571 cards found
Earthcraft

Earthcraft {1}{G}

Enchantment
Tap an untapped creature you control: Untap target basic land.
"The land gives up little, but we are masters of persuasion."
—Eladamri, Lord of Leaves
  • Tempest
Earthlink

Earthlink {3}{B}{R}{G}

Enchantment
At the beginning of your upkeep, sacrifice Earthlink unless you pay {2}.
Whenever a creature dies, that creature's controller sacrifices a land.
Ebon Praetor

Ebon Praetor {4}{B}{B}

Creature - Avatar Praetor
First strike, trample
At the beginning of your upkeep, put a -2/-2 counter on Ebon Praetor.
Sacrifice a creature: Remove a -2/-2 counter from Ebon Praetor. If the sacrificed creature was a Thrull, put a +1/+0 counter on Ebon Praetor. Activate only during your upkeep and only once each turn.
5/5
Eladamri, Lord of Leaves

Eladamri, Lord of Leaves {G}{G}

Legendary Creature - Elf Warrior
Other Elf creatures have forestwalk.
Other Elves have shroud.
"We have been patient. We have planned our attack. We are ready . . . now."
—Eladamri, Lord of Leaves
2/2
  • Tempest
Elder Spawn

Elder Spawn {4}{U}{U}{U}

Creature - Spawn
At the beginning of your upkeep, unless you sacrifice an Island, sacrifice Elder Spawn and it deals 6 damage to you.
Elder Spawn can't be blocked by red creatures.
6/6
  • Legends
Elephant Graveyard

Elephant Graveyard

Land
{T}: Add {C}.
{T}: Regenerate target Elephant.
Related card: City in a Bottle
Elkin Lair

Elkin Lair {3}{R}

World Enchantment
At the beginning of each player's upkeep, that player exiles a card at random from their hand. The player may play that card this turn. At the beginning of the next end step, if the player hasn't played the card, they put it into their graveyard.
  • Visions
Elven Lyre

Elven Lyre {2}

Artifact
{1}, {T}, Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn.
Scholars are uncertain whether it was the actual sound or some other magical property of the Elven Lyre that transformed its player.
Elvish Farmer

Elvish Farmer {1}{G}

Creature - Elf
At the beginning of your upkeep, put a spore counter on Elvish Farmer.
Remove three spore counters from Elvish Farmer: Create a 1/1 green Saproling creature token.
Sacrifice a Saproling: You gain 2 life.
0/2
Related card: Mycologist
Emberwilde Caliph

Emberwilde Caliph {2}{U}{R}

Creature - Djinn
Flying, trample
Emberwilde Caliph attacks each combat if able.
Whenever Emberwilde Caliph deals damage, you lose that much life.
The fire breathes while the air burns.
4/4
  • Mirage
Emberwilde Djinn

Emberwilde Djinn {2}{R}{R}

Creature - Djinn
Flying
At the beginning of each player's upkeep, that player may pay {R}{R} or 2 life. If the player does, they gain control of Emberwilde Djinn.
A hefty price is no guarantee of quality merchandise.
5/4
  • Mirage
Energy Bolt

Energy Bolt {X}{R}{W}

Sorcery
Choose one —
• Energy Bolt deals X damage to target player or planeswalker.
• Target player gains X life.
Life and death are two faces of the same coin.
  • Mirage
Energy Storm

Energy Storm {1}{W}

Enchantment
Cumulative upkeep {1}
Prevent all damage that would be dealt by instant and sorcery spells.
Creatures with flying don't untap during their controllers' untap steps.
Energy Vortex

Energy Vortex {3}{U}{U}

Enchantment
As Energy Vortex enters the battlefield, choose an opponent.
At the beginning of your upkeep, remove all vortex counters from Energy Vortex.
At the beginning of the chosen player's upkeep, Energy Vortex deals 3 damage to that player unless they pay {1} for each vortex counter on Energy Vortex.
{X}: Put X vortex counters on Energy Vortex. Activate only during your upkeep.
  • Mirage
Equipoise

Equipoise {2}{W}

Enchantment
At the beginning of your upkeep, for each land target player controls in excess of the number you control, choose a land that player controls, then the chosen permanents phase out. Repeat this process for artifacts and creatures.
  • Visions
Ertai's Familiar

Ertai's Familiar {1}{U}

Creature - Illusion
Phasing
When Ertai's Familiar phases out or leaves the battlefield, mill three cards.
{U}: Until your next upkeep, Ertai's Familiar can't phase out.
2/2
  • Weatherlight
Ertai, Wizard Adept

Ertai, Wizard Adept {2}{U}

Legendary Creature - Human Wizard
{2}{U}{U}, {T}: Counter target spell.
"Was that it?"
—Ertai, wizard adept
1/1
  • Exodus
Escaped Shapeshifter

Escaped Shapeshifter {3}{U}{U}

Creature - Shapeshifter
As long as an opponent controls a creature with flying not named Escaped Shapeshifter, Escaped Shapeshifter has flying. The same is true for first strike, trample, and protection from any color.
3/4
  • Tempest
Eternal Flame

Eternal Flame {2}{R}{R}

Sorcery
Eternal Flame deals X damage to target opponent or planeswalker and half X damage, rounded up, to you, where X is the number of Mountains you control.
  • The Dark
Eureka

Eureka {2}{G}{G}

Sorcery
Starting with you, each player may put a permanent card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.
Exalted Dragon

Exalted Dragon {4}{W}{W}

Creature - Dragon
Flying
Exalted Dragon can't attack unless you sacrifice a land.
If dragons excel at anything more than vanity, it is greed.
5/5
Exorcist

Exorcist {W}{W}

Creature - Human Cleric
{1}{W}, {T}: Destroy target black creature.
Though they often bore little greater charm than the demons they battled, exorcists were always welcome in Scarwood.
1/1
Eye of Singularity

Eye of Singularity {3}{W}

World Enchantment
When Eye of Singularity enters the battlefield, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated.
Whenever a permanent other than a basic land enters the battlefield, destroy all other permanents with that name. They can't be regenerated.
  • Visions
Faerie Noble

Faerie Noble {2}{G}

Creature - Faerie Noble
Flying
Other Faerie creatures you control get +0/+1.
{T}: Other Faerie creatures you control get +1/+0 until end of turn.
"Faeries talk all in riddles and tricky bits, 'cept the Nobles. Now, there's some straight talkers."
—Joskun, An-Havva Constable
1/2
Related card: Apocalypse Chime
Falling Star

Falling Star {2}{R}

Sorcery
Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect.
  • Legends