851 cards found
Dripping Turtle

Dripping Turtle {4}{U}

Creature - Turtle
Whenever you cast a spell during an opponent's turn, creatures you control get +0/+1 until end of turn.
Water continues to drop from its shell hours after it has left the ocean already.
2/5
  • Pyramids of Atuum
Drown Amidst the Cosmos

Drown Amidst the Cosmos {1}{U}

Sorcery - Revelation
This spell can't be countered.
Tap up to three target permanents.
Coalesce {9}{U}{U} (You may cast this from your graveyard for {9}{U}{U}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
Opponents can't untap more than two permanents during their untap steps while Drown Amidst the Cosmos is on the battlefield.
11/9
  • Beyond Our Ken
Dune Tromper

Dune Tromper {4}{G}{G}

Creature - Human Nomad
Assault {1}{G} (Whenever this attacks, if it has no +1/+1 counters on it, you may pay its assault cost to put a +1/+1 counter on it.)
When Dune Tromper assaults, it gains trample until end of turn.
6/6
  • Scriptures of Urshad
Duskwood Traverser

Duskwood Traverser {4}{G}

Creature - Elemental
The Duskwood, the region in Rehis-Dorahn where the forest and the marsh meet, is filled of creatures the Rehisons were always careful not to disturb.
4/6
  • Khaliz-Dorahn
Earthbreaker Behemoth

Earthbreaker Behemoth {3}{R}{G}

Creature - Beast
When Earthbreaker Behemoth enters, it deals damage equal to its power to up to one target creature you don't control. Excess damage is dealt to that creature's controller instead.
Just when you think you're in control and on a roll, Olten surprises you.
5/5
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
East Ward Champion

East Ward Champion {3}{W}{W}

Creature - Dwarf Warrior
Vigilance
Resolute — Whenever East Ward Champion attacks, attacking creatures you control gain indestructible until end of turn if East Ward Champion's power is greater than its base power.
4/6
  • Dark Seas of Shiryen
Efinag, Weaver of Flesh

Efinag, Weaver of Flesh {3}{W}{U}{B}

Legendary Creature - Horror
Ward—Pay 3 life and discard a card.
Once each turn, when another creature leaves the battlefield, you may have target creature become a copy of that creature until end of turn.
“That form . . . will be better suited . . . to a different mind . . . yes, yes, yes . . .”
5/7
  • Over the Horizon
Ekebram, Chronicler of Ages
Ekebram the Scholar

Ekebram, Chronicler of Ages

Legendary Creature - God
(Color indicator: Ekebram, Chronicler of Ages is blue)
Indestructible
Whenever a creature you control becomes untapped, draw a card.
Now, he etches the deeds and legacies of every great hero on Urshad.
3/5
Card has other part: Ekebram the Scholar
  • Scriptures of Urshad
Elemental of Vengeance

Elemental of Vengeance {3}{R}{R}

Creature - Elemental
Reach
Whenever Elemental of Vengeance is dealt damage, it deals damage equal to its power to any target.
Its ruinous wake brings no reparations, only a desolate satisfaction.
2/6
  • The Unraveling
Embodiment of Abundance

Embodiment of Abundance {6}{G}{G}

Creature - Elemental
When Embodiment of Abundance enters, choose one —
• Search your library for up to X basic land cards, where X is the number of lands you control, and put them onto the battlefield tapped. Then shuffle.
• Create a 1/1 green Elf Druid creature token for each creature you control.
4/5
Embodiment of Law

Embodiment of Law {5}{W}{W}

Creature - Angel Incarnation
Flying, vigilance, lifelink
Embodiment of Law enters with an indestructible counter on it.
{5}{W}{W}, Remove an indestructible counter from Embodiment of Law: For each permanent type, exile up to one permanent of that type.
5/5
Embodiment of Nature

Embodiment of Nature {3}{G}{G}

Creature - Ox Spirit
At the beginning of combat on your turn, choose one —
• Embodiment of Nature gains haste and hexproof until your next turn.
• Embodiment of Nature gains vigilance and indestructible until your next turn.
• Embodiment of Nature gets +2/+2 and gains trample until your next turn.
5/5
  • End of Wollensie
Emissary of Dai Gui

Emissary of Dai Gui {2}{G}

Creature - Turtle
Emissary of Dai Gui enters tapped.
Emissary of Dai Gui doesn't untap during your untap step unless it's in a pack. (Two or more creatures you control with equal power are in a pack.)
Creature spells you cast cost {1} less to cast.
5/6
  • Panxiou
Emperor Azuma Hashiro

Emperor Azuma Hashiro {3}{B}{B}{B}{B}

Legendary Creature - Demon Samurai
Deathtouch, lifelink
When Emperor Azuma Hashiro enters, gain control of target creature for as long as you control Emperor Azuma Hashiro.
At the beginning of your upkeep, each opponent loses life equal to the number of permanents you control but don't own.
7/7
  • Path of Shadows
Empyrean Griffin

Empyrean Griffin {4}{W}{W}

Creature - Griffin
Flying
Whenever Empyrean Griffin attacks, up to one target creature voyages. (If it isn't blocking or targeted by another spell or ability, it phases out.)
Permanents your opponents control can't phase in.
5/5
  • Dark Seas of Shiryen
Enai, Who Wanders Alone

Enai, Who Wanders Alone {4}{G}{U}{R}

Legendary Creature - Turtle Scout
Whenever you cast a spell, draw X cards, where X is Enai, Who Wanders Alone's power.
As long as there are no other untapped creatures on the battlefield, Enai's power and toughness are switched.
“You may wander alongside, but my path strays far too long for the faint of spirit.”
2/8
  • Karina's Explorations
Encampment Blimp

Encampment Blimp {5}

Artifact - Vehicle
Flying
Crew 4 (Tap any number of creatures you control with total power 4 or greater: This Vehicle becomes an artifact creature until end of turn.)
Tap two untapped other artifacts you control: Encampment Blimp becomes an artifact creature until end of turn. Scry 1.
6/5
  • Discoveries of Akieva
Encouraging Bulwark

Encouraging Bulwark {4}{G}{G}

Creature - Construct Warrior
Whenever Encouraging Bulwark attacks, you may put a +1/+1 counter on each creature you control that's enchanted and/or has one or more counters on it.
6/6
  • The Stage Presents: The Neverending Act
End of Monsters

End of Monsters {3}{U}{U}{U}

Legendary Creature - Beast Mutant
Each player can't cast more than one spell each turn.
You may cast spells from your hand without paying their mana costs.
5/7
Endangered Rhino

Endangered Rhino {4}{G}{G}

Creature - Rhino
Trample
When Endangered Rhino dies, create an Idol token. (It's an artifact with “{1}, Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate only as a sorcery.”)
As the last rhino fell, the realm was left with only memories and idols carved in its likeness.
5/5
  • Goliaths of Nangjiao
Endless Helpless Souls

Endless Helpless Souls {1}{G}{W}

Sorcery - Revelation
Mill five cards. You may choose up to two nonland cards with mana value 2 or less milled this way. You may cast one without paying its mana cost. Put the rest into your hand.
Coalesce {6}{G}{W} (You may cast this from your graveyard for {6}{G}{W}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
Flying, vigilance
4/6
Enduring Force

Enduring Force {3}{G}{G}{W}{W}

Creature - Snake Spirit
Trample
{1}{G}{W}, Discard Enduring Force: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
{G}{W}: Return Enduring Force from your graveyard to your hand. Activate only as a sorcery.
7/7
  • End of Wollensie
Enraged Hydra

Enraged Hydra {3}{G}{G}

Creature - Hydra
Trample
Whenever a creature you control with trample is dealt damage, put a +1/+1 counter on it. (It must survive the damage to get the counter.)
5/5
  • Arkadai
Ensouled Savior

Ensouled Savior {3}{R}{W}

Creature - Human Warrior Avatar
Ward—Pay 5 life.
Whenever Ensouled Savior deals combat damage while attacking, you get five glory counters. (You lose glory counters before life. A player with ten or more glory counters wins the game.)
5/5
  • MSEM Masters Cube