1453 cards found
Bronze Horse

Bronze Horse {7}

Artifact Creature - Horse
Trample
As long as you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it.
4/4
Bronze Tablet

Bronze Tablet {6}

Artifact
Remove Bronze Tablet from your deck before playing if you're not playing for ante.
Bronze Tablet enters tapped.
{4}, {T}: Exile Bronze Tablet and target nontoken permanent an opponent owns. That player may pay 10 life. If they do, put Bronze Tablet into its owner's graveyard. Otherwise, that player owns Bronze Tablet and you own the other exiled card.
Related card: Golgothian Sylex
Brothers of Fire

Brothers of Fire {1}{R}{R}

Creature - Human Shaman
{1}{R}{R}: Brothers of Fire deals 1 damage to any target and 1 damage to you.
Fire is never a gentle master.
2/2
Brown Ouphe

Brown Ouphe {G}

Creature - Ouphe
{1}{G}, {T}: Counter target activated ability from an artifact source.
"Ouphes love trinkets and love to take them apart. I only wish they wouldn't do so with the magical ones."
—Taaveti of Kelsinko, Elvish Hunter
1/1
Brushland

Brushland

Land
{T}: Add {C}.
{T}: Add {G} or {W}. Brushland deals 1 damage to you.
Burnt Offering

Burnt Offering {B}

Instant
As an additional cost to cast this spell, sacrifice a creature.
Add X mana in any combination of {B} and/or {R}, where X is the sacrificed creature's mana value.
"My foes serve me twice: in dying, and in death."
—Lim-Dûl, the Necromancer
Burrowing

Burrowing {R}

Enchantment - Aura
Enchant creature
Enchanted creature has mountainwalk.
Call to Arms

Call to Arms {1}{W}

Enchantment
As Call to Arms enters, choose a color and an opponent.
White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.
When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
Camel

Camel {W}

Creature - Camel
Banding
As long as Camel is attacking, prevent all damage Deserts would deal to Camel and to creatures banded with Camel.
Everyone knew Walid was a pious man, for he had been blessed with many sons, many jewels, and a great many Camels.
0/1
Related card: City in a Bottle
  • Arabian Nights
Camouflage

Camouflage {G}

Instant
Cast this spell only during your declare attackers step.
This turn, instead of declaring blockers, each defending player chooses any number of creatures they control and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures those players control that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so.
Candelabra of Tawnos

Candelabra of Tawnos {1}

Artifact
{X}, {T}: Untap X target lands.
Tawnos learned quickly from Urza that utter simplicity often led to wondrous, yet subtle utility.
Related card: Golgothian Sylex
Carapace

Carapace {G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2.
Sacrifice Carapace: Regenerate enchanted creature.
"The tougher to crack, the sweeter the snack."
—Kakra, Sea Troll
Related card: Apocalypse Chime
Caribou Range

Caribou Range {2}{W}{W}

Enchantment - Aura
Enchant land you control
Enchanted land has "{W}{W}, {T}: Create a 0/1 white Caribou creature token."
Sacrifice a Caribou token: You gain 1 life.
Carnivorous Plant

Carnivorous Plant {3}{G}

Creature - Plant Wall
Defender
"It had a mouth like that of a great beast, and gnashed its teeth as it strained to reach us. I am thankful it possessed no means of locomotion."
—Vervamon the Elder
4/5
Carrion Ants

Carrion Ants {2}{B}{B}

Creature - Insect
{1}: Carrion Ants gets +1/+1 until end of turn.
"War is no picnic," my father liked to say. But the Ants seemed to disagree.
0/1
Castle

Castle {3}{W}

Enchantment
Untapped creatures you control get +0/+2.
Castle Sengir

Castle Sengir

Land
{T}: Add {C}.
{1}, {T}: Add {B}.
{2}, {T}: Add {U} or {R}.
Where hope has no champion, evil rules all.
Related card: Apocalypse Chime
  • Homelands
Cat Warriors

Cat Warriors {1}{G}{G}

Creature - Cat Warrior
Forestwalk
These stealthy felines have survived so many battles that some believe they must possess many lives.
2/2
Cathedral of Serra

Cathedral of Serra

Land
White legendary creatures you control have "bands with other legendary creatures."
  • Legends
Cave People

Cave People {1}{R}{R}

Creature - Human
Whenever Cave People attacks, it gets +1/-2 until end of turn.
{1}{R}{R}, {T}: Target creature gains mountainwalk until end of turn.
1/4
Caverns of Despair

Caverns of Despair {2}{R}{R}

World Enchantment
No more than two creatures can attack each combat.
No more than two creatures can block each combat.
  • Legends
Celestial Prism

Celestial Prism {3}

Artifact
{2}, {T}: Add one mana of any color.
Celestial Sword

Celestial Sword {6}

Artifact
{3}, {T}: Target creature you control gets +3/+3 until end of turn. Its controller sacrifices it at the beginning of the next end step.
"So great is its power, only the chosen can wield it and live."
—Avram Garrisson, Leader of the Knights of Stromgald
Cemetery Gate

Cemetery Gate {2}{B}

Creature - Wall
Defender
Protection from black
"It keeps some out, yes. It also keeps others in!"
—Grandmother Sengir
0/5
Related card: Apocalypse Chime
Centaur Archer

Centaur Archer {1}{R}{G}

Creature - Centaur Archer
{T}: Centaur Archer deals 1 damage to target creature with flying.
"Centaurs will kill our Aesthir if they can; they've always been enemies. Destroy the horse-people on sight."
—Arna Kennerüd, Skyknight
3/2