15282 cards found
Campfire Stories

Campfire Stories {2}{R}

Sorcery
Target creature gets +3/+2 and gains menace until end of turn.
Quickdraw {1}{R} (When a creature you control blocks or becomes blocked, you may cast this spell for {1}{R}.)
Talk is cheap, but legends are priceless.
  • High Noon
Brazen Drifter

Brazen Drifter {2}{R}

Creature - Human Rogue
Haste
Whenever one or more creatures attack, you may discard a card. If you do, draw a card.
“Who cares where I've been. All that matters is where I am now.”
2/2
  • High Noon
Bloodshot Berserker

Bloodshot Berserker {1}{R}{R}

Creature - Centaur Berserker
Discard a card: Bloodshot Berserker gets +1/-1 until end of turn. Any player may activate this ability.
Many of the Qilan were happy to help the refugees coming from the Old World. Some would do anything to drive them back.
4/4
  • High Noon
Bleeding Bear

Bleeding Bear {5}{R}

Creature - Bear
Picking fights with bears is a dead man's favorite pastime.
6/4
  • High Noon
Azun's Play

Azun's Play {2}{R}

Sorcery
Azun's Play deals damage to any target equal to the number of cards in your hand.
Quickdraw {R}{R} (When a creature you control blocks or becomes blocked, you may cast this spell for {R}{R}.)
  • High Noon
Wasting Soul

Wasting Soul {2}{B}

Creature - Yeti Spirit
Whenever Wasting Soul attacks or blocks, sacrifice a creature, then put two +1/+1 counters on Wasting Soul.
“Of the greatest of sins is cannibalism, not for disrespect of your fellow man, but for the beast you will create of yourself.”
— The Judges' Law
2/2
  • High Noon
Wanted

Wanted {B}

Sorcery
Post a bounty on target creature. (Put a bounty counter on that creature. It has “When it dies, each opponent draws a card” as long as it has a bounty counter on it.)
Draw a card.
Victims of Graygulch

Victims of Graygulch {3}{B}{B}

Creature - Spirit
When Victims of Graygulch enters, target player loses life equal to the number of Spirits you control. You gain life equal to the life lost this way.
The west was born from endless souls, and it might soon die from them too.
2/4
  • High Noon
Vengeful Agent

Vengeful Agent {2}{B}

Creature - Human Soldier
Lifelink
Whenever a creature without a bounty counter on it dies, you may pay 1 life. When you do, post a bounty on target creature. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
2/2
  • High Noon
Uncovered Mine

Uncovered Mine {4}{B}

Enchantment
When Uncovered Mine enters and at the beginning of your upkeep, return a random card from your graveyard to your hand.
Sunset Cliffs Patron

Sunset Cliffs Patron {1}{B}

Creature - Human Rogue
When Sunset Cliffs Patron enters, you may post a bounty on target creature. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
2/1
  • High Noon
Staking Hand

Staking Hand {3}{B}

Sorcery
You draw X cards and you lose X life, where X is the number of cards in your hand.
Read em and weep.
  • High Noon
Spirit of Infamy

Spirit of Infamy {1}{B}

Creature - Spirit Rogue
Whenever Spirit of Infamy attacks, post a bounty on target creature. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
Spirit of Infamy gets +2/+0 for each bounty counter on it.
1/3
Sareng, the Dealer

Sareng, the Dealer {2}{B}

Legendary Creature - Human Rogue
{B}, Pay 1 life: Target creature's controller sacrifices it unless that player pays 1 life.
{B}, Sacrifice a creature: You gain life equal to the sacrificed creature's power.
3/2
  • High Noon
Roxite's Revenge

Roxite's Revenge {1}{B}

Enchantment - Aura
Enchant creature
Enchanted creature gets -3/-3.
“A drop of aether is as potent as any poison. Use lots.”
—Roxite, of Nightrail
  • High Noon
Ravenous Chupacabra

Ravenous Chupacabra {2}{B}{B}

Creature - Beast Horror
When Ravenous Chupacabra enters, destroy target creature an opponent controls.
“Nothing prepares you for... this.”
—Calamity Rose
2/2
Public Hanging

Public Hanging {3}{B}

Sorcery
Destroy target creature.
Its controller loses 2 life.
  • High Noon
Pickpocket

Pickpocket {2}{B}

Sorcery
You draw two cards, lose 2 life, and create a Gold token. (It's an artifact with “Sacrifice this artifact: Add one mana of any color.”)
  • High Noon
Nightrail Kingpin

Nightrail Kingpin {2}{B}

Creature - Human Rogue
Other Rogues you control have menace.
{2}{U}: Target blocking creature gets -1/-0 until end of turn.
“Let the little people feel important. It's important for staying safe from them.”
—Roxite, of Nightrail
2/2
  • High Noon
Nightrail Forger

Nightrail Forger {2}{B}

Creature - Human Rogue
{B}, Discard a card: Post a bounty on target creature. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
“New name, new face, new life. All it'll cost you is a bit of coin.”
3/2
  • High Noon
Midnight Fright

Midnight Fright {2}{B}{B}

Sorcery
Target opponent discards two cards, then sacrifices a creature.
  • High Noon
March of the Gray

March of the Gray {B}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature dies, return another target creature card from your graveyard to your hand.
  • High Noon
Lonely Return

Lonely Return {1}{B}

Sorcery
Return target creature card from your graveyard to your hand. If you control a Spirit, draw a card.
Some cowboys still tell tales of old Daisite, a city running on steam and spirit until both fought back. Its haunted ruins still hide every sunrise.
  • High Noon
Howler Sellout

Howler Sellout {2}{B}

Creature - Dog Rogue
When Howler Sellout enters, for each creature that died this turn, post a bounty on up to one target creature an opponent controls. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
2/2
  • High Noon
Haunting Stragglers

Haunting Stragglers {1}{B}

Creature - Spirit
Flying, lifelink
The elves learned long ago how to dispel the spirits of their dead. They learned recently how useful keeping those spirits around could be.
1/2
  • High Noon