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399 Results Found. 

Battle Cry Goblin
Creature — Goblin (2/2)
: Goblins you control get +1/+0 and gain haste until end of turn.
Pack tactics — Whenever Battle Cry Goblin attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
AFR

Black Dragon
Creature — Dragon (4/4)
Flying
Acid Breath — When Black Dragon enters the battlefield, target creature an opponent controls gets -3/-3 until end of turn.
AFR

Black Dragon
Creature — Dragon (4/4)
Flying
Acid Breath — When Black Dragon enters the battlefield, target creature an opponent controls gets -3/-3 until end of turn.
AFR

Blink Dog
Creature — Dog (1/1)
Double strike
Teleport — : Blink Dog phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
AFR

Blink Dog
Creature — Dog (1/1)
Double strike
Teleport — : Blink Dog phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
AFR

Blue Dragon
Creature — Dragon (5/5)
Flying
Lightning Breath — When Blue Dragon enters the battlefield, until your next turn, target creature an opponent controls gets -3/-0, up to one other target creature gets -2/-0, and up to one other target creature gets -1/-0.
AFR

Blue Dragon
Creature — Dragon (5/5)
Flying
Lightning Breath — When Blue Dragon enters the battlefield, until your next turn, target creature an opponent controls gets -3/-0, up to one other target creature gets -2/-0, and up to one other target creature gets -1/-0.
AFR

Boots of Speed
Artifact — Equipment
Equipped creature gets +1/+0 and has haste.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
AFR

Brazen Dwarf
Creature — Dwarf Shaman (1/3)
Whenever you roll one or more dice, Brazen Dwarf deals 1 damage to each opponent.
AFR

Bruenor Battlehammer
Legendary Creature — Dwarf Warrior (5/3)
Each creature you control gets +2/+0 for each Equipment attached to it.
You may pay rather than pay the equip cost of the first equip ability you activate each turn.
AFR

Bruenor Battlehammer
Legendary Creature — Dwarf Warrior (5/3)
Each creature you control gets +2/+0 for each Equipment attached to it.
You may pay rather than pay the equip cost of the first equip ability you activate each turn.
AFR

Bulette
Creature — Beast (3/3)
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on Bulette.
AFR

Bulette
Creature — Beast (3/3)
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on Bulette.
AFR

Bull's Strength
Instant
Target creature gets +2/+2 and gains trample until end of turn. Untap it.
AFR

Burning Hands
Instant
Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead.
AFR

Cave of the Frost Dragon
Land
If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.
: Add .
: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
AFR

Cave of the Frost Dragon
Land
If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.
: Add .
: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
AFR

Celestial Unicorn
Creature — Unicorn (3/2)
Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
AFR

Celestial Unicorn
Creature — Unicorn (3/2)
Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
AFR

Chaos Channeler
Creature — Human Shaman (4/3)
Wild Magic Surge — Whenever Chaos Channeler attacks, roll a d20.
1–9 | Exile the top card of your library. You may play it this turn.
10–19 | Exile the top two cards of your library. You may play them this turn.
20 | Exile the top three cards of your library. You may play them this turn.
AFR

 

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