14930 cards found
Take Aim

Take Aim {G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+0 and has trample and reach.
“Too often out here you only get one shot. Don't miss it.”
—Calamity Rose
  • High Noon
Spectral Hunter

Spectral Hunter {3}{G}{G}

Creature - Centaur Warrior 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 Spectral Hunter envisions a creature card, creatures you control get +1/+0 until end of turn.
5/4
Scout Ahead

Scout Ahead {G}

Sorcery
Look at the top five cards of your library. You may reveal a Scout or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
  • High Noon
Qilan Wanderer

Qilan Wanderer {G}

Creature - Centaur Scout
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Among the once savage centaurs, some turn to help the rising civilization.
1/1
Qilan Seer

Qilan Seer {1}{G}

Creature - Centaur 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 Qilan Seer envisions a creature card, it gets +4/+0 until end of turn.
0/4
Qilan Explorer

Qilan Explorer {4}{G}

Creature - Centaur Scout
While the elves isolated themselves from the incoming refugees, the centaurs extended a hoof.
4/5
  • High Noon
Qilan Archer

Qilan Archer {2}{G}

Creature - Centaur Archer
Reach
If a creature is attacking you and you control a Centaur, you may cast Qilan Archer without paying its mana cost and as though it had flash.
2/3
  • High Noon
Patron of the Ancients

Patron of the Ancients {3}{G}{G}

Creature - Centaur Spirit
Hexproof
Spells you cast cost {1} less to cast for each creature you control that shares a creature type with that spell.
4/4
  • High Noon
One with the Herd

One with the Herd {X}{G}{G}

Sorcery
Until end of turn, target creature gets +X/+X and can only be blocked by X or more creatures.
Charge with all the ferocity of the herd and no one will be able to tell the difference.
  • High Noon
Nightshade Cultivator

Nightshade Cultivator {1}{G}

Creature - Elf Shaman
Nightshade Cultivator has deathtouch as long as five or more cards are in your graveyard.
“Even the plants are against you, refugees. How long do you expect to last?”
—Chief Striking Dawn
1/3
  • High Noon
Natural Growth

Natural Growth {2}{G}

Sorcery
Destroy target artifact or enchantment.
Scry 1.
Mysteries of the Ulek

Mysteries of the Ulek {G}

Instant
Whenever a card is put into a graveyard this turn, you may put it on the bottom of its owner's library.
Draw a card.
“It's best not to think too much about the oddities that get dragged out of those woods.”
—Calamity Rose
  • High Noon
Mentor of the Mighty

Mentor of the Mighty {2}{G}

Creature - Elf Druid
Whenever another creature with power 4 or greater you control enters, you may draw a card.
“The greatest of us can still learn from the smallest of us.”
2/2
  • High Noon
Loreweaver

Loreweaver {3}{G}

Creature - Elf Shaman Warrior
{2}{G}: Loreweaver's base power and toughness each become equal to the number of cards in your graveyard until end of turn.
Lost tales can still be told.
2/2
  • High Noon
Lingering Guide

Lingering Guide {1}{G}

Creature - Centaur Scout
When Lingering Guide enters, mill two cards.
“You trespass, yet we are the savages?”
—Chief Striking Dawn
2/3
  • High Noon
Lead the Charge

Lead the Charge {3}{G}

Sorcery
Target creature you control gets +3/+3 and gains trample until end of turn. Other creatures you control gain trample until end of turn.
With Sareng and the Judges at each other's throats, Dawn struck them all.
  • High Noon
Gun Fight

Gun Fight {1}{G}

Instant
Untap target creature you control. It fights target creature you don't control.
“My advice? Don't get in gun fights. If you've gotta shoot someone do it when they won't shoot you back.”
—Calamity Rose
  • High Noon
Gifts of Ancient Ulek

Gifts of Ancient Ulek {2}{G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
Whenever an enchanted creature you control deals combat damage to a player, you may put a permanent card from your graveyard on top of your library.
  • High Noon
Frontier Scouts

Frontier Scouts {2}{G}

Creature - Human Scout
When Frontier Scouts enters, reveal the top card of your library. If it's a land, put it onto the battlefield tapped.
Daisite doesn't offer many resources, so people are the most important of all.
2/2
  • High Noon
Frontier Outrider

Frontier Outrider {1}{G}{G}

Creature - Centaur Scout
Trample
“The Qilan have wandered out from their homeland, changing for the worse against your world, refugees. Who will answer for the chaos you have caused them?”
—Chief Striking Dawn
3/3
  • High Noon
Frontier Meditation

Frontier Meditation {1}{G}{G}

Enchantment
If you would lose unspent mana, that mana becomes colorless instead.
Do not let anything be wasted.
  • High Noon
Frontier Hoof

Frontier Hoof {3}{G}

Creature - Centaur Scout
Trample
Frontier Hoof gets +1/+1 for each other Centaur you control.
“The elves have been givin' us trouble for years. I ain't puttin' up with Strikin' Dawn, and none of us Qilan should be puttin' up with em anymore.”
3/3
  • High Noon
Fog

Fog {G}

Instant
Prevent all combat damage that would be dealt this turn.
The mists within the Ulek are often used to hide the elves, but can be just as useful for hiding from wilder things.
  • High Noon
Fireheart Centaur

Fireheart Centaur {G}

Creature - Centaur
Whenever Fireheart Centaur attacks, you may pay {2}{R}. If you do, it gets +1/+0 until end of turn for each Centaur you control.
“In times of peace be gentle. In times of strife be unstoppable.”
0/3
  • High Noon
Expedition Leader

Expedition Leader {2}{G}

Creature - Elf Scout
Other Elves you control get +1/+1.
Whenever another Scout you control deals combat damage to a player, you may reveal the top card of your library. If it's a land card, put it onto the battlefield tapped.
2/2