33549 cards found
Agony Warp

Agony Warp {U}{B}

Instant
Target creature gets -3/-0 until end of turn.
Target creature gets -0/-3 until end of turn.
Life's circle has become inverted in Grixis. The same energy is endlessly recycled and becomes more stagnant with each pass.
Agoraphobia

Agoraphobia {1}{U}

Enchantment - Aura
Enchant creature
Enchanted creature gets -5/-0.
{2}{U}: Return this Aura to its owner's hand.
"Everyone in this city is choosing sides. I choose inside."
Agoraphobic Phyrexian

Agoraphobic Phyrexian {4}{W}

Creature - Phyrexian Cleric
Flying
When Agoraphobic Phyrexian enters the battlefield, the plane effects of the Unknown event don't apply to this game for as long as it remains on the battlefield.
4/4
  • Unknown Event
Agrus Kos, Eternal Soldier

Agrus Kos, Eternal Soldier {3}{W}

Legendary Creature - Spirit Soldier
Vigilance
Whenever Agrus Kos becomes the target of an ability that targets only it, you may pay {1}{R/W}. If you do, copy that ability for each other creature you control that ability could target. Each copy targets a different one of those creatures.
3/4
  • Jumpstart 2022
Agrus Kos, Spirit of Justice

Agrus Kos, Spirit of Justice {2}{R}{W}

Legendary Creature - Spirit Detective
Double strike, vigilance
Whenever Agrus Kos enters or attacks, choose up to one target creature. If it's suspected, exile it. Otherwise, suspect it.
"Eventually I'll give retirement another shot. But not today."
2/4
Agrus Kos, Wojek Veteran

Agrus Kos, Wojek Veteran {3}{R}{W}

Legendary Creature - Human Soldier
Whenever Agrus Kos attacks, attacking red creatures get +2/+0 and attacking white creatures get +0/+2 until end of turn.
Lieutenant Kos has never met a group of recruits he could not inspire or a mob he could not quell.
3/3
Agyrem

Agyrem

Plane - Ravnica
Whenever a white creature dies, return it to the battlefield under its owner's control at the beginning of the next end step.
Whenever a nonwhite creature dies, return it to its owner's hand at the beginning of the next end step.
Whenever chaos ensues, creatures can't attack you until a player planeswalks.
Ahn-Crop Champion

Ahn-Crop Champion {2}{G}{W}

Creature - Human Warrior
You may exert this creature as it attacks. When you do, untap all other creatures you control.
"The Second Sun nears its destination! Let it light the way to ours!"
4/4
Ahn-Crop Crasher

Ahn-Crop Crasher {2}{R}

Creature - Minotaur Warrior
Haste
You may exert this creature as it attacks. When you do, target creature can't block this turn.
"Hesitation breeds dissension. To be worthy of the next life, you must never look back."
—Anep, vizier of Hazoret
3/2
Ahn-Crop Invader

Ahn-Crop Invader {2}{R}

Creature - Zombie Minotaur Warrior
During your turn, this creature has first strike.
{1}, Sacrifice another creature: This creature gets +2/+0 until end of turn.
"Give me a crew like this one and I'd rule any sea I sailed."
—Angrath
2/2
  • War of the Spark
Ahriman

Ahriman {2}{B}

Creature - Eye Horror
Flying, deathtouch
{3}, Sacrifice another creature or artifact: Draw a card.
"The Wrath of Dark has nearly reached its zenith! No one can stop it! Least of all you!"
2/2
  • Final Fantasy
Aid from the Cowl

Aid from the Cowl {3}{G}{G}

Enchantment
Revolt — At the beginning of your end step, if a permanent left the battlefield under your control this turn, reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. Otherwise, you may put it on the bottom of your library.
Aid the Fallen

Aid the Fallen {1}{B}

Sorcery
Choose one or both —
• Return target creature card from your graveyard to your hand.
• Return target planeswalker card from your graveyard to your hand.
"I never liked you. Now get up—we have a fight to finish."
Aim High

Aim High {1}{G}

Instant
Untap target creature. It gets +2/+2 and gains reach until end of turn.
"A slayer gets by on wits and reflexes."
—Higa, slayer-captain of Gatstaf
Aim for the Head

Aim for the Head {2}{B}

Sorcery
Choose one —
• Exile target Zombie.
• Target opponent exiles two cards from their hand.
"Works every time."
—Halana, Kessig ranger
Ainok Artillerist

Ainok Artillerist {2}{G}

Creature - Dog Archer
This creature has reach as long as it has a +1/+1 counter on it.
"In the Tarkir I once knew, the Abzan revered their ancestor trees. Now, as Dromoka, they cut their finest groves to make weapons."
—Sarkhan Vol
4/1
Ainok Bond-Kin

Ainok Bond-Kin {1}{W}

Creature - Dog Soldier
Outlast {1}{W}
Each creature you control with a +1/+1 counter on it has first strike.
"Hold the line, for family and the fallen!"
2/1
Ainok Guide

Ainok Guide {1}{G}

Creature - Dog Scout
When this creature enters, choose one —
• Put a +1/+1 counter on this creature.
• Search your library for a basic land card, reveal it, then shuffle and put that card on top.
1/1
Ainok Strike Leader

Ainok Strike Leader {1}{W}

Creature - Dog Warrior
Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that's tapped and attacking that player.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
When dalkovans need protecting, all respond.
2/2
  • Tarkir: Dragonstorm Commander 11 51
Ainok Survivalist

Ainok Survivalist {1}{G}

Creature - Dog Shaman
Megamorph {1}{G}
When this creature is turned face up, destroy target artifact or enchantment an opponent controls.
2/1
Ainok Tracker

Ainok Tracker {5}{R}

Creature - Dog Scout
First strike
Morph {4}{R}
Some ainok of the mountains are accepted among the Temur as trusted hunt-mates.
3/3
Ainok Wayfarer

Ainok Wayfarer {1}{G}

Creature - Dog Scout
When this creature enters, mill three cards. You may put a land card from among them into your hand. If you don't, put a +1/+1 counter on this creature.
"There has to be a faster route through Sagu Jungle. Give me a week."
1/1
  • Tarkir: Dragonstorm
Air Bladder

Air Bladder {U}

Enchantment - Aura
Enchant creature
Enchanted creature has flying.
Enchanted creature can block only creatures with flying.
Random mutations among Rootwater merfolk were common—and disturbing.
  • Nemesis
Air Elemental

Air Elemental {3}{U}{U}

Creature - Elemental
Flying
These spirits of the air are winsome and wild, and cannot be truly contained. Only marginally intelligent, they often substitute whimsy for strategy, delighting in mischief and mayhem.
4/4
Air Marshal

Air Marshal {1}{U}

Creature - Human Soldier
{3}: Target Soldier gains flying until end of turn.
"Today our blades remember Kroog! May the seven brass gods be with us!"
2/1
  • The Brothers' War