14928 cards found
Dual Wield

Dual Wield {1}{R}

Enchantment - Aura
Enchant creature
Enchanted creature has +2/+0 and has haste.
Quickdraw {R} (When a creature you control blocks or becomes blocked, you may cast this spell for {R}.)
  • High Noon
Dusk Occultist

Dusk Occultist {2}{G}{U}

Creature - Elf Warrior 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 Dusk Occultist envisions a creature card, draw a card.
3/2
  • High Noon
Dusk Rider

Dusk Rider {1}{W}{B}

Creature - Spirit Mercenary
Lifelink
{W}{B}, {T}: Dusk Rider deals X damage to target attacking creature, where X is the number of Spirits you control.
2/3
  • High Noon
Elven Wanderer

Elven Wanderer {1}{U}

Creature - Elf Shaman
{1}: Look at the top card of your library.
{G}, {T}, Mill a card: Untap another target creature.
2/1
  • High Noon
Embed

Embed {3}{U}

Enchantment - Aura
Enchant artifact or creature
When Embed enters, tap enchanted permanent.
Enchanted permanent doesn't untap during its controller's untap step.
“Least it causes less damage than a goblin.”
  • High Noon
Eternal Scout

Eternal Scout {G}

Creature - Elf Scout
Whenever Eternal Scout attacks, untap each other creature you control.
“I never thought the elves were that different from us. Not until I saw how well the shadows treated them, at least.”
—Calamity Rose
1/1
  • High Noon
Eversoar

Eversoar {W}{W}

Creature - Bird
Flying, vigilance
As the dawn overtakes the night, the grand eagles take flight, hunting down hounds and swine across the frontier.
2/2
  • High Noon
Expedition Leader

Expedition Leader {2}{G}

Creature - Elf Scout
Other Elves you control get +1/+1.
Whenever another Scout you control deals combat damage to a player, you may reveal the top card of your library. If it's a land card, put it onto the battlefield tapped.
2/2
Exposed Ghoul

Exposed Ghoul {2}{B}

Creature - Spirit Rogue
The Daisite dead leave behind ghosts that reflect their corpse. Some end up prettier than others.
3/2
  • High Noon
Feed to the Pigs

Feed to the Pigs {X}{B}{B}

Sorcery
Feed to the Pigs deals X damage to any target. You gain X life.
“Pigs'll eat anything but hair ‘n teeth. Perfect for anything you need gone.”
  • High Noon
Fireheart Centaur

Fireheart Centaur {G}

Creature - Centaur
Whenever Fireheart Centaur attacks, you may pay {2}{R}. If you do, it gets +1/+0 until end of turn for each Centaur you control.
“In times of peace be gentle. In times of strife be unstoppable.”
0/3
  • High Noon
Fog

Fog {G}

Instant
Prevent all combat damage that would be dealt this turn.
The mists within the Ulek are often used to hide the elves, but can be just as useful for hiding from wilder things.
  • High Noon
Fool's Gold

Fool's Gold {2}{U}

Instant
Counter target monocolored spell.
  • High Noon
Forgotten Haunt

Forgotten Haunt

Land
{T}: Add {C}.
{1}, {T}, Sacrifice a creature: Create a 1/1 colorless Spirit creature token.
Forlorn Farmhand

Forlorn Farmhand {1}{W}

Creature - Human Scout
When Forlorn Farmhand dies, create a 1/1 colorless Spirit creature token.
Many citizens of Daisite wish they could explore the world like the drifters, who are just as willing to take their place.
2/2
  • High Noon
Foulweather Effigy

Foulweather Effigy {3}

Artifact Creature - Scarecrow
Spells with mana value 2 or less cost {1} more to cast.
Spells with mana value 4 or greater cost {1} less to cast.
A withered husk, carved to tend the cursed.
2/2
  • High Noon
From the Shadows

From the Shadows {2}{B}{B}

Instant
All creatures get -2/-2 until end of turn.
Not even other elves are free from the reign of Chief Striking Dawn.
Frontier Hoof

Frontier Hoof {3}{G}

Creature - Centaur Scout
Trample
Frontier Hoof gets +1/+1 for each other Centaur you control.
“The elves have been givin' us trouble for years. I ain't puttin' up with Strikin' Dawn, and none of us Qilan should be puttin' up with em anymore.”
3/3
  • High Noon
Frontier Meditation

Frontier Meditation {1}{G}{G}

Enchantment
If you would lose unspent mana, that mana becomes colorless instead.
Do not let anything be wasted.
  • High Noon
Frontier Outrider

Frontier Outrider {1}{G}{G}

Creature - Centaur Scout
Trample
“The Qilan have wandered out from their homeland, changing for the worse against your world, refugees. Who will answer for the chaos you have caused them?”
—Chief Striking Dawn
3/3
  • High Noon
Frontier Paragon

Frontier Paragon {3}{W}

Creature - Human Scout
Flash
When Frontier Paragon enters, untap all creatures you control.
“There's nothing but sand for miles, but that doesn't mean there's nothing to find.”
—Calamity Rose
2/2
  • High Noon
Frontier Scouts

Frontier Scouts {2}{G}

Creature - Human Scout
When Frontier Scouts enters, reveal the top card of your library. If it's a land, put it onto the battlefield tapped.
Daisite doesn't offer many resources, so people are the most important of all.
2/2
  • High Noon
Full House

Full House {4}{U}

Instant
Choose one —
• Return all tapped creatures to their owners' hands.
• Return all untapped creatures to their owners' hands.
  • High Noon
Gambler's Dice

Gambler's Dice {1}

Artifact - Equipment
Equipped creature has haste.
Whenever equipped creature deals combat damage to a player, discard a card. If you do, draw a card.
Equip {1}
  • High Noon
Ghastly Character

Ghastly Character {2}{B}{B}

Instant
Return target creature card from a graveyard to the battlefield under your control. Post a bounty on that creature. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
The key to a good poker face is having a face.
  • High Noon