G/W}Vigilance
Power-up — {6}{G/W}: Put a +1/+1 counter on She-Hulk. Then double the number of +1/+1 counters on each creature you control. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 3/3 Shuri, Vibranium Technologist{2}{W/U}Vigilance
When Shuri enters, choose one —
• Create a 1/1 colorless Robot Hero artifact creature token with flying.
• Draw a card. 2/2 Tiger Shark, Abyssal Hunter{2}{U/B}{U/B}Whenever Tiger Shark enters or attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
{4}{U/B}: Tiger Shark can't be blocked this turn. 2/3 Wakandan Tusker{1}{G/W}Whenever this creature becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.) 2/3 Daily Bugle Newspaper{2}{2}, {T}: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Iron Suitcase{1}When this artifact enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{3}: This artifact becomes a 3/3 Construct artifact creature with flying until end of turn. Machine Man, Model X-51{4}Whenever you cast a noncreature spell, put a +1/+1 counter on Machine Man and he gains flying until end of turn. 2/3 Swordsman's Steel{4}When this Equipment enters, draw a card for each Equipment you control.
Equipped creature gets +2/+2 for each Equipment you control.
Equip {3} The Thanos-Copter{6}Flying, haste
When The Thanos-Copter enters, Vehicles you control become artifact creatures until end of turn.
Whenever a Vehicle you control deals combat damage to a player, draw a card.
Crew 2 5/5 Fogwell's Gym{T}: Add {R}. This land deals 1 damage to you.
{2}{R}, {T}, Discard a card: Draw a card. Rescue, Pepper Potts{1}{U}Flash
Flying
When Rescue enters, return up to one other target artifact or creature you control to its owner's hand. If it was an artifact, put a +1/+1 counter on Rescue. 2/1 Thor, Asgard's Avenger{2}{R}{R}Flying
If another source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead. 4/4 Doctor Jane Foster{3}{W}Vigilance (Attacking doesn't cause this creature to tap.)
When Doctor Jane Foster enters, return target creature card with mana value 3 or less from your graveyard to your hand. If you gained life this turn, return that card to the battlefield instead. 2/3