6460 cards found
Ardent Charge

Ardent Charge {1}{R}

Instant
Attacking creatures you control get +1/+0 until end of turn.
Draw a card.
“If you wish to return alive, there is no room for fear. Let the hellspawn fall before your will.”
—Masha of Pelastrov
Ardent Explorers

Ardent Explorers {2}{R}

Creature - Human Scout
Wanderlust — When Ardent Explorers enters, if you control four or more differently named lands, create a 1/1 Scout creature token that's all colors. That token gains haste until end of turn.
The best explorers dream of working for free.
3/2
  • Worlds Away
Ardor of the Masses

Ardor of the Masses {2}{R}

Instant
Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.)
Attacking creatures get +2/+0 until end of turn. Those creatures also gain first strike until end of turn if this spell was kicked.
  • Tides of War
Ardy's Invocation

Ardy's Invocation {R}{G}

Sorcery
Create a 1/1 red and green Elemental creature token. Creatures you control get +1/+1 and gain haste until end of turn.
Orchestrate {R}{G} (You may exile this card from your hand anytime you could cast a sorcery for its orchestrate cost. When you next resolve a spell, you may cast this from exile without paying its mana cost.)
  • Carpe Arcanum
Ardy's Study

Ardy's Study {G}{G}

Enchantment - Study
Archive 5 (As this enters, shuffle the top five cards of your main library into a new face up library. Sacrifice this after the archived library is empty.)
You may play lands from the archived library.
Ardy, Indecisive Pupil

Ardy, Indecisive Pupil {1}{R}{G}

Legendary Planeswalker - Ardy
[+1]: Search your library for a land card, put it onto the battlefield, untap it, then shuffle. Sacrifice a land.
[–2]: Destroy target noncreature permanent. Its controller may search their library for a basic land card, put that card onto the battlefield, then shuffle.
[–6]: Return any number of land cards from your graveyard to the battlefield and untap them. They become 3/3 creatures with haste in addition to their other types.
Loyalty:
3
  • Arcanum Academia
Ardy, Youthful Geomancer

Ardy, Youthful Geomancer {R}{G}

Legendary Planeswalker - Ardy
[+1]: Untap target land.
[–1]: Exile the top card of your library. You may play that card until end of turn. If a land card is exiled this way, you gain 2 life.
[–7]: Untap each land you control. Lands you control become 3/3 Elemental creatures with haste until end of turn. They're still lands.
Loyalty:
2
Arena Challenger

Arena Challenger {1}{R}

Creature - Human Warrior Avatar
Whenever Arena Challenger deals damage to a creature, upgrade it. (Give it one of the listed counters it doesn't already have.)
• +1/+1
• First strike
• Prowess
2/2
  • Arkadai
Arid Causeway

Arid Causeway

Land - Desert
Arid Causeway enters tapped unless you control another Desert.
{T}: Add {R} or {W}.
The entrance to El-Mazar is flanked by ancient and mysterious calcified figures.
  • Over the Horizon
Aristocrat's Gallery

Aristocrat's Gallery

Land
Aristocrat's Gallery enters tapped.
When Aristocrat's Gallery enters, look at the top card of your library. You may put it into your graveyard.
{T}: Add {G} or {U}.
  • The Empty Throne of Feanav
Arleigh, Spellblade Prodigy

Arleigh, Spellblade Prodigy {1}{R}

Legendary Creature - Human Wizard
Menace, haste
As long as Arleigh, Spellblade Prodigy is tapped, the first spell you cast during each other player's turn costs {U/R} less to cast. This effect reduces only the amount of colored mana you pay. (For example, if you cast a spell with mana cost {1}{R}, it costs {1} to cast.)
1/3
  • Seasons of War
Armament Scavenger

Armament Scavenger {3}{R}

Creature - Human Warrior
Whenever an artifact or enchantment you control enters, Armament Scavenger gets +1/+0 and gains trample until end of turn.
3/3
Armed Vendor

Armed Vendor {1}{R}

Creature - Human Merchant
As long as Armed Vendor is enchanted or equipped, it gets +1/+0 and has menace.
The wealthiest merchants employ armed guards for the sake of defending their supply.
2/2
  • Riddles of Revio
Armor of Vines

Armor of Vines {2}{G}

Enchantment - Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Enchanted creature gets +2/+2.
{1}{G}: Regenerate enchanted creature.
  • K15 Core Set
Armored Elephant

Armored Elephant {5}{G}{G}

Creature - Elephant
Reach, vigilance
Its already tough skin augmented by fine steel, few things stand in a war elephant's way for very long.
7/7
  • Alkabah
Armored Transports

Armored Transports {3}

Artifact - Project
At the beginning of your end step, you may put a progress counter on Armored Transports.
[PROGRESS 1-2] Creatures you control get +0/+1.
[PROGRESS 3+] Creatures you control get +0/+1 and have vigilance.
  • Rail War
Arms Tinkerer

Arms Tinkerer {3}{R}

Creature - Construct Artificer
Prowess
When Arms Tinkerer enters, choose one —
• Destroy target artifact.
• Create a Treasure token. (It's an artifact with “{T}, Sacrifice this artifact: Add one mana of any color.”)
3/3
  • The Stage Presents: The Neverending Act
Arpechian Architect

Arpechian Architect {1}{G}

Creature - Human Advisor
{T}: Add {G}.
{1}{G}, {T}: Return target land card from your graveyard to the battlefield tapped.
“Originality is the creation of new ideas. Creativity is the improvement of ideas past.”
2/2
Arpechian Bellowers

Arpechian Bellowers {3}{G}{G}

Creature - Giant Beast
Trample
When Arpechian Bellowers enters, harmonize. (Trigger up to one harmony of a permanent you control.)
Harmony — Search your library for a green creature card, reveal it, put it into your hand, then shuffle.
4/4
  • Arcanum Academia
Arpechian Champion

Arpechian Champion {G}

Creature - Human Warrior
Trample
Arpechian Champion can only attack or block alone.
Whenever a land you control enters, put a +1/+1 counter on Arpechian Champion.
1/1
Arpechian Groundskeeper

Arpechian Groundskeeper {3}

Artifact Creature - Construct
When Arpechian Groundskeeper enters, rouse 1. (Put a +1/+1 counter on a permanent you control. If it isn't a creature, tap it and it becomes a 0/0 creature in addition to its other types.)
Remove a +1/+1 counter from Arpechian Groundskeeper: Draw a card.
1/1
  • Arcanum Academia
Arpechian Tiger

Arpechian Tiger {2}{R}{R}

Creature - Cat
Haste
Whenever Arpechian Tiger attacks, you may sacrifice a land. If you do, Arpechian Tiger deals 3 damage to target creature or planeswalker.
Rowdy and reckless, the students of the Arpechian Academy are said to be overly inspired by the local wildlife.
4/3
  • Carpe Arcanum
Arpechian Yatte

Arpechian Yatte {3}{G}{G}

Creature - Beast
Trample
When Arpechian Yatte enters, put a +1/+1 counter on each other creature you control.
Whenever another creature you control enters, put a +1/+1 counter on Arpechian Yatte.
3/3
Arrive, Surrounded by Petals

Arrive, Surrounded by Petals {G}

Enchantment - Aura
Enchant land
When Arrive, Surrounded by Petals enters, audition for green. (Create a 1/1 Construct Actor creature token, a Scout Role giving 2/3 and vigilance, or a Warrior Role giving 3/2 and trample. Roles replace older ones.)
Enchanted land has “{T}: Add one mana of any color.”
Arrogant Fencer

Arrogant Fencer {2}{R}

Creature - Human Noble Soldier
Double strike
Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.)
1/2