12959 cards found
Archmage Emeritus

Archmage Emeritus {2}{U}{U}

Creature - Human Wizard
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Some emeritus professors return from their wanderings periodically to share tales of the mystical wonders of Arcavios.
2/2
Archmage of Runes

Archmage of Runes {3}{U}{U}

Creature - Giant Wizard
Instant and sorcery spells you cast cost {1} less to cast.
Whenever you cast an instant or sorcery spell, draw a card.
He's so intent on his study that others think him frozen in place.
3/6
Archmage's Charm

Archmage's Charm {U}{U}{U}

Instant
Choose one —
• Counter target spell.
• Target player draws two cards.
• Gain control of target nonland permanent with mana value 1 or less.
Archmage's Newt

Archmage's Newt {1}{U}

Creature - Salamander Mount
Whenever Archmage's Newt deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback {0} until end of turn instead if Archmage's Newt is saddled.
Saddle 3
2/2
  • Outlaws of Thunder Junction Promos 39p 39s
  • Outlaws of Thunder Junction 39 316
Archon of Absolution

Archon of Absolution {3}{W}

Creature - Archon
Flying
Protection from white
Creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.
3/2
Archon of Emeria

Archon of Emeria {2}{W}

Creature - Archon
Flying
Each player can't cast more than one spell each turn.
Nonbasic lands your opponents control enter tapped.
"Archons dispense justice according to an ancient, and flawed, premise."
—Nissa Revane
2/3
Archon of Falling Stars

Archon of Falling Stars {4}{W}{W}

Creature - Archon
Flying
When Archon of Falling Stars dies, you may return target enchantment card from your graveyard to the battlefield.
"The archon fell like a star from the sky, meeting the rising sun at the horizon's edge."
—The Cosmogony
4/4
Archon of Justice

Archon of Justice {3}{W}{W}

Creature - Archon
Flying
When Archon of Justice dies, exile target permanent.
In dark times, Truth bears a blade.
4/4
Archon of Redemption

Archon of Redemption {3}{W}{W}

Creature - Archon
Flying
Whenever Archon of Redemption or another creature you control with flying enters, you may gain life equal to that creature's power.
Until Emeria is freed, he raises his sword in her name.
3/4
Archon of Sun's Grace

Archon of Sun's Grace {2}{W}{W}

Creature - Archon
Flying
Lifelink
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
3/4
Archon of the Wild Rose

Archon of the Wild Rose {2}{W}{W}

Creature - Archon
Flying
Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
The curse of Redtooth Keep could only be broken by a mystical rose that blooms in moonlight.
4/4
  • Wilds of Eldraine 1 323
  • Wilds of Eldraine Promos 1p 1s
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
Archpriest of Iona

Archpriest of Iona {W}

Creature - Human Cleric
Archpriest of Iona's power is equal to the number of creatures in your party.
At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
*/2
Archpriest of Shadows

Archpriest of Shadows {3}{B}{B}

Creature - Human Warlock
Backup 1
Deathtouch
Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
4/4
  • March of the Machine Promos 89p 89s
  • March of the Machine 89 356
Archway Angel

Archway Angel {5}{W}

Creature - Angel
Flying
When this creature enters, you gain 2 life for each Gate you control.
A ray of hope breaks through the shroud of rain.
3/4
Archway Commons

Archway Commons

Land
Archway Commons enters tapped.
When Archway Commons enters, sacrifice it unless you pay {1}.
{T}: Add one mana of any color.
Archway of Innovation

Archway of Innovation

Land
Archway of Innovation enters tapped unless you control an Island.
{T}: Add {U}.
{U}, {T}: The next spell you cast this turn has improvise.
Arclight Phoenix

Arclight Phoenix {3}{R}

Creature - Phoenix
Flying, haste
At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return Arclight Phoenix from your graveyard to the battlefield.
Some storms never blow over.
3/2
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
Arcus Acolyte

Arcus Acolyte {G}{W}

Creature - Human Cleric Archer
Reach, lifelink
Outlast {G/W}
Each other creature you control without a +1/+1 counter on it has outlast {G/W}.
"Archery requires holding an enormous amount of tension and making it look effortless."
2/2
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 Elementalist

Ardent Elementalist {3}{R}

Creature - Human Shaman
When Ardent Elementalist enters, return target instant or sorcery card from your graveyard to your hand.
While the Dawnhart witches focus their magic on nature and community, other covens consort with devils and twist the elements to their will.
2/1
Ardenvale Fealty

Ardenvale Fealty {1}{W}

Instant - Adventure
Create a 2/2 white Knight creature token with vigilance.
Card has other part: Virtue of Loyalty