21 cards found
Aether Channeler

Aether Channeler {2}{U}

Creature - Human Wizard
When Aether Channeler enters the battlefield, choose one —
• Create a 1/1 white Bird creature token with flying.
• Return another target nonland permanent to its owner's hand.
• Draw a card.
Barkchannel Pathway
Tidechannel Pathway

Barkchannel Pathway

{T}: Add {G}.
"Listen! The trees tell tales of their ancestors in the whisper-song of leaves."
—Inga Rune-Eyes
Card has other part: Tidechannel Pathway

Channel {G}{G}

Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add {C}.
"As long as you are breathing, you always have something more to give."
—Valentin, Witherbloom dean
Channel Harm

Channel Harm {5}{W}

Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
  • Fate Reforged
Channel the Suns

Channel the Suns {3}{G}

Add {W}{U}{B}{R}{G}.
To some the birth of the fifth sun was a sign of doom. To others it was a sign of salvation. But to all it was a sign.
  • Fifth Dawn
Channeled Force

Channeled Force {2}{U}{R}

As an additional cost to cast this spell, discard X cards.
Target player draws X cards. Channeled Force deals X damage to up to one target creature or planeswalker.
Few monsters challenged Narset after they sensed her power.
  • Ikoria: Lair of Behemoths
Channeler Initiate

Channeler Initiate {1}{G}

Creature - Human Druid
When Channeler Initiate enters the battlefield, put three -1/-1 counters on target creature you control.
{T}, Remove a -1/-1 counter from Channeler Initiate: Add one mana of any color.
Chaos Channeler

Chaos Channeler {2}{R}{R}

Creature - Human Shaman
Wild Magic Surge — Whenever Chaos Channeler attacks, roll a d20.
1—9 | Exile the top card of your library. You may play it this turn.
10—19 | Exile the top two cards of your library. You may play them this turn.
20 | Exile the top three cards of your library. You may play them this turn.
  • Adventures in the Forgotten Realms
Deepchannel Mentor

Deepchannel Mentor {5}{U}

Creature - Merfolk Rogue
Blue creatures you control can't be blocked.
The rivers can no longer provide safe passage for travelers and commerce. They serve only as highways for raiders and channels for blood and woe.
  • Shadowmoor
Dragon's Rage Channeler

Dragon's Rage Channeler {R}

Creature - Human Shaman
Whenever you cast a noncreature spell, surveil 1.
Delirium — As long as there are four or more card types among cards in your graveyard, Dragon's Rage Channeler gets +2/+2, has flying, and attacks each combat if able.
Ezzaroot Channeler

Ezzaroot Channeler {5}{G}

Creature - Treefolk Druid
Creature spells you cast cost {X} less to cast, where X is the amount of life you gained this turn.
{T}: You gain 2 life.
Flame Channeler
Embodiment of Flame

Flame Channeler {1}{R}

Creature - Human Wizard
When a spell you control deals damage, transform Flame Channeler.
At the edge of night, on the cusp of winter, the allure of fire grows ever stronger.
Card has other part: Embodiment of Flame
Flowstone Channeler

Flowstone Channeler {2}{R}

Creature - Human Spellshaper
{1}{R}, {T}, Discard a card: Target creature gets +1/-1 and gains haste until end of turn.
With the evincars gone, flowstone became erratic and wild, a source of power for mages more desperate than wise.
  • Time Spiral
Flux Channeler

Flux Channeler {2}{U}

Creature - Human Wizard
Whenever you cast a noncreature spell, proliferate.
"Inform our allies in the Tenth and throw the circuit. It's about to get weird."
  • War of the Spark

Geistchanneler {1}{U}

Creature - Human Wizard
When Geistchanneler enters the battlefield, choose an instant or sorcery card in your hand with mana value 3 or greater. It perpetually gains "This spell costs {2} less to cast."
  • Alchemy: Innistrad
Kozilek's Channeler

Kozilek's Channeler {5}

Creature - Eldrazi
{T}: Add {C}{C}.
"In the dark places of our world, something horrible is growing. I fear our foes may be more numerous than we had imagined."
—Nissa Revane
  • Battle for Zendikar
Magmatic Channeler

Magmatic Channeler {1}{R}

Creature - Human Wizard
As long as there are four or more instant and/or sorcery cards in your graveyard, Magmatic Channeler gets +3/+1.
{T}, Discard a card: Exile the top two cards of your library, then choose one of them. You may play that card this turn.
Mul Daya Channelers

Mul Daya Channelers {1}{G}{G}

Creature - Elf Druid Shaman
Play with the top card of your library revealed.
As long as the top card of your library is a creature card, Mul Daya Channelers gets +3/+3.
As long as the top card of your library is a land card, Mul Daya Channelers has "{T}: Add two mana of any one color."
  • Rise of the Eldrazi
Soul Channeling

Soul Channeling {2}{B}

Enchantment - Aura
Enchant creature
Pay 2 life: Regenerate enchanted creature.
Driven by masters more terrible than the Mercadians could imagine, the dark overseers would pay any price to keep their shipwrights working.
  • Mercadian Masques
Tidechannel Pathway
Barkchannel Pathway

Tidechannel Pathway

{T}: Add {U}.
"Trust in the path, and it will bear you to safety."
—Inga Rune-Eyes
Card has other part: Barkchannel Pathway
Wirewood Channeler

Wirewood Channeler {3}{G}

Creature - Elf Druid
{T}: Add X mana of any one color, where X is the number of Elves on the battlefield.
"Your words are meaningless. The rustling of leaves is the only language that makes any sense."