1 |
Balefire Dragon
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Flying Whenever Balefire Dragon deals combat damage to a player, it deals that much damage to each creature that player controls.
Flying Whenever Balefire Dragon deals combat damage to a player, it deals that much damage to each creature that player controls.
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{5}{R}{R}
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Creature
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6/6
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main
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2 |
Counterspell
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{U}{U}
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Instant
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main
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2 |
Dragon Tempest
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Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn. Whenever a Dragon enters the battlefield under your control, it deals X damage to any target, where X is the number of Dragons you control.
Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn. Whenever a Dragon enters the battlefield under your control, it deals X damage to any target, where X is the number of Dragons you control.
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{1}{R}
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Enchantment
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main
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3 |
Dragonmaster Outcast
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At the beginning of your upkeep, if you control six or more lands, create a 5/5 red Dragon creature token with flying.
At the beginning of your upkeep, if you control six or more lands, create a 5/5 red Dragon creature token with flying.
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{R}
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Creature
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1/1
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main
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3 |
Forest
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Land
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main
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4 |
Frontier Bivouac
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Frontier Bivouac enters the battlefield tapped. {T}: Add {G}, {U}, or {R}.
Frontier Bivouac enters the battlefield tapped. {T}: Add {G}, {U}, or {R}.
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Land
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main
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2 |
Haven of the Spirit Dragon
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{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Dragon creature spell. {2}, {T}, Sacrifice Haven of the Spirit Dragon: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Dragon creature spell. {2}, {T}, Sacrifice Haven of the Spirit Dragon: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.
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Land
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main
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4 |
Island
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Land
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main
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4 |
Lightning Bolt
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Lightning Bolt deals 3 damage to any target.
Lightning Bolt deals 3 damage to any target.
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{R}
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Instant
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main
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4 |
Mountain
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Land
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main
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1 |
Niv-Mizzet, Dracogenius
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Flying Whenever Niv-Mizzet, Dracogenius deals damage to a player, you may draw a card. {U}{R}: Niv-Mizzet, Dracogenius deals 1 damage to any target.
Flying Whenever Niv-Mizzet, Dracogenius deals damage to a player, you may draw a card. {U}{R}: Niv-Mizzet, Dracogenius deals 1 damage to any target.
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{2}{U}{U}{R}{R}
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Creature
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5/5
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main
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1 |
Sarkhan Unbroken
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[+1]: Draw a card, then add one mana of any color. [−2]: Create a 4/4 red Dragon creature token with flying. [−8]: Search your library for any number of Dragon creature cards, put them onto the battlefield, then shuffle.
[+1]: Draw a card, then add one mana of any color. [−2]: Create a 4/4 red Dragon creature token with flying. [−8]: Search your library for any number of Dragon creature cards, put them onto the battlefield, then shuffle.
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{2}{G}{U}{R}
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Planeswalker
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4
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main
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2 |
Slumbering Dragon
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Flying Slumbering Dragon can't attack or block unless it has five or more +1/+1 counters on it. Whenever a creature attacks you or a planeswalker you control, put a +1/+1 counter on Slumbering Dragon.
Flying Slumbering Dragon can't attack or block unless it has five or more +1/+1 counters on it. Whenever a creature attacks you or a planeswalker you control, put a +1/+1 counter on Slumbering Dragon.
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{R}
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Creature
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3/3
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main
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4 |
Surrak Dragonclaw
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Flash This spell can't be countered. Creature spells you control can't be countered. Other creatures you control have trample.
Flash This spell can't be countered. Creature spells you control can't be countered. Other creatures you control have trample.
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{2}{G}{U}{R}
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Creature
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6/6
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main
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3 |
Temple of Abandon
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Temple of Abandon enters the battlefield tapped. When Temple of Abandon enters the battlefield, scry 1. {T}: Add {R} or {G}.
Temple of Abandon enters the battlefield tapped. When Temple of Abandon enters the battlefield, scry 1. {T}: Add {R} or {G}.
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Land
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main
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3 |
Temple of Epiphany
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Temple of Epiphany enters the battlefield tapped. When Temple of Epiphany enters the battlefield, scry 1. {T}: Add {U} or {R}.
Temple of Epiphany enters the battlefield tapped. When Temple of Epiphany enters the battlefield, scry 1. {T}: Add {U} or {R}.
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Land
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main
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2 |
Temple of Mystery
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Temple of Mystery enters the battlefield tapped. When Temple of Mystery enters the battlefield, scry 1. {T}: Add {G} or {U}.
Temple of Mystery enters the battlefield tapped. When Temple of Mystery enters the battlefield, scry 1. {T}: Add {G} or {U}.
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Land
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main
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4 |
Temur Ascendancy
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Creatures you control have haste. Whenever a creature with power 4 or greater enters the battlefield under your control, you may draw a card.
Creatures you control have haste. Whenever a creature with power 4 or greater enters the battlefield under your control, you may draw a card.
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{G}{U}{R}
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Enchantment
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main
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