31282 cards found
Outfitted Jouster

Outfitted Jouster {2}{B}{R}

Creature - Human Knight
When Outfitted Jouster enters, conjure a card named Steelclaw Lance and a card named Brawler's Plate onto the battlefield and attach them to Outfitted Jouster.
If damage would be dealt to Outfitted Jouster while it's equipped, prevent that damage. When damage is prevented this way, sacrifice an Equipment attached to Outfitted Jouster.
2/2
Related cards: Brawler's Plate Steelclaw Lance
  • Alchemy: Wilds of Eldraine
Porcine Portent

Porcine Portent {3}{W}

Enchantment
When Porcine Portent enters, conjure a card of your choice from the Three Pigs spellbook onto the battlefield.
Boars you control get +1/+1.
Card has other part: Lend a Ham
Related cards: First Little Pig Second Little Pig Third Little Pig
  • Alchemy: Wilds of Eldraine
Lend a Ham

Lend a Ham {2}{B}

Instant - Adventure
Exile target creature. You gain 1 life for each Boar you control.
Card has other part: Porcine Portent
Related cards: First Little Pig Second Little Pig Third Little Pig
  • Alchemy: Wilds of Eldraine
Second Little Pig

Second Little Pig {1}{W/B}

Creature - Boar
{2}{W/B}{W/B}: Second Little Pig perpetually becomes a Boar Spirit with base power and toughness 4/4 and gains flying. Activate only if Second Little Pig isn't a Spirit.
2/3
Related cards: Drover of the Swine Lend a Ham Porcine Portent Swine Rebellion
  • Alchemy: Wilds of Eldraine
Steady Tortoise

Steady Tortoise {4}{G}

Creature - Turtle
Ward {2}
Whenever you attack, Steady Tortoise perpetually gets +1/+1. This ability also triggers if Steady Tortoise is in exile.
3/3
Card has other part: Harried Dash
  • Alchemy: Wilds of Eldraine
Harried Dash

Harried Dash {R}

Sorcery - Adventure
Create a 1/1 white Rabbit creature token. It gains haste until end of turn.
Card has other part: Steady Tortoise
  • Alchemy: Wilds of Eldraine
Stormkeld Curator

Stormkeld Curator {4}{W}{W}

Creature - Giant
When Stormkeld Curator enters, you may put any number of Aura cards from your graveyard and/or hand onto the battlefield attached to it.
6/6
Card has other part: Giant Secrets
Related cards: Aether Tunnel All That Glitters Celestial Mantle Curator's Ward Curiosity Ethereal Armor Face of Divinity Knightly Valor Metamorphic Alteration On Serra's Wings Rousing Read Staggering Insight Take Flight
  • Alchemy: Wilds of Eldraine
Giant Secrets

Giant Secrets {X}{U}{U}

Instant - Adventure
Conjure X random cards from Giant Secrets's spellbook into your hand.
Card has other part: Stormkeld Curator
Related cards: Aether Tunnel All That Glitters Celestial Mantle Curator's Ward Curiosity Ethereal Armor Face of Divinity Knightly Valor Metamorphic Alteration On Serra's Wings Rousing Read Staggering Insight Take Flight
  • Alchemy: Wilds of Eldraine
Syr Joshua and Syr Saxon

Syr Joshua and Syr Saxon {G}{W}

Legendary Creature - Human Knight
Double team
If you control exactly two legendary permanents named Syr Joshua and Syr Saxon, the "legend rule" doesn't apply to them.
Each other creature you control named Syr Joshua and Syr Saxon has battle cry.
2/3
  • Alchemy: Wilds of Eldraine
Third Little Pig

Third Little Pig {1}{B/G}

Creature - Boar
Whenever you conjure one or more other cards, Third Little Pig perpetually gets +1/+1. This ability also triggers if Third Little Pig is in your graveyard.
2/2
Related cards: Drover of the Swine Lend a Ham Porcine Portent Swine Rebellion
  • Alchemy: Wilds of Eldraine
Captivating Crossroads

Captivating Crossroads

Land
During your first three turns of the game, Captivating Crossroads enters tapped if you were the starting player.
As Captivating Crossroads enters, choose a color.
{T}: Add one mana of the chosen color.
  • Alchemy: Wilds of Eldraine
Loch Larent

Loch Larent

Land
Loch Larent enters tapped.
{T}: Add {U}.
{1}{U}, {T}: Scry 3. Target opponent gets a one-time boon with "When you cast a creature spell, that creature enters tapped and with a stun counter on it." Activate only during your turn and only once.
  • Alchemy: Wilds of Eldraine
Armament Master

Armament Master {W}{W}

Creature - Kor Soldier
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
"We prepare for the known with daggers, rations, rope, and pitons. But we also prepare for the unknown with billycat tails, pikku roots, hedron chips . . ."
2/2
  • Zendikar
Bold Defense

Bold Defense {2}{W}

Instant
Kicker {3}{W}
Creatures you control get +1/+1 until end of turn. If this spell was kicked, instead creatures you control get +2/+2 and gain first strike until end of turn.
  • Zendikar
Caravan Hurda

Caravan Hurda {4}{W}

Creature - Giant
Lifelink
"Not too bright, but good enough for the job required—carrying and walking in a straight line."
—Bruse Tarl, Goma Fada nomad
1/5
  • Zendikar
Cliff Threader

Cliff Threader {1}{W}

Creature - Kor Scout
Mountainwalk
"The crossing demands singular focus. Your life consists of these ropes, these hooks, and these rocky crags. Your past is miles below."
2/1
  • Zendikar
Conqueror's Pledge

Conqueror's Pledge {2}{W}{W}{W}

Sorcery
Kicker {6}
Create six 1/1 white Kor Soldier creature tokens. If this spell was kicked, create twelve of those tokens instead.
  • Zendikar
Devout Lightcaster

Devout Lightcaster {W}{W}{W}

Creature - Kor Cleric
Protection from black
When Devout Lightcaster enters, exile target black permanent.
"Goddess, grant us light to banish the world's shadows."
—Prayer to Kamsa
2/2
  • Zendikar
Kabira Evangel

Kabira Evangel {2}{W}

Creature - Human Cleric Ally
Whenever Kabira Evangel or another Ally you control enters, you may choose a color. If you do, Allies you control gain protection from the chosen color until end of turn.
2/3
  • Zendikar
Landbind Ritual

Landbind Ritual {3}{W}{W}

Sorcery
You gain 2 life for each Plains you control.
"Honor this place, for our children's children will stand here and speak these same words again."
—Ayli, Kamsa cleric
  • Zendikar
Makindi Shieldmate

Makindi Shieldmate {2}{W}

Creature - Kor Soldier Ally
Defender
Whenever Makindi Shieldmate or another Ally you control enters, you may put a +1/+1 counter on Makindi Shieldmate.
The more who rely on him, the more resolute he becomes.
0/3
  • Zendikar
Nimbus Wings

Nimbus Wings {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2 and has flying.
Explorers may find ways into the Sky Ruin, but they find its secrets well protected by shifting hedrons and Roil winds.
  • Zendikar
Noble Vestige

Noble Vestige {2}{W}

Creature - Spirit
Flying
{T}: Prevent the next 1 damage that would be dealt to target player or planeswalker this turn.
Most spirits are chained to this world by their despair, but he remains tethered by his hope for better days.
1/2
  • Zendikar
Ondu Cleric

Ondu Cleric {1}{W}

Creature - Kor Cleric Ally
Whenever Ondu Cleric or another Ally you control enters, you may gain life equal to the number of Allies you control.
A cleric's true balm is the confidence he inspires in his compatriots.
1/1
  • Zendikar
Shieldmate's Blessing

Shieldmate's Blessing {W}

Instant
Prevent the next 3 damage that would be dealt to any target this turn.
"Even land dwellers may call for Emeria's grace in times of need."
—Emeria's Creed
  • Zendikar