14904 cards found
Arleigh, Spellblade Prodigy

Arleigh, Spellblade Prodigy {1}{R}

Legendary Creature - Human Wizard
Menace, haste
As long as Arleigh, Spellblade Prodigy is tapped, the first spell you cast during each other player's turn costs {U/R} less to cast. This effect reduces only the amount of colored mana you pay. (For example, if you cast a spell with mana cost {1}{R}, it costs {1} to cast.)
1/3
  • Seasons of War
Armada Envoy

Armada Envoy {3}{U}{U}

Creature - Drake
Flying
Whenever a creature you control phases in, it gains flying until end of turn.
“Follow that drake. We can't be the only ones trying to escape this storm.”
—Atworth Wingate
4/4
  • Dark Seas of Shiryen
Armadillo Cloak

Armadillo Cloak {1}{G}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has trample.
Whenever enchanted creature deals damage, you gain that much life.
  • Descent from the Highlands
Armament Exhibition

Armament Exhibition {W}

Instant
Target creature you control gets +2/+2 until end of turn. If it's attacking, create an Idol token. (It's an artifact with “{1}, Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate only as a sorcery.”)
  • Nangjiao In Bloom
Armament Scavenger

Armament Scavenger {3}{R}

Creature - Human Warrior
Whenever an artifact or enchantment you control enters, Armament Scavenger gets +1/+0 and gains trample until end of turn.
3/3
Armament Upgrade

Armament Upgrade {W}

Instant
Target creature gains double strike until end of turn.
Some Syurrai are granted weapons crafted in the Heavens, which are not only stronger but also easier to wield.
  • K15 Core Set
Armed Vendor

Armed Vendor {1}{R}

Creature - Human Merchant
As long as Armed Vendor is enchanted or equipped, it gets +1/+0 and has menace.
The wealthiest merchants employ armed guards for the sake of defending their supply.
2/2
  • Riddles of Revio
Armor of Vines

Armor of Vines {2}{G}

Enchantment - Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Enchanted creature gets +2/+2.
{1}{G}: Regenerate enchanted creature.
  • K15 Core Set
Armored Axewarden

Armored Axewarden {1}{W}

Creature - Dwarf Soldier
Prevent all combat damage that would be dealt to Armored Axewarden as long as it's embattled. (A creature is embattled if it has a counter on it or a permanent you control attached to it.)
The steel is for his protection — the gilding just makes it look stylish.
3/2
  • Quest for the Roseblade
Armored Elephant

Armored Elephant {5}{G}{G}

Creature - Elephant
Reach, vigilance
Its already tough skin augmented by fine steel, few things stand in a war elephant's way for very long.
7/7
  • Alkabah
Armored Transports

Armored Transports {3}

Artifact - Project
At the beginning of your end step, you may put a progress counter on Armored Transports.
[PROGRESS 1-2] Creatures you control get +0/+1.
[PROGRESS 3+] Creatures you control get +0/+1 and have vigilance.
  • Rail War
Armored Valiant

Armored Valiant {2}{W}

Creature - Dwarf Warrior
When Armored Valiant enters, creatures you control get +1/+1 until end of turn.
Projectile weapons, though flashy, fared poorly against the tried-and-true steel plates worn in the Wards.
2/3
  • Dark Seas of Shiryen
Armorer of the Soul

Armorer of the Soul {2}{W}

Creature - Elf Cleric
Whenever two or more creatures an opponent controls attack, adjudicate. (Create a white Aura enchantment token with enchant creature and “Sacrifice this token: Untap enchanted creature” attached to target creature.)
Enchanted creatures you control get +0/+2.
2/3
Arms Merchant

Arms Merchant {2}{W}

Creature - Dwarf Soldier
When Arms Merchant enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
2/3
  • Arkadai
Arms Tinkerer

Arms Tinkerer {3}{R}

Creature - Construct Artificer
Prowess
When Arms Tinkerer enters, choose one —
• Destroy target artifact.
• Create a Treasure token. (It's an artifact with “{T}, Sacrifice this artifact: Add one mana of any color.”)
3/3
  • The Stage Presents: The Neverending Act
Army Guide

Army Guide {G}{W}

Creature - Human Scout
When Army Guide dies, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{2}{G}{W}, Sacrifice Army Guide: Exile target noncreature, nonland permanent. Activate only as a sorcery.
2/1
  • End of Wollensie
Army Saboteur

Army Saboteur {1}{U}{B}

Creature - Human Rogue
Whenever one or more creatures you control deals combat damage to a player, you may sacrifice one of them. When you do, destroy target creature defending player controls, then you and the destroyed creature's controller draw a card.
3/3
  • End of Wollensie
Army's Suppliers

Army's Suppliers {1}{G}{W}

Creature - Azra Soldier
Lifelink
When Army's Suppliers enters, recruit. (Create a 0/0 white Soldier Army creature token, then put a +1/+1 counter on each Army you control.)
“Family is always on your side with Kahroba.”
—Saeedi Kahroba, Granddaughter
2/1
  • Alkabah
Around the Plane in Three Days

Around the Plane in Three Days {3}{B}{R}{G}

Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
Exile each player's graveyard. Create a token that's a copy of a creature card exiled this way.
Create a token that's a copy of an artifact or enchantment card exiled with Around the Plane in Three Days.
Create a token that's a copy of a land or planeswalker card exiled with Around the Plane in Three Days.
  • The Stage Presents: The Neverending Act
Arpechian Architect

Arpechian Architect {1}{G}

Creature - Human Advisor
{T}: Add {G}.
{1}{G}, {T}: Return target land card from your graveyard to the battlefield tapped.
“Originality is the creation of new ideas. Creativity is the improvement of ideas past.”
2/2
Arpechian Bellowers

Arpechian Bellowers {3}{G}{G}

Creature - Giant Beast
Trample
When Arpechian Bellowers enters, harmonize. (Trigger up to one harmony of a permanent you control.)
Harmony — Search your library for a green creature card, reveal it, put it into your hand, then shuffle.
4/4
  • Arcanum Academia
Arpechian Champion

Arpechian Champion {G}

Creature - Human Warrior
Trample
Arpechian Champion can only attack or block alone.
Whenever a land you control enters, put a +1/+1 counter on Arpechian Champion.
1/1
Arpechian Conjurer

Arpechian Conjurer {G}{U}

Creature - Human Druid
Lands you control have hexproof.
{2}{G}{U}: Rouse 2. (Distribute two +1/+1 counters among permanents you control. If they aren't creatures, tap them and they become 0/0 creatures in addition to their other types.)
3/2
  • Arcanum Academia
Arpechian Groundskeeper

Arpechian Groundskeeper {3}

Artifact Creature - Construct
When Arpechian Groundskeeper enters, rouse 1. (Put a +1/+1 counter on a permanent you control. If it isn't a creature, tap it and it becomes a 0/0 creature in addition to its other types.)
Remove a +1/+1 counter from Arpechian Groundskeeper: Draw a card.
1/1
  • Arcanum Academia
Arpechian Stag

Arpechian Stag {4}{R}{G}{W}

Creature - Elk
When Arpechian Stag enters, create a 3/3 red Elk creature token with haste, a 3/3 green Elk creature token with trample, and a 3/3 white Elk creature token with vigilance.
6/6
  • Arcanum Academia