14930 cards found
Logayr, Lafterii Magistrate

Logayr, Lafterii Magistrate {2}{U}{U}

Legendary Creature - Human Wizard
Flash (You may cast this spell any time you could cast an instant.)
You may cast Wizard spells as though they had flash.
{U}{U}, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copies.
1/3
  • K15 Core Set
Lafterii Savant

Lafterii Savant {U}

Creature - Human Wizard
The only thing about the Lafterii that's more notorious than their knowledge is their arrogance.
1/1
  • K15 Core Set
Keeneye Drake

Keeneye Drake {3}{U}

Creature - Drake
Flying (This creature can't be blocked except by creatures with flying or reach.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
3/1
  • K15 Core Set
Ingenious Trickster

Ingenious Trickster {2}{U}

Creature - Faerie
Flying, prowess
Whenever you cast a noncreature spell, untap Ingenious Trickster.
The Lafterii should hate faeries for their meddling, but they can never resist the sweetness of a mind as cunning as theirs.
2/1
  • K15 Core Set
Infiltrator's Appeal

Infiltrator's Appeal {1}{U}

Enchantment - Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Enchanted creature can't be blocked.
{1}{U}: Enchanted creature gains hexproof until end of turn.
  • K15 Core Set
Forced Idleness

Forced Idleness {1}{U}

Instant
Tap up to two target creatures. Scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
“We are experts at neutralizing our foes without raising a single weapon.”
—Logayr, Lafterii Magistrate
  • K15 Core Set
Favorable Winds

Favorable Winds {1}{U}

Enchantment
Creatures you control with flying get +1/+1.
The winds of Lafterwal blow strong enough to aid any winged creature in even the longest of journeys.
  • K15 Core Set
Faint Memory

Faint Memory {4}{U}{U}{U}

Sorcery
Put target creature on top of its owner's library. You create a token that's a copy of that creature.
“Everything you were will now be just a memory, and that memory will be me.”
  • K15 Core Set
Erudition of the Lafterii

Erudition of the Lafterii {2}{U}

Sorcery
Return target instant or sorcery card from your graveyard to your hand.
“Knowledge never comes on its own.”
  • K15 Core Set
Eidetic Memory

Eidetic Memory {4}{U}{U}

Enchantment
As an instant or sorcery spell not cast from exile resolves, exile it instead of putting it anywhere else.
Once each turn, you may cast a card exiled with Eidetic Memory.
  • K15 Core Set
Disassemble

Disassemble {U}

Instant
Return target artifact or creature to its owner's hand.
“There's nothing you can do I cannot unmake.”
Cutthroat Spy

Cutthroat Spy {1}{U}

Creature - Human Rogue
Whenever Cutthroat Spy deals combat damage to a player, you may draw a card.
Some Lafterii look for more dire ways to obtain knowledge.
1/2
  • K15 Core Set
Cunning Infiltrator

Cunning Infiltrator {1}{U}

Creature - Elemental
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
As long as an opponent has ten or more cards in their graveyard, Cunning Infiltrator gets +3/+2 and can't be blocked.
1/2
  • K15 Core Set
Cuff Down

Cuff Down {3}{U}

Enchantment - Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
When Cuff Down enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
  • K15 Core Set
Brainwave Elemental

Brainwave Elemental {1}{U}

Creature - Elemental
Some Lafterii summon elementals not from nature, but from their own thoughts and ideas.
1/3
  • K15 Core Set
Archaeomancer

Archaeomancer {2}{U}{U}

Creature - Human Wizard
When Archaeomancer enters, return target instant or sorcery card from your graveyard to your hand.
The Lafterii recycle all things magic.
1/2
  • K15 Core Set
Arcane Might

Arcane Might {4}{U}

Enchantment
Whenever you cast an instant or sorcery spell, you may pay {1}. If you do, choose one—
• Draw a card, then discard a card.
• Tap target creature.
• Target creature gains flying until end of turn.
• Target player mills two cards.
  • K15 Core Set
Aqueous Treader

Aqueous Treader {2}{U}

Creature - Elemental
{U}: Aqueous Treader gets +1/-1 until end of turn.
{U}: Aqueous Treader gets -1/+1 until end of turn.
An elemental is only as stable as the mind that controls it.
2/2
  • K15 Core Set
Ward Shatter

Ward Shatter {1}{W}

Instant
Destroy target enchantment, then create a 1/1 white Soldier creature token.
Syurrai clerics specialize in both casting and nullifying protective magic.
  • K15 Core Set
Wall of Hope

Wall of Hope {W}

Creature - Wall
Defender (This creature can't attack.)
Whenever Wall of Hope is dealt damage, you gain that much life.
Karoia is the gateway to the Heavens, and as such it is surrounded by walls that stand out for their might and beauty.
0/3
  • K15 Core Set
Transcendent Priest

Transcendent Priest {2}{W}{W}

Creature - Human Cleric
{4}{W}{W}: Create a 4/4 white Angel creature token with flying.
{2}{W}{W}: Populate. (Create a token that's a copy of a creature token you control.)
2/3
Trained Warhawk

Trained Warhawk {2}{W}

Creature - Bird
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Trained Warhawk enters, create a 1/1 white Soldier creature token.
A truly loyal hawk never flies far from its master.
1/2
  • K15 Core Set
Syurrai Battlepriest

Syurrai Battlepriest {4}{W}

Creature - Human Cleric
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
“Our devotion to the heavenly grants us the strongest of weapons and the most resistant or armors.”
3/3
  • K15 Core Set
Surprise Strike

Surprise Strike {W}

Instant
Until end of turn, target creature gets +1/+1 and gains lifelink.
A good strategist uses the element of surprise, a great strategist completely reinvents it.
  • K15 Core Set
Spur of the Moment

Spur of the Moment {2}{W}

Enchantment
Whenever a creature you control enters, if you didn't cast it from your hand, put a +1/+1 counter on it.
{3}{W}: Exile target creature you control, then return it to the battlefield under its owner's control.