2302 cards found
The Girl Who Wouldn't Die

The Girl Who Wouldn't Die {1}{B}

Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Return target creature card with mana value 2 or less from your graveyard to the battlefield.
II — Each opponent loses 2 life and you gain 2 life.
III — Return target creature card with mana value 2 or less from your graveyard to the battlefield.
“...sometimes I wish someone would come for me.”
The Grand Simurgh

The Grand Simurgh {W}{U}{B}{R}{G}

Legendary Creature - Chimera
Flying
When you cast The Grand Simurgh, search your graveyard and the top five cards of your library for any number of nonlegendary creature cards with total mana value 5 or less and put those cards onto the battlefield, then shuffle.
5/5
The High Prairies

The High Prairies

Legendary Land
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
The High Prairies enters the battlefield tapped.
{T}: Add one mana of any color.
The High Prairies Burn

The High Prairies Burn {4}{R}

Sorcery
Destroy all lands. For each land destroyed this way, its controller creates a colorless land token named Blasted Lands with “{T}: Add {C}.”
“The Emperor's name is scorched into every blasted landscape he created.”
—Azamir, “The Empire's Sunset”
The Infinite

The Infinite {8}

Legendary Creature - Angel
Flying
You pay {0} to cast your first spell each turn rather than its mana cost. If you cast a spell with {X} in its mana cost this way, X is 8.
4/8
The Issbarrens

The Issbarrens

Legendary Land
{T}: Add {C}.
{2}, {T}: Prevent all combat damage target creature would deal this turn.
The Last Sacred Gate

The Last Sacred Gate

Legendary Land
The Last Sacred Gate enters the battlefield tapped.
While you're searching your library, you may play The Last Sacred Gate from your library. (You may only do so during your turn and if you have a land play remaining.)
{T}: Add {C}.
The Long Road North

The Long Road North {1}{W}{U}

Enchantment
Whenever you cast an enchantment spell, you may put target creature on the bottom of its owner's library.
“This number keeps going down, and if it reaches zero, I'm done for it. I just want to find a way off this train.”
— Tulip Olsen
The Lost Titan

The Lost Titan {5}{G}{U}

Legendary Creature - God
Hexproof
Whenever an opponent casts a spell or draws a card, draw a card.
“Lost things have a notorious habit of accidentally being found.”
6/6
The Mind Falters

The Mind Falters {B}

Sorcery - Revelation
Target player discards a card and gets a poison counter.
Coalesce {4}{B}{B} (You may cast this from your graveyard for its coalesce cost. If you do, put it onto the battlefield as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
4/7
The Mythical Zhiwu

The Mythical Zhiwu {W}{B}{G}

Legendary Creature - Plant Beast
The Mythical Zhiwu enters the battlefield with four +1/+1 counters on it.
{1}, Remove a +1/+1 counter from a creature you control: Target creature gets -1/-1 until end of turn. Activate only as a sorcery.
{1}, Remove a +1/+1 counter from a creature you control: Each opponent loses 1 life and you gain 1 life.
0/0
The Serpent Throne

The Serpent Throne {6}

Legendary Artifact
Once each turn, when another permanent enters the battlefield under your control, you may create a token that's a copy of that permanent, except it has no mana cost.
The other priceless treasures within the Governor's Vault paled before its magnificence.
The Sun Also Rises

The Sun Also Rises {3}{W}{B}

Sorcery
Primal {5}{W}{B} (During your turn, you may cast this spell for {5}{W}{B} instead of playing a land.)
Destroy all creatures. If this spell was cast for its primal cost, for each player, put up to one creature card from that player's graveyard onto the battlefield under your control.
“This world's an ugly place, but you're so beautiful...”
—Lysander, to Remi
The Sun May Set

The Sun May Set {2}{W}

Instant - Adventure
Create a 1/1 white Spirit creature token with flying. (Then exile this card. You may cast the artifact later from exile.)
Card has other part: Aegisul, the Sunspear
The Tale of Kings

The Tale of Kings {1}{W}{U}{B}{R}{G}

Sorcery
For each legendary permanent you control, this spell costs one mana of one of that permanent's colors less to cast. This effect reduces only the amount of colored mana you pay.
For each color, create a token that's a copy of a legendary permanent you control of that color, except the token isn't legendary.
Exile The Tale of Kings.
The Third Breach

The Third Breach {3}{R}{R}{R}{R}

Enchantment
When The Third Breach enters the battlefield, discard your hand, then draw seven cards.
Creatures you control get +3/+3, have haste, and are Horrors in addition to their other types.
At the beginning of each end step, sacrifice each creature you control.
The Urchin King
Performer of Ambition

The Urchin King

Legendary Creature - Human Noble Actor
(Color indicator: The Urchin King is black)
The Urchin King's power and toughness are each equal to the number of cards in all graveyards.
Sacrifice a creature: The Urchin King gains lifelink and indestructible until end of turn.
*/*
Card has other part: Performer of Ambition
The Winged Steed

The Winged Steed {2}

Legendary Artifact - Vehicle
Whenever The Winged Steed attacks, create a 4/4 red Dragon creature token with flying that's tapped and attacking. Exile that token at end of combat.
Crew 2 (Tap any number of creatures you control with total power 2 or greater: This Vehicle becomes an artifact creature until end of turn.)
2/2
The Witch Queens

The Witch Queens {4}{R}{R}

Legendary Planeswalker - Cerie Kailla
[+2]: The Witch Queens deal 2 damage to each of up to two targets.
[–3]: Gain control of target land and untap it.
[–9]: Each player discards their hand, then draws up to seven cards. The Witch Queens deal damage to each opponent equal to twice the number of cards that player has drawn this turn.
Loyalty:
6
Theocracy

Theocracy {1}{W}{W}

Enchantment - Discovery
(As this Discovery enters and after your draw step, add a progress counter. Stop after you've discovered.)
I, II — Look at the top five cards of your library. Put up to one creature card with mana value 2 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Discovery — At the beginning of combat on your turn, tap target creature an opponent controls.
Thespian's Finale

Thespian's Finale {1}{U}{U}

Enchantment
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a time counter is removed from Thespian's Finale, create a token that's a copy of target creature. Sacrifice that token at the beginning of your next upkeep.
Thief's Command

Thief's Command {1}{B}{B}

Instant
Choose two —
• Scry 3, then you may mill up to three cards.
• Each opponent loses 3 life.
• You draw a card and you lose 1 life.
• Return a creature card from your graveyard to your hand.
Thievery

Thievery {B}

Sorcery
Target opponent reveals their hand. You choose a nonland permanent card from it. That player discards that card.
Good thieves steal, great thieves simply take what is already theirs.
Thin the Veil

Thin the Veil {2}{B}{B}

Sorcery
Search your library for a nonland card not named Thin the Veil, exile it, then shuffle. If it has mana value less than or equal to the number of card types among cards in your graveyard, you may cast it without paying its mana cost. If you don't, put it into your hand.
Third Legion General

Third Legion General {2}{R}

Creature - Fox Soldier
First strike
Other Foxes you control get +1/+1.
Whenever a Fox you control becomes blocked, it deals 1 damage to each creature blocking it.
2/1