31561 cards found
The Zassacre Zirl

The Zassacre Zirl {5}{B}{B}

Legendary Creature - Human Assassin
When The Zassacre Zirl enters the battlefield, if you cast them, destroy target commander an opponent controls. If its owner has two or more commanders, that card stops being a commander.
When another Commander dies, draw a card.
4/4
  • Unknown Event
Windmill Slam

Windmill Slam {7}

Sorcery
Create a 4/4 Windmill artifact creature token with defender. When you do, it deals damage equal to its power to any target.
Miracle {0} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
  • Unknown Event
A Girl and Her Dogs

A Girl and Her Dogs {4}{W}

Creature - Human
When A Girl and Her Dogs enters the battlefield and at the beginning of your upkeep, create a 1/1 white legendary Dog creature token and name it.
Whenever A Girl and Her Dogs attacks, it gets +1/+1 until end of turn for each legendary creature you control.
3/3
  • Mystery Booster 2
Abbot of the Sacred Meeple

Abbot of the Sacred Meeple {1}{W}

Creature - Human Monk
Sinecure (This creature can occupy a space two spaces higher on the Monk Track than its power.)
Once on each of your odd-numbered (beige) production phases, you may spend two additional sheep when constructing a building. If you do, you may activate the lesser production ability of any building of prestige 5 or lower you control. Exceptions: Apiary, Cobbler (but not Shoemaker), Wainwright.
2/2
  • Mystery Booster 2
Agate Instigator

Agate Instigator {1}{R}

Creature - Lizard Rogue
Offspring {1}{R}
Whenever another creature you control enters, this creature deals 1 damage to each opponent.
1/3
  • Bloomburrow Commander 21 56
Alberix, the Trade Planet

Alberix, the Trade Planet {2}{U}{U}

World Enchantment
Planet (When this permanent enters, exile the top five cards of your library as its resources.)
Trade Routes — At the beginning of your precombat main phase, choose one —
• Discard a card. If you do, put two of Alberix's resources into its owner's hand.
• Exile the top card of your library as a resource.
  • Mystery Booster 2
Alchemist's Talent

Alchemist's Talent {3}{R}

Enchantment - Class
When Alchemist's Talent enters, create two tapped Treasure tokens.
{1}{R}: Level 2
Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color."
{4}{R}: Level 3
Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
  • Bloomburrow Commander
All-Star Kicker

All-Star Kicker {1}{R}

Creature - Orc Athlete
Assist kicker {3} (You and up to one other player can spend mana to pay this kicker cost.)
When All-Star Kicker enters the battlefield, your team may pass the ball. Then if All-Star Kicker was kicked, creatures your team controls get +1/+1 and gain haste until end of turn. (To pass the ball, one of the players on your team gives a permanent or card in hand to another player on your team.)
2/2
  • Mystery Booster 2
Arcanum Things

Arcanum Things {1}{W}

Artifact - Equipment
Equipped creature has flying.
Equip {2}
Equipment swap {2}{W} ({2}{W}: Exchange this Equipment with an Equipment card in your hand. If this Equipment was attached to a creature, attach the new Equipment to that creature.)
  • Mystery Booster 2
Arthur, Marigold Knight

Arthur, Marigold Knight {2}{U}{R}{W}

Legendary Creature - Mouse Knight
Haste
Whenever Arthur, Marigold Knight and at least one other creature attack, look at the top six cards of your library. You may put a creature card from among them onto the battlefield tapped and attacking. Put the rest on the bottom of your library in a random order. Return that creature to its owner's hand at end of combat.
4/5
  • Bloomburrow Commander 5 41
Avacyn's Collar, the Symbol of Her Church

Avacyn's Collar, the Symbol of Her Church {1}{W}

Artifact - Equipment
Equipped creature can't attack, block, or transform, and its activated abilities can't be activated.
Shackle {3} ({3}: Attach to target creature you don't control. Shackle only as a sorcery.)
  • Mystery Booster 2
Bello, Bard of the Brambles

Bello, Bard of the Brambles {1}{R}{G}

Legendary Creature - Raccoon Bard
During your turn, each non-Equipment artifact and non-Aura enchantment you control with mana value 4 or greater is a 4/4 Elemental creature in addition to its other types and has indestructible, haste, and "Whenever this creature deals combat damage to a player, draw a card."
3/3
  • Bloomburrow Commander 1 101
Bloodroot Apothecary

Bloodroot Apothecary {2}{G}

Creature - Squirrel Druid
Toxic 2
When Bloodroot Apothecary enters, you and target opponent each create a Treasure token.
Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
3/3
  • Bloomburrow Commander 27 61
Blurry Visionary

Blurry Visionary {3}{U}

Creature - Human Wizard
When Blurry Visionary enters the battlefield, look at the top two cards of your library and put them back-to-back in the same sleeve with either card in front. They become a modal double-faced card for the rest of the game. Then put that card into your hand. (You can play either face of that double-faced card. Make sure to reset it when the game ends.)
3/2
  • Mystery Booster 2
Bolshack Dragon

Bolshack Dragon {5}{R}

Creature - Armored Dragon
Double b̶r̶e̶a̶k̶e̶r̶ strike
While attacking, this creature gets +10̶0̶0̶ power for each f̶i̶r̶e̶ red card in your graveyard.
6/6
  • Mystery Booster 2
Boltfire

Boltfire {R}

Sorcery
Boltfire deals 2 damage to any target.
Flashforward {4}{R} (You may cast this card from exile for its flashforward cost. Then put it on the bottom of your library.)
  • Mystery Booster 2
Boulder Jockey

Boulder Jockey {2}{R}{D}

Creature - Goblin
({D} is a land drop. You may give up one potential land drop this turn to pay for {D}.)
Whenever Boulder Jockey attacks, you may pay {D}. If you do, create a 3/3 colorless Construct artifact creature token named Boulder that's tapped and attacking. Sacrifice that token at the beginning of the next end step.
4/4
  • Mystery Booster 2
Brightcap Badger

Brightcap Badger {3}{G}

Creature - Badger Druid
Each Fungus and Saproling you control has "{T}: Add {G}."
At the beginning of your end step, create a 1/1 green Saproling creature token.
3/4
Card has other part: Fungus Frolic
  • Bloomburrow Commander 28a 62a
Brigid, Who's Seen Some Stuff

Brigid, Who's Seen Some Stuff {2}{W}{W}

Legendary Creature - Kithkin Archer
Vigilance
Nimble (This creature can't be blocked by creatures with power 3 or greater.)
Kithkin you control have thoughtweft. (A creature with thoughtweft has all printed keyword abilities of other creatures you control with thoughtweft.)
3/3
  • Mystery Booster 2
Built Bear

Built Bear {1}{G}

Creature - Bear
Legacy (During deckbuilding, circle any number of the following. You can spend 1 point for free. For every 2 points spent beyond that, increase this card's mana cost by {1}.)
1 point each → Flash; deathtouch; reach; vigilance; or ward {2}
2 points → {T}: Add one mana of any color.
3 points each → +1/+1; or +0/+2
4 points → When this creature enters the battlefield, draw a card.
2/2
  • Mystery Booster 2
Calamity of Cinders

Calamity of Cinders {5}{R}{R}

Sorcery
Convoke
Calamity of Cinders deals 6 damage to each untapped creature.
  • Bloomburrow Commander 23 57
Can't Quite Recall

Can't Quite Recall {U}

Instant
Forbidden (This card can't be in your starting deck. Yes, you read that right. You need to figure out a way to get it into the game without it being in your deck.)
Target player draws three cards.
  • Mystery Booster 2
Catch of the Day

Catch of the Day {5}{U}

Creature - Serpent
As Catch of the Day enters the battlefield, choose one for each of the following.
Keyword → Vigilance; ward {3}; or islandwalk.
Whenever this creature attacks → Scry 2; goad target creature an opponent controls; or tap target creature an opponent controls.
Size → 6/2; 4/4; or 2/6.
?/?
  • Mystery Booster 2
Champion of the Hareish

Champion of the Hareish {W}

Creature - Rabbit Soldier
Buddy list (As this creature enters, if any of its creature types isn't on your buddy list, write one of them on your buddy list.)
Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of the Hareish if one of that creature's creature types is on your buddy list. Otherwise, write one of its creature types your buddy list.
1/1
  • Mystery Booster 2
Chatzuk, Mighty Guitarist

Chatzuk, Mighty Guitarist {1}{G}{W}

Legendary Creature - Human Bard
Banding (Just ask around until you find someone who knows.)
Creature spells you cast with banding cost {2} less to cast.
Whenever two or more creatures you control attack in a band, each creature in that band gets +1/+1 until end of turn for each creature in that band.
2/2
  • Mystery Booster 2