20 cards found
Anger

Anger {3}{R}

Creature - Incarnation
Haste
As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.
"Molten earth has no anger of its own. Only by infusing it with your own rage can the magma seethe and take shape."
—Koth of the Hammer
2/2
Brawn

Brawn {3}{G}

Creature - Incarnation
Trample
As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample.
"'I have arrived,' bellowed Brawn, and the plane shuddered."
—Scroll of Beginnings
3/3
Dread

Dread {3}{B}{B}{B}

Creature - Elemental Incarnation
Fear
Whenever a creature deals damage to you, destroy it.
When Dread is put into a graveyard from anywhere, shuffle it into its owner's library.
6/6
  • Lorwyn
Endurance

Endurance {1}{G}{G}

Creature - Elemental Incarnation
Flash
Reach
When Endurance enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order.
Evoke—Exile a green card from your hand.
3/4
Filth

Filth {3}{B}

Creature - Incarnation
Swampwalk
As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.
"As the portal closed, Filth oozed through. The stench of evil followed it in."
—Scroll of Beginnings
2/2
Fury

Fury {3}{R}{R}

Creature - Elemental Incarnation
Double strike
When Fury enters, it deals 4 damage divided as you choose among any number of target creatures and/or planeswalkers.
Evoke—Exile a red card from your hand.
3/3
Genesis

Genesis {4}{G}

Creature - Incarnation
At the beginning of your upkeep, if Genesis is in your graveyard, you may pay {2}{G}. If you do, return target creature card from your graveyard to your hand.
Not dryad, centaur, or avatar but life itself.
4/4
Glory

Glory {3}{W}{W}

Creature - Incarnation
Flying
{2}{W}: Choose a color. Creatures you control gain protection from the chosen color until end of turn. Activate only if Glory is in your graveyard.
"Glory was gone; Glory was everywhere."
—Scroll of Beginnings
3/3
Grief

Grief {2}{B}{B}

Creature - Elemental Incarnation
Menace
When Grief enters, target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Evoke—Exile a black card from your hand.
3/2
Guile

Guile {3}{U}{U}{U}

Creature - Elemental Incarnation
Guile can't be blocked except by three or more creatures.
If a spell or ability you control would counter a spell, instead exile that spell and you may play that card without paying its mana cost.
When Guile is put into a graveyard from anywhere, shuffle it into its owner's library.
6/6
Hostility

Hostility {3}{R}{R}{R}

Creature - Elemental Incarnation
Haste
If a spell you control would deal damage to an opponent, prevent that damage. Create a 3/1 red Elemental Shaman creature token with haste for each 1 damage prevented this way.
When Hostility is put into a graveyard from anywhere, shuffle it into its owner's library.
6/6
Idris, Soul of the TARDIS

Idris, Soul of the TARDIS {1}{U}{R}

Legendary Creature - Human Incarnation
Vanishing 3
Imprint — When Idris, Soul of the TARDIS enters, exile another artifact you control until Idris leaves the battlefield.
Idris has all activated and triggered abilities of the exiled card and gets +X/+X, where X is the exiled card's mana value.
3/3
Indris, the Hydrostatic Surge

Indris, the Hydrostatic Surge {4}{U}{R}

Legendary Creature - Otter Incarnation
When Indris, the Hydrostatic Surge enters, conjure a card named Lightning Bolt into your library. It perpetually gains storm. Then shuffle.
Whenever you cast an instant or sorcery spell, draw a card.
5/5
Related card: Lightning Bolt
  • Alchemy: Bloomburrow
Personal Incarnation

Personal Incarnation {3}{W}{W}{W}

Creature - Avatar Incarnation
{0}: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Only Personal Incarnation's owner may activate this ability.
When Personal Incarnation dies, its owner loses half their life, rounded up.
6/6
Purity

Purity {3}{W}{W}{W}

Creature - Elemental Incarnation
Flying
If noncombat damage would be dealt to you, prevent that damage. You gain life equal to the damage prevented this way.
When Purity is put into a graveyard from anywhere, shuffle it into its owner's library.
6/6
  • Lorwyn
Solitude

Solitude {3}{W}{W}

Creature - Elemental Incarnation
Flash
Lifelink
When Solitude enters, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
3/2
Subtlety

Subtlety {2}{U}{U}

Creature - Elemental Incarnation
Flash
Flying
When Subtlety enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library.
Evoke—Exile a blue card from your hand.
3/3
Valor

Valor {3}{W}

Creature - Incarnation
First strike
As long as Valor is in your graveyard and you control a Plains, creatures you control have first strike.
"The cracks widened, the shell crumbled, and Valor spread throughout the land."
—Scroll of Beginnings
2/2
Vigor

Vigor {3}{G}{G}{G}

Creature - Elemental Incarnation
Trample
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
6/6
Wonder

Wonder {3}{U}

Creature - Incarnation
Flying
As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.
"It fell silently from the sky and broke the surface without a ripple. Was it even here at all?"
—Fisherman's journal
2/2
Related card: Bind to Secrecy