8460 cards found
Amrou Kithkin

Amrou Kithkin {W}{W}

Creature - Kithkin
Amrou Kithkin can't be blocked by creatures with power 3 or greater.
Quick and agile, Amrou Kithkin can usually escape from even the most fearsome opponents.
1/1
Amulet of Kroog

Amulet of Kroog {2}

Artifact
{2}, {T}: Prevent the next 1 damage that would be dealt to any target this turn.
Among the first allies Urza gained were the people of Kroog. As a sign of friendship, Urza gave the healers of the city potent amulets; afterwards, thousands journeyed to Kroog in hope of healing.
Amulet of Quoz

Amulet of Quoz {6}

Artifact
Remove Amulet of Quoz from your deck before playing if you're not playing for ante.
{T}, Sacrifice Amulet of Quoz: Target opponent may ante the top card of their library. If they don't, you flip a coin. If you win the flip, that player loses the game. If you lose the flip, you lose the game. Activate this ability only during your upkeep.
  • Ice Age
Amulet of Unmaking

Amulet of Unmaking {5}

Artifact
{5}, {T}, Exile Amulet of Unmaking: Exile target artifact, creature, or land. Activate this ability only any time you could cast a sorcery.
Trade to trade, not to keep. —Suq'Ata motto
  • Mirage
An-Havva Constable

An-Havva Constable {1}{G}{G}

Creature - Human
An-Havva Constable's toughness is equal to 1 plus the number of green creatures on the battlefield.
"Joskun and the other constables serve with passion, if not with grace."
—Devin, faerie noble
2/1+*
An-Havva Inn

An-Havva Inn {1}{G}{G}

Sorcery
You gain X plus 1 life, where X is the number of green creatures on the battlefield.
"The Inn was ever a steady source of good cheer and kindness. Greatly do I miss it, now that I am gone."
—Ihsan's Shade
  • Homelands
An-Havva Township

An-Havva Township

Land
{T}: Add {C}.
{1}, {T}: Add {G}.
{2}, {T}: Add {R} or {W}.
Folk of good heart will always find a home.
  • Homelands
An-Zerrin Ruins

An-Zerrin Ruins {2}{R}{R}

Enchantment
As An-Zerrin Ruins enters the battlefield, choose a creature type.
Creatures of the chosen type don't untap during their controllers' untap steps.
"The An-Zerrins have served me well, ever since I first killed them."
—Baron Sengir
Ana Sanctuary

Ana Sanctuary {2}{G}

Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
Anaba Ancestor

Anaba Ancestor {1}{R}

Creature - Minotaur Spirit
{T}: Another target Minotaur creature gets +1/+1 until end of turn.
"The Ancestors are the wisdom of the tribe and the soul of the Homelands. I am eternally in their debt."
—Taysir
1/1
Anaba Bodyguard

Anaba Bodyguard {3}{R}

Creature - Minotaur
First strike
"They who challenge a minotaur enjoy the taste of their own blood."
—Mirri of the Weatherlight
2/3
Anaba Shaman

Anaba Shaman {3}{R}

Creature - Minotaur Shaman
{R}, {T}: Anaba Shaman deals 1 damage to any target.
"The shamans? Ha! They are craven cows not capable of true magic."
—Irini Sengir
2/2
Anaba Spirit Crafter

Anaba Spirit Crafter {2}{R}{R}

Creature - Minotaur Shaman
Minotaur creatures get +1/+0.
"The Spirit Crafters sing of all our people. They sing of those lost, of those found, and of those who are yet to be."
—Onatah, Anaba Shaman
1/3
Anaconda

Anaconda {3}{G}

Creature - Snake
Swampwalk
If you're smaller than the anaconda, it considers you food. If you're larger than the anaconda, it considers you a lot of food.
3/3
Anarchist

Anarchist {4}{R}

Creature - Human Wizard
When Anarchist enters the battlefield, you may return target sorcery card from your graveyard to your hand.
"I'll take that. You won't need it when the revolution comes."
2/2
Anarchy

Anarchy {2}{R}{R}

Sorcery
Destroy all white permanents.
"The Shaman waved the staff, and the land itself went mad."
—Disa the Restless, journal entry
Anax and Cymede

Anax and Cymede {1}{R}{W}

Legendary Creature - Human Soldier
First strike, vigilance
Heroic — Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.
Akros's greatest heroes are also its royalty.
3/2
  • Theros
  • Duel Decks: Heroes vs. Monsters
Ancestor Dragon

Ancestor Dragon {4}{W}{W}

Creature - Dragon
Flying
Whenever one or more creatures you control attack, you gain 1 life for each attacking creature.
It is said that Yinglong gave birth to the qilin and the phoenix, and after them, all of the hairy and winged beings in the world. Thus it is known as the Ancestor Dragon.
5/6
Ancestor's Chosen

Ancestor's Chosen {5}{W}{W}

Creature - Human Cleric
First strike
When Ancestor's Chosen enters the battlefield, you gain 1 life for each card in your graveyard.
4/4
Ancestral Knowledge

Ancestral Knowledge {1}{U}

Enchantment
Cumulative upkeep {1}
When Ancestral Knowledge enters the battlefield, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order.
When Ancestral Knowledge leaves the battlefield, shuffle your library.
  • Weatherlight
Ancestral Mask

Ancestral Mask {2}{G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
"I pass to you all we have ever been. Go forth and become all we never could."
Ancestral Memories

Ancestral Memories {2}{U}{U}{U}

Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
Ancestral Recall

Ancestral Recall {U}

Instant
Target player draws three cards.
Ancestral Vengeance

Ancestral Vengeance {B}{B}

Enchantment - Aura
Enchant creature
When Ancestral Vengeance enters the battlefield, put a +1/+1 counter on target creature you control.
Enchanted creature gets -1/-1.
The defenses of the Abzan extend well beyond the walls of their fortresses.
Ancestral Vision

Ancestral Vision

Sorcery
(Color indicator: Ancestral Vision is blue)
Suspend 4—{U}
Target player draws three cards.