72 cards found
Ride the Rails

Ride the Rails {1}{R}

Instant - Adventure
Target creature gets +2/+1 until end of turn.
Mines that once rang with the strikes of pickaxes now echo with shouts of reckless glee.
Card has other part: Minecart Daredevil
  • Wilds of Eldraine
Serve

Serve {1}{U}

Instant
Target creature gets -6/-0 until end of turn.
Fuse
Card has other part: Protect
Silverflame Squire

Silverflame Squire {1}{W}

Creature - Human Soldier
Beacons along the borderlands are lit at any incursion from the wilds.
2/1
Card has other part: On Alert
Start (CMB1)

Start (CMB1) {2}{W}

Instant
Create two 1/1 white Warrior creature tokens with vigilance.
Card has other part: Fire (CMB1)
Stomp

Stomp {1}{R}

Instant - Adventure
Damage can't be prevented this turn. Stomp deals 2 damage to any target.
Not every tale ends in glory.
Card has other part: Bonecrusher Giant
Struggle

Struggle {2}{R}

Instant
Struggle deals damage to target creature equal to the number of lands you control.
Card has other part: Survive
Supply

Supply {X}{G}{W}

Sorcery
Create X 1/1 green Saproling creature tokens.
Card has other part: Demand
Survive

Survive {1}{G}

Sorcery
Aftermath
Each player shuffles their graveyard into their library.
Card has other part: Struggle
Sweeping Cleave

Sweeping Cleave {1}{R}

Instant - Adventure
Target creature you control gains double strike until end of turn.
Card has other part: Two-Handed Axe
Takesies

Takesies {2}{U}

Instant
Move up to one counter from each permanent onto target permanent.
Fuse (You may cast one or both halves of this card from your hand.)
Card has other part: Backsies
  • Unknown Event
The Omenkeel
Cosima, God of the Voyage

The Omenkeel {1}{U}

Legendary Artifact - Vehicle
Whenever a Vehicle you control deals combat damage to a player, that player exiles that many cards from the top of their library. You may play lands from among those cards for as long as they remain exiled.
Crew 1
3/3
Card has other part: Cosima, God of the Voyage
Their

Their {2}{U}

Instant - Lesson
Target opponent gains control of target creature you control.
Card has other parts: There They're
  • Mystery Booster 2
There

There {U}

Instant - Lesson
Exile target creature you control, then return it to the battlefield under its owner's control.
Card has other parts: They're Their
  • Mystery Booster 2
They're

They're {1}{U}

Instant - Lesson
Up to three target creatures can't be blocked this turn.
Card has other parts: There Their
  • Mystery Booster 2
Turn

Turn {2}{U}

Instant
Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1.
Fuse
Card has other part: Burn
Two-Handed Axe

Two-Handed Axe {2}{R}

Artifact - Equipment
Whenever equipped creature attacks, double its power until end of turn.
Equip {1}{R}
Card has other part: Sweeping Cleave
What

What {2}{R}

Instant
Destroy target artifact.
Card has other parts: Who When Where Why
When

When {2}{U}

Instant
Counter target creature spell.
Card has other parts: Who What Where Why
Where

Where {3}{B}

Instant
Destroy target land.
Card has other parts: Who What When Why
Who

Who {X}{W}

Instant
Target player gains X life.
Card has other parts: What When Where Why
Why

Why {1}{G}

Instant
Destroy target enchantment.
Card has other parts: Who What When Where
Wild Goose Chase

Wild Goose Chase {G}{U}

Instant - Adventure
Draw two cards, then discard two cards. Create a Food token.
Card has other part: Albiorix, Goose Tyrant
  • Alchemy: Outlaws of Thunder Junction