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Sorin Markov
Zendikar
(M)
Collector #: 111
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Legendary Planeswalker - Sorin
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[+2]: Sorin Markov deals 2 damage to any target and you gain 2 life. [-3]: Target opponent's life total becomes 10. [-7]: You control target player during that player's next turn. |4| |
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Blade of the Bloodchief
Zendikar
(R)
Collector #: 196
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Artifact - Equipment
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Whenever a creature is put into a graveyard from the battlefield, put a +1/+1 counter on equipped creature. If equipped creature is a Vampire, put two +1/+1 counters on it instead. Equip . |
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Vines of Vastwood
Zendikar
(C)
Collector #: 193
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Instant
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Kicker (You may pay an additional as you cast this spell.) Target creature can't be the target of spells or abilities your opponents control this turn. If Vines of Vastwood was kicked, that creature gets +4/+4 until end of turn. |
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Lullmage Mentor
Zendikar
(R)
Collector #: 054
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2/2 Creature - Merfolk Wizard
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Whenever a spell or ability you control counters a spell, you may put a 1/1 blue Merfolk creature token onto the battlefield. Tap seven untapped Merfolk you control: Counter target spell. |
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Kalitas, Bloodchief of Ghet
Zendikar
(M)
Collector #: 099
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5/5 Legendary Creature - Vampire Warrior
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, : Destroy target creature. If that creature is put into a graveyard this way, put a black Vampire creature token onto the battlefield. Its power is equal to that creature's power and its toughness is equal to that creature's toughness. | |
Journey to Nowhere
Zendikar
(C)
Collector #: 014
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Enchantment
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When Journey to Nowhere enters the battlefield, exile target creature. When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control. |
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Trailblazer's Boots
Zendikar
(U)
Collector #: 208
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Artifact - Equipment
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Equipped creature has nonbasic landwalk. (It's unblockable as long as defending player controls a nonbasic land.) Equip |
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Day of Judgment
Zendikar
(R)
Collector #: 009
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Sorcery
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Destroy all creatures. | |
Scute Mob
Zendikar
(R)
Collector #: 182
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1/1 Creature - Insect
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At the beginning of your upkeep, if you control five or more lands, put four +1/+1 counters on Scute Mob. | |
Oran-Rief, the Vastwood
Zendikar
(R)
Collector #: 221
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Land
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Oran-Rief, the Vastwood enters the battlefield tapped. : Add to your mana pool. : Put a +1/+1 counter on each green creature that entered the battlefield this turn. |
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Hellkite Charger
Zendikar
(R)
Collector #: 131
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5/5 Creature - Dragon
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Flying, haste Whenever Hellkite Charget attacks, you may pay . If you do, untap all attacking creatures and after this phase, there is an additional combat phase. |
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Goblin Guide
Zendikar
(R)
Collector #: 126
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2/2 Creature - Goblin Scout
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Haste Whenever Goblin Guide attacks, defending player reveals the top card of their library. If it’s a land card, that player puts it into their hand. |
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Kor Skyfisher
Zendikar
(C)
Collector #: 023
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2/3 Creature - Kor Soldier
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Flying When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand. |
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Celestial Mantle
Zendikar
(R)
Collector #: 006
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Enchantment - Aura
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Enchant creature Enchanted creature gets +3/+3. Whenever enchanted creature deals combat damage to a player, double its controller's life total. |
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Blood Tribute
Zendikar
(R)
Collector #: 081
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Sorcery
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Kicker - Tap an untapped Vampire you control. (You may tap a Vampire you control in addition to any other costs as you cast this spell.) Target opponent loses half their life, rounded up. If this spell was kicked, you gain life equal to the life lost this way. |
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Lotus Cobra
Zendikar
(M)
Collector #: 168
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2/1 Creature - Snake
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Landfall - Whenever a land enters the battlefield under your control, you may add one mana of any color to your mana pool. | |
Iona, Shield of Emeria
Zendikar
(M)
Collector #: 013
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7/7 Legendary Creature - Angel
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Flying As Iona, Shield of Emeria enters the battlefield, choose a color. Your opponents can't cast spells of the chosen color. |
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Archmage Ascension
Zendikar
(R)
Collector #: 042
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Enchantment
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At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension. As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle your library. |
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Malakir Bloodwitch
Zendikar
(R)
Collector #: 100
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4/4 Creature - Vampire Shaman
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Flying, protection from white When Malakir Bloodwitch enters the battlefield, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way. |
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Chandra Ablaze
Zendikar
(M)
Collector #: 120
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Legendary Planeswalker - Chandra
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[+1]: Discard a card. If a red card is discarded this way, Chandra Ablaze deals 4 damage to any target. [-2]: Each player discards their hand, then draws three cards. [-7]: Cast any number of red instant and/or sorcery cards from your graveyard without paying their mana costs. |5| |
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Forest (246 A - Full Art)
Zendikar
(L)
Collector #: 246
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Basic Land - Forest
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Island (236 C - Full Art)
Zendikar
(L)
Collector #: 236
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Basic Land - Island
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Felidar Sovereign
Zendikar
(M)
Collector #: 012
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4/6 Creature - Cat Beast
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Vigilance, lifelink At the beginning of your upkeep, if you have 40 or more life, you win the game. |
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Brave the Elements
Zendikar
(U)
Collector #: 004
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Instant
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Choose a color. White creatures you control gain protection from the chosen color until end of turn. | |
Forest (248 C - Full Art)
Zendikar
(L)
Collector #: 248
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Basic Land - Forest
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