Set:
Gatecrash
Type:
Enchantment
Rarity:
Rare
Cost:
{3}{G}
{1}{G}, Remove one or more +1/+1 counters from among creatures you control: Create an X/X green Ooze creature token, where X ...
Set:
Gatecrash
Type:
Creature — Angel
Rarity:
Rare
Cost:
{4}{W}{W}
FlyingAt the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that a...
Set:
Gatecrash
Type:
Creature — Zombie
Rarity:
Uncommon
Cost:
{1}{B}
Wight of Precinct Six gets +1/+1 for each creature card in your opponents' graveyards.
Even the lost and undead nee...
Set:
Gatecrash
Type:
Legendary Planeswalker — Gideon
Rarity:
Mythic
Cost:
{2}{W}{W}
+1: Put a loyalty counter on Gideon, Champion of Justice for each creature target opponent controls....
Set:
Gatecrash
Type:
Instant
Rarity:
Common
Cost:
{1}{R}{R}
Massive Raid deals damage to any target equal to the number of creatures you control.
"The Boros lack vision. Give them a co...
Set:
Gatecrash
Type:
Sorcery
Rarity:
Rare
Cost:
{X}{W/B}{W/B}{W/B}
Return each creature card with mana value X from your graveyard to the battlefield.
"The fine print of countless cont...
Set:
Gatecrash
Type:
Instant
Rarity:
Uncommon
Cost:
{1}{G}
Creatures you control get +0/+5 and gain reach until end of turn.
"The drakes are practice. We may one day need to bring down...
Set:
Gatecrash
Type:
Creature — Human Wizard
Rarity:
Rare
Cost:
{2}{G}{U}
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or t...
Set:
Gatecrash
Type:
Artifact
Rarity:
Uncommon
Cost:
{3}
{T}: Add {U} or {B}.{U}{B}: Dimir Keyrune becomes a 2/2 blue and black Horror artifact creature until end of turn and can't be ...
Set:
Gatecrash
Type:
Creature — Human Wizard
Rarity:
Uncommon
Cost:
{W}{B}
{1}{W}{B}: Target creature gains lifelink until end of turn.{1}{W}{B}: Whenever you gain life this turn, each...
Set:
Gatecrash
Type:
Land — Gate
Rarity:
Common
Simic Guildgate enters the battlefield tapped.{T}: Add {G} or {U}.
Enter and comprehend the perfection of orchestrated life.
Set:
Gatecrash
Type:
Instant
Rarity:
Common
Cost:
{1}{U}{B}
Counter target spell. Its controller mills two cards.
Until more information could be gleaned about Niv-Mizzet's intentions,...
Set:
Gatecrash
Type:
Creature — Elf Wizard
Rarity:
Uncommon
Cost:
{G}{U}
{G}{U}: This turn, each creature you control enters the battlefield with an additional +1/+1 counter on it.{G}{...
Set:
Gatecrash
Type:
Instant
Rarity:
Uncommon
Cost:
{U}{B}
Choose one —• Counter target sorcery spell.• Destroy target creature with power 2 or less.• Look at the top three cards of ta...
Set:
Gatecrash
Type:
Legendary Creature — Merfolk Wizard
Rarity:
Mythic
Cost:
{2}{G}{G}{U}{U}
Prime Speaker Zegana enters the battlefield with X +1/+1 counters on it, where X is the gr...
Set:
Gatecrash
Type:
Creature — Bird Mutant
Rarity:
Common
Cost:
{U}
FlyingEvolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or ...
Set:
Gatecrash
Type:
Artifact — Equipment
Rarity:
Rare
Cost:
{2}
Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose ne...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '