Whenever you summon, flip a coin — on tails, summon a 1/1 Sun Wukong token. Once per turn.
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Every deity and card in God Card. Filter by type or element to plan your covenant.
At the start of your turn, if your maximum energy is 10 or higher, deal 1 damage to a random enemy warrior.
Whenever one of your warriors is destroyed, gain 1 energy (max once per turn).
Your deity takes 1 less damage from each source (minimum 1).
When this attacks, it deals 1 extra damage if you control another Fire warrior.
Guardian: enemy warriors must attack this before your deity.
When summoned, return an enemy warrior with 2 or less attack to its owner's hand.
Swift: may attack the turn it is summoned.
At the start of your turn, restore 1 life point to you.
When this is destroyed, deal 2 damage to the enemy deity.
When this deals damage to a warrior, deal 1 damage to another enemy warrior.
When this attacks a warrior, that warrior cannot attack on its controller's next turn.
Token. Created by Sun Wukong's Monkey Business.
When summoned, deal 3 damage split as you choose among enemy warriors.
Cannot be targeted by Miracles. When summoned, return all enemy warriors with 3 or less defense to hand.
Deal 3 damage to a warrior.
Return target warrior to its owner's hand. Draw a card.
Deal 2 damage to an enemy warrior, then 2 damage to another, then 2 to a third.
An enemy warrior cannot attack or be summoned-from for 1 full turn.
Destroy a friendly warrior. Draw 2 cards and gain 2 energy.
Prevent the next damage dealt to a friendly warrior or your deity this turn.
When an enemy warrior declares an attack, redirect it to another enemy warrior.
Deal 4 damage to an attacking warrior. May be played on either player's turn.
Attach to a warrior. It gains +2 attack.
Attach to a warrior or deity. It gains +3 defense and takes 1 less damage from spells.
Attach to a warrior. It gains Swift and +1 attack.
Continuous: whenever you summon a Fire warrior, deal 1 damage to the enemy deity.
Continuous: whenever a warrior is destroyed, its controller's opponent gains 1 energy.
Continuous: at the start of your turn, restore 2 life points to you.
Delayed: after 1 turn, summon a 7/7 Colossus warrior to an empty warrior slot.
Delayed: after 1 turn, freeze all enemy warriors for their controller's next turn.
Delayed: after 1 turn, deal 5 damage split among any enemies as you choose.
When summoned, deal 1 damage to an enemy warrior.
When this is destroyed, deal 2 damage to the enemy deity.
Trample: excess combat damage carries over to the enemy deity.
Guardian: enemy warriors must attack this before your other warriors.
At the start of your turn, restore 1 life.
When summoned, draw a card, then discard a card.
When summoned, look at the top card of your deck; you may put it on the bottom.
When summoned, return an enemy warrior to its owner's hand.
Cannot be blocked by warriors with 4 or more defense.
Swift: can attack the turn it is summoned.
Flying: can only be blocked by Air warriors. When summoned, draw a card.
This gets +1 attack for each other Air card you control.
When this is destroyed, restore 2 life.
When summoned, restore 3 life.
Lifelink: whenever this deals damage, restore that much life to you.
When this is destroyed, create a 1/1 Skeleton warrior in an empty warrior slot.
Whenever another friendly warrior is destroyed, this gains +1/+1.
When summoned, all other warriors get -1 defense until end of turn.
Cannot be targeted by enemy Miracles or Spells.
Vigilance: does not exhaust when it attacks, so it can still block.
Other friendly warriors take 1 less damage from Spells and Miracles.
When summoned, discard a random card, then deal 3 damage to an enemy warrior.
When this is dealt damage but survives, deal that much damage to a random enemy warrior.
Deal 2 damage to an enemy warrior or the enemy deity.
Deal 4 damage split as you choose among enemy warriors.
Return an enemy warrior to its owner's hand.
Return all warriors with 2 or less defense to their owners' hands.
Draw 2 cards.
Destroy an enemy warrior with 3 or less attack.
Restore 5 life.
Return a warrior from your graveyard to your hand.
An enemy warrior gets -2/-2 until end of turn.
Destroy all warriors.
Take control of an enemy warrior until the end of your next turn.
When an enemy warrior declares an attack, destroy it.
Prevent all combat damage this turn.
Negate the activation of an enemy Spell and destroy it.
A friendly warrior gains +2/+2 until end of turn.
When a friendly warrior is destroyed, deal 2 damage to the enemy deity.
Attach to a warrior. It gains +2 attack and Trample.
Attach to a warrior. It cannot be targeted by Spells or Miracles.
Attach to a warrior. It gains +1/+1 and your other warriors gain +1 attack.
Attach to a warrior. Whenever it deals combat damage, restore that much life to you.
Continuous: your warriors have +1 attack.
Continuous: the first time each of your warriors would be destroyed each turn, prevent it instead.
Continuous: the first time a warrior is destroyed each turn, draw a card.
Delayed: after 1 turn, summon two 2/2 Acolyte warriors to empty warrior slots.
Delayed: after 1 turn, destroy all enemy warriors and deal 3 damage to the enemy deity.
When summoned, deal 2 damage to an enemy warrior. This cannot be destroyed by Spells.
Cannot be targeted by enemy Spells or Miracles. Whenever this deals combat damage, draw a card.
When summoned, destroy an enemy warrior. This takes no combat damage from warriors with less attack than it.
No cards match those filters.