7610 cards found
Thassa's Ire

Thassa's Ire {U}

Enchantment
{3}{U}: You may tap or untap target creature.
The sailor had never seen a god before. Now she had gazed upon Thassa. Shortly she would see Athreos, and then she would meet Erebos.
  • Journey into Nyx
Thassa's Oracle

Thassa's Oracle {U}{U}

Creature - Merfolk Wizard
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game.
1/3
Thassa's Rebuff

Thassa's Rebuff {1}{U}

Instant
Counter target spell unless its controller pays {X}, where X is your devotion to blue.
To resist Thassa is to deny the rising tide.
  • Born of the Gods
Thassa, Deep-Dwelling

Thassa, Deep-Dwelling {3}{U}

Legendary Enchantment Creature - God
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
{3}{U}: Tap another target creature.
6/5
Thassa, God of the Sea

Thassa, God of the Sea {2}{U}

Legendary Enchantment Creature - God
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your upkeep, scry 1.
{1}{U}: Target creature you control can't be blocked this turn.
5/5
That Which Was Compleated

That Which Was Compleated {8}{C/P}{C/P}

Artifact Creature - Eldrazi Phyrexian Processor
Ward—You get two poison counters.
Annihilator X, where X is the total number of poison counters your opponents have.
When you cast That Which Was Compleated, you may put a card an opponent owns in exile into their graveyard. If you do, they get two poison counters.
10/10
  • Unknown Event
That Which Was Taken

That Which Was Taken {5}

Legendary Artifact
{4}, {T}: Put a divinity counter on target permanent other than That Which Was Taken.
Each permanent with a divinity counter on it has indestructible.
"This god held prisoner in human hands has put all humanity in the hands of angry gods."
—Masako the Humorless
Thaumatic Compass
Spires of Orazca

Thaumatic Compass {2}

Artifact
{3}, {T}: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
At the beginning of your end step, if you control seven or more lands, transform this artifact.
"Clearly, it indicates the aetheric azimuth of . . ."
—Jace Beleren
Card has other part: Spires of Orazca
Thaumaturge's Familiar

Thaumaturge's Familiar {3}

Artifact Creature - Bird
Flying
When this creature enters, scry 1.
Meletian mages can't claim the title of thaumaturge until they have received a gift or omen from the gods. Ephara likes to give tangible tokens of her favor.
1/3
Thayan Evokers

Thayan Evokers {2}{U}

Creature - Human Wizard
Double team
When Thayan Evokers enters the battlefield, conjure a card named Lightning Bolt into your hand, then discard a card.
Whenever you conjure one or more cards, put a +1/+1 counter on Thayan Evokers.
1/1
Related card: Lightning Bolt
  • Alchemy Horizons: Baldur's Gate
The Aetherspark

The Aetherspark {4}

Legendary Artifact Planeswalker - Equipment
As long as The Aetherspark is attached to a creature, The Aetherspark can't be attacked and has "Whenever equipped creature deals combat damage during your turn, put that many loyalty counters on The Aetherspark."
[+1]: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
[–5]: Draw two cards.
[–10]: Add ten mana of any one color.
Loyalty:
4
The Animus

The Animus {2}

Legendary Artifact
At the beginning of your end step, exile up to one target legendary creature card from a graveyard with a memory counter on it.
{T}: Until your next turn, target legendary creature you control becomes a copy of target creature card in exile with a memory counter on it. Activate only as a sorcery.
Related card: Shaun & Rebecca, Agents
The Antiquities War

The Antiquities War {3}{U}

Enchantment - Saga
I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
The Bath Song

The Bath Song {3}{U}

Enchantment - Saga
I, II — Draw two cards, then discard a card.
III — Shuffle any number of target cards from your graveyard into your library. Add {U}{U}.
  • The Lord of the Rings: Tales of Middle-earth 40 491
The Battle of Dragon Brothers
Fate Reforged

The Battle of Dragon Brothers {7}

Battle - Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When The Battle of Dragon Brothers Enters, choose Bolas or Ugin.
• Bolas — Destroy all creatures.
• Ugin — Manifest the top three cards of your library.
Defense: 6
Card has other part: Fate Reforged
  • Unknown Event
The Blackstaff of Waterdeep

The Blackstaff of Waterdeep {U}

Legendary Artifact
You may choose not to untap The Blackstaff of Waterdeep during your untap step.
Animate Walking Statue{1}{U}, {T}: Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
The Capitoline Triad

The Capitoline Triad {10}

Legendary Creature - God Artificer
Those Who Came Before — This spell costs {1} less to cast for each historic card in your graveyard.
Exile any number of historic cards from your graveyard with total mana value 30 or greater: You get an emblem with "Creatures you control have base power and toughness 9/9."
7/7
The Celestus

The Celestus {3}

Legendary Artifact
If it's neither day nor night, it becomes day as The Celestus enters.
{T}: Add one mana of any color.
{3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
The Chain Veil

The Chain Veil {4}

Legendary Artifact
At the beginning of your end step, if you didn't activate a loyalty ability of a planeswalker this turn, you lose 2 life.
{4}, {T}: For each planeswalker you control, you may activate one of its loyalty abilities once this turn as though none of its loyalty abilities have been activated this turn.
The Clever Magician

The Clever Magician {4}{U}

Legendary Creature - Human Wizard
Rule Zero — Whenever this creature enters the battlefield, and before the game begins if this creature is your commander, you may propose a new rule that is contained to this game of Magic. If all players in the game agree to it, that rule becomes true for this game. If one or more players decline, instead you scry 2. (If this is your commander, scry after keeping your hand.)
2/7
  • Unknown Event
The Companion of the Wilds

The Companion of the Wilds {5}

Legendary Creature - Beast Noble
Old Companion — Your starting deck contains only cards from WOE, WOC, and playtest cards. (You may cast this from outside the game if this is companion without paying {3} first.)
When The Companion of the Wilds enters the battlefield, create a Food token, a 1/1 black Rat creature token with "This creature can't block," and a Royal role token attached to a creature you control.
3/3
  • Unknown Event
The Conundrum of Bowls

The Conundrum of Bowls {2}{U}{U}

Enchantment - Saga
I — Seek a card with mana value less than the number of cards in your hand.
II — Seek a card with mana value greater than the number of cards in your hand.
III — Count the number of cards in your hand. You may cast a spell with mana value equal to that number from your hand without paying its mana cost.
  • Alchemy: Wilds of Eldraine
The Cosplayzer

The Cosplayzer {4}{U}

Legendary Creature - Shapeshifter
You may have The Cosplayzer enter as a copy of any creature on the battlefield, except it has "The first time each turn an ability of this creature is activated or triggered, copy it. You may choose new targets for the copy" and the first letter of its name is Z. (This is both stylish AND makes it a different name for the legend rule!)
0/0
  • Unknown Event
The Countering Runner

The Countering Runner {3}{U}{U}

Legendary Creature - Merfolk Gamer
Spells you cast that would counter a spell cost {U}{U} less to cast.
Whenever a spell an opponent controls is countered by a spell or ability you control, draw a card. The Countering Runner deals 2 psychic damage to that player. (Psychic damage doesn't cause loss of life, but a player who's been dealt 20 psychic damage loses the game.)
Ready to run (You can have two commanders if both have ready to run.)
3/7
  • Unknown Event
The Covert Blue Mage

The Covert Blue Mage {2}{U}

Legendary Creature - Human Rogue
If The Covert Blue Mage is your commander, your starting deck can contain any number of cards beyond the maximum deck size. (For example, your deck can be 120 cards.)
When The Covert Blue Mage enters, create a colorless Equipment artifact token named Covert Sunglasses. It has "Equipped creature can't be blocked" and equip {2}{W/U}.
1/1
  • Unknown Event