31561 cards found
Skyclave Shadowcat (Alchemy)

Skyclave Shadowcat (Alchemy) {2}{B}

Creature - Cat Horror
{B}, Sacrifice another creature: Put a +1/+1 counter on Skyclave Shadowcat.
Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
3/3
Related card: Skyclave Shadowcat
  • Zendikar Rising
Goma Fada Vanguard (Alchemy)

Goma Fada Vanguard (Alchemy) {1}{R}

Creature - Human Warrior
Whenever Goma Fada Vanguard attacks, target creature an opponent controls with power less than or equal to the number of Warriors and Equipment you control can't block this turn.
"Her weapon's impressive, sure. But you should see her wield it."
—Gred, expedition warrior
2/2
Related card: Goma Fada Vanguard
  • Zendikar Rising
Kargan Intimidator (Alchemy)

Kargan Intimidator (Alchemy) {1}{R}

Creature - Human Warrior
Cowards can't block Warriors.
{1}: Choose one that hasn't been chosen this turn —
• Target Warrior gets +1/+1 and gains trample until end of turn.
• Target creature becomes a Coward until end of turn.
3/1
Related card: Kargan Intimidator
  • Zendikar Rising
Rockslide Sorcerer (Alchemy)

Rockslide Sorcerer (Alchemy) {2}{R}

Creature - Human Wizard
Whenever you cast an instant, sorcery, or Wizard spell, Rockslide Sorcerer deals 1 damage to any target.
2/2
Related card: Rockslide Sorcerer
  • Zendikar Rising
Gnarlid Colony (Alchemy)

Gnarlid Colony (Alchemy) {1}{G}

Creature - Beast
Kicker {2}{G}
If Gnarlid Colony was kicked, it enters with four +1/+1 counters on it.
Each creature you control with a +1/+1 counter on it has trample.
2/2
Related card: Gnarlid Colony
  • Zendikar Rising
Iridescent Hornbeetle (Alchemy)

Iridescent Hornbeetle (Alchemy) {3}{G}

Creature - Insect
At the beginning of your end step, create a 1/1 green Insect creature token for each +1/+1 counter you've put on creatures under your control this turn.
3/3
Related card: Iridescent Hornbeetle
  • Zendikar Rising
Oran-Rief Ooze (Alchemy)

Oran-Rief Ooze (Alchemy) {2}{G}

Creature - Ooze
When Oran-Rief Ooze enters, put a +1/+1 counter on target creature you control.
Whenever Oran-Rief Ooze attacks, put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
2/2
Related card: Oran-Rief Ooze
  • Zendikar Rising
Kargan Warleader (Alchemy)

Kargan Warleader (Alchemy) {1}{R}{W}

Creature - Human Warrior
Ward {1}
Other Warriors you control get +1/+1 and have ward {1}.
3/3
Related card: Kargan Warleader
  • Zendikar Rising
Moss-Pit Skeleton (Alchemy)

Moss-Pit Skeleton (Alchemy) {B}{G}

Creature - Plant Skeleton
Kicker {3}
If Moss-Pit Skeleton was kicked, it enters with three +1/+1 counters on it.
Whenever one or more +1/+1 counters are put on a creature you control, if Moss-Pit Skeleton is in your graveyard, return Moss-Pit Skeleton from your graveyard to your hand at the beginning of the next end step.
2/2
Related card: Moss-Pit Skeleton
  • Zendikar Rising
Nahiri, Heir of the Ancients (Alchemy)

Nahiri, Heir of the Ancients (Alchemy) {2}{R}{W}

Legendary Planeswalker - Nahiri
[+1]: Create a 1/1 white Kor Warrior creature token. You may attach an Equipment you control to it.
[–2]: Look at the top six cards of your library. You may reveal a Warrior card and/or an Equipment card from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
[–3]: Nahiri, Heir of the Ancients deals damage to target creature or planeswalker equal to twice the number of Warriors and Equipment you control.
Loyalty:
4
Related card: Nahiri, Heir of the Ancients
  • Zendikar Rising
Omnath, Locus of Creation (Alchemy)

Omnath, Locus of Creation (Alchemy) {1}{R}{G}{W}{U}

Legendary Creature - Elemental
When Omnath, Locus of Creation enters, draw a card.
Landfall — Whenever a land enters under your control, you gain 4 life if this is the first time this ability has resolved this turn. If it's the second time, add {R}{G}{W}{U}. If it's the third time, Omnath deals 4 damage to each opponent and each planeswalker you don't control.
4/4
Related card: Omnath, Locus of Creation
  • Zendikar Rising
Phylath, World Sculptor (Alchemy)

Phylath, World Sculptor (Alchemy) {4}{R}{G}

Legendary Creature - Elemental
Trample
When Phylath, World Sculptor enters, create a 0/1 green Plant creature token for each basic land you control.
Landfall — Whenever a land enters under your control, put four +1/+1 counters on target Plant you control. It gains trample until end of turn.
5/5
Related card: Phylath, World Sculptor
  • Zendikar Rising
Umara Mystic (Alchemy)

Umara Mystic (Alchemy) {1}{U}{R}

Creature - Merfolk Wizard
Flying, haste
Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn.
1/3
Related card: Umara Mystic
  • Zendikar Rising
Base Camp (Alchemy)

Base Camp (Alchemy)

Land
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Cleric, Rogue, Warrior, or Wizard spell or to activate an ability of a Cleric, Rogue, Warrior, or Wizard.
Related card: Base Camp
  • Zendikar Rising
Master of Winds (Alchemy)

Master of Winds (Alchemy) {2}{U}{U}

Creature - Sphinx Wizard
Flying
When Master of Winds enters, draw two cards, then discard a card.
Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 5/1 or 1/5 until end of turn.
1/5
Related card: Master of Winds
  • Zendikar Rising
Allied Assault

Allied Assault {2}{W}

Instant
Up to two target creatures each get +X/+X until end of turn, where X is the number of creatures in your party.
A common foe is the death of old hatreds.
  • Zendikar Rising
Angelheart Protector

Angelheart Protector {2}{W}

Creature - Human Cleric
When Angelheart Protector enters, target creature you control gains indestructible until end of turn.
"We shall persevere."
3/2
  • Zendikar Rising
Cliffhaven Sell-Sword

Cliffhaven Sell-Sword {1}{W}

Creature - Kor Warrior
"I swing a sword. It's a simple life. A lot of adventurers just see me as some cheap muscle, but if my steel lets them return home with their lives and limbs intact, then I've done my job."
3/1
  • Zendikar Rising
Emeria Captain

Emeria Captain {3}{W}

Creature - Angel Warrior
Flying, vigilance
When Emeria Captain enters, put a +1/+1 counter on it for each creature in your party.
"The gifts of the past must find their way into deserving hands."
1/1
  • Zendikar Rising
Expedition Healer

Expedition Healer {1}{W}

Creature - Kor Cleric
Vigilance
Expedition Healer has lifelink as long as you control another Cleric.
In any adventuring party, the cleric is the heart: healing wounds, inspiring courage, and raising morale.
2/2
  • Zendikar Rising
Farsight Adept

Farsight Adept {2}{W}

Creature - Kor Wizard
When Farsight Adept enters, you and target opponent each draw a card.
"I've walked every one of the Teetering Peaks and never set a foot wrong. I can get you to safety."
3/3
  • Zendikar Rising
Journey to Oblivion

Journey to Oblivion {4}{W}

Enchantment
This spell costs {1} less to cast for each creature in your party.
When Journey to Oblivion enters, exile target nonland permanent an opponent controls until Journey to Oblivion leaves the battlefield.
  • Zendikar Rising
Kabira Outrider

Kabira Outrider {3}{W}

Creature - Human Warrior
When Kabira Outrider enters, target creature gets +1/+1 until end of turn for each creature in your party.
Ondu moas make wildly uncomfortable mounts, but for determined warriors, their speed is enough to make up for it.
3/3
  • Zendikar Rising
Kitesail Cleric

Kitesail Cleric {W}

Creature - Kor Cleric
Kicker {2}{W}
Flying
When Kitesail Cleric enters, if it was kicked, tap up to two target creatures.
Too flashy to ignore. Too fast to catch.
1/1
  • Zendikar Rising
Kor Blademaster

Kor Blademaster {1}{W}

Creature - Kor Warrior
Double strike
Equipped Warriors you control have double strike.
Every kor blade is imbued with the skill of a thousand generations.
1/1
  • Zendikar Rising