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Varchild s Crusader (Masters Edition II)

Varchild's Crusader

Masters Edition II — common

Creature — Human Knight

Sets Varchild's Crusader has been printed in:

Varchild s Crusader (Masters Edition II)

Rating:

0.45/10

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Cards like Varchild's Crusader in Masters Edition II:

Balduvian Dead

Balduvian Dead

Creature — Zombie (2/3)

, Exile a creature card from your graveyard: Create a 3/1 black and red Graveborn creature token with haste. Sacrifice it at the beginning of the next end step.

0.6 /10
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Orcish Farmer

Orcish Farmer

Creature — Orc (2/2)

: Target land becomes a Swamp until its controller's next untap step.

1.2 /10
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Stone Spirit

Stone Spirit

Creature — Elemental Spirit (4/3)

Stone Spirit can't be blocked by creatures with flying.

0.1 /10
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Brassclaw Orcs

Brassclaw Orcs

Creature — Orc (3/2)

Brassclaw Orcs can't block creatures with power 2 or greater.

0.3 /10
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Orc General

Orc General

Creature — Orc Warrior (2/2)

, Sacrifice another Orc or Goblin: Other Orc creatures get +1/+1 until end of turn.

1.7 /10
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Orcish Squatters

Orcish Squatters

Creature — Orc (2/3)

Whenever Orcish Squatters attacks and isn't blocked, you may gain control of target land defending player controls for as long as you control Orcish Squatters. If you do, Orcish Squatters assigns no combat damage this turn.

1.6 /10
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Orcish Veteran

Orcish Veteran

Creature — Orc (2/2)

Orcish Veteran can't block white creatures with power 2 or greater.
: Orcish Veteran gains first strike until end of turn.

0.3 /10
--
Rogue Skycaptain

Rogue Skycaptain

Creature — Human Rogue Mercenary (3/4)

Flying
At the beginning of your upkeep, put a wage counter on Rogue Skycaptain. You may pay for each wage counter on it. If you don't, remove all wage counters from Rogue Skycaptain and an opponent gains control of it.

1.1 /10
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Ambush Party

Ambush Party

Creature — Human Rogue (3/1)

First strike, haste

0.3 /10
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Flame Spirit

Flame Spirit

Creature — Elemental Spirit (2/3)

: Flame Spirit gets +1/+0 until end of turn.

0.1 /10
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Imperial Recruiter

Imperial Recruiter

Creature — Human Advisor (1/1)

When Imperial Recruiter enters the battlefield, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.

9.9 /10
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Orcish Cannoneers

Orcish Cannoneers

Creature — Orc Warrior (1/3)

: Orcish Cannoneers deals 2 damage to any target and 3 damage to you.

3.7 /10
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Goblin Ski Patrol

Goblin Ski Patrol

Creature — Goblin (1/1)

: Goblin Ski Patrol gets +2/+0 and gains flying. Its controller sacrifices it at the beginning of the next end step. Activate only once and only if you control a snow Mountain.

0.5 /10
--
Ivory Gargoyle

Ivory Gargoyle

Creature — Gargoyle (2/2)

Flying
When Ivory Gargoyle dies, return it to the battlefield under its owner's control at the beginning of the next end step and you skip your next draw step.
: Exile Ivory Gargoyle.

0.3 /10
--
Giant Trap Door Spider

Giant Trap Door Spider

Creature — Spider (2/3)

, : Exile Giant Trap Door Spider and target creature without flying that's attacking you.

2.5 /10
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Krovikan Horror

Krovikan Horror

Creature — Horror Spirit (2/2)

At the beginning of the end step, if Krovikan Horror is in your graveyard with a creature card directly above it, you may return Krovikan Horror to your hand.
, Sacrifice a creature: Krovikan Horror deals 1 damage to any target.

2.1 /10
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Krovikan Vampire

Krovikan Vampire

Creature — Vampire (3/3)

At the beginning of each end step, if a creature dealt damage by Krovikan Vampire this turn died, put that card onto the battlefield under your control. Sacrifice it when you lose control of Krovikan Vampire.

1.4 /10
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Necrite

Necrite

Creature — Thrull (2/2)

Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated.

1 /10
--
Wind Spirit

Wind Spirit

Creature — Elemental Spirit (3/2)

Flying
Menace (This creature can't be blocked except by two or more creatures.)

0.2 /10
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Clockwork Steed

Clockwork Steed

Artifact Creature — Horse (0/3)

Clockwork Steed enters the battlefield with four +1/+0 counters on it.
Clockwork Steed can't be blocked by artifact creatures.
At end of combat, if Clockwork Steed attacked or blocked this combat, remove a +1/+0 counter from it.
, : Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Activate only during your upkeep.

2.6 /10
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