11227 cards found
Embers of Prophecy

Embers of Prophecy {3}{R}

Enchantment - Aura
Enchant land
Enchanted land has “{T}: Exile the top card of your library. If it's a nonland card, you may cast that card this turn.”
“So the worldly gods see a great destiny for you. Doesn't that sound wonderful?”
—Nikanuur, to Shala Na
  • Scriptures of Urshad
Emblazoned Qilin

Emblazoned Qilin {3}{R}

Creature - Kirin
Haste
Whenever Emblazoned Qilin attacks, it gains flying until end of turn if it's in a pack. (Two or more creatures you control with equal power are in a pack.)
With each rebirth, a qilin's fire is blessed with another of Zhu Long's pigments.
4/2
  • Panxiou
Emblem of Aghavaan

Emblem of Aghavaan {2}

Artifact
{T}, Sacrifice a Snake: Choose a counter on target permanent or player. You may put an additional counter of that kind on that permanent or player.
Though their god had been slain, the Coil would not rest until every last one of them lay dead.
  • Path of Shadows
Embodied Soul

Embodied Soul {W}

Legendary Enchantment
Whenever you cast a noncreature spell, upgrade Embodied Soul. (Give it one of the listed counters it doesn't already have.)
• Flying
• First strike
• Vigilance
• Lifelink
{W}: Until end of turn, if Embodied Soul isn't a creature, it becomes a 0/0 Spirit Avatar enchantment creature with “This creature gets +1/+1 for each different kind of counter on it.”
Embodiment of Abundance

Embodiment of Abundance {6}{G}{G}

Creature - Elemental
When Embodiment of Abundance enters, choose one —
• Search your library for up to X basic land cards, where X is the number of lands you control, and put them onto the battlefield tapped. Then shuffle.
• Create a 1/1 green Elf Druid creature token for each creature you control.
4/5
Embodiment of Brawn

Embodiment of Brawn {4}{G}

Creature - Elemental Druid
Trample
Other Elementals you control get +1/+0 and have trample.
The force of nature drives some creatures more than others.
3/3
  • Khaliz-Dorahn
Embodiment of Heavens

Embodiment of Heavens {4}{U}

Creature - Elemental Wizard
Flying
Other Elementals you control get +0/+1 and have flying.
It soars the skies with the strength of a hundred winds.
2/3
  • Khaliz-Dorahn
Embodiment of Ire

Embodiment of Ire {3}{R}

Creature - Elemental Warrior
Haste
Other Elementals you control get +1/+0 and have haste.
Nature's rage can be contagious.
3/2
  • Khaliz-Dorahn
Embodiment of Law

Embodiment of Law {5}{W}{W}

Creature - Angel Incarnation
Flying, vigilance, lifelink
Embodiment of Law enters with an indestructible counter on it.
{5}{W}{W}, Remove an indestructible counter from Embodiment of Law: For each permanent type, exile up to one permanent of that type.
5/5
Embodiment of Nature

Embodiment of Nature {3}{G}{G}

Creature - Ox Spirit
At the beginning of combat on your turn, choose one —
• Embodiment of Nature gains haste and hexproof until your next turn.
• Embodiment of Nature gains vigilance and indestructible until your next turn.
• Embodiment of Nature gets +2/+2 and gains trample until your next turn.
5/5
  • End of Wollensie
Embodiment of Order

Embodiment of Order {1}{W}

Enchantment
Creatures and nonbasic lands your opponents control enter tapped.
Morph {3}{W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When you turn Embodiment of Order face up, it becomes a 4/4 white Angel creature with flying.
  • Mious
Embrace Samang

Embrace Samang {1}{G}{U}

Enchantment
When Embrace Samang enters, put a charge counter on it for each color among permanents you control.
At the beginning of your first main phase, remove a charge counter from Embrace Samang. If you do, draw a card, then add one mana of any color.
  • Kaleidoscope
Embrace the Id

Embrace the Id {2}{R}

Enchantment
Each creature has haste and “At the beginning of combat on your turn, choose an opponent at random. This creature attacks that player this combat if able.”
Actions speak faster than words.
  • MSEM Secret Lair Drops
  • Mious
Embrace the Unpredictable

Embrace the Unpredictable {2}{R}{R}

Enchantment
Whenever a player casts a spell from their hand, that player exiles it. Then they cast a copy of a card exiled with Embrace the Unpredictable chosen at random without paying its mana cost.
  • Spark of Revolution 96 192
Embrace the Veil

Embrace the Veil {1}{W}{B}

Enchantment
When Embrace the Veil enters, you may exile target nonland permanent you don't control until Embrace the Veil leaves the battlefield.
Whenever you cast a spell with mana value 5 or greater, you may put a card exiled with Embrace the Veil into its owner's graveyard and return Embrace the Veil to its owner's hand.
  • Discoveries of Akieva
Embraced by Depths

Embraced by Depths {1}{B}

Enchantment - Aura
Enchant creature
Enchanted creature gets -3/-3.
The body wants to hide from the cruelness of the cold, but somehow, to the mind, it feels so welcoming.
  • End of Wollensie
Emerabi and Sunnula
The Divine Lovers

Emerabi and Sunnula {2}{R}{R}

Legendary Creature - Human Nomad
At the beginning of combat on your turn, create a 1/1 red Nomad creature token with haste.
At the beginning of your upkeep, if you control five or more creatures, you may transform Emerabi and Sunnula.
5/4
Card has other part: The Divine Lovers
Emerabi's Disciple

Emerabi's Disciple {R}{G}

Creature - Human Nomad
Trample
Assault {2}{R}{G} (Whenever this attacks, if it has no +1/+1 counters on it, you may pay its assault cost to put a +1/+1 counter on it.)
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
3/2
Emerald Warcaller
Crimson Skycaller

Emerald Warcaller {2}{R}

Creature - Human Warrior
Chosen one ({W}{U}{B}{R}{G}: Transform this permanent.)
At the beginning of combat on your turn, create a 1/1 red Warrior creature token with haste. That token attacks this combat if able.
2/2
Card has other part: Crimson Skycaller
  • Al Tabaq
Emergent Predator

Emergent Predator {3}{R}{R}

Creature - Beast
Menace, haste
“These creatures can only breathe while underground, yet must emerge upwards to hunt. Being out of their element, unable to breathe, makes them very aggressive.”
—Dr. Yulius, field notes
4/3
  • Love Song
Emerging Ankulim

Emerging Ankulim {4}{U}{R}

Creature - Elemental
When Emerging Ankulim enters, return each non-Elemental creature to its owner's hand, then Emerging Ankulim deals damage to each player equal to the number of cards in that player's hand.
4/4
  • Scriptures of Urshad
Eminent Extraction Engine

Eminent Extraction Engine {7}

Artifact
Sacrifice a land: You may cast a spell from your hand without paying its mana cost. Activate this ability only once each turn.
Exile five land cards from your graveyard: Draw five cards. Exile the top ten cards of your library.
“We've drilled way too fast for way too long.”
—Huan Li, AOSE Field Researcher
  • Animus Vox
Eminent Palace

Eminent Palace

Land
{T}: Add {W} or {U}. You lose 1 life unless you have less life than an opponent.
The spirit of purity Bai Long Ma touches no ground but the tallest peaks. The Panju saw this as a spiritual message, to settle ever-closer to the reaches of the Heavens.
  • Panxiou
Emirik Invigilator

Emirik Invigilator {4}{W}{W}

Creature - Human Cleric
When Emirik Invigilator enters, exile target creature an opponent controls until Emirik Invigilator leaves the battlefield.
Fleeting {W} (You may cast this spell for its fleeting cost. If you do, sacrifice it at the beginning of the next end step.)
3/4
  • End of Wollensie
Emirik Patrol

Emirik Patrol {3}{W}{W}

Creature - Human Soldier
Vigilance
When Emirik Patrol enters, create two 1/1 white Human creature tokens.
Lumen cells, batteries able to store the sun's excess energy, were hidden around Emirik. But anyone paying attention to the patrols could find them.
3/3
  • End of Wollensie