31561 cards found
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
Sunspring Expedition

Sunspring Expedition {W}

Enchantment
Landfall — Whenever a land enters under your control, you may put a quest counter on Sunspring Expedition.
Remove three quest counters from Sunspring Expedition and sacrifice it: You gain 8 life.
  • Zendikar
World Queller

World Queller {3}{W}{W}

Creature - Avatar
At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of their choice of that type.
"Why fight the world when you know who will win?"
—Nissa Revane
4/4
  • Zendikar
Archmage Ascension

Archmage Ascension {2}{U}

Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension.
As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
  • Zendikar
Cosi's Trickster

Cosi's Trickster {U}

Creature - Merfolk Wizard
Whenever an opponent shuffles their library, you may put a +1/+1 counter on Cosi's Trickster.
She watches the chaos created by the Roil, seeking strength in the patterns of anarchy.
1/1
  • Zendikar
Lethargy Trap

Lethargy Trap {3}{U}

Instant - Trap
If three or more creatures are attacking, you may pay {U} rather than pay this spell's mana cost.
Attacking creatures get -3/-0 until end of turn.
Suddenly, Zurdi didn't care about treasure, glory, food . . . or the drakes circling above.
  • Zendikar
Living Tsunami

Living Tsunami {2}{U}{U}

Creature - Elemental
Flying
At the beginning of your upkeep, sacrifice Living Tsunami unless you return a land you control to its owner's hand.
At low tide it slumbers. At high tide it devours.
4/4
  • Zendikar
Lullmage Mentor

Lullmage Mentor {1}{U}{U}

Creature - Merfolk Wizard
Whenever a spell or ability you control counters a spell, you may create a 1/1 blue Merfolk creature token.
Tap seven untapped Merfolk you control: Counter target spell.
"Many voices are needed to quiet this land."
2/2
  • Zendikar
Quest for Ancient Secrets

Quest for Ancient Secrets {U}

Enchantment
Whenever a card is put into your graveyard from anywhere, you may put a quest counter on Quest for Ancient Secrets.
Remove five quest counters from Quest for Ancient Secrets and sacrifice it: Target player shuffles their graveyard into their library.
  • Zendikar
Sea Gate Loremaster

Sea Gate Loremaster {4}{U}

Creature - Merfolk Wizard Ally
{T}: Draw a card for each Ally you control.
"He's a living library. He remembers everything our band of explorers has seen, and we can use that to our advantage."
—Zahr Gada, Halimar expedition leader
1/3
  • Zendikar
Seascape Aerialist

Seascape Aerialist {4}{U}

Creature - Merfolk Wizard Ally
Whenever Seascape Aerialist or another Ally you control enters, you may have Ally creatures you control gain flying until end of turn.
"The sky is like another sea. It teems with currents, life, and endless possibility."
2/3
  • Zendikar
Shoal Serpent

Shoal Serpent {5}{U}

Creature - Serpent
Defender
Landfall — Whenever a land you control enters, Shoal Serpent loses defender until end of turn.
"It's like a reef that runs aground on ships."
—Jaby, Silundi Sea nomad
5/5
  • Zendikar
Sphinx of Lost Truths

Sphinx of Lost Truths {3}{U}{U}

Creature - Sphinx
Kicker {1}{U}
Flying
When Sphinx of Lost Truths enters, draw three cards. Then if it wasn't kicked, discard three cards.
3/5
  • Zendikar
Tempest Owl

Tempest Owl {1}{U}

Creature - Bird
Kicker {4}{U}
Flying
When Tempest Owl enters, if it was kicked, tap up to three target permanents.
1/2
  • Zendikar