11927 cards found
Root Maze

Root Maze {G}

Enchantment
Artifacts and lands enter the battlefield tapped.
Pause for the briefest of moments to consider the whorl of brambles, the tangled twist of bark, and the maze has already won.
Root Out

Root Out {2}{G}

Sorcery
Destroy target artifact or enchantment.
Investigate.
Root Sliver

Root Sliver {3}{G}

Creature - Sliver
This spell can't be countered.
Sliver spells can't be countered.
"It would take another apocalypse to stop the slivers now."
—Riptide Project researcher
2/2
Root Snare

Root Snare {1}{G}

Instant
Prevent all combat damage that would be dealt this turn.
The roots run deep under stone and street, with strength that needs but a whisper to awaken.
Root Spider

Root Spider {3}{G}

Creature - Spider
Whenever Root Spider blocks, it gets +1/+0 and gains first strike until end of turn.
"They're not half as fierce if they don't see you coming."
—Devin, Faerie Noble
2/2
Related card: Apocalypse Chime
  • Homelands
Root-Kin Ally

Root-Kin Ally {4}{G}{G}

Creature - Elemental Warrior
Convoke
Tap two untapped creatures you control: Root-Kin Ally gets +2/+2 until end of turn.
3/3
Rootbound Crag

Rootbound Crag

Land
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}.
Cliffs echo and branches quake at the roar of life.
Rootbreaker Wurm

Rootbreaker Wurm {5}{G}{G}

Creature - Wurm
Trample
6/6
Rootgrapple

Rootgrapple {4}{G}

Tribal Instant - Treefolk
Destroy target noncreature permanent. If you control a Treefolk, draw a card.
"All the sylvan secrets of this world are etched between my rings. The skinfolk's metal aberrations can rot between my roots."
—Colfenor, the Last Yew
  • Lorwyn
Rooting Kavu

Rooting Kavu {2}{G}{G}

Creature - Kavu
When Rooting Kavu dies, you may exile it. If you do, shuffle all creature cards from your graveyard into your library.
4/3
  • Invasion
Rooting Moloch

Rooting Moloch {4}{R}

Creature - Lizard
When Rooting Moloch enters the battlefield, exile target card with a cycling ability from your graveyard. Until the end of your next turn, you may play that card.
Cycling {2}
Their feeding habits leave them with gizzards full of tumbled gems.
4/4
Rootless Yew

Rootless Yew {3}{G}{G}

Creature - Treefolk
When Rootless Yew dies, search your library for a creature card with power or toughness 6 or greater, reveal it, put it into your hand, then shuffle.
"We are bound to wander this forest forever. Sometimes I think it wanders with us."
—Ogni, Kannah scout
5/4
  • Kaldheim
Rootpath Purifier

Rootpath Purifier {3}{G}

Creature - Elf Druid
Lands you control and land cards in your library are basic.
"Holiness is not found in a druid's words, or even the rituals of Titania's court. It is found here, in the mud, where Gaea bares her soul, unshackled by ceremony."
3/4
Rootrider Faun

Rootrider Faun {1}{G}

Creature - Satyr Scout
{T}: Add {G}.
{1}, {T}: Add one mana of any color.
"Human feet aren't inferior to hooves for climbing. It's their plodding, mistrustful personalities that hold them back."
1/3
  • Wilds of Eldraine
Rootrunner

Rootrunner {2}{G}{G}

Creature - Spirit
{G}{G}, Sacrifice Rootrunner: Put target land on top of its owner's library.
Soulshift 3
3/3
Roots

Roots {3}{G}

Enchantment - Aura
Enchant creature without flying
When Roots enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Related card: Apocalypse Chime
Roots of All Evil

Roots of All Evil

Scheme
When you set this scheme in motion, create five 1/1 green Saproling creature tokens.
"I assure you, these are not the kind that thrive on sunlight and water."
  • Archenemy Schemes
Roots of Life

Roots of Life {1}{G}{G}

Enchantment
As Roots of Life enters the battlefield, choose Island or Swamp.
Whenever a land of the chosen type an opponent controls becomes tapped, you gain 1 life.
  • Mirage
Roots of Wisdom

Roots of Wisdom {1}{G}

Sorcery
Mill three cards, then return a land card or Elf card from your graveyard to your hand. If you can't, draw a card.
Though imprisoned in Jaspera trees, the elvish gods known as the Einir still whisper through the ages.
Rootwalla

Rootwalla {2}{G}

Creature - Lizard
{1}{G}: Rootwalla gets +2/+2 until end of turn. Activate only once each turn.
They make terrible pets ... unless you don't like your other pets.
2/2
Rootwater Alligator

Rootwater Alligator {3}{G}

Creature - Crocodile
Sacrifice a Forest: Regenerate Rootwater Alligator.
Subduing and skinning an alligator is the first rite of maturity adolescent merfolk must pass.
3/2
  • Exodus
Rootweaver Druid

Rootweaver Druid {2}{G}

Creature - Elf Druid
When Rootweaver Druid enters the battlefield, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles.
2/1
Rootwire Amalgam

Rootwire Amalgam {5}

Artifact Creature - Golem
Prototype {1}{G} — 2/3
{3}{G}{G}, Sacrifice Rootwire Amalgam: Create an X/X colorless Golem artifact creature token, where X is three times Rootwire Amalgam's power. It gains haste until end of turn. Activate only as a sorcery.
5/5
Rope

Rope {G}

Artifact - Clue Equipment
Equipped creature gets +1/+2, has reach, and can't be blocked by more than one creature.
{2}, Sacrifice Rope: Draw a card.
Equip {3}
Rorix Bladewing

Rorix Bladewing {3}{R}{R}{R}

Legendary Creature - Dragon
Flying, haste
In an attempt to restore pride to Shiv and to forge an undying legacy, Rorix traveled far to compete for glory in Otaria's Grand Coliseum.
6/5