Set:
Magic Origins
Type:
Sorcery
Rarity:
Common
Cost:
{1}{R}
Create two 1/1 red Goblin creature tokens.
Goblins journey to the sacrificial peaks in pairs so that the rare survivor migh...
Set:
Magic Origins
Type:
Land
Rarity:
Common
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Without the inter...
Set:
Magic Origins
Type:
Instant
Rarity:
Common
Cost:
{W}
Target creature gets +1/+1 until end of turn. Prevent all damage that would be dealt to it this turn. If it's renowned, untap ...
Set:
Magic Origins
Type:
Sorcery
Rarity:
Common
Cost:
{1}{W}{W}
Creatures you control get +2/+1 until end of turn.Spell mastery — If there are two or more instant and/or sorcery cards ...
Set:
Magic Origins
Type:
Sorcery
Rarity:
Uncommon
Cost:
{1}{G}
Reveal the top five cards of your library. You may put a creature card from among them into your hand. Put the rest into ...
Set:
Magic Origins
Type:
Sorcery
Rarity:
Rare
Cost:
{X}{U}{U}
Return all nonland permanents with mana value X or less to their owners' hands.
The sea respects no boundaries, least of a...
Set:
Magic Origins
Type:
Instant
Rarity:
Uncommon
Cost:
{4}{B}
Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to y...
Set:
Magic Origins
Type:
Creature — Zombie
Rarity:
Common
Cost:
{1}{U}
When Screeching Skaab enters the battlefield, mill two cards.
Its screeching is the sound of you losing your mind...
Set:
Magic Origins
Type:
Creature — Pegasus
Rarity:
Rare
Cost:
{2}{W}
FlyingNoncreature spells cost {1} more to cast.
It's the favored mount of military commanders as well as anyone wi...
Set:
Magic Origins
Type:
Sorcery
Rarity:
Common
Cost:
{2}{B}
Target player discards two cards.
"It saddens me to lose a source of inspiration. This one seemed especially promising." —A...
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. '