14930 cards found
Recoil

Recoil {1}{U}{B}

Instant
Return target permanent to its owner's hand. Then that player discards a card.
“Too much aether gives the gun too much kick, and you don't want to be on either end of it when that happens.”
—Calamity Rose
  • High Noon
Quelling Tavern

Quelling Tavern {2}{W}{U}

Enchantment
Whenever you cast an instant or sorcery spell, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Why not have a drink for a spell?
  • High Noon
Nightrail Fence

Nightrail Fence {1}{U}{R}

Creature - Human Mercenary
{1}, Discard a card: Create a Gold token. (It's an artifact with “Sacrifice this artifact: Add one mana of any color.”)
{T}, Sacrifice an artifact: Draw a card.
2/3
Miner's Barracks

Miner's Barracks {1}{R}{G}

Enchantment
At the beginning of your end step, create a Gold token for each creature you controlled that became tapped this turn. (It's an artifact with “Sacrifice this artifact: Add one mana of any color.”)
  • High Noon
Maligned Scavenger

Maligned Scavenger {1}{B}{G}

Creature - Griffin
Flying, vigilance
Exile a creature card from your graveyard: Maligned Scavenger gets +1/+1 until end of turn.
When fresh prey dries up, griffins learn how to live on the ghosts left behind.
2/2
  • High Noon
Lease on Life

Lease on Life {3}{R}{W}

Enchantment
Whenever a non-Spirit creature you control dies, you may create a token that's a copy of that creature except the token is a Spirit in addition to its other types and has haste.
“You've got a second chance. Don't waste it.”
— Creed, of Graygulch
Koshui, the Trader

Koshui, the Trader {4}{R}{G}

Legendary Creature - Centaur Scout
Play with the top card of your library revealed.
You may cast creature spells from the top of your library. You may cast Centaur spells this way without paying their mana costs.
4/6
  • High Noon
Judges of Bearidge

Judges of Bearidge {2}{W}{U}

Legendary Creature - Human Wizard
Noncreature spells your opponents cast cost {1} more to cast for each counter on Judges of Bearidge.
{5}{W}{U}: Put a +1/+1 counter on Judges of Bearidge, then detain each creature with lesser power. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
3/3
Imposing Griffin

Imposing Griffin {2}{W}{U}

Creature - Griffin
Flying
Nonland permanents your opponents control enter tapped.
Activated abilities of permanents your opponents control that entered this turn can't be activated unless they're mana abilities.
3/3
Dusk Rider

Dusk Rider {1}{W}{B}

Creature - Spirit Mercenary
Lifelink
{W}{B}, {T}: Dusk Rider deals X damage to target attacking creature, where X is the number of Spirits you control.
2/3
  • High Noon
Dusk Occultist

Dusk Occultist {2}{G}{U}

Creature - Elf Warrior Shaman
Vision (Whenever this or another creature you control enters, reveal the top card of your library. Then you may put that card into your graveyard.)
Whenever Dusk Occultist envisions a creature card, draw a card.
3/2
  • High Noon
Chief Striking Dawn

Chief Striking Dawn {2}{B}{G}

Legendary Creature - Elf Warrior
Whenever a card is put into a graveyard from anywhere, put a +1/+1 counter on Chief Striking Dawn.
{1}{B}{G}, Remove three counters from Chief Striking Dawn: Return a permanent card from your graveyard to the battlefield.
3/3
Burning-Tree Shaman

Burning-Tree Shaman {1}{R}{G}

Creature - Centaur Shaman
Whenever a player activates an ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player.
“The earth screams at you, refugees. If you will not heed its cries, it will find ways to make you listen to it.”
—Chief Striking Dawn
3/4
Bounty Leveler

Bounty Leveler {B}{R}

Creature - Spirit Mercenary
Whenever a creature with a counter on it dies, create a Gold token. (It's an artifact with “Sacrifice this artifact: Add one mana of any color.”)
2/2
  • High Noon
Azun, Sheriff of Daisite

Azun, Sheriff of Daisite {1}{R}{W}

Legendary Planeswalker - Azun
[+1]: Tap up to one target creature. Azun, Sheriff of Daisite deals 1 damage to each opponent.
[–1]: Exile another target nonland permanent until Azun, Sheriff of Daisite leaves the battlefield.
[–7]: Detain each permanent target opponent controls. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
Loyalty:
3
At the Gallows

At the Gallows {2}{W}{B}

Enchantment
Whenever a non-Spirit creature deals combat damage to a player, destroy that creature. Its controller creates a 1/1 colorless Spirit creature token.
  • High Noon
Aether Striders

Aether Striders {3}{U}{R}

Creature - Aetherborn Horror
Prowess
At the beginning of each end step, if you cast a multicolor spell or two spells with different colors this turn, each opponent sacrifices a permanent.
When not dispelled, the creatures of the mines become one with the world again.
3/3
  • High Noon
Walking with Ancients

Walking with Ancients {2}{G}

Enchantment
Play with the top card of your library revealed.
Spells you cast that share a creature type with the top card of your library cost {1} less to cast.
  • High Noon
Unified Ceremony

Unified Ceremony {2}{G}{G}

Enchantment
Whenever you cast an enchantment spell, reveal the top card of your library. If it's an enchantment card, you may put it onto the battlefield.
  • High Noon
Uncharted Frontier

Uncharted Frontier {3}{G}

Sorcery
This spell costs {2} less to cast if you control a Scout.
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand, then shuffle.
  • High Noon
Ulek Wayfinder

Ulek Wayfinder {2}{G}

Creature - Elf Scout
Vision (Whenever this or another creature you control enters, reveal the top card of your library. Then you may put that card into your graveyard.)
As Ulek Wayfinder envisions a land card, you may put that card onto the battlefield tapped.
2/1
  • High Noon
Ulek Elder

Ulek Elder {1}{G}

Creature - Plant Spirit
When Ulek Elder enters, look at the top card of your library. You may put it into your graveyard.
The elves of the Ulek often cull the ghosts that don't prove themselves useful.
2/2
  • High Noon
Ulek Crusher

Ulek Crusher {4}{G}{G}

Creature - Plant Spirit
Vision (Whenever this or another creature you control enters, reveal the top card of your library. Then you may put that card into your graveyard.)
Whenever Ulek Crusher envisions a creature card, it gets +2/+2 until end of turn.
6/5
  • High Noon
Trailbloomer

Trailbloomer {1}{G}

Creature - Centaur Scout
Whenever a basic land you control enters, add one mana of any color.
“A true scout never gets lost. Every tree leads the way to those that will listen.”
1/3
  • High Noon
Tracker of Wild Places

Tracker of Wild Places {2}{G}

Creature - Elf Scout
Vision (Whenever this or another creature you control enters, reveal the top card of your library. Then you may put that card into your graveyard.)
Whenever Tracker of Wild Places envisions a creature card, you may untap a permanent you control.
3/2