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Magic the Gathering Cards

Showing 32 cards (page 10 of 3929).

Memory Trap{2}{W}EnchantmentWhen this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Turbulent CraterLand — Swamp Mountain({T}: Add {B} or {R}.)
This land enters tapped unless your opponents control eight or more lands.
Predictive Preparations{1}{W}SorceryPut a +1/+1 counter on each of one or two target creatures.
Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Turbulent ShoreLand — Plains Island({T}: Add {W} or {U}.)
This land enters tapped unless your opponents control eight or more lands.
Prophesied End{1}{W}InstantDestroy target creature. If it wasn't attacking, its controller draws a card. Turbulent WetlandsLand — Island Swamp({T}: Add {U} or {B}.)
This land enters tapped unless your opponents control eight or more lands.
Refute Destiny{1}{W}SorceryExile target creature or planeswalker that's green or blue. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Repurposed Enforcer{1}{W}Creature — Human SoldierWhenever this creature attacks, empower Jace X, where X is the number of creatures you control. (Put that many loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with ": Surveil 1" and ": Draw a card.") 3/2 Akroma, Angel of Fury{5}{R}{R}{R}Legendary Creature — AngelThis spell can't be countered.
Flying, trample, protection from white and from blue
{R}: Akroma gets +1/+0 until end of turn.
Morph {3}{R}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn her face up any time for her morph cost.)
6/6
Return to the Light Realms{7}{W}{W}SorceryReturn all nonland permanent cards from your graveyard to the battlefield. Arcane Signet{2}Artifact{T}: Add one mana of any color in your commander's color identity. Shatterwing Pegasus{2}{W}Creature — PegasusFlying
{4}{W}: Creatures you control get +1/+1 until end of turn.
2/3
Sol Ring{1}Artifact{T}: Add {C}{C}. Command TowerLand{T}: Add one mana of any color in your commander's color identity. Surgical Precision{1}{W}SorceryChoose one —
• Destroy target creature with toughness 4 or greater. You gain 1 life.
• You draw a card and gain 2 life.
Reflecting PoolLand{T}: Add one mana of any type that a land you control could produce. Unflinching Hortimancer{1}{W}Creature — Human ClericWard {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Whenever you gain life, put a +1/+1 counter on this creature.
2/1
Your Fate Ends Here{2}{W}InstantDestroy target creature or planeswalker with mana value 3 or greater. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Elspeth, Sun's Champion{4}{W}{W}Legendary Planeswalker — Elspeth: Create three 1/1 white Soldier creature tokens.
: Destroy all creatures with power 4 or greater.
: You get an emblem with "Creatures you control get +2/+2 and have flying."
Flawless Maneuver{2}{W}InstantIf you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Countersculpt{U}{U}InstantAs an additional cost to cast this spell, behold a Jace or pay {1}. (To behold a Jace, choose a Jace you control or reveal a Jace card from your hand.)
Counter target spell. Empower Jace 1. (Put a loyalty counter on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with ": Surveil 1" and ": Draw a card.")
Cruel Calculations{2}{U}SorceryDraw X cards, where X is the number of cards that were put into target player's graveyard from their library this turn. Grand Crescendo{X}{W}{W}InstantCreate X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn. Lingering Souls{2}{W}SorceryCreate two 1/1 white Spirit creature tokens with flying.
Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Cryotheory Adept{1}{U}Creature — Human WizardProwess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
{3}{U}, Exile this card from your graveyard: Tap target creature and put a stun counter on it. Activate only as a sorcery. (If a permanent with a stun counter would become untapped, remove one from it instead.)
2/1
Diviner of Victory // Unwind History{U}Creature — Dwarf WizardThis creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Whenever you scry or surveil, this creature gets +1/+1 until end of turn.
1/1
Diviner of Victory // Unwind History{1}{U}SorceryReturn target creature an opponent controls with mana value 3 or less to its owner's hand. Surveil 1. Martial Coup{X}{W}{W}SorceryCreate X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures. Overlord of the Mistmoors{5}{W}{W}Enchantment Creature — Avatar HorrorImpending 4—{2}{W}{W} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
6/6
Divining Duelist{2}{U}Creature — Merfolk WizardFlash
When this creature enters, choose one —
• Tap target creature.
• Untap target creature.
• Draw a card, then discard a card.
3/2
Path to Exile{W}InstantExile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. Icy Reception{1}{U}InstantChoose one —
• Counter target creature or legendary spell unless its controller pays {3}.
• Target creature gets -5/-0 until end of turn.