16638 cards found
Angelic Cub

Angelic Cub {1}{W}

Creature - Cat Angel
Whenever Angelic Cub becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it.
As long as Angelic Cub has three or more +1/+1 counters on it, it has flying.
1/1
Angelic Destiny

Angelic Destiny {2}{W}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.
When enchanted creature dies, return Angelic Destiny to its owner's hand.
Angelic Edict

Angelic Edict {4}{W}

Sorcery
Exile target creature or enchantment.
The Boros built a prison in the sky where Azorius statutes couldn't restrict their sense of justice.
Angelic Exaltation

Angelic Exaltation {3}{W}

Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
"If we cannot have peace, we will have justice."
—Aurelia
Related card: Faithful Disciple
Angelic Favor

Angelic Favor {3}{W}

Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost.
Cast this spell only during combat.
Create a 4/4 white Angel creature token with flying. Exile it at the beginning of the next end step.
Angelic Field Marshal

Angelic Field Marshal {2}{W}{W}

Creature - Angel
Flying
Lieutenant — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance.
Her presence on the battlefield can transform an unruly mob into a disciplined army.
3/3
Angelic Gift

Angelic Gift {1}{W}

Enchantment - Aura
Enchant creature
When Angelic Gift enters, draw a card.
Enchanted creature has flying.
"Zendikar will triumph this day, and our armies will fly with angels."
Related card: Faithful Disciple
Angelic Guardian

Angelic Guardian {4}{W}{W}

Creature - Angel
Flying
Whenever one or more creatures you control attack, they gain indestructible until end of turn.
5/5
Angelic Page

Angelic Page {1}{W}

Creature - Angel Spirit
Flying
{T}: Target attacking or blocking creature gets +1/+1 until end of turn.
If only every message were as perfect as its bearer.
1/1
Angelic Protector

Angelic Protector {3}{W}

Creature - Angel
Flying
Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.
"My family sheltered in her light, the dark was content to wait."
—Crovax
2/2
Angelic Purge

Angelic Purge {2}{W}

Sorcery
As an additional cost to cast this spell, sacrifice a permanent.
Exile target artifact, creature, or enchantment.
"We must save you from yourselves."
Angelic Renewal

Angelic Renewal {1}{W}

Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.
Angelic Reward

Angelic Reward {3}{W}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3 and has flying.
Angelic Sell-Sword

Angelic Sell-Sword {4}{W}

Creature - Angel Mercenary
Flying, vigilance
Whenever Angelic Sell-Sword or another nontoken creature you control enters, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever Angelic Sell-Sword attacks, if its power is 6 or greater, draw a card.
4/4
  • Outlaws of Thunder Junction Commander 10 46
Angelic Shield

Angelic Shield {W}{U}

Enchantment
Creatures you control get +0/+1.
Sacrifice Angelic Shield: Return target creature to its owner's hand.
"If only an angel's wings could shelter us all."
—Barrin, master wizard
Angelic Sleuth

Angelic Sleuth {2}{W}

Creature - Angel Advisor
Flying
Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate.
Some crime scenes' secrets can only be discerned from an angel's-eye view.
2/3
Angelic Voices

Angelic Voices {2}{W}{W}

Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
Angelic Wall

Angelic Wall {1}{W}

Creature - Wall
Defender
Flying
"The Ancestor protects us in ways we can't begin to comprehend."
—Mystic elder
0/4
Angelsong

Angelsong {1}{W}

Instant
Prevent all combat damage that would be dealt this turn.
Cycling {2}
Clash of sword and cry of beast fall mute when angels sound the call to prayer.
Anger

Anger {3}{R}

Creature - Incarnation
Haste
As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.
A is for Agility. A measure of your overall finesse and reflexes. It affects the number of action points in V.A.T.S. and your ability to sneak.
2/2
Anger of the Gods

Anger of the Gods {1}{R}{R}

Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
There was no reason to pray. This was already an act of the gods.
Angler Drake

Angler Drake {4}{U}{U}

Creature - Drake
Flying
When Angler Drake enters, you may return target creature to its owner's hand.
From the time they are hatchlings, river drakes are taught to pull the largest prey from the Luxa.
4/4
Angler Turtle

Angler Turtle {5}{U}{U}

Creature - Turtle
Hexproof
Creatures your opponents control attack each combat if able.
It is ancient, immense, and irresistible.
5/7
Angrath's Ambusher

Angrath's Ambusher {2}{B}

Creature - Orc Pirate
Angrath's Ambusher gets +2/+0 as long as you control an Angrath planeswalker.
Orcs have been enemies of the Legion of Dusk since it was formed, and the entire race has been declared anathema.
2/3
  • Rivals of Ixalan
Angrath's Fury

Angrath's Fury {3}{B}{R}

Sorcery
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle.
Related card: Angrath, Minotaur Pirate
  • Rivals of Ixalan