14928 cards found
At the Gallows

At the Gallows {2}{W}{B}

Enchantment
Whenever a non-Spirit creature deals combat damage to a player, destroy that creature. Its controller creates a 1/1 colorless Spirit creature token.
  • High Noon
Atop Their High Horses

Atop Their High Horses {1}{W}

Instant
Choose one or both —
• Prevent all combat damage that would be dealt to creatures this turn.
• Detain target creature. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
  • High Noon
Axom, the Drifter

Axom, the Drifter {3}{B}

Legendary Creature - Human Wizard
Flash
When Axom enters, remove up to three counters from target permanent.
{2}{U}: Return Axom to its owner's hand.
“The Judges would have you believe every mage works for them or rots. Some of us find the third option.”
3/3
Azun's Play

Azun's Play {2}{R}

Sorcery
Azun's Play deals damage to any target equal to the number of cards in your hand.
Quickdraw {R}{R} (When a creature you control blocks or becomes blocked, you may cast this spell for {R}{R}.)
  • High Noon
Bearidge Charmer

Bearidge Charmer {2}{W}

Creature - Human Cleric
Whenever an artifact or enchantment you control enters, you may detain target nonland permanent. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
Wizards are a rarity, but wherever there are people, there are entertainers.
2/2
  • High Noon
Bearidge Jailer

Bearidge Jailer {3}{W}

Creature - Human Soldier
Whenever you detain a permanent, you gain life equal to that permanent's mana value.
“The Bearidge boys would prefer to take you alive, but don't be fooled, they'll kill you as soon as look at you.”
—Calamity Rose
3/2
  • High Noon
Bearidge Marshall

Bearidge Marshall {4}{W}{W}

Creature - Human Soldier
Auras and Equipment you control have indestructible.
Whenever Bearidge Marshall attacks, you may create a white Aura enchantment token named Arrest attached to target creature. It has enchant creature and “Enchanted creature can't attack or block, and its activated abilities can't be activated.”
3/6
Related card: Arrest
Bearidge Preacher

Bearidge Preacher {1}{W}

Creature - Human Cleric
{2}, {T}: Tap target creature.
“Keep on spinning your stories sister, maybe one of these days you'll find someone who cares.”
—Calamity Rose
2/1
  • High Noon
Binding Lasso

Binding Lasso {2}

Artifact - Equipment
Equipped creature gets +1/+1.
Whenever equipped creature becomes blocked, you may pay {1}{W}. If you do, detain each creature blocking it. (Until your next turn, those creatures can't attack or block and its activated abilities can't be activated.)
Equip {2}
  • High Noon
Bleeding Bear

Bleeding Bear {5}{R}

Creature - Bear
Picking fights with bears is a dead man's favorite pastime.
6/4
  • High Noon
Blind Soulcaller

Blind Soulcaller {4}{U}

Creature - Elf Shaman
Vision (Whenever this or another creature you control enters, reveal the top card of your library. Then you may put that card into your graveyard.)
Whenever Blind Soulcaller envisions an instant or sorcery card, you may tap target permanent.
3/3
Bloodleaf Butcher

Bloodleaf Butcher {1}{B}

Creature - Elf Warrior
Bloodleaf Butcher gets +1/+0 and has deathtouch as long as five or more cards are in your graveyard.
“They say there's real monsters hidden within the Ulek, but I think the monsters are just more elves.”
—Calamity Rose
2/2
Bloodleaf Druid

Bloodleaf Druid {1}{G}

Creature - Elf Scout Druid
{T}: Choose a color of a card in your graveyard. Add one mana of that color.
Even those averse to the fighting still pledge their loyalty to it.
2/1
  • High Noon
Bloodleaf Poisoner

Bloodleaf Poisoner {1}{B}

Creature - Elf Rogue
Deathtouch
“Well look at the bright side, you stop being sick once you're dead.”
2/1
  • High Noon
Bloodleaf Tracker

Bloodleaf Tracker {G}

Creature - Elf Scout
{G}, {T}: Put a +1/+1 counter on Bloodleaf Tracker for each creature that entered this turn.
“Tread not in the forest. Anyone entering it will be declared dead, and anyone leaving it will be made so.”
— The Judges' Law
1/1
Bloodleaf Warcry

Bloodleaf Warcry {1}{G}

Sorcery
Target creature gets +1/+1 until end of turn for each card in your graveyard.
“Look at your past, settlers. See all behind you that lies in ruins. What stops you from bringing destruction with you once more?”
—Chief Striking Dawn
  • High Noon
Bloodshot Berserker

Bloodshot Berserker {1}{R}{R}

Creature - Centaur Berserker
Discard a card: Bloodshot Berserker gets +1/-1 until end of turn. Any player may activate this ability.
Many of the Qilan were happy to help the refugees coming from the Old World. Some would do anything to drive them back.
4/4
  • High Noon
Bloodthirsty Ambusher

Bloodthirsty Ambusher {4}{B}

Creature - Devil Spirit
Flash
This spell costs {2} less to cast if five or more cards are in your graveyard.
“Real funny guys, I know there's nothing back there.”
—Telam, last words
3/3
  • High Noon
Bold Griffin

Bold Griffin {3}{W}

Creature - Griffin
Flying, first strike
“The trick to fighting griffins is killing it before it knows you're there. Or better yet, not being there at all.”
—Calamity Rose
2/2
  • High Noon
Bounty Collector

Bounty Collector {3}{B}

Creature - Human Rogue
{B}, {T}: Post a bounty on target permanent. (Put a bounty counter on that permanent. It has “When this permanent is put into a graveyard from the battlefield, each opponent draws a card” as long as it has a bounty counter on it.)
{B}, {T}, Pay 2 life: Destroy target creature with a bounty counter on it.
2/2
  • High Noon
Bounty Leveler

Bounty Leveler {B}{R}

Creature - Spirit Mercenary
Whenever a creature with a counter on it dies, create a Gold token. (It's an artifact with “Sacrifice this artifact: Add one mana of any color.”)
2/2
  • High Noon
Brazen Drifter

Brazen Drifter {2}{R}

Creature - Human Rogue
Haste
Whenever one or more creatures attack, you may discard a card. If you do, draw a card.
“Who cares where I've been. All that matters is where I am now.”
2/2
  • High Noon
Brush Sniper

Brush Sniper {3}{G}

Creature - Elf Warrior Archer
Reach
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
4/2
  • High Noon
Burning-Tree Shaman

Burning-Tree Shaman {1}{R}{G}

Creature - Centaur Shaman
Whenever a player activates an ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player.
“The earth screams at you, refugees. If you will not heed its cries, it will find ways to make you listen to it.”
—Chief Striking Dawn
3/4
Cage the Mind

Cage the Mind {1}{U}

Instant
Choose one or both —
• Put target detained creature on top of its owner's library.
• Detain target creature. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
  • High Noon