10354 cards found
Yotian Soldier

Yotian Soldier {3}

Artifact Creature - Soldier
Vigilance
Poets dream the verses of otherworldly stories. Artificers dream the blueprints of otherplanar artifacts.
1/4
Related card: Golgothian Sylex
You Are Already Dead

You Are Already Dead {B}

Instant
Destroy target creature that was dealt damage this turn.
Draw a card.
So swift and sharp was his blade that the ogre never even felt the cut.
  • Kamigawa: Neon Dynasty
You Come to a River

You Come to a River {1}{U}

Instant
Choose one —
• Fight the Current — Return target nonland permanent to its owner's hand.
• Find a Crossing — Target creature gets +1/+0 until end of turn and can't be blocked this turn.
Related card: You Come to a River (Alchemy)
You Come to a River (Alchemy)

You Come to a River (Alchemy) {2}{U}

Sorcery
Choose one —
• Fight the Current — The owner of target nonland permanent puts it on the top or bottom of their library.
• Find a Crossing — Target creature gets +1/+0 until end of turn and can't be blocked this turn.
Related card: You Come to a River
  • Alchemy Horizons: Baldur's Gate
You Come to the Gnoll Camp

You Come to the Gnoll Camp {1}{R}

Instant
Choose one —
• Intimidate Them — Up to two target creatures can't block this turn.
• Fend Them Off — Target creature gets +3/+1 until end of turn.
"Easy now, everyone. I'll take care of this."
—Nadaar
You Find Some Prisoners

You Find Some Prisoners {1}{R}

Instant
Choose one —
• Break Their Chains — Destroy target artifact.
• Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.
You Find a Cursed Idol

You Find a Cursed Idol {1}{G}

Sorcery
Choose one —
• Smash It — Destroy target artifact.
• Lift the Curse — Destroy target enchantment.
• Steal Its Eyes — Create a Treasure token and venture into the dungeon.
Related cards: Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
  • Adventures in the Forgotten Realms
You Find the Villains' Lair

You Find the Villains' Lair {1}{U}{U}

Instant
Choose one —
• Foil Their Scheme — Counter target spell.
• Learn Their Secrets — Draw two cards, then discard two cards.
"Give me just a moment! I almost have it."
You Hear Something on Watch

You Hear Something on Watch {1}{W}

Instant
Choose one —
• Rouse the Party — Creatures you control get +1/+1 until end of turn.
• Set Off Traps — This spell deals 5 damage to target attacking creature.
You Line Up the Shot

You Line Up the Shot {G}

Instant
Choose one —
• Aim for the Wyvern — Conjure a card named Plummet into your hand.
• Aim for the Cursed Amulet — Conjure a card named Naturalize into your hand.
• Fire a Warning Shot — Draw a card.
Related cards: Naturalize Plummet
  • Alchemy Horizons: Baldur's Gate
You Meet in a Tavern

You Meet in a Tavern {2}{G}{G}

Sorcery
Choose one —
• Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
• Start a Brawl — Creatures you control get +2/+2 until end of turn.
You See a Guard Approach

You See a Guard Approach {U}

Instant
Choose one —
• Distract the Guard — Tap target creature.
• Hide — Target creature you control gains hexproof until end of turn.
"Looks like we've got company."
  • Adventures in the Forgotten Realms
You're Ambushed on the Road

You're Ambushed on the Road {W}

Instant
Choose one —
• Make a Retreat — Return target creature you control to its owner's hand.
• Stand and Fight — Target creature gets +1/+3 until end of turn.
"Hand over your loot and no one gets hurt!"
You're Confronted by Robbers

You're Confronted by Robbers {3}{W}

Instant
Choose one —
• Stall for Time — Tap up to three target creatures.
• Call for Aid — Create three 1/1 white Soldier creature tokens.
Their only mistake was giving the bard time to speak.
You've Been Caught Stealing

You've Been Caught Stealing {1}{R}

Sorcery
Choose one —
• Threaten the Merchant — Each creature blocks this turn if able.
• Bribe the Guards — You create a Treasure token for each opponent who was dealt damage this turn.
  • Commander Legends: Battle for Baldur's Gate
Young Blue Dragon

Young Blue Dragon {4}{U}

Creature - Dragon
Flying
"I see the far side of tomorrow and the lost memories of queens. What do you wish to learn?"
3/3
Card has other part: Sand Augury
Related card: Young Blue Dragon (Alchemy)
Young Blue Dragon (Alchemy)

Young Blue Dragon (Alchemy) {4}{U}

Creature - Dragon
Flying
3/4
Card has other part: Sand Augury (Alchemy)
Related card: Young Blue Dragon
  • Alchemy Horizons: Baldur's Gate
Young Red Dragon

Young Red Dragon {3}{R}

Creature - Dragon
Flying
Young Red Dragon can't block.
For most, deadly. For a dragon, decadent.
3/2
Card has other part: Bathe in Gold
Related card: Young Red Dragon (Alchemy)
Young Red Dragon (Alchemy)

Young Red Dragon (Alchemy) {3}{R}

Creature - Dragon
Flying
3/1
Card has other part: Bathe in Gold (Alchemy)
Related card: Young Red Dragon
  • Alchemy Horizons: Baldur's Gate
Young Wei Recruits

Young Wei Recruits {1}{B}

Creature - Human Soldier
Young Wei Recruits can't block.
"To send the common people to war untrained is to throw them away."
—Confucius, The Analects (trans. Lau)
2/2
Young Wolf

Young Wolf {G}

Creature - Wolf
Undying
The Ulvenwald makes no allowances for youth. Today's newborn is either tomorrow's hunter or tomorrow's lunch.
1/1
Your Fate Is Thrice Sealed

Your Fate Is Thrice Sealed

Scheme
When you set this scheme in motion, reveal the top three cards of your library. Put all land cards revealed this way onto the battlefield and the rest into your hand.
"I can't abide laziness. Arise, forces of nature, and serve your master!"
  • Archenemy Schemes
Your Puny Minds Cannot Fathom

Your Puny Minds Cannot Fathom

Scheme
When you set this scheme in motion, draw four cards. You have no maximum hand size until your next turn.
"I have seen far beyond this imperfect world, into a tomorrow that doesn't include you."
  • Archenemy Schemes
Your Temple Is Under Attack

Your Temple Is Under Attack {2}{W}

Instant
Choose one —
• Pray for Protection — Creatures you control gain indestructible until end of turn.
• Strike a Deal — You and target opponent each draw two cards.
"You trespass on sacred ground, monster. Leave while you still can."
  • Commander Legends: Battle for Baldur's Gate
Your Will Is Not Your Own

Your Will Is Not Your Own

Scheme
When you set this scheme in motion, gain control of target creature an opponent controls until end of turn. Untap that creature. It gets +3/+3 and gains trample and haste until end of turn.
"Fool. I'll show you how to use that thing."
  • Archenemy Schemes