25943 cards found
Academy Rector

Academy Rector {3}{W}

Creature - Human Cleric
When this creature dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle.
1/2
Academy Researchers

Academy Researchers {1}{U}{U}

Creature - Human Wizard
When this creature enters, you may put an Aura card from your hand onto the battlefield attached to this creature.
They brandish their latest theories as warriors would wield weapons.
2/2
Academy Ruins

Academy Ruins

Legendary Land
{T}: Add {C}.
{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.
Its secrets once wrought the greatest artifice ever known. Now crabs loot the rubble to decorate their shells.
Academy Wall

Academy Wall {2}{U}

Creature - Wall
Defender
Whenever you cast an instant or sorcery spell, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
Once the Society of Mishra took control, the Tolarian Academy at Lat-Nam became a haven for dark research.
0/5
  • Dominaria United
Access Maze

Access Maze {5}{B}{B}

Enchantment - Room
Once during each of your turns, you may cast a spell from your hand by paying life equal to its mana value rather than paying its mana cost.
Card has other part: Cramped Vents
  • Duskmourn: House of Horror Commander
Access Tunnel

Access Tunnel

Land
{T}: Add {C}.
{3}, {T}: Target creature with power 3 or less can't be blocked this turn.
Oriq agents stick to the dark corners of Arcavios, unseen yet ever-present.
Accessories to Murder

Accessories to Murder

Artifact - Contraption
Whenever you crank this Contraption, target creature gets +X/+0 until end of turn, where X is the number of creatures you control.
  • Unstable
Accident-Prone Apprentice

Accident-Prone Apprentice {1}{R}

Creature - Otter Wizard
Whenever you cast a noncreature spell, Accident-Prone Apprentice perpetually gets +1/+1. This ability also triggers if Accident-Prone Apprentice is in exile.
1/1
Card has other part: Amphibian Accident
  • Alchemy: Wilds of Eldraine
Acclaimed Contender

Acclaimed Contender {2}{W}

Creature - Human Knight
When this creature enters, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
3/3
Related card: Raddic, Tal Zealot
Accomplished Alchemist

Accomplished Alchemist {3}{G}

Creature - Elf Druid
{T}: Add one mana of any color.
{T}: Add X mana of any one color, where X is the amount of life you gained this turn.
"Tincture of murkroot and lizard feet? Simple. One that doesn't taste like murkroot and lizard feet? I'm working on it."
2/5
Accomplished Automaton

Accomplished Automaton {7}

Artifact Creature - Construct
Fabricate 1
Was it just lonely, or was some form of evolution inevitable?
5/7
Accorder Paladin

Accorder Paladin {1}{W}

Creature - Human Knight
Battle cry
"I fight for the suns, the surface, and everything in between."
3/1
Related card: Bladehold Cleaver
Accorder's Shield

Accorder's Shield {0}

Artifact - Equipment
Equipped creature gets +0/+3 and has vigilance.
Equip {3}
An Auriok shield is polished to a mirror finish even on the inside, enabling its bearer to watch foes ahead and behind.
Accursed Centaur

Accursed Centaur {B}

Creature - Zombie Centaur
When this creature enters, sacrifice a creature.
"The Cabal mocks the natural order. For its minions, death is just a pause between duties."
—Kamahl, druid acolyte
2/2
  • Onslaught
Accursed Duneyard

Accursed Duneyard

Land
{T}: Add {C}.
{2}, {T}: Regenerate target Shade, Skeleton, Specter, Spirit, Vampire, Wraith, or Zombie.
  • Aetherdrift Commander 20 36
Accursed Horde

Accursed Horde {3}{B}

Creature - Zombie
{1}{B}: Target attacking Zombie gains indestructible until end of turn.
3/3
Accursed Marauder

Accursed Marauder {1}{B}

Creature - Zombie Warrior
When this creature enters, each player sacrifices a nontoken creature of their choice.
The Accursed are ever drawn to the Hekma, as though its presence provides a brief respite in their lives of eternal torment.
2/1
Accursed Spirit

Accursed Spirit {3}{B}

Creature - Spirit
Intimidate
Many have heard the slither of dragging armor and the soft squelch of its voice. But only its victims ever meet its icy gaze.
3/2
Accursed Witch
Infectious Curse

Accursed Witch {3}{B}

Creature - Human Shaman
Spells your opponents cast that target this creature cost {1} less to cast.
When this creature dies, return it to the battlefield transformed under your control attached to target opponent.
4/2
Card has other part: Infectious Curse
Ace Flockbringer

Ace Flockbringer {1}{W}{U}

Creature - Bird Scout
Flying
Whenever you cast a creature spell without flying, conjure a duplicate of it into your hand. The duplicate perpetually gains flying. This ability triggers only once each turn.
3/3
  • Alchemy: Bloomburrow
Ace's Baseball Bat

Ace's Baseball Bat {2}

Legendary Artifact - Equipment
Equipped creature gets +3/+0.
As long as equipped creature is attacking, it has first strike and must be blocked by a Dalek if able.
Equip legendary creature {1}
Equip {3}
Ace, Fearless Rebel

Ace, Fearless Rebel {3}{G}

Legendary Creature - Human Rebel
Nitro-9 — Whenever Ace attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, then it fights up to one target creature defending player controls.
Doctor's companion
"Wicked!"
2/2
Acererak the Archlich

Acererak the Archlich {2}{B}

Legendary Creature - Zombie Wizard
When Acererak enters, if you haven't completed Tomb of Annihilation, return Acererak to its owner's hand and venture into the dungeon.
Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
5/5
Related cards: Acererak the Archlich (Alchemy) Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
Acererak the Archlich (Alchemy)

Acererak the Archlich (Alchemy) {2}{B}

Legendary Creature - Zombie Wizard
When Acererak the Archlich enters, if you haven't completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon.
Whenever Acererak the Archlich attacks, create a number of 2/2 black Zombie creature tokens equal to the number of opponents you have.
5/5
Related cards: Acererak the Archlich Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
  • Adventures in the Forgotten Realms
Achilles Davenport

Achilles Davenport {2}{U}{B}

Legendary Creature - Human Assassin
Freerunning {U}{B}
Menace
Other Assassins you control get +1/+1.
3/3
  • Assassin's Creed