54 cards found.

Goblin War Drums

Enchantment {2}{R} (3)

Creatures you control have menace. (They can't be blocked except by two or more creatures.)
Their eardrums may have given out, but the rest of them never will.



Color Identity: R,Red
Printings:
Masters 25 (Uncommon)

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Hail Storm

Instant {1}{G}{G} (3)

Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control.
"If they can't take the hail, they'd better stay home."
—Arna Kennerüd, skycaptain



Color Identity: G,Green
Printings:
Time Spiral Timeshifted (Rare)

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Haunting Wind

Enchantment {3}{B} (4)

Whenever an artifact becomes tapped or a player activates an artifact's ability without {t} in its activation cost, Haunting Wind deals 1 damage to that artifact's controller.
These devices lured so many spirits that sometimes entire battlefields would become haunted at once.

This card is on the reserved list.


Color Identity: B,Black
Printings:
Antiquities (Uncommon)

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Ice Floe

Land (0)

You may choose not to untap Ice Floe during your untap step.
{t}: Tap target creature without flying that's attacking you. It doesn't untap during its controller's untap step for as long as Ice Floe remains tapped.

Illus. John Avon


Color Identity:
Printings:
Fifth Edition (Uncommon)

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Iceberg

Enchantment {X}{U}{U} (2)

Iceberg enters the battlefield with X ice counters on it.
{3}: Put an ice counter on Iceberg.
Remove an ice counter from Iceberg: Add {C}.



Color Identity: U,Blue
Printings:
Ice Age (Uncommon)

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Juniper Order Druid

Creature Human Cleric Druid   1 / 1   {2}{G} (3)

{t}: Untap target land.
"The filthy towns of Kjeldor are no place for anyone to live. Fyndhorn is our home now."
—Kolbjörn, Elder Druid of the Juniper Order



Color Identity: G,Green
Printings:
Ice Age (Common)

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Kjeldoran Outpost

Land (0)

If Kjeldoran Outpost would enter the battlefield, sacrifice a Plains instead. If you do, put Kjeldoran Outpost onto the battlefield. If you don't, put it into its owner's graveyard.
{t}: Add {W}.
{1}{W}, {t}: Create a 1/1 white Soldier creature token.

This card is on the reserved list.


Color Identity: White
Printings:
Magic Online Promos (Rare)
Magic Online Promos (Rare)

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Martyr's Cry

Sorcery {W}{W} (2)

Exile all white creatures. For each creature exiled this way, its controller draws a card.
"It is only fitting that one such as I should die in pursuit of knowledge." —Vervamon the Elder

This card is on the reserved list.


Color Identity: W,White
Printings:
The Dark (Rare)

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Master of the Hunt

Creature Human   2 / 2   {2}{G}{G} (4)

{2}{G}{G}: Create a 1/1 green Wolf creature token named Wolves of the Hunt. It has "bands with other creatures named Wolves of the Hunt." (Any creatures named Wolves of the Hunt can attack in a band as long as at least one has "bands with other creatures named Wolves of the Hunt." Bands are blocked as a group. If at least two creatures named Wolves of the Hunt you control, one of which has "bands with other creatures named Wolves of the Hunt," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

This card is on the reserved list.


Color Identity: G,Green
Printings:
Legends (Rare)

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Moat

Enchantment {2}{W}{W} (4)

Creatures without flying can't attack.

This card is on the reserved list.


Color Identity: W,White
Printings:
Magic Online Promos (Rare)

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Mons's Goblin Raiders

Creature Goblin   1 / 1   {R} (1)

The intricate dynamics of Rundvelt Goblin affairs are often confused with anarchy. The chaos, however, is the chaos of a thundercloud, and direction will sporadically and violently appear. Pashalik Mons and his raiders are the thunderhead that leads in the storm.



Color Identity: R,Red

Pestilence Rats

Creature Rat   * / 3   {2}{B} (3)

Pestilence Rats's power is equal to the number of other Rats on the battlefield. (For example, as long as there are two other Rats on the battlefield, Pestilence Rats's power and toughness are 2/3.)



Color Identity: B,Black
Printings:
Ice Age (Common)

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Rock Hydra

Creature Hydra   {X}{R}{R} (2)

Rock Hydra enters the battlefield with X +1/+1 counters on it.
For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage.
{R}: Prevent the next 1 damage that would be dealt to Rock Hydra this turn.
{R}{R}{R}: Put a +1/+1 counter on Rock Hydra. Activate this ability only during your upkeep.

This card is on the reserved list.


Color Identity: R,Red

Scavenging Ghoul

Creature Zombie   2 / 2   {3}{B} (4)

At the beginning of each end step, put a corpse counter on Scavenging Ghoul for each creature that died this turn.
Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul.



Color Identity: B,Black

Sea Serpent

Creature Serpent   5 / 5   {5}{U} (6)

Sea Serpent can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Sea Serpent.
Legend has it that Serpents used to be bigger, but how could that be?



Color Identity: U,Blue

Snow Fortress

Artifact Creature Wall   {5} (5)

Defender (This creature can't attack.)
{1}: Snow Fortress gets +1/+0 until end of turn.
{1}: Snow Fortress gets +0/+1 until end of turn.
{3}: Snow Fortress deals 1 damage to target creature without flying that's attacking you.



Color Identity:
Printings:
Ice Age (Rare)

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Soldevi Machinist

Creature Human Wizard Artificer   1 / 1   {1}{U} (2)

{t}: Add {C}{C}. Spend this mana only to activate abilities of artifacts.
"Perhaps this time the power of the artificers shall be used wisely."
—Arcum Dagsson, Soldevi Machinist



Color Identity: U,Blue
Printings:
Ice Age (Uncommon)

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Formats:

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Bummer

54 cards found.