26393 cards found
Village Bell-Ringer

Village Bell-Ringer {2}{W}

Creature - Human Scout
Flash
When Village Bell-Ringer enters, untap all creatures you control.
"Priests, hunters, slayers—to arms! The enemy approaches!"
1/4
Village Cannibals

Village Cannibals {2}{B}

Creature - Human
Whenever another Human creature dies, put a +1/+1 counter on Village Cannibals.
Some have endured the horrors of Innistrad by becoming the worst monsters of all.
2/2
  • Innistrad
Village Elder

Village Elder {G}

Creature - Human Druid
{G}, {T}, Sacrifice a Forest: Regenerate target creature.
"Enchant me with your tale-telling. Tell about Tree, Grass, River, and Wind. / Tell why Truth must fight with Falsehood, and why Truth will always win."
—"Love Song of Night and Day"
1/1
Village Ironsmith
Ironfang

Village Ironsmith {1}{R}

Creature - Human Werewolf
First strike
At the beginning of each upkeep, if no spells were cast last turn, transform Village Ironsmith.
Each night, he abandons the trappings of civilization.
1/1
Card has other part: Ironfang
  • Innistrad
Village Messenger
Moonrise Intruder

Village Messenger {R}

Creature - Human Werewolf
Haste
At the beginning of each upkeep, if no spells were cast last turn, transform Village Messenger.
"I'm afraid it's bad news."
1/1
Card has other part: Moonrise Intruder
Village Reavers
Village Watch

Village Reavers

Creature - Werewolf
(Color indicator: Village Reavers is red)
Wolves and Werewolves you control have haste.
Nightbound
With no guards to be seen, the cobbled streets of Gatstaf echoed with howls.
5/4
Card has other part: Village Watch
  • Innistrad: Double Feature
  • Innistrad: Midnight Hunt 165b 297b
Village Rites

Village Rites {B}

Instant
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
The Skelle raise scorn poles in conquered villages—cursed totems of wood and bone that sap survivors of physical strength and the will to fight back.
Village Survivors

Village Survivors {4}{G}

Creature - Human
Vigilance
Fateful hour — As long as you have 5 or less life, other creatures you control have vigilance.
As their villages fell to werewolves, fleeing refugees discovered they too had remarkable survival instincts.
4/5
  • Dark Ascension
Village Watch
Village Reavers

Village Watch {4}{R}

Creature - Human Werewolf
Haste
Daybound
"You have my word. You'll see no wolf attacks while we're around!"
4/3
Card has other part: Village Reavers
  • Innistrad: Double Feature
  • Innistrad: Midnight Hunt 165a 297a
Villagers of Estwald
Howlpack of Estwald

Villagers of Estwald {2}{G}

Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Villagers of Estwald.
You can spot a werewolf-infested town by its lack of butcher shops.
2/3
Card has other part: Howlpack of Estwald
  • Innistrad
Villainous Ogre

Villainous Ogre {2}{B}

Creature - Ogre Warrior
Villainous Ogre can't block.
As long as you control a Demon, Villainous Ogre has "{B}: Regenerate Villainous Ogre."
"The war saw the ogres emerge from their caves, reeking of blood, with the power of oni in their veins."
—Observations of the Kami War
3/2
  • Champions of Kamigawa
Villainous Wealth

Villainous Wealth {X}{B}{G}{U}

Sorcery
Target opponent exiles the top X cards of their library. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
Gold buys death. Death earns gold.
Vindicate

Vindicate {1}{W}{B}

Sorcery
Destroy target permanent.
Vindictive Flamestoker

Vindictive Flamestoker {R}

Creature - Phyrexian Wizard
Whenever you cast a noncreature spell, put an oil counter on Vindictive Flamestoker.
{6}{R}, Sacrifice Vindictive Flamestoker: Discard your hand, then draw four cards. This ability costs {1} less to activate for each oil counter on Vindictive Flamestoker.
Her faith burns hot enough to sear away the flesh of the heretic.
1/2
  • Phyrexia: All Will Be One Promos 154p 154s
  • Phyrexia: All Will Be One 154 388
Vindictive Lich

Vindictive Lich {3}{B}

Creature - Zombie Wizard
When Vindictive Lich dies, choose one or more. Each mode must target a different player.
• Target opponent sacrifices a creature.
• Target opponent discards two cards.
• Target opponent loses 5 life.
Heart, mind, soul—weapons all.
4/1
Vindictive Mob

Vindictive Mob {4}{B}{B}

Creature - Human Berserker
When Vindictive Mob enters, sacrifice a creature.
Vindictive Mob can't be blocked by Saprolings.
Many minds, a single madness.
5/5
  • Ravnica: City of Guilds
Vindictive Vampire

Vindictive Vampire {3}{B}

Creature - Vampire
Whenever another creature you control dies, Vindictive Vampire deals 1 damage to each opponent and you gain 1 life.
In theory, the Guildpact keeps guild feuds from spiraling out of control. Personal feuds, however, are not covered.
2/3
Vine Dryad

Vine Dryad {3}{G}

Creature - Dryad
You may exile a green card from your hand rather than pay this spell's mana cost.
Flash
Forestwalk
1/3
  • Mercadian Masques
Vine Kami

Vine Kami {6}{G}

Creature - Spirit
Menace
Soulshift 6
4/4
  • Champions of Kamigawa
Vine Mare

Vine Mare {2}{G}{G}

Creature - Elemental Horse
Hexproof
Vine Mare can't be blocked by black creatures.
When it passes, the dead are displaced by flourishing life.
5/3
Vine Snare

Vine Snare {2}{G}

Instant
Prevent all combat damage that would be dealt this turn by creatures with power 4 or less.
Nissa found that the vines of the marsh could ensnare just as well as forest vines could—maybe even better.
  • Magic Origins
Vine Trellis

Vine Trellis {1}{G}

Creature - Plant Wall
Defender
{T}: Add {G}.
Nature twists knots stronger than any rope.
0/4
Vineglimmer Snarl

Vineglimmer Snarl

Land
As Vineglimmer Snarl enters, you may reveal a Forest or Island card from your hand. If you don't, Vineglimmer Snarl enters tapped.
{T}: Add {G} or {U}.
A verdant paradox of primal logic.
Vinelasher Kudzu

Vinelasher Kudzu {1}{G}

Creature - Plant
Landfall — Whenever a land you control enters, put a +1/+1 counter on Vinelasher Kudzu.
It grows to hate you.
1/1
Vines of Vastwood

Vines of Vastwood {G}

Instant
Kicker {G}
Target creature can't be the target of spells or abilities your opponents control this turn. If this spell was kicked, that creature gets +4/+4 until end of turn.