4785 cards found
The Resting Place

The Resting Place {2}{W}

Legendary Artifact - Vehicle
Whenever The Resting Place deals combat damage to a player, you may return a creature card with mana value 3 or less from your graveyard to the battlefield.
Crew 2
The rumbling carriage ensures each lost soul returns to its proper place.
3/4
  • Sparks of a Multiverse
The Riddle Gate

The Riddle Gate {4}

Legendary Artifact
{T}: The next time you would draw a card this turn, instead search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
“It offers the most tantalizing of choices: where to go, whom to be.”
—Kemuel, the Hidden One
  • Alara
The River Treader

The River Treader {1}{B}

Legendary Creature - Spirit
Flying
Whenever one or more other creatures die for the first time each turn, journey. (To journey, exile the top card of your library face up. Whenever a creature you control deals combat damage to an opponent, put a journeyed card you own into your hand.)
1/2
  • MSEM Masters: Legends
The Rocket Gang Strikes!

The Rocket Gang Strikes! {4}{U}{U}

Enchantment
Vanguard — Whenever a creature you control attacks alone, gain control of target nonland permanent for as long as you control The Rocket Gang Strikes!.
“Where has decades of collaboration got you? It's time for someone to take charge, and take whatever else they like along the way.”
  • Monsters of Chikyu
The Shadowstaff

The Shadowstaff {3}

Legendary Artifact - Vehicle
Trample
Creatures you control have “{T}: This creature deals 1 damage to each opponent. Activate only as a sorcery.”
At the beginning of combat on your turn, if an opponent lost 4 or more life this turn, you may have The Shadowstaff become an artifact creature until end of turn.
4/4
  • Over the Horizon
The Shepherd of Nowhere

The Shepherd of Nowhere {5}{G}{W}

Legendary Creature - Giant Horror
Trample
When The Shepherd of Nowhere enters the battlefield, each player sacrifices each other nontoken creature they control.
Whenever another nontoken creature you control dies, create a token that's a copy of that creature.
5/5
  • Video Horror System
The Sin of Hope

The Sin of Hope {B}{G}

Enchantment
At the beginning of your upkeep, you lose 1 life, then reveal the top card of your library. You lose life equal to its mana value unless it is a creature card. Put that card into your hand.
“Sometimes I wonder where our lives go, and question who we used to be.”
—Jasper Felix, Infamy Agent
  • Animus Vox
The Spire of Undeath
Piruz, the Fourth Shah

The Spire of Undeath

Legendary Artifact - Monument
(Color indicator: The Spire of Undeath is black)
At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.
“The spires of Piruz the pale maintained his dominance long after he passed on.”
—The Tale of Kings
Card has other part: Piruz, the Fourth Shah
  • Alkabah
The Start of Something

The Start of Something {W}

Enchantment
At the beginning of each end step, if you gained life this turn, put a +1/+1 counter on up to one target creature.
“She'd rebuilt the plane from rubble and shallow graves, and yet she craved more.”
—Azamir, “Dawn Of Hope”
  • Storytime
The Sun May Set

The Sun May Set {2}{W}

Instant - Adventure
Create a 1/1 white Spirit creature token with flying. (Then exile this card. You may cast the artifact later from exile.)
Card has other part: Aegisul, the Sunspear
The Sungaru Gang

The Sungaru Gang {2}{R/G}{W}{B}

Legendary Creature - Rabbit Rogue
Deathtouch, lifelink
At the beginning of combat on your turn, for each creature your opponents control, you may tap an untapped creature you control. If you do, those creatures fight each other.
3/4
  • Kahembo: Olde Dawn
The Terror of Shady Cove

The Terror of Shady Cove {5}{G}{G}

Creature - Slug Beast
Deathtouch
When The Terror of Shady Cove enters the battlefield, target opponent sacrifices an artifact. If they can't, create a 3/3 green Slug creature token with deathtouch. Then repeat this process for an enchantment and a nonbasic land.
7/7
  • MSEM Masters: Jumpstart
The Third Breach

The Third Breach {3}{R}{R}{R}{R}

Enchantment
When The Third Breach enters the battlefield, discard your hand, then draw seven cards.
Creatures you control get +3/+3, have haste, and are Horrors in addition to their other types.
At the beginning of each end step, sacrifice each creature you control.
The Tideshift

The Tideshift {5}{U}{U}

Sorcery
For each creature, its owner puts it on the top or bottom of their library.
“I've created an impregnable defense. The Continent will be safe from intruders and whatever monster drove you here.”
—Allagras, to Mawdryk
  • Aftermath
The Tomb of Precursors

The Tomb of Precursors

Land
{T}: Add {C}.
{1}, {T}: Draw a card, then discard a card. Activate only if seven or more cards are in your graveyard.
It lies far beyond Mephisto's Gate, those within locked away in permanent slumber.
  • Love Song
The Undercity Amalgam

The Undercity Amalgam {4}{B}{G}

Legendary Creature - Ooze Hydra
Permanent cards in your graveyard have The Undercity Amalgam's Adventure.
Once during each of your turns, you may cast an Adventure spell from your graveyard.
7/6
Card has other part: Sewage Flow
  • MSEM Masters: Legends
The Unhinging Project

The Unhinging Project {U}{B}{R}

Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
Whenever you cast a spell from anywhere other than your hand, remove a lore counter from The Unhinging Project.
I — The Unhinging Project deals 2 damage to any target. You gain 2 life.
II — Discard your hand. Surveil 3.
  • The Stage Presents: The Neverending Act
The Unshakable Kian

The Unshakable Kian {6}{G}{U}

Legendary Creature - Djinn Wizard
The Unshakable Kian enters the battlefield with three wish counters on him.
Remove a wish counter from Kian: Choose one. Activate only as a sorcery and only once each turn.
• Kian gains hexproof and trample until your next turn.
• Tap up to three target nonland permanents and put a stun counter on each of them.
• If you have fewer than four cards in hand, draw cards equal to the difference.
11/11
  • MSEM Masters: Legends
The Urchin King
Performer of Ambition

The Urchin King

Legendary Creature - Human Noble Actor
(Color indicator: The Urchin King is black)
The Urchin King's power and toughness are each equal to the number of cards in all graveyards.
Sacrifice a creature: The Urchin King gains lifelink and indestructible until end of turn.
*/*
Card has other part: Performer of Ambition
The Whisperwoods

The Whisperwoods

Land
{T}: Add {C}.
{1}, {T}, Sacrifice The Whisperwoods: Add two mana in any combination of colors.
At the beginning of each end step, if a player lost life this turn, return The Whisperwoods from your graveyard to your hand.
  • Survive the Night
The Winged Steed

The Winged Steed {2}

Legendary Artifact - Vehicle
Whenever The Winged Steed attacks, create a 4/4 red Dragon creature token with flying that's tapped and attacking. Exile that token at end of combat.
Crew 2 (Tap any number of creatures you control with total power 2 or greater: This Vehicle becomes an artifact creature until end of turn.)
2/2
The Witch Queens

The Witch Queens {4}{R}{R}

Legendary Planeswalker - Cerie Kailla
[+2]: The Witch Queens deal 2 damage to each of up to two targets.
[–3]: Gain control of target land and untap it.
[–9]: Each player discards their hand, then draws up to seven cards. The Witch Queens deal damage to each opponent equal to twice the number of cards that player has drawn this turn.
Loyalty:
6
Theocracy

Theocracy {1}{W}{W}

Enchantment - Discovery
(As this Discovery enters and after your draw step, add a progress counter. Stop after you've discovered.)
I, II — Look at the top five cards of your library. Put up to one creature card with mana value 2 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Discovery — At the beginning of combat on your turn, tap target creature an opponent controls.
Thermal Ventcaller

Thermal Ventcaller {6}{R}

Enchantment Creature - Trilobite Shaman
Enspirit (As you cast this spell, you may exile a nonenchantment creature you control until this leaves the battlefield or fails to resolve. Reduce this spell's cost by the exiled card's mana value.)
At the beginning of your upkeep, create a token that's a copy of the enspirited card. It gains haste until end of turn. Exile it at the beginning of the next end step.
3/4
  • Over the Horizon
These Final Moments

These Final Moments {2}{R}

Sorcery - Revelation
If a source you control would deal damage this turn, it deals double that damage instead.
Coalesce {7}{R}{R} (You may cast this from your graveyard for its coalesce cost. If you do, put it onto the battlefield as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
Haste
6/5
  • Beyond Our Ken