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KH1

Download Cockatrice files: https://mtg.design/u/TheTrueArtist2827/KH1/cockatrice


  • Save Point(1)(W)(W)

    Enchantment — Aura


    Enchant Land

    Enchanted land has "{X}, {T}: Up to X target creatures phase out.

    Save points are dispersed throughout each world. They are a moments reprieve.


    Illustrated by TheTrueArtist

    001/183

  • Dream Sword(3)

    Artifact — Equipment


    Equipped creature gets +3/+0 and has first strike.

    Equipped creature has "{1}, Gain indestructible until end of turn."

    Equip Warrior {0}

    Equip {2}

    The power of the warrior. Invincible courage. A sword of terrible destruction.


    Illustrated by TheTrueArtist

    002/023

  • Star Crate(1)

    Artifact


    {T}, Sacrifice Star Crate: Prevent all damage that would be dealt to target creature, planeswalker, or player this turn.

    A wooden crate marked with a yellow star on each side.


    Illustrated by TheTrueArtist

    005/

  • Ascend the Stained-Glass Staircase(2)(W)(U)

    Sorcery


    Choose one or both —

    • Ascend — Creatures you control gain flying and hexproof until end of turn.

    • Reflection — Scry 2, then draw a card. If you control a creature with flying, you may put that creature on top of your library.

    If this spell was cast from your library, you may return target creature from your graveyard to your hand.

    The closer you get to the light, the greater your shadow becomes.


    Illustrated by TheTrueArtist

    008/

  • Darkside, Pureblood Heartless(4)(B)(B)

    Creature — Giant Heartless


    Menace, trample, reach

    Legendary Heartless — {3}{B} (Whenever a non-Heartless legendary creature is sent to the graveyard, you may cast this card from your graveyard, for its Legendary Heartless cost.)

    Manifest Darkness — Whenever Darkside, Pureblood Heartless deals combat damage to a player, create a 2/2 black Heartless creature token.

    The closer you get to the light, the greater your shadow becomes.


    5/5

    Illustrated by TheTrueArtist

    009/

  • Dream Rod(3)

    Artifact — Equipment


    Imprint - When Dream Rod is equipped to a creature you may exile an instant card and/or sorcery card from your hand.

    Whenever equipped creature attacks, you may copy one of the imprinted cards and play it for its mana cost.

    Equip Wizard {0}

    Equip {2}

    The power of the mystic. Inner strength. A staff of wonder and ruin.


    Illustrated by TheTrueArtist

    013/027

  • Dream Shield(3)

    Artifact — Equipment


    Equipped creature gets +0/+3 and has ward {1}.

    Equipped creature has “{2}: Untap this creature. It can block an additional creature this turn.”

    Equip {2}

    This ability costs {2} less to activate if it targets a creature that’s already equipped.

    The power of the guardian. Kindness to aid friends. A shield to repel all.


    Illustrated by TheTrueArtist

    013/027

  • Caught in Darkness(1)(W)(W)

    Instant


    Exile target creature. If it's a creature you control return it to the battlefield under your control at the beginning of the next end step.

    "Don't steep yourself in darkness too long. The Heartless consume the careless." - Maleficent


    Illustrated by TheTrueArtist

    027/011

  • Small Chests(2)

    Artifact


    {T}, Sacrifice Small Chests: Roll a d6. Activate only as a sorcery.

    1| Create a Treasure token.

    2-3| Gain 3 life.

    4-5| Draw a card.

    6| You may search your library for an equipment card, reveal it, put it into your hand, then shuffle.

    "The Keyblade can supposedly unlock almost anything" - Leon


    Illustrated by TheTrueArtist

    069/069

  • Star Barrel(2)

    Artifact


    Equipped creature gets +2/–1.

    Equipped creature has “{T}, Sacrifice Star Barrel: Tap target creature. Put a stun counter on that creature. It loses all abilities for as long as it remains tapped.”

    Equip {1}

    A wooden barrel dotted with yellow stars. Phil used them to test Sora when they first met.


    Illustrated by TheTrueArtist

    1/1

  • Dream Choice(1)(W)(W)

    Enchantment


    As Dream Choice enters the battlefield, choose Sword, Shield or Rod

    • Sword - Creatures you control enter the battlefield with a +1/+1 counter on them.

    • Shield - Creatures you control gain ward {2}.

    • Rod - Creature spells you cast cost {1} less to cast.

    If you give it form... It will give you strength. Choose well.


    Illustrated by TheTrueArtist

    1/7

  • Dive to the Heart(2)(W)(U)

    Enchantment Saga


    Search your library for an equipment card with CMC 3 or less, reveal it, attach it to target creature you control, then shuffle your library.


    Illustrated by TheTrueArtist

    1/5

  • Blue Trinity Mark(1)(U)(U)

    Sorcery


    Tap any number of untapped legendary nontoken creatures you control.

    Draw X cards, where X is the number of creatures tapped this way.

    Puppy No. 22, No. 23, and No. 24.


    Illustrated by TheTrueArtist

    111/

  • Merlin and The Fairy Godmother(2)(W)(U)

    Creature — Warlock Wizard Advisor Faerie


    Whenever you cast an instant or sorcery spell, put a +1/+1 counter on up to X target creatures you control, where X is that spell’s mana value.

    {T}, Sacrifice a creature: You may cast target instant or sorcery card from your graveyard with mana value equal to the number of +1/+1 counters on the sacrificed creature without paying its mana cost. If that card would be put into your graveyard this turn, exile it instead.

    Presto!


    2/4

    Illustrated by TheTrueArtist

    112/

  • Shadow Pureblood Heartless(B)

    Creature — Heartless


    Heartless - {1}{B} (Whenever a non-Heartless creature is sent to a graveyard, you may cast this card from your graveyard for its Heartless cost.)

    {1}, gain Shadow until end of turn.

    A Pureblood Heartless that flows across the ground as a shadow, completely immune to attacks.


    1/1

    Illustrated by TheTrueArtist

    163/INF

  • Journey's Beginning(2)(W)(U)(B)

    Sorcery


    Choose one —

    • Dawn — Search your library for up to two basic land cards, put them onto the battlefield tapped with four time counters on them. They gain “At the beginning of your upkeep, remove a time counter from this permanent. Then if it has no time counters on it, sacrifice it.” Then shuffle.

    • Midday — Draw two cards and gain 5 life. If you control three or more creatures, scry 2 before you draw.

    • Dusk — Return target creature card from your graveyard to the battlefield. Put a hexproof counter on it. If you control fewer creatures than an opponent, draw a card.


    Illustrated by TheTrueArtist

    7/