1264 cards found
Abduction

Abduction {2}{U}{U}

Enchantment - Aura
Enchant creature
When Abduction enters the battlefield, untap enchanted creature.
You control enchanted creature.
When enchanted creature dies, return that card to the battlefield under its owner's control.
About Face

About Face {R}

Instant
Switch target creature's power and toughness until end of turn.
The overconfident are the most vulnerable.
  • Urza's Legacy
Absolute Grace

Absolute Grace {1}{W}

Enchantment
All creatures have protection from black.
In pursuit of Urza, the Phyrexians sent countless foul legions into Serra's realm. Though beaten back, they left it tainted with uncleansable evil.
  • Urza's Saga
Absolute Law

Absolute Law {1}{W}

Enchantment
All creatures have protection from red.
The strength of law is unwavering. It is an iron bar in a world of water.
Abundance

Abundance {2}{G}{G}

Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Abyssal Horror

Abyssal Horror {4}{B}{B}

Creature - Horror
Flying
When Abyssal Horror enters the battlefield, target player discards two cards.
It has no face of its own—it wears that of its latest victim.
2/2
Abyssal Hunter

Abyssal Hunter {3}{B}

Creature - Human Assassin
{B}, {T}: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature.
Some smiles show cheer; some merely show teeth.
1/1
Abyssal Specter

Abyssal Specter {2}{B}{B}

Creature - Specter
Flying
Whenever Abyssal Specter deals damage to a player, that player discards a card.
2/3
Academy Rector

Academy Rector {3}{W}

Creature - Human Cleric
When Academy Rector dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle.
1/2
Academy Researchers

Academy Researchers {1}{U}{U}

Creature - Human Wizard
When Academy Researchers enters the battlefield, you may put an Aura card from your hand onto the battlefield attached to Academy Researchers.
2/2
Acidic Soil

Acidic Soil {2}{R}

Sorcery
Acidic Soil deals damage to each player equal to the number of lands they control.
Phyrexia had tried to take Urza's soul. He was relieved that Shiv tried to claim only his soles.
Acridian

Acridian {1}{G}

Creature - Insect
Echo {1}{G}
The elves of Argoth were trained to ride these creatures, even when their mounts traveled upside-down.
2/4
  • Urza's Saga
Adarkar Wastes

Adarkar Wastes

Land
{T}: Add {C}.
{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.
Aerial Caravan

Aerial Caravan {4}{U}{U}

Creature - Human Soldier
Flying
{1}{U}{U}: Exile the top card of your library. Until end of turn, you may play that card.
Successful delivery is not guaranteed.
4/3
  • Mercadian Masques
Aether Flash

Aether Flash {2}{R}{R}

Enchantment
Whenever a creature enters the battlefield, Aether Flash deals 2 damage to it.
"You can't get there from here. Well, you can—it just won't be fun."
—Ertai, wizard adept
Aether Sting

Aether Sting {3}{R}

Enchantment
Whenever an opponent casts a creature spell, Aether Sting deals 1 damage to that player.
When Gatha fell, he was called to account for each abomination he created.
  • Urza's Destiny
Afterlife

Afterlife {2}{W}

Instant
Destroy target creature. It can't be regenerated. Its controller creates a 1/1 white Spirit creature token with flying.
Agonizing Memories

Agonizing Memories {2}{B}{B}

Sorcery
Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order.
"An innocent man died because of my anger. That knowledge will haunt me for all eternity."
—Karn, silver golem
Air Elemental

Air Elemental {3}{U}{U}

Creature - Elemental
Flying
As insubstantial, and as powerful, as the wind that carries it.
4/4
Alabaster Wall

Alabaster Wall {2}{W}

Creature - Wall
Defender
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
Its mortar is mixed with waters straight from the Fountain of Cho.
0/4
  • Mercadian Masques
Aladdin's Ring

Aladdin's Ring {8}

Artifact
{8}, {T}: Aladdin's Ring deals 4 damage to any target.
". . . The magician drew a ring off his finger . . . , saying: 'It is a talisman against all evil, so long as you obey me.'"
—The Arabian Nights,
Junior Classics trans.
Related card: City in a Bottle
Albino Troll

Albino Troll {1}{G}

Creature - Troll
Echo {1}{G}
{1}{G}: Regenerate Albino Troll.
3/3
Alley Grifters

Alley Grifters {1}{B}{B}

Creature - Human Mercenary
Whenever Alley Grifters becomes blocked, defending player discards a card.
One distracts the victim, the other extracts the valuables.
2/2
  • Mercadian Masques
Amber Prison

Amber Prison {4}

Artifact
You may choose not to untap Amber Prison during your untap step.
{4}, {T}: Tap target artifact, creature, or land. That permanent doesn't untap during its controller's untap step for as long as Amber Prison remains tapped.
Anaba Bodyguard

Anaba Bodyguard {3}{R}

Creature - Minotaur
First strike
"Not all minotaurs are tribal. Some are freelance."
—Eron the Relentless
2/3
Related card: Apocalypse Chime