Search

Showing results for “a” - 143351 results

Filtered by Cards

  1. {1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control.

    1 Mana Value 1 Power 2 Toughness Legendary Creature — Klingon Warrior Of… rare Star Trek
  2. {1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control.

    1 Mana Value 1 Power 2 Toughness Legendary Creature — Klingon Warrior Of… rare Star Trek
  3. Whenever Captain Kirk enters or attacks, choose one. If you have no cards in hand, choose one or more instead. • Discard a card, then draw a card. • Create a 1/1 red Officer creature token. • Creatures you control get +1/+0 until end of turn.

    3 Mana Value 2 Power 2 Toughness Legendary Creature — Human Officer mythic Star Trek
  4. Salt Vampire Magic Cards

    Lifelink When this creature enters, look at target opponent's hand. You may choose a nonland card from it. If you do, that player exiles that card, then draws a card.

    2 Mana Value 2 Power 2 Toughness Creature — Vampire Shapeshifter rare Star Trek
  5. {1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control.

    1 Mana Value 1 Power 2 Toughness Legendary Creature — Klingon Warrior Of… rare Star Trek
  6. You may play an additional land on each of your turns. Whenever Captain Janeway or another creature you control enters, that creature explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

    4 Mana Value 2 Power 3 Toughness Legendary Creature — Human Officer mythic Star Trek
  7. If you gaining life causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. Whenever you gain life, put a +1/+1 counter on Dr. Crusher.

    3 Mana Value 2 Power 2 Toughness Legendary Creature — Human Doctor mythic Star Trek
  8. Seven of Nine Magic Cards

    Whenever you face a dilemma, draw a card. (You face a dilemma as you choose one or more modes for a spell or ability.)

    4 Mana Value 2 Power 4 Toughness Legendary Artifact Creature — Human Sci… uncommon Star Trek
  9. You may play an additional land on each of your turns. Whenever Captain Janeway or another creature you control enters, that creature explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

    4 Mana Value 2 Power 3 Toughness Legendary Creature — Human Officer mythic Star Trek
  10. Whenever one or more charge counters are put on U.S.S. Enterprise-D for the first time each turn, exile the top card of your library. You may play that card this turn. Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.) 7+ | Flying, vigilance

    3 Mana Value 4 Power 5 Toughness Legendary Artifact — Spacecraft rare Star Trek
  11. Seven of Nine Magic Cards

    Whenever you face a dilemma, draw a card. (You face a dilemma as you choose one or more modes for a spell or ability.)

    4 Mana Value 2 Power 4 Toughness Legendary Artifact Creature — Human Sci… uncommon Star Trek
  12. (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — All artifacts and creatures phase out. Create a 0/1 white Human creature token with "Permanents can't phase in." (Treat phased-out permanents and anything attached to them as though they don't exist.) II — You draw two cards and each player loses 2 life. III — Sacrifice a creature token. If you do, you gain 5 life.

    5 Mana Value Enchantment — Saga rare Star Trek
  13. Xindi Surveyors Magic Cards

    Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.

    3 Mana Value 3 Power 2 Toughness Creature — Xindi Scientist common Star Trek
  14. Trample Landfall — Whenever a land you control enters, put two +1/+1 counters on target creature you control.

    5 Mana Value 4 Power 4 Toughness Creature — Orion Pirate uncommon Star Trek
  15. Saurian Explorer Magic Cards

    Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn. {6}: Create a tapped Planet land token named New Planet with "{T}: Add one mana of any color." Activate only as a sorcery.

    4 Mana Value 4 Power 3 Toughness Creature — Dinosaur Scout common Star Trek
  16. When this creature enters, put a +1/+1 counter on target creature. Creatures you control with counters on them have trample.

    3 Mana Value 3 Power 1 Toughness Creature — Vorta Doctor common Star Trek
  17. Choose one — • Temba, His Arms Wide — Target creature gets +3/+3 and gains trample until end of turn. • Shaka, When the Walls Fell — Each opponent sacrifices a nontoken artifact or enchantment of their choice.

    3 Mana Value Instant common Star Trek
  18. When this creature enters, put two +1/+1 counters on target creature. This creature can't be blocked by creatures with power 2 or less. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

    6 Mana Value 4 Power 4 Toughness Creature — Gorn Warrior common Star Trek
  19. You may play an additional land on each of your turns. Whenever Captain Janeway or another creature you control enters, that creature explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

    4 Mana Value 2 Power 3 Toughness Legendary Creature — Human Officer mythic Star Trek
  20. Amok Time Magic Cards

    (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature an opponent controls. II — You gain 3 life. III — Return target creature card from your graveyard to your hand.

    3 Mana Value Enchantment — Saga uncommon Star Trek