Flying
When this creature dies, exile target permanent.
: Tap target creature.
Whenever you cast a white spell, you may untap this creature.
Create two 1/1 white Kithkin Soldier creature tokens.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
When this enchantment enters, search your library for any number of Plains cards, exile them, then shuffle.
At the beginning of your upkeep, you may put a card you own exiled with this enchantment into your hand.
Prevent all damage that would be dealt to you and permanents you control this turn.
When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Put all creatures on the bottom of their owners' libraries.
, Sacrifice this creature: Destroy target enchantment.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
When this creature enters, you gain 1 life for each black and/or red permanent target opponent controls.
Chroma — Each creature you control gets +1/+1 for each white mana symbol in its mana cost.
Defender, flying
Whenever you cast a white spell, this creature loses defender until end of turn.
, : Create a 1/1 white Kithkin Soldier creature token. ( is the untap symbol.)
Enchant creature
Enchanted creature can't attack or block.
At the beginning of your upkeep, you may gain 1 life.
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Chroma — When this creature enters, create a 0/1 white Goat creature token for each white mana symbol in the mana costs of permanents you control.
: Regenerate target creature.
Until end of turn, target creature gains " : Return target nonland permanent to its owner's hand."
At the beginning of your upkeep, return a permanent you control to its owner's hand.
Counter target spell. Its controller draws a card.
Draw a card.
When this creature enters, draw a card if you've cast another blue spell this turn.
Change the text of target spell or permanent by replacing all instances of one color word with another.
, Sacrifice this creature: Counter target noncreature spell.
: Draw a card if you have no cards in hand.
: Target permanent becomes blue in addition to its other colors until end of turn.
Return all nonblue creatures to their owners' hands.
: Target creature gains flying until end of turn.
Whenever you cast a blue spell, you may untap this creature.
Target player draws a card.
, : Return target creature with a counter on it to its owner's hand.
Chroma — Reveal the top ten cards of your library. For each blue mana symbol in the mana costs of the revealed cards, target opponent mills a card. Then put the cards you revealed this way on the bottom of your library in any order.
: This creature gets +1/-1 until end of turn.
Whenever a permanent you control becomes untapped, this creature gets +1/+1 until end of turn.
: Target red or green creature gets -2/-0 until end of turn.
Whenever Ashling deals combat damage to a player, choose target creature that player controls. The player sacrifices that creature.
: Exile target card from a graveyard. You gain 1 life.
At the beginning of your upkeep, destroy target creature with a -1/-1 counter on it.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
: Target player exiles a card from their graveyard.
Whenever you cast a black spell, you may untap this creature.
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever a creature an opponent controls with a -1/-1 counter on it dies, you may return that card to the battlefield under your control.
Whenever this creature deals combat damage to a player, that player discards that many cards.
Search target player's library for up to X cards, where X is the number of Swamps you control, and exile them. Then that player shuffles.
Target player discards a card.
Whenever a player casts a nonblack spell, that player loses 1 life.
Destroy target nongreen creature. Its controller loses 3 life if you've cast another black spell this turn.
When this creature enters, put a -1/-1 counter on each creature.
Target player loses 2 life and you gain 2 life.
Target opponent reveals their hand. You choose a green or white creature card from it. You gain life equal to that creature card's toughness, then that player discards that card.
Chroma — Umbra Stalker's power and toughness are each equal to the number of black mana symbols in the mana costs of cards in your graveyard.
Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents they control.
: This creature deals 1 damage to target player or planeswalker.
Whenever you cast a red spell, you may untap this creature.
: This creature gets +1/+0 until end of turn.
Chroma — , Sacrifice a creature: This enchantment deals damage to any target equal to the number of red mana symbols in the sacrificed creature's mana cost.
Flame Jab deals 1 damage to any target.
, , Put a -1/-1 counter on a creature you control: This creature deals 2 damage to any target.
, : This creature deals damage equal to its power to any target. ( is the untap symbol.)
Haste
Chroma — When this creature enters, it gets +X/+0 until end of turn, where X is the number of red mana symbols in the mana costs of permanents you control.
This creature enters with two -1/-1 counters on it unless you've cast another red spell this turn.
Trample
Tap an untapped red creature you control other than this creature: This creature gets +X/+0 until end of turn, where X is the power of the creature tapped this way.
Chroma — When this creature enters, it deals damage to target creature equal to the number of red mana symbols in the mana costs of permanents you control.
Puncture Blast deals 3 damage to any target.
Rekindled Flame deals 4 damage to any target.
At the beginning of your upkeep, if an opponent has no cards in hand, you may return this card from your graveyard to your hand.
Whenever this creature deals damage to a player, that player can't gain life for the rest of the game.
This creature has trample as long as it has a -1/-1 counter on it.
Gain control of target creature until end of turn. Untap that creature. It gets +X/+0 and gains haste until end of turn.
Sacrifice this creature: It deals damage equal to its power to target creature with flying.
Vivid — : For each color among permanents you control, add one mana of that color.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Shroud (This enchantment can't be the target of spells or abilities.)
: Put X tower counters on this enchantment.
At the beginning of your upkeep, if there are 100 or more tower counters on this enchantment, you win the game.
When this creature enters, destroy target Island or Swamp an opponent controls.
Target creature gets +4/+4 until end of turn.
This creature doesn't untap during your untap step.
Whenever you cast a green spell, you may untap this creature.
Chroma — Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards' mana costs.
Chroma — This creature's power and toughness are each equal to the number of green mana symbols in the mana costs of permanents you control.
When this creature enters, draw a card for each green creature you control.
Create a 3/3 green Beast creature token.
: Target creature you control becomes the color or colors of your choice until end of turn.
Cast this spell only if you've cast another green spell this turn.
When this creature enters, you may return up to two target land cards from your graveyard to your hand.
: This creature gets +2/+2 until end of turn. Activate only once each turn.
This creature enters with a -1/-1 counter on it.
, Remove a -1/-1 counter from this creature: Destroy target artifact or enchantment.
Prevent all combat damage that would be dealt this turn if was spent to cast this spell. Each player loses 1 life for each attacking creature they control if was spent to cast this spell. (Do both if was spent.)
Exile target card from a graveyard. Create a 1/1 white and black Spirit creature token with flying.
Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Other white creatures you control get +1/+1.
Other black creatures you control get +1/+1.
Whenever you cast a white spell, you may tap target creature.
Whenever you cast a black spell, you may destroy target creature if it's tapped.
Flying, lifelink
This creature gets +4/+4 as long as you have 25 or more life.
As long as enchanted creature is white, it gets +1/+2.
As long as enchanted creature is black, it gets +2/+1.
This creature gets +2/+2 for each Aura attached to it.
: Return this card from your graveyard to the battlefield. You may put an Aura card with mana value X or less from your hand onto the battlefield attached to it. If you don't, exile this creature.
When this creature enters, if you control two or more Plains, you may create a 1/1 white Kithkin Soldier creature token.
When this creature enters, if you control two or more Swamps, you may put a -1/-1 counter on target creature.
Whenever you cast a spell that's both white and black, this creature has base power and toughness 4/4 until end of turn and gains flying until end of turn.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Each player returns each creature card from their graveyard to the battlefield with an additional -1/-1 counter on it.
: This creature gets +3/+3 until end of turn.
Protection from white and from black
: This creature gains flying until end of turn.
: This creature gains first strike until end of turn.
Exile target creature.
Lifelink
This creature enters with four -1/-1 counters on it.
Whenever you cast a white spell, remove a -1/-1 counter from this creature.
Whenever you cast a black spell, remove a -1/-1 counter from this creature.
Create a 5/5 blue and red Elemental creature token with flying.
As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)
As long as enchanted creature is red, it gets +1/+1 and has haste.
, , Tap two untapped red creatures you control: This creature deals 3 damage to any target.
, , Untap two tapped blue creatures you control: Return target creature to its owner's hand. ( is the untap symbol.)
: Switch this creature's power and toughness until end of turn.
At the beginning of your upkeep, you may gain control of target permanent until end of turn. If you do, untap it and it gains haste until end of turn.
Switch target creature's power and toughness until end of turn.
Other blue creatures you control get +1/+1.
Other red creatures you control get +1/+1.
: You may put a blue or red creature card from your hand onto the battlefield.
: Copy target instant or sorcery spell that targets you. You may choose new targets for the copy.
This creature can't be blocked except by creatures with defender.
When this creature enters, return a land you control to its owner's hand.
When this creature enters, if you control two or more Islands, you may tap two target permanents.
When this creature enters, if you control two or more Mountains, you may have this creature deal 2 damage to target player or planeswalker.
When this creature enters, each player draws two cards, then discards a card at random.
When this creature enters, you may return target red sorcery card from your graveyard to your hand.
When this creature enters, you may return target blue instant card from your graveyard to your hand.
Whenever you cast a spell that's both blue and red, this creature has base power and toughness 3/3 until end of turn and can't be blocked this turn.
: Target creature can't block this creature this turn.
Whenever you cast a blue spell, remove a -1/-1 counter from this creature.
Whenever you cast a red spell, remove a -1/-1 counter from this creature.
Creatures your opponents control get -1/-0 until end of turn if was spent to cast this spell, and creatures you control get +1/+0 until end of turn if was spent to cast this spell. (Do both if was spent.)
As this creature enters, choose an opponent. This creature enters with a -1/-1 counter on it for each creature that player controls.
If was spent to cast this spell, you may have target creature get -3/-3 until end of turn. If was spent to cast this spell, you may have target creature get +3/+3 until end of turn. (Do both if was spent.)
Other green creatures you control get +1/+1.
At the beginning of your upkeep, you may create a 1/1 black and green Worm creature token.
This creature enters with two -1/-1 counters on it.
, Remove a -1/-1 counter from this creature: Regenerate this creature.
When this creature enters, return to your hand the creature card in your graveyard with the greatest power. If two or more cards are tied for greatest power, you choose one of them.
At the beginning of your upkeep, sacrifice a creature. You gain life equal to that creature's toughness.
Destroy target land. You gain 2 life.
As long as enchanted creature is black, it gets +1/+1 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy that creature.)
As long as enchanted creature is green, it gets +1/+1 and all creatures able to block it do so.
When this creature enters, if you control two or more Swamps, you may have target player discard a card.
When this creature enters, if you control two or more Forests, you may put target card from your graveyard on top of your library.
Whenever you cast a green spell, remove a -1/-1 counter from this creature.
: Regenerate this creature.
, Remove a -1/-1 counter from a creature you control: This creature gets +3/+3 until end of turn.
Indestructible
Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it's a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand.
Swampwalk, forestwalk (This creature can't be blocked as long as defending player controls a Swamp or a Forest.)
Whenever you cast a spell that's both black and green, this creature has base power and toughness 4/5 until end of turn and gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
Create a 1/1 black and green Worm creature token for each land card in your graveyard.
Whenever you cast a red spell, this creature deals 3 damage to target player or planeswalker.
Whenever you cast a white spell, you gain 3 life.
Whenever you cast a spell that's both red and white, this creature has base power and toughness 4/2 until end of turn and gains first strike until end of turn.
First strike
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
Sacrifice this creature: It deals 1 damage to target attacking or blocking creature.
When this creature enters, if you control two or more Mountains, you may destroy target artifact.
When this creature enters, if you control two or more Plains, you may destroy target enchantment.
, : Attacking creatures get +1/+0 until end of turn. ( is the untap symbol.)
: This creature becomes a Kithkin Spirit with base power and toughness 2/2.
: If this creature is a Spirit, it becomes a Kithkin Spirit Warrior with base power and toughness 4/4.
: If this creature is a Warrior, it becomes a Kithkin Spirit Warrior Avatar with base power and toughness 8/8, flying, and first strike.
Fire at Will deals 3 damage divided as you choose among one, two, or three target attacking or blocking creatures.
Double strike
Flying, first strike
Target player can't play lands this turn if was spent to cast this spell and can't cast creature spells this turn if was spent to cast this spell. (Do both if was spent.)
Attacking creatures you control get +2/+0.
When this enchantment enters, you may pay . If you do, create X 1/1 red and white Goblin Soldier creature tokens.
: Red creatures and white creatures you control gain first strike until end of turn.
As long as enchanted creature is red, it gets +1/+1 and has " : This creature gets +1/+0 until end of turn."
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
Whenever this creature is dealt damage, it deals that much damage to any target.
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature deals combat damage to a player, you may draw that many cards.
Whenever you cast a green spell, you may create a 2/2 green Wolf creature token.
Whenever you cast a blue spell, you may create a 1/1 blue Bird creature token with flying.
As long as enchanted creature is green, it gets +1/+1 and has vigilance.
As long as enchanted creature is blue, it gets +1/+1 and has flying.
, : Double the number of each kind of counter on target permanent. ( is the untap symbol.)
, Sacrifice this creature: Put target card from a graveyard on the bottom of its owner's library.
: This creature gets +1/+3 and gains flying until end of turn. Activate only once each turn and only if an opponent controls a creature with flying.
Creatures your opponents control lose flying until end of turn if was spent to cast this spell, and creatures you control gain flying until end of turn if was spent to cast this spell. (Do both if was spent.)
Untap all green and/or blue creatures you control during each other player's untap step.
Overbeing of Myth's power and toughness are each equal to the number of cards in your hand.
At the beginning of your draw step, draw an additional card.
When this creature enters, if you control two or more Forests, you may gain 3 life.
When this creature enters, if you control two or more Islands, you may return target tapped creature to its owner's hand.
Whenever you cast a spell that's both green and blue, this creature has base power and toughness 5/3 until end of turn and gains trample until end of turn.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Until end of turn, target creature loses all abilities and becomes a green Snake with base power and toughness 1/1.
Create a token that's a copy of target creature.
: This creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Flash
When this creature enters, draw a card.
Altar Golem's power and toughness are each equal to the number of creatures on the battlefield.
Tap five untapped creatures you control: Untap this creature.
: Target white creature gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
: Target black creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
: Target green creature gets +1/+1 until end of turn.
: Target red creature gains haste until end of turn.
Whenever you cast a spell, equipped creature gets +2/+2 until end of turn.
Equip
, Sacrifice a Scarecrow: Draw a card.
, : Return target artifact creature card from your graveyard to the battlefield.
: Target blue creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Each opponent who controls more creatures than you can't cast creature spells. The same is true for artifacts and enchantments.
Each opponent who controls more lands than you can't play lands.
: Add .
, : Add , , or .
, : Create a 0/1 white Goat creature token.
, Sacrifice X Goats: Add X mana of any one color. You gain X life.
This website uses cookies and other tracking technologies for functional and analytical purposes. To improve your browsing experience on our site, we would also like to place tracking cookies.