Flash
This creature enters with three +1/+1 counters on it.
Vigilance
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Whenever this creature mutates, put a +1/+1 counter on it.
Exile target creature with power 4 or greater.
, : Tap target creature.
Creatures you control get +2/+1 until end of turn.
Cycling ( , Discard this card: Draw a card.)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Lifelink
Whenever this creature mutates, create two 1/1 white Cat creature tokens with lifelink.
When this creature enters, create a 1/1 white Human Soldier creature token.
Divine Arrow deals 4 damage to target attacking or blocking creature.
Whenever you cycle another card, you gain 1 life.
Your opponents can't cast spells from anywhere other than their hands.
Choose one or both —
Whenever you cycle another card, put a +1/+1 counter on this creature.
When this creature dies, create a 1/1 white Human Soldier creature token.
This creature enters with your choice of a flying counter or a first strike counter on it.
Whenever this creature mutates, other creatures you control get +X/+X until end of turn, where X is the number of times this creature has mutated.
When this creature enters, put a vigilance counter on target non-Human creature you control.
, : Put a +1/+1 counter on each creature you control with vigilance.
As this creature enters, choose odd or even. (Zero is even.)
This creature has protection from each mana value of the chosen quality.
Choose one —
Flying
Whenever a creature you control without flying dies, return it to the battlefield under its owner's control with a flying counter on it.
Whenever this creature mutates, you gain 4 life.
Each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest. If was spent to cast this spell, you choose the permanents for each player instead.
Enchant creature
Enchanted creature can't attack or block.
When this creature enters, target Human you control gets +2/+2 until end of turn.
Whenever this creature attacks, other Humans you control get +1/+0 until end of turn.
Humans you control get +1/+1.
, Tap two untapped Humans you control: Tap target creature an opponent controls.
Whenever you cycle a card, tap target creature an opponent controls.
Enchanted creature gets +1/+1.
As long as enchanted creature has vigilance, it assigns combat damage equal to its toughness rather than its power.
When you cycle this card, put a lifelink counter on target creature you control.
Target creature gets +2/+2 until end of turn. Put a flying counter on it.
If noncombat damage would be dealt to this creature, prevent that damage. Put a +1/+1 counter on this creature for each 1 damage prevented this way.
As an additional cost to cast this spell, tap an untapped creature you control.
Exile target tapped creature. Put a +1/+1 counter on the creature tapped to pay this spell's additional cost.
Whenever you cycle another card for the first time each turn, create a 1/1 white Human Soldier creature token.
Target creature gets +2/+2 until end of turn. If it's blocking, instead put two +1/+1 counters on it.
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.
When you cycle this card, put a flying counter on target creature you control.
Draw four cards.
Flash (You may cast this spell any time you could cast an instant.)
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Counter target spell unless its controller pays .
Whenever this creature mutates, draw a card.
Whenever you cycle a card, you may pay . When you do, exile target artifact or creature you control, then return it to the battlefield under its owner's control.
Counter target creature spell.
, : Draw a card, then discard a card.
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
: Untap this creature.
This spell costs less to cast if you control a creature with flying.
Return target nonland permanent you don't control to its owner's hand.
Draw a card.
Creatures your opponents control get -2/-0 until end of turn.
Counter target spell that targets a permanent you control.
Enchanted creature gets -2/-0 and loses all abilities. (Mutating onto the creature won't give it new abilities. It can gain abilities in other ways.)
Create a token that's a copy of target permanent. If was spent to cast this spell, instead create a token that's a copy of that permanent, except the token has "When this token enters, if it's a creature, it fights up to one target creature you don't control."
Counter target spell.
This spell costs less to cast if you control a Human creature and a non-Human creature.
Draw two cards.
Whenever you draw a card, put a foreshadow counter on this enchantment.
Remove eight foreshadow counters from this enchantment: Create an 8/8 blue Kraken creature token.
Whenever this creature attacks, another target attacking creature can't be blocked this turn.
Each creature spell you cast costs less to cast if it has mutate.
Whenever you cast a creature spell, if it has mutate, draw a card, then discard a card.
Whenever this creature mutates, you may return target creature an opponent controls to its owner's hand.
Whenever a creature you control deals combat damage to a player, you may draw a card.
Whenever this creature deals combat damage to a player, draw a card.
Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value.
When you cycle this card, create an X/X blue Shark creature token with flying.
Until end of turn, target creature becomes a blue Serpent with base power and toughness 4/4.
Whenever this creature deals damage to an opponent, draw a card.
When this creature enters, counter target artifact or creature spell.
This creature enters with your choice of a flying counter or a hexproof counter on it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
When this creature enters, put a flying counter on target non-Human creature you control.
, : Put a +1/+1 counter on each creature you control with flying.
When this enchantment enters, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
When this creature enters, target creature an opponent controls gets -2/-2 until end of turn. Remove all counters from that creature.
Destroy target creature. Put a menace counter on a creature you control. (It can't be blocked except by two or more creatures.)
This creature enters with your choice of a deathtouch counter or a lifelink counter on it.
, , Sacrifice another creature: You gain life equal to the sacrificed creature's toughness. Draw a card.
Return up to two target creature cards with total mana value 3 or less from your graveyard to the battlefield. Put a deathtouch counter on either of them. Then put a menace counter on either of them.
Menace (This creature can't be blocked except by two or more creatures.)
Whenever this creature mutates, each opponent discards a card.
Whenever this creature mutates, each opponent sacrifices a creature of their choice.
Mill three cards, then you may return a creature card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Dark Bargain deals 2 damage to you.
Enchanted creature gets -2/-2.
Whenever this creature mutates, destroy target creature or planeswalker an opponent controls.
: Return this card from your graveyard to your hand.
When this creature enters, put a lifelink counter on target non-Human creature you control.
, : Put a +1/+1 counter on each creature you control with lifelink.
Destroy target creature with mana value 2 or less.
Choose odd or even. Exile each creature with mana value of the chosen quality. (Zero is even.)
This creature enters with your choice of two different counters on it from among menace, deathtouch, and lifelink.
Menace
When this creature enters, target opponent puts a deathtouch counter on a creature they control.
Deathtouch
Whenever this creature mutates, each opponent loses X life and you gain X life, where X is the number of times this creature has mutated.
When this creature enters, destroy target creature that was dealt damage this turn.
Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it.
This spell has flash as long as you control a permanent with flash.
As an additional cost to cast this spell, sacrifice a creature.
Destroy target creature.
Destroy target nonland permanent if it's a creature or if was spent to cast this spell.
When this creature enters, if you attacked this turn, create a 1/1 white Human Soldier creature token.
When this creature dies, it deals 2 damage to each opponent and you gain 2 life.
Creatures your opponents control get -1/-1 until end of turn.
Return target creature card from your graveyard to the battlefield with a lifelink counter on it.
Put a +1/+1 counter and a lifelink counter on target creature.
Target creature gets +2/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
When you cycle this card, put a deathtouch counter on target creature you control.
: Search your library for a card named Whisper Squad, put it onto the battlefield tapped, then shuffle.
Whenever this creature mutates, target creature an opponent controls gets -2/-2 until end of turn.
Blazing Volley deals 1 damage to each creature your opponents control.
, : This creature deals 1 damage to each opponent.
Whenever you cast a noncreature spell, untap this creature.
Blitz of the Thunder-Raptor deals damage to target creature or planeswalker equal to the number of instant and sorcery cards in your graveyard. If that creature or planeswalker would die this turn, exile it instead.
As an additional cost to cast this spell, discard two cards.
Draw three cards.
Target creature fights another target creature. (Each deals damage equal to its power to the other.)
Reach
Whenever this creature mutates, you may discard a card. If you do, draw a card.
Whenever you cycle another card, this creature deals 1 damage to each opponent.
Whenever this creature mutates, create a red artifact token named Feather with " , Sacrifice this token: Return target Phoenix card from your graveyard to the battlefield tapped."
This creature enters with your choice of a trample counter or a menace counter on it. (A creature with menace can't be blocked except by two or more creatures.)
Fire Prophecy deals 3 damage to target creature. You may put a card from your hand on the bottom of your library. If you do, draw a card.
Flame Spill deals 4 damage to target creature. Excess damage is dealt to that creature's controller instead.
Enchant land
Enchanted land has " : Target creature gains trample and haste until end of turn."
Create a 1/1 red Dinosaur creature token with haste and a 1/1 white Human Soldier creature token.
When this creature enters, put a menace counter on target non-Human creature you control. (It can't be blocked except by two or more creatures.)
, : Put a +1/+1 counter on each creature you control with menace.
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Target creature gets +1/+0 until end of turn. Put a first strike counter on it.
Haste
+1: Exile the top three cards of your library. Creature cards exiled this way gain "You may cast this card from exile as long as you control a Lukka planeswalker."
−2: Exile target creature you control, then reveal cards from the top of your library until you reveal a creature card with higher mana value. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
−7: Each creature you control deals damage equal to its power to each opponent.
Whenever this creature attacks, if it doesn't have first strike, put a first strike counter on it.
Whenever this creature attacks, if it has first strike, it gains double strike until end of turn.
Mythos of Vadrok deals 5 damage divided as you choose among any number of target creatures and/or planeswalkers. If was spent to cast this spell, until your next turn, those permanents can't attack or block and their activated abilities can't be activated.
: This creature deals X damage to any target, where X is the number of times this creature has mutated.
First strike
Whenever you cycle a card, this creature gets +2/+0 until end of turn.
Trample
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
Target creature gains double strike until end of turn.
Whenever you cycle a card, you may have this enchantment become a 5/4 Dinosaur creature with trample and haste in addition to its other types until end of turn.
When this creature enters, exile target card with a cycling ability from your graveyard. Until the end of your next turn, you may play that card.
Rumbling Rockslide deals damage to target creature equal to the number of lands you control.
When you cycle this card, put a first strike counter on target creature you control.
This creature has double strike as long as there are three or more instant and/or sorcery cards in your graveyard.
This spell costs less to cast if you control a creature with menace.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
If a cycling ability of another nonland card would cause you to draw a card, instead exile cards from the top of your library until you exile a card that shares a card type with the cycled card. You may cast that card without paying its mana cost. Then put the exiled cards that weren't cast this way on the bottom of your library in a random order.
, Sacrifice a creature: This enchantment deals 2 damage to any target.
Trample, haste
Cycling
When you cycle this card, shuffle it into your library from your graveyard. If you've cycled a card named Yidaro, Wandering Monster four or more times this game, put it onto the battlefield from your graveyard instead. (Do this before you draw.)
Look at the top three 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 any order.
: This creature gets +3/+3 until end of turn.
Whenever this creature mutates, exile cards from the top of your library until you exile X permanent cards, where X is the number of times this creature has mutated. Put those permanent cards onto the battlefield.
Exile up to three target enchantments.
This creature can't be blocked by more than one creature.
As an additional cost to cast this spell, reveal a creature card from your hand.
Charge of the Forever-Beast deals damage to target creature or planeswalker equal to the revealed card's power.
Enchanted creature gets +20/+20.
Whenever a creature you control mutates, put a +1/+1 counter on that creature and you gain 2 life.
When this creature enters, mill three cards.
Whenever this creature attacks, you may change the base power and toughness of target Human you control to this creature's power and toughness until end of turn.
This creature enters with two +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
This creature enters with your choice of a vigilance counter or a reach counter on it.
Target creature gets +3/+3 until end of turn. Put a trample counter on it.
Reach, trample
Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
Whenever this creature mutates, put two +1/+1 counters on it.
This creature can't be blocked by creatures with power 2 or less.
When this creature enters, you gain 4 life.
When this creature enters, put a trample counter on target non-Human creature you control.
, : Put a +1/+1 counter on each creature you control with trample.
: Add one mana of any color. Spend this mana only to cast a creature spell.
This creature enters with X +1/+1 counters on it.
When Kogla enters, it fights up to one target creature you don't control.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Look at the top five cards of your library. You may reveal any number of creature cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Whenever this creature mutates, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Target creature gets +7/+7 until end of turn. Up to one other target creature blocks it this turn if able.
If was spent to cast this spell, search your library for a card, put that card into your graveyard, then shuffle.
Return up to two permanent cards from your graveyard to your hand.
Destroy target creature with flying.
Target creature you control deals damage equal to its power to target creature you don't control. If the creature you control has trample, excess damage is dealt to that creature's controller instead.
Target creature gets +1/+3 until end of turn. Put a reach counter on it. Untap it.
Prevent all damage that would be dealt this turn by creatures your opponents control.
When you cycle this card, put a trample counter on target creature you control.
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
+1: Create a 3/3 green Beast creature token. Put your choice of a vigilance counter, a reach counter, or a trample counter on it.
−2: When you next cast a creature spell this turn, search your library for a creature card with lesser mana value, put it onto the battlefield, then shuffle.
Destroy target artifact or enchantment.
Return target creature card from your graveyard to the battlefield. When you do, it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Whenever this creature mutates, return target permanent card from your graveyard to your hand.
You may cast this card from your graveyard using its mutate ability.
As an additional cost to cast this spell, discard X cards.
Target player draws X cards. Channeled Force deals X damage to up to one target creature or planeswalker.
At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls.
Whenever a permanent an opponent controls with a bounty counter on it dies, you gain 3 life and draw a card.
Whenever a nontoken creature you control dies, mill two cards. Then return a creature card with lesser mana value than the creature that died from your graveyard to your hand.
, Sacrifice this enchantment: You gain life equal to the highest mana value among creatures you control.
Exile target creature. If you don't control a Human, you lose life equal to that creature's toughness.
Return any number of permanent cards with different names from your graveyard to the battlefield.
Search your library for up to three monocolored cards with different names and exile them. An opponent chooses one of those cards. Shuffle that card into your library. You may cast the other cards without paying their mana costs. Exile Emergent Ultimatum.
Creatures you control with vigilance have " , : Tap target creature."
Other Humans you control get +1/+1.
Whenever General Kudro or another Human you control enters, exile target card from an opponent's graveyard.
, Sacrifice two Humans: Destroy target creature with power 4 or greater.
Legendary Humans you control have indestructible.
: Exile target card from a graveyard. If it was a creature card, create a 1/1 white Human Soldier creature token.
Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum.
Flying, trample
Whenever this creature mutates, exile cards from the top of your library until you exile a nonland permanent card. Put that card onto the battlefield or into your hand.
Target player gains 5 life, Inspired Ultimatum deals 5 damage to any target, then you draw five cards.
Whenever you tap a nonland permanent for mana, add one mana of any type that permanent produced.
: Look at the top five cards of your library. You may put a non-Human creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Whenever a creature you control with menace becomes blocked, defending player sacrifices a creature of their choice that's blocking it.
: Creatures you control with menace get +1/+0 until end of turn.
Whenever this creature mutates, return target instant or sorcery card from your graveyard to your hand.
+1: You gain 2 life. Add , , or . Spend this mana only to cast a noncreature spell.
−2: Draw a card, then you may discard a card. When you discard a nonland card this way, Narset deals damage equal to that card's mana value to target creature or planeswalker.
−6: You get an emblem with "Whenever you cast a noncreature spell, this emblem deals 2 damage to any target."
Whenever this creature mutates, return target creature card with mana value 3 or less from your graveyard to the battlefield.
Deathtouch, lifelink
Whenever this creature mutates, return any number of target creature cards with total power 10 or less from your graveyard to the battlefield.
At the beginning of combat on your turn, exile target red, white, or black creature card from your graveyard. Create a token that's a copy of that card, except it's 1/1. It gains haste until your next turn.
, : Look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
Whenever one or more creatures you control with trample deal combat damage to a player, create an X/X green Dinosaur Beast creature token with trample, where X is the amount of damage those creatures dealt to that player.
Whenever this creature mutates, other creatures you control get +2/+1 until end of turn.
Rielle gets +1/+0 for each instant and sorcery card in your graveyard.
Whenever you discard one or more cards for the first time each turn, draw that many cards.
Destroy all nonland permanents your opponents control.
Whenever you cycle a card, you may pay . When you do, this creature deals 2 damage to target creature and you gain 2 life.
: Add or .
: Mill two cards.
This creature gets +1/+1 for each other creature you control with flying.
: Create a 1/1 white Cat Bird creature token with flying.
Whenever you cast another spell that has flash, you draw a card and each opponent loses 1 life.
Double strike
Whenever this creature mutates, it deals 4 damage to target creature or planeswalker an opponent controls and you gain 4 life.
You may play an additional land on each of your turns.
Whenever you cast a spell, draw two cards.
At the beginning of your end step, discard your hand.
Flying, haste
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Exile a card from your graveyard: Add . Spend this mana only to cast a spell that's one or more colors without in its mana cost.
Whenever this creature mutates, create a 3/3 green Beast creature token.
Flying, first strike
Whenever this creature mutates, you may cast target noncreature card with mana value 3 or less from your graveyard without paying its mana cost.
Whenever you cast a noncreature spell, draw a card.
Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
Zenith Flare deals X damage to any target and you gain X life, where X is the number of cards with a cycling ability in your graveyard.
At the beginning of your end step, you gain 1 life for each creature you control with vigilance.
Spells with flash you cast cost less to cast and can't be countered.
This creature gets +1/+1 for each creature card in your graveyard.
, , Sacrifice another creature: Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Activate only as a sorcery.
Companion — Your starting deck contains only cards with even mana values. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
When Gyruda enters, each player mills four cards. Put a creature card with an even mana value from among the milled cards onto the battlefield under your control.
Companion — No card in your starting deck has more than one of the same mana symbol in its mana cost. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
: Add . This mana can't be spent to pay generic mana costs.
Creatures you control with flying have "Spells your opponents cast that target this creature cost more to cast."
Companion — Each creature card in your starting deck is a Cat, Elemental, Nightmare, Dinosaur, or Beast card. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Each other creature you control that's a Cat, Elemental, Nightmare, Dinosaur, or Beast gets +1/+1 and has vigilance.
Companion — Your starting deck contains only cards with mana value 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater.
Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
Companion — Each nonland card in your starting deck has a different name. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
When Lutri enters, if you cast it, copy target instant or sorcery spell you control. You may choose new targets for the copy.
Companion — Your starting deck contains only cards with odd mana values and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
If a source you control with an odd mana value would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Creatures you control with trample have "You may have this creature assign its combat damage as though it weren't blocked."
Each creature you control with menace can't be blocked except by three or more creatures.
Companion — Each nonland card in your starting deck shares a card type. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
As Umori enters, choose a card type.
Spells you cast of the chosen type cost less to cast.
Companion — Your starting deck contains at least twenty cards more than the minimum deck size. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
At the beginning of combat on your turn, choose a kind of counter at random that this creature doesn't have on it from among flying, first strike, deathtouch, hexproof, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on this creature.
: Add , , or .
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
When this artifact enters, draw a card.
, Sacrifice this artifact: Target creature doesn't untap during its controller's next untap step.
, , Sacrifice this artifact: It deals 3 damage to any target.
This land enters tapped.
When this land enters, you gain 1 life.
: Add .
, : Draw a card. Activate only if you control a creature with power 4 or greater.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
( : Add , , or .)
( : Add .)
Lethal damage dealt to creatures you control is determined by their power rather than their toughness.
Whenever one or more non-Human creatures you control attack, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
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.