4437 cards found
Backstage Tinkers

Backstage Tinkers {U}{R}

Creature - Human Artificer
When Backstage Tinkers enters, you may return an artifact card from your graveyard to your hand.
Away from prying eyes of the masses are the prying hands of the tinkers.
2/2
  • Villains: The Musical
Backup Forces

Backup Forces {2}{W}

Enchantment
At the beginning of your end step, create a 1/1 white Soldier creature token.
In Glacia, wars are won, but rarely do they end.
Badland Zealot

Badland Zealot {R}{R}

Creature - Mutant Warrior
Menace, haste
“You think yourself above Ninhasir? No God would tremble so weakly at the point of my sword.”
2/2
  • Al Tabaq
Bai Long Ma, Fabled Innocence

Bai Long Ma, Fabled Innocence {2}{W}

Legendary Creature - Dragon Spirit
Transcend (Activate as a sorcery to gain the next type and a +1/+1 counter.)
Flying
{1}{W}: Demigod — Return up to one target creature card with mana value 2 or less from your graveyard to the battlefield.
{3}{W}: God — Put a +1/+1 counter on each creature you control with the least power among creatures you control.
1/3
  • Panxiou
Balefire Harbinger

Balefire Harbinger {1}{B}{R}

Creature - Wolf
Menace
As long as Balefire Harbinger is attacking, creatures in its pack can't be blocked unless defending player pays {1} and 1 life for each creature they control that's blocking one of those creatures. (Two or more creatures you control with equal power are in a pack.)
3/2
  • Panxiou
Baleful Raven

Baleful Raven {B}

Creature - Bird
Flying, deathtouch
Outside of the Wiedfree, animals are uncommon. Trusting them to not be demonic is far more than down-trodden folks are able to give, breeding hostility in both directions.
1/1
  • End of Wollensie
Balloon Voyager

Balloon Voyager {1}{U}{U}

Creature - Human Rogue
This spell costs {U} less to cast if you dealt combat damage to a player this turn with a Rogue.
Flying
When Balloon Voyager enters, draw a card.
2/2
  • Over the Horizon
Band of Irregulars

Band of Irregulars {2}{R}

Enchantment
At the beginning of combat on your turn, if there are five or more creature types among creatures you control, creatures you control get +2/+0 and gain menace until end of turn.
  • Eralou
Bandit's Dagger

Bandit's Dagger {B}

Artifact - Equipment
Whenever equipped creature attacks, it gains deathtouch until end of turn.
Sacrifice Bandit's Dagger: Target player dealt damage by equipped creature this turn reveals their hand. You choose a nonland card from it. That player discards that card.
Equip {2}
  • Nangjiao In Bloom
Bane of Sanity

Bane of Sanity {3}{B}

Creature - Zombie
Engorge (As this enters, mill three cards, then exile a card from among the milled cards.)
When Bane of Sanity enters, if it engorged a creature card, target player discards two cards.
2/2
  • Aftermath
Banished Companion

Banished Companion {R}

Creature - Human Warrior
Haste
Whenever Banished Companion attacks, it deals 2 damage to you.
Though he always knew he'd be left alone in the end, he found no pleasure in being right.
2/2
Banished Spirits

Banished Spirits {B}

Instant - Adventure
Exile up to three target cards from graveyards. (Then exile this card. You may cast the creature later from exile.)
Card has other part: Hoof Cliff Caretaker
  • Adventurers of Onora
Banishing Initiate

Banishing Initiate {1}{W}

Creature - Human Wizard
When Banishing Initiate enters, you may exile target nonland permanent you don't control until Banishing Initiate leaves the battlefield.
At the beginning of your end step, sacrifice Banishing Initiate if a card exiled with it has mana value 3 or greater.
3/1
Bant Shardseeker

Bant Shardseeker {2}{W}

Creature - Rhino Scout
Lifelink
Forestcycling {1}, islandcycling {1} ({1}, Discard this card: Search your libary for a Forest or Island card, reveal it, put it into your hand, then shuffle.)
“These lands harbor the wise and the valiant, but I search for my true home in Bant.”
2/3
  • Alara
Baptism by Fire

Baptism by Fire {1}{R}

Instant
Golden age (If you cast an instant or sorcery spell, activated a nonmana ability, and attacked this turn, enter a renaissance for this game.)
Baptism by Fire deals 3 damage to target creature or planeswalker. If you're in a renaissance, Baptism by Fire deals 6 damage to that permanent instead.
  • Nangjiao In Bloom
Barbarian Axe Flinger

Barbarian Axe Flinger {2}{W}

Creature - Human Barbarian Warrior
Vigilance
{1}{W}: Barbarian Axe Flinger gains double strike until end of turn.
The first ax is a mere diversion, for in parrying it the second one strikes your heart.
2/2
  • Khaliz-Dorahn
Barbarian Intimidator

Barbarian Intimidator {1}{R}{W}

Creature - Human Barbarian Warrior
When Barbarian Intimidator enters, target creature can't block this turn.
When Barbarian Intimidator enters, prevent all combat damage that would be dealt to target creature this turn.
2/3
  • Khaliz-Dorahn
Barbarian Weaponsmith

Barbarian Weaponsmith {2}{R}{R}

Creature - Human Barbarian Warrior
Other Warriors you control have first strike.
Other Barbarians you control get +1/+0.
The weapons he crafts have the same ferocity as his soul.
3/3
  • Khaliz-Dorahn
Barbaric Ambusher

Barbaric Ambusher {1}{W}

Creature - Human Barbarian Warrior
Battalion — Whenever Barbaric Ambusher and at least two other creatures attack, you may tap target creature.
Fellors rarely attack from the back, but when they do, they do it with the ferocity they're known for.
3/1
  • Khaliz-Dorahn
Barbaric Dexterity

Barbaric Dexterity {2}{W}

Instant
Until end of turn, target creature gets +1/+1 for each Equipment attached to it and gains flying and first strike.
No weapon is too menial in the hand of a Fellor.
  • Aftermath
Barbed Beast
Barbed Bruiser

Barbed Beast {3}{G}

Creature - Beast
Deathtouch
Whenever a creature dealt damage by Barbed Beast this turn dies, transform Barbed Beast.
“The creature is really cute, but careful, the fluffy bits are actually poison spikes.”
—Karina Oblay, field notes
2/3
Card has other part: Barbed Bruiser
  • Monsters of Chikyu
Barbed Bruiser
Barbed Beast

Barbed Bruiser

Creature - Beast
(Color indicator: Barbed Bruiser is green)
Vigilance, deathtouch
Whenever a creature dealt damage by Barbed Bruiser this turn dies, draw a card.
“After training, the monster is a lot scarier and not at all cute... at least it makes it easier to stay far away from it.”
—Karina Oblay, field notes
4/6
Card has other part: Barbed Beast
  • Monsters of Chikyu
Barbed Reef

Barbed Reef

Land - Animus
Barbed Reef enters tapped. When it does, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this, then you may put that card into your graveyard.)
{T}: Add {B}.
{4}{B}: Barbed Reef becomes a Jellyfish creature. (This effect lasts indefinitely.)
4/0
  • Karina's Explorations
Barker Duelist
Abyss Howler

Barker Duelist {1}{B/R}{B/R}

Creature - Human Wizard
Whenever Barker Duelist becomes blocked, defending player loses 1 life.
Unveil {3}{B}{R} ({3}{B}{R}: Transform this. Unveil only as a sorcery.)
He is ready to kill to defend what little
honor he has not sold for power.
2/3
Card has other part: Abyss Howler
  • Feanav: The Apothecary's Progress
Barking Irons

Barking Irons {2}

Artifact - Equipment
When Barking Irons enters, if it's not a token, create a token that's a copy of it.
Equipped creature gets +2/+0.
Equip {2}
Such pistols were once made in matched pairs to ensure fair duels—but all is fair in war.
  • The Empty Throne of Feanav