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171 Results Found. 

Abzan Battle Priest
Creature — Human Cleric (3/2)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has lifelink.
J21

Abzan Falconer
Creature — Human Soldier (2/3)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has flying.
J21

Accursed Horde
Creature — Zombie (3/3)
: Target attacking Zombie gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
J21

Adaptive Snapjaw
Creature — Lizard Beast (6/2)
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
J21

Aetherstream Leopard
Creature — Cat (2/3)
Trample
When Aetherstream Leopard enters the battlefield, you get (an energy counter).
Whenever Aetherstream Leopard attacks, you may pay . If you do, it gets +2/+0 until end of turn.
J21

Ainok Bond-Kin
Creature — Dog Soldier (2/1)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has first strike.
J21

Alchemist's Greeting
Sorcery
Alchemist's Greeting deals 4 damage to target creature.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
J21

Angel of the God-Pharaoh
Creature — Angel (4/4)
Flying
Cycling (, Discard this card: Draw a card.)
J21

Angelic Purge
Sorcery
As an additional cost to cast this spell, sacrifice a permanent.
Exile target artifact, creature, or enchantment.
J21

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.
J21

Assault Strobe
Sorcery
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
J21

Asylum Visitor
Creature — Vampire Wizard (3/1)
At the beginning of each player's upkeep, if that player has no cards in hand, you draw a card and you lose 1 life.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
J21

Awaken the Bear
Instant
Target creature gets +3/+3 and gains trample until end of turn.
J21

Baffling Defenses
Instant
Target creature's base power perpetually becomes 0.
J21

Battering Krasis
Creature — Shark Beast (2/1)
Trample
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
J21

Battle Squadron
Creature — Goblin (*/*)
Flying
Battle Squadron's power and toughness are each equal to the number of creatures you control.
J21

Bear Cub
Creature — Bear (2/2)
J21

Belligerent Sliver
Creature — Sliver (2/2)
Sliver creatures you control have menace. (They can't be blocked except by two or more creatures.)
J21

Benalish Partisan
Creature — Human Soldier (1/2)
Lifelink
Whenever you cycle another card, you may pay . If you do, return Benalish Partisan from your graveyard to the battlefield tapped and it perpetually gets +1+0.
Cycling
J21

Bestial Menace
Sorcery
Create a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token.
J21

 

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