15897 cards found
Volcanic Pounce

Volcanic Pounce {R}

Sorcery
Creatures you control gain haste and trample until end of turn.
Draw a card.
Through the ash came a flash of red teeth. Jina inhaled to scream and died with her breath in her throat.
  • Descent from the Highlands
Waking Mists

Waking Mists {G}

Instant
Prevent all combat damage that would be dealt by non-Spirit creatures this turn.
“When the mists rise, more dangerous things than you walk with them. It would be wise not to anger them.”
—Warden ranger
  • Descent from the Highlands
Warband Lieutenant

Warband Lieutenant {R}

Creature - Cat Berserker
Haste
Glorious end — When Warband Lieutenant dies, if it was tapped, put a +1/+1 counter on another target creature you control.
“The angels are living tempests—the fury of an ash-storm tempered with the finality of obsidian. What more worthy foe could there be?”
1/1
  • Descent from the Highlands
Wastewolf

Wastewolf {4}{R}

Creature - Beast
Trample, haste
Defiance (Whenever this creature takes damage, if it survives and wasn't defiant, put a +1/+1 counter on it and it becomes defiant.)
Whenever Wastewolf attacks, it deals 1 damage to any other target.
Too wild to tame, too fast to hunt, too ferocious to ignore.
3/3
  • Descent from the Highlands
Wild Skycub

Wild Skycub {U}{U}

Creature - Cat Spirit
As long as you control another creature with flying, Wild Skycub has flying.
“Their little paws are so cute when they're not used to flying yet.”
—Amelie Mayn
2/2
  • Descent from the Highlands
Windwise Courier

Windwise Courier {2}{W}

Creature - Rabbit Griffin
Flying
Windwise Courier has indestructible as long as you've revealed a card from your hand this turn.
Lagogryphs are messengers of the oracles. To harm one risks the wrath of fate itself.
2/2
  • Descent from the Highlands
Windwise Mentor

Windwise Mentor {2}{U}

Creature - Cat Spirit
Flying
{3}{W}: Scry 2. You gain 2 life.
Unfettered by reality, the inhabitants of the Aurora share their wisdom with those brave enough to visit them.
1/4
  • Descent from the Highlands
Written in the Stars

Written in the Stars {W}{U}

Enchantment
You may look at the top card of your library at any time.
Whenever one or more creatures attack you, you may pay {1}{U}. When you do, draw a card.
The sky tells the history of Astento- every moment of the past written in light, and every secret hidden by dusk.
  • Descent from the Highlands
Young Hieromancer

Young Hieromancer {1}{W}

Creature - Human Cleric
Whenever you cast an instant or sorcery spell, tap target creature an opponent controls.
“Think of it as flattery. I consider you worth leaving alive.”
2/1
  • Descent from the Highlands
Absorb the Soul

Absorb the Soul {G}

Sorcery - Revelation
Exile up to one target card from a graveyard. If you do, create a 1/1 green Spirit creature token.
Coalesce {7}{G} (You may cast this from your graveyard for {7}{G}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
7/7
  • Rail War
Aeriform Remnant

Aeriform Remnant {5}

Artifact Creature - Construct
Flying
{2/U}{2/U}: Exile Aeriform Remnant. Return it to the battlefield under its owner's control at the beginning of the next end step.
3/3
  • Al Tabaq
Aetheric Disarm

Aetheric Disarm {1}{U}

Instant
Counter target instant or sorcery spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Shooting a spell out of a mage's hand isn't so different from shooting a gun out of an outlaw's, if you know the trick of it.
  • Rail War
Ancestral Warlord

Ancestral Warlord {2}{R}

Creature - Spirit Samurai
Flash
When Ancestral Warlord enters, it deals 1 damage to each blocking creature.
“I never fear for my safety in battle. Grandmother's always watching my back.”
2/1
  • Rail War
Apt Countermeasure

Apt Countermeasure {2}{U}{U}

Instant
Counter target spell. Draw a card, then discard a card.
“Little is beyond the helping hand of a dash of magic, a pinch of harmony, and a whole lotta spunk.”
—Ravyesh of the Ahaban Temple
  • Al Tabaq
Archangel of Accord

Archangel of Accord {3}{W}{W}{W}

Creature - Angel
Flying
Concord — When Archangel of Accord enters, if there are four or more card types among permanents you control, destroy all other creatures.
5/5
  • Al Tabaq
Archon of Favor
Sandbank Guardian

Archon of Favor

Creature - Archon
Flying, vigilance
...and with Asham's blessing, became a lord of grace.
5/5
Card has other part: Sandbank Guardian
  • Al Tabaq
Archon of Inspiration
Fervent Ensign

Archon of Inspiration

Creature - Archon
Flying
Whenever Archon of Inspiration attacks, add three mana in any combination of colors at the beginning of your next main phase.
5/5
Card has other part: Fervent Ensign
  • Al Tabaq
Archon of Plenty
Roaming Falconer

Archon of Plenty

Creature - Archon
Flying, trample
...and with Sabne's blessing, took to the skies with the fury of a hundred suns.
5/5
Card has other part: Roaming Falconer
  • Al Tabaq
Archon of Supremacy
Bashful Drake

Archon of Supremacy

Creature - Archon
Flying
{1}: Archon of Supremacy gets +1/-1 until end of turn.
...and with Iekin's blessing, became a paragon of aggression.
5/5
Card has other part: Bashful Drake
  • Al Tabaq
Archon of Triumph
Twisted Gladiator

Archon of Triumph

Creature - Archon
Flying, menace
...and with Bal's blessing, became an eternal champion.
5/5
Card has other part: Twisted Gladiator
  • Al Tabaq
Armored Transports

Armored Transports {3}

Artifact - Project
At the beginning of your end step, you may put a progress counter on Armored Transports.
[PROGRESS 1-2] Creatures you control get +0/+1.
[PROGRESS 3+] Creatures you control get +0/+1 and have vigilance.
  • Rail War
Ash-Withered Cloak

Ash-Withered Cloak {3}

Artifact - Equipment
Equipped creature gets +2/+2.
Whenever a player casts a spell or activates an ability that targets only equipped creature, copy that spell or ability. You may choose new targets for the copy.
Equip {4}
  • Al Tabaq
Asham's Path
Asham, God of Morality

Asham's Path {2}{W}{W}

Legendary Enchantment
When Asham's Path enters, you gain 8 life.
{1}{W}{W}: Transform Asham's Path. Activate only if your fealty to Plains is five or greater.
Card has other part: Asham, God of Morality
  • Al Tabaq
Asham, God of Morality
Asham's Path

Asham, God of Morality

Legendary Enchantment Creature - God
(Color indicator: Asham, God of Morality is white)
Indestructible
Asham, God of Morality's power is equal to your life total.
Creatures you don't control have base power 1.
*/6
Card has other part: Asham's Path
  • Al Tabaq
Astral Alignment

Astral Alignment {2}{U}{U}

Enchantment
At the beginning of your upkeep, if the number of permanents you control, the number of cards in your hand, and the number of cards in your graveyard are all equal, you win the game.
  • Al Tabaq