Common (29/50)
Ardent Squire
1W
Creature - Human Warrior (C)
Whenever you play a legendary creature spell, put a +1/+1 counter on ~.
1/2
Crowd Support
1WW
Instant (C)
Gain 1 life for each white creature.
Domineering Will
1U
Enchantment - Aura (C)
Enchant creature
Enchanted creature has flying.
If enchanted creature is legendary, it has shroud.
Aggressive Will
1R
Enchantment - Aura (C)
Enchant creature
Enchanted creature has first strike.
If enchanted creature is legendary, it has double strike.
Sainted Will
1W
Enchantment - Aura (C)
Enchant creature
Enchated creature has vigilance.
If enchanted creature is legendary, it has lifelink.
Communal Will
1G
Enchantment - Aura (C)
Enchant creature
Enchanted creature has trample.
If enchanted creature is legendary, it gets +2/+2.
Corrupting Will
1B
Enchantment - Aura (C)
Enchant creature
Enchanted creature has deathtouch.
If enchanted creature is legendary, it has "B: This creature gets +1/+1 until end of turn".
Underdog
1W
Creature - Human Citizen (C)
Protection from legendary creatures
1/2
Ice Sprites
1G
Creature - Faerie (C)
Flying
G, T: Add U to your mana pool.
1/1
Common Terror
1B
Instant (C)
Destroy target nonlegendary nonblack creature.
Hero's Sacrifice
1R
Instant (C)
As an additional cost, sac a legendary permanent.
~ deals 5 damage to target creature or player.
Wolf Trainer
1G
Creature - Human Scout (C)
Wolf creatures you control have rampage X, where X is the number of Wolf creatures you control.
2/1
Disloyal Minion
1B
Creature - Human Minion (C)
Fear
Whenever a legendary creature CIP, that creature's controller gains control of ~.
3/3
Sacrificial Minion
2B
Creature - Goblin Minion (C)
As ~ CIP, choose a legendary creature you control.
Sac ~: the chosen creature gets +3/+1 until end of turn.
3/1
Hungry Wurm
4GG
Creature - Wurm (C)
Sac a forest: ~ gains rampage 1 and trample until EOT.
5/4
Awestruck Spider
1G
Creature - Spider (C)
Reach
If you control a legendary creature, ~ gets +1/+1.
1/3
Hero Pump
1G
Instant (C)
Target creature gets +2/+2. If it is legendary, it gets +4/+4 instead.
<CARDNAME>
4G
Creature - <types> (C)
Sac ~: Destroy target artifact or enchantment.
3/3
<CARDNAME>
G
Creature - Elf Druid (C)
T: Add one mana of any color of a permanent you control.
0/1
Awestruck Pup
R
Creature - Hound (C)
If you control a legendary creature, ~ gets +1/+0 and has haste.
1/1
Awestruck Shade
2B
Creature - Shade (C)
B: ~ gets +1/+1 until EOT.
If you control a legendary creature, ~ gets +1/+1 and has fear.
0/1
Awestruck Soldier
1W
Creature - Human Soldier (C)
If you control a legendary creature, ~ gets +1/+2 and has first strike.
2/2
Awestruck Owl
1U
Creature - Bird (C)
Flying
If you control a legendary creature, ~ gets +0/+1 and has
"Whenever this creature deals combat damage to a player, you may draw a card".
1/1
<CARDNAME>
1GG
Sorcery (C)
Destroy target land.
If that land is legendary, that land's controller may search his library for two
nonlegendary lands and put them into play tapped.
Crowd Blue
<cost>
Instant (C)
<rules text>
Crowd Red
<cost>
Instant (C)
<rules text>
Crowd Green
<cost>
Instant (C)
<rules text>
Crowd Black
<cost>
Instant (C)
<rules text>
Brave Guy
1WW
Creature - Human Soldier (C)
First Strike
Sac ~: Attacking creatures get +2/+0 until EOT.
2/2
Uncommon (23/50)
<CARDNAME>
1GG
Creature - Human Scout (U)
Legendary green creature spells you play cost G less to play.
Legendary green creatures you control have trample.
3/3
Stonewall Jackson
1WW
Creature - Wall (U)
Defender
Creatures you control are Walls in addition to other types. (They do not gain defender.)
Whenever a Wall you control becomes the target of a spell or ability, draw a card.
1/4
Seeker of Heroes
1GG
Creature - Human Shaman (U)
When ~ CIP, search your library for a legendary creature card, reveal it and put it into your hand.
Then shuffle your library.
2/1
Waker of Destiny
1WU
Legendary Creature - Human Wizard (U)
Other multicolored creatures get +1/+1 for each color they have beyond the first.
2/2
Impudent Storyteller
2RG
Legendary Creature - Human Wizard (U)
Legendary creature spells cost 2 less to play.
3/2
<CARDNAME>
2GW
Legendary Creature - Elf Shaman (U)
When ~ CIP, put a +1/+1 counter on each creature you control for each color that creature has.
1/1
Bolas's Crypt
Legendary Land - Lair (U)
If ~ would CIP, sac an untapped non-Lair land. If you do, put ~ into play.
If you don't, put it into its owner's graveyard.
T: Add RUB to your mana pool. Spend this mana can only to play legendary spells,
or to pay for abilities on legendary permanents.
Leader of the Pack
1GG
Creature - Wolf (U)
Other Wolf creatures you control get +1/+1.
~'s P/T is equal to the number of Wolf creatures you control.
*/*
Angry White Knight
WW
Creature - Human Knight (U)
Protection from black, rampage 2
2/2
Angry Black Knight
BB
Creature - Human Knight (U)
Protection from white, rampage 2
2/2
Guardian Minion
2BB
Creature - Minion Beast (U)
As ~ CIP, choose a legendary creature you control.
Whenever a spell or ability would target the chosen creature, it targets ~ instead.
2/4
Sneaky Minion
1B
Creature - Human Minion (U)
As ~ CIP, choose a legendary creature you control.
Whenever the chosen creature deals combat damage to a player, that player discards a card.
1/1
<CARDNAME>
1RR
Creature - Human Scout (U)
Legendary red creature spells you play cost R less to play.
Legendary red creatures you control have haste.
4/2
<CARDNAME>
1UU
Creature - Human Scout (U)
Legendary blue creature spells you play cost U less to play.
Legendary blue creatures you control have flying.
2/2
<CARDNAME>
1WW
Creature - Human Scout (U)
Legendary white creature spells you play cost W less to play.
Legendary white creatures you control have vigilance.
2/4
<CARDNAME>
1BB
Creature - Human Scout (U)
Legendary black creature spells you play cost B less to play.
Legendary black creatures you control have fear.
3/3
<CARDNAME>
3BU
Legendary Creature - Human Rogue (U)
Legendary creatures have landwalk corresponding to their colors.
1/3
<CARDNAME>
1RB
Legendary Creature - Human Wizard (U)
When ~ CIP, each player chooses a legendary creature they control and another creature.
Each creature deals damage equal to its power to the other.
3/1
Mors's Palladium
Legendary Land - Lair (U)
If ~ would CIP, sac an untapped non-Lair land. If you do, put ~ into play.
If you don't, put it into its owner's graveyard.
T: Add RGW to your mana pool. Spend this mana can only to play legendary spells,
or to pay for abilities on legendary permanents.
Asmadi's Furnace
Legendary Land - Lair (U)
If ~ would CIP, sac an untapped non-Lair land. If you do, put ~ into play.
If you don't, put it into its owner's graveyard.
T: Add BRG to your mana pool. Spend this mana can only to play legendary spells,
or to pay for abilities on legendary permanents.
Sabboth's Hunting Grounds
Legendary Land - Lair (U)
If ~ would CIP, sac an untapped non-Lair land. If you do, put ~ into play.
If you don't, put it into its owner's graveyard.
T: Add GWU to your mana pool. Spend this mana can only to play legendary spells,
or to pay for abilities on legendary permanents.
Chromium's Aerie
Legendary Land - Lair (U)
If ~ would CIP, sac an untapped non-Lair land. If you do, put ~ into play.
If you don't, put it into its owner's graveyard.
T: Add WUB to your mana pool. Spend this mana can only to play legendary spells,
or to pay for abilities on legendary permanents.
Tamar, Desert Warrior
RW
Legendary Creature - Human Warrior (U)
First strike
Destiny 2RW
The destined creature has "Red and/or white creatures you control have double strike".
3/2
Rare (38/50)
Starmageddon
1WW
Sorcery (R)
Destroy all legendary permanents.
Blackblade
5
Legendary Artifact - Equipment (R)
Equipped creature's power and toughness are equal to the number of lands you control.
Equip 1WB or 4
Powerful Draw
XUU
Sorcery (R)
Spend only blue mana for X. ~ cannot be copied.
Target player draws X cards. Target player draws X cards. RFG ~.
As long as ~ is RFG, spells named ~ cannot be played.
Deathstaver
2WWBB
Legendary Creature - Human Advisor (R)
Flicker-Grandeur
When ~ CIP, destroy all token creatures. They cannot be regenerated.
Each player that does not have the most creatures may return a creature
from his or her graveyard into play.
2/2
Vespa Angelspawn
RWB
Legendary Creature - Human Cleric (R)
RWB, T: Target creature you control gains double strike until EOT. Destroy that
creature EOT.
3/1
Guy the Vindicator
1WB
Legendary Creature - Human Wizard (R)
Sac ~: RFG target legendary permanent.
1/1
Promise of Sand
1RW
Legendary Enchantment (R)
Red creatures and white creatures get +1/+1.
If ~ is put into a graveyard from play, put 3 1/1 red and white Sand Warriors into play.
WB Fetchland
Land (R)
Sac ~, pay 1 life: Search your library for a plains or swamp and put into play untapped.
Then shuffle your library.
<CARDNAME>
2GGBB
Legendary Creature - Human Rogue (R)
Flicker-Grandeur
Deathtouch
When ~ CIP, put 2 1/1 green Wolf creature tokens named Wolves of the Hunt into play.
As long as you control a Wolf, ~ has "Creatures able to block ~ must do so".
<p/t>
Howl of the Wild
1GG
Sorcery (R)
Put 2 1/1 green Wolf creature tokens named Wolves of the Hunt into play.
Whenever a Wolf creature you control deals combat damage to a player, you may pay 1GG.
If you do, return ~ from your graveyard to your hand.
Guy Smiley
2GBBW
Legendary Creature - Vampire (R)
Each other creature you control is a Minion in addition to its other creature types.
Sac a Minion: Destroy target enchantment or artifact.
3/3
Scheming Minion
1BBB
Creature - Demon Minion (R)
Flying
As ~ CIP, choose a legendary creature you control.
At the beginning of your upkeep, put a -1/-1 counter on the chosen creature.
If you do, put a +1/+1 counter on ~.
The chosen creature has flying, trample and fear.
3/3
Rubinia's Shroud
1UG
Legendary Enchantment
Flash
Creatures you control have shroud.
1UG, sac ~: Counter target spell or ability targetting a permanent you control.
Runeaxe
5
Legendary Artifact - Equipment (R)
Equipped creature has vigilance.
Equipped creature cannot be the target of Aura spells.
Equip 1BG or 4
Scepter of the Swamp King
5
Legendary Artifact - Equipment (R)
Equipped creature has swampwalk.
Whenever a player plays a black spell, you gain 1 life.
Equip 1UR or 4
Scimitar of the Sands
5
Legendary Artifact - Equipment (R)
At the beginning of your upkeep, if ~ is equipped since the beginning of your last upkeep,
put a 1/1 colorless Sand creature token into play for each land you control.
Those creatures have "When a permanent named ~ is unattached,
remove this creature from the game".
Equip 1RW or 4
Soulsinger's Cloak
5
Legendary Artifact - Equipment (R)
~ can only be attached to creatures you control.
You may choose not to untap equipped creature during your untap step.
Eqipped creature gains "T: Gain control of target creature as long as you control
this creature, and this creature remains tapped".
Whenever ~ is unattached from a creature, sacrifice that creature.
Equip 1UG or 4
Powerful Burn
XRR
Sorcery (R)
Spend only red mana for X. ~ cannot be copied.
~ deals X damage to target player or creature. ~ deals X damage to target player or creature.
RFG ~. As long as ~ is RFG, spells named ~ cannot be played.
Powerful Life-gain
XGG
Sorcery (R)
Spend only green mana for X. ~ cannot be copied.
Target player gains X life. Target player gains X life. RFG ~.
As long as ~ is RFG, spells named ~ cannot be played.
Powerful Imbalance
XWW
Sorcery (R)
Spend only white mana for X. ~ cannot be copied.
Destroy X target lands. Destroy X target creatures. They cannot be regenerated. RFG ~.
As long as ~ is RFG, spells named ~ cannot be played.
Powerful Drain-Twist
XBB
Sorcery (R)
Spend only black mana for X. ~ cannot be copied.
~ deals X damage to target player or creature. You gain X life.
Target player discards X cards at random. RFG ~.
As long as ~ is RFG, spells named ~ cannot be played.
<CARDNAME>
2GGUU
Legendary Creature - Human Wizard (R)
Flicker-Grandeur
<p/t>
<CARDNAME>
2RRUU
Legendary Creature - Human Wizard (R)
Flicker-Grandeur
<p/t>
<CARDNAME>
2RRWW
Legendary Creature - Human Warrior (R)
Flicker-Grandeur
<p/t>
<CARDNAME>
WBG
Legendary Creature - Human Cleric (R)
WBG, T: Return target creature card in your graveyard to play. It gains haste.
Sacrifice it at EOT.
<p/t>
<CARDNAME>
BGU
Legendary Creature - Human Wizard (R)
BGU, T, sac a creature: Draw a number of cards equal to the sacrificed creature's power.
<p/t>
<CARDNAME>
GUR
Legendary Creature - Human Wizard (R)
GUR, T: Target creature gains +X/+X until EOT, where X is the number of cards in your hand.
<p/t>
<CARDNAME>
URW
Legendary Creature - Human Shaman (R)
URW, T: Target creature gains flying and first strike until EOT.
<p/t>
Recycling Sign
1BG
Legendary Enchantment (R)
<rules text>
Thermostatic Ward
1UR
Legendary Enchantment (R)
<rules text>
BG Fetchland
Land (R)
Sac ~, pay 1 life: Search your library for a swamp or forest and put into play untapped.
Then shuffle your library.
GU Fetchland
Land (R)
Sac ~, pay 1 life: Search your library for a forest or island and put into play untapped.
Then shuffle your library.
UR Fetchland
Land (R)
Sac ~, pay 1 life: Search your library for a island or mountain and put into play untapped.
Then shuffle your library.
RW Fetchland
Land (R)
Sac ~, pay 1 life: Search your library for a mountain or plains and put into play untapped.
Then shuffle your library.
<CARDNAME>
2BWWR
Legendary Creature - <card type> (R)
<rules text>
<p/t>
<CARDNAME>
2WRRU
Legendary Creature - <card type> (R)
<rules text>
<p/t>
<CARDNAME>
2RUUG
Legendary Creature - <card type> (R)
<rules text>
<p/t>
<CARDNAME>
2UGGB
Legendary Creature - <card type> (R)
<rules text>
<p/t>
Discards
Sforzando
2GGUURR
Legendary Creature - Elder Dragon (R)
Flying
At the beginning of your upkeep, sacrifice ~ unless you pay GUR.
When ~ attacks and is not blocked, at the end of combat, defending player sacrifices
creatures of total toughness equal to or greater than ~'s power. If defending player cannot
do so, he or she sacrifices all his or her creatures.
7/7
GBW Elder Dragon
2GGBBWW
Legendary Creature - Elder Dragon (R)
Flying
At the beginning of your upkeep, sacrifice ~ unless you pay GBW.
7/7
BGU Elder Dragon
2BBGGUU
Legendary Creature - Elder Dragon (R)
Flying
At the beginning of your upkeep, sacrifice ~ unless you pay BGU.
7/7
WRU Elder Dragon
2WWRRUU
Legendary Creature - Elder Dragon (R)
Flying
At the beginning of your upkeep, sacrifice ~ unless you pay WRU.
7/7
BWR Elder Dragon
2BBWWRR
Legendary Creature - Elder Dragon (R)
Flying
At the beginning of your upkeep, sacrifice ~ unless you pay BWR.
7/7
Young Tamar
1{R/W}{R/W}
Legendary Creature - Human Warrior (R)
Destiny 2RGW
Haste
If ~ is RFG, Warrior creatures you control get +1/+1 and have haste.
3/1
Young Dakkon
1{B/W}{B/W}
Legendary Creature - Human Warrior (R)
Destiny 2WUB
~ gets +2/+1 whenever it is equipped.
When ~ is RFG, search your library for an Equipment card and put it into play.
Attach that card to a creature you control. Then shuffle your library.
2/2
Young Rubinia
1{U/G}{U/G}
Legendary Creature - Faerie (R)
Destiny 2UWG
Flying
When ~ CIP, exchange control of a target creature you control and a target creature
you don't control.
At the end of each turn, if ~ is RFG, gain control of all creatures you own.
1/1
Young Sol'kanar
1{U/R}{U/R}
Legendary Creature - Demon (R)
Destiny 2UBR
Whenever B is put into a player's mana pool, ~ gets +1/+1 until end of turn.
At the beginning of your upkeep, if ~ is RFG, target land becomes a Swamp until end of turn.
0/1
Young Bartel
2{B/G}{B/G}
Legendary Creature - Giant Shaman (R)
Destiny 2BRG
T: Add B or G to your mana pool.
When ~ is RFG, search your library for an Aura card and put it into play.
Then shuffle your library.
3/3
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