Search

Showing results for “a” - 142963 results

Filtered by Cards

  1. Invade the City Magic Cards

    Amass Zombies X, where X is the number of instant and sorcery cards in your graveyard. (Put X +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)

    3 Mana Value Sorcery uncommon War of the Spark
  2. As an additional cost to cast this spell, discard a card. Draw two cards. Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)

    3 Mana Value Sorcery common War of the Spark
  3. When this creature dies, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)

    4 Mana Value 3 Power 2 Toughness Creature — Zombie Warrior common War of the Spark
  4. Grim Initiate Magic Cards

    First strike When this creature dies, amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)

    1 Mana Value 1 Power 1 Toughness Creature — Zombie Warrior common War of the Spark
  5. Haste When this creature dies, put a +1/+1 counter on target creature you control.

    4 Mana Value 4 Power 1 Toughness Creature — Goblin Warrior common War of the Spark
  6. Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.

    2 Mana Value Sorcery mythic War of the Spark
  7. {1}{U}, {T}: Draw a card, then discard a card.

    2 Mana Value 1 Power 3 Toughness Creature — Human Wizard common War of the Spark
  8. Defiant Strike Magic Cards

    Target creature gets +1/+0 until end of turn. Draw a card.

    1 Mana Value Instant common War of the Spark
  9. Contentious Plan Magic Cards

    Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Draw a card.

    2 Mana Value Sorcery common War of the Spark
  10. Put a +1/+1 counter on target creature. That creature gains first strike until end of turn. You gain 2 life. (A creature with first strike deals combat damage before creatures without first strike.)

    2 Mana Value Instant common War of the Spark
  11. Arboreal Grazer Magic Cards

    Reach When this creature enters, you may put a land card from your hand onto the battlefield tapped.

    1 Mana Value 0 Power 3 Toughness Creature — Sloth Beast common War of the Spark
  12. Sphinx of Magosi Magic Cards

    Flying {2}{U}: Draw a card, then put a +1/+1 counter on this creature.

    6 Mana Value 6 Power 6 Toughness Creature — Sphinx rare Welcome Deck 2017
  13. Sphinx of Magosi Magic Cards

    Flying {2}{U}: Draw a card, then put a +1/+1 counter on this creature.

    6 Mana Value 6 Power 6 Toughness Creature — Sphinx rare Welcome Deck 2016
  14. Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.

    5 Mana Value Sorcery uncommon Welcome Deck 2016
  15. Vampiric Tutor Magic Cards

    Search your library for a card, then shuffle and put that card on top. You lose 2 life.

    1 Mana Value Instant rare Vintage Masters
  16. Lightning Rift Magic Cards

    Whenever a player cycles a card, you may pay {1}. If you do, this enchantment deals 2 damage to any target.

    2 Mana Value Enchantment uncommon Vintage Masters
  17. Keeneye Aven Magic Cards

    Flying Cycling {2} ({2}, Discard this card: Draw a card.)

    4 Mana Value 2 Power 3 Toughness Creature — Bird Soldier common Vintage Masters
  18. Fallen Askari Magic Cards

    Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) This creature can't block.

    2 Mana Value 2 Power 2 Toughness Creature — Human Knight common Vintage Masters
  19. Erhnam Djinn Magic Cards

    At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. (It can't be blocked as long as defending player controls a Forest.)

    4 Mana Value 4 Power 5 Toughness Creature — Djinn uncommon Vintage Masters
  20. Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.

    3 Mana Value Sorcery rare Vintage Masters