'Crab' cards

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Click for list of card names (44)
Ancient Crab
Armored Cancrix
Canyon Crab
Carnival Carnivore
Charix, the Raging Isle
Chromeshell Crab
Crab
Crabomination
Crystacean
Dreadlight Monstrosity
Drownyard Behemoth
Eddymurk Crab
Fortress Crab
Giant Crab
Gilded Scuttler
Growth-Chamber Guardian
Hedron Crab
Hightide Hermit
Horseshoe Crab
Iceberg Cancrix
Jwari Scuttler
King Crab
Mirelurk Queen
Mirrorshell Crab
Oraxid
Purple-Crystal Crab
Red Death, Shipwrecker
Riptide Crab
Ruin Crab
Salvage Scuttler
Scrabbling Skullcrab
Scuttlegator
Scuttling Sentinel
Shambleshark
Sharktocrab
Shorecomber Crab
Skitter Eel
Skittering Crustacean
Thassa's Emissary
The Crab Queen
Uchuulon
Vexing Scuttler
Wishcoin Crab
Wormfang Crab


Ancient Crab

{1}{U}{U}

-- no image --
Creature - Crab
1/5

Armored Cancrix

{4}{U}

-- no image --
Creature - Crab
2/5

Canyon Crab

{1}{U}

-- no image --
Creature - Crab
{1}{U}: This creature gets +2/-2 until end of turn. At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card, then discard a card.
0/5

Carnival Carnivore

{5}{B}

-- no image --
Creature - Alien Crab Horror
Deathtouch When Carnival Carnivore enters, you get {TK}, then you may put a sticker on a nonland permanent you own.
4/6

Charix, the Raging Isle

{2}{U}{U}

-- no image --
Legendary Creature - Leviathan Crab
Spells your opponents cast that target Charix cost {2} more to cast. {3}: Charix gets +X/-X until end of turn, where X is the number of Islands you control.
0/17

Chromeshell Crab

{4}{U}

-- no image --
Creature - Crab Beast
Morph {4}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, you may exchange control of target creature you control and target creature an opponent controls.
3/3

Crab

-- no image --
Token Creature - Crab
0/3

Crabomination

{4}{B}{B}

-- no image --
Creature - Crab Demon
Emerge from artifact {5}{B}{B} (You may cast this spell by sacrificing an artifact and paying the emerge cost reduced by that artifact's mana value.) When this creature enters, target opponent exiles the top card of their library, a card at random from their graveyard, and a card at random from their hand. You may cast a spell from among cards exiled this way without paying its mana cost.
5/5

Crystacean

{3}{U}

-- no image --
Creature - Crab
Flash (You may cast this spell any time you could cast an instant.)
1/6

Dreadlight Monstrosity

{4}{U}{U}

-- no image --
Creature - Crab Horror
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) {3}{U}{U}: This creature can't be blocked this turn. Activate only if you own a card in exile.
5/5

Drownyard Behemoth

{9}

-- no image --
Creature - Eldrazi Crab
Flash (You may cast this spell any time you could cast an instant.) Emerge {7}{U} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) This creature has hexproof as long as it entered this turn.
5/7

Eddymurk Crab

{5}{U}{U}

-- no image --
Creature - Elemental Crab
Flash This spell costs {1} less to cast for each instant and sorcery card in your graveyard. This creature enters tapped if it's not your turn. When this creature enters, tap up to two target creatures.
5/5

Fortress Crab

{3}{U}

-- no image --
Creature - Crab
1/6

Giant Crab

{4}{U}

-- no image --
Creature - Crab
{U}: This creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
3/3

Gilded Scuttler

{2}{U}

-- no image --
Artifact Creature - Crab
This creature can't be blocked. When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
1/3

Growth-Chamber Guardian

{1}{G}

-- no image --
Creature - Elf Crab Warrior
{2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on this creature, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
2/2

Hedron Crab

{U}

-- no image --
Creature - Crab
Landfall - Whenever a land you control enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)
0/2

Hightide Hermit

{4}{U}

-- no image --
Creature - Crab
Defender When this creature enters, you get {E}{E}{E}{E} (four energy counters). Pay {E}{E}: This creature can attack this turn as though it didn't have defender.
4/4

Horseshoe Crab

{2}{U}

-- no image --
Creature - Crab
{U}: Untap this creature.
1/3

Iceberg Cancrix

{1}{U}

-- no image --
Snow Creature - Crab
Whenever another snow permanent you control enters, you may have target player mill two cards.
0/4

Jwari Scuttler

{2}{U}

-- no image --
Creature - Crab
2/3

King Crab

{4}{U}{U}

-- no image --
Creature - Crab
{1}{U}, {T}: Put target green creature on top of its owner's library.
4/5

Mirelurk Queen

{4}{U}

-- no image --
Creature - Crab Mutant
Vigilance When this creature enters, target player gets two rad counters. Whenever one or more nonland cards are milled, draw a card, then put a +1/+1 counter on this creature. This ability triggers only once each turn.
4/4

Mirrorshell Crab

{5}{U}{U}

-- no image --
Artifact Creature - Crab
Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) Channel - {2}{U}, Discard this card: Counter target spell or ability unless its controller pays {3}.
5/7

Oraxid

{3}{U}

-- no image --
Creature - Crab Beast
Protection from red
2/3

Purple-Crystal Crab

{1}{U}

-- no image --
Creature - Crab
When this creature dies, draw a card.
1/1

Red Death, Shipwrecker

{U}{R}

-- no image --
Legendary Creature - Crab Mutant
Alluring Eyes - {T}: Goad target creature an opponent controls. That player draws a card. You add {R}. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
1/3

Riptide Crab

{1}{W}{U}

-- no image --
Creature - Crab
Vigilance When this creature dies, draw a card.
1/3

Ruin Crab

{U}

-- no image --
Creature - Crab
Landfall - Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)
0/3

Salvage Scuttler

{4}{U}

-- no image --
Creature - Crab
Whenever this creature attacks, return an artifact you control to its owner's hand.
4/4

Scrabbling Skullcrab

{U}

-- no image --
Creature - Crab Skeleton
Eerie - Whenever an enchantment you control enters and whenever you fully unlock a Room, target player mills two cards. (They put the top two cards of their library into their graveyard.)
0/3

Scuttlegator

{4}{G/U}{G/U}

-- no image --
Creature - Crab Turtle Crocodile
Defender {6}{G/U}{G/U}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.) As long as this creature has a +1/+1 counter on it, it can attack as though it didn't have defender.
6/6

Scuttling Sentinel

{1}{G/U}{G/U}

-- no image --
Creature - Crab Elf
Flash Vigilance When this creature enters, put a +1/+1 counter on another target creature you control. Until end of turn, that creature becomes a blue Crab in addition to its other types and gains hexproof. (It can't be the target of spells or abilities your opponents control.)
3/2

Shambleshark

{G}{U}

-- no image --
Creature - Shark Crab
Flash (You may cast this spell any time you could cast an instant.) Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
2/1

Sharktocrab

{2}{G}{U}

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Creature - Shark Octopus Crab
{2}{G}{U}: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on this creature, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
4/4

Shorecomber Crab

{U}

-- no image --
Creature - Crab
0/4

Skitter Eel

{3}{U}

-- no image --
Creature - Fish Crab
{2}{U}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
3/3

Skittering Crustacean

{2}{U}

-- no image --
Creature - Crab
{6}{U}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.) As long as this creature is monstrous, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
2/3

Thassa's Emissary

{3}{U}

-- no image --
Enchantment Creature - Crab
Bestow {5}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Whenever this creature or enchanted creature deals combat damage to a player, draw a card. Enchanted creature gets +3/+3.
3/3

The Crab Queen

{3}{U}

-- no image --
Legendary Creature - Crab Human
Whenever The Crab Queen attacks, create a token that's a copy of one of the following at random: Skitter Eel; Skittering Crustacean; Ruin Crab; Charix, the Raging Isle; Scuttletide; or Heartstone.
1/6

Uchuulon

{3}{B}

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Creature - Crab Ooze Horror
Uchuulon's power is equal to the number of Crabs, Oozes, and/or Horrors you control. Horrific Symbiosis - At the beginning of your end step, exile up to one target creature card from an opponent's graveyard. If you do, create a token that's a copy of this creature.
X/4

Vexing Scuttler

{8}

-- no image --
Creature - Eldrazi Crab
Emerge {6}{U} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, you may return target instant or sorcery card from your graveyard to your hand.
4/5

Wishcoin Crab

{3}{U}

-- no image --
Creature - Crab
2/5

Wormfang Crab

{3}{U}

-- no image --
Creature - Nightmare Crab
This creature can't be blocked. When this creature enters, an opponent chooses a permanent you control other than this creature and exiles it. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
3/6