Blue Black Zombie Pirate Captain Magic the Gathering
Abzan Skycaptain (4) Flying When Abzan Skycaptain dies, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) |
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Adriana, Captain of the Guard (5) Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.) |
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Angelic Captain (5) Flying Whenever Angelic Captain attacks, it gets +1/+1 until end of turn for each other attacking Ally. |
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Angrath, Captain of Chaos (4) Creatures you control have menace. −2: Amass 2. (Put two +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.) |
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Asari Captain (5) Haste Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control. |
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Blaring Captain (4) Partner with Blaring Recruiter (When this creature enters the battlefield, target player may put Blaring Recruiter into their hand from their library, then shuffle.) Whenever Blaring Captain attacks, attacking Warriors get +1/+1 until end of turn. |
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Captain Eberhart (2) Double strike Spells cast from among cards you drew this turn cost less to cast. Spells cast from among cards your opponents drew this turn cost more to cast. |
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Captain Lannery Storm (3) Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn. |
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Captain N'ghathrod (5) Horrors you control have menace. Whenever a Horror you control deals combat damage to a player, that player mills that many cards. At the beginning of your end step, choose target artifact or creature card in an opponent's graveyard that was put there from their library this turn. Put it onto the battlefield under your control. |
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Captain of the Mists (3) Whenever another Human enters the battlefield under your control, untap Captain of the Mists. , : You may tap or untap target permanent. |
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Captain of the Watch (6) Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When Captain of the Watch enters the battlefield, create three 1/1 white Soldier creature tokens. |
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Captain Ripley Vance (3) Whenever you cast your third spell each turn, put a +1/+1 counter on Captain Ripley Vance, then it deals damage equal to its power to any target. |
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Captain Sisay (4) : Search your library for a legendary card, reveal that card, put it into your hand, then shuffle. |
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Captain Vargus Wrath (2) Whenever Captain Vargus Wrath attacks, Pirates you control get +1/+1 until end of turn for each time you've cast a commander from the command zone this game. |
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Captain's Call (4) Create three 1/1 white Soldier creature tokens. |
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Captain's Claws (2) Equipped creature gets +1/+0. Whenever equipped creature attacks, create a 1/1 white Kor Ally creature token that's tapped and attacking. Equip |
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Captain's Hook (3) Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types. Whenever Captain's Hook becomes unattached from a permanent, destroy that permanent. Equip |
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Captain's Maneuver (2) The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead. |
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Catapult Captain (0) , , Sacrifice another creature: Target opponent loses life equal to the sacrificed creature's toughness. |
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Corsair Captain (3) When Corsair Captain enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Other Pirates you control get +1/+1. |
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Crew Captain (3) Haste Crew Captain has indestructible as long as it entered the battlefield this turn. |
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Dire Fleet Captain (2) Whenever Dire Fleet Captain attacks, it gets +1/+1 until end of turn for each other attacking Pirate. |
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Diregraf Captain (3) Deathtouch Other Zombie creatures you control get +1/+1. Whenever another Zombie you control dies, target opponent loses 1 life. |
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Drogskol Captain (3) Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.) |
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Dromoka Captain (3) First strike Whenever Dromoka Captain attacks, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.) |
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Emberwilde Captain (4) When Emberwilde Captain enters the battlefield, you become the monarch. Whenever an opponent attacks you while you're the monarch, Emberwilde Captain deals damage to that player equal to the number of cards in their hand. |
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Emeria Captain (4) Flying, vigilance When Emeria Captain enters the battlefield, put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) |
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Fathom Fleet Captain (2) Menace Whenever Fathom Fleet Captain attacks, if you control another nontoken Pirate, you may pay . If you do, create a 2/2 black Pirate creature token with menace. |
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Greven, Predator Captain (5) Menace Greven, Predator Captain gets +X/+0, where X is the amount of life you've lost this turn. Whenever Greven attacks, you may sacrifice another creature. If you do, you draw cards equal to that creature's power and you lose life equal to that creature's toughness. |
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Grim Captain's Call (3) Return a Pirate card from your graveyard to your hand, then do the same for Vampire, Dinosaur, and Merfolk. |
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Hamlet Captain (2) Whenever Hamlet Captain attacks or blocks, other Humans you control get +1/+1 until end of turn. |
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Hanweir Militia Captain (2) At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain. |
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Hobgoblin Captain (2) Pack tactics — Whenever Hobgoblin Captain attacks, if you attacked with creatures with total power 6 or greater this combat, Hobgoblin Captain gains first strike until end of turn. |
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Honored Crop-Captain (2) Whenever Honored Crop-Captain attacks, other attacking creatures get +1/+0 until end of turn. |
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Inquisitor Captain (4) Vigilance When Inquisitor Captain enters the battlefield, if there are twenty or more creature cards with mana value 3 or less among cards in your graveyard, hand, and library, seek two creature cards with mana value 3 or less. Put one of them onto the battlefield and shuffle the other into your library. |
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Inspiring Captain (4) When Inspiring Captain enters the battlefield, creatures you control get +1/+1 until end of turn. |
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Jhoira, Weatherlight Captain (4) Whenever you cast a historic spell, draw a card. (Artifacts, legendaries, and Sagas are historic.) |
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Kalemne's Captain (5) Vigilance : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Kalemne's Captain becomes monstrous, exile all artifacts and enchantments. |
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Kjeldoran Skycaptain (5) Flying; first strike; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) |
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Knight-Captain of Eos (5) When Knight-Captain of Eos enters the battlefield, create two 1/1 white Soldier creature tokens. , Sacrifice a Soldier: Prevent all combat damage that would be dealt this turn. |
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Nezumi Road Captain (0) Menace Vehicles you control have menace. (They can't be blocked except by two or more creatures.) |
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Orcish Captain (1) : Flip a coin. If you win the flip, target Orc creature gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn. |
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Perimeter Captain (1) Defender Whenever a creature you control with defender blocks, you may gain 2 life. |
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Pianna, Nomad Captain (3) Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn. |
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Precinct Captain (2) First strike Whenever Precinct Captain deals combat damage to a player, create a 1/1 white Soldier creature token. |
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Preeminent Captain (3) First strike (This creature deals combat damage before creatures without first strike.) Whenever Preeminent Captain attacks, you may put a Soldier creature card from your hand onto the battlefield tapped and attacking. |
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Ramosian Captain (3) First strike , : Search your library for a Rebel permanent card with mana value 4 or less, put it onto the battlefield, then shuffle. |
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Ranger-Captain of Eos (3) When Ranger-Captain of Eos enters the battlefield, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle. Sacrifice Ranger-Captain of Eos: Your opponents can't cast noncreature spells this turn. |
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Relief Captain (4) When Relief Captain enters the battlefield, support 3. (Put a +1/+1 counter on each of up to three other target creatures.) |
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Rogue Skycaptain (3) Flying At the beginning of your upkeep, put a wage counter on Rogue Skycaptain. You may pay for each wage counter on it. If you don't, remove all wage counters from Rogue Skycaptain and an opponent gains control of it. |
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Search Party Captain (4) This spell costs less to cast for each creature you attacked with this turn. When Search Party Captain enters the battlefield, draw a card. |
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Sigil Captain (4) Whenever a creature enters the battlefield under your control, if that creature is 1/1, put two +1/+1 counters on it. |
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Siona, Captain of the Pyleas (3) When Siona, Captain of the Pyleas enters the battlefield, look at the top seven cards of your library. You may reveal an Aura card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever an Aura you control becomes attached to a creature you control, create a 1/1 white Human Soldier creature token. |
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Smuggler Captain (4) Draft Smuggler Captain face up. As you draft a card, you may reveal it, note its name, then turn Smuggler Captain face down. When Smuggler Captain enters the battlefield, you may search your library for a card with a name you noted for cards named Smuggler Captain, reveal it, put it into your hand, then shuffle. |
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Squad Captain (5) Vigilance Squad Captain enters the battlefield with a +1/+1 counter on it for each other creature you control. |
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Stromkirk Captain (3) First strike Other Vampire creatures you control get +1/+1 and have first strike. |
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Truefire Captain (4) Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever Truefire Captain is dealt damage, it deals that much damage to target player. |
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Tuskguard Captain (3) Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has trample. |
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Source: https://gatherer.wizards.com/pages/card/details.aspx?printed=true&name=Captain
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