MTG / Mystery Booster 2
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Rite of Flame
Mystery Booster 2
(C)
Collector #: 0059
|
Sorcery
|
Add , then add for each card named Rite of Flame in each graveyard. | |
- NM
- EX
- VG
- G
Rule with an Even Hand (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0269
|
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. |
|
- NM
- EX
- VG
- G
Sarkhan, Fireblood
Mystery Booster 2
(M)
Collector #: 0060
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Legendary Planeswalker - Sarkhan
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[+1]: You may discard a card. If you do, draw a card. [+1]: Add two mana in any combination of colors. Spend this mana only to cast Dragon spells. [-7]: Create four 5/5 red Dragon creature tokens with flying. |3| |
|
- NM
- EX
- VG
- G
Serenity
Mystery Booster 2
(R)
Collector #: 0152
|
Enchantment
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At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated. | |
- NM
- EX
- VG
- G
Serra the Benevolent
Mystery Booster 2
(M)
Collector #: 0017
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Legendary Planeswalker - Serra
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[+2]: Creatures you control with flying get +1/+1 until end of turn. [-3]: Create a 4/4 white Angel creature token with flying and vigilance. [-6]: You get an emblem with "If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead." |4| |
|
- NM
- EX
- VG
- G
Rishadan Port
Mystery Booster 2
(R)
Collector #: 0241
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Land
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: Add to your mana pool. , : Tap target land. |
|
- NM
- EX
- VG
- G
Rot Hulk
Mystery Booster 2
(M)
Collector #: 0128
|
5/5 Creature - Zombie
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Menace When Rot Hulk enters the battlefield, return up to X target Zombie cards from your graveyard to the battlefield, where X is the number of opponents you have. |
|
- NM
- EX
- VG
- G
Ruination
Mystery Booster 2
(R)
Collector #: 0199
|
Sorcery
|
Destroy all nonbasic lands. | |
- NM
- EX
- VG
- G
Runed Terror (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0371
|
6/6 Artifact Creature - Elemental Champion
|
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
Rusko, Clockmaker (Not Tournament Legal)
Mystery Booster 2
(U)
Collector #: 0263
|
3/3 Legendary Creature - Human Artificer
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When Rusko, Clockmaker enters the battlefield, conjure a card named Midnight Clock onto the battlefield. Whenever you cast a noncreature spell, put an hour counter on each permanent you control named Midnight Clock. Each opponent loses 1 life and you gain 1 life. |
|
- NM
- EX
- VG
- G
Sakura-Tribe Elder
Mystery Booster 2
(C)
Collector #: 0072
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1/1 Creature - Snake Shaman
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Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. | |
- NM
- EX
- VG
- G
Sanguine Brushstroke (Not Tournament Legal)
Mystery Booster 2
(U)
Collector #: 0260
|
Enchantment
|
When Sanguine Brushstroke enters the battlefield, create a Blood token and conjure a card named Blood Artist onto the battlefield. Whenever you sacrifice a Blood token, each opponent loses 1 life and you gain 1 life. |
|
- NM
- EX
- VG
- G
Scalelord Reckoner
Mystery Booster 2
(R)
Collector #: 0151
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4/4 Creature - Dragon
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Flying Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls. |
|
- NM
- EX
- VG
- G
Search Elemental (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0299
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1/1 Creature - Elemental
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Whenever you search your library, scry 1. Scryfall - Whenever you scry, put a +1/+1 counter on Search Elemental. It can't be blocked this turn. |
|
- NM
- EX
- VG
- G
Seedtime
Mystery Booster 2
(R)
Collector #: 0073
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Instant
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Cast Seedtime only during your turn. Take an extra turn after this one if an opponent cast a blue spell this turn. |
|
- NM
- EX
- VG
- G
Seeker of Skybreak
Mystery Booster 2
(C)
Collector #: 0213
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2/1 Creature - Elf
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: Untap target creature. | |
- NM
- EX
- VG
- G
Sengir Vampire
Mystery Booster 2
(U)
Collector #: 0129
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4/4 Creature - Vampire
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Flying Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire. |
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- NM
- EX
- VG
- G
Sensei's Divining Top
Mystery Booster 2
(U)
Collector #: 0231
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Artifact
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: Look at the top three cards of your library, then put them back in any order. : Draw a card, then put Sensei's Divining Top on top of its owner's library. |
|
- NM
- EX
- VG
- G
Serum Powder
Mystery Booster 2
(R)
Collector #: 0142
|
Artifact
|
: Add to your mana pool. Any time you could mulligan and Serum Powder is in your hand, you may exile all the cards from your hand, then draw that many cards. (You can do this in addition to taking mulligans.) |
|
- NM
- EX
- VG
- G
Show and Tell
Mystery Booster 2
(M)
Collector #: 0171
|
Sorcery
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Each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield. | |
- NM
- EX
- VG
- G
Sigardian Evangel (Not Tournament Legal)
Mystery Booster 2
(U)
Collector #: 0258
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3/1 Creature - Human Cleric
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When Sigardian Evangel enters the battlefield, conjure a card named Sigardian Evangel into your hand. Discard that card at the beginning of the next end step. When Sigardian Evangel enters the battlefield, tap target permanent you don't control. |
|
- NM
- EX
- VG
- G
Simian Spirit Guide
Mystery Booster 2
(C)
Collector #: 0061
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2/2 Creature - Ape Spirit
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Exile Simian Spirit Guide from your hand: Add . | |
- NM
- EX
- VG
- G
Skyclave Apparition
Mystery Booster 2
(R)
Collector #: 0018
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2/2 Creature - Kor Spirit
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When Skyclave Apparition enters, exile up to one target nonland, nontoken permanent you don't control with converted mana cost 4 or less. When Skyclave Apparition leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the converted mana cost of the exiled card. |
|
- NM
- EX
- VG
- G
Sliver of Hope (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0287
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3/3 Creature - Sliver
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Slivers you control have hope. (Prevent all damage that would be dealt to attacking creatures with hope.) | |
- NM
- EX
- VG
- G
Slumbering Waterways (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0381
|
Land
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Slumbering Waterways enters the battlefield tapped. : Add or . Flying, vigilance, trample |
|
- NM
- EX
- VG
- G
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