4814 cards found
Hail of Arrows

Hail of Arrows {X}{W}

Instant
Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures.
"Do not let a single shaft loose until my word. And when I give that word, do not leave a single shaft in Eiganjo."
—General Takeno
Half-Elf Monk

Half-Elf Monk {3}{W}

Creature - Human Elf Monk
Vigilance
Stunning Strike{1}{W}, {T}: Tap target creature.
This fight was over the moment you picked up that clumsy cleaver of a sword.
1/4
  • Adventures in the Forgotten Realms
Half-Kitten, Half-

Half-Kitten, Half-

Creature - Cat
(Color indicator: Half-Kitten, Half- is white)
Whenever you're dealt damage,
Augment {2}{W} ({2}{W}, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
+1/+2
  • Unstable
Hallow

Hallow {W}

Instant
Prevent all damage target spell would deal this turn. You gain life equal to the damage prevented this way.
"Bend with the storm, then reply in kind."
  • Darksteel
Hallowed Burial

Hallowed Burial {3}{W}{W}

Sorcery
Put all creatures on the bottom of their owners' libraries.
"I'd rather hear the screams of battle than the quiet that follows."
—Talara, elvish safewright
Hallowed Ground

Hallowed Ground {1}{W}

Enchantment
{W}{W}: Return target nonsnow land you control to its owner's hand.
"On this site where Kjeld's blood was spilled, let none raise a fist or deny a beggar."
—Halvor Arenson, Kjeldoran Priest
Hallowed Haunting

Hallowed Haunting {2}{W}{W}

Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Hallowed Healer

Hallowed Healer {2}{W}

Creature - Human Cleric
{T}: Prevent the next 2 damage that would be dealt to any target this turn.
Threshold{T}: Prevent the next 4 damage that would be dealt to any target this turn. Activate only if seven or more cards are in your graveyard.
1/1
  • Odyssey
Hallowed Moonlight

Hallowed Moonlight {1}{W}

Instant
Until end of turn, if a creature would enter and it wasn't cast, exile it instead.
Draw a card.
Creatures of darkness instinctively hide from the light.
Hallowed Priest

Hallowed Priest {1}{W}

Creature - Human Cleric
Whenever you gain life, put a +1/+1 counter on this creature.
1/1
  • Arena Beginner Set
Hallowed Spiritkeeper

Hallowed Spiritkeeper {1}{W}{W}

Creature - Avatar
Vigilance
When this creature dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
3/2
Halo Fountain

Halo Fountain {2}{W}

Artifact
{W}, {T}, Untap a tapped creature you control: Create a 1/1 green and white Citizen creature token.
{W}{W}, {T}, Untap two tapped creatures you control: Draw a card.
{W}{W}{W}{W}{W}, {T}, Untap fifteen tapped creatures you control: You win the game.
Halvar, God of Battle
Sword of the Realms

Halvar, God of Battle {2}{W}{W}

Legendary Creature - God
Creatures you control that are enchanted or equipped have double strike.
At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control.
4/4
Card has other part: Sword of the Realms
Related card: Forging the Tyrite Sword
Hammers of Moradin

Hammers of Moradin {2}{W}

Creature - Dwarf Cleric
Myriad
Whenever this creature attacks, for each opponent, tap up to one target creature that player controls.
3/3
  • Commander Legends: Battle for Baldur's Gate
Hand of Enlightenment
Era of Enlightenment

Hand of Enlightenment

Enchantment Creature - Human Monk
(Color indicator: Hand of Enlightenment is white)
First strike
"We have endured lifetimes of war and carved our way to peace by blade and conquest. Now, united at last under Kyodai's guidance, we lay down our weapons and open our minds."
—Aoha, general of the First Emperor
2/2
Card has other part: Era of Enlightenment
  • Kamigawa: Neon Dynasty
Hand of Honor

Hand of Honor {W}{W}

Creature - Human Samurai
Protection from black
Bushido 1
"The sword is just a tool. It is the samurai's hand that brings it to life."
2/2
Hand of Justice

Hand of Justice {5}{W}

Creature - Avatar
{T}, Tap three untapped white creatures you control: Destroy target creature.
"The Hand of Justice will come to cleanse the world if we are true."
—Oliver Farrel
2/6
Hangarback Assembler

Hangarback Assembler {1}{W}

Artifact
Start your engines!
When this artifact enters, conjure a card named Hangarback Walker onto the battlefield, then put a +1/+1 counter on it.
Max speed — At the beginning of your end step, put a +1/+1 counter on each artifact creature and/or Vehicle you control.
Related card: Hangarback Walker
  • Alchemy: Aetherdrift
Hanged Executioner

Hanged Executioner {2}{W}

Creature - Spirit
Flying
When this creature enters, create a 1/1 white Spirit creature token with flying.
{3}{W}, Exile this creature: Exile target creature.
1/1
Hanna's Custody

Hanna's Custody {2}{W}

Enchantment
All artifacts have shroud.
"I protect the Legacy with my life if necessary, for its purpose is far more important than my own."
—Hanna, Weatherlight navigator
Hanweir Militia Captain
Westvale Cult Leader

Hanweir Militia Captain {1}{W}

Creature - Human Soldier
At the beginning of your upkeep, if you control four or more creatures, transform this creature.
Her reputation inspires both loyalty and adoration.
2/2
Card has other part: Westvale Cult Leader
Happily Ever After

Happily Ever After {2}{W}

Enchantment
When this enchantment enters, each player gains 5 life and draws a card.
At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
Hardened Escort

Hardened Escort {2}{W}

Creature - Human Soldier
Whenever this creature attacks, another target creature you control gets +1/+0 and gains indestructible until end of turn.
"It's not magic. I read the writing on the House's walls. I listen to its sighs. I smell the changes in its air. It tells me where danger lies."
2/4
  • Duskmourn: House of Horror
Hare Apparent

Hare Apparent {1}{W}

Creature - Rabbit Noble
When this creature enters, create a number of 1/1 white Rabbit creature tokens equal to the number of other creatures you control named Hare Apparent.
A deck can have any number of cards named Hare Apparent.
Most families have trees. His has an entire forest.
2/2
  • Foundations
Harm's Way

Harm's Way {W}

Instant
The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.
Even when fate is already written, there's always time to change the names.