27307 cards found
Proper Burial

Proper Burial {3}{W}

Enchantment
Whenever a creature you control dies, you gain life equal to that creature's toughness.
Properly honored dead gain the peace of the grave and freedom from the call of the Ghost Quarter.
  • Dissension
Prophecy

Prophecy {W}

Sorcery
Reveal the top card of target opponent's library. If it's a land, you gain 1 life. Then that player shuffles.
Draw a card at the beginning of the next turn's upkeep.
Related card: Apocalypse Chime
  • Homelands
Prophet of Distortion

Prophet of Distortion {U}

Creature - Eldrazi Drone
Devoid
{3}{C}: Draw a card.
It doesn't twist words. It twists worlds.
1/2
  • Oath of the Gatewatch
Prophet of the Peak

Prophet of the Peak {6}

Artifact Creature - Cat
When Prophet of the Peak enters the battlefield, scry 2.
It frequently predicts imminent death by devouring.
5/5
  • Throne of Eldraine
Prophetic Bolt

Prophetic Bolt {3}{U}{R}

Instant
Prophetic Bolt deals 4 damage to any target. Look at the top four cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order.
Prophetic Flamespeaker

Prophetic Flamespeaker {1}{R}{R}

Creature - Human Shaman
Double strike, trample
Whenever Prophetic Flamespeaker deals combat damage to a player, exile the top card of your library. You may play it this turn.
Fire to destroy. Fire to create.
1/3
  • Journey into Nyx
Prophetic Prism

Prophetic Prism {2}

Artifact
When Prophetic Prism enters the battlefield, draw a card.
{1}, {T}: Add one mana of any color.
"Most dreams reveal but fragments of what you could be. Only nightmares can show you who you truly are."
—Ashiok
Related card: Big Spender
Prophetic Ravings

Prophetic Ravings {R}

Enchantment - Aura
Enchant creature
Enchanted creature has haste and "{T}, Discard a card: Draw a card."
"Keep your herons and shrews! You will find nothing in the moon, for the moon is a lie! It has told me so!"
Prophetic Titan

Prophetic Titan {4}{U}{R}

Creature - Giant Wizard
Delirium — When Prophetic Titan enters the battlefield, choose one. If there are four or more card types among cards in your graveyard, choose both instead.
• Prophetic Titan deals 4 damage to any target.
• Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
4/4
Prosper, Tome-Bound

Prosper, Tome-Bound {2}{B}{R}

Legendary Creature - Tiefling Warlock
Deathtouch
Mystic Arcanum — At the beginning of your end step, exile the top card of your library. Until the end of your next turn, you may play that card.
Pact Boon — Whenever you play a card from exile, create a Treasure token.
1/4
Prosperity

Prosperity {X}{U}

Sorcery
Each player draws X cards.
"True riches are found in the mazes of the mind."
—Tamiyo, the Moon Sage
Prosperous Innkeeper

Prosperous Innkeeper {1}{G}

Creature - Halfling Citizen
When Prosperous Innkeeper enters the battlefield, create a Treasure token.
Whenever another creature enters the battlefield under your control, you gain 1 life.
1/1
Prosperous Partnership

Prosperous Partnership {1}{R}{W}

Enchantment
When Prosperous Partnership enters the battlefield, create two 1/1 green and white Citizen creature tokens.
Tap three untapped creatures you control: Create a Treasure token.
Partners in love, partners in life, and partners in crime.
Prosperous Pirates

Prosperous Pirates {4}{U}

Creature - Human Pirate
When Prosperous Pirates enters the battlefield, create two Treasure tokens.
The floating city of High and Dry hasn't yet sunk under the weight of gold, but it's not for want of trying.
3/4
Prosperous Thief

Prosperous Thief {2}{U}

Creature - Human Ninja
Ninjutsu {1}{U}
Whenever one or more Ninja or Rogue creatures you control deal combat damage to a player, create a Treasure token.
3/2
Related card: Prosperous Thief (Alchemy)
  • Kamigawa: Neon Dynasty 73 336
Prossh, Skyraider of Kher

Prossh, Skyraider of Kher {3}{B}{R}{G}

Legendary Creature - Dragon
When you cast this spell, create X 0/1 red Kobold creature tokens named Kobolds of Kher Keep, where X is the amount of mana spent to cast it.
Flying
Sacrifice another creature: Prossh, Skyraider of Kher gets +1/+0 until end of turn.
5/5
Related card: Kobolds of Kher Keep
Prosthetic Injector

Prosthetic Injector {1}

Artifact - Equipment
Equipped creature gets +0/+2 and has toxic 1.
Equip {1}
Why carry a subject to a surgical lab when you can bring the surgical lab to them?
  • Phyrexia: All Will Be One
Protean Hulk

Protean Hulk {5}{G}{G}

Creature - Beast
When Protean Hulk dies, search your library for any number of creature cards with total mana value 6 or less, put them onto the battlefield, then shuffle.
"Meat and eggs. We eat!"
—Borborygmos
6/6
Protean Hydra

Protean Hydra {X}{G}

Creature - Hydra
Protean Hydra enters the battlefield with X +1/+1 counters on it.
If damage would be dealt to Protean Hydra, prevent that damage and remove that many +1/+1 counters from it.
Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1 counters on it at the beginning of the next end step.
0/0
Protean Raider

Protean Raider {1}{U}{R}

Creature - Shapeshifter Pirate
Raid — If you attacked this turn, you may have Protean Raider enter the battlefield as a copy of any creature on the battlefield.
Imitation is the sincerest form of piracy.
2/2
Protean Thaumaturge

Protean Thaumaturge {1}{U}

Creature - Human Wizard
Constellation — Whenever an enchantment enters the battlefield under your control, you may have Protean Thaumaturge become a copy of another target creature, except it has this ability.
"Once you see past the veil we call 'reality,' altering your own shape is elementary."
1/1
Protect

Protect {2}{W}

Instant
Target creature gets +2/+4 until end of turn.
Fuse
Card has other part: Serve
  • Dragon's Maze
Protect the Negotiators

Protect the Negotiators {1}{U}

Instant
Kicker {W}
If this spell was kicked, create a 1/1 white Soldier creature token.
Counter target spell unless its controller pays {1} for each creature you control.
  • Dominaria United
Protection Racket

Protection Racket {2}{B}

Enchantment
At the beginning of your upkeep, repeat the following process for each opponent in turn order. Reveal the top card of your library. That player may pay life equal to that card's mana value. If they do, exile that card. Otherwise, put it into your hand.
Protection of the Hekma

Protection of the Hekma {4}{W}

Enchantment
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
Part of the acolytes' training is to walk along the Hekma, staring out at the ravenous horrors kept at bay by the God-Pharaoh's barrier.