14928 cards found
Sunchanter

Sunchanter {2}{R}{W}

Creature - Human Wizard
Spirited (When this creature enters, you may activate one of its activated abilities without paying its cost.)
{3}{R}{W}: Creatures you control gain flying and haste until end of turn.
2/2
  • Tales of Old Jidai
Imperial Coins

Imperial Coins {2}

Artifact
Spirited (When this enters, you may activate one of its activated abilities without paying its cost.)
{1}, {T}: Add one mana of any color. When you do, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
  • Tales of Old Jidai
The Imperial Collection

The Imperial Collection {2}

Legendary Artifact
Spirited (When this enters, you may activate one of its activated abilities without paying its cost.)
{3}, {T}: Create a colorless Equipment artifact token with “Equipped creature gets +1/+1” and equip {1}. Attach that token to a creature you control.
  • Tales of Old Jidai
Proffered Heirloom

Proffered Heirloom {0}

Artifact - Equipment
Equipped creature gets +0/+3.
Whenever equipped creature dies, draw a card.
Equip {3}
No gift was too small.
  • Tales of Old Jidai
Scales of Seishin

Scales of Seishin {3}

Artifact - Equipment
Equipped creature gets +1/+1.
Equipped creature has “When this creature dies, if it's not a token, create a token that's a copy of it except it's a colorless Spirit Dragon with flying in addition to its other abilities.”
Equip {2}
  • Tales of Old Jidai
Soulkindle Lantern

Soulkindle Lantern {2}

Artifact
Activated abilities of cards in your graveyard cost {2} less to activate.
Depending on the bearer, it's either the light at the end of the tunnel or the light that leads back home.
  • Tales of Old Jidai
Terracotta Legion

Terracotta Legion {2}

Artifact Creature - Construct
You may have Terracotta Legion enter as a copy of any creature with mana value 1 or less you control, except it's an artifact in addition to its other types.
2/1
  • Tales of Old Jidai
Throwing Stones

Throwing Stones {0}

Artifact - Equipment
Whenever equipped creature attacks, you may unattach Throwing Stones. When you do, target creature can't block this turn.
Equip {3}
  • Tales of Old Jidai
Warfan of Changing Winds

Warfan of Changing Winds {2}

Artifact
When Warfan of Changing Winds enters, draw a card.
Whenever a card you own is exiled from anywhere, you may put it on the bottom of your library.
  • Tales of Old Jidai
Chamber of Splendor

Chamber of Splendor

Land
Chamber of Splendor enters tapped.
When Chamber of Splendor enters, you may pay {1}. If you do, create a Treasure token. (It's an artifact with “{T}, Sacrifice this artifact: Add one mana of any color.”)
{T}: Add {C}.
Palace of Reflections

Palace of Reflections

Land
{T}, Sacrifice Palace of Reflections: Choose a land you control. Search your library for a land card with the same name as the chosen land, put it onto the battlefield tapped, then shuffle.
A place to find oneself.
Shengin Heartland

Shengin Heartland

Land
{T}: Add {C}.
As long as Shengin Heartland is in your graveyard, lands you control have “{T}: Add {G} or {U}.”
“At long last, I feel I can call it home.”
—Shina Taiyohata
Animus, Life's Entropy
Animus Reformed

Animus, Life's Entropy {4}

Legendary Creature
As Animus, Life's Entropy enters, choose a color.
You and Animus each have hexproof from the chosen color.
Attain {6} ({6}: Transform this. Spend at least three colors of mana to activate this, and only as a sorcery.)
2/4
Card has other part: Animus Reformed
  • The Empty Throne of Feanav
Animus Reformed
Animus, Life's Entropy

Animus Reformed

Legendary Creature
Hexproof
You have hexproof.
If a source would deal damage to you, prevent 1 of that damage.
{1}, Sacrifice two permanents: Draw two cards. Activate only during your turn.
5/5
Card has other part: Animus, Life's Entropy
  • The Empty Throne of Feanav
Afternoon Ritual

Afternoon Ritual {1}{W}

Instant
Creatures you control get +1/+1 until end of turn.
Lifecycle {3} ({3}, Discard this card: Create two tapped 1/1 colorless Elemental creature tokens.)
Between the constant battles and the convenient facade she was expected to maintain, Simul eventually began to lose patience for Hyden.
  • The Empty Throne of Feanav
Artificial Sanctity

Artificial Sanctity {4}{W}

Enchantment
Creatures you control get +2/+2.
Lifecycle {3} ({3}, Discard this card: Create two tapped 1/1 colorless Elemental creature tokens.)
“The angels seek only to be freed of the natural mortal soul—to then secure eternal rule by the will of alchemical lives, all innocent by design.”
—Janneke to Xenocrata
  • The Empty Throne of Feanav
Battlefield Preserver

Battlefield Preserver {1}{W}

Creature - Human Cleric
Deploy 2 (As this enters, you may tap any number of other creatures you control with total power 2 or more.)
When Battlefield Preserver enters deployed, exile target nonland permanent until Battlefield Preserver leaves the battlefield.
2/1
  • The Empty Throne of Feanav
Coalition Apothecary

Coalition Apothecary {3}{W}

Creature - Human Wizard
When Coalition Apothecary enters, you gain 1 life for each nonland permanent you control.
In co-operation with Doctor Barton's volunteers, the Coalition's invasion of the imperial mainland was welcomed by those sick of both disease and war.
4/2
  • The Empty Throne of Feanav
Disowned Spirit

Disowned Spirit {1}{W}

Creature - Spirit
Flying
Disgraced 1 (This enters with a -1/-1 counter. Whenever it deals combat damage to a player, remove all -1/-1 counters from it.)
“Society tends to have a convenient memory, but the past often resents forgetfulness.”
—Doctor Gareth Barton
2/2
  • The Empty Throne of Feanav
Divine Conspiracy

Divine Conspiracy {1}{W}

Sorcery
Divine Conspiracy has flash as long as an Angel, Demon, Faerie, or Spirit you controlled died this turn.
Choose up to two target nonland permanent cards in your graveyard that were put there from the battlefield this turn. Return them to the battlefield.
  • The Empty Throne of Feanav
Domestic Conspirators

Domestic Conspirators {3}{W}

Creature - Human Cleric
Deploy 2 (As this enters, you may tap any number of other creatures you control with total power 2 or more.)
When Domestic Conspirators enters deployed, destroy target artifact or enchantment.
Beneath high society's notice, servants were crucial saboteurs during the late war.
3/4
  • The Empty Throne of Feanav
Earthly Principality

Earthly Principality {3}{W}{W}

Creature - Angel
Vigilance, reach
Deploy 5 (As this enters, you may tap any number of other creatures you control with total power 5 or more.)
When Earthly Principality enters deployed, your life total becomes equal to your starting life total plus 5.
5/5
  • The Empty Throne of Feanav
The Empty Throne

The Empty Throne {2}{W}{W}

Legendary Enchantment
At the beginning of your upkeep, destroy target creature with the greatest power or tied for greatest power among creatures on the battlefield. Then if there are no creatures on the battlefield, sacrifice The Empty Throne.
The Regent's death posed a terrible question.
  • The Empty Throne of Feanav
Ethereal Shepherd

Ethereal Shepherd {2}{W}

Creature - Spirit Cleric
Flying
Deploy 2 (As this enters, you may tap any number of other creatures you control with total power 2 or more.)
When Ethereal Shepherd enters deployed, exile target creature. That creature's controller creates a 1/1 white Spirit creature token with flying.
2/2
  • The Empty Throne of Feanav
Failed Martyr
Universal Savior

Failed Martyr {2}{W}

Creature - Human Cleric
Whenever Failed Martyr attacks, each other attacking creature gets +1/+0 until end of turn.
Attain {4}{W} ({4}{W}: Transform this. Spend at least three colors of mana to activate this, and only as a sorcery.)
2/3
Card has other part: Universal Savior
  • The Empty Throne of Feanav