14412 cards found
Akroma's Will

Akroma's Will {3}{W}

Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from all colors until end of turn.
Akroma, Angel of Fury

Akroma, Angel of Fury {5}{R}{R}{R}

Legendary Creature - Angel
This spell can't be countered.
Flying, trample, protection from white and from blue
{R}: Akroma, Angel of Fury gets +1/+0 until end of turn.
Morph {3}{R}{R}{R}
6/6
Akroma, Angel of Wrath

Akroma, Angel of Wrath {5}{W}{W}{W}

Legendary Creature - Angel
Flying, first strike, vigilance, trample, haste, protection from black and from red
"Wrath is no vice when inflicted upon the deserving."
6/6
Akron Legionnaire

Akron Legionnaire {6}{W}{W}

Creature - Giant Soldier
Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.
8/4
Aku Djinn

Aku Djinn {3}{B}{B}

Creature - Djinn
Trample
At the beginning of your upkeep, put a +1/+1 counter on each creature each opponent controls.
"Your arrogance amazes me, Kaervek. Did you not know the price you would pay?"
—Mangara
5/6
  • Visions
Al-abara's Carpet

Al-abara's Carpet {5}

Artifact
{5}, {T}: Prevent all damage that would be dealt to you this turn by attacking creatures without flying.
Al-abara simply laughed and lifted one finger, and the carpet carried her high out of our reach.
Alabaster Dragon

Alabaster Dragon {4}{W}{W}

Creature - Dragon
Flying
When Alabaster Dragon dies, shuffle it into its owner's library.
4/4
Alabaster Mage

Alabaster Mage {1}{W}

Creature - Human Wizard
{1}{W}: Target creature you control gains lifelink until end of turn.
"We hold sacred the powers of light and life. Truth and honor are our greatest weapons."
—Alabaster creed
2/1
Alabaster Potion

Alabaster Potion {X}{W}{W}

Instant
Choose one —
• Target player gains X life.
• Prevent the next X damage that would be dealt to any target this turn.
Healing is a matter of time, but it is sometimes also a matter of opportunity.
—D'Avenant proverb
Alaborn Cavalier

Alaborn Cavalier {2}{W}{W}

Creature - Human Knight
Whenever Alaborn Cavalier attacks, you may tap target creature.
"Course he ran! I wouldn't want to stare down that barrel, either!"
—Alaborn soldier
2/2
Alaborn Grenadier

Alaborn Grenadier {W}{W}

Creature - Human Soldier
Vigilance
"Ever proud, ever vigilant."
—Grenadier motto
2/2
  • Portal Second Age
Alaborn Musketeer

Alaborn Musketeer {1}{W}

Creature - Human Soldier
Reach
Muskets gave the Alaborn army an advantage it had long lacked—air defense.
2/1
Alaborn Trooper

Alaborn Trooper {2}{W}

Creature - Human Soldier
"I dedicate my body to my country And my life to my King."
—Alaborn Soldier's Oath
2/3
Alaborn Veteran

Alaborn Veteran {2}{W}

Creature - Human Knight
{T}: Target creature gets +2/+2 until end of turn. Activate only during your turn, before attackers are declared.
2/2
  • Portal Second Age
Alaborn Zealot

Alaborn Zealot {W}

Creature - Human Soldier
When Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot.
1/1
  • Portal Second Age
Aladdin

Aladdin {2}{R}{R}

Creature - Human Rogue
{1}{R}{R}, {T}: Gain control of target artifact for as long as you control Aladdin.
1/1
Related card: City in a Bottle
Aladdin's Lamp

Aladdin's Lamp {10}

Artifact
{X}, {T}: The next time you would draw a card this turn, instead look at the top X cards of your library, put all but one of them on the bottom of your library in a random order, then draw a card. X can't be 0.
Related card: City in a Bottle
Aladdin's Ring

Aladdin's Ring {8}

Artifact
{8}, {T}: Aladdin's Ring deals 4 damage to any target.
"A good lamp will light your way. A good ring will clear it."
—Nervan, royal jeweler
Related card: City in a Bottle
Alandra, Sky Dreamer

Alandra, Sky Dreamer {2}{U}{U}

Legendary Creature - Merfolk Wizard
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying.
Whenever you draw your fifth card each turn, Alandra, Sky Dreamer and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
2/4
Alarum

Alarum {1}{W}

Instant
Untap target nonattacking creature. It gets +1/+3 until end of turn.
"One timely cry of warning can save nine of surprise."
—Sidar Jabari
  • Mirage
Alaundo the Seer

Alaundo the Seer {2}{G}{U}

Legendary Creature - Human Shaman
{T}: Draw a card, then exile a card from your hand and put a number of time counters on it equal to its mana value. It gains "When the last time counter is removed from this card, if it's exiled, you may cast it without paying its mana cost. If you cast a creature spell this way, it gains haste until end of turn." Then remove a time counter from each other card you own in exile.
3/5
Albino Troll

Albino Troll {1}{G}

Creature - Troll
Echo {1}{G}
{1}{G}: Regenerate Albino Troll.
3/3
Alchemist's Greeting

Alchemist's Greeting {4}{R}

Sorcery
Alchemist's Greeting deals 4 damage to target creature.
Madness {1}{R}
"Impressive."
—Chandra Nalaar
Alchemist's Refuge

Alchemist's Refuge

Land
{T}: Add {C}.
{G}{U}, {T}: You may cast spells this turn as though they had flash.
Persecuted alchemists fled deep into Kessig's wilds, seeking solitude to continue their ghoulish craft.
Alchemist's Vial

Alchemist's Vial {2}

Artifact
When Alchemist's Vial enters the battlefield, draw a card.
{1}, {T}, Sacrifice Alchemist's Vial: Target creature can't attack or block this turn.
A weapon best suited for those with good aim and steady hands.