Magic The Gathering Cards of types 'Turtle' and 'Creature'

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Click for list of card names (47)
Patient Turtle
Daring Thunder-Thief
Kappa Tech-Wrecker
Giant Tortoise
Calcite Snapper
Meandering Towershell
Cold-Water Snapper
Armored Whirl Turtle
Shellephant
Vintara Snapper
Blossoming Tortoise
Quandrix Cultivator
Ambling Stormshell
Horned Turtle
Thriving Turtle
Phantasmal Shieldback
Giant Turtle
Angler Turtle
Tidepool Turtle
Mistford River Turtle
Riptide Turtle
Bedrock Tortoise
Steelbane Hydra
Ancient Adamantoise
Silburlind Snapper
Hexbane Tortoise
Thunderous Snapper
Aegis Turtle
Steady Tortoise
Terry Pin, Turboturtle
Taeko, the Patient Avalanche
Sailors' Bane
Wandering Tombshell
Wormfang Turtle
Kappa Cannoneer
Colossal Skyturtle
Ticket Tortoise
Scuttlegator
Fecund Greenshell
Dragon Turtle
Snapping Voidcraw
Archelos, Lagoon Mystic
Gorex, the Tombshell
Spikeshell Harrier
Yidaro, Wandering Monster
The Pride of Hull Clade
Kogla and Yidaro


Patient Turtle

{2}{G}{G}

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Creature - Turtle
Patient Turtle enters with two +1/+1 counters on it if you didn't go first this game.
3/3

Daring Thunder-Thief

{3}{U}

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Creature - Turtle Rogue
Flash This creature enters tapped.
4/4

Kappa Tech-Wrecker

{1}{G}

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Creature - Turtle Ninja
Ninjutsu {1}{G} This creature enters with a deathtouch counter on it. Whenever this creature deals combat damage to a player, you may remove a deathtouch counter from it. When you do, exile target artifact or enchantment that player controls.
1/3

Giant Tortoise

{1}{U}

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Creature - Turtle
This creature gets +0/+3 as long as it's untapped.
1/1

Calcite Snapper

{1}{U}{U}

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Creature - Turtle
Shroud (This creature can't be the target of spells or abilities.) Landfall - Whenever a land you control enters, you may switch this creature's power and toughness until end of turn.
1/4

Meandering Towershell

{3}{G}{G}

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Creature - Turtle
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn.
5/9

Cold-Water Snapper

{5}{U}

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Creature - Turtle
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
4/5

Armored Whirl Turtle

{2}{U}

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Creature - Turtle
0/5

Shellephant

{1}{G}{G}

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Creature - Turtle and/or Elephant
{0}: Choose one. You may activate this ability while Shellephant is in any zone. - Shellephant has base power and toughness 1/4. - Shellephant has base power and toughness 3/3.
X/X

Vintara Snapper

{G}{G}

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Creature - Turtle
This creature has shroud as long as you control no untapped lands. (It can't be the target of spells or abilities.)
2/2

Blossoming Tortoise

{2}{G}{G}

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Creature - Turtle
Whenever this creature enters or attacks, mill three cards, then return a land card from your graveyard to the battlefield tapped. Activated abilities of lands you control cost {1} less to activate. Land creatures you control get +1/+1.
3/3

Quandrix Cultivator

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

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Creature - Turtle Druid
When this creature enters, you may search your library for a basic Forest or Island card, put it onto the battlefield, then shuffle.
3/4

Ambling Stormshell

{3}{U}{U}

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Creature - Turtle
Ward {2} Whenever this creature attacks, put three stun counters on it and draw three cards. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you cast a Turtle spell, untap this creature.
5/9

Horned Turtle

{2}{U}

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Creature - Turtle
1/4

Thriving Turtle

{U}

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Creature - Turtle
When this creature enters, you get {E}{E} (two energy counters). Whenever this creature attacks, you may pay {E}{E}. If you do, put a +1/+1 counter on it.
0/3

Phantasmal Shieldback

{U}

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Creature - Turtle Illusion
When this creature becomes the target of a spell or ability, sacrifice it. When this creature dies, draw a card.
1/3

Giant Turtle

{1}{G}{G}

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Creature - Turtle
This creature can't attack if it attacked during your last turn.
2/4

Angler Turtle

{5}{U}{U}

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Creature - Turtle
Hexproof Creatures your opponents control attack each combat if able.
5/7

Tidepool Turtle

{3}{U}

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Creature - Turtle
{2}{U}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
2/5

Mistford River Turtle

{3}{U}

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Creature - Turtle
Whenever this creature attacks, another target attacking non-Human creature can't be blocked this turn.
1/5

Riptide Turtle

{1}{U}

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Creature - Turtle
Flash Defender
0/5

Bedrock Tortoise

{3}{G}

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Creature - Turtle
During your turn, creatures you control have hexproof. Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
0/6

Steelbane Hydra

{X}{G}{G}

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Creature - Turtle Hydra
This creature enters with X +1/+1 counters on it. {2}{G}, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
0/0

Ancient Adamantoise

{5}{G}{G}{G}

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Creature - Turtle
Vigilance, ward {3} Damage isn't removed from this creature during cleanup steps. All damage that would be dealt to you and other permanents you control is dealt to this creature instead. When this creature dies, exile it and create ten tapped Treasure tokens.
8/20

Silburlind Snapper

{5}{U}

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Creature - Turtle
This creature can't attack unless you've cast a noncreature spell this turn.
6/6

Hexbane Tortoise

{2}{G}

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Creature - Turtle
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
3/2

Thunderous Snapper

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

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Creature - Turtle Hydra
Whenever you cast a spell with mana value 5 or greater, draw a card.
4/4

Aegis Turtle

{U}

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Creature - Turtle
0/5

Steady Tortoise

{4}{G}

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Creature - Turtle
Ward {2} Whenever you attack, Steady Tortoise perpetually gets +1/+1. This ability also triggers if Steady Tortoise is in exile.
3/3

Terry Pin, Turboturtle

{2}{U}{R}

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Legendary Creature - Turtle Athlete
4/3

Taeko, the Patient Avalanche

{3}{U}

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Legendary Creature - Turtle Ninja
Taeko enters tapped. Whenever another creature you control leaves the battlefield, if it didn't die, scry 1 and put a +1/+1 counter on Taeko. Whenever Taeko attacks, you may pay {U/B}. When you do, target attacking creature can't be blocked this turn.
4/5

Sailors' Bane

{7}{U}{U}

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Creature - Dragon Turtle
This spell costs {1} less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure. Ward {4} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.)
7/7

Wandering Tombshell

{3}{B}

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Creature - Zombie Turtle
1/6

Wormfang Turtle

{2}{U}

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Creature - Nightmare Turtle Beast
When this creature enters, exile a land you control. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
2/4

Kappa Cannoneer

{5}{U}

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Artifact Creature - Turtle Warrior
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Ward {4} Whenever this creature or another artifact you control enters, put a +1/+1 counter on this creature and it can't be blocked this turn.
4/4

Colossal Skyturtle

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

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Enchantment Creature - Turtle
Flying, ward {2} Channel - {2}{G}, Discard this card: Return target card from your graveyard to your hand. Channel - {1}{U}, Discard this card: Return target creature to its owner's hand.
6/5

Ticket Tortoise

{2}

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Artifact Creature - Turtle
3/1

Scuttlegator

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

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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

Fecund Greenshell

{3}{G}{G}

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Creature - Elemental Turtle
Reach As long as you control ten or more lands, creatures you control get +2/+2. Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
4/6

Dragon Turtle

{1}{U}{U}

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Creature - Dragon Turtle
Flash Drag Below - When this creature enters, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
3/5

Snapping Voidcraw

{1}{G}{U}

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Creature - Eldrazi Turtle
Devoid (This card has no color.) {T}: Add {C}{C}. {3}{C}, {T}: Draw a card.
1/3

Archelos, Lagoon Mystic

{1}{B}{G}{U}

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Legendary Creature - Turtle Shaman
As long as Archelos is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.
2/4

Gorex, the Tombshell

{6}{B}{B}

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Legendary Creature - Zombie Turtle
As an additional cost to cast this spell, you may exile any number of creature cards from your graveyard. This spell costs {2} less to cast for each card exiled this way. Deathtouch Whenever Gorex attacks or dies, choose a card at random exiled with Gorex and put that card into its owner's hand.
4/4

Spikeshell Harrier

{4}{U}

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Artifact Creature - Robot Turtle
When this creature enters, return target creature or Vehicle an opponent controls to its owner's hand. If that opponent's speed is greater than each other player's speed, reduce that opponent's speed by 1. This effect can't reduce their speed below 1.
4/4

Yidaro, Wandering Monster

{5}{R}{R}

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Legendary Creature - Dinosaur Turtle
Trample, haste Cycling {1}{R} When you cycle this card, shuffle it into your library from your graveyard. If you've cycled a card named Yidaro, Wandering Monster four or more times this game, put it onto the battlefield from your graveyard instead. (Do this before you draw.)
8/8

The Pride of Hull Clade

{10}{G}

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Legendary Creature - Crocodile Elk Turtle
2/15

Kogla and Yidaro

{2}{R}{R}{G}{G}

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Legendary Creature - Ape Dinosaur Turtle
When Kogla and Yidaro enters, choose one - - It gains trample and haste until end of turn. - It fights target creature you don't control. {2}{R}{G}, Discard this card: Destroy up to one target artifact or enchantment. Shuffle this card into your library from your graveyard, then draw a card.
7/7