14928 cards found
Overpower

Overpower {5}{G}

Sorcery
Creatures you control get +3/+3 until end of turn.
Cycling {2} ({2}, Discard this card: Draw a card.)
“There's a time and place for finesse— but what ever happened to good old-fashioned brute force?”
—Turi of Hollow Depths
  • Elmare: Into the Abyss
  • Alara
Overwhelming Defeat

Overwhelming Defeat {1}{G}

Sorcery
Recruit. (Create a 0/0 white Soldier Army creature token, then put a +1/+1 counter on each Army you control.)
Target creature you control fights target creature you don't control.
“My army is perfect, yet you still stand in my way? How foolish must you be?”
—Omid, the Undefeated
  • Alkabah
Overwhelming Fusillade

Overwhelming Fusillade {4}{R}

Sorcery
Overwhelming Fusillade deals 4 damage divided as you choose among any number of targets.
If you control a creature with power 4 or greater, Overwhelming Fusillade deals 2 damage to each opponent.
Fire. Duck. Reload. Repeat until death.
  • The Empty Throne of Feanav
P22 Glasseye

P22 Glasseye {3}{U}

Artifact Creature - Drone
Flash
Flying
Whenever you cast another spell with flash or an instant, put a stun counter on up to one target creature if it's tapped. Otherwise, tap it.
3/3
  • Beyond the Blackwall
Pack Familiar

Pack Familiar {1}{G}

Creature - Human
Ferocious — When Pack Familiar dies, if you control a creature with power 4 or greater, create two 2/2 green Wolf creature tokens.
The wolves raised her as one of their own, and they protect her wherever she goes.
2/2
Pack Savagery

Pack Savagery {G}

Instant
Golden age (If you cast an instant or sorcery spell, activated a nonmana ability, and attacked this turn, enter a renaissance for this game.)
Target creature has base power and toughness 4/4 until end of turn. If you're in a renaissance, untap it and it gains hexproof and indestructible until end of turn.
  • Nangjiao In Bloom
Packbond Mount
Lonesome Ravager

Packbond Mount

Enchantment - Aura Steed
(Color indicator: Packbond Mount is green)
(Transform this if it's not attached to a creature. Pay {G} as a sorcery to unattach it.)
Enchant creature you control
When this permanent transforms into Packbond Mount, move all +1/+1 counters from it to its rider.
Packbond Mount's rider gets +1/+1.
{2}{G}: Put a +1/+1 counter on Packbond Mount's rider.
Card has other part: Lonesome Ravager
  • Quest for the Roseblade
Pact of Dark Power

Pact of Dark Power {2}{B}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has flying and indestructible.
At the beginning of your upkeep, sacrifice a creature.
  • Kahembo: Olde Dawn
Pact of Martyrs

Pact of Martyrs {1}{W}

Instant
All damage that would be dealt to target creature you control this turn is dealt to another target creature you control instead. Both those creatures get +1/+1 until end of turn.
Flashback {1}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
  • The Unraveling
Pact of Peace

Pact of Peace {4}{W}

Instant
Foretell {3}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
This spell's foretell cost costs {3} less to pay if you have 5 or less life.
You gain 10 life.
  • Quest for the Roseblade
Pained Ascension

Pained Ascension {1}{B}

Sorcery - Revelation
Search target player's library for a card and exile it, then that player shuffles.
Coalesce {5}{B} (You may cast this from your graveyard for {5}{B}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
4/6
  • Rail War
Painful Reminiscence

Painful Reminiscence {2}{R}

Instant
Bleed {R} (You may cast this spell for its bleed cost if an opponent has lost life this turn.)
Add {R}{R}{R}.
Grief is hard, at first. But eventually it yields something precious: a sense of purpose.
  • A Tourney at Whiterun
Pair Program

Pair Program {2}{W}

Sorcery
Each player draws two cards.
Flashback—{W}, Tap two untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Despite their competitive nature, some runners learn that one plus one is three.
  • Beyond the Blackwall
Palace Enforcer

Palace Enforcer {1}{W}{B}

Creature - Human Soldier
First strike
Civilized — Whenever Palace Enforcer attacks, if you control an artifact, a creature, and an enchantment, Palace Enforcer gains deathtouch and lifelink until end of turn.
3/3
  • Scriptures of Urshad
Paladin of Order

Paladin of Order {W}{B}

Creature - Nephilim Soldier
{2}{W}{B}: Exile up to two cards from a single graveyard. Recruit. Activate only as a sorcery. (Create a 0/0 white Soldier Army creature token, then put a +1/+1 counter on each Army you control.)
“In Mahara's hands, the worthy rise in ranks and are able to show their skill in every act of warfare.”
—Laleh, Maharan Commander
2/3
  • Alkabah
Paladin's Blade

Paladin's Blade {3}

Artifact - Equipment
Equipped creature gets +1/+1 and has vigilance and lifelink.
Equip {3}
  • Zero
Paladin's Flail

Paladin's Flail {1}{W}

Artifact - Equipment
Equipped creature gets +2/+0 and has first strike.
Equip Cleric or Knight {1}
Equip {3}
One-hand, 8.5 DPS, +20 CC, compact, ideal for smiting. Buy 2 get holy symbol free!
  • Arkadai
Pale Courier

Pale Courier {1}{W}

Creature - Griffin
Flying
Whenever Pale Courier deals combat damage to a player, it voyages. (If it isn't blocking or targeted by another spell or ability, it phases out.)
Whenever Pale Courier phases in, create a 1/1 white Dwarf creature token.
1/1
  • Dark Seas of Shiryen
Pale Flotsam

Pale Flotsam {3}{U}{U}

Instant
Put target spell or nonland permanent on top of its owner's library.
“The walls are manned, the gates shut, and now the harbor burns. There will be no escape from this.”
—Matron Elaise
  • Plagues of Fretport
Pale Night Remnants

Pale Night Remnants {2}{U}

Creature - Spirit Knight
When Pale Night Remnants enters, return up to one target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.
“Late they ride, announcing their arrival to a kingdom long past.”
—Children's story
2/1
  • End of Wollensie
Paleolizard

Paleolizard {1}{B}

Creature - Lizard Shaman
When Paleolizard enters, you may discard a card. When you do, return target card from your graveyard to your hand that shares a type with that card.
2/2
Card has other part: Bury
  • Adventurers of Onora
Palette Swap

Palette Swap {5}{B}

Sorcery
Return target creature card from your graveyard to the battlefield. That creature is a black Elemental in addition to its other colors and types. Upgrade it. (Give it one of the listed counters it doesn't already have.)
• +1/+1
• Flying
• Lifelink
  • Arkadai
Palm Walker

Palm Walker {4}{G}

Creature - Plant
Reach
Whenever Palm Walker or another creature you control enters, you gain 2 life.
“It mostly seems nice, but all those heads are so creepy, I can never really trust it.”
—Karina Oblay, field notes
3/5
  • Monsters of Chikyu
Pan, Honored Sergeant

Pan, Honored Sergeant {1}{R}{W}

Legendary Creature - Human Warrior
Other creatures you control get +1/+0.
{R}{W}: Create a 1/1 red and white Warrior creature token. That token gains haste. Exile it at the beginning of the next end step. Activate only as a sorcery.
3/2
  • Goliaths of Nangjiao
Panda Pioneer

Panda Pioneer {1}{R}{G}

Creature - Panda Wizard
Creatures you control with +1/+1 counters on them have haste and trample.
At the beginning of combat on your turn, target creature explores. (Reveal the top card of your library. Put it into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then you may put that card into your graveyard.)
1/1
  • Karina's Explorations