15897 cards found
Aspirant of Legend

Aspirant of Legend {2}{W}

Creature - Cat Warrior
Whenever a storied permanent you control enters, tap target creature an opponent controls. (Enchantments and legendary permanents are storied.)
2/3
  • Kahembo: Olde Dawn
Alchemist's Laboratory

Alchemist's Laboratory

Land
{T}, Pay 1 life: Add {G} or {U}.
{2}, {T}, Sacrifice Alchemist's Laboratory and another permanent: Draw a card. Activate only during your turn.
Cut off from Xenocrata's fleet, the Coalition under Kanvar's command had no choice but to invade Hyden's estate for supplies.
  • The Empty Throne of Feanav
Raise Spirits

Raise Spirits {W}{B}

Sorcery - Adventure
Return up to one target creature card with mana value 1 or less from your graveyard to the battlefield.
Card has other part: Slipsand Oasis
  • Adventurers of Onora
Victory Road

Victory Road

Land
{T}: Add {C}.
{T}: Add one mana of any color. Activate only if you control a creature with a +1/+1 counter on it.
Aspiring rangers of Chikyu prove their skills by traveling the treacherous cave.
  • Monsters of Chikyu
Implant Scavenger

Implant Scavenger {W}{B}

Artifact Creature - Human Artificer
{1}, Sacrifice a creature: Put a +1/+1 counter on Implant Scavenger and move any +1/+1 counters from the sacrificed creature onto it. It gains menace until end of turn.
Scavenging is a crucial part of Skalor's ecosystem, but one that is often looked down on.
2/2
  • Karina's Explorations
Sword of Truth and Lies

Sword of Truth and Lies {3}

Artifact - Equipment
Equipped creature gets +2/+2 and has protection from white and from blue.
Whenever equipped creature deals combat damage to a player, until your next turn, spells that player casts cost {1} more to cast and spells you cast cost {1} less to cast.
Equip {2}
  • Villains: The Musical
Ancient Cairns

Ancient Cairns

Land
Ancient Cairns enters tapped.
As Ancient Cairns enters, choose a color other than red.
{T}: Add {R} or one mana of the chosen color.
  • The Unraveling
Kaiju-no-Oni

Kaiju-no-Oni {5}{U}{U}

Creature - Demon Leviathan
Whenever a creature attacks you or a planeswalker you control, put that creature on the bottom of its owner's library unless its controller pays {2}.
Only a fool fights the sea itself.
8/8
Captured Mind

Captured Mind {1}{G}

Artifact Creature - Human
When Captured Mind dies, create a 3/3 white Construct enchantment creature token.
Cast into the shell of a servant, she survived the Clearance. Now that command— Survive— is the curse that binds long after her creator's death.
0/1
  • Beyond the Blackwall
Fabled Chishou

Fabled Chishou {5}{G}{U}

Creature - Fish Dragon
When Fabled Chishou enters, create a token that's a copy of it, except it doesn't have this ability.
At the beginning of each end step, if Fabled Chishou isn't in a pack, sacrifice it. (Two or more creatures you control with equal power are in a pack.)
5/5
  • Panxiou
Ravenous Grue

Ravenous Grue {3}{B}

Creature - Beast
Ravenous Grue enters with a menace counter on it.
{5}{B}{B}, Remove a menace counter from Ravenous Grue: Destroy target creature.
4/3
  • Arkadai
Dread Cabalist

Dread Cabalist {3}{B}

Creature - Human Warlock
{1}, Sacrifice another creature: Put a +1/+1 counter on Dread Cabalist and on up to one target legendary creature. Activate only as a sorcery.
“Everyone has a role to play in the war effort. Whether that role allows them to live depends.”
3/2
  • Seasons of War
Abyss Howler
Barker Duelist

Abyss Howler

Creature - Demon Wizard
(Color indicator: Abyss Howler is black and red)
Abyss Howler must be blocked if able.
Whenever Abyss Howler becomes blocked, defending player loses 2 life and you gain 2 life.
The power to kill is no longer a means, but the ultimate end.
4/4
Card has other part: Barker Duelist
  • Feanav: The Apothecary's Progress
Worlds Away

Worlds Away {3}{U}{U}

Sorcery
Wanderlust — This spell has flash as long as you control four or more differently named lands.
Draw four cards.
Fleeting Figment

Fleeting Figment {3}{R}

Enchantment Creature - Incarnation
Breach (Whenever this deals combat damage to a player, you may have it become an Aura Curse until your next turn. Attach it to that player.)
Once each turn, when a Curse you control becomes attached to an opponent, you may sacrifice it. If you do, reveal cards from the top of your library until you reveal a Curse card. Put that card onto the battlefield attached to that player, and the rest on the bottom of your library in a random order.
4/2
  • Beyond the Blackwall
One with the World

One with the World {G}

Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Scry 2.
Ruthless Vagrant

Ruthless Vagrant {2}{B}

Creature - Human Survivor
Whenever a Survivor you control dies, target creature you don't control gets -1/-1 until end of turn.
“They kill, we kill. They kill. We kill. A tiresome cycle, but one we must perpetuate for our brothers—and our pride.”
3/2
  • Al Tabaq
Opaline Drake

Opaline Drake {2}{U}{U}

Creature - Drake
Flying
At the beginning of your end step, up to one other target creature you control voyages. (If it isn't blocking or targeted by another spell or ability, it phases out.)
Whenever a creature you control phases in, you may have it become a copy of target creature you control until end of turn.
3/3
  • Dark Seas of Shiryen
Irticull's Vanguard

Irticull's Vanguard {W}{W}{W}

Creature - Human Monk
When Irticull's Vanguard enters, exile target nonland permanent an opponent controls until Irticull's Vanguard leaves the battlefield.
Reprocess {1}{W}{W}{W} (Cast a copy of this from your graveyard by exiling it and paying {1}{W}{W}{W}. Spend only mana from differently named sources this way.)
3/2
  • MSEM Masters: Jumpstart
Crisis in Nizev

Crisis in Nizev {3}{R}

Battle - Encounter
(As an Encounter enters, choose an opponent to protect it. You and others can attack it. When defense counters are removed, create a 0/0 Army token if you don't control one, then put that many +1/+1 counters on a Army you control.)
When Crisis in Nizev enters, exile the top three cards of your library. Until the end of your next turn, you may play those cards.
  • Alkabah: The Rise of Soli
Glimpse of Fate

Glimpse of Fate {1}{U}

Instant
Return target nonland permanent to its owner's hand. If you control an Elemental, draw a card.
“I . . . I cannot face this fate alone.”
“Fear not, my child; you won't have to.”
  • Scriptures of Urshad
Small Gifts
  • Playtest Cards
Pale Horse
Herald of Death

Pale Horse {1}{B}

Creature - Zombie Horse
Sacrifice a creature: Pale Horse gets +2/+2 until end of turn.
Ride {B} ({B}: Transform this and attach it to target creature you control without a Steed. Ride only as a sorcery.)
1/1
Card has other part: Herald of Death
  • Quest for the Roseblade
Hidden Hollow

Hidden Hollow

Land
{T}, Pay 1 life: Add {G} or {U}.
{1}, {T}, Sacrifice Hidden Hollow: Investigate. (Create a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”)
  • Villains: The Musical
Grave Tutor

Grave Tutor {1}{B}

Sorcery
As an additional cost to cast this spell, exile two cards from your graveyard with the same mana value.
Search your library for a card with the same mana value as the exiled cards, reveal it, put it into your hand, then shuffle.