15897 cards found
Kaiju Renegades

Kaiju Renegades {1}{G}

Creature - Human Warrior
Creature spells you cast with power 4 or greater cost {1} less to cast.
“Emperors? They pale in comparison to the true gods of this land.”
2/2
  • Path of Shadows
Kalib Kabir

Kalib Kabir {5}{G}{G}{G}

Creature - Beast
Kalib Kabir has hexproof as long as it has no +1/+1 counters on it.
Kalib Kabir has trample as long as it has a +1/+1 counter on it.
{G}: If Kalib Kabir has a +1/+1 counter on it, remove all +1/+1 counters from it. Otherwise, put a +1/+1 counter on it. Activate only once each turn and only during your turn.
9/9
  • Al Tabaq
Kalime Charger

Kalime Charger {3}{G}

Creature - Beast
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When Kalime Charger enters, you may have another target creature you control gain trample until end of turn.
4/4
  • Zero
Kantra of Bounty

Kantra of Bounty {5}{G}

Enchantment Creature - Spirit
Enspirit (As you cast this spell, you may exile a nonenchantment creature you control until this leaves the battlefield or fails to resolve. Reduce this spell's cost by the exiled card's mana value.)
You may play any number of lands on each of your turns.
4/4
Kantra of Fortitude

Kantra of Fortitude {6}{G}

Enchantment Creature - Spirit
Enspirit (As you cast this spell, you may exile a nonenchantment creature you control until this leaves the battlefield or fails to resolve. Reduce this spell's cost by the exiled card's mana value.)
Trample
6/5
  • Eralou
Kantra of Old Majik

Kantra of Old Majik {4}{G}

Enchantment Creature - Spirit
Enspirit (As you cast this spell, you may exile a nonenchantment creature you control until this leaves the battlefield or fails to resolve. Reduce this spell's cost by the exiled card's mana value.)
When Kantra of Old Majik enters, you may return target card from your graveyard to your hand.
4/3
Kantra's Envoy

Kantra's Envoy {1}{G}

Creature - Human Shaman
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast enchantment spells.
“There's a world behind this one, child. Want to see?”
1/3
  • Eralou
Kareki Heretic

Kareki Heretic {2}{G}

Creature - Human Wizard
Whenever you cast an instant or sorcery spell, choose a counter on target permanent or player. You may put an additional counter of that kind on that permanent or player.
The Coil sought allies where enemies had once stood.
1/1
  • Path of Shadows
Kareki Magehunter

Kareki Magehunter {1}{G}

Creature - Human Warrior
This spell can't be countered.
Trample
Whenever an opponent draws a card except the first one they draw in each of their draw steps, put a +1/+1 counter on Kareki Magehunter.
2/2
  • Tales of Old Jidai
Kareki Retainer

Kareki Retainer {2}{G}

Creature - Human Warrior
Vigilance
Revive {3}{G} ({3}{G}, Exile this card from your graveyard: Create a token that's a copy of it except it has no mana cost. Revive only as a sorcery.)
3/2
  • Tales of Old Jidai
Kareki Stormshooter

Kareki Stormshooter {4}{G}

Creature - Human Archer
Reach
Spirited (When this creature enters, you may activate one of its activated abilities without paying its cost.)
{3}{G}, {T}: Kareki Stormshooter fights another target creature. If that creature has flying, Kareki Stormshooter deals damage equal to its power to that creature instead.
2/5
  • Tales of Old Jidai
Karina's Explorations

Karina's Explorations {1}{G}

Enchantment - Discovery
(As this Discovery enters and after your draw step, add a progress counter. Stop after you've discovered.)
Target creature or planeswalker you control explores.
You may play an additional land this turn.
C — At the beginning of your upkeep, if you control seven or more differently named permanents, create a 1/1 Scout creature token that's all colors.
  • MSEM Masters: Legends
Kati Evalin, World Wanderer

Kati Evalin, World Wanderer {1}{G}{G}

Legendary Planeswalker - Kati
If one or more counters would be put on another permanent you control, put that many counters plus one on that permanent instead.
[+1]: Choose up to one target creature you control. When that creature deals combat damage to a player this turn, draw a card.
[–2]: Choose up to two target creatures. Put a +1/+1 counter on each of them.
Loyalty:
3
Kaur's Gift

Kaur's Gift {1}{G}

Creature - Plant
At the beginning of your upkeep, put a +1/+1 counter on Kaur's Gift, then you gain life and add {G} equal to its power. You don't lose that mana as steps, phases, and turns end.
When Kaur's Gift dies, you gain life and add {G} equal to its power. You don't lose that mana as steps, phases, and turns end.
0/2
Kaur, End of Lies

Kaur, End of Lies {8}{G}{G}

Legendary Planeswalker - Kaur
Kaur, End of Lies costs {X} less to cast, where X is the greatest mana value among permanents your opponents control.
[+2]: Reveal the top card of your library. If it's a permanent card, put it onto the battlefield.
[–4]: Exile target noncreature permanent, then reveal the top four cards of your library. You may put a permanent card from among them onto the battlefield. Put the rest into your graveyard.
[–12]: Search your library for up to X permanent cards, where X is the number of permanents you control, put them onto the battlefield, then shuffle.
Loyalty:
6
Keen Seafarer

Keen Seafarer {G}

Creature - Human Pirate Warrior
{1}{G}: Keen Seafarer voyages. (If it isn't blocking or targeted by another spell or ability, it phases out.)
Whenever Keen Seafarer phases in, put a +1/+1 counter on it.
1/1
  • Dark Seas of Shiryen
Keeper of Pearls

Keeper of Pearls {1}{G}

Creature - Turtle Monk
When Keeper of Pearls enters or a creature you control scavenges it, you gain 2 life.
Scavenge {G} ({G}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.)
1/3
  • Panxiou
Keeper of Secret Havens

Keeper of Secret Havens {G}{G}

Creature - Elk Druid
Ward {2}
Whenever one or more Auras you control enter for the first time each turn, adjudicate. (Create a white enchantment Aura token with enchant creature and “Sacrifice this token: Untap enchanted creature.” attached to target creature.)
Keeper of Secret Havens gets +1/+1 for each Aura you control.
1/1
Keeper of the Ancient Ways

Keeper of the Ancient Ways {2}{G}

Creature - Human Druid
When Keeper of the Ancient Ways enters, destroy up to three target noncreature, nonland artifacts and/or enchantments with total mana value 3 or less.
Neither foul magic nor godless machine is permitted in his woods.
1/2
  • Toll Midnight
Kelp Garden

Kelp Garden {1}{G}

Enchantment - Aura
Enchant land you control
When Kelp Garden enters, mill three cards.
Whenever enchanted land is tapped for mana, add one mana of any color among cards in your graveyard.
Kenshiro's Cavalry

Kenshiro's Cavalry {3}{G}

Creature - Human Samurai Knight
Nonbasic landwalk (This creature can't be blocked as long as defending player controls a nonbasic land.)
Art of war — At the beginning of your end step, if Kenshiro's Cavalry dealt damage to an opponent this turn, put a +1/+1 counter on it.
3/3
  • Imperial Legacies
Kenshiro's Yoroi

Kenshiro's Yoroi {2}{G}

Artifact - Equipment
Equipped creature gets +2/+2.
Art of war — At the beginning of your end step, if equipped creature dealt damage to an opponent this turn, untap up to three target lands you control.
Equip {2}
  • Imperial Legacies
Kernon's Consecration

Kernon's Consecration {1}{G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
{4}{G}: Return Kernon's Consecration from your graveyard to the battlefield attached to target creature you control. Activate only as a sorcery.
  • Innistrad In Memoriam
Kernon, Primeval Ritualist

Kernon, Primeval Ritualist {1}{G}{G}

Legendary Planeswalker - Kernon
[+1]: Mill two cards. Untap up to one target creature or land.
[–2]: Return target creature or land card from your graveyard to your hand.
[–X]: You may sacrifice a creature. If you do, search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Loyalty:
3
  • Innistrad In Memoriam
Keystone Conjurer

Keystone Conjurer {G}{G}

Creature - Human Shaman
At the beginning of combat on your turn, untap target land. If that land is an Animus, it becomes a creature and gains haste until end of turn.
2/1
  • Carpe Arcanum