318 cards found
Acid Hydra

Acid Hydra {X}{G}{G}

Creature - Ooze Hydra
Acid Hydra enters the battlefield with X +1/+1 counters on it.
Drop — When Acid Hydra enters the battlefield, search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Then return that creature to your hand unless you didn't cast any creature spells during your last turn.
0/0
  • Hyperpop
Agent of Deception

Agent of Deception {1}{U}

Creature - Merfolk Rogue
Flash
When Agent of Deception enters the battlefield, counter target creature or planeswalker spell unless its controller pays {X}, where X is your devotion to blue.
1/1
All the Stars are Mine

All the Stars are Mine {5}{U}{U}{U}

Enchantment
When All the Stars are Mine enters the battlefield and at the beginning of your upkeep, untap all noncreature permanents you don't control. You gain control of them until end of turn.
  • Blood Like Rivers
Alluring Queenpin

Alluring Queenpin {3}{G}

Creature - Spirit
When Alluring Queenpin enters the battlefield, create a 3/3 green Elemental Spirit creature token.
Elementals you control get +1/+1.
A mother to all abandoned creative endeavors roaming aimlessly through the streets of San Jera.
1/1
  • Hyperpop
Alrantan Skywatch

Alrantan Skywatch {3}{W}{W}

Creature - Human Knight
Flying
When Alrantan Skywatch enters the battlefield, create a 1/1 white Human creature token and draw a card.
Being located thousands of miles above ground is one reason Alranta survived the terrors of the wilds for so long.
3/3
  • Awakening in Oldun
Alrantan Visionary

Alrantan Visionary {2}{G}

Creature - Human Shaman
When Alrantan Visionary enters the battlefield, reveal the top three cards of your library. Put a noncreature permanent card from among them into your hand and the rest into your graveyard.
{T}: Add one mana of any color.
Wander {4}{G}{G}
2/2
  • Awakening in Oldun
Amberhoof Forerunner

Amberhoof Forerunner {2}{G}

Creature - Centaur Scout
When Amberhoof Forerunner enters the battlefield, you may remove a strategy counter from target Campaign you control.
Fearless and unmatched in speed, the Amberhoof clan came to form the backbone of the northern assault.
3/3
  • Karslav
Amberhoof Warband

Amberhoof Warband {5}{G}{G}

Creature - Centaur Warrior
Trample
Other Centaurs you control have trample.
When Amberhoof Warband enters the battlefield, create two 3/3 green Centaur creature tokens.
As combat intensified, the Amberhoof clan awed Andarli's elite cavalry.
3/3
  • Karslav
An Unlikely Peace

An Unlikely Peace {1}{G}

Enchantment
When An Unlikely Peace enters the battlefield, mill two cards.
{1}{G}: Return up to two target land cards from your graveyard to your hand.
Cherish the quiet moments, you do not know when you'll see them again.
  • Blood Like Rivers
Archon of Condemnation
Confine to Eternity

Archon of Condemnation {3}{W}{B}

Creature - Archon
Flying, menace
When Archon of Condemnation enters the battlefield, you may bless target creature.
At the beginning of your upkeep, you may sacrifice a creature. If you do, bless target creature.
5/5
Card has other part: Confine to Eternity
  • Theros: Age of Trax
Ardent Ascetic

Ardent Ascetic {2}{G}

Creature - Human Druid
When Ardent Ascetic enters the battlefield, draw a card.
You may play an additional land on each of your turns.
1/4
Arduous Miners

Arduous Miners {1}{B}

Creature - Human Scout
When Arduous Miners enters the battlefield, you may have all players discard a card.
Whenever one or more cards leave your graveyard, create a tapped Treasure token.
1/1
  • Awakening in Oldun
Armored Huntress

Armored Huntress {4}{W}

Creature - Bird
Flying, vigilance
When Armored Huntress enters the battlefield, you may return a permanent you control to its owner's hand.
Bred in the forgotten north, armored by the harsh east, and trained by the lost west.
3/3
  • Karslav
Arrogant Cabalist

Arrogant Cabalist {2}{B}{B}

Creature - Vampire Noble Knight
Menace
When Arrogant Cabalist enters the battlefield, if you control another Noble, each opponent loses 3 life and you gain 3 life.
“We own this city — and you.”
4/3
  • Duelists of Vereaux
As'Ahai's Final Front

As'Ahai's Final Front {W}{U}

Enchantment - Campaign
When As'Ahai's Final Front enters the battlefield, you draw a card and gain 2 life.
[f] — Until your next turn, you may cast spells as though they had flash.
[f] — Until your next turn, noncreature spells your opponents cast cost {2} more to cast.
  • Karslav
Askir's Rearguard

Askir's Rearguard {2}{U}

Creature - Human Soldier
When Askir's Rearguard enters the battlefield, if a creature you control dealt combat damage to a player this turn, draw a card.
Wander {1}{U}
1/3
  • Awakening in Oldun
Attuned District

Attuned District {1}{W}

Enchantment
When Attuned District enters the battlefield, scry 2.
Whenever you scry, you may pay {1}. If you do, create a 0/0 colorless Construct artifact creature token, then put X +1/+1 counters on it, where X is the number of cards you looked at.
  • Hyperpop
Avatar of Brilliance

Avatar of Brilliance {4}{U}

Creature - Elemental Avatar
When Avatar of Brilliance enters the battlefield, you may cast target instant or sorcery card in your graveyard with mana value X or less without paying its mana cost, where X is the number of differently named lands you control. If that spell would be put into your graveyard this turn, exile it instead.
3/4
  • Hyperpop
Bangtan Security

Bangtan Security {4}{W}

Creature - Human Soldier
When Bangtan Security enters the battlefield, target creature gets +2/+0 and gains indestructible until end of turn.
Some bodyguards go as far as taking on the personas of their charges.
4/4
  • Hyperpop
Banish to the Isle

Banish to the Isle {1}{W}{W}

Enchantment
When Banish to the Isle enters the battlefield, exile up to one target nonland permanent you don't control until Banish to the Isle leaves the battlefield. You gain 3 life.
“No-one has ever escaped from Cecile's Isle of the Damned. Until today.”
—Donato, rebel hero
  • Duelists of Vereaux
Barreling Bull

Barreling Bull {1}{G}{G}

Creature - Ox
Barreling Bull can't be blocked by creatures with power 2 or less.
When Barreling Bull enters the battlefield, return a creature you control to its owner's hand.
Torros never back down; a trait they share with their four-legged brethren.
5/4
  • Duelists of Vereaux
Battle Map

Battle Map {2}

Artifact
When Battle Map enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
{3}, Sacrifice Battle Map: Draw a card and create a Weapon token.
  • Karslav
Beastbond Instructor

Beastbond Instructor {3}{G}

Creature - Human Druid
When Beastbond Instructor enters the battlefield, put a trample counter on target creature you control.
“The beasts of the wilds do not wish to be caged any more than we do. They will fight alongside us against this tyranny.”
4/3
  • Duelists of Vereaux
Beat Devastator

Beat Devastator {5}{G}

Creature - Human Spider Mutant
Reach, haste
Drop — When Beat Devastator enters the battlefield, if you didn't cast any creature spells during your last turn, Beat Devastator gains vigilance until end of turn. Up to one target creature blocks it this turn if able.
5/5
  • Hyperpop
Belligerent Peluda

Belligerent Peluda {4}{R}{R}

Creature - Snake Beast
Trample
When Belligerent Peluda enters the battlefield, it deals 2 damage to any target.
“Existing field studies on peluda are few, given their extremely aggressive nature.”
—Naturalist's log
5/5
  • Duelists of Vereaux