29693 cards found
Prison Term

Prison Term {1}{W}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Whenever a creature enters the battlefield under an opponent's control, you may attach Prison Term to that creature.
Clear out the cell. Bring in the next prisoner.
Proclamation of Rebirth

Proclamation of Rebirth {2}{W}

Sorcery
Return up to three target creature cards with mana value 1 or less from your graveyard to the battlefield.
Forecast — {5}{W}, Reveal Proclamation of Rebirth from your hand: Return target creature card with mana value 1 or less from your graveyard to the battlefield.
Profit

Profit {1}{W}

Instant
Creatures you control get +1/+1 until end of turn.
Fuse
Card has other part: Loss
  • Dragon's Maze
Profound Journey

Profound Journey {5}{W}{W}

Sorcery
Return target permanent card from your graveyard to the battlefield.
Rebound
  • Dragons of Tarkir
Promise of Bunrei

Promise of Bunrei {2}{W}

Enchantment
When a creature you control dies, sacrifice Promise of Bunrei. If you do, create four 1/1 colorless Spirit creature tokens.
"I am not afraid to die today nor afraid of what death will bring."
Promise of Loyalty

Promise of Loyalty {4}{W}

Sorcery
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
"It's us against the world. Forever."
Promise of Tomorrow

Promise of Tomorrow {2}{W}

Enchantment
Whenever a creature you control dies, exile it.
At the beginning of each end step, if you control no creatures, sacrifice Promise of Tomorrow and return all cards exiled with it to the battlefield under your control.
Death can wait.
Proper Burial

Proper Burial {3}{W}

Enchantment
Whenever a creature you control dies, you gain life equal to that creature's toughness.
Properly honored dead gain the peace of the grave and freedom from the call of the Ghost Quarter.
  • Dissension
Prophecy

Prophecy {W}

Sorcery
Reveal the top card of target opponent's library. If it's a land, you gain 1 life. Then that player shuffles.
Draw a card at the beginning of the next turn's upkeep.
Related card: Apocalypse Chime
  • Homelands
Proposal

Proposal {W}{W}{W}{W}

Sorcery
Allows Richard to propose marriage to Lily. If the proposal is accepted both players win; mix the cards in play, both libraries, and both graveyards as a shared deck.
  • Celebration Cards
Protect

Protect {2}{W}

Instant
Target creature gets +2/+4 until end of turn.
Fuse
Card has other part: Serve
  • Dragon's Maze
Protection of the Hekma

Protection of the Hekma {4}{W}

Enchantment
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
Part of the acolytes' training is to walk along the Hekma, staring out at the ravenous horrors kept at bay by the God-Pharaoh's barrier.
Protective Sphere

Protective Sphere {2}{W}

Enchantment
{1}, Pay 1 life: Prevent all damage that would be dealt to you this turn by a source of your choice that shares a color with the mana spent on this activation cost.
  • Invasion
Providence

Providence {5}{W}{W}

Sorcery
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, your life total becomes 26.
Your life total becomes 26.
There is power in prayer, regardless of who is listening.
Pull from Eternity

Pull from Eternity {W}

Instant
Put target face-up exiled card into its owner's graveyard.
It is best to conquer dragons before they hatch.
—Femeref adage
Pull of the Mist Moon

Pull of the Mist Moon {1}{W}{W}

Enchantment
Kicker {1}{U}
When Pull of the Mist Moon enters the battlefield, exile target nonland permanent an opponent controls until Pull of the Mist Moon leaves the battlefield.
When Pull of the Mist Moon enters the battlefield, if it was kicked, choose a nonland permanent card in your hand. It perpetually gains "When this permanent enters the battlefield, exile target nonland permanent an opponent controls until this permanent leaves the battlefield."
  • Alchemy: Dominaria
Pulse of the Fields

Pulse of the Fields {1}{W}{W}

Instant
You gain 4 life. Then if an opponent has more life than you, return Pulse of the Fields to its owner's hand.
Before religion or civilization, there was order.
  • Darksteel
Puncturing Light

Puncturing Light {1}{W}

Instant
Destroy target attacking or blocking creature with power 3 or less.
"If you refuse to see the light, then you will feel it."
Pure Intentions

Pure Intentions {W}

Instant - Arcane
Whenever a spell or ability an opponent controls causes you to discard cards this turn, return those cards from your graveyard to your hand.
When a spell or ability an opponent controls causes you to discard Pure Intentions, return Pure Intentions from your graveyard to your hand at the beginning of the next end step.
  • Saviors of Kamigawa
Pure Reflection

Pure Reflection {2}{W}

Enchantment
Whenever a player casts a creature spell, destroy all Reflections. Then that player creates an X/X white Reflection creature token, where X is the mana value of that spell.
  • Invasion
Purelace

Purelace {W}

Instant
Target spell or permanent becomes white.
Purge

Purge {1}{W}

Instant
Destroy target artifact creature or black creature. It can't be regenerated.
For the first and last time, the horrific creature experienced terror.
Purify

Purify {3}{W}{W}

Sorcery
Destroy all artifacts and enchantments.
"We have no need for these trinkets. We need only the strength of our swords and the virtue of our hearts."
—The Northern Paladin
Purify the Grave

Purify the Grave {W}

Instant
Exile target card from a graveyard.
Flashback {W}
Some priests speak in whispers of the Helvault, a silver prison of unpurged evils.
Pursuit of Knowledge

Pursuit of Knowledge {3}{W}

Enchantment
If you would draw a card, you may put a study counter on Pursuit of Knowledge instead.
Remove three study counters from Pursuit of Knowledge, Sacrifice Pursuit of Knowledge: Draw seven cards.