9744 cards found
Journey to Atonement

Journey to Atonement {1}{G}

Sorcery
Look at the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
It is tradition for seekers of atonement to travel to Ni'Ama's mountain on foot, without the aid of magic or tools to expedite the pace.
  • Mious
Journey to the Otherworlds

Journey to the Otherworlds {1}{R}

Enchantment
When Journey to the Otherworlds enters, draw a card, then choose a creature card name.
Whenever a creature you control with the chosen name attacks, you may aetherize it. (To aetherize, create a token that's a copy of it, then exile that token.)
  • Worlds Away
Journey to the Syzygy Spire

Journey to the Syzygy Spire {1}{U}

Enchantment
When Journey to the Syzygy Spire enters, draw a card, then choose a creature card name.
Whenever a creature you control with the chosen name deals combat damage to a player, draw a card.
  • Worlds Away
Journey to the Zhedina

Journey to the Zhedina {1}{W}

Enchantment
When Journey to the Zhedina enters, draw a card, then choose a creature card name.
Whenever a creature with the chosen name you control deals damage to a player, put a +1/+1 counter on it.
  • Worlds Away
Journey's End

Journey's End {1}{W}

Instant
Put target creature or planeswalker on the bottom of its owner's library. Its controller may scry 1.
“The greatest stories end in a mystery, spurring the reader to make stories of their own.”
—Faisal, Siamang minstrel
Journeying Drake

Journeying Drake {4}{U}

Creature - Drake
Flash
Flying
Legendary creatures you control have flying.
“A dragon? Oh, no. If this were a dragon, I'd be dead.”
—Syr Illan, Hethwyr's Spear
3/3
  • Seasons of War
Journeying Giftbearer

Journeying Giftbearer {1}{G}{W}

Creature - Cat Aurashaper Cleric
Whenever Journeying Giftbearer or another nontoken creature you control enters, create a green and white Aura enchantment token named Wild Boon attached to that creature. The token has enchant creature and “Enchanted creature gets +1/+1.”
2/2
  • Worlds Away
Journeying Packmaster

Journeying Packmaster {4}{G}

Creature - Human Druid
When Journeying Packmaster enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you didn't put that card onto the battlefield, draw a card.
“Come, Lang. At long last, the road ahead is safe.”
4/4
  • Nangjiao In Bloom
Jowly Recruit

Jowly Recruit {1}{W}

Creature - Hound Knight
Vigilance
“I may follow the king, but I fight for our pack.”
1/3
Card has other part: Initiation
  • Kahembo: Olde Dawn
Joyful Deviant

Joyful Deviant {2}{B/R}

Creature - Hyena Rogue
When Joyful Deviant enters or dies, it deals 1 damage to any target.
Under Shabil's law in Bourasa, rogue clans on the city outskirts quickly descended into unbridled chaos.
2/2
  • Kahembo: Olde Dawn
Joyous Chromatelk

Joyous Chromatelk {3}

Artifact Creature - Elk
As Joyous Chromatelk enters, choose a color.
All cards that aren't on the battlefield, spells, and permanents are the chosen color in addition to their other colors.
{T}: Add one mana of the chosen color.
2/2
Joyous Connection

Joyous Connection {2}{U}{R}

Instant
Draw three cards, then exile three cards from your hand. Until the end of your next turn, you may play those cards.
“Shala, you don't have to listen to some prophecy, some god, or anyone else. Listen to you and what your heart tells you what to do.”
—Marilye
  • Alkabah
Joyous Explorer

Joyous Explorer {G}{W}

Creature - Human Scout
Whenever a land you control enters, create a 1/1 colorless Servo artifact creature token.
{4}{G}{W}: Put a +1/+1 counter on each creature you control. They gain trample until end of turn.
“I'm just happy to be together with my bots.”
1/1
  • Love Song
Joyous Whaleshark

Joyous Whaleshark {4}{W}{W}

Enchantment Creature - Whale Shark
Concord — This spell costs {2} less to cast if there are four or more card types among permanents you control.
Vigilance (Attacking doesn't cause this creature to tap.)
Every aspect of Elmare life operates in harmony—even the food chain.
4/5
  • Elmare: Into the Abyss
Juddering Mishap

Juddering Mishap {2}{R}

Creature
Double strike, menace, trample
At the beginning of your end step, sacrifice Juddering Mishap unless you've cast a spell with no creature types this turn. (Noncreature spells have no creature types.)
2/1
  • Arkadai
Judge Unworthy

Judge Unworthy {1}{W}

Instant
Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card's mana value to that creature.
  • Pyramids of Atuum
Judge of Clans

Judge of Clans {2}{G}

Creature - Elf Shaman Warrior
When Judge of Clans enters, adjudicate. (Create a white enchantment Aura token with enchant creature and “Sacrifice this token: Untap enchanted creature.” attached to target creature.)
{T}: Add one mana of any color.
2/3
  • Over the Horizon
Judge of Mahara
Zealot of Mahara

Judge of Mahara

Creature - Angel Cleric
(Color indicator: Judge of Mahara is white)
Flying
Whenever Judge of Mahara or another creature you control leaves the battlefield, you gain 2 life.
“I could be merciful and excuse these first transgressions. But the next time? And the time after that? How many will follow the call to disobey orders and risk Kaneh fall to despicable hands?”
1/1
Card has other part: Zealot of Mahara
  • Alkabah: The Rise of Soli
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
Judicious Djinni

Judicious Djinni {4}{U}{U}

Creature - Djinn
Flying
Concord — When Judicious Djinni enters, if there are four or more card types among permanents you control, return target instant or sorcery card from your graveyard to your hand.
4/4
Jund Shardseeker

Jund Shardseeker {2}{R}

Creature - Goblin Scout
Menace
Swampcycling {1}, forestcycling {1} ({1}, Discard this card: Search your libary for a Swamp or Forest card, reveal it, put it into your hand, then shuffle.)
It had found fearsome predators in these strange lands, but none compare to the dragons of Jund.
3/2
  • Alara
Jungle Battlemage

Jungle Battlemage {1}{G}

Creature - Elf Shaman
{1}{R}: Exile the top card of your library. If it's a creature card, you may play it until the end of your next turn.
{4}{W}: Put two +1/+1 counters on target creature.
“I am the wilds where the strong shall thrive.”
2/1
  • Alara
Jungle Hollow

Jungle Hollow

Land
Jungle Hollow enters tapped.
When Jungle Hollow enters, you gain 1 life.
{T}: Add {B} or {G}.
Jungle Shrine

Jungle Shrine

Land
Jungle Shrine enters tapped.
{T}: Add {R}, {G}, or {W}.
Naya, heart of abundant life, tread upon by awe-inspiring titans.
  • Alara
Just Hiding

Just Hiding {1}{B}

Sorcery - Adventure
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
Card has other part: Shadowlurk
  • Karina's Explorations