12569 cards found
Archdemon of Unx

Archdemon of Unx {5}{B}{B}

Creature - Demon
Flying, trample
At the beginning of your upkeep, sacrifice a non-Zombie creature, then create a 2/2 black Zombie creature token.
The necropolis at Unx was once a living city, its streets untrodden by death.
6/6
  • Shards of Alara
Archers of Qarsi

Archers of Qarsi {3}{G}

Creature - Snake Archer
Defender
Reach
"We think of the naga as creeping cutthroats, slitherers in the swamps. But they are equally at home in the trees."
—Goton, Qal Sisma shaman
5/2
  • Fate Reforged
Archers' Parapet

Archers' Parapet {1}{G}

Creature - Wall
Defender
{1}{B}, {T}: Each opponent loses 1 life.
Every shaft is graven with a name from a kin tree, calling upon the spirits of the ancestors to make it fly true.
0/5
  • Khans of Tarkir
Archery Training

Archery Training {W}

Enchantment - Aura
Enchant creature
At the beginning of your upkeep, you may put an arrow counter on Archery Training.
Enchanted creature has "{T}: This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
  • Urza's Destiny
Archetype of Courage

Archetype of Courage {1}{W}{W}

Enchantment Creature - Human Soldier
Creatures you control have first strike.
Creatures your opponents control lose first strike and can't have or gain first strike.
"It has been my experience that soldiers most fervently follow generals who lead by example."
—Elspeth
2/2
  • Born of the Gods
Archfiend of Spite

Archfiend of Spite {5}{B}{B}

Creature - Demon
Flying
Whenever a source an opponent controls deals damage to Archfiend of Spite, that source's controller loses that much life unless they sacrifice that many permanents of their choice.
Madness {3}{B}{B}
6/6
  • Commander 2019
Archival Whorl

Archival Whorl {3}{U}{U}

Sorcery
Gift a Rhystic Study
Shuffle your hand and graveyard into your library, then draw seven cards. If the gift wasn't promised, each other player also shuffles their hand and graveyard into their library, then draws seven cards.
  • Alchemy: Bloomburrow
Archive Dragon

Archive Dragon {4}{U}{U}

Creature - Dragon Wizard
Flying
Ward {2}
When Archive Dragon enters, scry 2.
"Fascinating. It says here that dragons cannot read."
4/6
  • Wilds of Eldraine
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
Archon's Glory

Archon's Glory {W}

Instant
Bargain
Target creature gets +2/+2 until end of turn. If this spell was bargained, that creature also gains flying and lifelink until end of turn.
A winged dawn dispels the terrors of night.
  • Wilds of Eldraine
Archweaver

Archweaver {5}{G}{G}

Creature - Spider
Reach, trample
The silk of the archweavers adds structural integrity to otherwise unstable Izzet building sites.
5/5
  • Return to Ravnica
Archwing Dragon

Archwing Dragon {2}{R}{R}

Creature - Dragon
Flying, haste
At the beginning of the end step, return Archwing Dragon to its owner's hand.
Swifter than an angel, crueler than a demon, and relentless as a ghoul.
4/4
  • Avacyn Restored
Arctic Aven

Arctic Aven {2}{U}

Creature - Bird Wizard
Flying
Arctic Aven gets +1/+1 as long as you control a Plains.
{W}: Arctic Aven gains lifelink until end of turn.
2/1
  • Magic 2013
Arctic Flats

Arctic Flats

Snow Land
Arctic Flats enters tapped.
{T}: Add {G} or {W}.
"A realm once green now ruled by Frost,
Where flesh and field both pay its cost.
Those dearly loved, forever lost . . ."
—The Dynasty of Winter Kings
  • Coldsnap
Arctic Foxes

Arctic Foxes {1}{W}

Creature - Fox
Arctic Foxes can't be blocked by creatures with power 2 or greater as long as defending player controls a snow land.
"Those Foxes are wily, swift, and ferocious. They are the warriors of the snows."
—General Jarkeld, the Arctic Fox
1/1
  • Ice Age
Arctic Merfolk

Arctic Merfolk {1}{U}

Creature - Merfolk
Kicker—Return a creature you control to its owner's hand.
If Arctic Merfolk was kicked, it enters with a +1/+1 counter on it.
1/1
  • Planeshift
Arctic Treeline

Arctic Treeline

Snow Land - Forest Plains
({T}: Add {G} or {W}.)
Arctic Treeline enters tapped.
"When the Light of Starnheim shines here, every frost-edged needle glitters with the reflected glory of the Cosmos."
—Iskene, Kannah storyteller
  • Kaldheim
Arctic Wolves

Arctic Wolves {3}{G}{G}

Creature - Wolf
Cumulative upkeep {2}
When Arctic Wolves enters, draw a card.
"No matter where we cat warriors go in the world, those stupid slobberers find us."
—Mirri of the Weatherlight
4/5
  • Weatherlight
Arcum's Sleigh

Arcum's Sleigh {1}

Artifact
{2}, {T}: Target creature gains vigilance until end of turn. Activate only during combat and only if defending player controls a snow land.
"With the proper equipment and caution, one can travel anywhere."
—Arcum Dagsson, Soldevi Machinist
  • Ice Age
Arcum's Whistle

Arcum's Whistle {3}

Artifact
{3}, {T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That player may pay {X}, where X is that mana value. If they don't pay, the creature attacks this turn if able, and at the beginning of the next end step, destroy it if it didn't attack this turn. Activate only before attackers are declared.
  • Ice Age
Ardent Dustspeaker

Ardent Dustspeaker {4}{R}

Creature - Minotaur Shaman
Whenever Ardent Dustspeaker attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.
"The Founder Dragons weren't even hatched when this scroll was written!"
3/4
Related card: Ardent Dustspeaker (Alchemy)
  • Strixhaven: School of Mages
Ardent Dustspeaker (Alchemy)

Ardent Dustspeaker (Alchemy) {2}{R}

Creature - Minotaur Shaman
Whenever Ardent Dustspeaker attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.
3/2
Related card: Ardent Dustspeaker
  • Strixhaven: School of Mages
Ardent Electromancer

Ardent Electromancer {2}{R}

Creature - Human Wizard
When Ardent Electromancer enters, add {R} for each creature in your party.
"Trust me, we won't need torches."
3/2
  • Zendikar Rising
Ardent Soldier

Ardent Soldier {1}{W}

Creature - Human Soldier
Kicker {2}
Vigilance
If Ardent Soldier was kicked, it enters with a +1/+1 counter on it.
1/2
  • Invasion
Ardenvale Paladin

Ardenvale Paladin {3}{W}

Creature - Human Knight
Adamant — If at least three white mana was spent to cast this spell, Ardenvale Paladin enters with a +1/+1 counter on it.
"Even when hope is but a small flame fighting the night, I will serve the absent king."
2/5
  • Throne of Eldraine