21 – 40 of 981 cards where the release year <= 1994

Amnesia (The Dark #20)

Amnesia {3}{U}{U}{U}

Sorcery

Target player reveals their hand and discards all nonland cards.

“When one has witnessed the unspeakable, ‘tis sometimes better to forget.” —Vervamon the Elder

Illustrated by Mark Poole

Standard
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Amrou Kithkin (Legends #3)

Amrou Kithkin {W}{W}

Creature — Kithkin

Amrou Kithkin can’t be blocked by creatures with power 3 or greater.

Quick and agile, Amrou Kithkin can usually escape from even the most fearsome opponents.

1/1

Illustrated by Quinton Hoover

Standard
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Amulet of Kroog (Antiquities #36)

Amulet of Kroog {2}

Artifact

{2}, {T}: Prevent the next 1 damage that would be dealt to any target this turn.

Among the first allies Urza gained were the people of Kroog. As a sign of friendship, Urza gave the healers of the city potent amulets; afterwards, thousands journeyed to Kroog in hope of healing, greatly adding to the city’s glory.

Illustrated by Margaret Organ-Kean (misprinted)

Standard
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Ancestral Recall (Unlimited Edition #48)

Ancestral Recall {U}

Instant

Target player draws three cards.

Illustrated by Mark Poole

Part of the Reserved List

Standard
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Angelic Voices (Legends #4)

Angelic Voices {2}{W}{W}

Enchantment

Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.

Illustrated by Julie Baroh

Standard
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Angry Mob (The Dark #1)

Angry Mob {2}{W}{W}

Creature — Human

Trample

As long as it’s your turn, Angry Mob’s power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it’s not your turn, Angry Mob’s power and toughness are each 2.

2+*/2+*

Illustrated by Drew Tucker

Standard
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Angus Mackenzie (Legends #217)

Angus Mackenzie {G}{W}{U}

Legendary Creature — Human Cleric

{G}{W}{U}, {T}: Prevent all combat damage that would be dealt this turn. Activate only before the combat damage step.

“Battles no longer served a purpose in Karakas.” —Angus Mackenzie, Diary

2/2

Illustrated by Bryon Wackwitz

Part of the Reserved List

Standard
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Animate Artifact (Summer Magic / Edgar #48)

Animate Artifact {3}{U}

Enchantment — Aura

Enchant artifact

As long as enchanted artifact isn’t a creature, it’s an artifact creature with power and toughness each equal to its mana value.

Illustrated by Douglas Shuler

Standard
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Animate Dead (Summer Magic / Edgar #93)

Animate Dead {1}{B}

Enchantment — Aura

Enchant creature card in a graveyard

When Animate Dead enters the battlefield, if it’s on the battlefield, it loses “enchant creature card in a graveyard” and gains “enchant creature put onto the battlefield with Animate Dead.” Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature’s controller sacrifices it.

Enchanted creature gets -1/-0.

Illustrated by Anson Maddocks

Standard
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Animate Wall (Summer Magic / Edgar #1)

Animate Wall {W}

Enchantment — Aura

Enchant Wall

Enchanted Wall can attack as though it didn’t have defender.

Illustrated by Dan Frazier

Standard
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Ankh of Mishra (Summer Magic / Edgar #233)

Ankh of Mishra {2}

Artifact

Whenever a land enters the battlefield, Ankh of Mishra deals 2 damage to that land’s controller.

Illustrated by Amy Weber

Standard
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Anti-Magic Aura (Legends #45)

Anti-Magic Aura {2}{U}

Enchantment — Aura

Enchant creature

Enchanted creature can’t be the target of spells and can’t be enchanted by other Auras.

Illustrated by Douglas Shuler

Standard
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Apprentice Wizard (The Dark #21)

Apprentice Wizard {1}{U}{U}

Creature — Human Wizard

{U}, {T}: Add {C}{C}{C}.

0/1

Illustrated by Dan Frazier

Standard
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Arboria (Legends #174)

Arboria {2}{G}{G}

World Enchantment

Creatures can’t attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.

Illustrated by Daniel Gelon

Standard
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Arcades Sabboth (Legends #218)

Arcades Sabboth {2}{G}{G}{W}{W}{U}{U}

Legendary Creature — Elder Dragon

Flying

At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}.

Each untapped creature you control gets +0/+2 as long as it’s not attacking.

{W}: Arcades Sabboth gets +0/+1 until end of turn.

7/7

Illustrated by Edward P. Beard, Jr.

Standard
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Arena (HarperPrism Book Promos #1)

Arena

Land

{3}, {T}: Tap target creature you control and target creature of an opponent’s choice they control. Those creatures fight each other. (Each deals damage equal to its power to the other.)

Illustrated by Rob Alexander

Standard
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Arena of the Ancients (Legends #273)

Arena of the Ancients {3}

Artifact

Legendary creatures don’t untap during their controllers’ untap steps.

When Arena of the Ancients enters the battlefield, tap all legendary creatures.

Illustrated by Tom Wänerstrand

Standard
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Argivian Archaeologist (Antiquities #1)

Argivian Archaeologist {1}{W}{W}

Creature — Human Artificer

{W}{W}, {T}: Return target artifact card from your graveyard to your hand.

Fascinated by the lore of ancient struggles, the Archaeologist searches incessantly for remnants of an earlier, more powerful era.

1/1

Illustrated by Amy Weber

Part of the Reserved List

Standard
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Argivian Blacksmith (Antiquities #2)

Argivian Blacksmith {1}{W}{W}

Creature — Human Artificer

{T}: Prevent the next 2 damage that would be dealt to target artifact creature this turn.

Through years of study and training, the Blacksmiths of Argive became adept at reassembling the mangled remains of the strange, mechanical creatures abounding in their native land.

2/2

Illustrated by Kerstin Kaman

Standard
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Argothian Pixies (Antiquities #29)

Argothian Pixies {1}{G}

Creature — Faerie

Argothian Pixies can’t be blocked by artifact creatures.

Prevent all damage that would be dealt to Argothian Pixies by artifact creatures.

After the rape of Argoth Forest during the rule of the artificers, the Pixies of Argoth bent their magic to more practical ends.

2/1

Illustrated by Amy Weber

Standard
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