21437 Results |
Creature — Rat | CMC: 1 | Power: 1 | Toughness: 1
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
" . . . Cao Pi, Cao Rui, Fang, Mao, and briefly, Huan— / The Sima took the empire in their turn. . . ."
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature — Bird | CMC: 2 | Power: 2 | Toughness: 1
Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)
". . . But the time of Han had run—could he [Kongming] not tell?— / That night his master star fell past the hills. . . ."
Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)
Creature — Snake | CMC: 3 | Power: 2 | Toughness: 2
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
"Thrice Xuande's ardent quest led to Nanyang, / Where Sleeping Dragon unveiled Han's partition: . . ."
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature — Cat | CMC: 4 | Power: 3 | Toughness: 4
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
". . . Three kings no more—Chenliu, Guiming, Anle. / The fiefs and posts must now be filled anew. . . ."
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Creature — Turtle | CMC: 3 | Power: 0 | Toughness: 5
Not all enormous beasts are quick to anger.
Creature — Human Pirate | CMC: 5 | Power: 5 | Toughness: 4
Armored Galleon can't attack unless defending player controls an Island.
"Information equals profits. Our merchants sell it, or our pirates use it."
—Jefan, Talas ship captain
Armored Galleon can't attack unless defending player controls an Island.
Artifact Creature — Equipment Beast | CMC: 2 | Power: 2 | Toughness: 1
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equipped creature gets +2/+1 and has ward .
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equipped creature gets +2/+1 and has ward .
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Legendary Planeswalker — Arlinn // Legendary Planeswalker — Arlinn | CMC: 4 | Loyalty: 4
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
+2: Add .
0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
+2: Add .
0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
Creature — Human Shaman | CMC: 4 | Power: 2 | Toughness: 1
When Ardent Elementalist enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
While the Dawnhart witches focus their magic on nature and community, other covens consort with devils and twist the elements to their will.
When Ardent Elementalist enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
Creature — Halfling Cleric | CMC: 2 | Power: 2 | Toughness: 2
Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
"Knowledge is the greatest tool of the mortal mind, outweighing anything made by mortal hands. Before anything else can exist, the idea must exist."
Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
Creature — Zombie Cleric | CMC: 3 | Power: 3 | Toughness: 2
Whenever Archghoul of Thraben or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Whenever Archghoul of Thraben or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Creature — Human Wizard | CMC: 3 | Power: 1 | Toughness: 1
: Apprentice Sorcerer deals 1 damage to any target. Activate only during your turn, before attackers are declared.
: Apprentice Sorcerer deals 1 damage to any target. Activate only during your turn, before attackers are declared.
Creature — Human Archer | CMC: 3 | Power: 1 | Toughness: 4
Reach
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Innistrad's best archers are trained by the Quiver of Kessig, an order of cathars who specialize in ranged combat.
Reach
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Legendary Creature — Dragon Spirit | CMC: 5 | Power: 5 | Toughness: 4
Flying, vigilance
When Ao, the Dawn Sky dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Flying, vigilance
When Ao, the Dawn Sky dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Legendary Creature — Vampire | CMC: 4 | Power: 4 | Toughness: 5
Whenever Anje, Maid of Dishonor and/or one or more other Vampires enter the battlefield under your control, create a Blood token. This ability triggers only once each turn. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
, Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
Whenever Anje, Maid of Dishonor and/or one or more other Vampires enter the battlefield under your control, create a Blood token. This ability triggers only once each turn. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
, Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
Legendary Creature — Vampire Assassin | CMC: 3 | Power: 1 | Toughness: 3
Deathtouch
The first instant or sorcery spell you cast each turn has casualty 2. (As you cast that spell, you may sacrifice a creature with power 2 or greater. When you do, copy the spell and you may choose new targets for the copy.)
Every work of art is a hit.
Deathtouch
The first instant or sorcery spell you cast each turn has casualty 2. (As you cast that spell, you may sacrifice a creature with power 2 or greater. When you do, copy the spell and you may choose new targets for the copy.)
Creature — Turtle | CMC: 7 | Power: 5 | Toughness: 7
Hexproof
Creatures your opponents control attack each combat if able.
It is ancient, immense, and irresistible.
Hexproof
Creatures your opponents control attack each combat if able.
Creature — Nightmare Angel | CMC: 5 | Power: 5 | Toughness: 3
Flying
If damage would be dealt to you, prevent that damage and mill twice that many cards.
"If you wish for blessings, mortal, ask your demon masters. We've given enough to your kind."
Flying
If damage would be dealt to you, prevent that damage and mill twice that many cards.
Creature — Angel Soldier | CMC: 5 | Power: 3 | Toughness: 3
Flying
When Angelic Quartermaster enters the battlefield, put a +1/+1 counter on each of up to two other target creatures.
"Stand strong. We will reclaim the dawn."
Flying
When Angelic Quartermaster enters the battlefield, put a +1/+1 counter on each of up to two other target creatures.
Creature — Angel Advisor | CMC: 6 | Power: 3 | Toughness: 3
This spell costs less to cast for each Citizen you control.
Flying
Still and solemn as the statues of her kind that decorated the Park Heights rooftops, she gazed in sorrow on the city below.
This spell costs less to cast for each Citizen you control.
Flying
Creature — Elder Dragon | CMC: 8 | Power: 8 | Toughness: 8
Flying
Whenever Ancient Silver Dragon deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
Flying
Whenever Ancient Silver Dragon deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
Creature — Treefolk | CMC: 4 | Power: 1 | Toughness: 4
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
The soft creak of trees in the wind is not always cause for comfort.
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
Creature — Elder Dragon | CMC: 7 | Power: 7 | Toughness: 10
Flying
Whenever Ancient Gold Dragon deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
Flying
Whenever Ancient Gold Dragon deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
Creature — Elder Dragon | CMC: 6 | Power: 6 | Toughness: 5
Flying
Whenever Ancient Copper Dragon deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
Flying
Whenever Ancient Copper Dragon deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
Creature — Elder Dragon | CMC: 7 | Power: 7 | Toughness: 7
Flying
Whenever Ancient Bronze Dragon deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
Flying
Whenever Ancient Bronze Dragon deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
Creature — Elder Dragon | CMC: 7 | Power: 7 | Toughness: 6
Flying
Whenever Ancient Brass Dragon deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Flying
Whenever Ancient Brass Dragon deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Creature — Dragon | CMC: 6 | Power: 5 | Toughness: 6
Flying
Whenever one or more creatures you control attack, you gain 1 life for each attacking creature.
It is said that Yinglong gave birth to the qilin and the phoenix, and after them, all of the hairy and winged beings in the world. Thus it is known as the Ancestor Dragon.
Flying
Whenever one or more creatures you control attack, you gain 1 life for each attacking creature.
Creature — Dragon // Sorcery — Adventure | CMC: 6 | Power: 4 | Toughness: 4
Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)
Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)
Creature — Human Peasant // Creature — Human Knight | CMC: 2 | Power: 3 | Toughness: 3
Lifelink
"The cathars have taught me many things, but I will never forget the hard, honest work that first callused my hands."
Lifelink
Creature — Dragon Barbarian | CMC: 4 | Power: 0 | Toughness: 0
Ambitious Dragonborn enters the battlefield with X +1/+1 counters on it, where X is the greatest power among creatures you control and creature cards in your graveyard.
The raging green dragon left destruction—and at least one admirer—in its wake.
Ambitious Dragonborn enters the battlefield with X +1/+1 counters on it, where X is the greatest power among creatures you control and creature cards in your graveyard.
Legendary Creature — Dwarf Cleric | CMC: 4 | Power: 3 | Toughness: 3
Haste
Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked.
Choose a Background (You can have a Background as a second commander.)
Haste
Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked.
Choose a Background (You can have a Background as a second commander.)
Artifact // Sorcery — Adventure | CMC: 2
Create a tapped 4/1 black Skeleton creature token with menace. (Then exile this card. You may cast the artifact later from exile.)
Create a tapped 4/1 black Skeleton creature token with menace. (Then exile this card. You may cast the artifact later from exile.)
Snow Creature — Human Scout | CMC: 3 | Power: 3 | Toughness: 3
When Alpine Guide enters the battlefield, you may search your library for a Mountain card, put that card onto the battlefield tapped, then shuffle.
Alpine Guide attacks each combat if able.
When Alpine Guide leaves the battlefield, sacrifice a Mountain.
When Alpine Guide enters the battlefield, you may search your library for a Mountain card, put that card onto the battlefield tapped, then shuffle.
Alpine Guide attacks each combat if able.
When Alpine Guide leaves the battlefield, sacrifice a Mountain.
Legendary Creature — Halfling Rogue | CMC: 3 | Power: 3 | Toughness: 2
Whenever you attack, up to one target attacking creature can't be blocked this turn. Return that creature to its owner's hand at the beginning of the next end step.
Choose a Background (You can have a Background as a second commander.)
Whenever you attack, up to one target attacking creature can't be blocked this turn. Return that creature to its owner's hand at the beginning of the next end step.
Choose a Background (You can have a Background as a second commander.)
Creature — Vampire // Creature — Vampire | CMC: 3 | Power: 3 | Toughness: 3
Trample
When this creature transforms into Deadly Dancer, add . Until end of turn, you don't lose this mana as steps and phases end.
: Deadly Dancer and another target creature each get +1/+0 until end of turn.
Trample
When this creature transforms into Deadly Dancer, add . Until end of turn, you don't lose this mana as steps and phases end.
: Deadly Dancer and another target creature each get +1/+0 until end of turn.
Creature — Avatar | CMC: 6 | Power: 5 | Toughness: 4
Flying
Whenever All-Seeing Arbiter enters the battlefield or attacks, draw two cards, then discard a card.
Whenever you discard a card, target creature an opponent controls gets -X/-0 until your next turn, where X is the number of different mana values among cards in your graveyard.
Flying
Whenever All-Seeing Arbiter enters the battlefield or attacks, draw two cards, then discard a card.
Whenever you discard a card, target creature an opponent controls gets -X/-0 until your next turn, where X is the number of different mana values among cards in your graveyard.