14930 cards found
Dinah, Lifeweaver

Dinah, Lifeweaver {4}{G}{G}

Legendary Creature - Reflection
Distorted (This creature can be blocked by tapped creatures but not untapped creatures.)
Damage dealt to tapped creatures your team controls also causes you to gain that much life.
Whenever a nontoken creature you own dies, create a token that's a copy of it.
Life won't be restrained by your petty ideals.
3/4
Ada, the Free

Ada, the Free {2}{R}{R}{R}

Legendary Creature - Reflection
Distorted (This creature can be blocked by tapped creatures but not untapped creatures.)
As you choose targets for an instant or sorcery spell, choose up to one additional target.
At the beginning of combat on your turn, gain control of another target creature until end of turn. Untap that creature. It gains haste until end of turn.
As the world spurned fate, chaos swelled.
3/2
Aurora, Soulweaver

Aurora, Soulweaver {3}{U}{U}

Legendary Creature - Reflection
Distorted (This creature can be blocked by tapped creatures but not untapped creatures.)
During each of your turns, you may cast an instant or sorcery spell from your graveyard. If that spell would be put into your graveyard, exile it instead.
Whenever Aurora, Soulweaver attacks, untap any number of target creatures.
And while she saw beauty in the fates, innovation
could only flourish with the weavers.
3/1
Alyss, Lawweaver

Alyss, Lawweaver {3}{W}{W}

Legendary Creature - Reflection
Distorted (This creature can be blocked by tapped creatures but not untapped creatures.)
If a spell or ability would target you, it targets each player instead.
Whenever an opponent attacks you with one or more creatures, tap all noncreature permanents that player controls.
Justice is blind, but she sees all.
3/3
Charming Marauder

Charming Marauder {1}{R}{G}

Creature - Human Warrior
When Charming Marauder enters, you may destroy target artifact or enchantment.
Recite {2}{W} (You may cast this creature from your graveyard for its recite cost. If you do, exile it when it enters or if it would leave the battlefield.)
3/2
Jak, Daring Vanguard

Jak, Daring Vanguard {R}{R}

Legendary Creature - Human Soldier
Whenever Jak, Daring Vanguard or another legendary creature you control enters, creatures you control get +1/+0 and gain haste until end of turn.
1/1
Compelling Pariah

Compelling Pariah {U}

Creature - Human Mutant
Whenever a player casts a spell, each opponent mills a card.
1/2
Embrace Madness

Embrace Madness {B}

Sorcery
Whenever you discard a card this turn, add {B}. Then you may cast that card. (You still pay its costs.)
Aureate Panorama

Aureate Panorama

Land
{1}, {T}, Sacrifice Aureate Panorama: Search your library for a land card that could produce each color of mana, put it onto the battlefield, then shuffle.
Plasma Enforcer

Plasma Enforcer {3}

Artifact Creature - Construct
Sunburst (This enters with a +1/+1 counter on it for each color of mana spent to cast it.)
Sacrifice another artifact: Put a +1/+1 counter on Plasma Enforcer.
When Plasma Enforcer dies, create a 1/1 colorless Servo artifact creature token for each +1/+1 counter on Plasma Enforcer.
0/0
Mechanomind Researcher

Mechanomind Researcher {2}

Artifact Creature - Scientist
Artifact vision (Whenever this or another artifact you control enters, reveal the top card of your library. Then you may put that card into your graveyard.)
Whenever Mechanomind Researcher envisions an artifact card, put a +1/+1 counter on it.
1/1
Sanding

Sanding {1}{R}

Sorcery
Destroy target land. Its controller creates a colorless Desert land token with “{T}: Add {C}.”
Agent of Deception

Agent of Deception {1}{U}

Creature - Merfolk Rogue
Flash
When Agent of Deception enters, counter target creature or planeswalker spell unless its controller pays {X}, where X is your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
1/1
Dawn Silhouette

Dawn Silhouette {2}{W}

Creature - Human Illusion
When Dawn Silhouette enters, you may exile target creature not named Dawn Silhouette you control, then return that card to the battlefield under your control.
Mirage {1}{W} (You may cast this spell as though it had flash for its mirage cost. If you do, sacrifice it at the beginning of the next cleanup step.)
2/2
Futuretheft

Futuretheft {2}{W}{U}{B}{R}

Sorcery
Take an extra turn after this one. At the beginning of that turn's end step, sacrifice each land you control. Whenever you cast a spell during that turn, copy it. You may choose new targets for the copy.
Exile Futuretheft.
An Invitation to High Rollers

An Invitation to High Rollers {1}{R}

Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
Audition for red. (Create a 1/1 Construct Actor creature token, a Warrior Role giving 3/2 and trample, or a Wizard Role giving 2/2 and prowess. Roles replace older ones.)
Whenever a creature you control deals damage to an opponent this turn, exile the top card of your library. You may play it this turn.
Hats Off

Hats Off {3}{R}{R}

Instant
Each player discards their hand, then draws cards equal to the greatest number of cards discarded this way.
Worthy Vulpine
Worried Vulpine

Worthy Vulpine

Creature - Fox
(Color indicator: Worthy Vulpine is red)
When this permanent transforms into Worthy Vulpine or at the beginning of combat on your turn, creatures you control gain haste and trample until end of turn.
5/5
Card has other part: Worried Vulpine
Worried Vulpine
Worthy Vulpine

Worried Vulpine {R}

Creature - Fox
Experience (Whenever this creature attacks, if it has fewer than three +1/+1 counters on it, put a +1/+1 counter on it.)
When Worried Vulpine has three or more +1/+1 counters on it, remove them all and transform it.
0/1
Card has other part: Worthy Vulpine
Not All Who Wander

Not All Who Wander {3}{G}{U}

Instant
Primal {5}{G}{U} (During your turn, you may cast this spell for {5}{G}{U} instead of playing a land.)
If you cast this spell for its primal cost, search your library for a permanent card, reveal it, put it into your hand, then shuffle.
You may put a permanent card from your hand onto the battlefield.
  • MSEM Secret Lair Drops
  • Novea
Whisperwoods Exploration

Whisperwoods Exploration {B}{G}

Sorcery
Mill three cards. When you do, return another nonland card from your graveyard to your hand.
Expert surveyors scan the horizon three times—once for the target, twice to make sure, and thrice to take in the view.
Here Forever

Here Forever {1}{W}{B}

Enchantment
When Here Forever enters, exile target creature or planeswalker until Here Forever leaves the battlefield.
At the beginning of your upkeep, the owner of the exiled card loses 1 life.
Piecemeal Finale

Piecemeal Finale {1}{B}{R}

Instant
Destroy target creature or planeswalker. That permanent's controller loses 3 life unless that player sacrifices a nonland permanent or discards a card.
As the staff began to snap, he resigned himself to his fate as wurm food.
Oppress the Weak

Oppress the Weak {U}{B}

Instant
Target creature gets -4/-4 until end of turn.
Civilized — Draw a card if you control an artifact, a creature, and an enchantment.
“Until my dying breath,” he whispered, cradling the youngling to his breast.
Midnight Dreary

Midnight Dreary {W}{U}

Enchantment
Once each turn, when you activate a nonmana ability, you may create a tapped 1/1 white Spirit creature token with flying.
{4}{W}{U}: You gain 1 life and draw a card.