33836 cards found
Marisi's Twinclaws

Marisi's Twinclaws {2}{R/W}{G}

Creature - Cat Warrior
Double strike
"Looks like we're completely outnumbered."
"Lucky for us. I thought we'd be bored."
2/4
Paladin's Arms

Paladin's Arms {2}{W}

Artifact - Equipment
Job select
Equipped creature gets +2/+1, has ward {1}, and is a Knight in addition to its other types.
Lightbringer and Hero's Shield — Equip {4}
  • Final Fantasy
Take Out the Trash

Take Out the Trash {1}{R}

Instant
Take Out the Trash deals 3 damage to target creature or planeswalker. If you control a Raccoon, you may discard a card. If you do, draw a card.
Disgusting. Revolting. Effective.
  • Bloomburrow
Priest of the Blessed Graf

Priest of the Blessed Graf {2}{W}

Creature - Human Cleric
At the beginning of your end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of opponents who control more lands than you.
The honored dead who lie in blessed grafs are not easily stirred, but the threat of eternal night called many from their rest.
1/2
  • Crimson Vow Commander 7 45
Delraich

Delraich {6}{B}

Creature - Horror
You may sacrifice three black creatures rather than pay this spell's mana cost.
Trample
It wears the souls of its victims like jewels on a chain.
6/6
  • Mercadian Masques
Robo-

Robo-

Artifact Creature - Construct
At the beginning of each end step, if an artifact entered the battlefield under your control this turn,
Augment {2} ({2}, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
+1/+1
  • Unstable
Renewal

Renewal {2}{G}

Sorcery
As an additional cost to cast this spell, sacrifice a land.
Search your library for a basic land card, put that card onto the battlefield, then shuffle.
Draw a card at the beginning of the next turn's upkeep.
Related card: Apocalypse Chime
  • Homelands
Pulse of the Grid

Pulse of the Grid {1}{U}{U}

Instant
Draw two cards, then discard a card. Then if an opponent has more cards in hand than you, return Pulse of the Grid to its owner's hand.
Before labs or lectures, there was insight.
Teeterpeak Ambusher

Teeterpeak Ambusher {1}{R}

Creature - Goblin Warrior
{2}{R}: This creature gets +2/+0 until end of turn.
Goblins from the Makindi Trenches of Ondu make surprisingly skilled climbing guides due to their habit of scaling the cliffs to drop onto unsuspecting foes.
1/3
  • Zendikar Rising
Haldir, Lórien Lieutenant

Haldir, Lórien Lieutenant {X}{G}

Legendary Creature - Elf Soldier
Haldir enters with X +1/+1 counters on it.
Vigilance
{5}{G}: Until end of turn, other Elves you control gain vigilance and get +1/+1 for each +1/+1 counter on Haldir.
"Now you must be brought before the Lord and the Lady."
0/0
  • Tales of Middle-earth Commander 39 122 441
Northern Paladin

Northern Paladin {2}{W}{W}

Creature - Human Knight
{W}{W}, {T}: Destroy target black permanent.
"How smooth his face, how sure his thoughts. I look forward to breaking his mighty will."
—The Eastern Paladin
3/3
Long-Forgotten Gohei

Long-Forgotten Gohei {3}

Artifact
Arcane spells you cast cost {1} less to cast.
Spirit creatures you control get +1/+1.
Long ago, the priests would wave the gohei to call down the gods. Now it lies forgotten, but the spirits still feel its pull.
Cloudkin Seer

Cloudkin Seer {2}{U}

Creature - Elemental Wizard
Flying
When this creature enters, draw a card.
"I can see which way the wind is blowing."
2/1
Lullmage's Familiar

Lullmage's Familiar {1}{G}{U}

Creature - Beast
{T}: Add {G} or {U}.
Whenever you cast a kicked spell, you gain 2 life.
"They store energy in special gastric organs ... but I guess you'd probably rather have me clear the path than ramble about guts."
—Fahar, expedition wizard
2/4
  • Zendikar Rising
Halam Djinn

Halam Djinn {5}{R}

Creature - Djinn
Haste
This creature gets -2/-2 as long as red is the most common color among all permanents or is tied for most common.
6/5
  • Invasion
The Master of Keys

The Master of Keys {X}{W}{U}{B}

Legendary Enchantment Creature - Horror
Flying
When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards.
Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard.
3/3
  • Duskmourn: House of Horror Commander
Carrion Crow

Carrion Crow {2}{B}

Creature - Zombie Bird
Flying
This creature enters tapped.
When carrion feeds on carrion, dark days approach.
2/2
  • Magic 2015
Equestrian Skill

Equestrian Skill {3}{G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
As long as enchanted creature is a Human, it has trample.
From the jagged peaks of Stensia, to the tangled woods of Kessig, to the bogs of Nephalia, the Gavony Riders prepare for all terrain.
  • Shadows over Innistrad
Ashenmoor Cohort

Ashenmoor Cohort {5}{B}

Creature - Elemental Warrior
This creature gets +1/+1 as long as you control another black creature.
"None will concede a place for us in this world. If it is not for us, neither shall it be for them. We rest not until they choke in its cold ashes."
—Illulia of Nighthearth
4/3
  • Shadowmoor
Fire Dragon

Fire Dragon {6}{R}{R}{R}

Creature - Dragon
Flying
When this creature enters, it deals damage to target creature equal to the number of Mountains you control.
6/6
Repeated Reverberation

Repeated Reverberation {2}{R}{R}

Instant
When you next cast an instant spell, cast a sorcery spell, or activate a loyalty ability this turn, copy that spell or ability twice. You may choose new targets for the copies.
It's in the nature of fire to grow.
Chariot of the Sun

Chariot of the Sun {3}

Artifact
{2}, {T}: Until end of turn, target creature you control gains flying and has base toughness 1.
"Sun follows Moon until she tires, then carries her until she's strong / and runs ahead of him again."
—"Love Song of Night and Day"
  • Mirage
Clay Pigeon

Clay Pigeon {3}

Artifact Creature - Bird
Flying
{1}, Throw this creature into the air at least two feet above your head while seated: If you catch this creature with one hand, prevent all damage a source of your choice would deal to you this turn and tap this creature. Otherwise, sacrifice it.
1/1
  • Unglued
Graveyard Shift (Alchemy)

Graveyard Shift (Alchemy) {4}{B}

Sorcery
This spell has flash as long as there are five or more mana values among cards in your graveyard.
Return target creature card from your graveyard to the battlefield with an additional +1/+1 counter on it.
Related card: Graveyard Shift
  • Streets of New Capenna
Waterbending Lesson

Waterbending Lesson {3}{U}

Sorcery - Lesson
Draw three cards. Then discard a card unless you waterbend {2}.
"Just push and pull the water—like this."
—Katara
  • Avatar: The Last Airbender