33454 cards found
Drana's Silencer

Drana's Silencer {5}{B}

Creature - Vampire Rogue
When this creature enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of creatures in your party.
"Hush."
3/2
  • Zendikar Rising
Drana, the Last Bloodchief

Drana, the Last Bloodchief {3}{B}{B}

Legendary Creature - Vampire Cleric
Flying
Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
4/4
Dreadwurm

Dreadwurm {4}{B}

Creature - Wurm Horror
Landfall — Whenever a land you control enters, this creature gains indestructible until end of turn.
Its silent slithering belies its bulk.
5/4
Emeria Captain

Emeria Captain {3}{W}

Creature - Angel Warrior
Flying, vigilance
When this creature enters, put a +1/+1 counter on it for each creature in your party.
"The gifts of the past must find their way into deserving hands."
1/1
  • Zendikar Rising
Emeria's Call
Emeria, Shattered Skyclave

Emeria's Call {4}{W}{W}{W}

Sorcery
Create two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn.
"Iona no longer guards this place. We do."
—Kasla, Emeria shepherd
Card has other part: Emeria, Shattered Skyclave
Emeria, Shattered Skyclave
Emeria's Call

Emeria, Shattered Skyclave

Land
As this land enters, you may pay 3 life. If you don't, it enters tapped.
{T}: Add {W}.
"You called it the castle of a god. It is less than that, and so much more."
—Kasla, Emeria shepherd
Card has other part: Emeria's Call
Enigma Thief

Enigma Thief {5}{U}{U}

Creature - Sphinx Rogue
Prowl {3}{U}
Flying
When this creature enters, for each opponent, return up to one target nonland permanent that player controls to its owner's hand.
5/5
  • Zendikar Rising Commander
Expedition Champion

Expedition Champion {2}{R}

Creature - Human Warrior
This creature gets +2/+0 as long as you control another Warrior.
Warriors are combat specialists who bring their deadly skills to bear against the many foes that adventurers face in the course of their journeys.
2/3
Expedition Diviner

Expedition Diviner {3}{U}

Creature - Merfolk Wizard
Flying
As long as you control another Wizard, this creature has "When this creature dies, draw a card."
Wizards' spells twist the fabric of reality to channel elemental energies, peer into the future, and even calm the Roil.
3/2
Expedition Healer

Expedition Healer {1}{W}

Creature - Kor Cleric
Vigilance
This creature has lifelink as long as you control another Cleric.
In any adventuring party, the cleric is the heart: healing wounds, inspiring courage, and raising morale.
2/2
  • Zendikar Rising
Expedition Skulker

Expedition Skulker {1}{B}

Creature - Vampire Rogue
This creature has deathtouch as long as you control another Rogue.
Rogues bring an array of useful skills to the work of an adventuring party: stealth, agility, the ability to locate and disarm traps, and a subtle, deadly fighting style.
2/2
Farsight Adept

Farsight Adept {2}{W}

Creature - Kor Wizard
When this creature enters, you and target opponent each draw a card.
"I've walked every one of the Teetering Peaks and never set a foot wrong. I can get you to safety."
3/3
  • Zendikar Rising
Fearless Fledgling

Fearless Fledgling {1}{W}

Creature - Griffin
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature. It gains flying until end of turn.
Griffins nest in precarious places, so fledglings often find themselves taking their first flights at surprising moments.
1/1
Feed the Swarm

Feed the Swarm {1}{B}

Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Buzzard-wasps single-mindedly scour the Si Wong Desert in search of dead or dying prey.
Felidar Retreat

Felidar Retreat {3}{W}

Enchantment
Landfall — Whenever a land you control enters, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
Field Research

Field Research {2}{U}

Sorcery
Kicker {2}{U}
Draw two cards. If this spell was kicked, draw three cards instead.
"In the field, speed-reading is a survival skill."
  • Zendikar Rising
Fireblade Charger

Fireblade Charger {R}

Creature - Goblin Warrior
As long as this creature is equipped, it has haste.
When this creature dies, it deals damage equal to its power to any target.
"Down in flames" isn't a destination, but a journey.
1/1
  • Zendikar Rising
Fissure Wizard

Fissure Wizard {1}{R}

Creature - Goblin Wizard
When this creature enters, you may discard a card. If you do, draw a card.
He might call up a burst of lava or a raging hellion from Akoum's volcanic depths. Or he might just fall in.
2/1
Forsaken Monument

Forsaken Monument {5}

Legendary Artifact
Colorless creatures you control get +2/+2.
Whenever you tap a permanent for {C}, add an additional {C}.
Whenever you cast a colorless spell, you gain 2 life.
"We shall forever roam."
—Ayli, high priest of the Eternal Pilgrims
Geode Rager

Geode Rager {4}{R}{R}

Creature - Elemental
First strike
Landfall — Whenever a land you control enters, goad each creature target player controls.
Its crystalline core refracts light into chaos.
4/3
Ghastly Gloomhunter

Ghastly Gloomhunter {1}{B}

Creature - Zombie Bat
Kicker {3}{B}
Flying, lifelink
If this creature was kicked, it enters with two +1/+1 counters on it.
Stinking, silent death.
1/1
  • Zendikar Rising
Glacial Grasp

Glacial Grasp {2}{U}

Instant
Tap target creature. Its controller mills two cards. That creature doesn't untap during its controller's next untap step.
Draw a card.
  • Zendikar Rising
Glasspool Mimic
Glasspool Shore

Glasspool Mimic {2}{U}

Creature - Shapeshifter Rogue
You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
"When I touched the Glasspool, I tasted infinite possibility."
—Ashen Wal, Akoum Expeditionary House
0/0
Card has other part: Glasspool Shore
Glasspool Shore
Glasspool Mimic

Glasspool Shore

Land
This land enters tapped.
{T}: Add {U}.
"Past and possibility come together in the vastness of infinite reflection."
—Ashen Wal, Akoum Expeditionary House
Card has other part: Glasspool Mimic
Gnarlid Colony

Gnarlid Colony {1}{G}

Creature - Beast
Kicker {2}{G}
If this creature was kicked, it enters with two +1/+1 counters on it.
Each creature you control with a +1/+1 counter on it has trample.
2/2
Related card: Gnarlid Colony (Alchemy)