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1 – 60 of 151 cards where the text includes “+0/+” and the color identity ≤ BGW

Abbey Matron {2}{W}

Creature — Human Cleric

{W}, {T}: Abbey Matron gets +0/+3 until end of turn.

1/3
Accorder's Shield {0}

Artifact — Equipment

Equipped creature gets +0/+3 and has vigilance. (Attacking doesn’t cause it to tap.)

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Adarkar Sentinel {5}

Artifact Creature — Soldier

{1}: Adarkar Sentinel gets +0/+1 until end of turn.

3/3
A-Dwarfhold Champion {1}{W}

Creature — Dwarf Warrior

Ward {1}

As long as Dwarfhold Champion is equipped, it gets +0/+2.

3/1
Affa Guard Hound {2}{W}

Creature — Dog

Flash (You may cast this spell any time you could cast an instant.)

When Affa Guard Hound enters the battlefield, target creature gets +0/+3 until end of turn.

2/2
Angelic Protector {3}{W}

Creature — Angel

Flying

Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.

2/2
Archangel of Strife {5}{W}{W}

Creature — Angel

Flying

As Archangel of Strife enters the battlefield, each player chooses war or peace.

Creatures controlled by players who chose war get +3/+0.

Creatures controlled by players who chose peace get +0/+3.

6/6
Armor of Faith {W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1.

{W}: Enchanted creature gets +0/+1 until end of turn.

Armor Sliver {2}{W}

Creature — Sliver

All Sliver creatures have “{2}: This creature gets +0/+1 until end of turn.”

2/2
Armory Mice {1}{W}

Creature — Mouse

Celebration — Armory Mice gets +0/+2 as long as two or more nonland permanents entered the battlefield under your control this turn.

3/1
Assault Formation {1}{G}

Enchantment

Each creature you control assigns combat damage equal to its toughness rather than its power.

{G}: Target creature with defender can attack this turn as though it didn’t have defender.

{2}{G}: Creatures you control get +0/+1 until end of turn.

Aven Flock {4}{W}

Creature — Bird Soldier

Flying (This creature can’t be blocked except by creatures with flying or reach.)

{W}: Aven Flock gets +0/+1 until end of turn.

2/3
Aven Warcraft {2}{W}

Instant

Creatures you control get +0/+2 until end of turn.

Threshold — If seven or more cards are in your graveyard, choose a color. Creatures you control also gain protection from the chosen color until end of turn.

Baldin, Century Herdmaster {4}{W}{W}

Legendary Creature — Human Warrior

As long as it’s your turn, each creature assigns combat damage equal to its toughness rather than its power.

Whenever Baldin, Century Herdmaster attacks, up to one hundred target creatures each get +0/+X until end of turn, where X is the number of cards in your hand.

0/7
Bar the Door {2}{W}

Instant

Creatures you control get +0/+4 until end of turn.

Battle Cry {2}{W}

Instant

Untap all white creatures you control.

Whenever a creature blocks this turn, it gets +0/+1 until end of turn.

Bazaar Krovod {4}{W}

Creature — Beast

Whenever Bazaar Krovod attacks, another target attacking creature gets +0/+2 until end of turn. Untap that creature.

2/5
Beacon Hawk {1}{W}

Creature — Bird

Flying

Whenever Beacon Hawk deals combat damage to a player, you may untap target creature.

{W}: Beacon Hawk gets +0/+1 until end of turn.

1/1
Blessed Orator {3}{W}

Creature — Human Cleric

Other creatures you control get +0/+1.

1/4
Borrowed Grace {2}{W}

Instant

Escalate {1}{W} (Pay this cost for each mode chosen beyond the first.)

Choose one or both —

• Creatures you control get +2/+0 until end of turn.

• Creatures you control get +0/+2 until end of turn.

Bride's Gown {1}{W}

Artifact — Equipment

Equipped creature gets +2/+0. It gets an additional +0/+2 and has first strike as long as an Equipment named Groom’s Finery is attached to a creature you control.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Builder's Blessing {3}{W}

Enchantment

Untapped creatures you control get +0/+2.

Burrenton Shield-Bearers {4}{W}

Creature — Kithkin Soldier

Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn.

3/3
Capashen Templar {2}{W}

Creature — Human Knight

{W}: Capashen Templar gets +0/+1 until end of turn.

2/2
Carapace {G}

Enchantment — Aura

Enchant creature

Enchanted creature gets +0/+2.

Sacrifice Carapace: Regenerate enchanted creature.

Castle {3}{W}

Enchantment

Untapped creatures you control get +0/+2.

Castle Raptors {4}{W}

Creature — Bird Soldier

Flying

As long as Castle Raptors is untapped, it gets +0/+2.

3/3
Cathar's Shield {0}

Artifact — Equipment

Equipped creature gets +0/+3 and has vigilance.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Charging Paladin {2}{W}

Creature — Human Knight

Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.

2/2
Chief of the Scale {W}{B}

Creature — Human Warrior

Other Warrior creatures you control get +0/+1.

2/3
Chosen by Heliod {1}{W}

Enchantment — Aura

Enchant creature

When Chosen by Heliod enters the battlefield, draw a card.

Enchanted creature gets +0/+2.

Conclave's Blessing {3}{W}

Enchantment — Aura

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature’s color.)

Enchant creature

Enchanted creature gets +0/+2 for each other creature you control.

Crenellated Wall {4}

Artifact Creature — Wall

Defender (This creature can’t attack.)

{T}: Target creature gets +0/+4 until end of turn.

0/4
Crowd Favorites {6}{W}

Creature — Human Soldier

{3}{W}: Tap target creature.

{3}{W}: Crowd Favorites gets +0/+5 until end of turn.

4/4
Daru Spiritualist {1}{W}

Creature — Human Cleric

Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.

1/1
Defender of the Order {3}{W}

Creature — Human Cleric

Morph {W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn.

2/4
Defensive Maneuvers {3}{W}

Instant

Creatures of the creature type of your choice get +0/+4 until end of turn.

Drogskol Shieldmate {2}{W}

Creature — Spirit Soldier

Flash (You may cast this spell any time you could cast an instant.)

When Drogskol Shieldmate enters the battlefield, other creatures you control get +0/+1 until end of turn.

2/3
Dwarfhold Champion {1}{W}

Creature — Dwarf Warrior

As long as Dwarfhold Champion is equipped, it gets +0/+2.

3/1
Eland Umbra {1}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +0/+4.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Elven Fortress {G}

Enchantment

{1}{G}: Target blocking creature gets +0/+1 until end of turn.

Endoskeleton {2}

Artifact

You may choose not to untap Endoskeleton during your untap step.

{2}, {T}: Target creature gets +0/+3 for as long as Endoskeleton remains tapped.

Faerie Noble {2}{G}

Creature — Faerie Noble

Flying

Other Faerie creatures you control get +0/+1.

{T}: Other Faerie creatures you control get +1/+0 until end of turn.

1/2
Fight the _____ Fight {1}{G}

Enchantment — Aura

Enchant creature you control

When this Aura enters the battlefield, you may put a name sticker on it. When you do, enchanted creature fights up to one target creature you don’t control.

Enchanted creature gets +0/+2 for each name sticker on this Aura with eight or more letters.

Fortify {2}{W}

Instant

Choose one —

• Creatures you control get +2/+0 until end of turn.

• Creatures you control get +0/+2 until end of turn.

Fortifying Provisions {2}{W}

Enchantment

Creatures you control get +0/+1.

When Fortifying Provisions enters the battlefield, create a Food token. (It’s an artifact with “{2}, {T}, Sacrifice this artifact: You gain 3 life.”)

Frankenstein's Monster {X}{B}{B}

Creature — Zombie

As Frankenstein’s Monster enters the battlefield, exile X creature cards from your graveyard. If you can’t, put Frankenstein’s Monster into its owner’s graveyard instead of onto the battlefield. For each creature card exiled this way, Frankenstein’s Monster enters the battlefield with a +2/+0, +1/+1, or +0/+2 counter on it.

0/1
Gallows Warden {4}{W}

Creature — Spirit

Flying

Other Spirit creatures you control get +0/+1.

3/3
Gauntlets of Light {2}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power.

Enchanted creature has “{2}{W}: Untap this creature.”

Gift of Granite {W}

Enchantment — Aura

Flash (You may cast this spell any time you could cast an instant.)

Enchant creature

Enchanted creature gets +0/+2.

Gift of the Woods {G}

Enchantment — Aura

Enchant creature

Whenever enchanted creature blocks or becomes blocked, it gets +0/+3 until end of turn and you gain 1 life.

Glory Bearers {3}{W}

Enchantment Creature — Human Cleric

Whenever another creature you control attacks, it gets +0/+1 until end of turn.

3/4
Gnarled Sage {3}{G}{G}

Creature — Treefolk Druid

Reach (This creature can block creatures with flying.)

As long as you’ve drawn two or more cards this turn, Gnarled Sage gets +0/+2 and has vigilance. (Attacking doesn’t cause it to tap.)

4/4
Goldwarden's Helm {2}{W}

Artifact — Equipment

For Mirrodin! (When this Equipment enters the battlefield, create a 2/2 red Rebel creature token, then attach this to it.)

Equipped creature gets +0/+1.

Equip {1}{W} ({1}{W}: Attach to target creature you control. Equip only as a sorcery.)

Great Defender {W}

Instant

Target creature gets +0/+X until end of turn, where X is its mana value.

Groom's Finery {1}{B}

Artifact — Equipment

Equipped creature gets +2/+0. It gets an additional +0/+2 and has deathtouch as long as an Equipment named Bride’s Gown is attached to a creature you control.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Hardy Veteran {1}{G}

Creature — Human Warrior

As long as it’s your turn, Hardy Veteran gets +0/+2.

2/2
Healer's Headdress {2}

Artifact — Equipment

Equipped creature gets +0/+2 and has “{T}: Prevent the next 1 damage that would be dealt to any target this turn.”

{W}{W}: Attach Healer’s Headdress to target creature you control.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Hold the Gates {2}{W}

Enchantment

Creatures you control get +0/+1 for each Gate you control and have vigilance.

Holy Armor {W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +0/+2.

{W}: Enchanted creature gets +0/+1 until end of turn.

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