MTG / Mystery Booster 2
301 - 325 of 363 results
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TL;DR (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0317
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Instant
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| Exile target creature if it has any abilities other than keywords. (Flying, protection, and partner are all keywords. See rule 702 for details. Landfall and scry aren't keywords; they're an ability word and a keyword action respectively. Yes, there's a difference.) | |
- NM
- EX
- VG
- G
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Who's That Praetor? (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0270
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Sorcery
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Choose one at random. Create a token that's a copy of the chosen card.
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- NM
- EX
- VG
- G
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Wisedrafter's Will (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0303
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Enchantment
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Your opponents play with their hands revealed. |
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- NM
- EX
- VG
- G
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Wormhole Warp (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0333
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Instant
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| Exile target creature an opponent controls. That player reveals cards from their sideboard at random until they reveal a nonland card. They may cast that card without paying its mana cost. | |
- NM
- EX
- VG
- G
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Erhnam Djinn
Mystery Booster 2
(U)
Collector #: 0133
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4/5 Creature - Djinn
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| At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. | |
- NM
- EX
- VG
- G
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Throes of Chaos
Mystery Booster 2
(U)
Collector #: 0062
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Sorcery
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Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) |
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- NM
- EX
- VG
- G
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Anax and Cymede & Kynaios and Tiro (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0350
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3/8 Legendary Creature - Human Soldier
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First strike, vigilance Heroic - Whenever you cast a spell that targets Anax and Cymede & Kynaios and Tiro, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card. |
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- NM
- EX
- VG
- G
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Built Bear (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0335
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2/2 Creature - Bear
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Legacy (During deckbuilding, circle any number of the following. You can spend 1 point for free. For every 2 points spent beyond that, increase this card's mana cost by 1 point each > Flash; deathtouch; reach; vigilance; or ward 2 points > 3 points each > +1/+1; or +0/+2 4 points > When this creature enters the battlefield, draw a card. |
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- NM
- EX
- VG
- G
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Champion of the Hareish (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0275
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1/1 Creature - Rabbit Soldier
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Buddy list (As this creature enters, if any of its creature types isn't on your buddy list, write one of them on your buddy list.) Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of the Hareish if one of that creature's creature types is on your buddy list. Otherwise, write one of its creature types on your buddy list. |
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- NM
- EX
- VG
- G
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Chatzuk, Mighty Guitarist (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0351
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2/2 Legendary Creature - Human Bard
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Banding (Just ask around until you find someone who knows.) Creature spells you cast with banding cost Whenever two or more creatures you control attack in a band, each creature in that band gets +1/+1 until end of turn for each creature in that band. |
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- NM
- EX
- VG
- G
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Creepy Crawler (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0308
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2/4 Creature - Spider
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Menace, reach Whenever Creepy Crawler deals combat damage to a player who is afraid of you, that player discards a card and you draw a card. (An opponent is afraid of you if a Horror, Nightmare, enchantment, or face-down creature you control entered the battlefield or attacked them this turn.) |
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- NM
- EX
- VG
- G
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Defender of the Queue (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0276
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3/3 Creature - Centaur Soldier
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Positioning (As this creature enters, lock your creatures in order from left to right for as long as you control a creature with positioning. Each time a creature enters or comes under your control, position it to the left or right of another creature you control.) Adjacent creatures to the left and right of Defender of the Queue get +1/+1 and have vigilance. |
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- NM
- EX
- VG
- G
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Duelists' Convocation International (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0293
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Enchantment
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When Duelists' Convocation International enters the battlefield, choose a 10-digit number at random and write it down. Whenever you play a land or cast a spell, if it shares a mana value with one or more uncrossed digits in the chosen number, cross out one of those digits and draw a card. Then if all ten digits are crossed out you win the game. |
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- NM
- EX
- VG
- G
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Flavor Disaster (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0338
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4/3 Enchantment Creature - Elemental Pirate
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Reach When Flavor Disaster enters the battlefield or when it's turned face up, target creature gets +X/=X until end of turn, where X is Flavor Disaster's power. Negamorph |
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- NM
- EX
- VG
- G
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Halving Season (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0309
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Enchantment
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If an opponent would create one or more tokens, they create half that many of each of those kinds of tokens instead, rounded down. If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down. |
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- NM
- EX
- VG
- G
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Hish of the Snake Cult (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0356
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2/5 Legendary Creature - Snake
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Nagas and Serpents you control are Snakes. (We'll errata this to be true.) Snakes you control have daunt, deathtouch, and poisonous 2. (A creature with daunt can't be blocked by creatures with power 2 or less. Whenever a creature with poisonous 2 deals combat damage to a player, that player gets two poison counters.) |
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- NM
- EX
- VG
- G
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Jeskai Baller (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0281
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2/3 Creature - Human Athlete
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When you cast this spell, create a 1/1 white Athlete creature token. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) |
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- NM
- EX
- VG
- G
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Jund 'Em Out (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0357
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Sorcery
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Retrace (Sorry, no room for reminder text.) Choose one at rando/m. Create a copy of the chosen card. You may cast the copy without paying its mana cost.
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- NM
- EX
- VG
- G
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Maestros' Totally Safe Hideout (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0378
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Land
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Land casualty 2 (As this land enters, you may sacrifice a creature with power 2 or greater. If you do, create a token that's a copy of this land.) Maestro's Totally Safe Hideout enters the battlefield tapped. |
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- NM
- EX
- VG
- G
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Map to Lorthos's Temple (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0295
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Enchantment - Quest
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Whenever you complete one of the following objectives, check it off. If all three are checked off, sacrifice Map to Lorthos's Temple. If you do, create a Lorthos, the Tidemaker token.
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- NM
- EX
- VG
- G
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Night of the Flying Merfolk (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0296
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Enchantment - Saga
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Bedtime story (Don't put a lore counter on this Saga as it enters. Put a lore counter on it at the beginning of your end step rather than your main phase. Sacrifice after III.) I - Create two 1/1 blue Merfolk creature tokens. II - Put a flying counter on each tapped creature you control. III - Draw a card for each creature you control that dealt combat damage to a player this turn. |
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- NM
- EX
- VG
- G
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Noble Ox (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0285
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2/4 Creature - Noble Ox
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Flash When Noble Ox enters the battlefield, all unblocked creatures attacking you become blocked by Noble Ox. Noble Ox can block any number of creatures. |
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- NM
- EX
- VG
- G
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Plant a Sapling (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0344
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Sorcery
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Search your library for a basic land card, reveal it, put it into your hand, then shuffle this spell into its owner's library transformed. (For playtesting purposes, put it into its sleeve upside down.) Back Fully-Grown Treefolk Creature - Treefolk (You can't cast this face unless it's been transformed by the front face.) Fully-Grown Treefolk's power and toughness are each equal to the number of lands you control. |
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- NM
- EX
- VG
- G
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Pyromancy 101 (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0329
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Sorcery - Lesson
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Pyromancy 101 deals 1 damage to any target. Teach |
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- NM
- EX
- VG
- G
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Runed Terror (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0371
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6/6 Artifact Creature - Elemental Champion
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| Instead of taking turns as normal, players take their phases sequentially. (For example, you take your beginning phase as the active player, then the next player in turn order becomes the active player and takes their beginning phase. After each player has had a beginning phase, do the same for first main, combat phase, second main, ending phase, and then beginning phase again. If this creature leaves the battlefield, the active player continues their turn as normal.) | |
- NM
- EX
- VG
- G
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