10317 cards found
Arixmethes, Slumbering Isle

Arixmethes, Slumbering Isle {2}{G}{U}

Legendary Creature - Kraken
Arixmethes, Slumbering Isle enters tapped with five slumber counters on it.
As long as Arixmethes has a slumber counter on it, it's a land.
Whenever you cast a spell, you may remove a slumber counter from Arixmethes.
{T}: Add {G}{U}.
12/12
Arjun, the Shifting Flame

Arjun, the Shifting Flame {4}{U}{R}

Legendary Creature - Sphinx Wizard
Flying
Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
He speaks directly into his supplicants' minds using fiery words that inflame their thoughts and incite their passions.
5/5
Arlinn Kord
Arlinn, Embraced by the Moon

Arlinn Kord {2}{R}{G}

Legendary Planeswalker - Arlinn
[+1]: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste.
[0]: Create a 2/2 green Wolf creature token. Transform Arlinn Kord.
Loyalty:
3
Card has other part: Arlinn, Embraced by the Moon
Arlinn, Embraced by the Moon
Arlinn Kord

Arlinn, Embraced by the Moon

Legendary Planeswalker - Arlinn
(Color indicator: Arlinn, Embraced by the Moon is red and green)
[+1]: Creatures you control get +1/+1 and gain trample until end of turn.
[–1]: Arlinn, Embraced by the Moon deals 3 damage to any target. Transform Arlinn, Embraced by the Moon.
[–6]: You get an emblem with "Creatures you control have haste and '{T}: This creature deals damage equal to its power to any target.'"
Card has other part: Arlinn Kord
Arlinn, Voice of the Pack

Arlinn, Voice of the Pack {4}{G}{G}

Legendary Planeswalker - Arlinn
Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it.
[–2]: Create a 2/2 green Wolf creature token.
Loyalty:
7
Arlinn, the Moon's Fury
Arlinn, the Pack's Hope

Arlinn, the Moon's Fury

Legendary Planeswalker - Arlinn
(Color indicator: Arlinn, the Moon's Fury is red and green)
Nightbound
[+2]: Add {R}{G}.
[0]: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
Loyalty:
4
Card has other part: Arlinn, the Pack's Hope
Arlinn, the Pack's Hope
Arlinn, the Moon's Fury

Arlinn, the Pack's Hope {2}{R}{G}

Legendary Planeswalker - Arlinn
Daybound
[+1]: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it.
[–3]: Create two 2/2 green Wolf creature tokens.
Loyalty:
4
Card has other part: Arlinn, the Moon's Fury
Arm-Mounted Anchor

Arm-Mounted Anchor {3}

Artifact - Equipment
Equipped creature gets +2/+2 and has menace.
Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card.
Equip {2}. This ability costs {2} less to activate if you have one or fewer cards in hand.
  • The Lost Caverns of Ixalan Commander 67 99
Armadillo Cloak

Armadillo Cloak {1}{G}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has trample.
Whenever enchanted creature deals damage, you gain that much life.
"Don't laugh. It works."
—Yavimaya ranger
Armageddon

Armageddon {3}{W}

Sorcery
Destroy all lands.
"'O miserable of happy! Is this the end
Of this new glorious world... ?'"
—John Milton, Paradise Lost
Armed and Armored

Armed and Armored {1}{W}

Instant
Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
The dwarves of Axgard seldom have reason to leave their impregnable underground kingdom—but when they do, they go in force.
Armix, Filigree Thrasher

Armix, Filigree Thrasher {2}{B}

Legendary Artifact Creature - Golem
Whenever Armix, Filigree Thrasher attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard.
Partner
3/2
Armored Skyhunter

Armored Skyhunter {3}{W}

Creature - Cat Knight
Flying
Whenever Armored Skyhunter attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
3/3
Armory Paladin

Armory Paladin {1}{R}{W}

Creature - Human Knight
Trample
Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
"Ad victoriam!"
3/3
Armory Veteran (Alchemy)

Armory Veteran (Alchemy) {1}{R}

Creature - Orc Warrior
Ward—Pay 2 life.
As long as Armory Veteran is equipped, it has menace.
2/2
Related card: Armory Veteran
  • Adventures in the Forgotten Realms
Arms Scavenger

Arms Scavenger {1}{R}

Creature - Human Warrior
At the beginning of your upkeep, draft a card from Arms Scavenger's spellbook, then exile it. Until end of turn, you may play that card.
Equip abilities you activate cost {1} less to activate.
2/2
Related cards: Boots of Speed Ceremonial Knife Cliffhaven Kitesail Colossus Hammer Dueling Rapier Goldvein Pick Jousting Lance Mask of Immolation Mirror Shield Relic Axe Rogue's Gloves Scavenged Blade Shield of the Realm Spare Dagger Tormentor's Helm
  • Alchemy: Innistrad
Arna Kennerüd, Skycaptain

Arna Kennerüd, Skycaptain {2}{W}{U}{B}

Legendary Creature - Human Knight
Flying, lifelink
Ward—Discard a card.
Whenever a modified creature you control attacks, double the number of each kind of counter on it. Then for each nontoken permanent attached to it, create a token that's a copy of that permanent attached to that creature.
4/4
Arni Brokenbrow

Arni Brokenbrow {2}{R}

Legendary Creature - Human Berserker
Haste
Boast — {1}: You may change Arni Brokenbrow's base power to 1 plus the greatest power among other creatures you control until end of turn.
3/3
Arni Metalbrow

Arni Metalbrow {2}{R}

Legendary Creature - Human Berserker
Whenever a creature you control attacks or a creature you control enters attacking, you may pay {1}{R}. If you do, you may put a creature card with mana value less than that creature's mana value from your hand onto the battlefield tapped and attacking.
3/3
Arno Dorian

Arno Dorian {2}{B}{R}

Legendary Creature - Human Assassin
Deathtouch
Other Assassins you control get +2/+0.
Disguise {B}{R}
3/3
Aron, Benalia's Ruin

Aron, Benalia's Ruin {W}{W}{B}

Legendary Creature - Phyrexian Human
Menace
{W}{B}, {T}, Sacrifice another creature: Put a +1/+1 counter on each creature you control.
3/3
Arrest

Arrest {2}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Fayden didn't know if the giant had created the spehere's magic—only that he had to escape it to find Sifa.
Related card: Peacekeeper Avatar
Arrogant Wurm

Arrogant Wurm {3}{G}{G}

Creature - Wurm
Trample
Madness {2}{G}
It's hard to be humble when the whole world is bite size.
4/4
Related card: Reckless Wurm
Art Appreciation

Art Appreciation {1}{R}

Sorcery
Put an art sticker on a nonland permanent you own. Then ask a person outside the game to rate its new art on a scale from 1 to 5, where 5 is the best. When they rate the art, up to that many target creatures can't block this turn.
There's no defending against public opinion.
  • Unfinity 99 385
Arterial Alchemy

Arterial Alchemy {2}{R}

Enchantment
When Arterial Alchemy enters, create a Blood token for each opponent you have.
Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.