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269 Results Found. 

Adventuring Gear
Artifact — Equipment
Landfall — Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
ZEN

Aether Figment
Creature — Illusion (1/1)
Kicker (You may pay an additional as you cast this spell.)
Aether Figment can't be blocked.
If Aether Figment was kicked, it enters the battlefield with two +1/+1 counters on it.
ZEN

Akoum Refuge
Land
Akoum Refuge enters the battlefield tapped.
When Akoum Refuge enters the battlefield, you gain 1 life.
: Add or to your mana pool.
ZEN

Archive Trap
Instant — Trap
If an opponent searched his or her library this turn, you may pay rather than pay Archive Trap's mana cost.
Target opponent puts the top thirteen cards of his or her library into his or her graveyard.
ZEN

Archmage Ascension
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension.
As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle your library.
ZEN

Arid Mesa
Land
, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card and put it onto the battlefield. Then shuffle your library.
ZEN

Armament Master
Creature — Kor Soldier (2/2)
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
ZEN

Arrow Volley Trap
Instant — Trap
If four or more creatures are attacking, you may pay rather than pay Arrow Volley Trap's mana cost.
Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures.
ZEN

Bala Ged Thief
Creature — Human Rogue Ally (2/2)
Whenever Bala Ged Thief or another Ally enters the battlefield under your control, target player reveals a number of cards from his or her hand equal to the number of Allies you control. You choose one of them. That player discards that card.
ZEN

Baloth Cage Trap
Instant — Trap
If an opponent had an artifact enter the battlefield under his or her control this turn, you may pay rather than pay Baloth Cage Trap's mana cost.
Create a 4/4 green Beast creature token.
ZEN

Baloth Woodcrasher
Creature — Beast (4/4)
Landfall — Whenever a land enters the battlefield under your control, Baloth Woodcrasher gets +4/+4 and gains trample until end of turn.
ZEN

Beast Hunt
Sorcery
Reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard.
ZEN

Beastmaster Ascension
Enchantment
Whenever a creature you control attacks, you may put a quest counter on Beastmaster Ascension.
As long as Beastmaster Ascension has seven or more quest counters on it, creatures you control get +5/+5.
ZEN

Blade of the Bloodchief
Artifact — Equipment
Whenever a creature dies, put a +1/+1 counter on equipped creature. If equipped creature is a Vampire, put two +1/+1 counters on it instead.
Equip
ZEN

Bladetusk Boar
Creature — Boar (3/2)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
ZEN

Blazing Torch
Artifact — Equipment
Equipped creature can't be blocked by Vampires or Zombies.
Equipped creature has ", Sacrifice Blazing Torch: Blazing Torch deals 2 damage to target creature or player."
Equip (: Attach to target creature you control. Equip only as a sorcery.)
ZEN

Blood Seeker
Creature — Vampire Shaman (1/1)
Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life.
ZEN

Blood Tribute
Sorcery
Kicker—Tap an untapped Vampire you control. (You may tap a Vampire you control in addition to any other costs as you cast this spell.)
Target opponent loses half his or her life, rounded up. If Blood Tribute was kicked, you gain life equal to the life lost this way.
ZEN

Bloodchief Ascension
Enchantment
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
ZEN

Bloodghast
Creature — Vampire Spirit (2/1)
Bloodghast can't block.
Bloodghast has haste as long as an opponent has 10 or less life.
Landfall — Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield.
ZEN

 

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