15282 cards found
Graygulch Outcast

Graygulch Outcast {4}{B}{B}

Creature - Spirit
Menace
When Graygulch Outcast dies, each opponent loses 3 life.
A bounty is not always worth the cost.
4/3
  • High Noon
Graygulch Revenant

Graygulch Revenant {B}

Creature - Spirit
Haste
Whenever a player loses life, that player gains control of Graygulch Revenant.
“Your very dead turn against you, refugees. What do you have if not your ancestors?”
—Chief Striking Dawn
3/2
  • High Noon
Gulchdrinker Serpent

Gulchdrinker Serpent {4}{U}{U}

Creature - Serpent
When Gulchdrinker Serpent enters, detain target permanent. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
“There are no serpents in the Bearidge Lake. Anyone found guilty of saying otherwise will be jailed six months if they were not eaten.”
— The Judges' Law
5/5
  • High Noon
Gun Fight

Gun Fight {1}{G}

Instant
Untap target creature you control. It fights target creature you don't control.
“My advice? Don't get in gun fights. If you've gotta shoot someone do it when they won't shoot you back.”
—Calamity Rose
  • High Noon
Hair-Trigger Marshall

Hair-Trigger Marshall {1}{R}

Creature - Human Soldier
Haste
{2}{W}, {T}: Hair-Trigger Marshall deals 2 damage to target blocking creature.
“You go ahead, I'll hang back here and pick em off.”
1/1
  • High Noon
Hardened Soul

Hardened Soul {3}{W}

Creature - Spirit Soldier
Lifelink
{2}{B}: Target Spirit gets +1/+0 and gains lifelink until end of turn.
“There's one upside to death, never need another light.”
3/2
  • High Noon
Harsh Wastes

Harsh Wastes {1}{W}

Instant
Harsh Wastes deals 3 damage to target attacking or blocking creature.
As the moonless night takes Daisite, light disappears. Those still wandering are left to the mercy of the frontier.
  • High Noon
Haunting Horseman

Haunting Horseman {1}{B}{B}

Creature - Spirit
Flying
Whenever Haunting Horseman deals combat damage to a player, that player discards a card.
For some, death only took away the limitations of life.
2/1
  • High Noon
Haunting Stragglers

Haunting Stragglers {1}{B}

Creature - Spirit
Flying, lifelink
The elves learned long ago how to dispel the spirits of their dead. They learned recently how useful keeping those spirits around could be.
1/2
  • High Noon
Head in the Clouds

Head in the Clouds {3}{U}

Sorcery
Put target creature on top of its owner's library.
Quickdraw {2}{U} (When a creature you control blocks or becomes blocked, you may cast this spell for {2}{U}.)
  • High Noon
Heartwood Sniper

Heartwood Sniper {1}{R}

Creature - Centaur Archer
Reach
“There was peace here before you, refugees. Elf, centaur, and monster lived alongside, if not with, each other. I wonder why that peace has gone?”
—Chief Striking Dawn
2/1
  • High Noon
High Spirits

High Spirits {2}{U}

Creature - Bird Spirit
Flying
When High Spirits enters, target creature gains flying until end of turn.
2/1
  • High Noon
Howler Sellout

Howler Sellout {2}{B}

Creature - Dog Rogue
When Howler Sellout enters, for each creature that died this turn, post a bounty on up to one target creature an opponent controls. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
2/2
  • High Noon
Howler Sheriff

Howler Sheriff {3}{R}

Creature - Dog Soldier
When Howler Sheriff enters, gain control of up to one target creature with a bounty counter on it until end of turn. Untap that creature. It gains haste until end of turn.
“Right! You're coming with me then!”
3/2
  • High Noon
Injustice

Injustice {2}{R}

Sorcery
Injustice deals 4 damage to target creature. Post a bounty on up to one other target creature. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
The only justice the frontier deserves.
  • High Noon
Ironeyes Desperado

Ironeyes Desperado {1}{R}{R}

Creature - Human Mercenary
When Ironeyes Desperado is exiled from your library, you may pay {R}. If you do, cast it without paying its mana cost.
Haste
“I'm your man. Mining, thieving, murdering, drinking, I do it all.”
3/2
  • High Noon
Ironeyes Scoundrel

Ironeyes Scoundrel {1}{U}

Creature - Human Rogue
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Spells you cast during combat cost {1} less to cast.
1/2
  • High Noon
Ironeyes Slingers

Ironeyes Slingers {1}{R}

Creature - Spirit Soldier
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Even ghosts need someone watching their back.
1/3
  • High Noon
Judges' Shield

Judges' Shield {W}

Instant
Detain target creature. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Scry 1.
The sheriff of Nightrail was arrested before he had even picked up his gun.
  • High Noon
Kill Shot

Kill Shot {2}{W}

Instant
Destroy target attacking creature.
“This town ain't big enough for...”
—Telam, last words
Koshui, the Trader

Koshui, the Trader {4}{R}{G}

Legendary Creature - Centaur Scout
Play with the top card of your library revealed.
You may cast creature spells from the top of your library. You may cast Centaur spells this way without paying their mana costs.
4/6
  • High Noon
Land Grab

Land Grab {2}{R}{R}

Sorcery
Gain control of target land.
“Every bit of land's got something that'll scare of its investors. The trick is to find it first, and failing that, invent something even worse.”
—Lexie Boggs, aether baron
  • High Noon
Lead the Charge

Lead the Charge {3}{G}

Sorcery
Target creature you control gets +3/+3 and gains trample until end of turn. Other creatures you control gain trample until end of turn.
With Sareng and the Judges at each other's throats, Dawn struck them all.
  • High Noon
Lingering Guide

Lingering Guide {1}{G}

Creature - Centaur Scout
When Lingering Guide enters, mill two cards.
“You trespass, yet we are the savages?”
—Chief Striking Dawn
2/3
  • High Noon
Lone Stranger

Lone Stranger {2}{W}

Creature - Human Soldier
When Lone Stranger enters, if you control no other creatures, create two 1/1 colorless Spirit creature tokens.
“Always lend your ear to strangers. You never know when they're rich, or just mad.”
2/1
  • High Noon