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104 Cards Found

Trostani Discordant #253 Legendary Creature — Dryad

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 5
Power/Toughness: 1/4
Types:
  • Creature
  • SubTypes:
  • Dryad
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to other creatures you control may become lethal if Trostani leaves the battlefield during that turn.
  • If a creature has an ability that triggers at the beginning of each end step and Trostani's ability causes you to gain control of it, the ability of that creature is still controlled by the creature's former controller. If the creature has an ability that triggers at the beginning of your end step, that ability doesn't trigger when you gain control of it.
  • The owner of a token is the player who created it.
  • Prices

    Seller Price
    Tcgplayer 0.25 USD
    Cardmarket 0.5 EUR
    Cardkingdom 0.99 USD
    Cardsphere 0.24 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Other creatures you control get +1/+1. When Trostani enters, create two 1/1 white Soldier creature tokens with lifelink. At the beginning of your end step, each player gains control of all creatures they own.

    Tura Kennerüd, Skyknight #323 Legendary Creature — Human Knight

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Knight
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying

    Rules

  • Tura’s triggered ability resolves before the spell that caused it to trigger. The ability will resolve even if that spell is countered.
  • Prices

    Seller Price
    Tcgplayer 0.07 USD / 0.12 USD
    Cardmarket 0.06 EUR / 0.08 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.03 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Flying Whenever you cast an instant or sorcery spell, create a 1/1 white Soldier creature token.

    UNIT Headquarters #604 Plane — Earth

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Plane
  • SubTypes:
  • Earth
  • Languages:
    Layout:
    Planar
    Tokens:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.3 USD
    Cardsphere 0.29 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When you planeswalk to UNIT Headquarters and at the beginning of your upkeep, create a tapped 1/1 white Soldier creature token. Whenever chaos ensues, put a +1/+1counteron each creature you control.

    Undercellar Sweep #47 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
  • If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
  • If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
  • If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
  • In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
  • Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
  • Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
  • The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
  • There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
  • You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.
  • Prices

    Seller Price
    Tcgplayer 0.04 USD / 0.09 USD
    Cardmarket 0.07 EUR / 0.24 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.05 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When this enchantment enters, you take the initiative. Whenever you attack, if you or a player you're attacking has the initiative, you create two 1/1 white Soldier creature tokens that are tapped and attacking.

    Urza, Planeswalker #238bs Legendary Planeswalker — Urza

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Urza
  • Languages:
    Layout:
    Meld
    Tokens:

    Rules

  • A player prompted to name a card may name the combined back face, and each player has the right to know that combined back face's characteristics at all times.
  • If an effect moves a melded permanent to a new zone and then affects "that card," it affects both cards.
  • In the Commander variant, a meld card's color identity is determined only by the mana costs and mana symbols in the rules text of its front face. No symbols or rules text of the permanent it melds into are considered.
  • Note that the permanent represented by the combined back faces has a color indicator.
  • One card in each pair of meld cards has an ability that instructs you to exile the two cards and meld them. If you control more than one object with one of those names, you select one object with that name to exile.
  • Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren't meld cards, or meld cards that don't form a meld pair can't be melded. If an effect instructs a player to meld cards that can't be melded, those cards remain in exile.
  • The mana value of a melded permanent is the sum of the mana values of its front faces. A creature that becomes a copy of a melded permanent has only the characteristics of that combined back face, and its mana value is 0.
  • When a pair of cards are melded, the result is a single creature that's represented by two cards. If the melded creature dies, both cards are put into your graveyard. As it leaves the battlefield, both of those cards are turned face up again. If the cards are put on the top or bottom of your library, you choose their relative order.
  • When two cards are exiled and melded, they each leave the battlefield, then return together as one new object with no relation to either of the objects that left the battlefield. Counters, Auras, Equipment, and other effects that affected those two cards don't affect the melded permanent.
  • While a meld card is in any zone other than the battlefield, it has only the characteristics of its front face. The same is true while it's on the battlefield with its front face up.
  • While a melded permanent is on the battlefield, it has only the characteristics of its combined back face. Any effects that modify how the new object enters the battlefield will consider only the combined back face.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    You may activate the loyalty abilities of Urza twice each turn rather than only once.
    +2 Artifact, instant, and sorcery spells you cast this turn cost less to cast. You gain 2 life.
    +1 Draw two cards, thendiscarda card.
    0 Create two 1/1 colorless Soldier artifact creature tokens.
    −3 Exile target nonland permanent.
    −10 Artifacts and planeswalkers you control gain indestructible until end of turn.Destroyall nonland permanents.

    Veteran Soldier #480 Legendary Enchantment — Background

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Background
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
  • If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
  • If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders’ combined color identities.
  • If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won’t usually be a creature anyway).
  • The ability granted by Veteran Soldier is looking to see if any of the attacking player's opponents have a higher life total than that defending player. The attacking player's life total is not included in this comparison.
  • Veteran Soldier has received an update to its Oracle text to clarify its function. Specifically, a Soldier creature token is created for each opponent of the controller of the attacking commander.
  • You can choose two commanders that are the same color or colors.
  • Prices

    Seller Price
    Tcgplayer 0.13 USD
    Cardmarket 0.11 EUR / 0.25 EUR
    Cardkingdom 0.49 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, for each opponent, create a 1/1 white Soldier creature token that's tapped and attacking that opponent."

    Yes Man, Personal Securitron #557 Legendary Artifact Creature — Robot

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Robot
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • If Yes Man isn't on the battlefield as its first ability resolves, or if the target opponent is an illegal target as the ability tries to resolve, nothing will happen. You won't draw two cards, because that effect is part of a reflexive triggered ability that triggers only if the target opponent gains control of Yes Man.
  • When Yes Man's controller leaves the game, if that player wasn't its owner, the effect giving that player control of Yes Man ends. Yes Man will return to the control of the player still in the game who most recently controlled it, ignoring any control effects whose durations have already expired.
  • When Yes Man's owner leaves the game, Yes Man leaves the game along with that player. It's just doing what it's told.
  • Prices

    Seller Price
    Tcgplayer 3.9 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Target opponent gains control of Yes Man. When they do, you draw two cards and put a questcounteron Yes Man. Activate only during your turn. Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each questcounteron it.

    You're Confronted by Robbers #53 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Abilities/Keywords

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.04 USD / 0.11 USD
    Cardmarket 0.07 EUR / 0.14 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.02 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Choose one — • Stall for Time — Tap up to three target creatures. • Call for Aid — Create three 1/1 white Soldier creature tokens.

    Trostani Discordant Legendary Creature — Dryad Normal - ~$0.5

    Tura Kennerüd, Skyknight Legendary Creature — Human Knight Normal - ~$0.17

    UNIT Headquarters Plane — Earth Planar - ~$0.3

    Undercellar Sweep Enchantment Normal - ~$0.19

    Urza, Planeswalker Legendary Planeswalker — Urza Meld

    Veteran Soldier Legendary Enchantment — Background Normal - ~$0.25

    Yes Man, Personal Securitron Legendary Artifact Creature — Robot Normal - ~$3.9

    You're Confronted by Robbers Instant Normal - ~$0.17

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