31561 cards found
Archangel of Tithes

Archangel of Tithes {1}{W}{W}{W}

Creature - Angel
Flying
As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.
As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays {1} for each of those creatures.
3/5
Archers' Parapet

Archers' Parapet {1}{G}

Creature - Wall
Defender
{1}{B}, {T}: Each opponent loses 1 life.
Every shaft is graven with a name from a kin tree, calling upon the spirits of the ancestors to make it fly true.
0/5
  • Khans of Tarkir
Archetype of Endurance

Archetype of Endurance {6}{G}{G}

Enchantment Creature - Boar
Creatures you control have hexproof.
Creatures your opponents control lose hexproof and can't have or gain hexproof.
Despite its fearsome stature, it is as elusive as a shadow, circling round to stalk those who presume to hunt it.
6/5
Archfiend of Sorrows

Archfiend of Sorrows {5}{B}{B}

Creature - Demon
Flying
When Archfiend of Sorrows enters, creatures your opponents control get -2/-2 until end of turn.
Unearth {3}{B}{B}
4/5
Archon of Coronation

Archon of Coronation {4}{W}{W}

Creature - Archon
Flying
When Archon of Coronation enters, you become the monarch.
As long as you're the monarch, damage doesn't cause you to lose life.
5/5
Archon of the Triumvirate

Archon of the Triumvirate {5}{W}{U}

Creature - Archon
Flying
Whenever Archon of the Triumvirate attacks, detain up to two target nonland permanents your opponents control.
4/5
Archweaver

Archweaver {5}{G}{G}

Creature - Spider
Reach, trample
The silk of the archweavers adds structural integrity to otherwise unstable Izzet building sites.
5/5
  • Return to Ravnica
Arctic Wolves

Arctic Wolves {3}{G}{G}

Creature - Wolf
Cumulative upkeep {2}
When Arctic Wolves enters, draw a card.
"No matter where we cat warriors go in the world, those stupid slobberers find us."
—Mirri of the Weatherlight
4/5
  • Weatherlight
Ardent Militia

Ardent Militia {4}{W}

Creature - Human Soldier
Vigilance
Knights fight for honor and mercenaries fight for gold. The militia fights for hearth and home.
2/5
Ardenvale Paladin

Ardenvale Paladin {3}{W}

Creature - Human Knight
Adamant — If at least three white mana was spent to cast this spell, Ardenvale Paladin enters with a +1/+1 counter on it.
"Even when hope is but a small flame fighting the night, I will serve the absent king."
2/5
  • Throne of Eldraine
Argentum Masticore

Argentum Masticore {5}

Artifact Creature - Phyrexian Masticore
First strike, protection from multicolored
At the beginning of your upkeep, sacrifice Argentum Masticore unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
5/5
  • Phyrexia: All Will Be One Promos 222p 222s
  • Phyrexia: All Will Be One 222 393
Argivian Avenger

Argivian Avenger {6}

Artifact Creature - Shapeshifter
{1}: Until end of turn, Argivian Avenger gets -1/-1 and gains your choice of flying, vigilance, deathtouch, or haste.
Unable to settle on just one versatile being, Urza decided to create myriad adaptable machines.
5/5
  • The Brothers' War
Argothian Treefolk

Argothian Treefolk {3}{G}{G}

Creature - Treefolk
Prevent all damage that would be dealt to Argothian Treefolk by artifact sources.
Haunting cries we hear in our dreams As the forest dies, a death from machines.
3/5
Related card: Golgothian Sylex
Arjun, the Shifting Flame

Arjun, the Shifting Flame {4}{U}{R}

Legendary Creature - Sphinx Wizard
Flying
Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
He speaks directly into his supplicants' minds using fiery words that inflame their thoughts and incite their passions.
5/5
Armada Wurm

Armada Wurm {2}{G}{G}{W}{W}

Creature - Wurm
Trample
When Armada Wurm enters, create a 5/5 green Wurm creature token with trample.
No one in the Conclave acts alone.
5/5
Armored Cancrix

Armored Cancrix {4}{U}

Creature - Crab
Creatures displaced from time still turn up every year, stranded by the temporal disaster that once swept across Dominaria.
2/5
Armored Guardian

Armored Guardian {3}{W}{U}

Creature - Cat Soldier
{1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn.
{1}{U}{U}: Armored Guardian gains shroud until end of turn.
2/5
  • Invasion
Armored Whirl Turtle

Armored Whirl Turtle {2}{U}

Creature - Turtle
Not all enormous beasts are quick to anger.
0/5
Armory Guard

Armory Guard {3}{W}

Creature - Giant Soldier
Armory Guard has vigilance as long as you control a Gate.
The Dimir agents watched from the shadows. "Eight hours, and I've yet to see him blink," Nefara hissed. "I suggest we find another way in."
2/5
Arthur, Marigold Knight

Arthur, Marigold Knight {2}{U}{R}{W}

Legendary Creature - Mouse Knight
Haste
Whenever Arthur, Marigold Knight and at least one other creature attack, look at the top six cards of your library. You may put a creature card from among them onto the battlefield tapped and attacking. Put the rest on the bottom of your library in a random order. Return that creature to its owner's hand at end of combat.
4/5
  • Bloomburrow Commander 5 41
Ashen Rider

Ashen Rider {4}{W}{W}{B}{B}

Creature - Archon
Flying
When Ashen Rider enters or dies, exile target permanent.
One offering to appease her on her arrival. Another to celebrate her departure.
5/5
Ashiok's Skulker

Ashiok's Skulker {4}{U}

Creature - Nightmare
{3}{U}: Ashiok's Skulker can't be blocked this turn.
"Fear writhes and whispers in the shadows of your mind. It is the enemy you always knew would come."
—Ashiok
3/5
  • War of the Spark
Assembled Alphas

Assembled Alphas {5}{R}

Creature - Wolf
Whenever Assembled Alphas blocks or becomes blocked by a creature, Assembled Alphas deals 3 damage to that creature and 3 damage to that creature's controller.
There is always a toll to pay for passage.
5/5
Atarka Pummeler

Atarka Pummeler {4}{R}

Creature - Ogre Warrior
Formidable{3}{R}{R}: Creatures you control gain menace until end of turn. Activate only if creatures you control have total power 8 or greater.
4/5
  • Dragons of Tarkir
Atemsis, All-Seeing

Atemsis, All-Seeing {3}{U}{U}{U}

Legendary Creature - Sphinx
Flying
{2}{U}, {T}: Draw two cards, then discard a card.
Whenever Atemsis, All-Seeing deals damage to an opponent, you may reveal your hand. If cards with at least six different mana values are revealed this way, that player loses the game.
4/5
  • Core Set 2020 Promos 46p 46s
  • Core Set 2020