14928 cards found
Break of Dawn

Break of Dawn {3}{W}{W}

Sorcery - Adventure
Double your life total. (Then exile this card. You may cast the creature later from exile.)
Card has other part: Blessed Suncrusher
  • Adventurers of Onora
Bristling Skoki

Bristling Skoki {2}{W}

Creature - Beast
Bristling Skoki has first strike as long as it's attacking.
Whenever Bristling Skoki blocks a creature, you may have it deal damage equal to its toughness to that creature.
“Mess with the Skoki, you get the pokey.”
—Tinyvale nursery rhyme
3/1
  • Adventurers of Onora
Dawn Hill Bellringer

Dawn Hill Bellringer {W}

Creature - Hound Soldier
{W}, {T}: Target attacking creature gets +1/+1 until end of turn. This ability costs {W} less to activate if it targets a Soldier.
1/1
Card has other part: Sound the Alarm
  • Adventurers of Onora
Sound the Alarm

Sound the Alarm {3}{W}

Sorcery - Adventure
Put a +1/+1 counter on each creature you control. (Then exile this card. You may cast the creature later from exile.)
Card has other part: Dawn Hill Bellringer
  • Adventurers of Onora
Dawn Hill Daybreaker

Dawn Hill Daybreaker {2}{W}

Creature - Hound Cleric
Whenever Dawn Hill Daybreaker or another creature you control enters, you gain 1 life. If that creature is a Cleric, tap up to one target creature an opponent controls.
Daybreakers have learned to harness the sunrise itself in battle.
3/2
  • Adventurers of Onora
Dawn Hill Forgemaster

Dawn Hill Forgemaster {1}{W}

Creature - Bird Soldier
Double strike
1/1
Card has other part: Making of a Hero
Making of a Hero

Making of a Hero {W}

Sorcery - Adventure
Search your library for an Equipment card, reveal it, put it into your hand, then shuffle. (Then exile this card. You may cast the creature later from exile.)
Card has other part: Dawn Hill Forgemaster
Dawn Hill Patriots

Dawn Hill Patriots {6}{W}

Creature - Rabbit Soldier
Vigilance
This spell costs {1} less to cast for each +1/+1 counter among creatures you control.
5/5
Card has other part: Rabbit-Rouse
  • Adventurers of Onora
Rabbit-Rouse

Rabbit-Rouse {G}

Sorcery - Adventure
Put a +1/+1 counter on each creature you control that entered this turn. (Then exile this card. You may cast the creature later from exile.)
Card has other part: Dawn Hill Patriots
  • Adventurers of Onora
Duelist's Poise

Duelist's Poise {1}{W}

Enchantment
Untapped creatures you control get +1/+1.
Soldiers you control have vigilance.
“Come one, come all! This sack of gold to the one who bests me!”
  • Adventurers of Onora
Frostguard Sentry

Frostguard Sentry {3}{W}

Creature - Bird Soldier
Lifelink
Frostguard Sentry has flying as long as it has a +1/+1 counter on it.
“The battle against the Northrime cold is long, bitter, and thankless. I wouldn't give it up even for a second.”
2/3
  • Adventurers of Onora
Gallant Sunhawk

Gallant Sunhawk {4}{W}{W}

Creature - Bird Knight
Flying
Whenever you cast a creature spell, creatures you control get +1/+1 until end of turn.
Whenever you cast a noncreature spell, create a 2/2 red and white Cat Knight creature token.
5/5
Happily Retired

Happily Retired {1}{W}

Enchantment
When Happily Retired enters, exile target creature you don't control with mana value 3 or less until Happily Retired leaves the battlefield.
{1}, Sacrifice Happily Retired: Return target exiled creature card you own that's on an Adventure to your hand. Activate only as a sorcery.
  • Adventurers of Onora
Highpoint Hymncaller

Highpoint Hymncaller {3}{W}

Creature - Bird Cleric
Flying, lifelink
2/2
Card has other part: Salvation
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Salvation

Salvation {1}{W}

Instant - Adventure
Target creature you control gains protection from the color of your choice until end of turn. (Then exile this card. You may cast the creature later from exile.)
Card has other part: Highpoint Hymncaller
  • Adventurers of Onora
Hoof Cliff Heartminer

Hoof Cliff Heartminer {4}{W}{W}

Creature - Ox Soldier
This spell costs {1} less to cast for each +1/+1 counter among creatures you control.
Hoof Cliff Heartminer enters with four +1/+1 counters on it.
Whenever Hoof Cliff Heartminer or another creature you control leaves the battlefield, you may put its +1/+1 counters on another target creature you control.
0/0
  • Adventurers of Onora
Hoof Cliff Trihorn

Hoof Cliff Trihorn {1}{W}

Creature - Rhino Elk
Vigilance
Menagerie — When Hoof Cliff Trihorn enters, if there are five or more creature types among creatures you control, you may search your library for a card named Hoof Cliff Trihorn, reveal it, put it into your hand, then shuffle.
2/2
  • Adventurers of Onora
Karoa's Faithful

Karoa's Faithful {2}{W}{W}

Creature - Cat Knight
When Karoa's Faithful enters, target creature gets +X/+X until end of turn, where X is the total number of creatures you control that are Knights or have Adventures.
“His Roaring Grace shines brighter than the Dawn Hill sunrise, yet I shan't avert my gaze.”
3/3
  • Adventurers of Onora
Karoa's Vanguard

Karoa's Vanguard {2}{W}

Creature - Cat Knight
Vigilance
Whenever Karoa's Vanguard or another Knight you control enters, if an opponent controls more lands than you, you may search your library for a Plains card, reveal it, put it into your hand, then shuffle.
3/3
  • Adventurers of Onora
Leafdown Glimmerfox

Leafdown Glimmerfox {1}{W}

Creature - Spirit Fox
Lifelink
Menagerie — When Leafdown Glimmerfox enters, if there are five or more creature types among creatures you control, exile another target nonland permanent until its controller's next end step.
2/2
  • Adventurers of Onora
Legacy of Northrime

Legacy of Northrime {3}{W}

Enchantment - Aura
Flash
Enchant creature
As Legacy of Northrime enters, choose a creature type.
Enchanted creature gets +1/+4 and is the chosen type in addition to its other types.
“I came to Northrime to stand atop the world.”
—Longscarred Shao
  • Adventurers of Onora
Master of Three Paths

Master of Three Paths {W}

Creature - Elk Monk
Whenever you cast a spell, if it isn't your main phase, choose one. This ability triggers only once each turn.
• Put a +1/+1 counter on Master of Three Paths.
• Tap target creature.
• Master of Three Paths phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
1/1
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Mikkino, Realized Greatness

Mikkino, Realized Greatness {1}{W}

Legendary Creature - Mouse Knight
Vigilance
Whenever Mikkino becomes blocked by a creature with power 3 or greater, exile that creature.
2/2
Card has other part: Miniscule Mettle
  • Adventurers of Onora
Miniscule Mettle

Miniscule Mettle {2}{W}{W}

Sorcery - Adventure
Exile target creature. (Then exile this card. You may cast the creature later from exile.)
Card has other part: Mikkino, Realized Greatness
  • Adventurers of Onora
Mikkino's Climactic Clash

Mikkino's Climactic Clash {3}{W}{W}

Enchantment - Quest
(Add a quest counter as this enters. Sacrifice after 3.)
Whenever you cast a legendary spell, add a quest counter.
Look at the top seven cards of your library. You may reveal up to two legendary cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
You gain 5 life.
Destroy all nonlegendary creatures.
  • Adventurers of Onora