29661 cards found
Hum of the Radix

Hum of the Radix {2}{G}{G}

Enchantment
Each artifact spell costs {1} more to cast for each artifact its controller controls.
The elves learned long ago that anything left here slowly vanishes. Now it is a sacred site where the dead are laid to rest and where unnatural magic is erased forever.
  • Mirrodin
Incite War

Incite War {2}{R}

Instant
Choose one —
• Creatures target player controls attack this turn if able.
• Creatures you control gain first strike until end of turn.
Entwine {2}
  • Mirrodin
Inertia Bubble

Inertia Bubble {1}{U}

Enchantment - Aura
Enchant artifact
Enchanted artifact doesn't untap during its controller's untap step.
"I wouldn't want you to hurt yourself."
—Bruenna, Neurok leader
  • Mirrodin
Iron Myr

Iron Myr {2}

Artifact Creature - Myr
{T}: Add {R}.
The myr are like rusted metal: gleaming purpose hidden by a thin disguise of debris.
1/1
Irradiate

Irradiate {3}{B}

Instant
Target creature gets -1/-1 until end of turn for each artifact you control.
The blast ignores the cage of metal but devours the flesh inside.
  • Mirrodin
Isochron Scepter

Isochron Scepter {2}

Artifact
Imprint — When Isochron Scepter enters the battlefield, you may exile an instant card with mana value 2 or less from your hand.
{2}, {T}: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
Jinxed Choker

Jinxed Choker {3}

Artifact
At the beginning of your end step, target opponent gains control of Jinxed Choker and puts a charge counter on it.
At the beginning of your upkeep, Jinxed Choker deals damage to you equal to the number of charge counters on it.
{3}: Put a charge counter on Jinxed Choker or remove one from it.
  • Mirrodin
Journey of Discovery

Journey of Discovery {2}{G}

Sorcery
Choose one —
• Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
• You may play up to two additional lands this turn.
Entwine {2}{G}
  • Mirrodin
Krark's Thumb

Krark's Thumb {2}

Legendary Artifact
If you would flip a coin, instead flip two coins and ignore one.
"I can think of one goblin it ain't so lucky for."
—Slobad, goblin tinkerer
Krark-Clan Grunt

Krark-Clan Grunt {2}{R}

Creature - Goblin Warrior
Sacrifice an artifact: Krark-Clan Grunt gets +1/+0 and gains first strike until end of turn.
The more weapons a goblin breaks in battle, the more respected he becomes.
2/2
  • Mirrodin
Krark-Clan Shaman

Krark-Clan Shaman {R}

Creature - Goblin Shaman
Sacrifice an artifact: Krark-Clan Shaman deals 1 damage to each creature without flying.
"What do you mean, we're out of stuff to melt down? Give me your leg."
1/1
  • Mirrodin
Leaden Myr

Leaden Myr {2}

Artifact Creature - Myr
{T}: Add {B}.
The myr are like necrogen: a transformative force unconcerned with the changes they wreak.
1/1
Leonin Abunas

Leonin Abunas {3}{W}

Creature - Cat Cleric
Artifacts you control have hexproof.
Only leonin clerics who can survive the Razor Fields for one turning of the suns can stand in the Cave of Light.
2/5
Leonin Bladetrap

Leonin Bladetrap {3}

Artifact
Flash
{2}, Sacrifice Leonin Bladetrap: It deals 2 damage to each attacking creature without flying.
Leonin Den-Guard

Leonin Den-Guard {1}{W}

Creature - Cat Soldier
As long as Leonin Den-Guard is equipped, it gets +1/+1 and has vigilance.
No one under the four suns can elude the watchful eye of the den-guard.
1/3
  • Mirrodin
Leonin Elder

Leonin Elder {W}

Creature - Cat Cleric
Whenever an artifact enters the battlefield, you may gain 1 life.
"The wisdom of the elders is just as much a weapon as a sword or spear. We must learn to wield it."
—Ushanti, leonin seer
1/1
  • Mirrodin
Leonin Scimitar

Leonin Scimitar {1}

Artifact - Equipment
Equipped creature gets +1/+1.
Equip {1}
Leonin Skyhunter

Leonin Skyhunter {W}{W}

Creature - Cat Knight
Flying
"The infection has spread farther than we could glimpse from the heights of Taj-Nar."
2/2
Leonin Sun Standard

Leonin Sun Standard {2}

Artifact
{1}{W}: Creatures you control get +1/+1 until end of turn.
The commander tells the troops where to go, but the standard reminds them why they're there.
  • Mirrodin
Leveler

Leveler {5}

Artifact Creature - Juggernaut
When Leveler enters the battlefield, exile all cards from your library.
Once a century, the levelers rip through every corner of Mirrodin, obeying the commands of an unseen master.
10/10
Liar's Pendulum

Liar's Pendulum {1}

Artifact
{2}, {T}: Choose a card name. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, draw a card.
  • Mirrodin
Lifespark Spellbomb

Lifespark Spellbomb {1}

Artifact
{G}, Sacrifice Lifespark Spellbomb: Until end of turn, target land becomes a 3/3 creature that's still a land.
{1}, Sacrifice Lifespark Spellbomb: Draw a card.
"Awaken that which was never asleep."
—Spellbomb inscription
  • Mirrodin
Lightning Coils

Lightning Coils {3}

Artifact
Whenever a nontoken creature you control dies, put a charge counter on Lightning Coils.
At the beginning of your upkeep, if Lightning Coils has five or more charge counters on it, remove all of them from it and create that many 3/1 red Elemental creature tokens with haste. Exile them at the beginning of the next end step.
  • Mirrodin
Lightning Greaves

Lightning Greaves {2}

Artifact - Equipment
Equipped creature has haste and shroud.
Equip {0}
Living Hive

Living Hive {6}{G}{G}

Creature - Elemental Insect
Trample
Whenever Living Hive deals combat damage to a player, create that many 1/1 green Insect creature tokens.
In its center is a single red ant, a queen that regulates the hive's movements.
6/6