Creature Type ABCs

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lookingupanddown
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Post by lookingupanddown » 6 months ago

Horse Titan 5WWW
Creature - Horse Avatar
Horse Titan costs 3 less to cast if you have at least 15 life more than your starting life total.
Vigilance, indestructible
If Horse Titan would leave the battlefield, you may return it to your hand.
It roams the land looking for the source of vitality it was born from. It accepts only those whose strength parallels its own as a rider, and only for one journey.
8/8

Henlock
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Post by Henlock » 6 months ago

Indomitable Stallio gg
Creature - Horse (c)
Indomitable Stallion cannot be the target of spells or abilities you control.
: Indomitable Stallion gains trample until end of turn.
3/3

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dyd
Randomancer
Posts: 1895
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Post by dyd » 5 months ago

Jundmare brg
Creature - Elemental Horse
Haste, trample, menace
When another creature enters the battlefield under your control, sacrifice Jundmare. If you do, put three +1/+1 counters on that creature.
3/3

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JovialJovian
Captain, I object!
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Post by JovialJovian » 5 months ago

Karst Courser 3U
Creature - Horse Fish
Mountainwalk
U: Karst Courser gets +1/-1 until end of turn.
0/6

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lookingupanddown
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Post by lookingupanddown » 5 months ago

Limestone Charger 2W
Artifact Creature - Horse
First strike
Limestone Charger can't attack or block unless its controller cast another spell this turn.
Whenever you cast a white spell, untap Limestone Charger.
The first thing the thieves saw was the massive statue, its reared up hooves gleaming in the torchlight. The last thing they saw were those hooves slamming down upon them.
3/3

Henlock
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Post by Henlock » 5 months ago

Mistmare uu
Creature - Elemental Horse (u)
Prevent all combat damage that would be dealt to and dealt by Mistmare.
uu: Mistmare loses all abilities this turn.
3/3

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dyd
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Post by dyd » 5 months ago

Northern Steed 2gu
Creature - Horse Avatar
Trample
Whenever Northern Steed deals combat damage, you may draw a card. If you do, discard a card.
Whenever Northern Steed and at least one legendary God attack, Northern Steed has base power 8 until end of turn.
2/4

Henlock
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Post by Henlock » 5 months ago

Oniric Steeds 3u
Creature - Horse Illusion (r)
As long as Oniric Steeds is the only card in your hand, you may cast it without paying its mana cost.
When Oniric Steed entera tje battlefield, dtaw a card if mana was spent to cast it.
3/3

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lookingupanddown
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Post by lookingupanddown » 5 months ago

Pony Express 2WW
Creature - Horse Scout
When Pony Express enters the battlefield, if you control four or more Plains, scry 5.
Central to the burgeoning empire's expansion were horses carrying important messages and supplies to frontier outposts.
2/3

Henlock
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Post by Henlock » 5 months ago

Qarsi Stallion 3gg
Creature -Horse (c)
3bb: If Qarsi Stallion is in your graveyard, manifest it.
5/5

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dyd
Randomancer
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Post by dyd » 5 months ago

Ruin Mare 3br
Creature - Horse
Wither
Whenever Ruin Mare enters the battlefield or another nontoken creature or planeswalker dies, Ruin Mare deals 1 damage to each creature and each planeswalker.
5/5

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JovialJovian
Captain, I object!
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Post by JovialJovian » 5 months ago

Stallion Exemplar 4RW
Creature - Horse
Vigilance, haste
Stallion Exemplar attacks each combat if able.
Other attacking Horses you control have indestructible.
Other blocking Horses you control have indestructible.
5/5

Morpic_Tide
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Post by Morpic_Tide » 5 months ago

Tormare 2bbbb
Creature - Nightmare Horse
Menace
Tormare's Power and Toughness are each equal to the number of creatures in graveyards
Whenever a creature blocks or is blocked by Tormare, the controller of that creature loses 3 life unless they sacrifice a nonland permanent or discard a card.
*/*
The tainted earth grants its strength and blights those who would strike it

(how has it taken this far for a Nightmare riff to happen?)

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lookingupanddown
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Post by lookingupanddown » 5 months ago

Undercity Charger 2BB
Creature - Shade Horse
Menace
B: Undercity Charger gets +1/+1 until end of turn.
The moment you realize the hoofbeats are coming from the shadows, it's too late.
2/2

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Indighost
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Post by Indighost » 5 months ago

Valorous Steed 3ww
Creature - Horse
~ costs 1 less to cast if you control a knight.
~ costs 1 less to cast if you control a legendary creature.
Vigilance, lifelink
Whenever ~ attacks you may untap another target attacking creature. If that creature is a knight, it gets +1/+1 until end of turn. If that creature is legendary, it gains indestructible until end of turn.
3/4

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dyd
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Post by dyd » 5 months ago

Warhorse ww
Creature - Horse
Absorb 1
Ward 1
2/2

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JovialJovian
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Post by JovialJovian » 5 months ago

Xathrid Nightmare 4BB
Creature - Nightmare Demon Horse
Haste
When Xathrid Nightmare enters the battlefield, each opponent sacrifices a creature. For each creature that dies this way, you create a 2/2 black Zombie Knight creature token.
Xathrid Nightmare can't attack unless a Knight you control also attacks.
5/5

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lookingupanddown
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Post by lookingupanddown » 5 months ago

Yotian Warhorse 5
Artifact Creature - Horse Construct
First strike
4: Put a +1/+1 counter on target creature you control. Activate only as a sorcery.
When Fallaji raids finally emptied the stables of Kroog, Tawnos began mass production of one of Urza's earlier projects to restore the mounted cavalry.
3/2

Morpic_Tide
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Post by Morpic_Tide » 5 months ago

Zavar Steed 1rb
Creature - Horror Horse
Soulbond
As long as Zavar Steed is paired with another creature, both creatures have -2/-1, Wither, and Provoke
3/4

(if you're wondering, I've sometimes just thrown letters at online glossaries to find words. In this case, "Zavar" is a Hungarian word that, as a noun, broadly translates to "disorder" or "confusion", while as a verb it broadly translates as "to disturb" or "to chase" in relation to a specific subject.)

Next: Spike (which is a subtype where all present official cards use the subtype as the start of the card name...)

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JovialJovian
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Post by JovialJovian » 5 months ago

Alpha Spike 1GG
Creature - Spike
Alpha Spike enters the battlefield with three +1/+1 counters on it.
Whenever another Spike creature enters the battlefield under your control, put a +1/+1 counter on Alpha Spike.
2, Remove a +1/+1 counter from Alpha Spike: Put a +1/+1 counter on target creature.
0/0

Henlock
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Post by Henlock » 5 months ago

Brittle Spike gg
Creature - Spike (u)
Reach
Brittle Spike enters the battlefield with three +1/+1 countera on it.
When Brittle Spike becomes the target of a spell.or ability, remove a +1/+1 counter from it.
0/0

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lookingupanddown
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Post by lookingupanddown » 5 months ago

Cocoon Spike 1GG
Creature - Spike
Defender
Cocoon Spike enters the battlefield with four +1/+1 counters on it.
2, Remove a +1/+1 counter from Cocoon Spike: Put a +1/+1 counter on target creature.
2, Remove a +1/+1 counter from Cocoon Spike: Cocoon Spike loses defender until end of turn.
0/0

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JovialJovian
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Post by JovialJovian » 5 months ago

Dire Spike 6GG
Creature - Spike
Dire Spike enters the battlefield with eight +1/+1 counters on it.
GG, Remove a +1/+1 counter from Dire Spike: Each creature you control with a +1/+1 counter on it gets +2/+2 and gains trample until end of turn.
2, Remove a +1/+1 counter from Dire Spike: Put a +1/+1 counter on target creature.
0/0

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dyd
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Post by dyd » 5 months ago

Exotic Spike 2bg
Creature - Spike
Domain — Exotic Spike enters the battlefield with a +1/+1 counter on it for each basic land type among lands you control.
, Remove a +1/+1 counter from Exotic Spike: Target creature gets -1/-1 until end of turn.
0/0

chochky
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Post by chochky » 5 months ago

Ferocious Spike 1RG
Creature - Spike Berserker
Ferocious Spike enters the battlefield with three +1/+1 counters on it.
2, Remove a +1/+1 counter from Ferocious Spike: Target creature gains menace, trample, and haste until end of turn.
0/0

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