14928 cards found
High Spirits

High Spirits {2}{U}

Creature - Bird Spirit
Flying
When High Spirits enters, target creature gains flying until end of turn.
2/1
  • High Noon
Howler Sellout

Howler Sellout {2}{B}

Creature - Dog Rogue
When Howler Sellout enters, for each creature that died this turn, post a bounty on up to one target creature an opponent controls. (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.)
2/2
  • High Noon
Howler Sheriff

Howler Sheriff {3}{R}

Creature - Dog Soldier
When Howler Sheriff enters, gain control of up to one target creature with a bounty counter on it until end of turn. Untap that creature. It gains haste until end of turn.
“Right! You're coming with me then!”
3/2
  • High Noon
Imposing Griffin

Imposing Griffin {2}{W}{U}

Creature - Griffin
Flying
Nonland permanents your opponents control enter tapped.
Activated abilities of permanents your opponents control that entered this turn can't be activated unless they're mana abilities.
3/3
Injustice

Injustice {2}{R}

Sorcery
Injustice deals 4 damage to target creature. Post a bounty on up to one other target 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 only justice the frontier deserves.
  • High Noon
Invisible Stalker

Invisible Stalker {1}{U}

Creature - Human Rogue
Hexproof
Invisible Stalker can't be blocked.
“Remember, you're never as invisible as you think you are. Most people just don't care if you avoid them. Use that.”
—Roxite, of Nightrail
1/1
Ironeyes Desperado

Ironeyes Desperado {1}{R}{R}

Creature - Human Mercenary
When Ironeyes Desperado is exiled from your library, you may pay {R}. If you do, cast it without paying its mana cost.
Haste
“I'm your man. Mining, thieving, murdering, drinking, I do it all.”
3/2
  • High Noon
Ironeyes Scoundrel

Ironeyes Scoundrel {1}{U}

Creature - Human Rogue
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Spells you cast during combat cost {1} less to cast.
1/2
  • High Noon
Ironeyes Slingers

Ironeyes Slingers {1}{R}

Creature - Spirit Soldier
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Even ghosts need someone watching their back.
1/3
  • High Noon
Judges of Bearidge

Judges of Bearidge {2}{W}{U}

Legendary Creature - Human Wizard
Noncreature spells your opponents cast cost {1} more to cast for each counter on Judges of Bearidge.
{5}{W}{U}: Put a +1/+1 counter on Judges of Bearidge, then detain each creature with lesser power. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
3/3
Judges' Shield

Judges' Shield {W}

Instant
Detain target creature. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Scry 1.
The sheriff of Nightrail was arrested before he had even picked up his gun.
  • High Noon
Koshui, the Trader

Koshui, the Trader {4}{R}{G}

Legendary Creature - Centaur Scout
Play with the top card of your library revealed.
You may cast creature spells from the top of your library. You may cast Centaur spells this way without paying their mana costs.
4/6
  • High Noon
Land Grab

Land Grab {2}{R}{R}

Sorcery
Gain control of target land.
“Every bit of land's got something that'll scare of its investors. The trick is to find it first, and failing that, invent something even worse.”
—Lexie Boggs, aether baron
  • High Noon
Lead the Charge

Lead the Charge {3}{G}

Sorcery
Target creature you control gets +3/+3 and gains trample until end of turn. Other creatures you control gain trample until end of turn.
With Sareng and the Judges at each other's throats, Dawn struck them all.
  • High Noon
Lease on Life

Lease on Life {3}{R}{W}

Enchantment
Whenever a non-Spirit creature you control dies, you may create a token that's a copy of that creature except the token is a Spirit in addition to its other types and has haste.
“You've got a second chance. Don't waste it.”
— Creed, of Graygulch
Lingering Guide

Lingering Guide {1}{G}

Creature - Centaur Scout
When Lingering Guide enters, mill two cards.
“You trespass, yet we are the savages?”
—Chief Striking Dawn
2/3
  • High Noon
Lone Stranger

Lone Stranger {2}{W}

Creature - Human Soldier
When Lone Stranger enters, if you control no other creatures, create two 1/1 colorless Spirit creature tokens.
“Always lend your ear to strangers. You never know when they're rich, or just mad.”
2/1
  • High Noon
Lonely Return

Lonely Return {1}{B}

Sorcery
Return target creature card from your graveyard to your hand. If you control a Spirit, draw a card.
Some cowboys still tell tales of old Daisite, a city running on steam and spirit until both fought back. Its haunted ruins still hide every sunrise.
  • High Noon
Loreweaver

Loreweaver {3}{G}

Creature - Elf Shaman Warrior
{2}{G}: Loreweaver's base power and toughness each become equal to the number of cards in your graveyard until end of turn.
Lost tales can still be told.
2/2
  • High Noon
Luck of the Draw

Luck of the Draw {3}{U}{U}

Instant
Reveal the top card of your library. Draw X cards, where X is that card's mana value.
Gamblers don't trust the word luck, offering their hopes to Lady Lucy instead. Sometimes, she listens.
  • High Noon
Make an Entrance

Make an Entrance {R}

Instant
Target creature gains haste until end of turn. Make an Entrance deals 2 damage to up to one target creature.
  • High Noon
Maligned Scavenger

Maligned Scavenger {1}{B}{G}

Creature - Griffin
Flying, vigilance
Exile a creature card from your graveyard: Maligned Scavenger gets +1/+1 until end of turn.
When fresh prey dries up, griffins learn how to live on the ghosts left behind.
2/2
  • High Noon
March of the Gray

March of the Gray {B}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature dies, return another target creature card from your graveyard to your hand.
  • High Noon
Mentor of the Mighty

Mentor of the Mighty {2}{G}

Creature - Elf Druid
Whenever another creature with power 4 or greater you control enters, you may draw a card.
“The greatest of us can still learn from the smallest of us.”
2/2
  • High Noon
Midnight Fright

Midnight Fright {2}{B}{B}

Sorcery
Target opponent discards two cards, then sacrifices a creature.
  • High Noon