8543 cards found
Apprentice Necromancer

Apprentice Necromancer {1}{B}

Creature - Zombie Wizard
{B}, {T}, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
A mage willing to dedicate his life to his craft.
1/1
Apprentice Sorcerer

Apprentice Sorcerer {2}{U}

Creature - Human Wizard
{T}: Apprentice Sorcerer deals 1 damage to any target. Activate this ability only during your turn, before attackers are declared.
1/1
  • Portal Second Age
Apprentice Wizard

Apprentice Wizard {1}{U}{U}

Creature - Human Wizard
{U}, {T}: Add {C}{C}{C}.
0/1
Approach My Molten Realm

Approach My Molten Realm

Scheme
When you set this scheme in motion, until your next turn, if a source would deal damage, it deals double that damage instead.
"It's a dragon-infested lavascape of notorious peril. Make yourselves at home."
  • Archenemy Schemes
Approach of the Second Sun

Approach of the Second Sun {6}{W}

Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Aquamoeba

Aquamoeba {1}{U}

Creature - Elemental Beast
Discard a card: Switch Aquamoeba's power and toughness until end of turn.
Some tides need no moon.
1/3
Aquamorph Entity

Aquamorph Entity {2}{U}{U}

Creature - Shapeshifter
As Aquamorph Entity enters the battlefield or is turned face up, it becomes your choice of 5/1 or 1/5.
Morph {2}{U}
*/*
Aquastrand Spider

Aquastrand Spider {1}{G}

Creature - Spider Mutant
Graft 2
{G}: Target creature with a +1/+1 counter on it gains reach until end of turn.
0/0
Aquitect's Will

Aquitect's Will {U}

Tribal Sorcery - Merfolk
Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.
"You may want to hold your breath."
—Kellyg, merrow aquitect
Arachnogenesis

Arachnogenesis {2}{G}

Instant
Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
Every movement is a summons—even your screams.
Arachnus Web

Arachnus Web {2}{G}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy Arachnus Web.
Related card: Arachnus Spinner
Arashin War Beast

Arashin War Beast {5}{G}{G}

Creature - Beast
Whenever Arashin War Beast deals combat damage to one or more blocking creatures, manifest the top card of your library.
6/6
Arbiter of Knollridge

Arbiter of Knollridge {6}{W}

Creature - Giant Wizard
Vigilance
When Arbiter of Knollridge enters the battlefield, each player's life total becomes the highest life total among all players.
Though giants are mortal, they live so long and on such a grand scale that many small folk don't believe they ever truly die.
5/5
Arbor Armament

Arbor Armament {G}

Instant
Put a +1/+1 counter on target creature. That creature gains reach until end of turn.
"Llanowar's boughs are ever ready To unleash an autumn of steel leaves."
—"Song of Freyalise"
Arbor Colossus

Arbor Colossus {2}{G}{G}{G}

Creature - Giant
Reach
{3}{G}{G}{G}: Monstrosity 3.
When Arbor Colossus becomes monstrous, destroy target creature with flying an opponent controls.
6/6
Arbor Elf

Arbor Elf {G}

Creature - Elf Druid
{T}: Untap target Forest.
1/1
Arborback Stomper

Arborback Stomper {3}{G}{G}

Creature - Beast
Trample
When Arborback Stomper enters the battlefield, you gain 5 life.
5/4
  • Kaladesh 142 142†
Arboria

Arboria {2}{G}{G}

World Enchantment
Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.
Arc Lightning

Arc Lightning {2}{R}

Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
Lightning burns the dragon's path.
Arc Trail

Arc Trail {1}{R}

Sorcery
Arc Trail deals 2 damage to any target and 1 damage to another target.
"Don't try to hit your enemies. Concentrate on the space between them, and fill the air with doom."
—Spear-Tribe teaching
Arcades Sabboth

Arcades Sabboth {2}{G}{G}{W}{W}{U}{U}

Legendary Creature - Elder Dragon
Flying
At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}.
Each untapped creature you control gets +0/+2 as long as it's not attacking.
{W}: Arcades Sabboth gets +0/+1 until end of turn.
7/7
Arcane Denial

Arcane Denial {1}{U}

Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Arcane Laboratory

Arcane Laboratory {2}{U}

Enchantment
Each player can't cast more than one spell each turn.
It soon became obvious that some experiments were best overseen by fireproof teachers.
Arcane Lighthouse

Arcane Lighthouse

Land
{T}: Add {C}.
{1}, {T}: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Arcane Melee

Arcane Melee {4}{U}

Enchantment
Instant and sorcery spells cost {2} less to cast.
Debates between wizards are never purely academic.