26393 cards found
Thassa's Rebuff

Thassa's Rebuff {1}{U}

Instant
Counter target spell unless its controller pays {X}, where X is your devotion to blue.
To resist Thassa is to deny the rising tide.
  • Born of the Gods
Thassa, Deep-Dwelling

Thassa, Deep-Dwelling {3}{U}

Legendary Enchantment Creature - God
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
{3}{U}: Tap another target creature.
6/5
Thassa, God of the Sea

Thassa, God of the Sea {2}{U}

Legendary Enchantment Creature - God
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your upkeep, scry 1.
{1}{U}: Target creature you control can't be blocked this turn.
5/5
That Which Was Compleated

That Which Was Compleated {8}{C/P}{C/P}

Artifact Creature - Eldrazi Phyrexian Processor
Ward — You get two poison counters.
Annihilator X, where X is the total number of poison counters your opponents have.
When you cast That Which Was Compleated, you may put a card an opponent owns in exile into their graveyard. If you do, they get two poison counters.
10/10
  • Unknown Event
That Which Was Taken

That Which Was Taken {5}

Legendary Artifact
{4}, {T}: Put a divinity counter on target permanent other than That Which Was Taken.
Each permanent with a divinity counter on it has indestructible.
"This god held prisoner in human hands has put all humanity in the hands of angry gods."
—Masako the Humorless
That's No Moonmist

That's No Moonmist {1}{G}

Instant
Transform all artifacts and Phyrexian creatures on their front face. Prevent all combat damage that would be dealt this turn by creatures other than Phyrexians. (Only double-faced cards and tokens can be transformed.)
  • Unknown Event
Thatcher Revolt

Thatcher Revolt {2}{R}

Sorcery
Create three 1/1 red Human creature tokens with haste. Sacrifice those tokens at the beginning of the next end step.
The dark times left the peasantry ready to fight with whatever weapons were at hand.
  • Avacyn Restored
Thaumatic Compass
Spires of Orazca

Thaumatic Compass {2}

Artifact
{3}, {T}: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
At the beginning of your end step, if you control seven or more lands, transform Thaumatic Compass.
"Clearly, it indicates the aetheric azimuth of . . ."
—Jace Beleren
Card has other part: Spires of Orazca
Thaumatog

Thaumatog {1}{G}{W}

Creature - Atog
Sacrifice a land: Thaumatog gets +1/+1 until end of turn.
Sacrifice an enchantment: Thaumatog gets +1/+1 until end of turn.
1/2
  • Odyssey
Thaumaturge's Familiar

Thaumaturge's Familiar {3}

Artifact Creature - Bird
Flying
When Thaumaturge's Familiar enters, scry 1.
1/3
Thawing Glaciers

Thawing Glaciers

Land
Thawing Glaciers enters tapped.
{1}, {T}: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Return Thawing Glaciers to its owner's hand at the beginning of the next cleanup step.
The Abyss

The Abyss {3}{B}

World Enchantment
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of their choice. It can't be regenerated.
"An immense river of oblivion is sweeping us away into a nameless abyss."
—Ernest Renan, Souvenirs d'Enfance et de Jeunesse
The Aesir Escape Valhalla

The Aesir Escape Valhalla {2}{G}

Enchantment - Saga
I — Exile a permanent card from your graveyard. You gain life equal to its mana value.
II — Put a number of +1/+1 counters on target creature you control equal to the mana value of the exiled card.
III — Return The Aesir Escape Valhalla and the exiled card to their owner's hand.
  • Assassin's Creed
The Aether Flues

The Aether Flues

Plane - Iquatana
When you planeswalk to The Aether Flues and at the beginning of your upkeep, you may sacrifice a creature. If you do, reveal cards from the top of your library until you reveal a creature card, put that card onto the battlefield, then shuffle all other cards revealed this way into your library.
Whenever chaos ensues, you may put a creature card from your hand onto the battlefield.
The Akroan War

The Akroan War {3}{R}

Enchantment - Saga
I — Gain control of target creature for as long as The Akroan War remains on the battlefield.
II — Until your next turn, creatures your opponents control attack each combat if able.
III — Each tapped creature deals damage to itself equal to its power.
The Alright Henge

The Alright Henge {3}{G}

Artifact
{T}: Add {G}{G}.
Whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it.
  • Unknown Event
The Ancient One

The Ancient One {U}{B}

Legendary Creature - Spirit God
Descend 8 — The Ancient One can't attack or block unless there are eight or more permanent cards in your graveyard.
{2}{U}{B}: Draw a card, then discard a card. When you discard a card this way, target player mills cards equal to its mana value.
8/8
  • The Lost Caverns of Ixalan Promos 222p 222s
  • The Lost Caverns of Ixalan 222 319
The Animus

The Animus {2}

Legendary Artifact
At the beginning of your end step, exile up to one target legendary creature card from a graveyard with a memory counter on it.
{T}: Until your next turn, target legendary creature you control becomes a copy of target creature card in exile with a memory counter on it. Activate only as a sorcery.
Related card: Shaun & Rebecca, Agents
The Antiquities War

The Antiquities War {3}{U}

Enchantment - Saga
I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
The Apprentice's Folly

The Apprentice's Folly {2}{U}{R}

Enchantment - Saga
I, II — Choose target nontoken creature you control that doesn't have the same name as a token you control. Create a token that's a copy of it, except it isn't legendary, is a Reflection in addition to its other types, and has haste.
III — Sacrifice all Reflections you control.
The Archimandrite

The Archimandrite {2}{U}{R}{W}

Legendary Creature - Human Advisor
At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus 4.
Whenever you gain life, each Advisor, Artificer, and Monk you control gains vigilance and gets +X/+0 until end of turn, where X is the amount of life you gained.
Tap three untapped Advisors, Artificers, and/or Monks you control: Draw a card.
0/5
The Argent Etchings
Elesh Norn

The Argent Etchings

Enchantment - Saga
(Color indicator: The Argent Etchings is white)
I — Incubate 2 five times, then transform all Incubator tokens you control.
II — Creatures you control get +1/+1 and gain double strike until end of turn.
III — Destroy all other permanents except for artifacts, lands, and Phyrexians. Exile The Argent Etchings, then return it to the battlefield.
Card has other part: Elesh Norn
The Ash Lizard

The Ash Lizard {4}{R}{G}

Legendary Creature - Lizard Warrior
Other Lizards, Treefolk, And Warriors you control get +2/+2.
Whenever The Ash Lizard attacks, create a token that's a copy of one of the following cards at random: Ash Zealot; Bog-Strider Ash; Grotag ThrASHer; Seedguide Ash; Unstoppable Ash; ViASHino Warrior. (You're probably going to need to look these cards up.)
5/5
  • Unknown Event
The Asker of More Mana

The Asker of More Mana {3}{W}

Legendary Creature - Human Soldier
Any time a player would pay a mana cost for anything, it costs {1} more mana to activate. (This includes casting spells, activating abilities, turning face-down creatures face up, paying for Ghostly Prison, the weird ability on Quenchable Fire, etc.)
LENGTH
3/3
  • Unknown Event
The Avenger

The Avenger

Hero
{3}, {T}: Target creature you control gains deathtouch until end of turn.
  • Theros Hero's Path