34859 cards found
Hearthfire Hobgoblin

Hearthfire Hobgoblin {R/W}{R/W}{R/W}

Creature - Goblin Soldier
Double strike
Hobgoblins are best left alone. They sharpen their farm implements far more than is necessary for their work in the fields.
2/2
Heartlash Cinder

Heartlash Cinder {1}{R}

Creature - Elemental Warrior
Haste
Chroma — When this creature enters, it gets +X/+0 until end of turn, where X is the number of red mana symbols in the mana costs of permanents you control.
1/1
  • Eventide
Helix Pinnacle

Helix Pinnacle {G}

Enchantment
Shroud
{X}: Put X tower counters on this enchantment.
At the beginning of your upkeep, if there are 100 or more tower counters on this enchantment, you win the game.
Hobgoblin Dragoon

Hobgoblin Dragoon {2}{R/W}

Creature - Goblin Knight
Flying, first strike
The faeries snickered at first. A common hob in Oona's skies? But his lance ended their mockery, and now the sound of a cicada's wings brings a shudder to the faerie heart.
1/2
  • Eventide
Hoof Skulkin

Hoof Skulkin {3}

Artifact Creature - Scarecrow
{3}: Target green creature gets +1/+1 until end of turn.
It hunts with the memory of a long lost herd.
2/2
  • Eventide
Hotheaded Giant

Hotheaded Giant {3}{R}

Creature - Giant Warrior
Haste
This creature enters with two -1/-1 counters on it unless you've cast another red spell this turn.
As he races the moon each night, he draws a glowing equator across the world.
4/4
  • Eventide
Idle Thoughts

Idle Thoughts {3}{U}

Enchantment
{2}: Draw a card if you have no cards in hand.
Inspiration strikes the uncluttered mind.
  • Eventide
Impelled Giant

Impelled Giant {4}{R}{R}

Creature - Giant Warrior
Trample
Tap an untapped red creature you control other than this creature: This creature gets +X/+0 until end of turn, where X is the power of the creature tapped this way.
3/3
Indigo Faerie

Indigo Faerie {1}{U}

Creature - Faerie Wizard
Flying
{U}: Target permanent becomes blue in addition to its other colors until end of turn.
"You should see your face right now."
1/1
  • Eventide
Inside Out

Inside Out {1}{U/R}

Instant
Switch target creature's power and toughness until end of turn.
Draw a card.
Seyden's temperament didn't take well to the puca's magic. Nor did his face.
Inundate

Inundate {3}{U}{U}{U}

Sorcery
Return all nonblue creatures to their owners' hands.
"For years, the landfolk have emptied their refuse into the waters. It's time to return the favor."
  • Eventide
Invert the Skies

Invert the Skies {3}{G/U}

Instant
Creatures your opponents control lose flying until end of turn if {G} was spent to cast this spell, and creatures you control gain flying until end of turn if {U} was spent to cast this spell.
  • Eventide
Jawbone Skulkin

Jawbone Skulkin {1}

Artifact Creature - Scarecrow
{2}: Target red creature gains haste until end of turn.
"Ah, skull of shrew—a very potent substance. In powdered form, it gives thrice the zing of noggle hoof pulp."
—Boghald, Barrenton medic
1/1
  • Eventide
Kithkin Spellduster

Kithkin Spellduster {4}{W}

Creature - Kithkin Wizard
Flying
{1}{W}, Sacrifice this creature: Destroy target enchantment.
Persist
2/3
  • Eventide
Kithkin Zealot

Kithkin Zealot {1}{W}

Creature - Kithkin Cleric
When this creature enters, you gain 1 life for each black and/or red permanent target opponent controls.
The more his flock fears, the more power he wields.
1/3
  • Eventide
Leering Emblem

Leering Emblem {2}

Artifact - Equipment
Whenever you cast a spell, equipped creature gets +2/+2 until end of turn.
Equip {2}
The banner was not a symbol of victory, but a herald of the carnage to come.
  • Eventide
Light from Within

Light from Within {2}{W}{W}

Enchantment
Chroma — Each creature you control gets +1/+1 for each white mana symbol in its mana cost.
"Muscle does not make one strong. It only masks the soul's light. True strength lies in purity of purpose."
—Donal Alloway, cenn of Kinscaer
  • Eventide
Lingering Tormentor

Lingering Tormentor {3}{B}

Creature - Spirit
Fear
Persist
The bogeyman doesn't disappear when you close your eyes.
2/2
  • Eventide
Loyal Gyrfalcon

Loyal Gyrfalcon {3}{W}

Creature - Bird
Defender, flying
Whenever you cast a white spell, this creature loses defender until end of turn.
It's tethered not to keep it from fleeing but to keep it from eating everything in sight.
3/3
  • Eventide
Marshdrinker Giant

Marshdrinker Giant {3}{G}{G}

Creature - Giant Warrior
When this creature enters, destroy target Island or Swamp an opponent controls.
When giants rise from their long slumbers, they rarely remember how fragile the waking world can be.
4/3
  • Eventide
Merrow Bonegnawer

Merrow Bonegnawer {B}

Creature - Merfolk Rogue
{T}: Target player exiles a card from their graveyard.
Whenever you cast a black spell, you may untap this creature.
Banished to the Dark Meanders for hideous crimes, some merrows find a taste for the darkness . . . and the dead.
1/1
  • Eventide
Merrow Levitator

Merrow Levitator {3}{U}

Creature - Merfolk Wizard
{T}: Target creature gains flying until end of turn.
Whenever you cast a blue spell, you may untap this creature.
He fancies himself a master thief, claiming to "steal the ground" from his victims.
2/3
  • Eventide
Mindwrack Liege

Mindwrack Liege {3}{U/R}{U/R}{U/R}

Creature - Horror
Other blue creatures you control get +1/+1.
Other red creatures you control get +1/+1.
{U/R}{U/R}{U/R}{U/R}: You may put a blue or red creature card from your hand onto the battlefield.
4/4
  • Double Masters 2022 255 526
  • Eventide
Mirror Sheen

Mirror Sheen {1}{U/R}{U/R}

Enchantment
{1}{U/R}{U/R}: Copy target instant or sorcery spell that targets you. You may choose new targets for the copy.
Even treefolk witches steer clear of the unpredictable woods near Glen Elendra. Spells refract off the glamer-polished trees and the eyes of lurking pucas.
  • Eventide
Monstrify

Monstrify {3}{G}

Sorcery
Target creature gets +4/+4 until end of turn.
Retrace
Gackt came to regret keeping his pet toads on his head.
  • Eventide