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Magic the Gathering Cards

Showing 32 cards (page 47 of 3929).

Wargling{1}{G}Creature — WolfFerocious — Whenever this creature attacks while you control a creature with power 4 or greater, until end of turn, this creature gets +1/+0 and creatures you control gain trample. 2/2 Wilderland Scrounger{4}{G}Creature — WolfFerocious — Whenever this creature attacks while you control a creature with power 4 or greater, put a +1/+1 counter on each creature you control. 3/6 Wood Elves{2}{G}Creature — Elf ScoutWhen this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle. 1/1 Woodland Weavemaster{1}{G}Creature — Elf DruidVigilance
Whenever another Elf you control enters, this creature gets +1/+1 until end of turn.
{T}: Add X mana of any one color, where X is this creature's power. Spend this mana only to cast Elf spells and activate abilities of Elf sources.
1/2
Bard, King of Dale{4}{W}{U}Legendary Creature — Human Noble ArcherReach, vigilance
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
3/5
Bard the Bowman{1}{W}{U}Legendary Creature — Human ArcherReach
Whenever you draw your second card each turn, put a +1/+1 counter on target creature. It gains lifelink until end of turn.
1/3
Bard's Company{2}{W}{U}Creature — Human CitizenYou may cast this spell as though it had flash if you control a Human.
Other creatures you control get +1/+1.
Whenever this creature enters or attacks, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
2/3
Bifur, Melodic Rider{4}{R/W}{R/W}Legendary Creature — Dwarf BardStoried (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.)
Whenever Bifur enters or attacks, put a +1/+1 counter on target creature.
As long as you have an enduring story, if a triggered ability of a Dwarf you control triggers, that ability triggers an additional time.
4/5
Bolg of the North{3}{B}{R}Legendary Creature — Goblin SoldierWhen Bolg enters, you may sacrifice another creature. When you do, Bolg deals damage equal to that creature's power to another target creature. If excess damage was dealt this way, amass Goblins X, where X is that excess damage. (Put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.) 5/5 Bolg's Company{B}{R}Creature — Goblin SoldierThis creature has haste as long as you control another Goblin.
{T}, Sacrifice another Goblin: Add {B}{R}.
2/2
The Chief Warg{2}{B}{G}Legendary Creature — WolfMenace (This creature can't be blocked except by two or more creatures.)
Ferocious — Whenever you attack while you control a creature with power 4 or greater, you draw a card and lose 1 life.
3/3
Chief Warg's Company{1}{B}{G}Creature — WolfTrample
This creature can't attack unless you control two or more other Wolves.
At the beginning of your upkeep, create a 2/2 green Wolf creature token.
5/3
Dáin's Company{R}{W}Creature — Dwarf WarriorThis creature has lifelink as long as you control another Dwarf.
When this creature enters, look at the top four cards of your library. You may reveal a Dwarf or Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/2
Duskwatch Hunter{2}{B/G}Creature — WolfThis creature can't be blocked by tokens.
When this creature enters, put a +1/+1 counter on target creature.
3/1
Dwalin, Weaponmaster{1}{R/W}Legendary Creature — Dwarf WarriorFirst strike
Whenever Dwalin enters or attacks, put a hone counter on each Equipment you control. (Each hone counter on an Equipment grants +1/+0 to equipped creature.)
2/1
Eagle's Rescue{2}{W/U}{W/U}Enchantment — AuraEnchant creature
Enchanted creature gets +2/+2 and has flying.
{2}{W/U}{W/U}: Return this card from your graveyard to the battlefield attached to target creature you control with power 1 or less. Activate only as a sorcery.
Fearsome Goblin Pair{2}{B/R}Creature — Goblin SoldierWhen this creature dies, amass Goblins 4. (Put four +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.) 1/1 Goblin Plate Mail{1}{B/R}Artifact — EquipmentWhen this Equipment enters, amass Goblins 1, then attach this Equipment to the amassed Army. (To amass Goblins 1, put a +1/+1 counter on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Equipped creature gets +1/+0 and has menace.
Equip {4}
The Great Goblin{1}{B/R}{B/R}Legendary Creature — Goblin NobleWhenever you put one or more counters on a Goblin, Orc, or Army you control, The Great Goblin deals 2 damage to target opponent.
Whenever another Goblin, Orc, or Army you control dies, exile the top card of your library. You may play it until the end of your next turn.
3/2
Large Bear{3}{B/G}{B/G}Creature — BearReach, trample, haste 5/5 Mirkwood Nurturer{2}{G/U}Creature — Elf RangerWhen this creature enters, return up to one other target permanent you control to its owner's hand. If you do, put a +1/+1 counter on this creature. 3/2 Nori, Teller of Tales{1}{R/W}Legendary Creature — Dwarf BardWhenever Nori attacks, target attacking creature gains first strike until end of turn. 2/2 Banishing Light{2}{W}EnchantmentWhen this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Dawn of a New Age{1}{W}EnchantmentThis enchantment enters with a hope counter on it for each creature you control.
At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
Patient Instructor{2}{W/U}Creature — Human CitizenVigilance
When this creature enters, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
2/2
Silvan Reveler{2}{G}{U}Creature — Elf CitizenWhen this creature enters, draw a card, then discard a card. If you discard a land card this way, put it from your graveyard onto the battlefield tapped.
Landfall — Whenever a land you control enters, you may pay {1}{G}{U}. If you do, return this card from your graveyard to your hand.
3/2
Dúnedain Blade{1}{W}Artifact — EquipmentEquipped creature gets +2/+1.
Equip Human {1}
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Smaug, Wicked Worm{3}{B}{R}Legendary Creature — DragonFlying
When Smaug enters, create X tapped Treasure tokens, where X is the number of artifacts your opponents control.
Whenever you cast a spell, if mana from a Treasure was spent to cast it, you draw a card and lose 1 life.
5/5
Eagles of the North{5}{W}Creature — Bird SoldierFlying
When this creature enters, creatures you control get +1/+0 and gain first strike until end of turn.
Plainscycling {1} ({1}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
3/3
Errand-Rider of Gondor{2}{W}Creature — Human SoldierWhen this creature enters, draw a card. Then if you don't control a legendary creature, put a card from your hand on the bottom of your library. 3/2 Thorin Oakenshield{R}{W}Legendary Creature — Dwarf NobleTrample
Storied (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.)
As long as you have an enduring story, artifacts and creatures you control have ward {1}.
3/2
Thranduil, Sindarin Liege // Silvan Rally{2}{G/U}{G/U}Legendary Creature — Elf NobleOther Elves you control get +1/+1.
Landfall — Whenever a land you control enters, create a 1/1 green Elf creature token.
2/3