MTG / Mystery Booster 2
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Planeswalkerificate (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0328
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Enchantment - Aura
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Enchant creature you control Enchanted creature is a planeswalker in addition to its other types. Its toughness becomes its loyalty. (You change its toughness to activate loyalty abilities. Damage lowers toughness. Toughness doesn't heal at end of turn.) It can't block and gains the following abilities - [+1]: Add [-1]: Exile the top card of your library. You may play it this turn. [-X]: This planeswalker deals X damage to any target. |
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- NM
- EX
- VG
- G
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Rule with an Even Hand (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0269
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Conspiracy
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(Start the game with this conspiracy face up in the command zone.) You can't attack with an odd number of creatures. Whenever you attack, double target creature's power until end of turn. |
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- NM
- EX
- VG
- G
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Slumbering Waterways (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0381
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Land
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Slumbering Waterways enters the battlefield tapped. Flying, vigilance, trample |
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- NM
- EX
- VG
- G
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Starting Town NPC (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0347
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3/3 Creature - Human Peasant
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Each creature card in your hand has a Each creature card you cast from exile enters the battlefield with an additional +1/+1 counter on it. |
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- NM
- EX
- VG
- G
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Teferi, Druid of Argoth (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0348
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3/4 Legendary Creature - Human Druid
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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. |
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- NM
- EX
- VG
- G
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Under-Construction Skyscraper (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0383
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Land
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Level up Level 1-7 Level 8+ |
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- NM
- EX
- VG
- G
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Value Town (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0384
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Land - Town
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Value Town enters the battlefield tapped. Take a Trip to... Sorcery - Adventure Draw two cards. This spell deals 2 damage to each opponent. (Then exile this card. You may play the land later from exile.) |
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- NM
- EX
- VG
- G
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Triumph of Ferocity
Mystery Booster 2
(U)
Collector #: 0135
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Enchantment
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| At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power. | |
- NM
- EX
- VG
- G
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A Girl and Her Dogs (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0279
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3/3 Creature - Human
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When A Girl and Her Dogs enters the battlefield and at the beginning of your upkeep, create a 1/1 white legendary Dog creature token and name it. Whenever A Girl and Her Dogs attacks, it gets +1/+1 until end of turn for each legendary creature you control. |
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- NM
- EX
- VG
- G
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Alberix, the Trade Planet (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0289
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World Enchantment
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Planet (When this permanent enters, exile the top five cards of your library as its resources.) Trade Routes - At the beginning of your precombat main phase, choose one -
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- NM
- EX
- VG
- G
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Boulder Jockey (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0324
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4/4 Creature - Goblin
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(D is a land drop. You may give up one potential land drop this turn to pay for D.) Whenever Boulder Jockey attacks, you may pay D. If you do, create a 3/3 colorless Construct artifact creature token named Boulder that's tapped and attacking. Sacrifice that token at the beginning of the next end step. |
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- NM
- EX
- VG
- G
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Call from the Grave (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0305
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Sorcery
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| Put a random creature from a random graveyard into play under your control. Call from the Grave deals to you an amount of damage equal to that creature's casting cost. | |
- NM
- EX
- VG
- G
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Common Black Removal (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0307
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Instant
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Choose one. Destroy target creature, then -
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- NM
- EX
- VG
- G
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Glade of the Pump Spells (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0373
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Land
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(You have to pay When Glade of the Pump Spells enters the battlefield, up to one target creature gets +2/+2 and gains trample until end of turn. |
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- NM
- EX
- VG
- G
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Intangible Vibes (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0280
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Enchantment
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| All creatures are tokens. (They're considered tokens for spells and abilities. After a creature leaves the battlefield, it ceases to exist.) | |
- NM
- EX
- VG
- G
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Knight of Lost Causes (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0282
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2/2 Creature - Human Knight
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Vigilance As long as you are way behind, Knight of Lost Causes gets +3/+3 and has indestructible. (You are way behind if, at any point during this turn, an opponent had 10 or more life than you, controlled at least three more creatures than you, or had at least three more cards in hand than you.) |
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- NM
- EX
- VG
- G
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Lazotep Archway (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0376
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Land
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Lazotep Archway enters the battlefield tapped. Eternalize |
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- NM
- EX
- VG
- G
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Lich's Duel Mastery (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0310
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Legendary Enchantment
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Hexproof When Lich's Duel Mastery enters the battlefield, exile the top five cards of your library face down as shields. If you would lose life, instead put one of your shields into your hand. If you can't, sacrifice Lich's Duel Mastery. When Lich's Duel Mastery leaves the battlefield, you lose the game. |
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- NM
- EX
- VG
- G
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Mardu Outrider
Mystery Booster 2
(R)
Collector #: 0001
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5/5 Creature - Orc Warrior
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| As an additional cost to cast this spell, discard a card. | |
- NM
- EX
- VG
- G
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Muraganda Eldrazi (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0283
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6/5 Creature - Eldrazi Dinosaur
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Devoid (This card has no color.) Deworded (This creature counts as having no abilities.) When you cast this spell, put a primeval counter on target creature. (A creature with a primeval counter loses all abilities and can't gain abilities.) |
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- NM
- EX
- VG
- G
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Pokey, the Scallywagg (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0361
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2/2 Legendary Creature - Brushwagg Pirate
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Menace If you would flip a coin, you may instead roll a d20. 1-10 is tails and 11-20 is heads. (It counts as rolling a die, not flipping a coin.) If you would roll a d20, you may instead flip a coin. Tails is 1 and heads is 20. (It counts as flipping a coin, not rolling a die.) |
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- NM
- EX
- VG
- G
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Stone Drake (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0363
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4/4 Creature - Drake
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Flying When Stone Drake enters the battlefield, choose one -
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- NM
- EX
- VG
- G
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Temur Elevator (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0382
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Land
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Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) |
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- NM
- EX
- VG
- G
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Environmental Sciences
Mystery Booster 2
(C)
Collector #: 0002
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Sorcery - Lesson
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| Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 2 life. | |
- NM
- EX
- VG
- G
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Prismatic Ending
Mystery Booster 2
(U)
Collector #: 0016
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Sorcery
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| Converge - Exile target nonland permanent if its mana value is less than or equal to the number of colors of mana spent to cast this spell. | |
- NM
- EX
- VG
- G
276 - 300 of 363 results