165 cards found
Corvid Heretic

Corvid Heretic {B}

Creature - Bird
Whenever one or more cards leave your graveyard, each opponent loses 1 life and you gain that much life.
The Awakening corrupts more than just animals and monsters. The truly vile of humanity join them.
1/1
  • Survive the Night
Cragbound Crusher

Cragbound Crusher {15}{R}{R}

Creature - Beast
This spell costs {X} less to cast, where X is 20 minus your life total.
First strike, menace, trample
The Awakening corrupts weak animals into fearsome beasts. Imagine what it does to the real monsters.
10/10
Crain's Crony

Crain's Crony {1}{B}{B}

Creature - Skeleton Pirate
Whenever Crain's Crony enters the battlefield or attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value.
At the beginning of each end step, if you didn't lose life this turn, you lose the game.
4/4
Crimson Knight

Crimson Knight {R}{R}

Creature - Human Knight
Haste
{R}{R}{R}, Discard your hand, Sacrifice Crimson Knight: Draw three cards.
“War takes everything from you and gives nothing back.”
2/2
Crypt Tutor

Crypt Tutor {1}{B}

Sorcery
Search your library for a card, exile it face down, then shuffle. For as long as that card remains exiled, you may cast it. It costs {2} more to cast this way if you don't control a legendary creature as you cast that spell.
Some weapons proved too great to be wielded. They were hidden away, their owners praying they would never need to use them.
  • Seasons of War
Damned Deal

Damned Deal {1}{B}

Enchantment
When Damned Deal enters the battlefield, you draw a card and you lose 1 life.
{B}, Sacrifice Damned Deal: You draw a card and you lose 1 life.
Dawnlit Battlefield

Dawnlit Battlefield

Land
Dawnlit Battlefield enters the battlefield tapped.
{T}: Add {R} or {W}.
{2}{R}{W}: Until end of turn, Frozen Hinterlands becomes a 4/2 red and white Warrior creature with with “This creature has first strike as long as it's attacking” and “Whenever this creature attacks or blocks, torment yourself.” It's still a land. (To torment yourself, lose 3 life unless you discard a card or sacrifice a nonland permanent.)
  • The Land Bundle
Dawnwisp Vents

Dawnwisp Vents {W}

Enchantment
At the beginning of combat on each opponent's turn, if you control three or more enchantments, choose target creature. Prevent all combat damage that creature would deal this turn.
{2}{W}: You gain 2 life and scry 1.
Deadly Manipulation

Deadly Manipulation {1}{U}{B}

Enchantment
{U}, Discard a card: Exile target instant or sorcery card from your graveyard. If you do, copy it. You may cast the copy.
{B}, Discard a card: Exile target creature card from your graveyard and pay its mana cost. If you do, create a token that's a copy of it. Activate only as a sorcery.
Deadwood Grove

Deadwood Grove

Land
Deadwood Grove enters the battlefield tapped.
{T}: Add {B} or {G}.
{1}{B}{G}: Until end of turn, Frozen Hinterlands becomes a 2/3 black and green Horror creature with with deathtouch and “Whenever this creature attacks or blocks, torment yourself.” It's still a land. (To torment yourself, lose 3 life unless you discard a card or sacrifice a nonland permanent.)
  • The Land Bundle
Demon of Dark Shadows

Demon of Dark Shadows {5}{B}{B}

Creature - Demon
This spell costs {2} less to cast for each creature that died this turn.
Flying, trample
“Suddenly, the sky turned black, and a dark figure flew overhead. I didn't know what it was, but I knew we were in danger.”
—Vali's field notes
6/6
  • Survive the Night
Descend on the Helpless
Cormoran, Raven Monarch

Descend on the Helpless {1}{B}

Sorcery
Destroy target creature if it has the least power or is tied for least power among creatures on the battlefield.
Memento {3}{B}{B} (You may cast this from your graveyard for {3}{B}{B}. If you do, put it onto the battlefield transformed after it resolves. Exile it if it would leave the battlefield or not resolve.)
Card has other part: Cormoran, Raven Monarch
Dragoncalling

Dragoncalling {8}{R}

Sorcery
This spell can't be countered.
For each spell you've cast this turn, search your library for a Dragon permanent card and put it onto the battlefield. Then shuffle.
Earthform Pachyderm

Earthform Pachyderm {5}{G}{G}

Creature - Elephant
This spell costs {1} less to cast for each noncreature, nonland permanent you don't control.
When Earthform Pachyderm enters the battlefield, destroy target noncreature, nonland permanent. Its controller creates a 3/3 green Elephant creature token.
4/4
  • Survive the Night
Eclipse Knight

Eclipse Knight {W}{B}

Creature - Human Knight
Whenever Eclipse Knight attacks, each opponent loses 1 life. You gain life equal to the life lost this way.
Eclipse Knight gets +1/+1 as long as you have 10 or more life than your starting life total.
Eclipse Knight gets +1/+1 as long as an opponent has 10 or less life than their starting life total.
2/2
  • Survive the Night
Edri, Oracle of Caulte
Worldly Travels

Edri, Oracle of Caulte

Legendary Creature - Human Wizard
(Color indicator: Edri, Oracle of Caulte is blue)
At the beginning of your end step, draw a card for each card you drew this turn.
“I may be young, but I've seen more than you ever will and I know more than you could imagine. Trust me. I know what I'm doing.”
2/2
Card has other part: Worldly Travels
  • Survive the Night
Embodied Soul

Embodied Soul {W}

Legendary Enchantment
Whenever you cast a noncreature spell, upgrade Embodied Soul.
• 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.”
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
Emissary of Antiquity

Emissary of Antiquity {R}{R}{R}

Creature - Dragon
Flying, haste
Whenever Emissary of Antiquity deals combat damage to a player, you may cast an instant or sorcery spell with mana value 3 or less from your hand without paying its mana cost.
3/3
Endless Discoveries

Endless Discoveries {U}

Enchantment
{U}, Put a travel counter on Endless Discoveries: Draw a card. This ability costs {1} more to activate for each travel counter on Endless Discoveries.
{3}{U}{U}, Sacrifice Endless Discoveries: Return target instant or sorcery card with mana value less than or equal to the number of travel counters on Endless Discoveries from your graveyard to your hand.
Escape Death

Escape Death {3}{B}

Sorcery
Until end of turn, you may cast target creature card in your graveyard without paying its mana cost. When it enters the battlefield this turn, it gains haste and menace. Exile it at the beginning of the next end step.
In the afterlife, a portal opens. Those who shamble through are transported to the real world, hungry for blood and flesh.
  • Survive the Night
Eternal Rage

Eternal Rage {R}

Enchantment - Aura
Enchant creature
Enchanted creature attacks each combat if able.
At the beginning of your upkeep, Eternal Rage deals 2 damage to enchanted creature's controller.
  • Survive the Night
Explore

Explore {1}{G}

Sorcery
You may play an additional land this turn.
Draw a card.
Fleeting Discoveries

Fleeting Discoveries {R}

Sorcery
Exile the top two cards of your library. You may play one of them until the end of your next turn.
Motley — If there are five or more names among nonland permanents you control, you may play both of them until the end of your next turn instead.
  • Survive the Night
Frailty

Frailty {B}

Instant
Target creature gets -1/-1 until end of turn. If that creature is tapped, it gets -3/-3 until end of turn instead.