15282 cards found
Hinode, Glorious Peak

Hinode, Glorious Peak {W}

Legendary Enchantment - Realm
(Activate each ability only once as a sorcery. You gain the realm's favor after activating them all.)
{W}: Put a first strike counter on target creature.
{1}{W}: Invigorate 2. (Choose a creature with the least power among creatures you control and put two +1/+1 counters on it.)
{2}{W}: Create two 1/1 white Soldier creature tokens.
Creatures you control with counters on them have flying and lifelink.
  • MSEM Masters Cube
Hinode, the Sacred Summit

Hinode, the Sacred Summit {1}{W}

Legendary Enchantment
When Hinode, the Sacred Summit enters, draw a card, then choose a creature card name.
Creatures you control with the chosen name have flying, vigilance, and lifelink.
  • Tales of Old Jidai
Hint of Exuberance

Hint of Exuberance {1}{W}

Instant
Choose up to two target creatures. For each of those creatures, you may tap or untap it.
Scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
To a dog, it's never ‘just a stick'.
  • Harvest Festival
Hired Help

Hired Help {2}{W}

Sorcery
Create two 1/1 white Soldier creature tokens. You gain 4 life.
“If you can guess which one dies first, I'll let you keep one of your limbs.”
—Taran Joy
  • Arkadai
Hisashi's Repose

Hisashi's Repose {2}{W}

Instant
Reprise {2}{W} (As you cast an instant or sorcery spell, you may exile one card with reprise from your graveyard and pay its reprise cost. If you do, add its effects to that spell.)
You gain 2 life. Then distribute X +1/+1 counters among creatures you control, where X is the amount of life this spell caused you to gain.
  • Over the Horizon
Hold Fast

Hold Fast {1}{W}{W}

Instant
Creatures you control get +1/+4 until end of turn.
The cries of those begging to be let in were mistaken for the wailing of monsters, and the barricade was only reinforced further.
  • Kaleidoscope
Holding Out for a Hero

Holding Out for a Hero {W}

Sorcery
If you have less life than an opponent, you gain 2 life. If you control fewer creatures than an opponent, create a 1/1 colorless Construct Actor creature token.
Compose (Then if you cast this from your hand, exile it and create a Saga token with “r3—You may cast a copy of this card from exile without paying its mana cost.”)
  • The Stage Presents: The Neverending Act
Hollow Simulacrum

Hollow Simulacrum {2}{W}{W}

Enchantment
Whenever a nontoken creature you control dies, create a white Angel creature token with flying and that creature's name and base power and toughness.
“This is the end of my friend Cyrukan, and the beginning of what was Cyrukan.”
—Ameret, Shining and Proud
  • Alkabah: The Rise of Soli
Honor and Glory

Honor and Glory {1}{W}

Instant
Create a 1/1 white Human Samurai creature token, then create an additional one of those tokens for each card named Honor and Glory in your graveyard.
Hope Spot

Hope Spot {W}

Instant
Audition for white. If you create a Role this way, untap the creature it enchants. (Create a 1/1 Construct Actor creature token, a Scout Role giving 2/3 and vigilance, or a Cleric Role giving 2/2 and lifelink. Roles replace older ones.)
  • The Stage Presents: The Neverending Act
Hopebearer Pilgrimage

Hopebearer Pilgrimage {1}{W}

Sorcery
Create two 1/1 white Cleric creature tokens with lifelink.
“May your journey be arduous and your homecoming joyous.”
—Pilgrim's blessing
Hour of Honor

Hour of Honor {1}{W}

Instant
Target blocking creature gets +7/+7 and gains indestructible until end of turn. You get a glory counter. (You lose glory counters before life. A player with ten or more glory counters wins the game.)
For when the pen just isn't mighty enough.
  • Ophorio
Howl of the Hunted
Hall of the Haunted

Howl of the Hunted {2}{W}

Sorcery
Target player creates two 1/1 white Spirit creature tokens with flying.
Fabled {3}{W}{W} (Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that player.)
Card has other part: Hall of the Haunted
Hundred Years of Solitude

Hundred Years of Solitude {W}

Enchantment
Vanishing 3 (This permanent enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Hundred Years of Solitude enters, exile another target nonland permanent until Hundred Years of Solitude leaves the battlefield.
  • MSEM Masters Cube 2025
Hunger Pangs

Hunger Pangs {W}

Enchantment - Aura Curse
Enchant player
For each 1 life enchanted player would gain, you gain 1 life instead unless that player pays {1}.
“You learn a lotta ways to find something to eat. Make people sad, check the right trash cans, get good at knowing when you aren't being looked at...”
  • Karina's Explorations
Hypnotic Halo

Hypnotic Halo {W}

Enchantment - Aura
Enchant creature
When Hypnotic Halo enters, create an Idol token. (It's an artifact with “{1}, Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate only as a sorcery.”)
{2}{W}{W}, Sacrifice Hypnotic Halo: Exile enchanted creature.
  • Surging Tide
Ideologize

Ideologize {2}{W}

Enchantment
When Ideologize enters, exile target creature an opponent controls and each other permanent with the same name that player controls. When Ideologize is no longer on the battlefield, return a card exiled with it to the battlefield under its owner's control.
Idyllic Odyssey

Idyllic Odyssey {W}

Enchantment
Concord — At the beginning of your upkeep, if there are four or more card types among permanents you control, you gain 1 life and create a 1/1 blue Jellyfish enchantment creature token with slipstream. (It can't be blocked as long as only creatures with slipstream are attacking.)
There was something magical in the stars that night.
Idyllic Tutor

Idyllic Tutor {2}{W}

Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
No matter how dark the world becomes, there is always hope to be found.
Ill-Advised Tactics

Ill-Advised Tactics {W}{W}

Instant
Target player sacrifices an attacking or blocking creature.
After slaughtering her men, the raiders left Thailen for dead and continued towards the unsuspecting tourney.
  • A Tourney at Whiterun
Immortal Ascension
Mortal Resurrection

Immortal Ascension

Enchantment - Aura
(Color indicator: Immortal Ascension is white)
Enchant creature
Enchanted creature gets +3/+3 and has flying.
“Only after they renounced hope of a reward for their virtue did the gods deem them worthy of it.”
—Hemley Eggfeather
Card has other part: Mortal Resurrection
  • Glacia: Hail to the Queen
Immortalize

Immortalize {3}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1, has flying and lifelink, and is a legendary artifact in addition to its other types.
Witnessing one's own legacy while still alive is the privilege of only a select few.
Immortalize in Stone

Immortalize in Stone {2}{W}

Sorcery
Exile target creature card from a graveyard. Create a token that's a copy of that creature, except it's a colorless artifact. (It's not a creature.)
All Proceeds Go To The Protests!
Impaling Sunbeam

Impaling Sunbeam {4}{W}

Sorcery
Exile target creature or enchantment. You gain 3 life.
“Stories of Heliod's betrayal against his champion are spreading, losing him followers. What happens when we anger the sun?”
—Perisophia the philosopher
  • Theros Triumphant
Imperative Blessing

Imperative Blessing {2}{W}

Enchantment - Aura
Enchant creature
When Imperative Blessing enters, draw a card.
Enchanted creature gets +2/+2.
“My rule is by divine right, and it shall elevate our citizens, willing or not.”
—Prince Regent Edgar
  • Feanav: The Apothecary's Progress