14928 cards found
Opportunistic Raiders

Opportunistic Raiders {2}{B/R}{B/R}

Creature - Human Rogue
Bleed {1}{B/R} (You may cast this spell for its bleed cost if an opponent has lost life this turn.)
Haste
When Opportunistic Raiders enters, if it's your main phase, after this phase, there is an additional combat phase followed by an additional main phase.
3/3
  • A Tourney at Whiterun
Plated Valiant

Plated Valiant {1}{W/B}{W/B}

Creature - Human Knight
Adorned — Plated Valiant gets +2/+2 as long as it's equipped and/or enchanted.
What the songs never mentioned was how a quality suit of armor was worth more than sword and skill combined.
3/3
  • A Tourney at Whiterun
Plunge Through the Heart

Plunge Through the Heart {1}{W/B}

Sorcery
If a player has lost life this turn, this spell has flash and can't be countered.
Destroy target tapped creature.
  • A Tourney at Whiterun
Reckless Cultivator

Reckless Cultivator {3}{R/G}{R/G}

Creature - Human Noble
{T}, Sacrifice a land: Untap up to three target lands.
“Where you see a forest, I see wood for aqueducts, or channels, or tools.”
3/5
  • A Tourney at Whiterun
Reflect Upon the Past

Reflect Upon the Past {2}{B/G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 for each other enchantment you control.
As tensions rose between the Daelish and Cauldish knights, King Visserine retired to the woods to reflect upon the long forgotten slights that led to centuries of war and wondered whether his peace could ever hope to last.
  • A Tourney at Whiterun
Requiem of the Fallen

Requiem of the Fallen {2}{B/G}

Enchantment
Whenever a creature you control dies, you may search your library for an enchantment card or a card with fabled, reveal it, put it into your hand, then shuffle.
Royal Summons

Royal Summons {1}{W/U}

Instant
Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
When the king calls for your presence, it is advisable to obey, no matter how inconvenient.
  • A Tourney at Whiterun
Scraps of Memory

Scraps of Memory {U/R}

Instant
Look at the top X cards of your library, where X is the number of instant and sorcery cards in your graveyard. You may reveal an instant or sorcery card from among them and put it on top of your library. Then put the rest on the bottom of your library in a random order.
  • A Tourney at Whiterun
Sway the Naive

Sway the Naive {B/R}{B/R}

Sorcery
Target creature deals damage equal to its power to its controller.
A touch of desperation, a hint of promise, and a pretty face will sway many a young dreamer.
  • A Tourney at Whiterun
Swift Deployment

Swift Deployment {1}{R/W}{R/W}{R/W}

Instant
Create two 1/1 red Soldier creature tokens with haste.
Creatures you control get +1/+1 until end of turn.
When she learned there were sightings of bandits not a days ride out from Whiterun, Thailen wasted no time gathering her most trusted soldiers.
  • A Tourney at Whiterun
Tenacious Guide

Tenacious Guide {R/G}{R/G}

Creature - Human Mutant
This spell can't be countered.
{R/G}: Target spell can't be countered.
2/2
Travel Companions

Travel Companions {1}{G/W}

Sorcery
Each player may search their library for a creature card, reveal it, and put it into their hand. Then each player who searched their library this way shuffles it.
  • A Tourney at Whiterun
Wayfaring Ordealist

Wayfaring Ordealist {2}{G/U}

Creature - Human Citizen
At the beginning of your upkeep, each player draws a card.
Between attempts to complete the nigh impossible five Ordeals, Ordealists will often wander the kingdoms of Rhyse, spreading tales of their exploits.
1/3
  • A Tourney at Whiterun
Withering Agony

Withering Agony {1}{U/B}{U/B}

Instant
Bleed {U/B} (You may cast this spell for its bleed cost if an opponent has lost life this turn.)
Target player mills eight cards.
Thought is a luxury unknown to those standing upon death's door.
  • A Tourney at Whiterun
Youthful Dreams
Touch of Destiny

Youthful Dreams {R/G}

Sorcery
Target creature gains haste and trample until end of turn.
Fabled {3}{R/G}{R/G} (Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that creature.)
Card has other part: Touch of Destiny
  • A Tourney at Whiterun
Touch of Destiny
Youthful Dreams

Touch of Destiny

Enchantment - Aura
(Color indicator: Touch of Destiny is red and green)
Enchant creature
Enchanted creature gets +3/+3 and has trample.
“I've been spat on, overlooked, put aside, and left behind. And the Unmaker knows, I'm stronger for it.”
—Sera of Coppercove
Card has other part: Youthful Dreams
  • A Tourney at Whiterun
Youthful Savior

Youthful Savior {1}{W/U}{W/U}

Creature - Human Noble
You have hexproof.
Adorned — Youthful Savior has hexproof as long as it's equipped and/or enchanted.
Martyrdom is most easily cultivated amongst the naive.
2/2
  • A Tourney at Whiterun
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.
The opulence of Duke Hoff's and Lady Genvieve's wedding was matched only by the tourney thrown in its honor.
Ancestral Zweihander

Ancestral Zweihander {1}

Artifact - Equipment
Equipped creature gets +1/+1.
Equip {1}
Passed down from generation to generation, it carries a century-old legacy that only grows stronger with each swing.
Cloak of the Exiled

Cloak of the Exiled {3}

Artifact - Equipment
Equipped creature has hexproof. (That creature can't be the target of spells or abilities your opponents control.)
Equip {0}
  • A Tourney at Whiterun
Dead Man's Armor

Dead Man's Armor {4}

Artifact - Equipment
Equipped creature gets +4/+2.
Equip—Sacrifice a creature. (Sacrifice a creature: Attach to target creature you control. Equip only as a sorcery.)
  • A Tourney at Whiterun
Iron Signet

Iron Signet {2}

Artifact
{T}: Add {C}.
{1}, {T}: Add one mana of any color.
Jailer's Manacles

Jailer's Manacles {4}

Artifact
{1}, {T}: Tap target creature.
  • A Tourney at Whiterun
A Lady's Favor

A Lady's Favor {2}

Artifact - Equipment
Equipped creature has vigilance. (Attacking doesn't cause that creature to tap.)
Equip {1}
“Come back to me.”
  • A Tourney at Whiterun
Sunpiercing Bow

Sunpiercing Bow {3}

Artifact - Equipment
Equipped creature has “{T}: This creature deals damage equal to its power to any target.”
Equip {4}
  • A Tourney at Whiterun