29661 cards found
The Grand Tour

The Grand Tour {1}{U}

Instant
Exile target permanent, then put it into its owner's hand. That player discards that card, then puts it on top of their library. Then they put it onto the battlefield.
Martyr for the Cause

Martyr for the Cause {1}{W}

Creature - Human Soldier
When Martyr for the Cause dies, proliferate.
"If I am to die in service, there is no more worthy fight than this."
2/2
  • War of the Spark
Chaotic Backlash

Chaotic Backlash {4}{R}

Instant
Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents they control.
The concept of thoughtweft fascinates the Nighthearth cult. Imagine, bringing agony to an entire people by torturing just one.
  • Eventide
Gorilla Shaman

Gorilla Shaman {R}

Creature - Ape Shaman
{X}{X}{1}: Destroy target noncreature artifact with mana value X.
"Frankly, destruction is best left to professionals."
—Jaya Ballard, task mage
1/1
Audience with Trostani

Audience with Trostani {2}{G}

Sorcery
Create a 0/1 green Plant creature token, then draw cards equal to the number of differently named creature tokens you control.
Trostani was as regal and vibrant as ever, but Kaya couldn't shake the sense that there was something off, some discordant note lurking deep within the chorus.
  • Murders at Karlov Manor Promos 152p 152s
  • Murders at Karlov Manor 152 309
Gorilla Berserkers

Gorilla Berserkers {3}{G}{G}

Creature - Ape Berserker
Trample; rampage 2
Gorilla Berserkers can't be blocked except by three or more creatures.
"Their fury is their greatest weapon."
—Taaveti of Kelsinko, Elvish Hunter
2/3
  • Alliances 93a 93b
Absorb Identity

Absorb Identity {1}{U}

Instant
Return target creature to its owner's hand. You may have Shapeshifters you control become copies of that creature until end of turn.
  • Kaldheim
Cerulean Wyvern

Cerulean Wyvern {4}{U}

Creature - Drake
Flying, protection from green
"Once, a Quirion asked why I was so cautious when the day was clear. I told him of the sky-blue hide of the cerluean wyvern, and he offered me double if I could conjure a strong tailwind!"
—Sisay, Captain of the Weatherlight
3/3
  • Mirage
Martyr's Soul

Martyr's Soul {2}{W}

Creature - Spirit Soldier
Convoke
When Martyr's Soul enters the battlefield, if you control no tapped lands, put two +1/+1 counters on it.
3/2
Mistform Wakecaster

Mistform Wakecaster {4}{U}

Creature - Illusion
Flying
{1}: Mistform Wakecaster becomes the creature type of your choice until end of turn.
{2}{U}{U}, {T}: Choose a creature type. Each creature you control becomes that type until end of turn.
2/3
  • Legions
Gift of the Fae

Gift of the Fae {1}{W}

Sorcery - Adventure
Target creature gets +2/+1 and gains flying until end of turn.
No one is so lost that a faerie can't find them.
Card has other part: Faerie Guidemother
Martial Law

Martial Law {2}{W}{W}

Enchantment
At the beginning of your upkeep, detain target creature an opponent controls.
"The good of society matters much more than the inconvenience of a few."
—Agmand Sarv, Azorius hussar
  • Return to Ravnica
Forked-Branch Garami

Forked-Branch Garami {3}{G}{G}

Creature - Spirit
Soulshift 4, soulshift 4
4/4
  • Betrayers of Kamigawa
Orzhov Advokist

Orzhov Advokist {2}{W}

Creature - Human Advisor
At the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. If a player does, creatures that player controls can't attack you or planeswalkers you control until your next turn.
The Orzhov care not for repentance, only repayment.
1/4
Nature's Revolt

Nature's Revolt {3}{G}{G}

Enchantment
All lands are 2/2 creatures that are still lands.
The land rises up to defend against those who would spoil its beauty.
Roar of Challenge

Roar of Challenge {2}{G}

Sorcery
All creatures able to block target creature this turn do so.
Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
Frenzied Saddlebrute

Frenzied Saddlebrute {4}{R}

Creature - Orc Warrior
Haste
All creatures can attack your opponents and planeswalkers your opponents control as though those creatures had haste.
The drumbeats of the horde echo in every heart.
5/4
  • Commander Legends
Plargg and Nassari

Plargg and Nassari {3}{R}{R}

Legendary Creature - Orc Efreet
At the beginning of your upkeep, each player exiles cards from the top of their library until they exile a nonland card. An opponent chooses a nonland card exiled this way. You may cast up to two spells from among the other cards exiled this way without paying their mana costs.
5/4
Squirrel Nest

Squirrel Nest {1}{G}{G}

Enchantment - Aura
Enchant land
Enchanted land has "{T}: Create a 1/1 green Squirrel creature token."
In the treetops, unseen by many, lurks chittering, skittering death.
Pyrokinesis

Pyrokinesis {4}{R}{R}

Instant
You may exile a red card from your hand rather than pay this spell's mana cost.
Pyrokinesis deals 4 damage divided as you choose among any number of target creatures.
Aurochs

Aurochs {3}{G}

Creature - Aurochs
Trample
Whenever Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
One aurochs may feed a village, but a herd will flatten it.
2/3
Citadel of Pain

Citadel of Pain {2}{R}

Enchantment
At the beginning of each player's end step, Citadel of Pain deals X damage to that player, where X is the number of untapped lands they control.
"Battle is our religion. This fortress is our temple."
—Latulla, Keldon overseer
  • Prophecy
Ticketomaton

Ticketomaton {3}

Artifact Creature - Robot
When Ticketomaton enters the battlefield, you get {TK}, then you may put a sticker on a nonland permanent you own.
"Please do not engage in debates on the nature of reality with the robot staff."
—Astrotorium sign
2/2
  • Unfinity 195 481
Keldon Mantle

Keldon Mantle {1}{R}

Enchantment - Aura
Enchant creature
{B}: Regenerate enchanted creature.
{R}: Enchanted creature gets +1/+0 until end of turn.
{G}: Enchanted creature gains trample until end of turn.
  • Planeshift
Water Weird

Water Weird {3}{U}

Creature - Elemental Weird
Whenever Water Weird deals combat damage to a player, put a +1/+1 counter on Water Weird if the top card of your library is a nonland card. Otherwise, you may mill a card.
{1}{U}: Water Weird gets +1/-1 until end of turn.
3/4
  • Alchemy Horizons: Baldur's Gate