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Wizards Of Mickey

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FIRST AGE:

  • 001/211 Toshi - Strong Wizard - Giant Gonzos (FOIL)
    +2 to Simple Spells if he owns at least a blue Diamagic.

  • 002/211

  • 003/211 Mickey Mouse - Wizard Apprentice - Wizards Of Mickey (STARTER)
    +1 to blue Spells if he owns at least a blue Diamagic.

  • 004/211 Mickey Mouse - Fourth Level Wizard - Wizards Of Mickey (FOIL)
    -1 to non blue Spells. Your other Wizards can cast hidden Spells.

  • 005/211 Zaius - Hot-heated Dragon - Magma Fire (FOIL)
    When casting a Spell you can discard a card. If you do so, +1 to that Spell for each card in your hand at the end of the challenge.

  • 006/211 Beagle Boy Unus - Street Rogue - Black Phantom (STARTER)
    +1 to yellow Spells with Magic Power 1. Cannot cast Spells with Magic Power 4 or higher.

  • 007/211 Garma - Vain Hag - Wicca Team (FOIL)
    Cannot cast Spells with Magic Power 4 or higher. The Opposite Wizard cannot cast Spells with Magic Power 3 or higher.

  • 008/211 Garubashi - Colossal Wizard - Giant Gonzos (FOIL)
    If he owns at least a Diamagic, when casting a hidden Simple Spell, that Spell gains Continuous (if cast hidden, stays in play in future challenges).

  • 009/211 Daisy Duck - Fighting Witch - Moon Diamond (FOIL)
    Is immune to Block Spells if she owns at least a yellow Diamagic. Is immune to Corrode Spells if she owns at least a blue Diamagic.

  • 010/211 Goofy - Sorcerer With Magical Bag - Wizards Of Mickey (STARTER)
    When casting a Spell in a yellow Castle you may discard a card. If you do so, your Spells are imune to opponent's Spells.

  • 011/211 Goofy - Third Level Wizard - Wizards Of Mickey (FOIL)
    When casting  a Spell you can discard a card. If you do so, Teleport (replace the Castle with a new one from your deck).

  • 012/211 Zoron - Sleepy Dragon - Magma Fire (FOIL)
    At the end of a challenge, draw a card if he owns at least a yellow Diamagic.

  • 013/211 The Phantom Blot - Shadow Creature - Black Phantom (STARTER)
    Untouchable (may not become Simple) +1 to Spells cast hidden.

  • 014/211


  • 015/211 Minnie Mouse - Princess Of Moonland - Moon Diamond (FOIL)
    +1 to red Spells if she owns at least a red Diamagic.

  • 016/211


  • 017/211 Donald Duck - Second Level Wizard - Wizards Of Mickey (STARTER)
    May cast hidden Spells. -1 to his Spells cast hidden.

  • 018/211 Uchibiri - Encumbering Wizard - Giant Gonzos (FOIL)
    Immune to Block Spells.

  • 019/211 Zefren - Dragon Strategist - Magma Fire (FOIL)
    Your hand card limit is raised by 1 for every red Diamagic he owns .

  • 020/211 Magica de Spell - Vainglorious Hag - Wicca Team (FOIL)
    Cannot cast Spells with Magic Power 3 or higher. When casting a Spell you may discard a card. If you do so, Block (can not cast Spell) the opposite Wizard.

  • 021/211 Clarabelle Cow - Musician Witch - Moon Diamond (FOIL)
    When casting a Spell with Magic Power 3, Exchange (exchange the ownership of 2 Diamagics).

  • 022/211 Peg-Leg Pete - Smart Rogue - Black Phantom (STARTER)
    In a green Castle may cast hidden Spells.

  • 023/211 Fireproof Shield Wing (1) (STARTER)
    Draw a card.

  • 024/211 Nullify Matter (2)
    Nullify (they become simple) your opponent's Block Spells.

  • 025/211 Warning From the Future (2) (FOIL)
    You can discard a Simple Spell. If you do so, search your deck for a Spell with Magic Power higher of the discarded Spell ans add it to your hand. Shuffle your deck.

  • 026/211 Sonic Boom (2)
    -2 to red Spells cast by the opposite Wizard.

  • 027/211 Dragon Hunter (2)
    Shatter (discard a Continuous Spell from play).

  • 028/211 Ethereal Fall (1)
    Simple.

  • 029/211 Castle Drift (1) (STARTER)
    Teleport (replace the Castle with a new one from your deck).

  • 030/211 Fading Away (2)
    +2 if cast hidden.

  • 031/211 Battle Droid (3)
    Simple

  • 032/211 Rain Summoning (1)
    +1 if cast by a blue Wizard.

  • 033/211 Tapestry Warrior (4)
    -2 in a yellow, red or green Castle.

  • 034/211 Gossip Enchantment (4)
    All your opponent Wizards cannot cast hidden Spells.

  • 035/211 Miniaturizing Enchantment (1)
    -1 in a red Castle. Continuous (if cast hidden, stays in play in future challenges).

  • 036/211


  • 037/211 Were-Rage (4)
    Simple.

  • 038/211 Light Of Truth (2) (STARTER)
    All your opponent Wizards cannot cast hidden Spells.

  • 039/211 Hypnotic Flash (1)
    +1 in a blue Castle.

  • 040/211 Levity (1)
    During this challenge, Wizards in your team are immune to Block Spells.

  • 041/211 Dazzling Light (2)
    +2 in a blue Castle.

  • 042/211 Disturbing Melody (2)
    Shatter (discard a Continuous Spell from play).

  • 043/211 Entangling Fog (3)
    All your opponent Wizards cannot cast hidden Spells.

  • 044/211 Sudden Fog (2)
    The Wizard casting this Spell can immediately cast hidden an additonal Spell.

  • 045/211 Cyclonic Clouds (3)
    -1 to the Spells cast by the opposite Wizard.

  • 046/211 Hateful Nest (2)
    +1 if all the Spells cast by the Wizards in your team are blue.

  • 047/211 Altered Perception (1)
    Draw a card.

  • 048/211 Regeneration Potion (1)
    Static (discard it when a Teleport Spell is cast). +1 to Spells cast by Wizards of your team.

  • 049/211 Foresight (1)
    All your opponent's Wizards cannot cast hidden Spells.

  • 050/211 Volley Of Lightnings
    +2 if cast by a blue Wizard in a blue Castle.

  • 051/211 Wave Shield (1) (STARTER)
    +2 if cast by "Mickey Mouse" in a blue Castle.

  • 052/211


  • 053/211 Mystical Siphon Vortex (4) (FOIL)
    Static (discard it when a Teleport Spell is cast). -1 to Spells cast by the opposite Wizard.

  • 054/211 Dragongaze Simulator (3) (STARTER)
    -2 if cast in a yellow or green Castle.

  • 055/211 Smart Exchange (1)
    Exchange (exchange the ownership of 2 Diamagics). If you win this challenge, draw a card.

  • 056/211 Enchanted Sword (2)
    Simple.

  • 057/211

  • 058/211 Antigravity Tiphoon (1)
    +2 if cast hidden.

  • 059/211 Mystical Hurricane (4)
    Can not be cast hidden.

  • 060/211 Sonic Hit (1)
    +1 if cast by a Wizard of the Wizards of Mickey team.

  • 061/211 Twin Androids (3)
    -2 to Spells cast by the opposite blue Wizard.

  • 062/211 Void Magic (1) (STARTER)
    Static (discard it when a Teleport Spell is cast). Opponent's Spells with Magical Power 4 ot higher become 0.

  • 063/211 Diabolic Axe (1) (STARTER)
    +1 if cast by a Wizard of the Black Phantom team.

  • 064/211 Deceptive Attack (1) (STARTER)
    The Wizards in your team may cast hidden their Spells.

  • 065/211 Crystal Barrier (3)
    +1 if cast by "Garma"

  • 066/211 Stone Barrier (1)
    Reveal (turn face up all the hidden Spells of the opponent).

  • 067/211 Hedge Barrier (1)
    Block (can not cast Spell) the red opposite Wizard.

  • 068/211 Mystical Barrier (4) (STARTER)
    Shatter (discard a Continuous Spell from play).

  • 069/211 Sonic Boom Nether (2)
    Corrupt (you may discard two cards to discard an owned Diamagic) the opposite Wizard.

  • 070/211 Potion Fall (0)
    +1 for each Diamagic owned by the opposite Wizard.

  • 071/211 Hit With The Staff (2)
    Shatter (discard a Continuous Spell from play).

  • 072/211 Crystallization (2)
    Block (can not cast Spell) the blue opposite Wizard.

  • 073/211 Greed (3)
    Shatter (discard a Continuous Spell from play).

  • 074/211 Mechanical Dragon (3) (STARTER)
    Simple.

  • 075/211 Stone Energy (3)
    +1 if all the Spells launched by Wizards of your team are yelllow.

  • 076/211 Metallic Fusion (2)
    +1 for each Simple Spell cast by Wizards in your team.

  • 077/211 Muscular Gargoyle (1)
    +1 in a yellow Castle.

  • 078/211 Meditative Gargoyle (4)
    This Spell cannot be cast hidden.

  • 079/211

  • 080/211 Sand Golem (1)
    +1 if cast by a yellow Wizard.

  • 081/211 Double Charge Mechanical Warriors (1) (STARTER)
    +2 if cast by a yellow Wizard in a yellow Castle.

  • 082/211 Steppe Hyena (1)
    Simple.

  • 083/211 Never-failing Aim (2) FOIL
    Choose three cards in your discarded Spells pile. An opponent chooses one of those three Spells and you can add it to your hand.

  • 084/211 Levitating Wall (1)
    +1 in a yellow Castle

  • 085/211 Telluric Wave (1) FOIL
    Block (can not cast Spell) all opposite green Wizards.

  • 086/211 Rock Wave (1)
    +1 if cast by a +Wizard of the Wizards of Mickey team.

  • 087/211 Foxogre (2) (STARTER)
    Simple.

  • 088/211 Foxogre Horde (4)
    -2 in a blue or red Castle.
    -3 in a yellow Castle.

  • 089/211 Impenetrable Swamp (2)
    -1 to green Spells cast by the opposite Wizard.

  • 090/211 Door To Unknown (2) (STARTER)
    +1 if cast by a yellow Wizard.

  • 091/211 Sand Fleas (1)
    +1 if cast by Wizards of Moon Diamond team.

  • 092/211 Hideaway (1)
    -1 in a green Castle. Continuous (if cast hidden, stays in play in future challenges).

  • 093/211 Quicksands (2)
    +1 in a yellow Castle.

  • 094/211 Toothstone (1)
    +1 for each Simple Spell cast by Wizards in your team.

  • 095/211

  • 096/211 Remote Control (1) (STARTER)
    If cast by "Goofy" search your deck for an "Iron Dragon" Spell and add that Spell to your hand. Shuffle your deck and discard one card.

  • 097/211 Diamagic Transfer (2)
    Exchange (exchange the ownership of 2 Diamagics).

  • 098/211 Common Goal (3) (STARTER)
    +1 if no Wizard in your team owns any Diamagic.

  • 099/211 Dragon Paw (2)
    +2 if cast by "Zoron" in a yellow Castle.

  • 100/211 Greed For Power (3) (STARTER)
    You can discard two cards. If you do so, draw two cards.

  • 101/211 Poisonous Gossips (3) (STARTER)
    Nullify (become Simple) the opposite Wizard.

  • 102/211 Sweet Words (0) FOIL
    Continous (if cast hidden, stays in play in future challenges). Nullify (becomes Simple) the opposite Wizard.

  • 103/211 Cold Fire (2) FOIL
    Reveal Diamagics at stake. If at least one is blue, draw a card. If at least one is red an opponent discards a card.

  • 104/211 Deception Game (1) (STARTER)
    +3 if cast in a black Castle.

  • 105/211 Ancient Dragons Awakening (6) (STARTER)
    This Spell cannot be cast hidden.

  • 106/211

  • 107/211 Doubtworm (3) (STARTER)
    Simple.

  • 108/211 Invisibility Turban (1) (STARTER)
    Continuous (if cast hidden, stays in play in future challenges) if cast hidden by a "Beagle Boy" Wizard. +1 for each Simple Spell cas by Wizards.

  • 109/211 Mechanical Wing (3) (STARTER)
    -2 in a blue Castle.

  • 110/211 Dragon Bad Breath (1)
    +1 if all Spells cast by Wizards in your team are red.

  • 111/211 Amulet Of Power (4)
    Simple.

  • 112/211 Shadow Claws (2)
    The Wizard casting this Spell can immediately cast hidden an additional Spell.

  • 113/211 Mechanical Claw (3)
    -2 in a yellow or green Castle.

  • 114/211 Triple Attack (5)
    This Spell cannot be cast hidden.

  • 115/211 Blinding Flash (1)
    Static (discard it when a Teleport Spell is cast). -1 to all opponent's Spells.

  • 116/211 Sonic Boom Surrounding (1)
    -2 to green Spells cast by the opposite Wizard.

  • 117/211 Sonic Boom Stunning (3)
    +1 for each Simple Spell cast by the opposite team.

  • 118/211 Mimetic Staff (1)
    Look the cards into an opponent's hand, choose 1 card and discard it. That opponent draws a card.

  • 119/211 Strongbox Of Truth (2) FOIL
    Look the cards into an opponent's hand, choose 1 card and discard it. That opponent draws a card.

  • 120/211 Ruler's Chain (1)
    Static (discard it when a Teleport Spell is cast). Opponent's Spells with Magical Power 4 or higher become 0.

  • 121/211 Entangling Corolla (2)
    +2 if cast by "Minnie Mouse" in a red or green Castle.

  • 122/211 Twin Spiral Bolt (1) FOIL
    If cast by "Minnie Mouse". Corrode (you may discard a card to discard a cast Spell) Spells with Magic Power 1.

  • 123/211 Iron Dragon (4) (STARTER)
    +4 for every Spell "Mechanical" in play. Teleport if a "Mechanical" Spell is in play. Reveal if a "Simulator" Spell is in play.

  • 124/211 Fafnir (1)
    If cast by a Wizard of the Wizards Of Mickey Team, Nullify (become Simple) your opponent's "Mystical Siphon" and "Sonic Boom" Spells.

  • 125/211 Bewitching Glamour (2)
    +1 if cast by Wizards of the Moon Diamond team.

  • 126/211 Scorching Flames (1)
    +1 for each Not Simple Spell cast by the opposite team.

  • 127/211 Treacherous Fire (1)
    Simple.

  • 128/211 Dark Cage (2) FOIL
    Block (can not cast Spell) the opposite Wizard.

  • 129/211 Gargoyle Spy (1)
    +1 if cast by a Wizard of the Black Phantom team.

  • 130/211 Great Feast (3)
    If the casting Wizard owns at least a red and a yellow Diamagic. Block the opposite Wizard. Otherwise, Wizards in your team are immune to Block Spells.

  • 131/211 Dragon Hypnosis (2) (STARTER)
    Block (can not cast Spell) the opposite Wizard, unless is a red Wizard.

  • 132/211 Scorching Wall (2)
    Nullify (become Simple) your opponent's "Mystical Siphon" Spells.

  • 133/211 Dragon Fog (1)
    +1 if cast by a Wizard of the Wizards of Mickey team.

  • 134/211 Shining Wave (4)
    +1 if cast by a Wizard owning more than a Diamagic.

  • 135/211 Darkness (1)
    Wizards in your team can cast hidden Spells.

  • 136/211 Ethereal Particles (4)
    +1 for each Simple Spell cast by the opposite team.

  • 137/211 Foresight (1)
    All your opponent Wizards cannot cast hidden Spells.

  • 138/211 Dragon Cold (1)
    +1 if cast by a red Wizard

  • 139/211 Dragon Wisdom (3)
    Simple.

  • 140/211 Firestarting Sparkles (1)
    -1 in a blue Castle. Continuous (if cast hidden, stays in play in future challenges).

  • 141/211 Shield Of Protection From Dragons (3)
    Shatter (discard a Continuous Spell from play).

  • 142/211 Mystical Siphon Crossbow (0)
    +2 for each Simple Spell cast by the opposite team.

  • 143/211

  • 144/211

  • 145/211 Bellows Flamethrower (1)
    +2 if cast by a red Wizard in a red Castle.

  • 146/211 Dragon Hurricane (3)
    Simple.

  • 147/211 Burning Flame (2)
    Simple.

  • 148/211 Rabid Snag (2)
    Shatter (discard a Continuous Spell from play).

  • 149/211 Tar Barrier (3) FOIL
    -1 to Spells that are not of the same colour of the Castle.

  • 150/211 Balance Of Equilibrium (3) FOIL
    Subterfuge (if there are two or more Subterfuge Spells in play, they all become Simple). You win this challenge if Total Magic Powers are tied.

  • 151/211 Troll Gall (2)
    +1 if cast by "General Garth".

  • 152/211 Invisible Staff (2)
    During this challenge, Wizards in your team are immune to Block Spells.

  • 153/211 Broken Staff (4) (STARTER)
    Simple.

  • 154/211

  • 155/211

  • 156/211 Smoke Screen (1)
    The Wizard that cast this Spell can immediatly cast hidden an additional Spell.

  • 157/211 Double Speed (0) (STARTER)
    The Wizard casting this Spell can immediatly cast hidden an additional Spell. Draw a card.

  • 158/211 Scout Droid (3)
    Look the Diamagics at stake.

  • 159/211 Stinging Ivy (3)
    -1 if cast by a red, yellow or blue Wizard.

  • 160/211 Shapechanging Puppet (1)
    Static (discard it when a Teleport Spell is cast). Add to its Magic Power the one of the one of the Spells cast by the opposite Wizard.

  • 161/211 Dark Forest (2)
    +1 if cast by a Green Wizard.

  • 162/211 Sickly Smoke (2)
    +2 if cast by "Magica de Spell" in a green Castle.

  • 163/211 Golden Fungus (2)
    +1 for each Diamagic owned by the opposite Wizard.

  • 164/211 Reflective Spell (2)
    Simple.

  • 165/211 Complex Twine (1)
    Wizards in your team can cast hidden Spells.

  • 166/211 Venom Tongue (2) (STARTER)
    Wizards in your team can cast hidden Spells.

  • 167/211 Seaweed Wall (1)
    +1 if cast by a Wizard of the Wizards of Mickey team.

  • 168/211 Thorn Wall (3)
    +2 to "Ivy", "Tendril" and "Tendrils" Spells cast by Wizards in your team.

  • 169/211 Stunning Stink (3)
    Shatter (discard a Continuous Spell from play).

  • 170/211 Shockwave Breaking Barriers (1)
    +1 if cast by a wizard of the Black Phantom team.

  • 171/211 Berserk Foxogre (3)
    -1 in a red Castle.

  • 172/211 Power Scroll (1) (STARTER)
    -1 in a yellow Castle. Continous (if cast hidden, stays in play in future challenges).

  • 173/211 Lotus Petal (1)
    +1 if cast by green Wizard.

  • 174/211 Sneeze Pollen (2)
    +1 if all the Spells cast by Wizards of your team are green.

  • 175/211 Demonic Turnip (1)
    +2 if no Wizard of your team owns any Diamagic.

  • 176/211 Entangling Bars (2) FOIL
    -2 to Spells cast by the opposite Wizard.

  • 177/211 Diamagic Swap (3)
    +1 if cast by "Clarabelle Cow".

  • 178/211 Energetic Seeds (2) (STARTER)
    Static (discard it when a Teleport Spell is cast). +1 to green Spells cast by Wizards of your team.

  • 179/211 Arborea Sword (1)
    Reveal (turn face up all the hidden Spells of the opponent).

  • 180/211 Broken Mirror (1)
    +1 if cast by a Wizard of the Moon Diamond team.

  • 181/211 Horrible Stink (3)
    Simple.

  • 182/211 Unreality Canvas (3)
    +1 if all the Spells cast by Wizards in your team are green.

  • 183/211 Vegetable Tentacles (1)
    +3 if all the Spells cast by Wizards in your team are green.

  • 184/211 Entangling Tendril (1)
    Simple.

  • 185/211 Carnivorous Tendril (1)
    Simple.

  • 186/211 Caer Clock FOIL
    Add one Diamagic to the stake.

  • 187/211 Dark Door Room (STARTER)
    Simple.

  • 188/211 Grandhaven (STARTER)
    +1 to blue Spells if cast by a blue Wizard.

  • 189/211 Crow Fortress FOIL
    -1 to yellow Spells.

  • 190/211 Durlan Fortress FOIL
    +1 to blue Spells.

  • 191/211 Caer Fist FOIL
    Spells with Magic Power 4 or higher cannot be cast.

  • 192/211 Druidic Castle FOIL
    Add one Diamagic to the stake.

  • 193/211 Hanubis Castle FOIL
    +1 to yellow Spells. -1 to blue Spells.

  • 194/211 Long Gorge Maze FOIL
    It's not possible to draw cards.

  • 195/211 Sleeping Golem Stronghold (STARTER)
    +1 to yellow Spells if cast by a yellow Wizard.

  • 196/211 Gargoyle Alley (STARTER)
    Simple.

  • 197/211 Gideon Castle FOIL
    Add one Diamagic to the stake.You can choose the collor of the Diamagic you're adding.

  • 198/211 Bramble Maze FOIL
    Nullify (become Simple) Spells with Magic Power 2.

  • 199/211 Bat-Ogre Realm (STARTER)
    +1 to black Spells.

  • 200/211 Dragon Baston FOIL
    Nullify (become Simple) Teleport Spells.

  • 201/211 Bukara Library FOIL
    +1 to red Spells if cast by a red Wizard.

  • 202/211 Caer Meridian (STARTER)
    Add one Diamagic to the stake.

  • 203/211 Caer Spider FOIL
    Spells with Magic Power 1 cannot be cast.

  • 204/211 Fang Castle FOIL
    +1 to red Spells

  • 205/211 Tower Of The Forgotten (STARTER)
    Simple.

  • 206/211 Great Tree Castle (STARTER)
    -1 to red Spells.

  • 207/211 Ekrendorf Castle FOIL
    Add one Diamagic to the stake.

  • 208/211 Ekrendorf Cloister (STARTER)
    Simple.

  • 209/211 Grawlburg FOIL
    +1 to green Spells if cast by a green Wizard.

  • 210/211 Miceland FOIL
    Spells with Magic Power 3 or 4 cannot be cast.

  • 211/211 Mushroom Fortress FOIL
    -1 to not green Spells for each Diamagic at stake.