4103 cards found
Animus of Predation

Animus of Predation {4}{G}

Creature - Avatar
Draft this card face up.
As you draft a card, you may remove it from the draft face up.
If you removed a creature card with flying from the draft with cards named Animus of Predation, this creature has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.
4/4
  • Conspiracy: Take the Crown
Ano'thr, Equipment Commander

Ano'thr, Equipment Commander {R}{W}

Legendary Creature - Kor Warrior
As Ano'thr, Equipment Commander enters the battlefield, choose two abilities for it to gain —
• Equipment spells you cast cost {1} less to cast.
• Equip costs you pay cost {1} less.
• Equipped creatures you control get +1/+1.
• Equipped creatures you control have haste.
2/2
  • Unknown Event
Another Night in Vegas

Another Night in Vegas {2}{B}{B}

Enchantment
At the beginning of your upkeep, choose one that hasn't been chosen —
• Wake Up! — Return target creature card from a graveyard to its owner's hand.
• VIP Line Access — Search your library for a card, then shuffle and put that card on top.
• Life of the Party — Whenever a spell is cast this turn, you gain 2 life.
• Breakfast at Dawn — Create two Food tokens. Sacrifice this enchantment.
  • Unknown Event
Antarctic Research Base

Antarctic Research Base

Plane - Earth
When you planeswalk to Antarctic Research Base and at the beginning of your upkeep, investigate.
Whenever chaos ensues, put X +1/+1 counters on target creature you control, where X is the number of artifacts you control. It becomes a Plant in addition to its other types.
  • Doctor Who
Anti-Magic Aura

Anti-Magic Aura {2}{U}

Enchantment - Aura
Enchant creature
Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
Antique Collector

Antique Collector {1}{G}

Creature - Human Rogue
This creature can't be blocked by creatures with power 2 or less.
When this creature enters, creatures you control perpetually gain "When this creature dies, you may shuffle it into its owner's library if it's in your graveyard. If you do, investigate."
2/2
  • Alchemy: Innistrad
Aplan Mortarium

Aplan Mortarium

Plane - Alfava Metraxis
Byzantium Radiation — At the beginning of your upkeep, put an exposure counter on Aplan Mortarium. Then you lose life equal to the number of exposure counters on it.
Whenever chaos ensues, create two 2/2 black Alien Angel artifact creature tokens with first strike, vigilance, and "Whenever an opponent casts a creature spell, this token isn't a creature until end of turn."
  • Doctor Who
Apocalypse Chime

Apocalypse Chime {2}

Artifact
{2}, {T}, Sacrifice this artifact: Destroy all nontoken permanents with a name originally printed in the Homelands expansion. They can't be regenerated.
"One day, or another, perhaps I shall ring my pretty chime . . . loudly, so that all may hear."
—Grandmother Sengir
Related cards: Abbey Gargoyles Abbey Matron Aether Storm Aliban's Tower Ambush Ambush Party An-Havva Constable An-Havva Inn An-Havva Township An-Zerrin Ruins Anaba Ancestor Anaba Bodyguard Anaba Shaman Anaba Spirit Crafter Autumn Willow Aysen Abbey Aysen Bureaucrats Aysen Crusader Aysen Highway Baki's Curse Baron Sengir Beast Walkers Black Carriage Broken Visage Carapace Castle Sengir Cemetery Gate Chain Stasis Chandler Clockwork Gnomes Clockwork Steed Clockwork Swarm Coral Reef Dark Maze Daughter of Autumn Death Speakers Didgeridoo Drudge Spell Dry Spell Dwarven Pony Dwarven Sea Clan Dwarven Trader Ebony Rhino Eron the Relentless Evaporate Faerie Noble Feast of the Unicorn Feroz's Ban Folk of An-Havva Forget Funeral March Ghost Hounds Giant Albatross Giant Oyster Grandmother Sengir Greater Werewolf Hazduhr the Abbot Headstone Heart Wolf Hungry Mist Ihsan's Shade Irini Sengir Ironclaw Curse Jinx Joven Joven's Ferrets Joven's Tools Koskun Falls Koskun Keep Labyrinth Minotaur Leaping Lizard Leeches Mammoth Harness Marjhan Memory Lapse Merchant Scroll Mesa Falcon Mystic Decree Narwhal Orcish Mine Primal Order Prophecy Rashka the Slayer Reef Pirates Renewal Retribution Reveka, Wizard Savant Root Spider Roots Roterothopter Rysorian Badger Samite Alchemist Sea Sprite Sea Troll Sengir Autocrat Sengir Bats Serra Aviary Serra Bestiary Serra Inquisitors Serra Paladin Serrated Arrows Shrink Soraya the Falconer Spectral Bears Timmerian Fiends Torture Trade Caravan Truce Veldrane of Sengir Wall of Kelp Willow Faerie Willow Priestess Winter Sky Wizards' School
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 this Contraption, until end of turn, target creature gets +1/+0, gains flying, and becomes an artifact in addition to its other types.
  • Unstable
Apprentice Sorcerer

Apprentice Sorcerer {2}{U}

Creature - Human Wizard
{T}: This creature deals 1 damage to any target. Activate only during your turn, before attackers are declared.
1/1
Approach My Molten Realm

Approach My Molten Realm

Scheme
When you set this scheme in motion, until your next turn, if a source would deal damage, it deals double that damage instead.
"It's a dragon-infested lavascape of notorious peril. Make yourselves at home."
  • Archenemy Schemes
Arcane Archery

Arcane Archery {2}{G}

Instant
Target creature gets +3/+3 and gains reach and trample until end of turn.
You get a one-time boon with "When you cast your next creature spell, that creature enters the battlefield with an additional +1/+1 counter, reach counter, and trample counter on it."
  • Alchemy Horizons: Baldur's Gate
Arcane Endeavor

Arcane Endeavor {5}{U}{U}

Sorcery
Roll two d8 and choose one result. Draw cards equal to that result. Then you may cast an instant or sorcery spell with mana value less than or equal to the other result from your hand without paying its mana cost.
Late at night, when dreams touch a studious mind, bouts of inspiration strike.
  • Forgotten Realms Commander 14 283
Arcane Savant

Arcane Savant {3}{U}{U}

Creature - Human Wizard
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile an instant or sorcery card you drafted that isn't in your deck.
When this creature enters, copy a card you exiled with cards named Arcane Savant. You may cast the copy without paying its mana cost.
3/3
  • Conspiracy: Take the Crown
Arcanum Things

Arcanum Things {1}{W}

Artifact - Equipment
Equipped creature has flying.
Equip {2}
Equipment swap {2}{W} ({2}{W}: Exchange this Equipment with an Equipment card in your hand. If this Equipment was attached to a creature, attach the new Equipment to that creature.)
  • Mystery Booster 2
Arcbound Mamba

Arcbound Mamba {3}{G}

Artifact Creature - Snake
Deathtouch
Poison Modular 2 (This creature enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target player or artifact creature. If they're put on a player this way, they become poison counters.)
0/0
  • Unknown Event
Archdemon of Paliano

Archdemon of Paliano {2}{B}{B}

Creature - Demon
Draft this card face up.
As long as this card is face up during the draft, you can't look at booster packs and must draft cards at random. After you draft three cards this way, turn this card face down.
Flying
5/4
  • Conspiracy: Take the Crown
Archival Whorl

Archival Whorl {3}{U}{U}

Sorcery
Gift a Rhystic Study
Shuffle your hand and graveyard into your library, then draw seven cards. If the gift wasn't promised, each other player also shuffles their hand and graveyard into their library, then draws seven cards.
  • Alchemy: Bloomburrow
Arctic Foxes

Arctic Foxes {1}{W}

Creature - Fox
This creature can't be blocked by creatures with power 2 or greater as long as defending player controls a snow land.
"Those Foxes are wily, swift, and ferocious. They are the warriors of the snows."
—General Jarkeld, the Arctic Fox
1/1
  • Ice Age
Arcum's Sleigh

Arcum's Sleigh {1}

Artifact
{2}, {T}: Target creature gains vigilance until end of turn. Activate only during combat and only if defending player controls a snow land.
"With the proper equipment and caution, one can travel anywhere."
—Arcum Dagsson, Soldevi Machinist
  • Ice Age
Arcum's Whistle

Arcum's Whistle {3}

Artifact
{3}, {T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That player may pay {X}, where X is that creature's mana value. If they don't pay, the creature attacks this turn if able, and at the beginning of the next end step, destroy it if it didn't attack this turn. Activate only before attackers are declared.
  • Ice Age
Arden Angel

Arden Angel {4}{W}{W}

Creature - Angel
Flying
At the beginning of your upkeep, if Arden Angel is in your graveyard, roll a four-sided die. If the result is 1, return Arden Angel from your graveyard to the battlefield.
Cast from dreams and forged in hope.
4/4
Ardent Dustspeaker (Alchemy)

Ardent Dustspeaker (Alchemy) {2}{R}

Creature - Minotaur Shaman
Whenever Ardent Dustspeaker attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.
3/2
Related card: Ardent Dustspeaker
  • Strixhaven: School of Mages
Ardoz, Cobbler of War

Ardoz, Cobbler of War {1}{R}

Legendary Creature - Goblin Shaman
Haste
Whenever Ardoz or another creature you control enters, that creature gets +2/+0 until end of turn.
{3}{R}: Create a 1/1 red Goblin creature token with haste. Activate only as a sorcery.
1/1
  • Jumpstart 2022