31329 cards found
Zaxara, the Exemplary

Zaxara, the Exemplary {1}{B}{G}{U}

Legendary Creature - Nightmare Hydra
Deathtouch
{T}: Add two mana of any one color.
Whenever you cast a spell with {X} in its mana cost, create a 0/0 green Hydra creature token, then put X +1/+1 counters on it.
2/3
Zealot il-Vec

Zealot il-Vec {2}{W}

Creature - Human Rebel
Shadow
Whenever Zealot il-Vec attacks and isn't blocked, you may have it deal 1 damage to target creature. If you do, prevent all combat damage Zealot il-Vec would deal this turn.
1/1
  • Time Spiral
Zealot of the God-Pharaoh

Zealot of the God-Pharaoh {3}{R}

Creature - Minotaur Archer
{4}{R}: Zealot of the God-Pharaoh deals 2 damage to target opponent or planeswalker.
The God-Pharaoh's most devoted took it upon themselves to follow his example.
4/3
Zealot's Conviction

Zealot's Conviction {W}

Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +1/+1.
Corrupted — As long as an opponent has three or more poison counters, enchanted creature gets an additional +1/+0 and has first strike.
  • Phyrexia: All Will Be One
Zealots en-Dal

Zealots en-Dal {3}{W}

Creature - Human Soldier
At the beginning of your upkeep, if all nonland permanents you control are white, you gain 1 life.
"Great chains shall free our warriors."
—Oracle en-Vec
2/4
  • Exodus
Zealous Conscripts

Zealous Conscripts {4}{R}

Creature - Human Warrior
Haste
When Zealous Conscripts enters, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.
3/3
Zealous Guardian

Zealous Guardian {W/U}

Creature - Kithkin Soldier
Flash
Parapet watchers patrol the outer edges of the doun, signaling to others who wait patiently in shadow.
1/1
  • Shadowmoor
Zealous Inquisitor

Zealous Inquisitor {2}{W}

Creature - Human Cleric
{1}{W}: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead.
"I only return what rightly belongs to another."
2/2
Zealous Persecution

Zealous Persecution {W}{B}

Instant
Until end of turn, creatures you control get +1/+1 and creatures your opponents control get -1/-1.
"Jharic returned from Grixis changed, a haunted look in her eyes. She destroyed them with an unholy glee that made me shudder."
—Knight-Captain Wyhorn
Zealous Strike

Zealous Strike {1}{W}

Instant
Target creature gets +2/+2 and gains first strike until end of turn.
"Cower, fiend. The night is yours no longer."
Zebra Unicorn

Zebra Unicorn {2}{G}{W}

Creature - Unicorn
Whenever Zebra Unicorn deals damage, you gain that much life.
"I'll capture gentle zebras / for your steeds and fill the stable with every kind of unicorn."
—"Love Song of Night and Day"
2/2
Zedruu the Greathearted

Zedruu the Greathearted {1}{U}{R}{W}

Legendary Creature - Minotaur Monk
At the beginning of your upkeep, you gain X life and draw X cards, where X is the number of permanents you own that your opponents control.
{U}{R}{W}: Target opponent gains control of target permanent you control.
2/4
Zegana, Utopian Speaker

Zegana, Utopian Speaker {2}{G}{U}

Legendary Creature - Merfolk Wizard
When Zegana, Utopian Speaker enters, if you control another creature with a +1/+1 counter on it, draw a card.
{4}{G}{U}: Adapt 4.
Each creature you control with a +1/+1 counter on it has trample.
4/4
Zektar Shrine Expedition

Zektar Shrine Expedition {1}{R}

Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on Zektar Shrine Expedition.
Remove three quest counters from Zektar Shrine Expedition and sacrifice it: Create a 7/1 red Elemental creature token with trample and haste. Exile it at the beginning of the next end step.
  • Zendikar
Zellix, Sanity Flayer

Zellix, Sanity Flayer {2}{U}

Legendary Creature - Horror
Hive Mind — Whenever a player mills one or more creature cards, you create a 1/1 black Horror creature token.
{1}, {T}: Target player mills three cards.
Choose a Background
2/3
  • Commander Legends: Battle for Baldur's Gate 619 652
Zelyon Sword

Zelyon Sword {3}

Artifact
You may choose not to untap Zelyon Sword during your untap step.
{3}, {T}: Target creature gets +2/+0 for as long as Zelyon Sword remains tapped.
No sheath shall hold what finds its home in flesh.
  • Fallen Empires
Zendikar Farguide

Zendikar Farguide {4}{G}

Creature - Elemental
Forestwalk
Expeditions follow the paths it leaves in its wake.
3/3
  • Zendikar
Zendikar Incarnate

Zendikar Incarnate {2}{R}{G}

Creature - Elemental
Zendikar Incarnate's power is equal to the number of lands you control.
"Her people angered Zendikar, and they faced the land's wrath. That is why Nissa is the last of the animists."
—Numa, Joraga chieftain
*/4
Zendikar Resurgent

Zendikar Resurgent {5}{G}{G}

Enchantment
Whenever you tap a land for mana, add one mana of any type that land produced.
Whenever you cast a creature spell, draw a card.
Zendikar's Roil

Zendikar's Roil {3}{G}{G}

Enchantment
Landfall — Whenever a land you control enters, create a 2/2 green Elemental creature token.
"I was wrong. Zendikar isn't after me. It isn't after any of us. It's not evil or vengeful. It's magnificent . . . but it's in pain."
—Nissa Revane
Zenith Chronicler

Zenith Chronicler {2}

Artifact Creature - Phyrexian Construct
Whenever a player casts their first multicolored spell each turn, each other player draws a card.
It watches through the never-ending day, motionless save for the unsettling, twitching dance it performs as each sun reaches its apex.
3/1
Related card: March Toward Perfection
  • Phyrexia: All Will Be One Promos 246p 246s
  • Phyrexia: All Will Be One 246 399
Zenith Flare

Zenith Flare {2}{R}{W}

Instant
Zenith Flare deals X damage to any target and you gain X life, where X is the number of cards with a cycling ability in your graveyard.
"I defy this world to try our defenses now. Send pterons and skycats. Send Vadrok!"
—Janae, Coppercoat architect
  • Ikoria: Lair of Behemoths
Zenith Seeker

Zenith Seeker {3}{U}

Creature - Bird Wizard
Flying
Whenever you cycle or discard a card, target creature gains flying until end of turn.
Only from the sky can one fully understand the horrors of the wastes and the wonder of the Hekma's protection.
2/2
  • Amonkhet
Zephid

Zephid {4}{U}{U}

Creature - Illusion
Flying
Shroud
Once you've seen one, you'll understand why spells won't go near them.
3/4
  • Urza's Saga
Zephid's Embrace

Zephid's Embrace {2}{U}{U}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying and shroud.
Spells will shun you, as will everyone else.