8981 cards found
Ambush Party

Ambush Party {4}{R}

Creature - Human Rogue
First strike, haste
"Fair fight? I'll take survival over chivalry any day!"
—Tor Wauki, Bandit King
3/1
Related card: Apocalypse Chime
Ambush Viper

Ambush Viper {1}{G}

Creature - Snake
Flash
Deathtouch
"Living creatures seldom impress me. But I like this one."
—Uta Falkenrath
2/1
Related card: Jessie Zane, Fangbringer
Aminatou's Augury

Aminatou's Augury {6}{U}{U}

Sorcery
Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
Aminatou, the Fateshifter

Aminatou, the Fateshifter {W}{U}{B}

Legendary Planeswalker - Aminatou
[+1]: Draw a card, then put a card from your hand on top of your library.
[–1]: Exile another target permanent you own, then return it to the battlefield under your control.
[–6]: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction.
Aminatou, the Fateshifter can be your commander.
Loyalty:
3
Amnesia

Amnesia {3}{U}{U}{U}

Sorcery
Target player reveals their hand and discards all nonland cards.
"When one has witnessed the unspeakable, 'tis sometimes better to forget."
—Vervamon the Elder
Amoeboid Changeling

Amoeboid Changeling {1}{U}

Creature - Shapeshifter
Changeling
{T}: Target creature gains all creature types until end of turn.
{T}: Target creature loses all creature types until end of turn.
1/1
Amphin Pathmage

Amphin Pathmage {3}{U}

Creature - Salamander Wizard
{2}{U}: Target creature can't be blocked this turn.
"There are those who do not believe in the existence of the amphin. This seems somehow to be of their own design."
—Gor Muldrak, Cryptohistories
3/2
Amrou Kithkin

Amrou Kithkin {W}{W}

Creature - Kithkin
This creature 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
Amrou Scout

Amrou Scout {1}{W}

Creature - Kithkin Rebel Scout
{4}, {T}: Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
The people of Amrou were scattered by war and driven into hiding. Scouts maintain the beacon fires that signal "return" and "home."
2/1
Amrou Seekers

Amrou Seekers {2}{W}

Creature - Kithkin Rebel
This creature can't be blocked except by artifact creatures and/or white creatures.
The paradise of Amrou Haven had become a field of cinders. Its people struggled to survive, hoping to see visions of its past in the strange storms that quickly passed.
2/2
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, greatly adding to the city's glory.
Related card: Golgothian Sylex
Amulet of Vigor

Amulet of Vigor {1}

Artifact
Whenever a permanent you control enters tapped, untap it.
"After years of study, I've learned an important lesson: the relics we watch may be watching us back."
—Anowon, the Ruin Sage
An Offer You Can't Refuse

An Offer You Can't Refuse {U}

Instant
Counter target noncreature spell. Its controller creates two Treasure tokens.
Elspeth wanted answers. Xander needed a spy. Their paths were destined to cross.
An-Zerrin Ruins

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

Enchantment
As this enchantment enters, 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
Related card: Apocalypse Chime
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
Related card: Apocalypse Chime
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
Related card: Apocalypse Chime
Anafenza, Kin-Tree Spirit

Anafenza, Kin-Tree Spirit {W}{W}

Legendary Creature - Spirit Soldier
Whenever another nontoken creature you control enters, bolster 1.
Martyred for worshipping her ancestors, she now walks among them.
2/2
Anarchist

Anarchist {4}{R}

Creature - Human Wizard
When this creature enters, you may return target sorcery card from your graveyard to your hand.
Those who will not follow are doomed to lead.
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
Anax and Cymede & Kynaios and Tiro

Anax and Cymede & Kynaios and Tiro {1}{R}{G}{W}{U}

Legendary Creature - Human Soldier
First strike, vigilance
Heroic — Whenever you cast a spell that targets Anax and Cymede & Kynaios and Tiro, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.
3/8
Anax, Hardened in the Forge

Anax, Hardened in the Forge {1}{R}{R}

Legendary Enchantment Creature - Demigod
Anax's power is equal to your devotion to red.
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This token can't block." If the creature had power 4 or greater, create two of those tokens instead.
*/3
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 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 this creature enters, you gain 1 life for each card in your graveyard.
"The will of all, by my hand done."
4/4