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Enchantment — Aura

Enchant creature Enchanted creature gets +1/+1. {1}{U}: Return this Aura to its owner's hand.

Creature — Drake

Flying {U}: This creature gets +1/+0 until end of turn. Activate only once each turn.

1/3
Enchantment — Aura

Enchant creature Enchanted creature has phasing and can't be blocked except by Walls. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)

Sorcery

Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library.

Creature — Human Soldier

Whenever this creature blocks or becomes blocked by a creature, this creature and that creature phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)

1/1

Jolt

2 U
Instant

You may tap or untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep.

Creature — Serpent

This creature can't attack unless defending player controls an Island. {U}, Sacrifice an Island: Target land an opponent controls becomes an Island until end of turn. When you control no Islands, sacrifice this creature.

4/3
Creature — Merfolk Soldier

Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)

2/3
Creature — Merfolk Wizard

When this creature dies, you may pay {1}{U}. If you do, draw a card.

2/2
Instant

Target artifact, creature, or land phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)

Creature — Crocodile

Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)

6/5
Instant

Choose one — • Target player draws a card at the beginning of the next turn's upkeep. • Target creature gains flying until end of turn. • Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phas…

Creature — Human Wizard

{W}, {T}: Target creature gains first strike until end of turn. {B}, {T}: Target creature gets +1/+0 until end of turn.

1/1

Soar

1 U
Enchantment — Aura

You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature gets +0/+1 and h…

Enchantment — Aura

Enchant artifact or creature Enchanted permanent has phasing. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)

Creature — Drake

Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)

3/2

Thirst

2 U
Enchantment — Aura

Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, sacrifice this Aura unless you pay {U}.

Enchantment — Aura

Enchant creature an opponent controls Whenever enchanted creature becomes tapped, you draw a card.

Creature — Djinn

Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)

4/4

Impulse

1 U
Instant

Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.