425 cards found
Dragonlair Spider

Dragonlair Spider {2}{R}{R}{G}{G}

Creature - Spider
Reach
Whenever an opponent casts a spell, create a 1/1 green Insect creature token.
Swarms thrive in its nest, feeding on leathery bits of discarded wing.
5/6
Drakestown Forgotten

Drakestown Forgotten {4}{B}

Creature - Zombie
Drakestown Forgotten enters with X +1/+1 counters on it, where X is the number of creature cards in all graveyards.
{2}{B}, Remove a +1/+1 counter from Drakestown Forgotten: Target creature gets -1/-1 until end of turn.
0/0
Dread Statuary

Dread Statuary

Land
{T}: Add {C}.
{4}: Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It's still a land.
The last reliable landmark in Tazeem just walked away.
Dream Fracture

Dream Fracture {1}{U}{U}

Instant
Counter target spell. Its controller draws a card.
Draw a card.
"Creation is a paradox. It hatches from its opposite."
—Olka, Mistmeadow witch
Driver of the Dead

Driver of the Dead {3}{B}

Creature - Vampire
When this creature dies, return target creature card with mana value 2 or less from your graveyard to the battlefield.
Some vampires resorted to corpse trading after cathars burned their estates and drove them from their ancestral feeding grounds.
3/2
Duskmantle Seer

Duskmantle Seer {2}{U}{B}

Creature - Vampire Wizard
Flying
At the beginning of your upkeep, each player reveals the top card of their library, loses life equal to that card's mana value, then puts it into their hand.
4/4
Echoing Boon

Echoing Boon

Conspiracy
Hidden agenda
Whenever you cast an instant or sorcery spell, if it targets a creature you control with the chosen name, you may copy that spell and may choose new targets for the copy.
  • Conspiracy: Take the Crown
Echoing Courage

Echoing Courage {1}{G}

Instant
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.
A single seed unleashes a flurry of growth.
Edric, Spymaster of Trest

Edric, Spymaster of Trest {1}{G}{U}

Legendary Creature - Elf Rogue
Whenever a creature deals combat damage to one of your opponents, its controller may draw a card.
"I am not at liberty to reveal my sources, but I can assure you, the price on your head is high."
2/2
Elephant Guide

Elephant Guide {2}{G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
When enchanted creature dies, create a 3/3 green Elephant creature token.
Nature's strength outlives the strong.
Elvish Aberration

Elvish Aberration {5}{G}

Creature - Elf Mutant
{T}: Add {G}{G}{G}.
Forestcycling {2}
4/5
Ember Beast

Ember Beast {2}{R}

Creature - Beast
Ember Beast can't attack or block alone.
The only livestock that will survive for long in the Smelting District, ember beasts serve many functions—none of them willingly.
3/4
Emissary's Ploy

Emissary's Ploy

Conspiracy
Before drawing your opening hand, choose 1, 2, or 3.
You may spend mana as though it were mana of any color to cast creature spells with mana value equal to the chosen number.
  • Conspiracy: Take the Crown
Enclave Elite

Enclave Elite {2}{U}

Creature - Merfolk Soldier
Multikicker {1}{U}
Islandwalk
Enclave Elite enters with a +1/+1 counter on it for each time it was kicked.
2/2
Enraged Revolutionary

Enraged Revolutionary {2}{R}

Creature - Human Warrior
Dethrone
When every right is voted away, only rage remains.
2/1
  • Conspiracy
Entourage of Trest

Entourage of Trest {4}{G}

Creature - Elf Soldier
When Entourage of Trest enters, you become the monarch.
Entourage of Trest can block an additional creature each combat as long as you're the monarch.
"The dim resort to violence, for which the nimble prepare."
—Leovold, emissary of Trest
4/4
Evolving Wilds

Evolving Wilds

Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Without the interfering hands of civilization, nature will always shape itself to its own needs.
Exotic Orchard

Exotic Orchard

Land
{T}: Add one mana of any color that a land an opponent controls could produce.
"It was a strange morning. When we awoke, we found our trees transformed. We didn't know whether to water them or polish them."
—Pulan, Bant orchardist
Exploration

Exploration {G}

Enchantment
You may play an additional land on each of your turns.
"Only when we journey into the unknown can we find the impossible."
—Cyrul the Wanderer
Explorer's Scope

Explorer's Scope {1}

Artifact - Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip {1}
Explosive Vegetation

Explosive Vegetation {3}{G}

Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Torching Krosa would be pointless. It grows faster than it burns.
Expropriate

Expropriate {7}{U}{U}

Sorcery
Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
Few things are more valuable than time or money—and Leovold has plenty of both.
Extract from Darkness

Extract from Darkness {3}{U}{B}

Sorcery
Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control.
If you want to wreak havoc above, sometimes it's best to look below.
Fact or Fiction

Fact or Fiction {3}{U}

Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
"Try to pretend like you understand what's important."
Fade into Antiquity

Fade into Antiquity {2}{G}

Sorcery
Exile target artifact or enchantment.
"Are the gods angry at our discontent with what they give us, or jealous that we made a thing they cannot?"
—Kleon the Iron-Booted