26357 cards found
Apostle's Blessing

Apostle's Blessing {1}{W/P}

Instant
Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.
Apothecary Geist

Apothecary Geist {3}{W}

Creature - Spirit
Flying
When Apothecary Geist enters, if you control another Spirit, you gain 3 life.
For some customers, the old apothecary shop still opens its doors.
2/3
Apothecary Initiate

Apothecary Initiate {W}

Creature - Kithkin Cleric
Whenever a player casts a white spell, you may pay {1}. If you do, you gain 1 life.
Kithkin jealously hoard their knowledge of poultices and remedies so that no outside threat can benefit from their wisdom.
1/1
  • Shadowmoor
Apothecary Stomper

Apothecary Stomper {4}{G}{G}

Creature - Elephant
Vigilance
When this creature enters, choose one —
• Put two +1/+1 counters on target creature you control.
• You gain 4 life.
A walking clinic with a trumpet to sound its arrival.
4/4
  • Foundations
Appeal

Appeal {G}

Sorcery
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of creatures you control.
Card has other part: Authority
Appendage Amalgam

Appendage Amalgam {2}{B}

Enchantment Creature - Horror
Flash
Whenever Appendage Amalgam attacks, surveil 1.
It moves with the speed of a spider but none of its skittering grace, scuttling to the sound of mucus-covered fingers.
3/2
  • Duskmourn: House of Horror
Appetite for Brains

Appetite for Brains {B}

Sorcery
Target opponent reveals their hand. You choose a card from it with mana value 4 or greater and exile that card.
Just as with a peach, the first bite is always the juiciest.
Appetite for the Unnatural

Appetite for the Unnatural {2}{G}

Instant
Destroy target artifact or enchantment. You gain 2 life.
"I'd just let the monkey have it if I were you. You can make another, but the same can't be said of your fingers."
—Turni, Greenwheel groundskeeper
Apple of Eden, Isu Relic

Apple of Eden, Isu Relic {4}

Legendary Artifact
{T}, Pay 4 life, Sacrifice Apple of Eden: Look at target opponent's hand and exile those cards face down. You may play those cards this turn, and mana of any type can be spent to cast them. Until end of turn, whenever you play a land or cast a spell this way, its owner draws a card. At the beginning of the next end step, return the exiled cards to their owner's hand. Activate only as a sorcery.
Applejack

Applejack {2}{G}{W}

Legendary Creature - Pony
Family Gathering — At the beginning of your end step, put a toy you own onto the battlefield as a 2/2 creature token with that toy's name, colors, and creature types. If the toy has wings, the token has flying. If the toy has a horn, scry 2. If it has neither, create a Food token.
"Believin' in somethin' can help you do amazin' things."
4/4
  • Secret Lair Drop
Applied Aeronautics

Applied Aeronautics

Artifact - Contraption
Whenever you crank Applied Aeronautics, until end of turn, target creature gets +1/+0, gains flying, and becomes an artifact in addition to its other types.
  • Unstable
Applied Biomancy

Applied Biomancy {G}{U}

Instant
Choose one or both —
• Target creature gets +1/+1 until end of turn.
• Return target creature to its owner's hand.
  • Ravnica Allegiance
Apprentice Necromancer

Apprentice Necromancer {1}{B}

Creature - Zombie Wizard
{B}, {T}, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
A mage willing to dedicate his life to his craft.
1/1
Apprentice Sharpshooter

Apprentice Sharpshooter {2}{G}

Creature - Human Archer
Reach
Training
Innistrad's best archers are trained by the Quiver of Kessig, an order of cathars who specialize in ranged combat.
1/4
Apprentice Wizard

Apprentice Wizard {1}{U}{U}

Creature - Human Wizard
{U}, {T}: Add {C}{C}{C}.
Aspiring wizards must demonstrate basic levels of willpower and mental discipline to even be considered for an apprenticeship.
0/1
Approach of the Second Sun

Approach of the Second Sun {6}{W}

Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Related card: Key to the Archive
Aquamoeba

Aquamoeba {1}{U}

Creature - Elemental Beast
Discard a card: Switch Aquamoeba's power and toughness until end of turn.
Some tides need no moon.
1/3
Aquamorph Entity

Aquamorph Entity {2}{U}{U}

Creature - Shapeshifter
As Aquamorph Entity enters or is turned face up, it becomes your choice of 5/1 or 1/5.
Morph {2}{U}
*/*
Aquastrand Spider

Aquastrand Spider {1}{G}

Creature - Spider Mutant
Graft 2
{G}: Target creature with a +1/+1 counter on it gains reach until end of turn.
0/0
Aquatic Alchemist

Aquatic Alchemist {1}{U}

Creature - Elemental
Whenever you cast your first instant or sorcery spell each turn, Aquatic Alchemist gets +2/+0 until end of turn.
1/3
Card has other part: Bubble Up
  • Wilds of Eldraine
Aquatic Incursion

Aquatic Incursion {3}{U}

Enchantment
When Aquatic Incursion enters, create two 1/1 blue Merfolk creature tokens with hexproof.
{3}{U}: Target Merfolk can't be blocked this turn.
Aquatic Ingress

Aquatic Ingress {2}{U}

Instant - Adventure
Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn.
Card has other part: Sea Hag
  • Commander Legends: Battle for Baldur's Gate
Aqueous Form

Aqueous Form {U}

Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked.
Whenever enchanted creature attacks, scry 1.
Aquitect's Will

Aquitect's Will {U}

Kindred Sorcery - Merfolk
Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.
There is nowhere on Lorwyn that the Merrow Lanes cannot go.
Aquus Steed

Aquus Steed {3}{U}

Creature - Beast
{2}{U}, {T}: Target creature gets -2/-0 until end of turn.
In water, it's as graceful as a dolphin. On land, it darts and jerks so unpredictably that few can ride it for long.
1/3
  • Return to Ravnica