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Blanc


Armored Ascension -
Enchantment - Aura (Uncommon)
Enchant creature
Enchanted creatures gets +1/+1 for each plains you control and has flying.

Ballynock Cohort -
Creature - Kithkin Soldier (Common)
First strike
Ballynock Cohort gets +1/+1 as long as you control another white creature.
2/2

Barrenton Medic -
Creature - Kithkin Cleric (Common)
: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Put a -1/-1 counter on Barrenton Medic: Untap Barrenton Medic.
2/2

Boon Reflection -
Enchantment (Rare)
If you would gain life, you gain twice that much life instead.
Goldenglow Moth -
Creature - Insect (Common)
Flying
Whenever Goldenglow Moth blocks, you may gain 4 life.

Greater Auramagic* -
Enchantment (Rare)
Other enchantments you control have shroud.
Enchanted creatures you control have shroud.

Inquisitor's Snare -
Instant (Common)
Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it.

Kithkin Rabble -
Creature - Kithkin (Uncommon)
Vigilance
Kithkin Rabble's power and toughness are each equal to the number of white permanents you control.
*/*

Mine Excavation* -
Sorcery (Common)
Return target artifact or enchantment card from a graveyard to its owner's hand.

Mistmeadow Skulk -
Creature - Kithkin Rogue (Uncommon)
Protection from converted mana cost 3 or greater
Lifelink (Whenever this creature deals damage, you gain that much life.)
1/1

Order of Whiteclay -
Creature - Kithkin Cleric (Rare)
%1, {Q}: Return target creature card with converted mana cost 3 or less from your graveyard to play. ({Q} is the untap symbol)
1/4

Runed Halo* -
Enchantment (Rare)
As Runed Halo comes into play, name a card.
You have protection from the named card. (You can't be targeted by it, and all damage that would be dealt to you by it is prevented)

Safehold Sentry -
Creature - Elf Warrior (Common)
, {Q}: Safehold Sentry gets +0/+2 until end of turn.
2/2

Spirit Procession - {2w}{2w}{2w}
Sorcery (Uncommon)
Put three 1/1 white Spirit creature tokens with flying into play.

Twilight Shepherd -
Creature - Angel (Rare)
Flying, vigilance, persist
When Twilight Shepherd comes into play, return to your hand all cards that were put into your graveyard from play this turn.
5/5


Woeleecher
Creature - Elemental (C)
w, t: Remove a -1/-1 counter from target creature. If you do, you gain 2 life.
3/5

Niveous Wisps
Instant Common
Target creature becomes white until end of turn. Tap that creature.
Draw a card.

Prison Term
Enchantment - Aura Uncommon
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be played.
Whenever a creature comes into play under an opponent's control, you may attach Prison Term to that creature.

Windbrisk Raptor
Creature - Bird Rare
Flying
Attacking creatures you control have lifelink.
5/7

Rune-Cervin Rider
Creature - Elf Knight Common
Flying
{gw}{gw}: Rune-Cervin Rider gets +1/+1 until end of turn.
2/2


Bleu


Advice of the Fae - {2u}{2u}{2u}
Sorcery (Uncommon)
Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of those cards into your hand. Put the rest on the bottom your library in any order.

Briarberry Cohort
Creature - Faerie Soldier Common
Flying
Briarberry Cohort gets +1/+1 as long as you control another blue creature.
1/1


Cerebral Bore* -
Instant (Rare)
Counter target spell. Search it´s controller's library, hand and graveyard for each card with the same name as that card and remove them from the game. That player then shuffles his or her library.

Cerulean Wisps -
Instant (Common)
Target creature becomes blue until end of turn. Untap that creature.
Draw a card.

Consign to Dream
Instant Common
Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.


Deepwater Mentor* -
Creature - Merfolk Rogue (Uncommon)
Blue creatures you control are unblockable.
2/2

Drowner Initiate* -
Creature - Merfolk Wizard (Common)
Whenever a player plays a blue spell, you may pay {1}. If you do, target player puts the top two cards of their library into their graveyard.
1/1

Faerie Swarm* -
Creature - Faerie (Uncommon)
Flying
Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.
*/*

Flow of Ideas
Sorcery
Draw a card for each Island you control.

Ghastly Discovery 2U
Sorcery (Common)
Draw two cards, then discard a card.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)

Isleback Spawn -
Creature - Kraken (Rare)
Shroud
Isleback Kraken gets +4/+8 if there are twenty or less cards in the library of any player.
4/8

Kinscaer Harpoonist -
Creature - Kithkin Soldier (Common)
Flying
Whenever Kinscaer Harpoonist attacks, you may have target creature lose flying until end of turn.
2/2

Knacksaw Clique -
Creature - Faerie Rogue (Rare)
Flying
, {Q}: Target opponent removes the top card of his or her library from the game. Until end of turn, you may play that card. ({Q} is the untap symbol)
Most of the Knacksaw Clique's skills were hewn from the minds of others.
1/4

Leech Bonder
Creature - Merfolk Soldier (Uncommon)
Leech Bonder comes into play with two -1/-1 counters on it.
, {Q}: Move a counter from target creature onto another target creature. ({Q} is the untap symbol)
3/3

Merrow Wavebreakers -
Creature - Merfolk Soldier (Common)
, {Q}: Merrow Wavebreakers gains flying until end of turn. ({Q} is the untap symbol)
3/3

Prism-Bearing Merrow* -
Creature - Merfolk Wizard (Common)
Flash
When Prism-Bearing Merrow comes into play, target creature becomes the color or colors of your choice until end of turn.
2/1

Puca's Mischief
Enchantment Rare
At the beginning of your upkeep, you may exchange control of target nonland permanent you control with target nonland permanent with converted mana cost less than or equal to that permanent's converted mana cost an opponent controls.


River Kelpie -
Creature - Beast (Rare)
Whenever River Kelpie or another permanent is returned from a graveyard to play, draw a card.
Whenever a card is played from a graveyard, draw a card.
Persist
3/3

Savor the Moment -
Sorcery (Rare)
Take an extra turn after this one.
Skip the untap step of that turn.

Spell Syphon -
Instant (Common)
Counter target spell unless its controller pays for each blue permanent you control.

Thought Reflection -
Enchantment (Rare)
If you would draw a card, draw two cards instead.

Whimwader -
Creature - Elemental (Common)
Whimwader can't attack unless defending player controls a blue permanent.
6/4

Noir


Aphotic Wisps -
Instant (Common)
Target creature becomes black and gains fear until end of turn.
Draw a card.

Ashenmoor Cohort -
Creature - Elemental Warrior (Common)
Ashenmoor Cohort gets +1/+1 as long as you control another black creature.
4/3


Beseech the Queen - %2B%%2B%%2B%
Sorcery (Uncommon)
(%2B% can be paid with any two mana or with . This card's converted mana cost is 6.)
Search your library for a card with converted mana cost less than or equal to the number of lands you control, reveal it, and put it into your hand. Then shuffle your library.

Cinder Bones* -
Creature - Elemental Skeleton (Common)
Wither
: Regenerate Cinder Bones.

Corrosive Mentor
Creature - Elemental Rogue Uncommon
Black creatures you control have wither.
1/3


Corrupt -
Sorcery (Uncommon)
Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way.

Crowd of Cinders -
Creature - Elemental (Uncommon)
Fear
Crowd of Cinders' power and toughness are each equal to the number of black permanents you control.
*/*

Dusk Urchins -
Creature - Ouphe (Rare)
Whenever Dusk Urchins attacks or blocks, put a -1/-1 counter on it.
When Dusk Urchins is put into a graveyard from play, draw a card for each -1/-1 counter on it.
4/3

Gloomlance
Sorcery Common
Destroy target creature. If that creature is green or white, it's controller discards a card.


Hollow Barghest* -
Creature - Demon Hound (Rare)
At the beginning of your upkeep, if you have no cards in hand, each opponent loses 2 life.
At the beginning of each opponent's upkeep, if they have no cards in hand, they lose 2 life.
7/6

Hollowsage -
Creature - Merfolk Wizard (Uncommon)
Whenever Hollowsage becomes untapped, You may have target player discard a card.
2/2

Incremental Toil* -
Sorcery (Uncommon)
Put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature.

Loch Korrigan -
Creature - Spirit (Common)
{bu}: Loch Korrigan gets +1/+1 until end of turn.
1/1

Midnight Banshee* -
Creature - Spirit (Rare)
Wither
At the beginning of your upkeep put a -1/-1 counter on each nonblack creature.
5/5

Plague of Vermin
Sorcery Rare
Starting with you, each player may pay any amount of life. Repeat this process until no one pays life. Each player puts a 1/1 black Rat creature token into play for each 1 life he or she paid this way.


Puppeteer Clique -
Creature - Faerie Wizard (Rare)
Flying
When Puppeteer Clique comes into play, put target creature card in an opponent's graveyard into play under your control. That creature gains haste. At end of turn, remove that creature from the game.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it)
3/2

Rite of Consumption -
Sorcery (Common)
As additional cost to play Rite of Consumption, sacrifice a creature.
Rite of Consumption deals damage equal to the sacrificed creature's power to target player. You gain life equal to the damage dealt this way.

Sickle Ripper -
Creature - Elemental Warrior (Common)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
2/1

Smolderer Initiate* -
Creature - Elemental Shaman (Common)
Whenever a player plays a black spell, you may pay . If you do, target player loses 1 life.
1/1

Soot-Veiled Rogue* -
Creature - Elemental Shaman (Common)
: Target player discards a card. Play this ability only any time you could play a sorcery.
Put a -1/-1 counter on Soot-veiled Rogue: Untap Soot-veiled Rogue.
3/2

Splitting Headache -
Sorcery (Common)
Choose one - Target player discards two cards; or target player reveals his or her hand. You choose a card from it. That player discards that card.

Tainted Bond
Enchantment Rare
Whenever a land comes into play under an opponent's control, that player loses 2 life and you gain 2 life.


Torture -
Enchantment - Aura (Common)
Enchant creature.
: Put a -1/-1 counter on enchanted creature.

Wound Reflection* -
Enchantment (Rare)
At the end of each turn, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)

Rouge


Blistering Dieflyn -
Creature - Imp (Common)
Flying
{br}: Blistering Dieflyn gets +1/+0 until end of turn.
0/1

Bloodmark Mentor -
Creature - Goblin Warrior (Uncommon)
Red creatures you control have first strike.
1/1

Boggart Arsonists -
Creature - Goblin Rogue (Common)
Plainswalk
, Sacrifice Goblin Arsonists: Destroy target Scarecrow or Plains.
The Aurora transformed Nibb and Gyik from mischief-makers into feral marauders. They still don't know much about tool safety.
2/1

Burn Trail -
Sorcery (Common)
Burn Trail deals 3 damage to target creature or player.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)


Cragganwick Cremator
-
Creature - Giant Shaman (Rare)
When Cragganwick Cremator comes into play, discard a card at random. If you discard a creature card this way, Cragganwick Cremator deals damage to target player equal to the discarded creature card's power.
5/4

Deep-Slumber Titan -
Creature - Giant Warrior (Rare)
Deep-Slumber Titan comes into play tapped.
Deep-Slumber Titan doesn't untap during your untap step.
Whenever Deep-Slumber Titan is dealt damage, untap it.
7/7

Elemental Advantage* -
Enchantment - Aura (Rare)
Enchant creature
Enchanted creature has ": Put X 1/1 red Elemental creature tokens with haste into play, where X is this creature's power. Remove them from the game at end of turn."

Flame Javelin - {2r}{2r}{2r}
Instant (Uncommon)
Flame Javelin deals 4 damage to target creature or player.

Furystoke Giant
Creature - Giant Warrior Rare
When Furystoke Giant comes into play, other creatures you control gain: "{T}: This creature deals 2 damage to target creature or player." until end of turn.
Persist
3/3

Horde of Boggarts
Creature - Goblin Uncommon
Horde of Boggarts's power and toughness are each equal to the number of red permanents you control.
Horde of Boggarts can't be blocked except by two or more creatures.
*/*

Inescapable Brute -
Creature - Giant Warrior (Common)
Wither
All creatures able to block Inescapable Brute do so.
3/3

Intimidator Initiate
Creature - Goblin Shaman Common
Whenever you play a red spell, you may pay 1. If you do, target creature can't block this turn.
1/1


Jaws of Stone -
Sorcery (Uncommon)
Jaws of Stone deals X damage divided as you choose among any number of target creatures and/or players, where X is the number of Mountains you control as you play Jaws of Stone.

Knollspine Dragon
Creature - Dragon Rare
Flying
When Knollspine Dragon comes into play, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn.
7/5


Knollspine Invocation -
Enchantment (Rare)
, Discard a card with converted mana cost X: Knollspine Invocation deals X damage to target creature or player.
Witches tempted by the power of flame gathered to study in the ruins of Spinerock Knoll.

Power of Fire -
Enchantment - Aura (Common)
Enchant creature
Enchanted creature has ": This creature deals 1 damage to target creature or player."

Puncture Bolt -
Instant (Common)
Puncture Bolt deals 1 damage to target creature. Put a -1-/1 counter on that creature.
Cinder pyromancers count their success by counting their enemies' smoking holes.

Pyre Charger -
Creature - Elemental Warrior (Uncommon)
Haste
: Pyre Charger gets +1/+0 until end of turn.
1/1

Slinking Giant -
Creature - Giant Rogue (Uncommon)
Wither
Whenever Lurking Giant blocks or becomes blocked, it get -3/-0 until end of turn.
4/4

Rage Reflection* -
Enchantment (Rare)
Creature you control have double strike.

Smash to Smithereens -
Instant (Common)
Destroy target artifact. Smash to Smithereens deals 3 damage to that artifact's controller.

Vert


Crabapple Cohort
Creature - Treefolk Warrior Common
Crabapple Cohort gets +1/+1 as long as you control another green creature.
4/4


Devoted Druid -
Creature - Elf Druid (Common)
: add to your mana pool.
Put a -1/-1 counter on Devoted Druid: Untap Devoted Druid.
0/2

Dramatic Entrance
Instant (Rare)
You may put a green creature card into play from your hand.

Drove of Elves -
Creature - Elf (Uncommon)
Drove of Elves's power and toughness are each equal to the number of green permanents you control.
Drove of Elves can't be the target of spells or abilities your opponents control.
*/*

Flourishing Defenses -
Enchantment (Uncommon)
Whenever a -1/-1 counter is placed on a creature, you may put a 1/1 green Elf Warrior creature token into play.

Gloomwidow -
Creature - Spider (Common)
Reach
Gloomwidow can only block creatures with flying.
3/3

Gloomwidow's Feast
Instant Common
Destroy target creature with flying. If that creature was blue or black, put a 1/2 green Spider creature token with reach into play.


Howl of the Night Pack
Sorcery Uncommon
Put a 2/2 green Wolf creature token into play for each Forest you control.

Hungry Spriggan
Creature - Goblin Warrior Common
Trample
Whenever Hungry Spriggan attacks, it gets +3/+3 until end of turn.
1/1


Juvenile Gloomwidow -
Creature - Spider (Common)
Reach
1/3


Mossbridge Troll
-
Creature - Troll (Rare)
If Mossbridge Troll would be destroyed, regenerate it.
Tap any number of untapped creatures you control other than Mossbridge Troll with total power 10 or greater: Mossbridge Troll gets +20/+20 until end of turn.
5/5

Spawnwrithe -
Creature - Elemental (Rare)
Trample
Whenever Spawnwrithe deals combat damage to a player, put a token into play that's a copy of Spawnwrithe.
Its victims feel only an itchy, wriggling feeling just under their skin. By then, it's far too late.
2/2

Howl of the Night Pack -
Sorcery (Uncommon)
Put a 2/2 green Wolf creature token into play for each Forest you control.

Mana Reflection -
Enchantment (Rare)
If you tap a permanent for mana, it produces twice as much of that mana instead.

Nurturer Initiate -
Creature - Elf Shaman (Common)
Whenever a player plays a green spell, you may pay . If you do, target creature gets +1/+1 until end of turn.
1/1

Prismatic Omen -
Enchantment (Rare)
Lands you control are every basic land type in addition to their other type.

Raking Canopy
Enchantment Uncommon
Whenever a creature with flying attacks you, Raking Canopy deals 4 damage to it.



Roughshod Mentor -
Creature - Giant Warrior (Uncommon)
Green creatures you control have trample.
5/4l.

Thicket Elf -
Creature - Elf Druid (Common)
When Thicket Elf comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.
1/1

Toil to Renown-
Sorcery (Common)
Gain a life for every tapped artifact, creature and land you contro


Tower Above - %2G%%2G%%%2G%
Sorcery (Uncommon)
(%2g% can be paid with any two mana or with . This card's converted mana cost is 6.)
Until end of turn, target creature gets +4/+4 and gains trample, wither and "When this creature attacks, target creature blocks it this turn if able." (It deals damage to creatures in the form of -1/-1 counters.)

Viridescent Wisps -
Instant (Common)
Target creature becomes green and gets +1/+0 until end of turn.
Draw a card.

Wildslayer Elves
Creature - Elf Warrior Common
Wither
3/3


Witherscale Wurm -
Creature - Wurm (Rare)
Whenever Witherscale Wurm blocks or becomes blocked by a creature, that creature gains wither until end of turn.
When Witherscale Wurm deals damage to a player, remove all -1/-1 counters from it.
9/9


Woodfall Primus -
Creature - Treefolk Shaman (Rare)
Trample
When Woodfall Primus comes into play, destroy target noncreature permanent.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control and put a -1/-1 counter on it)
6/6<

Artefacts


Elsewhere Flask -
Artifact (?)
When Elsewhere Flask comes into play, draw a card.
Sacrifice Elsewhere Flask: Lands you control become the basic land type of your choice in addition to their other types until end of turn.

Cauldron of Souls
Artifact Rare
: Choose any number of target creatures. Those creatures gain persist until end of turn.


Grim Poppet
Artifact Creature - Scarecrow (Rare)
Grim Poppet comes into play with three -1/-1 counters on it.
Remove a -1/-1 counter from Grim Poppet: Put a -1/-1 counter on another target creature. 4/4

Heap Doll
Artifact Creature - Scarecrow Uncommon
Sacrifice Heap Doll: Remove target card in a graveyard from the game.
1/1

Lurebound Scarecrow
Artifact Creature - Scarecrow Uncommon
As Lurebound Scarecrow comes into play, choose a color.
When you control no permanents of the chosen color, sacrifice Lurebound Scarecrow.
4/4

Trip Noose
Artifact Uncommon
2, : Tap target creature.


Painter's Helper* -
Artifact Creature - Scarecrow (Rare)
When Painter's Helper comes into play choose a color. Each other permanent is the chosen color in addition to its other colors.
1/2

Sickle of Decay* -
Artifact - Equipment (Common)
Equipped creature gets +1/+0 and gains wither.
Equip

Scuttlemutt
Artifact Creature - Scarecrow Common
: Add one mana of any color to your mana pool.
: Target creature becomes the color or the colors of your choice until end of turn.
2/2


Pili-Pala -
Artifact Creature - Scarecrow (Common)
Flying
, {Q}: Add one mana of any color to your mana pool.
1/1


Rattleblaze Scarecrow -
Artifact Creature - Scarecrow (Common)
Rattleblaze Scarecrow has persist as long as you control a black creature. (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control and put a -1/-1 counter on it.)
Rattleblaze Scarecrow has haste as long as you control a red creature.
5/3

Reaper King - {2w}{2u}{2b}{2r}{2g}
Legendary Artifact Creature - Scarecrow (Rare)
({2w} can be paid with any two mana or with {W}. This card's converted mana cost is 10.)
Other Scarecrow creatures you control get +1/+1.
Whenever another Scarecrow comes into play under your control, destroy target permanent.
6/6

Happy Horn* -
Artifact (Uncommon)
, , Tap an untapped creature you control: Target creature gets +1/+1 until end of turn.

Tatterkite -
Artifact Creature - Scarecrow (Uncommon)
Flying
Counters can't be put on Tatterkite.
2/1

Thornwatch Scarecrow -
Artifact Creature - Scarecrow (Common)
Thornwatch Scarecrow has wither as long as you control a green creature.
Thornwatch Scarecrow has vigilance as long as you control a white creature.
4/4

Umbral Mantle - 3
Artifact - Equipment (Uncommon)
Equipped creature has: ", {Q}: This creature gets +2/+2 until end of turn."
Equip

Wingrattle Scarecrow
Artifact Creature - Scarecrow (Common)
Wingrattle Scarecrow has flying as long as you control a blue creature.
Wingrattle Scarecrow has persist as long as you control a black creature. (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, you may return it to play under its owner's control with a -1/-1 counter on it.)
2/2

Hybrides


Augury Adept - {wu}{wu}
Creature - Kithkin Wizard (Rare)
Whenever Augury Adept deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its converted mana cost.
Moonstones grant limited foresight but unlimited advantages.
2/2

Barrenton Cragheads - 2{wu}{wu}
Creature - Kithkin Scout (Common)
Barrenton Cragheads can't be blocked by red creatures.
3/3

Barrenton Duo* - 2{wu}
Creature - Kithkin Soldier Wizard (Common)
Whenever you play a blue spell, Barrenton Duo gets +1/+1 until end of turn.
Whenever you play a white spell Barrenton Duo gains flying until end of turn.
2/2

Brutal Visions* - {rb}{rb}
Enchantment (Rare)
At the beginning of each player's draw step, that player draws a card.
Whenever a player draws a card, Brutal Visions deals 1 damage to him or her.

Cultbrand Cinder - 4{br}
Creature - Elemental Shaman (Common)
When Cultbrand Cinder comes into play, put a -1/-1 counter on target creature.
3/3


Curse of Chains {wu}
Enchantment - Aura (Common)
Enchant creature
At the beginning of each upkeep, tap enchanted creature.

Elvish Hexhunter - {wg}
Creature - Elf Shaman (Common)
{wg}, , Sacrifice Elvish Hexhunter: Destroy target enchantment.
1/1

Enchanted Eve* - 3{uw}{uw}
Enchantment (?)
All permanents are enchantments in addition to their other types.

Glamer Weaver* - {wu}
Creature - Faerie Wizard (Uncommon)
Flash
Flying
When Glamer Weaver comes into play, attach all Auras enchanting target permanent to another permanent with the same controller.
2/4


Godhead of Awe {wu}{wu}{wu}{wu}{wu}
Creature - Spirit Avatar (Rare
Flying
Other creatures are 1/1.
4/4

Gravelgill Axeshark - 4{ub}
Creature - Merfolk Soldier (Common)
Persist
3/3

Kithkin Alchemist* - 1{wu}
Creature - Kithkin Wizard (Common)
{2}{W}{U}, {T}: Remove target creature from the game. Return it to play under it's owner's control at end of turn.
1/1

Medicine Bearer - 1{gw}
Creature - Elf Cleric (Common)
When Medicine Bearer comes into play, you may remove a counter from target permanent.
2/1


Mirrorweave {uw}{uw}
Instant (rare)
Each other creature becomes a copy of target nonlegendary creature until end o turn

Æthertow - {wu}
Instant (Common)
Put target attacking or blocking creature on top of its owner's library.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)


Plumeveil {uw}{uw}{uw}
Creature- Elemental (unco)
Flach, Flying, Defender
4/4

Puresight Merrow* - {uw}{uw}
Creature - Merfolk Wizard (Uncommon)
{wu}, {Q}: Look at the top card of your library. You may remove that card from the game.
2/2

Repel Intruders - {wu}
Instant (Uncommon)
If was spent to play Repel Intruders, put two 1/1 white Kithkin Soldier creature tokens into play.
If was spent to play Repel Intruders, counter up to one target creature spell.
(If and is spent, do both)


Silkbind Faerie - {wu}
Creature - Faerie Rogue (Common)
Flying
{wu}, {Q}: Tap target creature. ({Q} is the untap symbol.)
1/3

Barrenton Leige* - {uw}{uw}{uw}
Creature - Kithkin Knight (Rare)
Flash
Other white creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
1/3

Steel of the Godhead - {wu}
Enchantment - Aura (Common)
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink.
As long as enchanted creature is blue, it gets +1/+1 is unblockable.


Swans of Bryn Argoll 2{wu}{wu}
Creature - Bird Spirit (Rare)
Flying
If damage would be dealt to Swans of Bryn Argoll, prevent that damage. The controller of the damage's source then draws cards equal to the damage prevented in this way.
4/3

Turn to Mist - {wu}
Instant (Common)
Remove target creature from the game. Return it to play at end of turn.


Zealous Guardian - {wu}
Creature - Kithkin Soldier (Common)
Flash
1/1

Worldpurge - 4{wu}{wu}{wu}{wu}
Sorcery (Rare)
Return all permanents to their owners' hands. Each player chooses up to seven cards in his or her hand, then shuffles the rest into his or her library. Empty each player's mana pool.

Dire Undercurrents - {ub}{ub}
Enchantment (Rare)
Whenever a blue creature comes into play under your control, you may have target player draw a card.
Whenever a black creature comes into play under your control, you may have target player discard a card.

Dream Recovery* - {bu}
Instant (Uncommon)
Draw cards equal to the number of cards an opponent discarded this turn.

Fate Transfer - {bu}
Instant (Common)
Move all counters from target creature onto another target creature.


Ghastlord of Fugue - {bu}{bu}{bu}{bu}{bu}
Creature - Spirit Avatar (Rare)
Ghastlord of Fugue is unblockable.
When Ghastlord of Fugure deals combat damage to a player, that player reveals his or her hand. Choose a card from it. That player removes that card from the game.
4/4

Glen Elendra Liege* - {ub}{ub}{ub}
Creature - Faerie Knight (Rare)
Flying
Other blue creatures you control get +1/+1.
Other black creatures you control get +1/+1.
2/3


Gravelgill Duo - 2{ub}
Creature - Merfolk Rogue Warrior (Common)
Whenever you play a blue spell, Gravelgill Duo gets +1/+1 until end of turn.
Whenever you play a black spell, Gravelgill Duo gains fear until end of turn.
2/1

Helm of the Ghastlord* - {bu}
Enchantment - Aura (Common)
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card."
As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."


Inkfathom Infiltrator {ub}{ub}
Creature - Merfolk Rogue (Uncommon)
Inkfathom Infiltrator can't block and is unblockable.
2/1

Inkfathom Witch - {bu}
Creature - Merfolk Wizard (Uncommon)
Fear
: Unblocked creatures become 4/1 until end of turn.
1/1

Memory Sluice - {ub}
Sorcery (Common)
Target player puts the top four cards of his or her library into his or her graveyard.

Oona, Queen of the Fae - 3{bu}{bu}{bu}
Legendary Creature - Faerie Wizard (Rare)
Flying
{bu}: Choose a color. Target opponent removes the top X cards of his or her library from the game. For each card of the chosen color removed this way, put a 1/1 blue and black Faerie Rogue creature token with flying into play.
5/5


Scarscale Ritual - 1{bu}
Sorcery (Common)
As an additional cost to play Scarscale Ritual, put a -1/-1 counter on a creature you control.
Draw two cards.


Sygg, River Cutthroat - {ub}{ub}
Legendary Creature - Merfolk Rogue (Rare)
At end of turn, if an opponent has lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
1/3

Wasp Lancer - {ub}{ub}{ub}
Creature - Faerie Soldier (Uncommon)
Flying
3/2


Ashenmoor Gouger {br}{br}{br}
Creature - Elemental Warrior Uncommon
Ashenmoor Warrior can't block.
4/4

Ashenmoor Liege* - {br}{br}{br}
Creature - Elemental Knight (Rare)
Other black creatures you control get +1/+1.
Other red creatures you control get +1/+1.
Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life.
4/1


Demigod of Revenge
- %B/R% BR BR BR BR
Creature - Spirit Avatar (Rare)
Flying, Haste
When you play Demigod of Revenge, return all cards named Demigod of Revenge from your graveyard to play.
5/4

Din of the Fireherd - {br}{br}{br}
Sorcery (Rare)
Put a 5/5 black and red Elemental creature token into play. Target opponent sacrifices a creature for each black creature you control, then sacrifices a land for each red creature you control.

Sparking Duo* - {rb}
Creature - Elemental Warrior Shaman (Common)
Whenever you play a black spell, Sparking Duo gets +1/+1 until end of turn.
Whenever you play a red spell, Sparking Duo gains first strike until end of turn.
1/1

Everlasting Torment - {rb}
Enchantment (Rare)
Players can't gain life.
Damage can't be prevented.
All damage is dealt as if its source had wither. (Damage is dealt in the form of -1/-1 counters)

Fists of the Demigod - {br}
Enchantment - Aura (Common)
Enchant creature
As long as enchanted creature is black, it gets +1/+1 and has wither.
As long as enchanted creature is red, it gets +1/+1 and has first strike.


Fulminator Mage - 1{br}{br}
Creature - Elemental Shaman (Rare)
Sacrifice Fulminator Mage: Destroy target nonbasic land.


Grief Tyrant - 5{br}
Creature - Horror (Uncommon)
Grief Tyrant comes into play with four -1/-1 counters on it.
When Grief Tyrant is put into a graveyard from play, put a -1/-1 counter on target creature for each -1/-1 counter on Grief Tyrant.
8/8

Kulrath Knight - {br}{br}
Creature - Elemental Knight (Uncommon)
Flying
Wither
Creatures your opponents control with counters on them can't attack or block.
3/3

Muderous Redcap - {rb}{rb}
Creature - Goblin Assassin (Uncommon)
When Murderous Redcap comes into play, it deals damage equal to its power to target creature or player.
Persist
2/2

Poison the Well* - {br}{br}
Sorcery (Common)
Destroy target land. Poison the Well deals 2 damage to that land's controller.

Cinder Wanderer* - {br}{br}
Creature - Elemental Rogue (Common)
Cinder Wanderer can't be blocked by white creatures.
3/3

Scar - {rb}
Instant (Common)
Put a -1/-1 counter on target creature.

Torrent of Souls - {br}
Sorcery (Uncommon)
Return up to one target creature card from your graveyard to play if was spent to play Torrent of Souls.
Creatures target player controls get +2/+0 and gain haste until end of turn if {R} was spend to play Torrent of Souls. (Do both if was spent)

Traitor's Roar - {rb}
Sorcery (Common)
Tap target untapped creature. It deals damage equal to its power to its controller.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)

Maltreat - {br}{br}
Sorcery (Rare)
Target player discards his hand if he or she doesn't pay 7 life.

Tattermunge Liege* - {gr}{gr}{gr}
Creature - Goblin Knight (Rare)
Trample
Other red creatures you control get +1/+1.
Other green creatures you control get +1/+1.
3/4

Boggart Ram-Gang - {rg}{rg}{rg}
Creature - Goblin Warrior (Uncommon)
Haste
Wither (This deals damage to creatures in the form of -1/-1 counters)

Deus of Calamity {rg}{rg}{rg}{rg}{rg}
Creature - Spirit Avatar (Rare)
Trample
Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy target land that player controls.
6/6

Firespout - {gr}
Sorcery (Uncommon)
Firespout deals 3 damage to each creature without flying if was spent to play Firespout and 3 damage to each creature with flying if was spent to play Firespout. (If & is spent, do both.)

Guttural Response - {rg}
Instant (Uncommon)
Counter target blue instant spell

Manamorphose - {rg}
Instant (Common)
Add two mana in any combination of colors to your mana pool.
Draw a card.


Morselhoarder - 4{gr}{gr}
Creature - Elemental (Common)
Morselhoarder comes into play with two -1/-1 counters on it.
Remove a -1/-1 counter from Morselhoarder: Add one mana of any color to your mana pool.
6/4


Mudbrawler Raiders - 2{gr}{gr}
Creature - Goblin Warrior (Common)
Mudbrawler Raiders can't be blocked by blue creatures.
To reach the ravine of the Wanderbrine River, they were told to take the shortcut "through the mountains." They took the directions literally.
3/3

Nectar Oracle - {gw}
Creature - Elf Cleric (Rare)
, : You gain X life.
2/2

Old Ghastbark - {gw}{gw}
Creature - Treefolk Warrior (Common)
3/6

River's Grasp* - {ub}
Sorcery (Uncommon)
If was spent to play River's Grasp, return target creature to its owner's hand.
If was spent to play River's Grasp, target player reveals his or hand. You choose a nonland card from it. That player discards that card.
(If and is spent, do both)

Rosheen the Meanderer - 3{rg}
Legendary Creature - Giant Shaman (Rare)
: add to your mana pool. Spend this mana only for costs containing .
4/4

Runes of the Deus - {rg}
Enchantment - Aura (Common)
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has double strike.
As long as enchanted creature is green, it gets +1/+1 and has trample.

Safehold Duo - {gw}
Creature - Elf Warrior Shaman (Common)
Whenever you play a green spell, Safehold Duo gets +1/+1 until end of turn.
Whenever you play a white spell, Safehold Duo gains vigilance until end of turn.
2/4


Scuzzback Marauders - 4{rg}
Creature - Goblin Warrior (Common)
Trample
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)
5/2

Scuzzback Scrapper - {rg}
Creature - Goblin Warrior (Common)
Wither
1/1

Tattermunge Duo - {rg}
Creature - Goblin Warrior Shaman (Common)
Whenever you play a red spell, Tattermunge Duo gets +1/+1 until end of turn.
Whenever you play a green spell, Tattermunge Duo gains forestwalk until end of turn.
2/3

Sootstoke Kindler - {br}
Creature - Elemental Shaman (Common)
Haste
: Target black or red creature gains haste until end of turn.
1/1


Tattermunge Maniac {rg}
creature- Goblin Warrior (unco)
Tattermunde maniac attacks each turn if possible.
2/1


Tattermunge Witch - 1{rg}
Creature - Goblin Shaman (Uncommon)
: Each blocked creature gets +1/+0 and gains trample until end of turn.
The Tattermunge gang has no words for the spell that whips their instinctual rage into a frenzy. They only know they like it.
2/1

Vexing Shusher - {rg}{rg}
Creature - Goblin Shaman (Rare)
Vexing Shusher can't be countered by spells or abilities.
{rg}: Target spell can't be countered by spells or abilities.
2/2

Dew Infusion* - {gw}
Sorcery (Uncommon)
If you paid to play Dew Infusion, gain X life.
If you paid to play Dew Infusion, gain X life.
(If you paid and , do both)

Shattering Windburst* - {wg}{wg}{wg}
Instant (Rare)
Destroy all artifacts and enchantments.
You gain 2 life for each permanent destroyed this way.

Kitchen Finks - {gw}{gw}
Creature - Ouphe (Uncommon)
When Kitchen Finks comes into play, you gain 2 life.
Persist
3/2

Mercy Killing - {gw}
Instant (Uncommon)
Target creature's controller sacrifices it, then puts X 1/1 green and white Elf tokens into play, where X is that creature's power.

Oversoul of Dusk* - {wg}{wg}{wg}{wg}{wg}
Creature - Spirit Avatar (Rare)
Protection from blue, from black, and from red
5/5

Reknit - 1{gw}
Instant (Uncommon)
Regenerate target permanent.


Rhys the Redeemed{wg}
Legendary Creature - Elf Warrior (Rare)
2{gw}, {T}: Put a 1/1 green and white Elf Warrior creature token into play.
4{gw}{gw}, {T}: For each creature token you control, put a token into play thats a copy of that creature.
1/1

Safehold Elite - {gw}
Creature - Elf Scout (Common)
Persist
2/2


Safewright Quest - {gw}
Sorcery (Common)
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.

Seedcradle Witch - {gw}
Creature - Elf Shaman (Uncommon)
: Target creature gets +3/+3 until end of turn. Untap that creature.
1/1

Shield of the Oversoul - {wg}
Enchantment - Aura (Common)
Enchant Creature
As long as enchanted creature is green, it gets +1/+1 and is indestructable. (Lethal damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put it into its owner's graveyard.)
As long as enchanted creature is white, it gets +1/+1 and has flying.

Sun-and-Moon Wheel* - {gw}{gw}
Enchantment - Aura (Rare)
Enchant player
Whenever a card would be put into the graveyard of enchanted player from anywhere, the card is revealed and put onto the bottom of that player's library.

Wanderbrine Rootcutters - {bu}{bu}
Creature - Merfolk Rogue (Common)
Wanderbrine Rootcutters can't be blocked by green creatures.
3/3


Wilt-Leaf Cavaliers {wg}{wg}{wg}
Creature - Elf Knight (Uncommon)
Vigilance
3/4


Wilt-Leaf Liege - 1{gw}{gw}{gw}
Creature - Elf Knight (Rare)
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
If a spell or ability an opponent controls causes you to discard Wilt-Leaf Liege, put it into play instead of putting it into your graveyard.
4/4

Terrains


Fire Canopy*
Land (Rare)
: Add to your mana pool.
{rg}, : Add , , or to your mana pool.

Graven Cairns
Land (Rare)
: Add to your mana pool.
{br}, : Add , , or to your mana pool.

Kinscaer Bastion*
Land (Rare)
: Add to your mana pool.
{wu}, : Add , , or to your mana pool.

Mistmeadow Fields*
Land (Rare)
: Add to your mana pool.
{wg}, : Add , , or to your mana pool.


Leechridden Swamp
Land - Swamp Uncommon
(: Add {B} to your mana pool.)
Leechridden Swamp comes into play tapped.
, : Each opponent loses 1 life. Play this ability only if you control two or more black permanents.


Mistveil Plains
Land - Plains (Uncommon)
(: Add to your mana pool.)
Mistveil Plains comes into play tapped.
, : Put target card from your graveyard on the bottom of your library. Play this ability if you control two or more white permanents.

Moonring Island
Land - Island (Uncommon)
(: Add to your mana pool)
Moonring Island comes into play tapped.
, : Look at the top card of target player's library. Play this ability only if you control two or more blue permanents.

Mountain of Madness*
Land - Mountain (Uncommon)
(: Add to your mana pool)
Mountain of Madness comes into play tapped.
, : Shuffle your library. Play this ability only if you control two or more red permanents.

Reflecting Pool
Land (Rare)
: Add to your mana pool one mana of any type that a land you control could produce.

Sapseep Forest
Land - Forest (Uncommon)
(: Add to your mana pool.)
Sapseep Forest comes into play tapped.
, : You gain 1 life. Play this ability only if you control two or more green permanents.

Sunken Ruins
Land (Rare)
: Add to your mana pool.
{ub}, : Add , , or to your mana pool.




Voici en plus l'image des decks préconstruits disponibles, tout bicolores et à thèmes apparemment différents:









PS : Certaines cartes ne sont pas listées ci-dessus. L'édition est cependant rentrée dans la database du site.


    ( New de mtgsalvation.com , transmis par Sarok le 13 Avril 2008 à 13:28 | lu 94868 fois)

· · 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 · ·

yaugzebull
Membre
Rang : Acolyte

Points MT : 95
Membre depuis le 29 / 06 / 07
KEUM

Je crois que c'est deja pas mal non pour un gob en legacy les autres editions ne donné pas autant de gob (jouable)

et sa se plaind non mais dis dons

enfin moi j'aime bien hate d'etre a l'avant premiere et belle effort pour les dessins

_______________________________

ne pleurez pas sur moi, je suis mon destin.

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Profil Posté le 18 Avril 2008 à 17:28
chaos
Membre
Rang : Apprenti

Points MT : 71
Membre depuis le 02 / 07 / 07
re

De toute façon WotC ne fait pas ses éditions pour le legacy, les principales utilités sont le limité, le T2, et surtout rester dans le thème du bloc en cours, à savoir l'univers féérique de Lorwyn, et pas l'univers bourrin où toute les cartes jouables doivent l'être avant le tour 4. 8)
Cette édition est à mon avis très réussie, avec beaucoup de cartes balèzes, j'ai hâte de découvrir les scéllés bourrins qu'on ouvrira dimanche!!

_______________________________

Signature...

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Profil Posté le 18 Avril 2008 à 19:41
Chris06
Membre
Rang : Apprenti

Points MT : 136
Membre depuis le 02 / 08 / 07
...

Mouahahahahahahahahahahahahahahahahahahahah! Regardez ce que j'ai trouvé!

http://www.wizards.com/default.asp?x=magic/shadowmoor/spoiler

_______________________________

Vends toutes mes cartes magic!

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Profil Posté le 18 Avril 2008 à 20:27
nausicaä
Membre
Rang : Milicien

Points MT : 88
Membre depuis le 08 / 04 / 07
...

et bah quoi? y a des cartes ????
sinon j'ai une question pour la carte:
Sygg, River Cutthroat - {ub}{ub}
Legendary Creature - Merfolk Rogue (Rare)
At end of turn, if an opponent has lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
1/3
est ce ça marche pendant notre tour et celui de l'adversaire ou seulement pendant notre tour??

sinon je trouve pas que cette édition est de la bouse contrairement à certain , je trouve qu'ily a pas mal d'idée intéressant genre la possibilité d'avoir une capa en detappant une créature, la capacité wither est super sympa , persist c'est pas mal non plus,les land a la graven cairns sont pas trop mal
le défaut pour moi c'est qu'il a trop de thon pas cher à joué ça c'est abusé c'est trop marketing, l'enfin....
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Profil CartesPosté le 19 Avril 2008 à 09:18
_Budd
Membre
Rang : Mage

Points MT : 1385
Membre depuis le 24 / 03 / 05
mon top 5

vu que c'est la mode :

1°) Godhead of awe :

cette carte va refaire venir big blue au gout du jour à elle seule...

2°) fulminator mage :

"je te pars ton elfe et je te bute ton mutavault" -> top card

3°) les 'graven like land'

comment stabiliser sa manabase facilement, bien vu!

4°) Vexing Shusher

2/2 incontrable et qui fait mieux que boseiju... tout est dit!

5°) Demi god of revenge :

le carte preview tape fort, très fort... sortez vos set de grim harvest!!


Le coup de coeur :

Worldpurge sera la carte qui me fera jouer blink :ninja: sans oublier les relic, caillou, counter et pacte de negation qui vont bien!!

_______________________________

Retour aux sources : vintage et legacy, that's the key!

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Profil Posté le 19 Avril 2008 à 09:35
cormega
Membre
Rang : Apprenti

Points MT : 0
Membre depuis le 17 / 09 / 07
...

Il y a de jolies cartes, dans la continuité de lorwyn et morningtide
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Profil Posté le 19 Avril 2008 à 13:28
(nightmare
Membre
Rang : Chevalier

Points MT : 718
Membre depuis le 15 / 04 / 07
...

je suis allé à l'AP de caen, et je peut vous dire que ya de quoi se faire des bon decks

_______________________________

Night of fire

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Profil CartesPosté le 19 Avril 2008 à 18:59
shiv
Banni
Rang : Acolyte

Points MT : 0
Membre depuis le 02 / 10 / 07
...

moi aussi jatait a une AP , et en effet ya des cartes ki vallent le coup jpe dja dire que bonnet rouge asassin est exelent, j'en veu dailleur 4(plus que 2 ) et que faerie bridesoie aussi fait un malheur sur table. . .
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Profil Posté le 19 Avril 2008 à 19:34
keltalas
Membre
Rang : Mignon

Points MT : 765
Membre depuis le 26 / 07 / 07
oui

moi ausi ap de lyon
carte promo
demi dieu de la revanche pas trop mal

les biland sont bien les nobles aussi
variment trés bonne édition mieu que leveciel voir meme lorwin car cette fois ont n'est plus obligé de jouer des deck a type

_______________________________

je cheche un cadet impatient foil 8 eme urgent .

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Profil CartesPosté le 19 Avril 2008 à 20:34
(nightmare
Membre
Rang : Chevalier

Points MT : 718
Membre depuis le 15 / 04 / 07
...

moi j'ai le demi dieu promoet j'en ai eu un autre dans un booster et même si on en jou qu'un c'est trop fort quand même, c'est vrai que le rouge/noir est exelent


Edité le 19 Avril 2008 à 21:35

_______________________________

Night of fire

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Profil CartesPosté le 19 Avril 2008 à 21:34
(nightmare
Membre
Rang : Chevalier

Points MT : 718
Membre depuis le 15 / 04 / 07
...

c'est que dans le bloc lorwin, tous ce qui était pas un deck tribal sa valait pas grand chose alors que là

_______________________________

Night of fire

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Profil CartesPosté le 20 Avril 2008 à 11:29
jujulala
Membre
Rang : Apprenti

Points MT : 80
Membre depuis le 28 / 10 / 07
sl a tous

jai ete a l'ap sombrlandes et il y a 2 carte qui mon particulierement impressionné
1- deus la calamité cet 6/6 pour 5 mana rouge ou vert pietinement peut a chaque fois quelle inflige 6 blessure a un joueur lui peter un land mais c'est tres fort
2-clique scitalent une faerie bleu 1/4 vol on peut payé 2 mana dont 1 bleu ensuite la detappé et on retire la carte du dessu de la bibliotheque de joueur ciblé de la partie
et ensuite on peut jouer la carte retiré de la partie jusqu'a la fin du tour
et sinon les bilands sont enorme j'ai eu la porte mystique ( bleu - blanc) et le hallier ( rouge vert )
sinon il ya aussi la carte lien d'angoisse que j'ai eu et qui pour 5 mana est 1 enchantement et qui fait que a chaque fois q'un adversaire joue un sort il perd 2 pv et nous on en gagne 2

voila
si des personne sont interresser par des carte sombrelande il peuvent me demander car moi aussi jen recherche certaine

_______________________________

recherche en complement de deal , 1 Negate , 1 Rampant Growth , 4 Awakening Zone , 4 Fog , 4 Spreading Seas , 2 Into the Roil , 4 Ponder , merci

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Profil Posté le 20 Avril 2008 à 14:51
Grimyoshi
Membre
Rang : Péon

Points MT : 21
Membre depuis le 08 / 07 / 07
...

Ce serait déja bien si on avait la composition des précos.
Mais déja, je veux 2 Troll de moussepont, 4 Mage fulminateur, 3 Bonnet-rouge meurtrier et 4 Maniaque de Croquemiette. ^^
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Profil Posté le 20 Avril 2008 à 18:43
Grimyoshi
Membre
Rang : Péon

Points MT : 21
Membre depuis le 08 / 07 / 07
...

Jujulala ==> Si tu en as qui m'interessent, j'achète ou échange (voir mon classeur).
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Profil Posté le 20 Avril 2008 à 18:47
(nightmare
Membre
Rang : Chevalier

Points MT : 718
Membre depuis le 15 / 04 / 07
...

la composition des decks si sa t'interresse :

http://www.wizards.com/default.asp?x=mtgcom/arcana/1573

_______________________________

Night of fire

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Profil CartesPosté le 22 Avril 2008 à 17:24
jebada
Membre
Rang : Feu follet

Points MT : 58
Membre depuis le 31 / 08 / 07
Bascule utile?

Bonjour!Les cartes promettent d'etre vraiment pas mal mais je pense qu'avec les Nouvelles fonctions,une carte du type Bascule sera bienvenue!

_______________________________

Je me rappele de la premiere fois,quand j'ai ouvert un booster a l'age de six ans:ma mere m'a dit:"Mais quel est ce jeu horrible?"

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Profil Posté le 22 Avril 2008 à 21:50
goudarf
Membre
Rang : Mignon

Points MT : 634
Membre depuis le 28 / 05 / 06
...

Quelqu'un aurait-il la story-line de Shadowmoor ?
Merci :)

_______________________________

Petit à petit le joueur fait son deck...

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Profil Posté le 24 Avril 2008 à 16:33
momolafrite7
Membre
Rang : Apprenti

Points MT : 21
Membre depuis le 27 / 02 / 08
lu

les cartes sont pastoutes nouvelles en plus il ya pratiquement ke des deux couleur sur les cartes et desfois c'est bien mais desfois sa ne m'interresse pas
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Profil Posté le 26 Avril 2008 à 12:39
Trex
Membre
Rang : Feu follet

Points MT : 80
Membre depuis le 17 / 02 / 08
...

Bon Citer

Maintenant que j'ai la liste complète:

Je trouve que c'est de la boue comme édition, en tant que joueur de legacy en tout cas, il n'y a rien de jouable, à part à la rigueur:

Tattermunge Liege* -
Creature - Goblin Knight (Rare)
Trample
Other red creatures you control get +1/+1.
Other green creatures you control get +1/+1.
3/4

Un goblin king qui résite à 3 pestes artificielles et qui se pose à la vial

Et ensuite:

Tattermunge Maniac
creature- Goblin Warrior (unco)
Tattermunde maniac attacks each turn if possible.
2/1
Ca permet de tapper, il faut voir à remplacer qu'elle carte, les places sont très chères...

Et surtout:
Vexing Shusher -
Creature - Goblin Shaman (Rare)
Vexing Shusher can't be countered by spells or abilities.
: Target spell can't be countered by spells or abilities.
2/2
Anti cotV, anti control... extrêmement puissant!

Et ca doit bien être tout... également manamorphose dans certains deck (belcher...)
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Profil Posté le 01 Mai 2008 à 15:54
cormega
Membre
Rang : Apprenti

Points MT : 0
Membre depuis le 17 / 09 / 07
...

Je suis entièrement d'accord. Vexing shusher est la seule chose intéressante pour jouer en legacy niveau aggro gob.
Manamorphose est également fort, vive le storm ^_^
Divinité de respect est à mettre en suspens, mais ça peut-être fort en big blue (splasher noir pour jouer peste artificielle :=); ça peut marcher avec pyroclasme évidemment, tremblement de terre etc...)
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Profil Posté le 03 Mai 2008 à 01:05
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