2646 cards found
Alvarez of the Huntsman

Alvarez of the Huntsman {1}{R}{G}

Legendary Creature - Human Pirate
First mate—At least half the cards in your starting deck are lands. (If this card outside the game is your chosen first mate, you may swap it with a card in your opening hand.)
Trample
{1}, Discard a land card: Put a +1/+1 counter on Alvarez. He deals 1 damage to any target.
3/2
Alyss, Lawweaver

Alyss, Lawweaver {3}{W}{W}

Legendary Creature - Reflection
Distorted (This creature can be blocked by tapped creatures but not untapped creatures.)
If a spell or ability would target you, it targets each player instead.
Whenever an opponent attacks you with one or more creatures, tap all noncreature permanents that player controls.
Justice is blind, but she sees all.
3/3
Amber Hills

Amber Hills

Land
As Amber Hills enters, you may pay 2 life. If you don't, Amber Hills enters tapped.
{T}, Sacrifice Amber Hills: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Amber Reserves

Amber Reserves {2}{R}

Enchantment
At the beginning of your upkeep, choose two different basic land types. Create a colorless land token that's the chosen types.
At the beginning of your end step, sacrifice a land.
Ambition's Crown

Ambition's Crown {3}

Artifact
At the beginning of your end step, draw a card.
Whenever a creature deals combat damage to you, that creature's controller gains control of Ambition's Crown.
Ambitious Dreams

Ambitious Dreams {3}{U}

Instant
Bleed {1}{U} (You may cast this spell for its bleed cost if an opponent has lost life this turn.)
Draw two cards.
“Heart of the cards, guide me!”
Ambitious Necromancer

Ambitious Necromancer {B}

Creature - Human Cleric
Sabotage — Whenever an opponent or permanent an opponent controls becomes the target of a spell you control, return target creature card with mana value 3 or less from your graveyard to the battlefield.
1/1
Ameret, Hope of Night

Ameret, Hope of Night {2}{R}{W}

Legendary Planeswalker - Ameret
At the beginning of combat on your turn, if there are seven or more loyalty counters on Ameret, they become a 5/5 Angel creature with flying and indestructible until end of turn.
[+1]: Create a 1/1 red and white Cleric creature token with lifelink and haste.
[–X]: Ameret deals X damage to any target. You gain X life.
Loyalty:
4
Ameret, Pride of Cyrukan

Ameret, Pride of Cyrukan {2}{R}{R}{W}{W}

Legendary Planeswalker - Ameret
As long as it's your turn, Ameret is a 4/4 Angel creature with flying, haste, indestructible, and “Whenever Ameret attacks, attach any number of Equipment you control to them.”
[+2]: Create two 1/1 red and white Cleric creature tokens with lifelink.
[–3]: Ameret deals 4 damage to target creature or planeswalker. You gain 4 life.
[–4]: For each creature you control, create a Weapon token and attach it to that creature. (It's an Equipment artifact with equip {2} and “Equipped creature gets +1/+1.”)
Loyalty:
6
An Imposing Stetson

An Imposing Stetson {3}{B}

Legendary Planeswalker - Okus
Each other Okus planeswalker you control enters with two additional loyalty counters on it.
[–2]: Each opponent discards a card and loses 2 life.
Loyalty:
5
An Intimidating Helm

An Intimidating Helm {3}{R}

Legendary Planeswalker - Okus
Each other Okus planeswalker you control enters with two additional loyalty counters on it.
[–2]: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Loyalty:
5
An Invitation to High Rollers

An Invitation to High Rollers {1}{R}

Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Audition for red. (Create a 1/1 Construct Actor creature token, a Warrior Role giving 3/2 and trample, or a Wizard Role giving 2/2 and prowess. Roles replace older ones.)
III — Whenever a creature you control deals damage to an opponent this turn, exile the top card of your library. You may play it this turn.
Anarchy Storm

Anarchy Storm {2}{R}

Sorcery
Destroy target nonbasic land.
Abound. (To abound, you may cast a spell that costs less than this from your hand without paying its mana cost.)
Lightning is pure freedom, so unfettered even the heavens fail to hold it back.
Anatomy

Anatomy {1}{B}

Enchantment - Discovery
I, II — Return target creature card from your graveyard to your hand.
Discovery — {2}{B}, Sacrifice a creature: Each opponent loses 2 life and you gain 2 life.
Anax's Endeavor

Anax's Endeavor {1}{R}

Instant
This spell costs {2} more to cast for each target beyond the first.
Choose one or more —
• Anax's Endeavor deals 2 damage to any target.
• Destroy target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
• Destroy target artifact. Scry 1.
Ancestral Council

Ancestral Council {2}{U}

Creature - Human Wizard
When Ancestral Council enters, search your library for an instant or sorcery card with mana value 2 or less, reveal it, put it into your hand, then shuffle.
1/1
Ancestral Glade

Ancestral Glade

Land - Forest
({T}: Add {G}.)
As Ancestral Glade enters, you may pay 1 life. If you don't, Ancestral Glade enters tapped.
Basic lands you control have “{T}: Add {G}.”
Ancestral Guidance

Ancestral Guidance {1}{W}

Instant
Choose one —
• Target creature gains indestructible and lifelink until end of turn.
• Destroy target artifact or enchantment.
“We have granted you strength and grace, to weather the times ahead. But wisdom cannot be given. You must grow it on your own.”
Ancestral Zweihander

Ancestral Zweihander {1}

Artifact - Equipment
Equipped creature gets +1/+1.
Equip {1}
Ancient Dominion

Ancient Dominion

Land - Island Mountain Plains
({T}: Add {U}, {R}, or {W}.)
Ancient Dominion enters tapped.
The towers of old Shaidosta cast a long shadow over Volaria, rivaled only by that of its masters.
Ancient Ossuary

Ancient Ossuary

Land
{T}: Add {C}.
{3}, Discard Ancient Ossuary: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Ancient of the Glade

Ancient of the Glade {3}{G}{G}

Creature - Elemental
When Ancient of the Glade enters, put a +1/+1 counter on each other creature you control.
{2}, Remove a +1/+1 counter from a creature you control: That creature gains indestructible until end of turn.
4/4
Android Bodega

Android Bodega {2}

Artifact
Spirited (When this enters, you may activate one of its activated abilities without paying its cost.)
{1}, {T}, Discard a card: You gain 4 life.
{2}, {T}, Pay 2 life: Create a 1/1 colorless Construct artifact creature token. It can't block this turn.
{3}, {T}, Sacrifice a permanent: Draw a card.
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Angel of Sands

Angel of Sands {4}{W}

Creature - Angel
Flying, vigilance
At the beginning of your upkeep, if you control four or more Plains, put a +1/+1 counter on each other creature you control.
3/5
Angel of Succor

Angel of Succor {1}{G}{W}{U}

Creature - Angel
Flying
As long as it's your turn, you and Angel of Succor have hexproof.
Untap all lands you control during each other player's untap step.
3/3