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Counter target spell. You get an amount of (energy counters) equal to its mana value.
Counter target spell. If that spell's mana value was 3 or less, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Counter target spell if its mana value is less than or equal to the greatest mana value among permanents you control.
Counter target spell. If was spent to cast this spell, that spell's controller mills X cards, where X is the spell's mana value.
Kicker (You may pay an additional as you cast this spell.)
Counter target spell if its mana value is 2 or less. If this spell was kicked, counter that spell if its mana value is 4 or less instead.
This spell costs less to cast if you control a Wizard.
Counter target spell.
Counter target spell. Seek a card with the same mana value as that spell.
Counter target spell unless its controller pays . If you control a Wizard, draw a card.
Counter target spell with mana value 4 or less.
Fateful hour — If you have 5 or less life, draw a card.
Counter target spell. If that spell targets a commander you control, instead counter that spell, scry 2, then draw a card.
Counter target spell that targets a permanent you control.
Draw a card.
Counter target spell with mana value 3 or less. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Counter target spell. That spell's controller may draw a card.
You may exile a blue card with mana value X from your hand rather than pay this spell's mana cost.
Counter target spell if its mana value is X.
This spell costs less to cast if you control a Pirate.
Counter target spell unless its controller pays .
Counter target spell. At the beginning of your next main phase, add an amount of equal to that spell's mana value.