15007 cards found
Jotunn Warchief

Jotunn Warchief {4}{R}

Creature - Giant Warrior
Trample
{1}{R}: Each attacking creature you control with trample gets +1/+0 until end of turn.
“The head's a weak point. Now where did I put my grappling hook?”
—Vosh, the Champion
4/5
  • Arkadai
Journey Beyond

Journey Beyond {2}{W}

Instant
Exile up to one target nonland permanent you control and up to one target nonland permanent card with mana value 3 or less from your graveyard. Then return the exiled cards to the battlefield tapped under their owner's control.
  • MSEM Masters: Jumpstart
Journey Home

Journey Home {2}{G}

Instant
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. You gain 3 life.
“I don't fight for honor, or for gold. I fight to make a better world for my children.”
—Susanne, knight of Yroncaster
  • Quest for the Roseblade
Journey of Self-Discovery

Journey of Self-Discovery {1}{W}

Instant
Wanderlust — Target creature you control gets +2/+2 until end of turn. If you control four or more differently named lands, that creature gains protection from everything until end of turn.
In an all-too-common twist of fate, it turned out that the power was inside her all along.
  • Over the Horizon
Journey through Kareki

Journey through Kareki {1}{W}

Enchantment
When Journey through Kareki enters, draw a card, then choose a creature card name.
Creatures you control with the chosen name get +1/+1.
  • Tales of Old Jidai
Journey through Kitasan

Journey through Kitasan {1}{W}

Enchantment
When Journey through Kitasan enters, draw a card, then choose a creature card name.
{1}{W}: Put a +1/+1 counter on each creature you control with the chosen name. Activate only as a sorcery.
  • Tales of Old Jidai
Journey through Masamori

Journey through Masamori {1}{G}

Enchantment
When Journey through Masamori enters, draw a card, then choose a creature card name.
Creatures you control with the chosen name have “{T}: Add one mana of any color.”
  • Tales of Old Jidai
Journey through Moranai

Journey through Moranai {1}{R}

Enchantment
When Journey through Moranai enters, draw a card, then choose a creature card name.
Creatures you control with the chosen name have haste and “{R}: This creature gets +1/+0 until end of turn.”
  • Tales of Old Jidai
Journey through Odaya

Journey through Odaya {1}{U}

Enchantment
When Journey through Odaya enters, draw a card, then choose a creature card name.
Creatures you control with the chosen name can't be blocked.
  • Tales of Old Jidai
Journey through Uwaito

Journey through Uwaito {1}{B}

Enchantment
When Journey through Uwaito enters, draw a card, then choose a creature card name.
Whenever a creature you control with the chosen name dies, each opponent discards a card.
  • Tales of Old Jidai
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 Elrayin

Journey to Elrayin {G}

Enchantment
When Journey to Elrayin enters, journey, then choose a creature card name. (To journey, exile the top card of your library face up. Whenever a creature you control deals combat damage to a player, put a journeyed card you own into your hand.)
Whenever a creature you control with the chosen name deals combat damage to a player, journey.
  • Over the Horizon
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.
It roams the mountains, spreading wild flowers for a purpose lost to time.
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 Reveler

Joyous Reveler {G}

Creature - Elf Citizen
Trample
Whenever this creature attacks, if you control three or more other creatures, it gets +2/+1 until end of turn.
The months following Yaran's execution were peaceful ones. Sadly for the people of Meredir, however, that peace didn't last long.
1/2
  • The Petals Wilt