14930 cards found
Refund

Refund {U}

Instant
Return target creature you own to your hand.
Scry 1.
“On second thought...”
  • High Noon
Silence of the Drifter

Silence of the Drifter {1}{U}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has hexproof.
Everyone on Daisite has a story. Most of them aren't worth dying over.
  • High Noon
Slighted Spirit

Slighted Spirit {4}{U}{U}

Creature - Spirit
Flying
When Slighted Spirit enters, detain up to two target creatures. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
3/4
  • High Noon
Slinger's Storm

Slinger's Storm {3}{U}

Instant
Creatures your opponents control get -4/-0 until end of turn.
Quickdraw {1}{U}{U} (When a creature you control blocks or becomes blocked, you may cast this spell for {1}{U}{U}.)
  • High Noon
Sparkling Jackalope

Sparkling Jackalope {4}{U}{U}

Creature - Rabbit Beast
{1}{U}: Return Sparkling Jackalope and target creature to their owner's hands.
{5}{U}{U}: Sparkling Jackalope gets +4/+4 and gains flying until end of turn.
While skittish in herds, the lone jackalope is an elusive fighter, and is said to prey on manticores when it gets the jump on them.
4/4
  • High Noon
Spirit of the Falls

Spirit of the Falls {6}{U}{U}

Creature - Spirit
When Spirit of the Falls enters, choose a permanent type. Return all other permanents of the chosen type to their owner's hands.
Discard two land cards: Spirit of the Falls gains hexproof until end of turn.
7/5
  • High Noon
Stealer of Secrets

Stealer of Secrets {2}{U}

Creature - Human Rogue
Whenever Stealer of Secrets deals combat damage to a player, draw a card.
“Find the thing you want more than any other and make sure no one wants it even more than you. Then make it yours.”
—Roxite, of Nightrail
2/2
  • High Noon
Straw Soldiers

Straw Soldiers {1}{U}

Creature - Scarecrow Soldier
While their skill at chasing off crows is questionable, spirits give the motionless guards a wide berth.
1/3
  • High Noon
Street Smarts

Street Smarts {U}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+0 and can't be blocked by creatures with greater mana values.
  • High Noon
Thunder Crow

Thunder Crow {3}{U}

Creature - Elemental Bird
Flying
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
“Thank the thunderbirds for the rain.
Curse them for the thunder.”
2/3
Ulek Windrider

Ulek Windrider {U}

Creature - Elf 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 Ulek Windrider envisions an instant or sorcery card, it gets +1/+0 and gains flying until end of turn.
1/1
  • High Noon
Vivid Hallucination

Vivid Hallucination {2}{U}

Creature - Ox Illusion
When Vivid Hallucination blocks or becomes blocked, return it to its owner's hand.
One of the worst parts of working with aether is not knowing what is and isn't mere hallucination.
4/4
  • High Noon
Weaver of the Winds

Weaver of the Winds {4}{U}

Creature - Elf 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 Weaver of the Winds envisions an instant or sorcery card, draw a card.
2/5
  • High Noon
Whirling Thoughts

Whirling Thoughts {2}{U}

Sorcery
Draw two cards, then discard two cards if it's a combat step.
Quickdraw {U} (When a creature you control blocks or becomes blocked, you may cast this spell for {U}.)
  • High Noon
Window Shopping

Window Shopping {3}{U}

Sorcery
Exile the top five cards of your library. An opponent separates them into two piles. You may put one pile into your hand or draw two cards. Then put the rest of the piles into your graveyard.
“I just don't quite like the look of any of them, to be honest.”
Winning Hand

Winning Hand {3}{U}{U}

Sorcery
Gain control of target creature if its power is less than or equal to the number of cards in your hand.
Quickdraw {4}{U}{U} (When a creature you control blocks or becomes blocked, you may cast this spell for {4}{U}{U}.)
  • High Noon
Axom, the Drifter

Axom, the Drifter {3}{B}

Legendary Creature - Human Wizard
Flash
When Axom enters, remove up to three counters from target permanent.
{2}{U}: Return Axom to its owner's hand.
“The Judges would have you believe every mage works for them or rots. Some of us find the third option.”
3/3
Bloodleaf Butcher

Bloodleaf Butcher {1}{B}

Creature - Elf Warrior
Bloodleaf Butcher gets +1/+0 and has deathtouch as long as five or more cards are in your graveyard.
“They say there's real monsters hidden within the Ulek, but I think the monsters are just more elves.”
—Calamity Rose
2/2
Bloodleaf Poisoner

Bloodleaf Poisoner {1}{B}

Creature - Elf Rogue
Deathtouch
“Well look at the bright side, you stop being sick once you're dead.”
2/1
  • High Noon
Bloodthirsty Ambusher

Bloodthirsty Ambusher {4}{B}

Creature - Devil Spirit
Flash
This spell costs {2} less to cast if five or more cards are in your graveyard.
“Real funny guys, I know there's nothing back there.”
—Telam, last words
3/3
  • High Noon
Bounty Collector

Bounty Collector {3}{B}

Creature - Human Rogue
{B}, {T}: Post a bounty on target permanent. (Put a bounty counter on that permanent. It has “When this permanent is put into a graveyard from the battlefield, each opponent draws a card” as long as it has a bounty counter on it.)
{B}, {T}, Pay 2 life: Destroy target creature with a bounty counter on it.
2/2
  • 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
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
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