15282 cards found
Grasping Choir

Grasping Choir {5}{W}

Creature - Angel
Flying
Deploy 3 (As this enters, you may tap any number of other creatures you control with total power 3 or more.)
When Grasping Choir enters, you may exile target creature if it's tapped or if Grasping Choir was deployed.
3/3
  • The Empty Throne of Feanav
Futile Faith

Futile Faith {2}{W}

Instant
If you control an Angel, Demon, Faerie, or Spirit, draw a card.
Exile target nonland permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Claims to divine right fractured support among the angels, until heaven itself was in civil war.
  • The Empty Throne of Feanav
Fellow Traveler

Fellow Traveler {2}{W}

Creature - Human Wizard
Lifelink
Deploy 3 (As this enters, you may tap any number of other creatures you control with total power 3 or more.)
When Fellow Traveler enters deployed, you and target opponent each draw two cards.
2/3
  • The Empty Throne of Feanav
Faithful of New Covenants

Faithful of New Covenants {2}{W}

Creature - Human Cleric
Whenever Faithful of New Covenants and at least one Angel, Demon, Faerie, or Spirit attack, Faithful of New Covenants gets +1/+2 until end of turn.
“The peoples of Feanav yearn for a higher power—I can restore what they have lost.”
—Absari, Chiresian Herald
3/2
  • The Empty Throne of Feanav
Universal Savior
Failed Martyr

Universal Savior

Creature - Angel Bard
(Color indicator: Universal Savior is white)
Other creatures you control get +1/+0.
At the beginning of combat on your turn, create a 1/1 red Human creature token with haste.
The power in a life sacrificed will always pale before a life lived with love.
3/4
Card has other part: Failed Martyr
  • The Empty Throne of Feanav
Failed Martyr
Universal Savior

Failed Martyr {2}{W}

Creature - Human Cleric
Whenever Failed Martyr attacks, each other attacking creature gets +1/+0 until end of turn.
Attain {4}{W} ({4}{W}: Transform this. Spend at least three colors of mana to activate this, and only as a sorcery.)
2/3
Card has other part: Universal Savior
  • The Empty Throne of Feanav
Ethereal Shepherd

Ethereal Shepherd {2}{W}

Creature - Spirit Cleric
Flying
Deploy 2 (As this enters, you may tap any number of other creatures you control with total power 2 or more.)
When Ethereal Shepherd enters deployed, exile target creature. That creature's controller creates a 1/1 white Spirit creature token with flying.
2/2
  • The Empty Throne of Feanav
The Empty Throne

The Empty Throne {2}{W}{W}

Legendary Enchantment
At the beginning of your upkeep, destroy target creature with the greatest power or tied for greatest power among creatures on the battlefield. Then if there are no creatures on the battlefield, sacrifice The Empty Throne.
The Regent's death posed a terrible question.
  • The Empty Throne of Feanav
Earthly Principality

Earthly Principality {3}{W}{W}

Creature - Angel
Vigilance, reach
Deploy 5 (As this enters, you may tap any number of other creatures you control with total power 5 or more.)
When Earthly Principality enters deployed, your life total becomes equal to your starting life total plus 5.
5/5
  • The Empty Throne of Feanav
Domestic Conspirators

Domestic Conspirators {3}{W}

Creature - Human Cleric
Deploy 2 (As this enters, you may tap any number of other creatures you control with total power 2 or more.)
When Domestic Conspirators enters deployed, destroy target artifact or enchantment.
Beneath high society's notice, servants were crucial saboteurs during the late war.
3/4
  • The Empty Throne of Feanav
Divine Conspiracy

Divine Conspiracy {1}{W}

Sorcery
Divine Conspiracy has flash as long as an Angel, Demon, Faerie, or Spirit you controlled died this turn.
Choose up to two target nonland permanent cards in your graveyard that were put there from the battlefield this turn. Return them to the battlefield.
  • The Empty Throne of Feanav
Disowned Spirit

Disowned Spirit {1}{W}

Creature - Spirit
Flying
Disgraced 1 (This enters with a -1/-1 counter. Whenever it deals combat damage to a player, remove all -1/-1 counters from it.)
“Society tends to have a convenient memory, but the past often resents forgetfulness.”
—Doctor Gareth Barton
2/2
  • The Empty Throne of Feanav
Coalition Apothecary

Coalition Apothecary {3}{W}

Creature - Human Wizard
When Coalition Apothecary enters, you gain 1 life for each nonland permanent you control.
In co-operation with Doctor Barton's volunteers, the Coalition's invasion of the imperial mainland was welcomed by those sick of both disease and war.
4/2
  • The Empty Throne of Feanav
Battlefield Preserver

Battlefield Preserver {1}{W}

Creature - Human Cleric
Deploy 2 (As this enters, you may tap any number of other creatures you control with total power 2 or more.)
When Battlefield Preserver enters deployed, exile target nonland permanent until Battlefield Preserver leaves the battlefield.
2/1
  • The Empty Throne of Feanav
Afternoon Ritual

Afternoon Ritual {1}{W}

Instant
Creatures you control get +1/+1 until end of turn.
Lifecycle {3} ({3}, Discard this card: Create two tapped 1/1 colorless Elemental creature tokens.)
Between the constant battles and the convenient facade she was expected to maintain, Simul eventually began to lose patience for Hyden.
  • The Empty Throne of Feanav
Animus Reformed
Animus, Life's Entropy

Animus Reformed

Legendary Creature
Hexproof
You have hexproof.
If a source would deal damage to you, prevent 1 of that damage.
{1}, Sacrifice two permanents: Draw two cards. Activate only during your turn.
5/5
Card has other part: Animus, Life's Entropy
  • The Empty Throne of Feanav
Animus, Life's Entropy
Animus Reformed

Animus, Life's Entropy {4}

Legendary Creature
As Animus, Life's Entropy enters, choose a color.
You and Animus each have hexproof from the chosen color.
Attain {6} ({6}: Transform this. Spend at least three colors of mana to activate this, and only as a sorcery.)
2/4
Card has other part: Animus Reformed
  • The Empty Throne of Feanav
Thawing Valley

Thawing Valley

Land
Thawing Valley enters tapped unless you control a basic land.
{T}: Add {G} or {U}.
Both Temur hunters and Sultai poachers lay claim to the untamed wilds of the Qal Sisma.
Spinerock Canyon

Spinerock Canyon

Land
Spinerock Canyon enters tapped unless you control a basic land.
{T}: Add {R} or {W}.
Both Mardu raiders and Jeskai historians lay claim to the buried past of The Scour.
Basin Fortress

Basin Fortress

Land
Basin Fortress enters tapped unless you control a basic land.
{T}: Add {B} or {G}.
Both Sultai nobles and Abzan merchants lay claim to the lush bounties of the Sagu Jungle.
Frostpoint Caldera

Frostpoint Caldera

Land
Frostpoint Caldera enters tapped unless you control a basic land.
{T}: Add {U} or {R}.
Both Jeskai sages and Temur shamans lay claim to the mystic energies of the Fire Rim.
Boneyard Pass

Boneyard Pass

Land
Boneyard Pass enters tapped unless you control a basic land.
{T}: Add {W} or {B}.
Both Abzan convoys and Mardu cavalries lay claim to the stable passage of the Salt Road.
Descended Countryside

Descended Countryside

Land
Descended Countryside enters tapped.
{T}: Add {G} or {W}.
Morph {2} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
  • The Land Bundle
Descended Gorge

Descended Gorge

Land
Descended Gorge enters tapped.
{T}: Add {R} or {G}.
Morph {2} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
  • The Land Bundle
Descended Fissure

Descended Fissure

Land
Descended Fissure enters tapped.
{T}: Add {B} or {R}.
Morph {2} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
  • The Land Bundle