14930 cards found
One with the Herd

One with the Herd {X}{G}{G}

Sorcery
Until end of turn, target creature gets +X/+X and can only be blocked by X or more creatures.
Charge with all the ferocity of the herd and no one will be able to tell the difference.
  • High Noon
Patron of the Ancients

Patron of the Ancients {3}{G}{G}

Creature - Centaur Spirit
Hexproof
Spells you cast cost {1} less to cast for each creature you control that shares a creature type with that spell.
4/4
  • High Noon
Qilan Archer

Qilan Archer {2}{G}

Creature - Centaur Archer
Reach
If a creature is attacking you and you control a Centaur, you may cast Qilan Archer without paying its mana cost and as though it had flash.
2/3
  • High Noon
Qilan Explorer

Qilan Explorer {4}{G}

Creature - Centaur Scout
While the elves isolated themselves from the incoming refugees, the centaurs extended a hoof.
4/5
  • High Noon
Qilan Seer

Qilan Seer {1}{G}

Creature - Centaur 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 Qilan Seer envisions a creature card, it gets +4/+0 until end of turn.
0/4
Qilan Wanderer

Qilan Wanderer {G}

Creature - Centaur Scout
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Among the once savage centaurs, some turn to help the rising civilization.
1/1
Scout Ahead

Scout Ahead {G}

Sorcery
Look at the top five cards of your library. You may reveal a Scout or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
  • High Noon
Spectral Hunter

Spectral Hunter {3}{G}{G}

Creature - Centaur Warrior Spirit
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 Spectral Hunter envisions a creature card, creatures you control get +1/+0 until end of turn.
5/4
Take Aim

Take Aim {G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+0 and has trample and reach.
“Too often out here you only get one shot. Don't miss it.”
—Calamity Rose
  • High Noon
Tracker of Wild Places

Tracker of Wild Places {2}{G}

Creature - Elf Scout
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 Tracker of Wild Places envisions a creature card, you may untap a permanent you control.
3/2
Trailbloomer

Trailbloomer {1}{G}

Creature - Centaur Scout
Whenever a basic land you control enters, add one mana of any color.
“A true scout never gets lost. Every tree leads the way to those that will listen.”
1/3
  • High Noon
Ulek Crusher

Ulek Crusher {4}{G}{G}

Creature - Plant Spirit
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 Crusher envisions a creature card, it gets +2/+2 until end of turn.
6/5
  • High Noon
Ulek Elder

Ulek Elder {1}{G}

Creature - Plant Spirit
When Ulek Elder enters, look at the top card of your library. You may put it into your graveyard.
The elves of the Ulek often cull the ghosts that don't prove themselves useful.
2/2
  • High Noon
Ulek Wayfinder

Ulek Wayfinder {2}{G}

Creature - Elf Scout
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.)
As Ulek Wayfinder envisions a land card, you may put that card onto the battlefield tapped.
2/1
  • High Noon
Uncharted Frontier

Uncharted Frontier {3}{G}

Sorcery
This spell costs {2} less to cast if you control a Scout.
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand, then shuffle.
  • High Noon
Unified Ceremony

Unified Ceremony {2}{G}{G}

Enchantment
Whenever you cast an enchantment spell, reveal the top card of your library. If it's an enchantment card, you may put it onto the battlefield.
  • High Noon
Walking with Ancients

Walking with Ancients {2}{G}

Enchantment
Play with the top card of your library revealed.
Spells you cast that share a creature type with the top card of your library cost {1} less to cast.
  • High Noon
Aether Striders

Aether Striders {3}{U}{R}

Creature - Aetherborn Horror
Prowess
At the beginning of each end step, if you cast a multicolor spell or two spells with different colors this turn, each opponent sacrifices a permanent.
When not dispelled, the creatures of the mines become one with the world again.
3/3
  • High Noon
At the Gallows

At the Gallows {2}{W}{B}

Enchantment
Whenever a non-Spirit creature deals combat damage to a player, destroy that creature. Its controller creates a 1/1 colorless Spirit creature token.
  • High Noon
Azun, Sheriff of Daisite

Azun, Sheriff of Daisite {1}{R}{W}

Legendary Planeswalker - Azun
[+1]: Tap up to one target creature. Azun, Sheriff of Daisite deals 1 damage to each opponent.
[–1]: Exile another target nonland permanent until Azun, Sheriff of Daisite leaves the battlefield.
[–7]: Detain each permanent target opponent controls. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
Loyalty:
3
Bounty Leveler

Bounty Leveler {B}{R}

Creature - Spirit Mercenary
Whenever a creature with a counter on it dies, create a Gold token. (It's an artifact with “Sacrifice this artifact: Add one mana of any color.”)
2/2
  • High Noon
Burning-Tree Shaman

Burning-Tree Shaman {1}{R}{G}

Creature - Centaur Shaman
Whenever a player activates an ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player.
“The earth screams at you, refugees. If you will not heed its cries, it will find ways to make you listen to it.”
—Chief Striking Dawn
3/4
Chief Striking Dawn

Chief Striking Dawn {2}{B}{G}

Legendary Creature - Elf Warrior
Whenever a card is put into a graveyard from anywhere, put a +1/+1 counter on Chief Striking Dawn.
{1}{B}{G}, Remove three counters from Chief Striking Dawn: Return a permanent card from your graveyard to the battlefield.
3/3
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