20470 cards found
Festival

Festival {W}

Instant
Cast this spell only during an opponent's upkeep.
Creatures can't attack this turn.
Only after the townsfolk had drawn us into their merry celebration did we discover that their holiday rituals held a deeper purpose.
  • The Dark
Fire and Brimstone

Fire and Brimstone {3}{W}{W}

Instant
Fire and Brimstone deals 4 damage to target player who attacked this turn and 4 damage to you.
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Frankenstein's Monster

Frankenstein's Monster {X}{B}{B}

Creature - Zombie
As Frankenstein's Monster enters the battlefield, exile X creature cards from your graveyard. If you can't, put Frankenstein's Monster into its owner's graveyard instead of onto the battlefield. For each creature card exiled this way, Frankenstein's Monster enters the battlefield with a +2/+0, +1/+1, or +0/+2 counter on it.
0/1
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Giant Shark

Giant Shark {5}{U}

Creature - Fish
Giant Shark can't attack unless defending player controls an Island.
Whenever Giant Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Giant Shark gets +2/+0 and gains trample until end of turn.
When you control no Islands, sacrifice Giant Shark.
4/4
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Grave Robbers

Grave Robbers {1}{B}{B}

Creature - Human Rogue
{B}, {T}: Exile target artifact card from a graveyard. You gain 2 life.
"If you don't have your health, you don't have anything."
—Proverb
1/1
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Hidden Path

Hidden Path {2}{G}{G}{G}{G}

Enchantment
Green creatures have forestwalk.
"Where moments before we were lost beyond hope, the strange, floating lights showed us the way and restored our morale."
—Vervamon the Elder
  • The Dark
Inquisition

Inquisition {2}{B}

Sorcery
Target player reveals their hand. Inquisition deals damage to that player equal to the number of white cards in their hand.
Many of those entrusted to Primata Delphine's care tended to express themselves with screams.
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Lurker

Lurker {2}{G}

Creature - Beast
Lurker can't be the target of spells unless it attacked or blocked this turn.
"Each night we felt it watching us from the darkness beyond our fire. We only had one pack horse left."
—Maeveen O'Donagh, Memoirs of a Soldier
2/3
  • The Dark
Marsh Goblins

Marsh Goblins {B}{R}

Creature - Goblin
Swampwalk
Even the other Goblin races shun the Marsh Goblins, thanks to certain unwholesome customs they practice.
1/1
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Miracle Worker

Miracle Worker {W}

Creature - Human Cleric
{T}: Destroy target Aura attached to a creature you control.
"Those blessed hands could bring surcease to even the most tainted soul."
—Sister Betje, Miracles of the Saints
1/1
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Nameless Race

Nameless Race {3}{B}

Creature
Trample
As Nameless Race enters the battlefield, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents your opponents control plus the total number of white cards in their graveyards.
Nameless Race's power and toughness are each equal to the life paid as it entered the battlefield.
*/*
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Necropolis

Necropolis {5}

Artifact Creature - Wall
Defender
Exile a creature card from your graveyard: Put X +0/+1 counters on Necropolis, where X is the exiled card's converted mana cost.
0/1
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Niall Silvain

Niall Silvain {G}{G}{G}

Creature - Ouphe
{G}{G}{G}{G}, {T}: Regenerate target creature.
This is his domain, and while you remain here you must value all life as you value your own.
2/2
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People of the Woods

People of the Woods {G}{G}

Creature - Human
People of the Woods's toughness is equal to the number of Forests you control.
"Their rain of arrows left only myself alive, cowering within a tree hollow. They did not even come out to loot the bodies."
—Vervamon the Elder
1/*
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Psychic Allergy

Psychic Allergy {3}{U}{U}

Enchantment
As Psychic Allergy enters the battlefield, choose a color.
At the beginning of each opponent's upkeep, Psychic Allergy deals X damage to that player, where X is the number of nontoken permanents of the chosen color they control.
At the beginning of your upkeep, destroy Psychic Allergy unless you sacrifice two Islands.
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Reflecting Mirror

Reflecting Mirror {4}

Artifact
{X}, {T}: Change the target of target spell with a single target if that target is you. The new target must be a player. X is twice the converted mana cost of that spell.
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Riptide

Riptide {U}

Instant
Tap all blue creatures.
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Savaen Elves

Savaen Elves {G}

Creature - Elf
{G}{G}, {T}: Destroy target Aura attached to a land.
"Purity of magic can only come from purity of the land. How can a meal nourish if the ingredients are spoiled?"
—Sidaine of Savaen
1/1
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Scarwood Goblins

Scarwood Goblins {R}{G}

Creature - Goblin
Larger and more cunning than most Goblins, Scarwood Goblins are thankfully found only in isolated pockets.
2/2
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Scarwood Hag

Scarwood Hag {1}{G}

Creature - Hag
{G}{G}{G}{G}, {T}: Target creature gains forestwalk until end of turn.
{T}: Target creature loses forestwalk until end of turn.
1/1
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Season of the Witch

Season of the Witch {B}{B}{B}

Enchantment
At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life.
At the beginning of the end step, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack.
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Standing Stones

Standing Stones {3}

Artifact
{1}, {T}, Pay 1 life: Add one mana of any color.
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Tangle Kelp

Tangle Kelp {U}

Enchantment - Aura
Enchant creature
When Tangle Kelp enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step if it attacked during its controller's last turn.
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Tower of Coireall

Tower of Coireall {2}

Artifact
{T}: Target creature can't be blocked by Walls this turn.
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Wand of Ith

Wand of Ith {4}

Artifact
{3}, {T}: Target player reveals a card at random from their hand. If it's a land card, that player discards it unless they pay 1 life. If it isn't a land card, the player discards it unless they pay life equal to its converted mana cost. Activate this ability only during your turn.
  • The Dark