30303 cards found
Azlask, the Swelling Scourge

Azlask, the Swelling Scourge {3}

Legendary Creature - Eldrazi
Whenever Azlask, the Swelling Scourge or another colorless creature you control dies, you get an experience counter.
{W}{U}{B}{R}{G}: Creatures you control get +X/+X until end of turn, where X is the number of experience counters you have. Scions and Spawns you control gain indestructible and annihilator 1 until end of turn.
2/2
Azor's Elocutors

Azor's Elocutors {3}{W/U}{W/U}

Creature - Human Advisor
At the beginning of your upkeep, put a filibuster counter on Azor's Elocutors. Then if Azor's Elocutors has five or more filibuster counters on it, you win the game.
Whenever a source deals damage to you, remove a filibuster counter from Azor's Elocutors.
3/5
  • Return to Ravnica
Azor's Gateway
Sanctum of the Sun

Azor's Gateway {2}

Legendary Artifact
{1}, {T}: Draw a card, then exile a card from your hand. If cards with five or more different mana values are exiled with Azor's Gateway, you gain 5 life, untap Azor's Gateway, and transform it.
Card has other part: Sanctum of the Sun
Azor, the Lawbringer

Azor, the Lawbringer {2}{W}{W}{U}{U}

Legendary Creature - Sphinx
Flying
When Azor, the Lawbringer enters, each opponent can't cast instant or sorcery spells during that player's next turn.
Whenever Azor attacks, you may pay {X}{W}{U}{U}. If you do, you gain X life and draw X cards.
6/6
Azorius Aethermage

Azorius Aethermage {1}{W}{U}

Creature - Human Wizard
Whenever a permanent is returned to your hand, you may pay {1}. If you do, draw a card.
In her single metasphere are bound the records of every Aetheric transaction since the time of Azor.
1/1
  • Dissension
Azorius Arrester

Azorius Arrester {1}{W}

Creature - Human Soldier
When Azorius Arrester enters, detain target creature an opponent controls.
"You have the right to remain silent. Mostly because I tire of your excuses."
2/1
Azorius Chancery

Azorius Chancery

Land
Azorius Chancery enters tapped.
When Azorius Chancery enters, return a land you control to its owner's hand.
{T}: Add {W}{U}.
Azorius Charm

Azorius Charm {W}{U}

Instant
Choose one —
• Creatures you control gain lifelink until end of turn.
• Draw a card.
• Put target attacking or blocking creature on top of its owner's library.
"The rules of logic and order have already made the choice for you."
—Isperia
Azorius Cluestone

Azorius Cluestone {3}

Artifact
{T}: Add {W} or {U}.
{W}{U}, {T}, Sacrifice Azorius Cluestone: Draw a card.
Its three sides represent the Sova, judges and arbitrators; the Jelenn, scribes and elocutors; and the Lyev, lawmages and enforcers.
  • Dragon's Maze
Azorius First-Wing

Azorius First-Wing {W}{U}

Creature - Griffin
Flying, protection from enchantments
With a steady diet of lawbreakers, Azorius griffins inevitably develop a resistance to the contraband magic that taints much of their prey.
2/2
  • Dissension
Azorius Guildgate

Azorius Guildgate

Land - Gate
This land enters tapped.
{T}: Add {W} or {U}.
Enter the Senate, the seat of justice and the foundation of Ravnican society.
Azorius Guildmage

Azorius Guildmage {W/U}{W/U}

Creature - Vedalken Wizard
{2}{W}: Tap target creature.
{2}{U}: Counter target activated ability.
2/2
Azorius Herald

Azorius Herald {2}{W}

Creature - Spirit
Azorius Herald can't be blocked.
When Azorius Herald enters, you gain 4 life.
When Azorius Herald enters, sacrifice it unless {U} was spent to cast it.
"As peace should be—gentle yet unstoppable."
—Augustin IV
2/1
Azorius Justiciar

Azorius Justiciar {2}{W}{W}

Creature - Human Wizard
When Azorius Justiciar enters, detain up to two target creatures your opponents control.
"Your potential to commit a crime warrants further investigation."
2/2
Azorius Keyrune

Azorius Keyrune {3}

Artifact
{T}: Add {W} or {U}.
{W}{U}: Azorius Keyrune becomes a 2/2 white and blue Bird artifact creature with flying until end of turn.
"The higher the mind soars, the greater its understanding of the law."
—Isperia
Azorius Knight-Arbiter

Azorius Knight-Arbiter {3}{W}{U}

Creature - Human Knight
Vigilance
Azorius Knight-Arbiter can't be blocked.
Thanks to the magic in his Writ of Passage, alms beasts lumbered aside, anarchs bowed their heads, and even Rakdos acrobats rolled their spikewheels out of his way.
2/5
  • Ravnica Allegiance
Azorius Locket

Azorius Locket {3}

Artifact
{T}: Add {W} or {U}.
{W/U}{W/U}{W/U}{W/U}, {T}, Sacrifice Azorius Locket: Draw two cards.
"Mandatory lockets enable the tracking of all Senate personnel for improved security and efficiency."
—Dovin Baan
Azorius Ploy

Azorius Ploy {1}{W}{W}{U}

Instant
Prevent all combat damage target creature would deal this turn.
Prevent all combat damage that would be dealt to target creature this turn.
Azorius military tactics, like their legal tactics, capitalize on delay and nullification.
  • Dissension
Azorius Signet

Azorius Signet {2}

Artifact
{1}, {T}: Add {W}{U}.
The maze-like design embodies the core of Azorius law—strict structure designed to test wills and stall change.
Related card: Relics of the Rubblebelt
Azorius Skyguard

Azorius Skyguard {4}{W}{U}

Creature - Human Knight
Flying, first strike
Creatures your opponents control get -1/-0.
"These new thopters are all well and good, but four eyes are better than none."
3/3
  • Ravnica Allegiance
Azorius Traffic Enforcement

Azorius Traffic Enforcement {2}{W}

Creature - Human Soldier
Creatures opponents control entering the battlefield don't cause backup abilities to trigger.
At the beginning of your combat step, detain target creature with backup or vehicle an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
2/3
  • Unknown Event
Azra Bladeseeker

Azra Bladeseeker {2}{R}

Creature - Azra Warrior
When Azra Bladeseeker enters, each player on your team may discard a card, then each player who discarded a card this way draws a card.
"Never get too attached to a weapon. You must allow a better one to find its way to you."
3/2
Azra Matchthrower

Azra Matchthrower {3}{R}

Creature - Azra Warrior
Battlebond (You may pair this creature with an unpaired battle you control when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Azra Matchthrower is paired with a battle, each of those permanents has "Whenever this permanent is dealt combat damage, this permanent deals 1 damage to any target."
4/4
  • Unknown Event
Azra Oddsmaker

Azra Oddsmaker {1}{B}{R}

Creature - Azra Warrior
At the beginning of combat on your turn, you may discard a card. If you do, choose a creature. Whenever that creature deals combat damage to a player this turn, you draw two cards.
"I never give odds on my own fights. Unless, of course, you want to bet against me . . ."
3/3
Azra Smokeshaper

Azra Smokeshaper {3}{B}

Creature - Azra Ninja
Ninjutsu {1}{B}
When Azra Smokeshaper enters, target creature you control gains indestructible until end of turn.
3/3