31764 cards found
Ambush Party

Ambush Party {4}{R}

Creature - Human Rogue
First strike, haste
"Fair fight? I'll take survival over chivalry any day!"
—Tor Wauki, Bandit King
3/1
Related card: Apocalypse Chime
Ambush Viper

Ambush Viper {1}{G}

Creature - Snake
Flash
Deathtouch
"Living creatures seldom impress me. But I like this one."
—Uta Falkenrath
2/1
Related card: Jessie Zane, Fangbringer
Ambush Wolf

Ambush Wolf {2}{G}

Creature - Wolf
Flash
When this creature enters, exile up to one target card from a graveyard.
It lies perfectly still and silent for hours, concealed in the undergrowth, until its prey draws close enough to strike.
4/2
  • Foundations
Amethyst Dragon

Amethyst Dragon {4}{R}{R}

Creature - Dragon
Flying, haste
"At least it's a beautiful way to die."
—Erinis, gloom stalker
4/4
Card has other part: Explosive Crystal
  • Commander Legends: Battle for Baldur's Gate
Aminatou's Augury

Aminatou's Augury {6}{U}{U}

Sorcery
Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
Aminatou, Veil Piercer

Aminatou, Veil Piercer {1}{W}{U}{B}

Legendary Creature - Human Wizard
At the beginning of your upkeep, surveil 2.
Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by {4}.
2/4
  • Duskmourn: House of Horror Commander
Aminatou, the Fateshifter

Aminatou, the Fateshifter {W}{U}{B}

Legendary Planeswalker - Aminatou
[+1]: Draw a card, then put a card from your hand on top of your library.
[–1]: Exile another target permanent you own, then return it to the battlefield under your control.
[–6]: Choose left or right. Each player gains control of all nonland permanents other than Aminatou, the Fateshifter controlled by the next player in the chosen direction.
Aminatou, the Fateshifter can be your commander.
Loyalty:
3
Ammit Eternal

Ammit Eternal {2}{B}

Creature - Zombie Crocodile Demon
Afflict 3
Whenever an opponent casts a spell, put a -1/-1 counter on Ammit Eternal.
Whenever Ammit Eternal deals combat damage to a player, remove all -1/-1 counters from it.
5/5
Amnesia

Amnesia {3}{U}{U}{U}

Sorcery
Target player reveals their hand and discards all nonland cards.
"When one has witnessed the unspeakable, 'tis sometimes better to forget."
—Vervamon the Elder
Amoeboid Changeling

Amoeboid Changeling {1}{U}

Creature - Shapeshifter
Changeling
{T}: Target creature gains all creature types until end of turn.
{T}: Target creature loses all creature types until end of turn.
1/1
Amok

Amok {1}{R}

Enchantment
{1}, Discard a card at random: Put a +1/+1 counter on target creature.
Crovax's rage was horrifying. Within moments only blood and shreds of flesh remained of the shapeshifter.
  • Stronghold
Amonkhet Raceway

Amonkhet Raceway

Land
Start your engines!
{T}: Add {C}.
Max speed{T}: Target creature gains haste until end of turn.
Stage 2: The sands and waters of Amonkhet.
  • Aetherdrift 248 424
Amorphous Axe

Amorphous Axe {2}

Artifact - Equipment
Equipped creature gets +3/+0 and is every creature type.
Equip {3}
A weapon forged for every hand.
Amped Raptor

Amped Raptor {1}{R}

Creature - Dinosaur
First strike
When Amped Raptor enters, you get {E}{E}. Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of {E} equal to its mana value rather than paying its mana cost.
2/1
  • Modern Horizons 3 114 513
Amped Up

Amped Up {5}{R}

Sorcery
This spell costs {1} less to cast for each electrical socket in a wall or floor you can see from your seat.
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +3/+0 and gains haste.
Space can be a lawless place—far from the prying eyes of electrical inspectors.
  • Unfinity 98 384
Amphibian Accident

Amphibian Accident {1}{U}

Instant - Adventure
Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1.
Card has other part: Accident-Prone Apprentice
  • Alchemy: Wilds of Eldraine
Amphibian Downpour

Amphibian Downpour {2}{U}

Enchantment - Aura
Flash
Storm
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Amphibious Kavu

Amphibious Kavu {2}{G}

Creature - Kavu
Whenever Amphibious Kavu blocks or becomes blocked by one or more blue and/or black creatures, Amphibious Kavu gets +3/+3 until end of turn.
Merfolk raided the shores untroubled for years . . . until the shores started fighting back.
2/2
  • Planeshift
Amphin Cutthroat

Amphin Cutthroat {3}{U}

Creature - Salamander Rogue
"The amphin have long built their society in secret. While surface dwellers squabbled over trivial borders, they patiently expanded, building their ammonite temple-caves. Now amphin priests eye the shore, and amphin hunters gird for war."
—Gor Muldrak, Cryptohistories
2/4
  • Magic 2012
Amphin Mutineer

Amphin Mutineer {3}{U}

Creature - Salamander Pirate
When Amphin Mutineer enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
Encore {4}{U}{U}
3/3
Amphin Pathmage

Amphin Pathmage {3}{U}

Creature - Salamander Wizard
{2}{U}: Target creature can't be blocked this turn.
"There are those who do not believe in the existence of the amphin. This seems somehow to be of their own design."
—Gor Muldrak, Cryptohistories
3/2
Amplifire

Amplifire {2}{R}{R}

Creature - Elemental
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Until your next turn, Amplifire's base power becomes twice that card's power and its base toughness becomes twice that card's toughness. Put the revealed cards on the bottom of your library in a random order.
1/1
Ampryn Tactician

Ampryn Tactician {2}{W}{W}

Creature - Human Soldier
When Ampryn Tactician enters, creatures you control get +1/+1 until end of turn.
"It's all a game. You shouldn't get too attached to the pieces."
3/3
  • Magic Origins
Amrou Kithkin

Amrou Kithkin {W}{W}

Creature - Kithkin
Amrou Kithkin can't be blocked by creatures with power 3 or greater.
Quick and agile, Amrou Kithkin can usually escape from even the most fearsome opponents.
1/1
Amrou Scout

Amrou Scout {1}{W}

Creature - Kithkin Rebel Scout
{4}, {T}: Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
The people of Amrou were scattered by war and driven into hiding. Scouts maintain the beacon fires that signal "return" and "home."
2/1