5399 cards found
Heartstrings
Tear Loose

Heartstrings

Enchantment - Aura
(Color indicator: Heartstrings is black)
Enchant creature
When Heartstrings leaves the battlefield, exile enchanted creature.
Whenever enchanted creature attacks or blocks, exile it at end of combat.
Card has other part: Tear Loose
Heathen Rise

Heathen Rise {4}{R}

Sorcery
Shuffle your library, then reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Heathen Rise deals damage to you equal to the number of cards revealed this way.
Ferocious — That creature gains haste if it has power 4 or greater.
  • Surging Tide
Heaven Knows

Heaven Knows {W}

Enchantment
At the beginning of your upkeep, if each opponent controls more lands than you, search your library for a basic land card, reveal it, and put it into your hand, then shuffle.
“Seeing my world from my satellite really puts my plans into perspective.”
—Aldorus Fin, vice president
  • Love Song
Heaven, Presidential Ship

Heaven, Presidential Ship {7}

Legendary Artifact - Vehicle
Flying
If a source without flying would deal damage to you, prevent 2 of that damage.
Crew 5
“My reach is global, my power is pure.”
—Aldorus Fin, vice president
7/7
Heavenly Avenger

Heavenly Avenger {3}{W}

Creature - Angel
Flying, lifelink
3/4
Heavenly Radiance

Heavenly Radiance {2}{W}{W}

Sorcery
Choose a nonland permanent type. Destroy all permanents of the chosen type. Each player who controlled a permanent destroyed this way draws a card.
“The Brimstone Order implores all elves and dwarves to give up their darknesses, and let the cleansing light into their heathen hearts.”
  • Quest for the Roseblade
Hecatomb Haunter

Hecatomb Haunter {2}{W}{W}

Creature - Spirit
Flying
Whenever Hecatomb Haunter enters or attacks, up to one other target nonland permanent phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
4/3
  • Innistrad In Memoriam
Heddwyn, the Law

Heddwyn, the Law {2}{W}{U}

Legendary Planeswalker - Heddwyn
[+1]: Tap target nonland permanent. It doesn't untap during its controller's next untap step.
[–2]: Exile target tapped nonland permanent.
[–4]: Target player skips their next untap step. Tap up to three target permanents.
Loyalty:
3
Hegemony Monarch

Hegemony Monarch {1}{G}

Creature - Elf Warrior Druid
{2}{G}: Exile up to three cards from graveyards. Autocrat X, where X is the number of cards exiled this way. (If you don't control an autocrat, put X +1/+1 counters on this. It becomes an autocrat until it has no +1/+1 counters on it.)
Whenever Hegemony Monarch attacks, you may exile target card from a graveyard. If you do, untap it and it gains trample until end of turn.
2/2
  • Over the Horizon
Heinous Smuggler

Heinous Smuggler {B}{B}

Creature - Human Pirate
Whenever you cast a spell with two or more black mana symbols in its mana cost, you draw a card and you lose 1 life.
“Don't ask me where I got it. Ask yourself how much it's worth to you.”
2/2
  • Dark Seas of Shiryen
Heir Unapparent

Heir Unapparent {3}{W}

Creature - Human Noble
Disgraced 5 (This enters with five -1/-1 counters. Whenever it deals combat damage to a player, remove all -1/-1 counters from it.)
Prevent all combat damage that would be dealt to Heir Unapparent.
“I wouldn't be the man I am today without my family's help.”
6/6
  • The Empty Throne of Feanav
Heist Headquarters

Heist Headquarters

Land
{T}, Pay 1 life: Add {U} or {R}.
{1}, {T}, Sacrifice Heist Headquarters: Investigate. (Create a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”)
  • Villains: The Musical
Hekaton Dismantler

Hekaton Dismantler {3}{W}{W}

Creature - Giant
Colossal 5—{8}{W}{W} (You may cast this for its colossal cost to have it enter with five +1/+1 counters; or pay {8}{W}{W} as a sorcery: Put five +1/+1 counters on it if it has none.)
Ward {5}
When Hekaton Dismantler's colossal ability puts one or more counters on it, tap each creature you don't control. Those creatures don't untap during their controller's next 100 untap steps.
5/5
  • Theros Triumphant
Helar Ritualist

Helar Ritualist {3}{U}{U}

Creature - Human Shaman
Flying
When Helar Ritualist enters or whenever you cast a spell, if {W}{B} was spent to cast it, each opponent loses 3 life and you gain 3 life. Put a +1/+1 counter on Helar Ritualist.
3/2
  • Beyond Our Ken
Helar's Herald

Helar's Herald {1}{W}{U}{B}

Creature - Spirit Cleric
Flying, lifelink
When Helar's Herald dies, target opponent may give themselves two poison counters. If they do, return Helar's Herald to its owner's hand. Otherwise, return Helar's Herald to the battlefield tapped under its owner's control.
3/3
  • Beyond Our Ken
Helena's Rebuff

Helena's Rebuff {1}{W}

Instant
Tithe (As you cast this spell, you may tap three artifacts and/or creatures you control.)
Creatures you control gain indestructible until end of turn. If this spell's tithe was paid, put a +1/+1 counter on each creature you control.
“We must stay strong in absence of Faradia.”
  • Eralou
Helena, the Awakener

Helena, the Awakener {1}{W}{W}

Legendary Planeswalker - Helena
[+1]: Create a 1/1 red Cleric creature token. If you control three or more Clerics, you may instead create Aspect of Faradia, a legendary 5/5 white Angel creature token with flying and vigilance.
[–1]: Exile target creature if you control an Angel. Otherwise, that creature can't attack or block and its activated abilities can't be activated until your next turn.
[–7]: Creatures you control get +5/+5 and gain flying and vigilance until end of turn.
Loyalty:
3
Helene Trant

Helene Trant {2}{G}{U}

Legendary Planeswalker - Helene
[+2]: Until end of turn, Helene Trant becomes a 4/4 Human Warrior creature with hexproof and trample that's still a planeswalker. Prevent all damage that would be dealt to her this turn.
[–2]: Draw two cards.
[–4]: You get an emblem with “Whenever one or more creatures you control deal combat damage to a player, draw a card.”
Loyalty:
4
Helene, Steel of the Exiled

Helene, Steel of the Exiled {1}{U}

Legendary Creature - Human Pirate
Infiltrate (Whenever one or more attacking creatures you control aren't blocked, this creature gets +1/+1 until end of turn.)
Other creatures you control have infiltrate.
“That man was, and always will be, an exceptionally poor swordsman.”
2/1
Helicos Gargantua

Helicos Gargantua {3}{G}{G}

Creature - Spirit Beast
Trample
Resolute — At the beginning of combat on your turn, if Helicos Gargantua's power is greater than its base power, double its power until end of turn.
5/5
  • Dark Seas of Shiryen
Heliod, the Ceaseless Dawn

Heliod, the Ceaseless Dawn {3}{W}

Legendary Enchantment Creature - God
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
If an effect would create one or more kinds of tokens under your control, it creates an additional token of each kind.
{3}{W}: Put a +1/+1 counter on each other creature you control. Activate only as a sorcery.
4/7
Helix Entity

Helix Entity {R}{W}

Creature - Elemental
Flying, lifelink, haste
At the beginning of the end step, sacrifice Helix Entity.
“There is power in shapes: the far-reaching triangle, the eternal circle . . . and the piercing helix.”
—Huono, Elama lifereader
3/1
  • Kaleidoscope
Hell or High Water

Hell or High Water {2}{B}{G}

Instant
Choose five target cards in your graveyard. An opponent separates those cards into two piles. Put one pile into your hand and exile the other. Exile Hell or High Water.
“Only one way out of this. Let's go!”
—Marisa of the Gravehowl
  • Over the Horizon
Hell's Bells

Hell's Bells {1}{R}

Sorcery
Destroy target artifact or land. If a land was destroyed this way, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Agonize (You may cast this card from your graveyard by putting a -1/-1 counter on a creature you control in addition to paying its other costs. Then exile this card.)
Hell's Verdict

Hell's Verdict {X}{R}{R}

Sorcery
Target opponent may have you draw X cards. If they don't, reveal the top X cards of your library. Hell's Verdict deals damage to that player equal to the total mana value of cards revealed this way.
All roads lead to the same end — death.
  • Survive the Night