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At the beginning of your upkeep, you may say "Ach Hans, run It's the . . ." and name a creature card. If you do, search your library for the named card, put it into play, then shuffle your library. That creature has haste. Remove it from the game at end of turn.
Summon — Legend
Cannot be the targets of spells or effects. World Champion has power and toughness equal to the life totals of target opponent. : Discard your hand to search your library for 1996 World Champion and reveal it to all players. Shuffle your library and put 1996 World Champion on top of it. Use this ability only at the beginning of your upkeep, and only if 1996 World Champion is in your library.
When you set this scheme in motion, until your next turn, whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.
As an additional cost to cast Abandon Hope, discard X cards.
Look at target opponent's hand and choose X cards from it. That player discards those cards.
Up to two target creatures each get +1/+0 and gain first strike until end of turn.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Abandoned Outpost enters the battlefield tapped.
: Add to your mana pool.
, Sacrifice Abandoned Outpost: Add one mana of any color to your mana pool.
You may cast nonland cards with cycling from your graveyard.
If a card with cycling would be put into your graveyard from anywhere and it wasn't cycled, exile it instead.
Creature — Zombie (3/2)
Whenever a creature dealt damage by Abattoir Ghoul this turn dies, you gain life equal to that creature's toughness.
Creature — Gargoyle (3/4)
Flying, protection from red
Creature — Griffin (2/2)
Creature — Human Cleric (1/3)
, : Abbey Matron gets +0/+3 until end of turn.
Creature — Human Monk (2/1)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Abbot of Keral Keep enters the battlefield, exile the top card of your library. Until end of turn, you may play that card.
Enchantment — Aura
When Abduction enters the battlefield, untap enchanted creature.
You control enchanted creature.
When enchanted creature dies, return that card to the battlefield under its owner's control.
Creature — Human Insect (3/2)
At the beginning of your upkeep, put the top card of your library into your graveyard. If it's an instant or sorcery card, transform Aberrant Researcher.
Until end of turn, target player can't cast instant or sorcery spells, and that player can't activate abilities that aren't mana abilities.
Draw a card.
Creature — Demon (6/6)
When Abhorrent Overlord enters the battlefield, create a number of 1/1 black Harpy creature tokens with flying equal to your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.)
At the beginning of your upkeep, sacrifice a creature.
As an additional cost to cast Abjure, sacrifice a blue permanent.
Counter target spell.
You may discard a Plains card rather than pay Abolish's mana cost.
Destroy target artifact or enchantment.
Creature — Eldrazi Vampire (6/5)
When this creature transforms into Abolisher of Bloodlines, target opponent sacrifices three creatures.
Creature — Horror (2/6)
Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.
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