29661 cards found
Steel Leaf Champion

Steel Leaf Champion {G}{G}{G}

Creature - Elf Knight
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
5/4
Ancient Amphitheater

Ancient Amphitheater

Land
As Ancient Amphitheater enters the battlefield, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater enters the battlefield tapped.
{T}: Add {R} or {W}.
The arbiter Galanda Feudkiller judges Lorwyn's squabbles from a lofty perspective.
Angel of Retribution

Angel of Retribution {6}{W}

Creature - Angel
Flying, first strike
Bitter vengeance never glowed so bright nor sang so sweet.
5/5
Angelic Chorus

Angelic Chorus {3}{W}{W}

Enchantment
Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
The harmony of the glorious is a dirge to the wicked.
Apocalypse Hydra

Apocalypse Hydra {X}{R}{G}

Creature - Hydra
Apocalypse Hydra enters the battlefield with X +1/+1 counters on it. If X is 5 or more, it enters the battlefield with an additional X +1/+1 counters on it.
{1}{R}, Remove a +1/+1 counter from Apocalypse Hydra: It deals 1 damage to any target.
0/0
Arbiter of Knollridge

Arbiter of Knollridge {6}{W}

Creature - Giant Wizard
Vigilance
When Arbiter of Knollridge enters the battlefield, each player's life total becomes the highest life total among all players.
Though giants are mortal, they live so long and on such a grand scale that many small folk don't believe they ever truly die.
5/5
Aurora Champion

Aurora Champion {2}{W}

Creature - Elf Warrior
Whenever Aurora Champion attacks, if your team controls another Warrior, tap target creature.
Many combatants at Valor's Reach wield glowing weapons to distract their enemies and delight the crowd.
3/2
  • Battlebond
Avatar of Woe

Avatar of Woe {6}{B}{B}

Creature - Avatar
If there are ten or more creature cards total in all graveyards, this spell costs {6} less to cast.
Fear
{T}: Destroy target creature. It can't be regenerated.
6/5
Bitter Feud

Bitter Feud {4}{R}

Enchantment
As Bitter Feud enters the battlefield, choose two players.
If a source controlled by one of the chosen players would deal damage to the other chosen player or a permanent that player controls, that source deals double that damage to that player or permanent instead.
Blaring Captain

Blaring Captain {3}{B}

Creature - Azra Warrior
Partner with Blaring Recruiter
Whenever Blaring Captain attacks, attacking Warriors get +1/+1 until end of turn.
2/2
Related card: Blaring Recruiter
Blaring Recruiter

Blaring Recruiter {3}{W}

Creature - Elf Warrior
Partner with Blaring Captain
{2}{W}: Create a 1/1 white Warrior creature token.
2/2
Related card: Blaring Captain
Blood Feud

Blood Feud {4}{R}{R}

Sorcery
Target creature fights another target creature.
Succession is a matter of blood, and by blood it is often decided.
Bloodborn Scoundrels

Bloodborn Scoundrels {5}{B}

Creature - Vampire Rogue
Assist
When Bloodborn Scoundrels enters the battlefield, target opponent loses 2 life and you gain 2 life.
The ring plays host to some combatants that the spectators love to hate.
4/4
  • Battlebond
Boldwyr Intimidator

Boldwyr Intimidator {5}{R}{R}

Creature - Giant Warrior
Cowards can't block Warriors.
{R}: Target creature becomes a Coward until end of turn.
{2}{R}: Target creature becomes a Warrior until end of turn.
"Now everyone knows what you are."
5/5
Bonus Round

Bonus Round {1}{R}{R}

Sorcery
Until end of turn, whenever a player casts an instant or sorcery spell, that player copies it and may choose new targets for the copy.
When the twin-spell bonus round begins, the crowd rises to its feet in anticipation of incredible combinations.
  • Battlebond
Borderland Behemoth

Borderland Behemoth {5}{R}{R}

Creature - Giant Warrior
Trample
Borderland Behemoth gets +4/+4 for each other Giant you control.
Giants share nothing but their fury.
4/4
Boros Cluestone

Boros Cluestone {3}

Artifact
{T}: Add {R} or {W}.
{R}{W}, {T}, Sacrifice Boros Cluestone: Draw a card.
"In case of fire, treachery, citywide riot, political upheaval, or worldwide societal collapse, break glass."
—Cluestone inscription
Brave the Sands

Brave the Sands {1}{W}

Enchantment
Creatures you control have vigilance.
Each creature you control can block an additional creature each combat.
Enduring the most desolate and dangerous conditions, Abzan sentries unfailingly guard the stronghold gates.
Breath of Darigaaz

Breath of Darigaaz {1}{R}

Sorcery
Kicker {2}
Breath of Darigaaz deals 1 damage to each creature without flying and each player. If this spell was kicked, it deals 4 damage to each creature without flying and each player instead.
Brightling

Brightling {1}{W}{W}

Creature - Shapeshifter
{W}: Brightling gains vigilance until end of turn.
{W}: Brightling gains lifelink until end of turn.
{W}: Return Brightling to its owner's hand.
{1}: Brightling gets +1/-1 or -1/+1 until end of turn.
3/3
  • Battlebond
Bring Down

Bring Down {3}{W}

Sorcery
Assist
Destroy target creature with power 4 or greater.
"Big, wicked, and not too smart. Poor thing never stood a chance against us, dear."
—Regna, to Krav
  • Battlebond
Bull-Rush Bruiser

Bull-Rush Bruiser {3}{R}

Creature - Minotaur Warrior
Whenever Bull-Rush Bruiser attacks, if your team controls another Warrior, Bull-Rush Bruiser gains first strike until end of turn.
There will always be a spot at Valor's Reach for headlong violence.
4/3
  • Battlebond
Chakram Retriever

Chakram Retriever {4}{U}

Creature - Elemental Dog
Partner with Chakram Slinger
Whenever you cast a spell during your turn, untap target creature.
2/4
Related card: Chakram Slinger
Chakram Slinger

Chakram Slinger {4}{R}

Creature - Human Warrior
Partner with Chakram Retriever
{R}, {T}: Chakram Slinger deals 2 damage to target player or planeswalker.
2/4
Related card: Chakram Retriever
Charging Binox

Charging Binox {7}{G}

Creature - Beast
Assist
Trample
Arena beasts are bred for flashiness and foul temper. An extra head addresses both requirements.
7/5
  • Battlebond