4495 cards found
Age-Graced Chapel
Glasswing Grace

Age-Graced Chapel

Land
Age-Graced Chapel enters tapped.
{T}: Add {W} or {B}.
"Empires fall, cities crumble, righteousness remains."
—Chapel inscription
Card has other part: Glasswing Grace
  • Modern Horizons 3
Agent of Acquisitions

Agent of Acquisitions {2}

Artifact Creature - Construct
Draft Agent of Acquisitions face up.
Instead of drafting a card from a booster pack, you may draft each card in that booster pack, one at a time. If you do, turn Agent of Acquisitions face down and you can't draft cards for the rest of this draft round.
2/1
Aggressive Crag

Aggressive Crag

Land
At the beginning of your combat step, tap Aggressive Crag.
{T}: Add {R} or {W}.
Agility Bobblehead

Agility Bobblehead {3}

Artifact - Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
Agyrem

Agyrem

Plane - Ravnica
Whenever a white creature dies, return it to the battlefield under its owner's control at the beginning of the next end step.
Whenever a nonwhite creature dies, return it to its owner's hand at the beginning of the next end step.
Whenever chaos ensues, creatures can't attack you until a player planeswalks.
Akoum

Akoum

Plane - Zendikar
Players may cast enchantment spells as though they had flash.
Whenever chaos ensues, destroy target creature that isn't enchanted.
Akoum Refuge

Akoum Refuge

Land
Akoum Refuge enters tapped.
When Akoum Refuge enters, you gain 1 life.
{T}: Add {B} or {R}.
Akoum Teeth
Akoum Warrior

Akoum Teeth

Land
Akoum Teeth enters tapped.
{T}: Add {R}.
"Rock. Lava. Gravity. They're not cruel, but they're not forgiving either."
—Tyrux, expedition warrior
Card has other part: Akoum Warrior
Akroan Horse

Akroan Horse {4}

Artifact Creature - Horse
Defender
When Akroan Horse enters, an opponent gains control of it.
At the beginning of your upkeep, each opponent creates a 1/1 white Soldier creature token.
0/4
Akroma's Memorial

Akroma's Memorial {7}

Legendary Artifact
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
"No rest. No mercy. No matter what."
—Memorial inscription
Akroma, Angel of Wrath Avatar

Akroma, Angel of Wrath Avatar

Vanguard
Whenever a creature you control enters, it gains two abilities chosen at random from among flying, first strike, trample, haste, protection from black, protection from red, and vigilance.
Hand size bonus: +1
Life bonus: +7
  • Magic Online Avatars
Al-abara's Carpet

Al-abara's Carpet {5}

Artifact
{5}, {T}: Prevent all damage that would be dealt to you this turn by attacking creatures without flying.
Al-abara simply laughed and lifted one finger, and the carpet carried her high out of our reach.
Aladdin's Lamp

Aladdin's Lamp {10}

Artifact
{X}, {T}: The next time you would draw a card this turn, instead look at the top X cards of your library, put all but one of them on the bottom of your library in a random order, then draw a card. X can't be 0.
Related card: City in a Bottle
Aladdin's Ring

Aladdin's Ring {8}

Artifact
{8}, {T}: Aladdin's Ring deals 4 damage to any target.
"A good lamp will light your way. A good ring will clear it."
—Nervan, royal jeweler
Related card: City in a Bottle
Alchemist's Refuge

Alchemist's Refuge

Land
{T}: Add {C}.
{G}{U}, {T}: You may cast spells this turn as though they had flash.
Persecuted alchemists fled deep into Kessig's wilds, seeking solitude to continue their ghoulish craft.
Alchemist's Vial

Alchemist's Vial {2}

Artifact
When Alchemist's Vial enters, draw a card.
{1}, {T}, Sacrifice Alchemist's Vial: Target creature can't attack or block this turn.
A weapon best suited for those with good aim and steady hands.
Alchor's Tomb

Alchor's Tomb {4}

Artifact
{2}, {T}: Target permanent you control becomes the color of your choice.
Alhammarret's Archive

Alhammarret's Archive {5}

Legendary Artifact
If you would gain life, you gain twice that much life instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
It contains the totality of Alhammarret's notes, theories, and ponderings.
Aligned Hedron Network

Aligned Hedron Network {4}

Artifact
When Aligned Hedron Network enters, exile all creatures with power 5 or greater until Aligned Hedron Network leaves the battlefield.
The last hedron slotted into place, locking Ulamog in an infinite loop of binding energy.
All Is Dust

All Is Dust {7}

Kindred Sorcery - Eldrazi
Each player sacrifices all permanents they control that are one or more colors.
"The emergence of the Eldrazi isn't necessarily a bad thing, as long as you've already lived a fulfilling and complete life without regrets."
—Javad Nasrin, Ondu relic hunter
All Shall Smolder in My Wake

All Shall Smolder in My Wake

Scheme
When you set this scheme in motion, destroy up to one target artifact, up to one target enchantment, and up to one target nonbasic land.
"It's my goal to find the melting point of every substance."
  • Archenemy Schemes
All in Good Time

All in Good Time

Scheme
When you set this scheme in motion, take an extra turn after this one. Schemes can't be set in motion that turn.
"Take a moment. Ponder the depths of your insignificance."
  • Archenemy Schemes
Alloy Golem

Alloy Golem {6}

Artifact Creature - Golem
As Alloy Golem enters, choose a color.
Alloy Golem is the chosen color.
"We turned old weapons into new warriors."
—Jhoira, master artificer
4/4
  • Invasion
Alloy Myr

Alloy Myr {3}

Artifact Creature - Myr
{T}: Add one mana of any color.
With or without witnesses, the suns continued their prismatic dance.
2/2
Ally Encampment

Ally Encampment

Land
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast an Ally spell.
{1}, {T}, Sacrifice Ally Encampment: Return target Ally you control to its owner's hand.