16128 cards found
High Sentinels of Arashin

High Sentinels of Arashin {3}{W}

Creature - Bird Soldier
Flying
This creature gets +1/+1 for each other creature you control with a +1/+1 counter on it.
{3}{W}: Put a +1/+1 counter on target creature.
3/4
High Tide

High Tide {U}

Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional {U}.
"Close the walls! Retract the docks! The homarids are coming!"
—Benson, Argivian sentry
High Troller

High Troller {3}{R}

Creature - Troll Shaman
All targeted spells and abilities cost {2} less and have their targets chosen randomly.
4/1
High-Rise Sawjack

High-Rise Sawjack {2}{G}

Creature - Elf Citizen
Reach
Whenever this creature blocks a creature with flying, this creature gets +2/+0 until end of turn.
Slicing girders, rescuing trapped workers, killing
gigantic rust flies—one tool does it all!
2/3
Related card: High-Rise Sawjack (Alchemy)
Highborn Vampire

Highborn Vampire {3}{B}

Creature - Vampire Warrior
With the bloodchiefs annihilated in the fight between the free and enthralled, the swamps around Malakir are full of dangerous, young vampires eager to make their marks.
4/3
Highcliff Felidar

Highcliff Felidar {5}{W}{W}

Creature - Cat Beast
Vigilance
When this creature enters, for each opponent, choose a creature with the greatest power among creatures that player controls. Destroy those creatures.
Once the felidar has marked you as prey, there's no point in running.
5/5
Highland Forest

Highland Forest

Snow Land - Mountain Forest
({T}: Add {R} or {G}.)
This land enters tapped.
"Tread carefully! The last time I walked this path, half the snowdrifts were, in fact, sleeping trolls. I've never run so fast in my life!"
—Iskene, Kannah storyteller
  • Commander Legends: Battle for Baldur's Gate
  • Kaldheim
Highland Game

Highland Game {1}{G}

Creature - Elk
When this creature dies, you gain 2 life.
"Bring down a stag and fix its horns upon Arel's head. She hears the wisdom of our ancestors."
—Chianul, Who Whispers Twice
2/1
Related card: Hinterland Chef
Highland Lake

Highland Lake

Land
This land enters tapped.
{T}: Add {U} or {R}.
"A place like this makes me wonder if there's more to life than blood and treasure . . . Nah."
—Boyl Bucksalt, Storm Fleet swab
Highspire Artisan

Highspire Artisan {2}{G}

Creature - Elf Artificer
Reach
Fabricate 1
0/3
Highspire Infusion

Highspire Infusion {1}{G}

Instant
Target creature gets +3/+3 until end of turn. You get {E}{E}.
Highspire Mantis

Highspire Mantis {2}{R}{W}

Creature - Insect
Flying, trample
Its wings produce a high-pitched, barely audible whirring sound in flight. Only Jeskai masters are quiet enough to hear one coming.
3/3
Hightide Hermit

Hightide Hermit {4}{U}

Creature - Crab
Defender
When this creature enters, you get {E}{E}{E}{E}.
Pay {E}{E}: This creature can attack this turn as though it didn't have defender.
4/4
Highway Robber

Highway Robber {2}{B}{B}

Creature - Human Mercenary
When this creature enters, target opponent loses 2 life and you gain 2 life.
"Tonight, madam, it's your money and your life."
2/2
Higure, the Still Wind

Higure, the Still Wind {3}{U}{U}

Legendary Creature - Human Ninja
Ninjutsu {2}{U}{U}
Whenever Higure deals combat damage to a player, you may search your library for a Ninja card, reveal it, put it into your hand, then shuffle.
{2}: Target Ninja creature can't be blocked this turn.
3/4
Hijack

Hijack {1}{R}{R}

Sorcery
Gain control of target artifact or creature until end of turn. Untap it. It gains haste until end of turn.
Trapped on Ixalan, the Planeswalker Angrath is the only minotaur sailing the seas. No matter how many ships he captures, he cannot break free.
Hikari, Twilight Guardian

Hikari, Twilight Guardian {3}{W}{W}

Legendary Creature - Spirit
Flying
Whenever you cast a Spirit or Arcane spell, you may exile Hikari. If you do, return it to the battlefield under its owner's control at the beginning of the next end step.
4/4
Hill Giant

Hill Giant {3}{R}

Creature - Giant
Fortunately, hill giants have large blind spots in which a human can easily hide. Unfortunately, these blind spots are beneath the bottoms of their feet.
3/3
Hill Giant Herdgorger

Hill Giant Herdgorger {4}{G}{G}

Creature - Giant
When this creature enters, you gain 3 life.
7/6
Hillcomber Giant

Hillcomber Giant {2}{W}{W}

Creature - Giant Scout
Mountainwalk
The giants believe the fossils they find in Lorwyn's rocky heights are dreams frozen in time, and they treasure them.
3/3
Hinata, Dawn-Crowned

Hinata, Dawn-Crowned {1}{U}{R}{W}

Legendary Creature - Kirin Spirit
Flying, trample
Spells you cast cost {1} less to cast for each target.
Spells your opponents cast cost {1} more to cast for each target.
4/4
Hinder

Hinder {1}{U}{U}

Instant
Counter target spell. If that spell is countered this way, put that card on your choice of the top or bottom of its owner's library instead of into that player's graveyard.
"Do not react to force in kind. Turn it aside. Direct it to where it can do no harm."
—Meloku the Clouded Mirror
Hindering Light

Hindering Light {W}{U}

Instant
Counter target spell that targets you or a permanent you control.
Draw a card.
Hats Off! Quick-Thinking Sterling Merc Puts a Cap on Surprise Attack
Hindervines

Hindervines {2}{G}

Instant
Prevent all combat damage that would be dealt this turn by creatures with no +1/+1 counters on them.
"Woodlands and laws. Both grow faster than the Azorius's ability to manage them."
—Suniel the Woodwise
Hinterland Drake

Hinterland Drake {2}{U}

Creature - Drake
Flying
This creature can't block artifact creatures.
"As a kid, I dreamed of flying on those wild drakes. They inspired me to build wings of my own."
—Nadja Cloudtoucher, aerowright
2/3