15897 cards found
Strong Arm

Strong Arm {3}{R}

Sorcery - Adventure
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Card has other part: Fang Den Flunky
  • Adventurers of Onora
Shengin Tactician

Shengin Tactician {1}{W}

Creature - Human Samurai
Spirited (When this creature enters, you may activate one of its activated abilities without paying its cost.)
{2}{W}: Target creature gains vigilance until end of turn.
2/2
  • Tales of Old Jidai
Illusory Stag

Illusory Stag {1}{R}

Creature - Elk Illusion
Flash
Trample
As a child, a herd of deer has passed straight through Mishka's camp, oddly unconcerned with the people within. She became fascinated with the creatures, and often turned to their image in times of stress.
3/1
  • Beyond Our Ken
Bounty Collector

Bounty Collector {3}{B}

Creature - Human Rogue
{B}, {T}: Post a bounty on target permanent. (Put a bounty counter on that permanent. It has “When this permanent is put into a graveyard from the battlefield, each opponent draws a card” as long as it has a bounty counter on it.)
{B}, {T}, Pay 2 life: Destroy target creature with a bounty counter on it.
2/2
  • High Noon
Silent Wanderer

Silent Wanderer {0}

Creature - Spirit Samurai
They took no sides, only lives.
1/1
Wild Skycub

Wild Skycub {U}{U}

Creature - Cat Spirit
As long as you control another creature with flying, Wild Skycub has flying.
“Their little paws are so cute when they're not used to flying yet.”
—Amelie Mayn
2/2
  • Descent from the Highlands
Warping Relic

Warping Relic {2}{U}

Artifact
When Warping Relic enters or is put into a graveyard from the battlefield, choose one —
• Draw two cards, then discard a card.
• Return another target nonland permanent to its owner's hand.
• Choose any number of target creatures. Switch their power and toughness until end of turn.
  • End of Wollensie
Chalkira Duelist

Chalkira Duelist {1}{G}{G}

Creature - Human Samurai
Whenever a creature an opponent controls becomes tapped, put a +1/+1 counter on Chalkira Duelist.
2/2
  • Imperial Legacies
Hannaru's Courage

Hannaru's Courage {W}

Enchantment - Aura
Enchant creature
When Hannaru's Courage enters, create a 1/1 white Soldier creature token with vigilance.
Enchanted creature gets +1/+1 and has vigilance.
  • Scriptures of Urshad
Single-Minded Mob

Single-Minded Mob {1}{R}

Creature - Human Citizen
Whenever Single-Minded Mob becomes untapped, it gets +2/+2 until end of turn.
Unity of purpose. Unity of belief. Unity of thought. They do not seek to destroy. They seek to grow.
2/1
  • Beyond Our Ken
Wayfaring Ordealist

Wayfaring Ordealist {2}{G/U}

Creature - Human Citizen
At the beginning of your upkeep, each player draws a card.
Between attempts to complete the nigh impossible five Ordeals, Ordealists will often wander the kingdoms of Rhyse, spreading tales of their exploits.
1/3
  • A Tourney at Whiterun
Morwyn, Voice of Vraniveer

Morwyn, Voice of Vraniveer {2}{W}{W}

Legendary Creature - Angel
Flying
{1}{W/U}{W/U}: Creatures you control gain flying until end of turn if another creature you control has flying. The same is true for first strike, double strike, deathtouch, haste, indestructible, lifelink, menace, reach, trample, and vigilance.
4/3
  • Seasons of War
Turn to Fountain

Turn to Fountain {1}{U}{U}

Enchantment - Aura
Flash
Enchant artifact or creature
Enchanted permanent is an artifact with “{T}: Draw a card, then discard a card” and loses all other card types and abilities.
“Not my best spell, even I have to admit.”
—Lord Yaran
  • Quest for the Roseblade
Bestower of Princely Sin

Bestower of Princely Sin {1}{B}

Creature - Human Warlock
{T}, Exert Bestower of Princely Sin: You may sacrifice another creature. If you do, target opponent may sacrifice a permanent that shares a card type with it. If they don't, that player loses 1 life and you draw a card. Repeat this process for artifact, enchantment, land, and planeswalker. Activate only as a sorcery.
1/1
  • End of Wollensie
Fungal Whomper

Fungal Whomper {4}{G}{G}

Creature - Fungus
When Fungal Whomper enters, you gain 4 life.
When Fungal Whomper leaves the battlefield, germinate four times. (To germinate, put a +1/+1 counter on a creature or create a 1/1 green Saproling creature token.)
4/4
Guardian's Resolve

Guardian's Resolve {G}

Instant
Target permanent gains hexproof and indestructible until end of turn. Scry 1.
“You will die in this armor, and you will die for the ambitions of another. Wear it only if you can accept that.”
—Cwydion, anointer paladin
Glorious Celebration

Glorious Celebration {1}{W}

Instant
Tithe (As you cast this spell, you may tap three artifacts and/or creatures you control.)
You gain 6 life. If this spell's tithe was paid, draw a card.
“Celebrate while it is Plume de Val. Soon, comes the great tithe, and all shall pay it.”
—Faradia
  • Eralou
Telenian Formshaping

Telenian Formshaping {1}{U}

Instant
You may cast Elemental spells as though they had flash this turn.
Whenever you cast an Elemental spell this turn, draw a card.
“The forces of nature will fight back against time itself. Why won't we?”
— Serila the Stormkeeper
  • Spark of Revolution
Jaded Confidant

Jaded Confidant {1}{U}{R}

Creature - Human Artificer
Artifact creatures you control get +1/+1.
{U}{R}, Sacrifice an artifact: Create a 1/1 colorless Servo artifact creature token.
“When everything is a nail, you need a lot of hammers.”
2/2
  • Animus Vox
Graygulch Howler

Graygulch Howler {2}{W}

Creature - Dog Spirit
When Graygulch Howler dies, you gain 1 life for each Spirit you control.
All too often ghosts turn to crime because they can. A select few turn to law because they must.
3/2
  • High Noon
Sun-Crowned Flagship

Sun-Crowned Flagship {7}

Artifact - Vehicle
{2}: Other creatures you control get +1/+0 until end of turn.
Whenever Sun-Crowned Flagship attacks, each attacking creature you control gains trample until end of turn.
Crew 7 (Tap any number of creatures you control with total power 7 or greater: This Vehicle becomes an artifact creature until end of turn.)
10/10
  • Dark Seas of Shiryen
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
Sandwurm's Might

Sandwurm's Might {2}{G}{G}

Enchantment
When Sandwurm's Might enters, you may have target creature you control fight target creature you don't control.
Each creature you control enters with an additional +1/+1 counter on it.
  • Riddles of Revio
Gate to the Beyond

Gate to the Beyond {B}

Enchantment
Whenever you cast a noncreature spell, put a quest counter on Gate to the Beyond.
At the beginning of your upkeep, if there are three or more quest counters on Gate to the Beyond, you draw a card and you lose 1 life. Then if there are six or more quest counters on it, each opponent loses 2 life.
  • Discoveries of Akieva
Opera House

Opera House

Land
Opera House enters tapped.
When Opera House enters, add one mana of any color.
{T}, Sacrifice Opera House: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
  • Feanav: The Apothecary's Progress