14928 cards found
Calamity Rose

Calamity Rose {4}{W}{W}

Legendary Creature - Human Scout
When Calamity Rose enters, each player chooses a number of artifacts they control equal to the number of artifacts controlled by the player who controls the fewest, then sacrifices the rest. Players sacrifice creatures, enchantments, lands and planeswalkers the same way.
3/5
  • High Noon
Campfire Stories

Campfire Stories {2}{R}

Sorcery
Target creature gets +3/+2 and gains menace until end of turn.
Quickdraw {1}{R} (When a creature you control blocks or becomes blocked, you may cast this spell for {1}{R}.)
Talk is cheap, but legends are priceless.
  • High Noon
Canopy Ambush

Canopy Ambush {2}{G}

Instant
Create two 1/1 green Elf Scout creature tokens. They gain reach until end of turn.
“People sometimes ask how I survive the Ulek. Easy. Just leave that forest alone, and it'll leave you alone.”
—Calamity Rose
  • High Noon
Cardsharp

Cardsharp {1}{B}{B}

Sorcery
Search your library for a card and put it into your hand, then shuffle. You lose life equal to the number of cards in your hand.
Every good cardsharp sets up losses. Bad ones bet their life against them.
  • High Noon
Cardsharp Drifter

Cardsharp Drifter {3}{U}

Creature - Spirit Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
“Care for a quick game?”
3/3
  • High Noon
Cathartic Reunion

Cathartic Reunion {1}{R}

Sorcery
As an additional cost to cast this spell, discard two cards.
Draw three cards.
Sometimes you just have to live a little.
Chief Striking Dawn

Chief Striking Dawn {2}{B}{G}

Legendary Creature - Elf Warrior
Whenever a card is put into a graveyard from anywhere, put a +1/+1 counter on Chief Striking Dawn.
{1}{B}{G}, Remove three counters from Chief Striking Dawn: Return a permanent card from your graveyard to the battlefield.
3/3
Collapsed Mine

Collapsed Mine {2}{W}{W}

Enchantment
Flash
When Collapsed Mine enters, exile another target nonland permanent until Collapsed Mine leaves the battlefield.
“While there's always a chance, there's never much hope alive down there.”
  • High Noon
Creed, Eternal Straggler

Creed, Eternal Straggler {3}{R}

Legendary Creature - Spirit Soldier
First strike
Whenever Creed, Eternal Straggler attacks, exile the top card of your library. You may play that card this turn, and that spell costs {2} less to cast.
Death waits for no man. Revenge is patient.
3/3
Creeping Hidebehind

Creeping Hidebehind {1}{G}

Creature - Plant Spirit
Hexproof
Whenever one or more cards are put into your graveyard from anywhere, Creeping Hidebehind gets +1/+0 until end of turn.
2/2
  • High Noon
Crossfire

Crossfire {R}

Sorcery
Crossfire deals 1 damage to each creature.
Quickdraw {2}{R} (When a creature you control blocks or becomes blocked, you may cast this spell for {2}{R}.)
  • High Noon
Cruel Effigy

Cruel Effigy {2}

Artifact Creature - Scarecrow
Reach
Scarecrow spells you cast cost {1} less to cast.
0/2
  • High Noon
Daisite Express

Daisite Express {2}{U}

Creature - Human Rogue
Whenever Daisite Express attacks, draw a card.
Whenever Daisite Express deals combat damage to a player, discard a card.
Rushing from Bearidge to Sunset Cliffs, the Daisite Express stops for little short of death.
2/2
  • High Noon
Dead Man's Hand

Dead Man's Hand {0}

Artifact
Dead Man's Hand enters tapped.
{T}, Sacrifice Dead Man's Hand, two permanents with mana value 1, and two permanents with mana value 8: Target player loses the game.
  • High Noon
Deputy Gibem

Deputy Gibem {R}

Legendary Creature - Goblin Soldier
When Deputy Gibem enters, post a bounty on each creature and each planeswalker. (Put a bounty counter on those permanents. Each of them have “When this permanent dies, each opponent draws a card” as long as it has a bounty counter on it.)
1/1
  • High Noon
Derelict Town

Derelict Town

Land
{T}: Add one mana of any color.
When you tap Derelict Town for mana, return it to its owner's hand.
“Your civilization has been razed time and time again. Yet still you persist. Why?”
—Chief Striking Dawn
Derelict Watcher

Derelict Watcher {4}

Artifact Creature - Scarecrow
Defender
Whenever Derelict Watcher or another Scarecrow you control enters, create a 1/1 black Bird creature token with flying.
2/3
  • High Noon
Derringer Revelation

Derringer Revelation {2}{R}

Instant
Exile the top two cards of your library. Until end of turn, you may play cards exiled this way. If an instant or sorcery spell cast this way would deal damage to a player or planeswalker, it deals double that damage instead.
  • High Noon
Diligent Deputy

Diligent Deputy {2}{W}{W}

Creature - Human Soldier
{3}{W}{W}: Detain target nonland permanent. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
“The suits working for the Judges think they're important cause they get a bit of aether. Wouldn't last five minutes out here with me.”
—Calamity Rose
3/2
  • High Noon
Disallow

Disallow {1}{U}{U}

Instant
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
“There are further laws than those that are written within these pages, and they shall be applied as necessary.”
—The Judges' Law
Dispel

Dispel {U}

Instant
Counter target instant spell.
Laws are only as strong as their enforcers.
  • High Noon
Down Barrel

Down Barrel {3}{B}

Sorcery
This spell costs {2} less to cast if you control a Rogue.
Target opponent discards two cards.
“Perhaps my friend here can help the deal go more smoothly.”
  • High Noon
Dreamkeeper

Dreamkeeper {6}

Artifact Creature - Scarecrow
Protection from Spirits
At the beginning of each end step, if a card was put into exile or a graveyard from anywhere this turn, draw a card.
The spirits flee from the nightmare that lurks within.
4/3
  • High Noon
Drifting Warden

Drifting Warden {3}{W}

Creature - Spirit Cleric
When Drifting Warden enters, exile another target creature until Drifting Warden leaves the battlefield.
{3}{W}: Exile Drifting Warden. Return it to the battlefield under its owner's control at the beginning of the end step.
2/3
  • High Noon
Driver of Herds

Driver of Herds {4}{R}

Creature - Centaur Warrior
Menace, haste
Other Centaurs you control get +1/+0.
While stubborn alone, a strong leader can turn the Qilan herds and hearts.
4/3
  • High Noon