297 cards found.

Alhammarret's Archive

Legendary Artifact {5} (5)

If you would gain life, you gain twice that much life instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
It contains the totality of Alhammarret's notes, theories, and ponderings.



Color Identity:

Alhammarret's Archive

Legendary Artifact {5} (5)

If you would gain life, you gain twice that much life instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.



Color Identity:

Alhammarret's Archive

Legendary Artifact {5} (5)

If you would gain life, you gain twice that much life instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.



Color Identity:

Alhammarret, High Arbiter

Legendary Creature Sphinx   5 / 5   {5}{U}{U} (7)

Flying
As Alhammarret, High Arbiter enters the battlefield, each opponent reveals their hand. You choose the name of a nonland card revealed this way.
Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).



Color Identity: U,Blue

Alhammarret, High Arbiter

Legendary Creature Sphinx   5 / 5   {5}{U}{U} (7)

Flying
As Alhammarret, High Arbiter enters the battlefield, each opponent reveals their hand. You choose the name of a nonland card revealed this way.
Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).



Color Identity: U,Blue

Alhammarret, High Arbiter

Legendary Creature Sphinx   5 / 5   {5}{U}{U} (7)

Flying
As Alhammarret, High Arbiter enters the battlefield, each opponent reveals their hand. You choose the name of a nonland card revealed this way.
Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).



Color Identity: U,Blue

Alhammarret, High Arbiter

Legendary Creature Sphinx   5 / 5   {5}{U}{U} (7)

Flying
As Alhammarret, High Arbiter enters the battlefield, each opponent reveals their hand. You choose the name of a nonland card revealed this way.
Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).



Color Identity: U,Blue

Alhammarret, High Arbiter

Legendary Creature Sphinx   5 / 5   {5}{U}{U} (7)

Flying
As Alhammarret, High Arbiter enters the battlefield, each opponent reveals their hand. You choose the name of a nonland card revealed this way.
Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).



Color Identity: U,Blue

Alhammarret, High Arbiter

Legendary Creature Sphinx   5 / 5   {5}{U}{U} (7)

Flying
As Alhammarret, High Arbiter enters the battlefield, each opponent reveals their hand. You choose the name of a nonland card revealed this way.
Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).



Color Identity: U,Blue

Aligned Hedron Network

Artifact {4} (4)

When Aligned Hedron Network enters the battlefield, exile all creatures with power 5 or greater until Aligned Hedron Network leaves the battlefield. (Those creatures return under their owners' control.)
The last hedron slotted into place, locking Ulamog in an infinite loop of binding energy.



Color Identity:
Printings:
Battle for Zendikar ()

Foreign Names:

Formats:

Aligned Hedron Network

Artifact {4} (4)

When Aligned Hedron Network enters the battlefield, exile all creatures with power 5 or greater until Aligned Hedron Network leaves the battlefield. (Those creatures return under their owners' control.)
The last hedron slotted into place, locking Ulamog in an infinite loop of binding energy.



Color Identity:

Aligned Hedron Network

Artifact {4} (4)

When Aligned Hedron Network enters the battlefield, exile all creatures with power 5 or greater until Aligned Hedron Network leaves the battlefield. (Those creatures return under their owners' control.)



Color Identity:
Printings:
Battle for Zendikar Promos ()

Foreign Names:

Formats:

Aligned Hedron Network

Artifact {4} (4)

When Aligned Hedron Network enters the battlefield, exile all creatures with power 5 or greater until Aligned Hedron Network leaves the battlefield. (Those creatures return under their owners' control.)



Color Identity:
Printings:
Battle for Zendikar ()

Foreign Names:

Formats:

Animus of Predation

Creature Avatar   4 / 4   {4}{G} (5)

Draft Animus of Predation face up.
As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.)
If you removed a creature card with flying from the draft with cards named Animus of Predation, Animus of Predation has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.



Color Identity: G,Green
Printings:
Conspiracy: Take the Crown ()

Foreign Names:

Formats:

Animus of Predation

Creature Avatar   4 / 4   {4}{G} (5)

Draft Animus of Predation face up.
As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.)
If you removed a creature card with flying from the draft with cards named Animus of Predation, Animus of Predation has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.



Color Identity: G,Green
Printings:
Conspiracy: Take the Crown ()

Foreign Names:

Formats:

Austere Command

Sorcery {4}{W}{W} (6)

Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with converted mana cost 3 or less.
• Destroy all creatures with converted mana cost 4 or greater.



Color Identity: W,White

Austere Command

Sorcery {4}{W}{W} (6)

Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with converted mana cost 3 or less.
• Destroy all creatures with converted mana cost 4 or greater.



Color Identity: W,White

Austere Command

Sorcery {4}{W}{W} (6)

Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with converted mana cost 3 or less.
• Destroy all creatures with converted mana cost 4 or greater.



Color Identity: W,White

Blackcleave Cliffs

Land (0)

Blackcleave Cliffs enters the battlefield tapped unless you control two or fewer other lands.
{t}: Add {B} or {R}.



Color Identity: Black,Red
Printings:
Zendikar Rising Expeditions ()

Foreign Names:

Formats:

Blackcleave Cliffs

Land (0)

Blackcleave Cliffs enters the battlefield tapped unless you control two or fewer other lands.
{t}: Add {B} or {R}.



Color Identity: Black,Red
Printings:
Zendikar Rising Expeditions ()

Foreign Names:

Formats:

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Bummer

297 cards found.