9386 cards found
Zealot il-Vec

Zealot il-Vec {2}{W}

Creature - Human Rebel
Shadow
Whenever Zealot il-Vec attacks and isn't blocked, you may have it deal 1 damage to target creature. If you do, prevent all combat damage Zealot il-Vec would deal this turn.
1/1
  • Time Spiral
Zealous Conscripts

Zealous Conscripts {4}{R}

Creature - Human Warrior
Haste
When Zealous Conscripts enters, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.
3/3
Zealous Guardian

Zealous Guardian {W/U}

Creature - Kithkin Soldier
Flash
Parapet watchers patrol the outer edges of the doun, signaling to others who wait patiently in shadow.
1/1
  • Shadowmoor
Zealous Inquisitor

Zealous Inquisitor {2}{W}

Creature - Human Cleric
{1}{W}: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead.
Wine and balm for the confessions of the repentant. Razors and irons for the confessions of the unrepentant.
2/2
Zealous Persecution

Zealous Persecution {W}{B}

Instant
Until end of turn, creatures you control get +1/+1 and creatures your opponents control get -1/-1.
"Jharic returned from Grixis changed, a haunted look in her eyes. She destroyed them with an unholy glee that made me shudder."
—Knight-Captain Wyhorn
Zealous Strike

Zealous Strike {1}{W}

Instant
Target creature gets +2/+2 and gains first strike until end of turn.
"Cower, fiend. The night is yours no longer."
Zedruu the Greathearted

Zedruu the Greathearted {1}{U}{R}{W}

Legendary Creature - Minotaur Monk
At the beginning of your upkeep, you gain X life and draw X cards, where X is the number of permanents you own that your opponents control.
{U}{R}{W}: Target opponent gains control of target permanent you control.
2/4
Zektar Shrine Expedition

Zektar Shrine Expedition {1}{R}

Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on Zektar Shrine Expedition.
Remove three quest counters from Zektar Shrine Expedition and sacrifice it: Create a 7/1 red Elemental creature token with trample and haste. Exile it at the beginning of the next end step.
  • Zendikar
Zendikar Farguide

Zendikar Farguide {4}{G}

Creature - Elemental
Forestwalk
Expeditions follow the paths it leaves in its wake.
3/3
  • Zendikar
Zephyr Charge

Zephyr Charge {1}{U}

Enchantment
{1}{U}: Target creature gains flying until end of turn.
"All armies prefer high ground to low and sunny places to dark."
—Sun Tzu, Art of War, trans. Giles
Zephyr Net

Zephyr Net {1}{U}

Enchantment - Aura
Enchant creature
Enchanted creature has defender and flying.
Faeries hang beings that interest them as ornaments in the sky, each clique competing to outshine the prize of the last.
  • Lorwyn
Zephyr Spirit

Zephyr Spirit {5}{U}

Creature - Spirit
When Zephyr Spirit blocks, return it to its owner's hand.
A spiteful force exists on Ravnica that binds these ghosts to the land of the living but forbids them to touch it.
0/6
  • Ravnica: City of Guilds
Zephyr Sprite

Zephyr Sprite {U}

Creature - Faerie
Flying
"I've never understood why so many beings lumber around on the ground. There are three dimensions, yet they use only two."
1/1
  • Magic 2010
Zhalfirin Commander

Zhalfirin Commander {2}{W}

Creature - Human Knight
Flanking
{1}{W}{W}: Target Knight creature gets +1/+1 until end of turn.
"Command is the act of balancing on a vine and convincing others that it is firm ground."
—Sidar Jabari
2/2
Zhalfirin Void

Zhalfirin Void

Land
When Zhalfirin Void enters, scry 1.
{T}: Add {C}.
"The wind whispers, 'come home,' but I cannot."
—Teferi
Zhur-Taa Ancient

Zhur-Taa Ancient {3}{R}{G}

Creature - Beast
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
Many Ravnicans think of nature as orderly groves and elf-tended rot farms. They haven't seen the Gruul wilds.
7/5
  • Dragon's Maze
Zhur-Taa Druid

Zhur-Taa Druid {R}{G}

Creature - Human Druid
{T}: Add {G}.
Whenever you tap Zhur-Taa Druid for mana, it deals 1 damage to each opponent.
"Only the decadent think magic should be pristine and without cost."
1/1
Zhur-Taa Swine

Zhur-Taa Swine {3}{R}{G}

Creature - Boar
Bloodrush{1}{R}{G}, Discard Zhur-Taa Swine: Target attacking creature gets +5/+4 until end of turn.
Gurley was the first to domesticate one, though his widow didn't take much solace in that accomplishment.
5/4
Zo-Zu the Punisher

Zo-Zu the Punisher {1}{R}{R}

Legendary Creature - Goblin Warrior
Whenever a land enters, Zo-Zu the Punisher deals 2 damage to that land's controller.
"He can cause a lot of pain and do it with no fuss. That's all good, but I just wish he didn't do it to us!"
—Ku-Ku, akki poet
2/2
Zodiac Monkey

Zodiac Monkey {1}{G}

Creature - Monkey
Forestwalk
It lives mainly on fruit, leaves, and the occasional nose.
2/1
Zoetic Cavern

Zoetic Cavern

Land
{T}: Add {C}.
Morph {2}
Nothing lives within it, yet there is life.
Zof Shade

Zof Shade {3}{B}

Creature - Shade
{2}{B}: Zof Shade gets +2/+2 until end of turn.
It haunts the remnants of the Helix of Zof, leeching strength from the vast Eldrazi ruin.
2/2
Zombie Apocalypse

Zombie Apocalypse {3}{B}{B}{B}

Sorcery
Return all Zombie creature cards from your graveyard to the battlefield tapped, then destroy all Humans.
"There will come a day so dark you will pray for death. On that day your prayers will be answered."
—Minaldra, the Vizag Atum
Zombie Fanboy

Zombie Fanboy {2}{B}

Creature - Zombie Gamer
As Zombie Fanboy enters, choose an artist.
Whenever a permanent with art by the chosen artist is put into a graveyard, put two +1/+1 counters on Zombie Fanboy.
The real advantage of being a zombie gamer? No one notices the stench.
1/1
  • Unhinged
Zombie Goliath

Zombie Goliath {4}{B}

Creature - Zombie Giant
"Removing the encumbrance of useless brain tissue grants several advantages: a slight increase in mobility, a response of revulsion and horror from the enemy, and, in the case of large specimens, room for passengers."
—Zul Ashur, lich lord
4/3