Search

Showing results for “a” - 142723 results

Filtered by Cards

  1. You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)

    4 Mana Value 3 Power 1 Toughness Legendary Creature — Human Rogue mythic Commander Legends
  2. You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)

    4 Mana Value 3 Power 1 Toughness Legendary Creature — Human Rogue mythic Commander Legends
  3. Make a Stand Magic Cards

    Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

    3 Mana Value Instant uncommon Commander Legends
  4. Chart a Course Magic Cards

    Draw two cards. Then discard a card unless you attacked this turn.

    2 Mana Value Sorcery uncommon Ixalan
  5. City in a Bottle Magic Cards

    Whenever one or more other nontoken permanents with a name originally printed in the Arabian Nights expansion are on the battlefield, their controllers sacrifice them. Players can't cast spells or play lands with a name originally printed in the Arabian Nights expansion.

    2 Mana Value Artifact mythic Vintage Masters
  6. Rings a Bell Magic Cards

    As this enchantment enters, choose a word with four or more letters. After you say the chosen word for the first time each turn, an opponent may ring or imitate a bell within five seconds. When no opponent does, draw a card.

    4 Mana Value Enchantment uncommon Unsanctioned
  7. Whenever a 6 is rolled on a six-sided die, put a +1/+1 counter on each Bird. (You may roll dice only when instructed to.) Tap an untapped Bird you control: Roll a six-sided die. (Like now.)

    3 Mana Value 2 Power 2 Toughness Creature — Bird Noble rare Unsanctioned
  8. Whenever a 6 is rolled on a six-sided die, put a +1/+1 counter on each Bird. (You may roll dice only when instructed to.) Tap an untapped Bird you control: Roll a six-sided die. (Like now.)

    3 Mana Value 2 Power 2 Toughness Creature — Bird Noble rare Unglued
  9. Brain in a Jar Magic Cards

    {1}, {T}: Put a charge counter on this artifact, then you may cast an instant or sorcery spell with mana value equal to the number of charge counters on this artifact from your hand without paying its mana cost. {3}, {T}, Remove X charge counters from this artifact: Scry X.

    2 Mana Value Artifact rare Shadows over Innistrad
  10. Brain in a Jar Magic Cards

    {1}, {T}: Put a charge counter on this artifact, then you may cast an instant or sorcery spell with mana value equal to the number of charge counters on this artifact from your hand without paying its mana cost. {3}, {T}, Remove X charge counters from this artifact: Scry X.

    2 Mana Value Artifact rare Shadows over Innistrad Promos
  11. Once Upon a Time Magic Cards

    If this spell is the first spell you've cast this game, you may cast it without paying its mana cost. Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

    2 Mana Value Instant rare Throne of Eldraine Promos
  12. Once Upon a Time Magic Cards

    If this spell is the first spell you've cast this game, you may cast it without paying its mana cost. Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

    2 Mana Value Instant rare Throne of Eldraine Promos
  13. Make a Stand Magic Cards

    Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

    3 Mana Value Instant uncommon Oath of the Gatewatch
  14. When you set this scheme in motion, for each opponent, create a 3/3 black Horror creature token that attacks that player each combat if able.

    0 Mana Value Scheme common Archenemy: Nicol Bolas Schemes
  15. When you set this scheme in motion, each opponent discards a card. You draw a card for each land card discarded this way.

    0 Mana Value Scheme common Archenemy: Nicol Bolas Schemes
  16. When you set this scheme in motion, look at the top six cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.

    0 Mana Value Scheme common Archenemy: Nicol Bolas Schemes
  17. When you set this scheme in motion, until your next turn, whenever a player taps a land for mana, that player adds one mana of any type that land produced.

    0 Mana Value Scheme common Archenemy Schemes
  18. Chart a Course Magic Cards

    Draw two cards. Then discard a card unless you attacked this turn.

    2 Mana Value Sorcery uncommon Mystery Booster
  19. Make a Stand Magic Cards

    Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

    3 Mana Value Instant uncommon Core Set 2019
  20. Clear a Path Magic Cards

    Destroy target creature with defender.

    1 Mana Value Sorcery common Magic 2015