15282 cards found
Heartwood Sniper

Heartwood Sniper {1}{R}

Creature - Centaur Archer
Reach
“There was peace here before you, refugees. Elf, centaur, and monster lived alongside, if not with, each other. I wonder why that peace has gone?”
—Chief Striking Dawn
2/1
  • High Noon
Howler Sheriff

Howler Sheriff {3}{R}

Creature - Dog Soldier
When Howler Sheriff enters, gain control of up to one target creature with a bounty counter on it until end of turn. Untap that creature. It gains haste until end of turn.
“Right! You're coming with me then!”
3/2
  • High Noon
Injustice

Injustice {2}{R}

Sorcery
Injustice deals 4 damage to target creature. Post a bounty on up to one other 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.)
The only justice the frontier deserves.
  • High Noon
Ironeyes Desperado

Ironeyes Desperado {1}{R}{R}

Creature - Human Mercenary
When Ironeyes Desperado is exiled from your library, you may pay {R}. If you do, cast it without paying its mana cost.
Haste
“I'm your man. Mining, thieving, murdering, drinking, I do it all.”
3/2
  • High Noon
Ironeyes Slingers

Ironeyes Slingers {1}{R}

Creature - Spirit Soldier
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Even ghosts need someone watching their back.
1/3
  • High Noon
Land Grab

Land Grab {2}{R}{R}

Sorcery
Gain control of target land.
“Every bit of land's got something that'll scare of its investors. The trick is to find it first, and failing that, invent something even worse.”
—Lexie Boggs, aether baron
  • High Noon
Make an Entrance

Make an Entrance {R}

Instant
Target creature gains haste until end of turn. Make an Entrance deals 2 damage to up to one target creature.
  • High Noon
Mudslinging

Mudslinging {3}{R}

Instant
Until end of turn, target creature gets +2/+2 and gains “Whenever this creature attacks, you may 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.)
  • High Noon
Open Road

Open Road {R}

Enchantment
Whenever Open Road or another permanent you control enters, if it has the greatest mana value among permanents you control, you may discard a card. If you do, draw a card.
There's a world of possibilities out there. Time to start making them realities.
Pains of the Drunk

Pains of the Drunk {R}

Enchantment - Aura
Enchant creature
Enchanted creature can't block.
Whenever enchanted creature attacks an opponent, it gets +2/+2 until end of turn.
  • High Noon
Postmark Bullet

Postmark Bullet {2}{R}

Instant
This spell costs {2} less to cast if an opponent controls a creature with a bounty counter on it.
Postmark Bullet deals 3 damage to any target.
“Somewhere out there's a bullet with your name on it. I make sure to carry my own.”
—Azun, sheriff of New Daisite
  • High Noon
Qilan Raiders

Qilan Raiders {2}{R}

Creature - Centaur Warrior
Menace
“They have not had the warmest welcome since we came to the west, but I find we have a common enemy in Striking Dawn. Will you join us?”
—Creed, of Graygulch
3/2
  • High Noon
Qilan Stormers

Qilan Stormers {3}{R}

Creature - Centaur Warrior
Haste
When Qilan Stormers enters, it gets +X/+0 until end of turn, where X is the number of creatures you control.
3/3
Qilan Warrior

Qilan Warrior {3}{R}

Creature - Centaur Warrior
Trample
Among the once solitary centaurs, some turn to crush the rising civilization.
3/3
  • High Noon
Rain of Blood

Rain of Blood {3}{R}

Sorcery
Rain of Blood deals 3 damage to each creature and each player.
Aetherite offers many occupational hazards. Aetherswirls, localized blood storms, transformations, sudden monsters, disintegrations, invisibility, lung removal, lung additions, and the occasional harse.
  • High Noon
Reforge

Reforge {1}{R}

Instant
Destroy up to one target artifact. Create a Gold token. (It's an artifact with “Sacrifice this artifact: Add one mana of any color.”)
Two parts iron and one part aether combine to craft almost any metal imaginable.
  • High Noon
Sandbluff Assailant

Sandbluff Assailant {1}{R}

Creature - Spirit Soldier
When Sandbluff Assailant enters, it deals 1 damage to target player or planeswalker.
Sandbluff stands tall as the largest city to dismiss Bearidge's laws.
2/1
  • High Noon
Sandbluff Duelist

Sandbluff Duelist {2}{R}

Creature - Spirit Soldier
First strike
Spells you cast during combat cost {1} less to cast.
Don't try to out-draw a ghost. They've had two lifetimes to practice.
2/1
  • High Noon
Sandbluff Slinger

Sandbluff Slinger {2}{R}

Creature - Human Soldier
{R}, {T}: Sandbluff Slinger deals 1 damage to any target.
Quickdraw {1}{R} (When a creature you control blocks or becomes blocked, you may cast this spell for {1}{R}.)
2/2
  • High Noon
Spectral Slinger

Spectral Slinger {1}{R}

Creature - Spirit Soldier
Prowess
Whenever you cast a noncreature spell, you may pay {R}. If 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.)
2/1
  • High Noon
Stolen Cache

Stolen Cache {1}{R}

Sorcery
Choose two —
• Gain control of target artifact until end of turn. Untap it. It gains haste until end of turn.
• Create a Gold token. (It's an artifact with “Sacrifice this artifact: Add one mana of any color.”)
• Create a Clue token. (It's an artifact with “{2}, Sacrifice this artifact: Draw a card.”)
  • High Noon
Sunset Cliffs Hunter

Sunset Cliffs Hunter {R}

Creature - Spirit Mercenary
Sunset Cliffs Hunter gets +1/+0 and has first strike as long as a player controls a permanent with a bounty counter on it.
“Don't let a little thing like death slow you down.”
—Creed, of Graygulch
1/1
  • High Noon
Sunset Cliffs Lawman

Sunset Cliffs Lawman {3}{R}

Creature - Human Mercenary
When Sunset Cliffs Lawman 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.)
“Stand aside and lets settle this.”
3/3
  • High Noon
Tavern Brawl

Tavern Brawl {3}{R}

Enchantment
Whenever a creature or planeswalker enters, its controller may have it deal damage equal to its power or loyalty to any target of that player's choice.
In the heat of the fight, no one is ever sure who threw the first punch, nor will they remember who threw the last.
  • High Noon
Terror of Sunset Cliffs

Terror of Sunset Cliffs {5}{R}{R}{R}

Creature - Manticore
Flying, first strike
Whenever Terror of Sunset Cliffs attacks, each player discards their hand and draws seven cards.
Whenever an opponent discards a card, Terror of Sunset Cliffs deals 1 damage to that player.
7/7
  • High Noon