CLEAR
More Filters
2043 results
Enchantment — Aura

Enchant creature Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common.

Hobble

2 W
Enchantment — Aura

Enchant creature When this Aura enters, draw a card. Enchanted creature can't attack. Enchanted creature can't block if it's black.

Creature — Human Soldier Scout

When this creature enters, you gain 2 life for each black and/or red creature target opponent controls.

1/1
Instant

Kicker—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.) Prevent the next 3 damage that would be dealt this turn to any number of targets, divided as you choose. If this spell was kicked, prevent the next 6 da…

Creature — Human Cleric

Domain — {T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.

1/1
Creature — Wall

Defender (This creature can't attack.) Green spells and blue spells you cast cost {1} less to cast.

0/3
Creature — Human Flagbearer

While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.

2/4
Creature — Human Wizard

{B}, {T}: Target creature gets -2/-0 until end of turn. {R}, {T}: Target creature gets +2/+0 until end of turn.

1/1

Helionaut

2 W
Creature — Human Soldier

Flying {1}, {T}: Add one mana of any color.

1/2
Enchantment — Aura

Enchant creature Enchanted creature can't attack. {B}: Enchanted creature gets -1/-1 until end of turn. {R}: Enchanted creature can't block this turn.

Instant

Kicker {R} (You may pay an additional {R} as you cast this spell.) Destroy target artifact or enchantment. If this spell was kicked, it deals damage equal to that permanent's mana value to target creature.

Creature — Human Flagbearer

While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.

1/1
Creature — Human Wizard

When this creature enters, you may return target enchantment card from your graveyard to your hand.

2/2
Creature — Bird Soldier

Flying (This creature can't be blocked except by creatures with flying or reach.) When this creature enters, destroy target enchantment.

2/2
Creature — Bird Soldier

Flying (This creature can't be blocked except by creatures with flying or reach.) {W}: This creature gets +0/+1 until end of turn.

2/3
Creature — Human Cleric

Whenever a player discards a card, you may gain 1 life.

1/1