9350 cards found
Akroan Hoplite

Akroan Hoplite {R}{W}

Creature - Human Soldier
Whenever Akroan Hoplite attacks, it gets +X/+0 until end of turn, where X is the number of attacking creatures you control.
"Fair fight? How could it be a fair fight? We're Akroans. They're not."
1/2
Akroan Horse

Akroan Horse {4}

Artifact Creature - Horse
Defender
When Akroan Horse enters the battlefield, an opponent gains control of it.
At the beginning of your upkeep, each opponent creates a 1/1 white Soldier creature token.
0/4
Akroan Line Breaker

Akroan Line Breaker {2}{R}

Creature - Human Warrior
Heroic — Whenever you cast a spell that targets Akroan Line Breaker, Akroan Line Breaker gets +2/+0 and gains intimidate until end of turn.
The enemies' shields are the first to shatter, and their battle line is never far behind.
2/1
  • Journey into Nyx
Akroan Mastiff

Akroan Mastiff {3}{W}

Creature - Dog
{W}, {T}: Tap target creature.
Even when many of the soldiers who guarded Akros were called away, its safety was never in doubt.
2/2
  • Journey into Nyx
Akroan Phalanx

Akroan Phalanx {3}{W}

Creature - Human Soldier
Vigilance
{2}{R}: Creatures you control get +1/+0 until end of turn.
Shields up, spears out, heels set, hearts firm.
3/3
  • Born of the Gods
Akroan Skyguard

Akroan Skyguard {1}{W}

Creature - Human Soldier
Flying
Heroic — Whenever you cast a spell that targets Akroan Skyguard, put a +1/+1 counter on Akroan Skyguard.
"Trust me. When you have earned a god's favor, you'll know."
1/1
  • Born of the Gods
Akroma's Memorial

Akroma's Memorial {7}

Legendary Artifact
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
"No rest. No mercy. No matter what."
—Memorial inscription
Akroma's Vengeance

Akroma's Vengeance {4}{W}{W}

Sorcery
Destroy all artifacts, creatures, and enchantments.
Cycling {3}
"Many must die for the one who should not have perished."
Akroma, Angel of Fury

Akroma, Angel of Fury {5}{R}{R}{R}

Legendary Creature - Angel
This spell can't be countered.
Flying, trample, protection from white and from blue
{R}: Akroma, Angel of Fury gets +1/+0 until end of turn.
Morph {3}{R}{R}{R}
6/6
Akroma, Angel of Wrath

Akroma, Angel of Wrath {5}{W}{W}{W}

Legendary Creature - Angel
Flying, first strike, vigilance, trample, haste, protection from black and from red
"Wrath is no vice when inflicted upon the deserving."
6/6
Akuta, Born of Ash

Akuta, Born of Ash {2}{B}{B}

Legendary Creature - Spirit
Haste
At the beginning of your upkeep, if you have more cards in hand than each opponent, you may sacrifice a Swamp. If you do, return Akuta, Born of Ash from your graveyard to the battlefield.
3/2
  • Saviors of Kamigawa
Alabaster Mage

Alabaster Mage {1}{W}

Creature - Human Wizard
{1}{W}: Target creature you control gains lifelink until end of turn.
"We hold sacred the powers of light and life. Truth and honor are our greatest weapons."
—Alabaster creed
2/1
Alaborn Cavalier

Alaborn Cavalier {2}{W}{W}

Creature - Human Knight
Whenever Alaborn Cavalier attacks, you may tap target creature.
"Course he ran! I wouldn't want to stare down that barrel, either!"
—Alaborn soldier
2/2
Aladdin's Ring

Aladdin's Ring {8}

Artifact
{8}, {T}: Aladdin's Ring deals 4 damage to any target.
"A good lamp will light your way. A good ring will clear it."
—Nervan, royal jeweler
Related card: City in a Bottle
Albino Troll

Albino Troll {1}{G}

Creature - Troll
Echo {1}{G}
{1}{G}: Regenerate Albino Troll.
3/3
Alchemist's Apprentice

Alchemist's Apprentice {1}{U}

Creature - Human Wizard
Sacrifice Alchemist's Apprentice: Draw a card.
Side effects may include foul odors, scalding steam, and spontaneous nonexistence.
1/1
  • Avacyn Restored
Alchemist's Refuge

Alchemist's Refuge

Land
{T}: Add {C}.
{G}{U}, {T}: You may cast spells this turn as though they had flash.
Persecuted alchemists fled deep into Kessig's wilds, seeking solitude to continue their ghoulish craft.
Algae Gharial

Algae Gharial {3}{G}

Creature - Crocodile
Shroud
Whenever another creature dies, you may put a +1/+1 counter on Algae Gharial.
It lurks just under the surface, using the algae-choked tar pits of Jund as both home and hunting blind.
1/1
Alive

Alive {3}{G}

Sorcery
Create a 3/3 green Centaur creature token.
Fuse
Card has other part: Well
  • Dragon's Maze
All Is Dust

All Is Dust {7}

Tribal Sorcery - Eldrazi
Each player sacrifices all permanents they control that are one or more colors.
"The emergence of the Eldrazi isn't necessarily a bad thing, as long as you've already lived a fulfilling and complete life without regrets."
—Javad Nasrin, Ondu relic hunter
All Shall Smolder in My Wake

All Shall Smolder in My Wake

Scheme
When you set this scheme in motion, destroy up to one target artifact, up to one target enchantment, and up to one target nonbasic land.
"It's my goal to find the melting point of every substance."
  • Archenemy Schemes
All Suns' Dawn

All Suns' Dawn {4}{G}

Sorcery
For each color, return up to one target card of that color from your graveyard to your hand. Exile All Suns' Dawn.
All in Good Time

All in Good Time

Scheme
When you set this scheme in motion, take an extra turn after this one. Schemes can't be set in motion that turn.
"Take a moment. Ponder the depths of your insignificance."
  • Archenemy Schemes
Alliance of Arms

Alliance of Arms {W}

Sorcery
Join forces — Starting with you, each player may pay any amount of mana. Each player creates X 1/1 white Soldier creature tokens, where X is the total amount of mana paid this way.
Allied Strategies

Allied Strategies {4}{U}

Sorcery
Domain — Target player draws a card for each basic land type among lands they control.
Each commander looked at the others and wondered who would be first to break the alliance.