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835 Results Found. 

Ancient Stirrings
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
J22

Angel of Flight Alabaster
Creature — Angel (4/4)
Flying
At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
J22

Angelic Cub
Creature — Cat Angel (1/1)
Whenever Angelic Cub becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it.
As long as Angelic Cub has three or more +1/+1 counters on it, it has flying.
J22

Angelic Edict
Sorcery
Exile target creature or enchantment.
J22

Angelic Page
Creature — Angel Spirit (1/1)
Flying
: Target attacking or blocking creature gets +1/+1 until end of turn.
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Angelic Protector
Creature — Angel (2/2)
Flying
Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.
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Anointer of Valor
Creature — Angel (3/5)
Flying
Whenever a creature attacks, you may pay . When you do, put a +1/+1 counter on that creature.
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Apothecary Geist
Creature — Spirit (2/3)
Flying
When Apothecary Geist enters the battlefield, if you control another Spirit, you gain 3 life.
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Aquatic Incursion
Enchantment
When Aquatic Incursion enters the battlefield, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.)
: Target Merfolk can't be blocked this turn.
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Aradara Express
Artifact — Vehicle (8/6)
Menace
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
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Archon of Justice
Creature — Archon (4/4)
Flying
When Archon of Justice dies, exile target permanent.
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Archon of Sun's Grace
Creature — Archon (3/4)
Flying, lifelink
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment enters the battlefield under your control, create a 2/2 white Pegasus creature token with flying.
J22

Ardoz, Cobbler of War
Legendary Creature — Goblin Shaman (1/1)
Haste
Whenever Ardoz, Cobbler of War or another creature enters the battlefield under your control, that creature gets +2/+0 until end of turn.
: Create a 1/1 red Goblin creature token with haste. Activate only as a sorcery.
J22

Arlinn, Voice of the Pack
Legendary Planeswalker — Arlinn (7)
Each creature you control that's a Wolf or a Werewolf enters the battlefield with an additional +1/+1 counter on it.
−2: Create a 2/2 green Wolf creature token.
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Arms Dealer
Creature — Goblin Rogue (1/1)
, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.
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Arrest
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
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Artificer's Epiphany
Instant
Draw two cards. If you control no artifacts, discard a card.
J22

Ash Barrens
Land
: Add .
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
J22

Ashcoat of the Shadow Swarm
Legendary Creature — Rat Warlock (3/4)
Whenever Ashcoat of the Shadow Swarm attacks or blocks, other Rats you control get +X/+X until end of turn, where X is the number of Rats you control.
At the beginning of your end step, you may mill four cards. If you do, return up to two Rat creature cards from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
J22

Assembly-Worker
Artifact Creature — Assembly-Worker (2/2)
: Target Assembly-Worker creature gets +1/+1 until end of turn.
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