First strike (This creature deals combat damage before creatures without first strike.)
If a source would deal damage to an opponent, it deals double that damage to that player instead.
大きさは半分、悪事は二倍。
Menace (This creature can't be blocked except by two or more creatures.)
Whenever Lathril deals combat damage to a player, create that many 1/1 green Elf Warrior creature tokens.
, Tap ten untapped Elves you control: Each opponent loses 10 life and you gain 10 life.
Destroy all creatures.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
The realms crashed together, with Bretagard at the center of the calamity.
Destroy all creatures.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
The realms crashed together, with Bretagard at the center of the calamity.
Flash
Flying
When this creature enters, you may exile any number of non-Angel creatures you control until this creature leaves the battlefield.
Foretell
Flash
Flying
When this creature enters, you may exile any number of non-Angel creatures you control until this creature leaves the battlefield.
Foretell
Creatures you control that are enchanted or equipped have double strike.
At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control.
Equipped creature gets +2/+0 and has vigilance.
Whenever equipped creature dies, return it to its owner's hand.
Equip
It cuts through the Cosmos itself, carving new Omenpaths between the realms.
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Halvar united the spirits of all the clans into a single, devastating force.
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Halvar united the spirits of all the clans into a single, devastating force.
Flying, vigilance
Snow lands your opponents control enter tapped.
Noncreature spells your opponents cast with mana value 4 or greater cost more to cast.
If a source an opponent controls would deal damage to you or a permanent you control, prevent 1 of that damage.
Whenever you or another permanent you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .
Flying
When this creature enters or dies, you may exile another creature card from your graveyard. When you do, put a +1/+1 counter on each creature you control other than this creature that shares a creature type with the exiled card.
Flying
When this creature enters or dies, you may exile another creature card from your graveyard. When you do, put a +1/+1 counter on each creature you control other than this creature that shares a creature type with the exiled card.
Flying
Whenever another Angel or Cleric you control enters, you gain life equal to that creature's toughness.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
Flying
Whenever another Angel or Cleric you control enters, you gain life equal to that creature's toughness.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
When this creature enters, you may search your library and/or graveyard for a Rune card, reveal it, and put it into your hand. If you search your library this way, shuffle.
You may pay rather than pay the mana cost for Rune spells you cast.
When this creature enters, you may search your library and/or graveyard for a Rune card, reveal it, and put it into your hand. If you search your library this way, shuffle.
You may pay rather than pay the mana cost for Rune spells you cast.
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each spent to cast this spell. ( is mana from a snow source.)
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each spent to cast this spell. ( is mana from a snow source.)
Flash
First strike, protection from God creatures
When Sigrid enters, exile up to one target attacking or blocking creature until Sigrid leaves the battlefield.
Never alone, never afraid.
Flash
First strike, protection from God creatures
When Sigrid enters, exile up to one target attacking or blocking creature until Sigrid leaves the battlefield.
Never alone, never afraid.
Create a 4/4 white Angel Warrior creature token with flying and vigilance. If this spell was foretold, create X of those tokens instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Create a 4/4 white Angel Warrior creature token with flying and vigilance. If this spell was foretold, create X of those tokens instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile.
At the beginning of your end step, choose a card type, then reveal the top two cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
Flying
Whenever Hakka deals combat damage to a player, return it to its owner's hand, then scry 2.
Alrund's raven soars between realms; no secret is beyond his grasp.
Create two 1/1 blue Bird creature tokens with flying. Take an extra turn after this one. Exile Alrund's Epiphany.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Create two 1/1 blue Bird creature tokens with flying. Take an extra turn after this one. Exile Alrund's Epiphany.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
: This creature becomes a Spirit Warrior with base power and toughness 2/3.
: If this creature is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.
: If this creature is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
: This creature becomes a Spirit Warrior with base power and toughness 2/3.
: If this creature is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.
: If this creature is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
At the beginning of your upkeep, you may exile Cosima. If you do, it gains "Whenever a land you control enters, if Cosima is exiled, you may put a voyage counter on it. If you don't, return Cosima to the battlefield with X +1/+1 counters on it and draw X cards, where X is the number of voyage counters on it."
Whenever a Vehicle you control deals combat damage to a player, that player exiles that many cards from the top of their library. You may play lands from among those cards for as long as they remain exiled.
Crew 1
Flash
Flying
Foretelling cards from your hand costs less and can be done on any player's turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Flash
Flying
Foretelling cards from your hand costs less and can be done on any player's turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
When this creature enters, if you cast it from your hand, return all permanents to their owners' hands except for Giants, Wizards, and lands.
Frost giants study for centuries in isolation, honing their ability to harness elemental mayhem.
When this creature enters, if you cast it from your hand, return all permanents to their owners' hands except for Giants, Wizards, and lands.
Frost giants study for centuries in isolation, honing their ability to harness elemental mayhem.
When this creature enters, if you cast it from your hand, return all permanents to their owners' hands except for Giants, Wizards, and lands.
Frost giants study for centuries in isolation, honing their ability to harness elemental mayhem.
Scry X, where X is the amount of spent to cast this spell, then draw three cards. ( is mana from a snow source.)
The runes glow beneath the snow, bearing memories of a time when the old gods ruled the realms.
Scry X, where X is the amount of spent to cast this spell, then draw three cards. ( is mana from a snow source.)
The runes glow beneath the snow, bearing memories of a time when the old gods ruled the realms.
Affinity for snow lands (This spell costs less to cast for each snow land you control.)
When this creature enters, artifacts and creatures target opponent controls don't untap during that player's next untap step.
Return three snow lands you control to their owner's hand: Return this creature to its owner's hand.
Affinity for snow lands (This spell costs less to cast for each snow land you control.)
When this creature enters, artifacts and creatures target opponent controls don't untap during that player's next untap step.
Return three snow lands you control to their owner's hand: Return this creature to its owner's hand.
Choose target nonlegendary creature. The next time one or more creatures or planeswalkers enter this turn, they enter as copies of the chosen creature.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Choose target nonlegendary creature. The next time one or more creatures or planeswalkers enter this turn, they enter as copies of the chosen creature.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Changeling
Whenever you cast an instant or sorcery spell, if it targets one or more other permanents you control, create a token that's a copy of one of those permanents.
When a spell or ability an opponent controls causes you to discard this card, create a token that's a copy of target permanent.
Changeling
Whenever you cast an instant or sorcery spell, if it targets one or more other permanents you control, create a token that's a copy of one of those permanents.
When a spell or ability an opponent controls causes you to discard this card, create a token that's a copy of target permanent.
As this enchantment enters, choose a creature type.
Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)
The masks float downstream toward the Mirrorlake, where faces arise to wear them.
As this enchantment enters, choose a creature type.
Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)
The masks float downstream toward the Mirrorlake, where faces arise to wear them.
Choose one —
• Destroy all creatures.
• Destroy all planeswalkers.
Then return a creature or planeswalker card with mana value X or less from your graveyard to the battlefield, where X is the amount of spent to cast this spell. ( is mana from a snow source.)
Choose one —
• Destroy all creatures.
• Destroy all planeswalkers.
Then return a creature or planeswalker card with mana value X or less from your graveyard to the battlefield, where X is the amount of spent to cast this spell. ( is mana from a snow source.)
Flying
When this creature enters, you may search your library for exactly two cards not named Burning-Rune Demon that have different names. If you do, reveal those cards. An opponent chooses one of them. Put the chosen card into your hand and the other into your graveyard, then shuffle.
Flying
When this creature enters, you may search your library for exactly two cards not named Burning-Rune Demon that have different names. If you do, reveal those cards. An opponent chooses one of them. Put the chosen card into your hand and the other into your graveyard, then shuffle.
Choose a creature type. Creatures that aren't of the chosen type get -3/-3 until end of turn.
Panic spread like wildfire as the demons of Immersturm poured into Bretagard, slaughtering as they came.
Choose a creature type. Creatures that aren't of the chosen type get -3/-3 until end of turn.
Panic spread like wildfire as the demons of Immersturm poured into Bretagard, slaughtering as they came.
If a nontoken creature an opponent controls would die, exile that card with an ice counter on it instead.
You may cast spells from among cards in exile your opponents own with ice counters on them, and you may spend mana from snow sources as though it were mana of any color to cast those spells.
If a nontoken creature an opponent controls would die, exile that card with an ice counter on it instead.
You may cast spells from among cards in exile your opponents own with ice counters on them, and you may spend mana from snow sources as though it were mana of any color to cast those spells.
Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by . (During your turn, you may pay and exile it from your hand face down. Cast it on a later turn for its foretell cost.)
Whenever you foretell a card, this creature gets +2/+0 until end of turn.
Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by . (During your turn, you may pay and exile it from your hand face down. Cast it on a later turn for its foretell cost.)
Whenever you foretell a card, this creature gets +2/+0 until end of turn.
Deathtouch
At the beginning of your upkeep, exile two cards from your graveyard. If you can't, sacrifice Egon and draw a card.
Egon ages backward, his wisdom soured by youthful spite.
At the beginning of your upkeep, mill a card.
, , Exile a creature card from your graveyard: Draw a card.
It offers all the warmth and comfort of the grave.
Flying, lifelink, hexproof from planeswalkers
Boast — , Sacrifice a creature: Each opponent sacrifices a creature or planeswalker. (Activate only if this creature attacked this turn and only once each turn.)
Flying, lifelink, hexproof from planeswalkers
Boast — , Sacrifice a creature: Each opponent sacrifices a creature or planeswalker. (Activate only if this creature attacked this turn and only once each turn.)
Choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. If this spell was foretold, return all creature cards of that type from your graveyard to the battlefield instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. If this spell was foretold, return all creature cards of that type from your graveyard to the battlefield instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Create X 2/2 black Zombie Berserker creature tokens, where X is the number of nontoken creatures that died this turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Create X 2/2 black Zombie Berserker creature tokens, where X is the number of nontoken creatures that died this turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)