Thousand Oaks, CA
Cards Tracked
2066
In Stock
2066
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Land
{T}: Add {C}. {T}: Add {R} or {G}. Each opponent gains 1 life.
Enchantment
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
World Enchantment
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.
Land — Plains Island
({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Legendary Creature — God // Legendary Artifact — Equipment
Legendary Land
{T}: Add {R}. {T}: Target creature loses all landwalk abilities until end of turn.
Legendary Artifact — Equipment
Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control. Equipped creature gets +2/+0 and has indestructible. Equip {4}
Legendary Artifact — Equipment
Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control. Equipped creature gets +2/+0 and has indestructible. Equip {4}
Creature — Phyrexian Zombie
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Other creatures you control with infect get +1/+1. Whenever you cast a creature spell with infect, target player gets a poison counter.
Land
This land enters tapped unless you control two or more other lands. {T}: Add {B} or {R}.
Land — Forest Island
({T}: Add {G} or {U}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Legendary Enchantment Creature — God
Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control. {1}{W}: Another target creature gains lifelink until end of turn.
Creature — Human Druid
{G}, {T}: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.
Instant
Permanents you control gain hexproof and indestructible until end of turn.
Land
{T}: Add {C}. {T}: Each player gains control of all creatures they own.
Artifact
Whenever a player plays a land, that player draws a card.
Legendary Creature — Eternal Hero
Flash Flying If a source would deal damage to you or a Hero you control, prevent all but 1 of that damage.
Artifact
Planeswalkers you control have "[0]: Proliferate" and "[−12]: Take an extra turn after this one." Whenever you cast a noncreature spell, choose a counter on target permanent. Put an additional counter of that kind on that permanent.
Sorcery — Arcane
Draw three cards. Discard three cards at the beginning of the next end step.
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Artifact Creature — Golem
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Other artifact creatures you control get +2/+2 as long as you have the city's blessing. At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
Creature — Human Advisor
When this creature enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.
Instant
Change the target of target spell with a single target. You lose life equal to that spell's mana value.
Enchantment
Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage.
Land — Plains Swamp Forest
({T}: Add {W}, {B}, or {G}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game.