Origins
Origins has 46 creatures: 16 Common, 8 Uncommon, 8 Rare, 8 Holo Rare, 5 Ultra Rare and 1 Secret Rare. Tap any card to see its attacks and where it comes from.
Heal 20 damage from this creature.
Its inner flame keeps burning, even in the pouring rain.
If the die lands on 5 or higher, this attack does 30 more damage.
Its inner flame keeps burning, even in the pouring rain.
If the die lands on 4 or higher, your opponent's Active creature is now Burned and misses its next turn.
If the die lands on 4 or higher, your opponent's Active creature is now Burned and misses its next turn.
If the die lands on 5 or higher, this attack does 30 more damage.
If the die lands on 5 or higher, this attack does 30 more damage.
If the die lands on 5 or higher, this attack does 30 more damage.
A thin shimmer of seawater always swirls around it.
A thin shimmer of seawater always swirls around it.
Heal 20 damage from this creature.
Heal 20 damage from this creature.
If the die lands on 5 or higher, this attack does 30 more damage.
Heal 20 damage from this creature.
Flowers bloom wherever it stops to rest.
If the die lands on 5 or higher, your opponent's Active creature is now Tangled and misses its next turn.
Flowers bloom wherever it stops to rest.
If the die lands on 5 or higher, this attack does 30 more damage.
Heal 20 damage from this creature.
If the die lands on 5 or higher, your opponent's Active creature is now Shocked and misses its next turn.
If the die lands on 4 or higher, your opponent's Active creature is now Shocked and misses its next turn.
Touching it gives you a shock you won't forget.
If the die lands on 4 or higher, your opponent's Active creature is now Shocked and misses its next turn.
Touching it gives you a shock you won't forget.
If the die lands on 4 or higher, your opponent's Active creature is now Shocked and misses its next turn.
If the die lands on 5 or higher, your opponent's Active creature is now Shocked and misses its next turn.
If the die lands on 5 or higher, your opponent's Active creature is now Dazed and misses its next turn.
It always seems to know what comes next.
Heal 20 damage from this creature.
If the die lands on 5 or higher, this attack does 30 more damage.
If the die lands on 4 or higher, your opponent's Active creature is now Cracked and misses its next turn.
It's been mistaken for a mountain more than once.
If the die lands on 5 or higher, your opponent's Active creature is now Blinded and misses its next turn.
If the die lands on 5 or higher, your opponent's Active creature is now Blinded and misses its next turn.
If the die lands on 4 or higher, your opponent's Active creature is now Blinded and misses its next turn.
If the die lands on 4 or higher, your opponent's Active creature is now Blinded and misses its next turn.
It slips between shadows faster than you can blink.
If the die lands on 5 or higher, your opponent's Active creature is now Blinded and misses its next turn.
It slips between shadows faster than you can blink.
If the die lands on 4 or higher, your opponent's Active creature is now Blinded and misses its next turn.
If the die lands on 5 or higher, your opponent's Active creature is now Blinded and misses its next turn.
Heal 20 damage from this creature.
If the die lands on 4 or higher, your opponent's Active creature is now Frozen and misses its next turn.
If the die lands on 4 or higher, your opponent's Active creature is now Frozen and misses its next turn.
If the die lands on 5 or higher, your opponent's Active creature is now Frozen and misses its next turn.
The ground freezes solid wherever it stands.
Heal 20 damage from this creature.
Its crown glows with the first light of every morning.
Heal 20 damage from this creature.