Set:
Kaldheim
Type:
Legendary Creature — God
Rarity:
Mythic
Cost:
{1}{B}
When Valki enters the battlefield, each opponent reveals their hand. For each opponent, exile a creature card t...
Set:
Kaldheim
Type:
Snow Land — Island Swamp
Rarity:
Common
({T}: Add {U} or {B}.)Ice Tunnel enters the battlefield tapped.
"The ice cracked underfoot; strange shapes swam beneath the su...
Set:
Kaldheim
Type:
Legendary Creature — God
Rarity:
Mythic
Cost:
{3}{U}{U}
Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile.At the beginning of you...
Set:
Kaldheim
Type:
Legendary Creature — God
Rarity:
Rare
Cost:
{2}{G}{G}
As long as you control three or more legendary creatures, Kolvori gets +4/+2 and has vigilance.{1}{G}, {T}: Lo...
Set:
Kaldheim
Type:
Legendary Planeswalker — Niko
Rarity:
Mythic
Cost:
{X}{W}{U}{U}
When Niko Aris enters the battlefield, create X Shard tokens. (They're enchantments with "{2}, Sacri...
Set:
Kaldheim
Type:
Legendary Planeswalker — Niko
Rarity:
Mythic
Cost:
{X}{W}{U}{U}
When Niko Aris enters the battlefield, create X Shard tokens. (They're enchantments with "{2}, Sacri...
Set:
Kaldheim
Type:
Creature — Elf Warrior
Rarity:
Rare
Cost:
{1}{G}
Whenever one or more other Elves enter the battlefield under your control, create a 1/1 green Elf Warrior creature ...
Set:
Kaldheim
Type:
Creature — Troll Warrior
Rarity:
Rare
Cost:
{G}{G}{G}
TrampleWhen Old-Growth Troll dies, if it was a creature, return it to the battlefield. It's an Aura enchantmen...
Set:
Kaldheim
Type:
Legendary Creature — God
Rarity:
Mythic
Cost:
{1}{B}
When Valki enters the battlefield, each opponent reveals their hand. For each opponent, exile a creature card t...
Set:
Kaldheim
Type:
Legendary Creature — God
Rarity:
Mythic
Cost:
{3}{U}{U}
Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile.At the beginning of you...
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. '