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Tap any number of untapped creatures you control. Create a 4/4 white Angel creature token with flying for each creature tapped this way.
You may exile two white cards from your hand rather than pay this spell's mana cost.
Destroy all creatures.
Flying
Whenever you cast a Spirit or Arcane spell, create a 3/3 white Spirit creature token with flying.
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Exile the top ten cards of your library. You may cast spells with exactly three colors from among them this turn. Add . Spend this mana only to cast spells with exactly three colors.
Whenever a creature enters this turn, you may draw a card.
Fuse (You may cast one or both halves of this card from your hand.)
Myojin of Blooming Dawn enters with an indestructible counter on it if you cast it from your hand.
Remove an indestructible counter from Myojin of Blooming Dawn: Create a 1/1 colorless Spirit creature token for each permanent you control.
Flash
When this creature enters, if you cast it from your hand, exile all attacking creatures.
Create four 1/1 colorless Hero creature tokens. Then put a +1/+1 counter on each creature you control.
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Whenever another Spirit you control enters, you gain 2 life.
: Create a 1/1 white Spirit creature token with flying.
Exile the top five cards of your library. An opponent separates those cards into two piles. You may play lands and cast spells from one of those piles. If you cast a spell this way, you cast it without paying its mana cost.
Myojin of Cleansing Fire enters with a divinity counter on it if you cast it from your hand.
Myojin of Cleansing Fire has indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Cleansing Fire: Destroy all other creatures.
This spell costs less to cast for each creature on the battlefield.
This enchantment enters with two intervention counters on it.
At the beginning of your upkeep, remove an intervention counter from this enchantment.
When you remove the last intervention counter from this enchantment, the game is a draw.
Create four 2/2 white Knight creature tokens with vigilance.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, creatures you control gain indestructible until end of turn.
When this creature enters, create two 1/1 white Bird creature tokens with flying.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
When this creature enters, if you cast it, return any number of target permanent cards with cycling abilities from your graveyard to the battlefield.