MTG / Mystery Booster 2
351 - 363 of 363 results
Refine search:
|
Keruga, the Macrosage
Mystery Booster 2
(R)
Collector #: 0084
|
5/4 Legendary Creature - Dinosaur Hippo
|
|
Companion - Your starting deck contains only cards with mana value 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater. |
|
- NM
- EX
- VG
- G
|
Search Elemental (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0299
|
1/1 Creature - Elemental
|
|
Whenever you search your library, scry 1. Scryfall - Whenever you scry, put a +1/+1 counter on Search Elemental. It can't be blocked this turn. |
|
- NM
- EX
- VG
- G
|
Spuzzem Strategist (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0346
|
4/4 Creature - Spuzzem Advisor
|
| You make all choices for Spuzzems you control. | |
- NM
- EX
- VG
- G
|
Tax Taker (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0288
|
1/2 Creature - Rat Advisor
|
| Whenever an opponent pays a tax from a spell or permanent you control, create a number of Treasure tokens equal to the amount of mana they paid. (This happens each time a spell you control or an ability of a permanent you control causes an opponent to pay extra mana. Cards that can tax opponents include Mana Tithe, Esper Sentinel, and Ghostly Prison.) | |
- NM
- EX
- VG
- G
|
Teferi, Druid of Argoth (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0348
|
3/4 Legendary Creature - Human Druid
|
|
Flash Creature cards you own that aren't on the battlefield have flash. Each opponent can cast spells only any time they could cast a sorcery. |
|
- NM
- EX
- VG
- G
|
There (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0301
|
Instant - Lesson
|
|
Exile target creature you control, then return it to the battlefield under its owner's control. ---- They're Instant - Lesson Up to three target creatures can't be blocked this turn. ---- Their Instant - Lesson Target opponent gains control of target creature you control. |
|
- NM
- EX
- VG
- G
|
Yawgmoth's Day Planner (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0319
|
Artifact
|
|
You may cast spells from your graveyard. Only mana produced by abilities that caused you to lose life may be spent to cast spells this way. (Damage causes loss of life.) If a card would be put into your graveyard from anywhere, exile it instead. |
|
- NM
- EX
- VG
- G
|
Mothers Yamazaki (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0359
|
2/2 Legendary Creature - Human Samurai
|
|
Partner with itself (When this enters, target player may put Mothers Yamazaki into their hand from their library, then shuffle. A Commander deck can include two of this card, and they can be your commanders.) As long as you control exactly two permanents named Mothers Yamazaki, the "legend rule" doesn't apply to them, and Samurai you control get +2/+2 and have vigilance and haste. |
|
- NM
- EX
- VG
- G
|
Subgoyf (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0300
|
*/1 Artifact Creature - Lhurgoyf
|
| Subgoyf's power and toughness are each equal to the number of different subtypes other than creature types among cards in all graveyards and is toughness is equal to that number plus 1. (Subtypes include but are absolutely not limited to: Plains, Equipment, Aura, Arcane, Jace, Curse, Urza's, Ulamog's, etc.) | |
- NM
- EX
- VG
- G
|
The Many Deeds of Belzenlok (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0314
|
Enchantment - Saga
|
|
I - Exile up to one target Saga card from a graveyard. Copy its chapter I ability. II - Exile up to one target Saga card from a graveyard. Copy its chapter II ability. III - Exile up to one target Saga card from a graveyard. Copy its chapter III ability. |
|
- NM
- EX
- VG
- G
|
Toofer, Keeper of the Full Grip (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0318
|
2/1 Legendary Creature - Human Gamer
|
| Whenever a spell you control causes you to gain card advantage, each opponent loses 2 life. (You gain card advantage each time a spell you control resolves and you end up having more cards relative to your opponents than before that spell resolved. Divination, Annihilate, and Wrath of God can all be card advantage. And remember: tokens aren't cards!) | |
- NM
- EX
- VG
- G
|
Werewhat (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0349
|
4/3 Creature - Werewolf
|
|
Daybound As Werewhat enters the battlefield, you may exile a creature card from your graveyard or hand. If you do, that card becomes this creature's back face and that back face has nightbound. If you exiled a card from your hand this way, draw a card. |
|
- NM
- EX
- VG
- G
|
Dead Ringers
Mystery Booster 2
(C)
Collector #: 0041
|
Sorcery
|
| Destroy two target nonblack creatures unless either one is a color the other isn't. They can't be regenerated. | |
- NM
- EX
- VG
- G
351 - 363 of 363 results