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1 – 20 of 62 cards where the name includes “sword”

Angelic Sell-Sword (Outlaws of Thunder Junction Commander #10)

Angelic Sell-Sword {4}{W}

Creature — Angel Mercenary

Flying, vigilance

Whenever Angelic Sell-Sword or another nontoken creature enters the battlefield under your control, create a 1/1 red Mercenary creature token with “{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery.”

Whenever Angelic Sell-Sword attacks, if its power is 6 or greater, draw a card.

4/4

Illustrated by Ekaterina Burmak

Unreleased This card will be released on 2024-04-19, it is not legal in any format until its release date approaches.

Bronze Sword (Theros Beyond Death #232)

Bronze Sword {1}

Artifact — Equipment

Equipped creature gets +2/+0.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Every strike of the smith’s hammer infuses a sword with the determination of its creator.

Illustrated by Kev Walker

Standard
Alchemy
Pioneer
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Callous Sell-Sword // Burn Together (Wilds of Eldraine #221)

Callous Sell-Sword {1}{B}

Creature — Human Soldier

Callous Sell-Sword enters the battlefield with a +1/+1 counter on it for each creature that died under your control this turn.

2/2

Burn Together {R}

Sorcery — Adventure

Target creature you control deals damage equal to its power to any other target. Then sacrifice it.

Illustrated by Valera Lutfullina

Standard
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Celestial Sword (Masters Edition IV #188)

Celestial Sword {6}

Artifact

{3}, {T}: Target creature you control gets +3/+3 until end of turn. Its controller sacrifices it at the beginning of the next end step.

“So great is its power, only the chosen can wield it and live.”
—Avram Garrisson, Leader of the Knights of Stromgald

Illustrated by Amy Weber

Standard
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Cliffhaven Sell-Sword (Zendikar Rising #8)

Cliffhaven Sell-Sword {1}{W}

Creature — Kor Warrior

“I swing a sword. It’s a simple life. A lot of adventurers just see me as some cheap muscle, but if my steel lets them return home with their lives and limbs intact, then I’ve done my job.”

3/1

Illustrated by Jason Rainville

Standard
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Dancing Sword (Adventures in the Forgotten Realms #8)

Dancing Sword {1}{W}

Artifact — Equipment

Equipped creature gets +2/+1.

When equipped creature dies, you may have Dancing Sword become a 2/1 Construct artifact creature with flying and ward {1}. If you do, it isn’t an Equipment.

Equip {1}

Illustrated by Wisnu Tan

Standard
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Fathom Fleet Swordjack (Commander Legends #177)

Fathom Fleet Swordjack {3}{R}

Creature — Orc Pirate

Whenever Fathom Fleet Swordjack attacks, it deals damage to the player or planeswalker it’s attacking equal to the number of artifacts you control.

Encore {5}{R} ({5}{R}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

4/3

Illustrated by Zoltan Boros

Standard
Alchemy
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Flaming Sword (Mercadian Masques #190)

Flaming Sword {1}{R}

Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets +1/+0 and has first strike.

“It’s not Talruum crystal, but I must admit—it gets the job done.”
—Tahngarth

Illustrated by Randy Gallegos

Standard
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Forging the Tyrite Sword (Kaldheim #211)

Forging the Tyrite Sword {1}{R}{W}

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Create a Treasure token.

III — Search your library for a card named Halvar, God of Battle or an Equipment card, reveal it, put it into your hand, then shuffle.

DailyMTG Story Spotlight

Illustrated by Kieran Yanner

Standard
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Greatsword (Magic 2012 #209)

Greatsword {3}

Artifact — Equipment

Equipped creature gets +3/+0.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

The only blow that matters is the killing blow.

Illustrated by Nic Klein

Standard
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Greatsword of Tyr (Commander Legends: Battle for Baldur's Gate #22)

Greatsword of Tyr {1}{W}

Artifact — Equipment

Whenever equipped creature attacks, put a +1/+1 counter on it and tap up to one target creature defending player controls.

Equip {W} ({W}: Attach to target creature you control. Equip only as a sorcery.)

In the light of its gleaming blade, the faithful shine and the wicked cower.

Illustrated by Titus Lunter

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Halvar, God of Battle // Sword of the Realms (Kaldheim #15)
Halvar, God of Battle // Sword of the Realms (Kaldheim #15)

Halvar, God of Battle {2}{W}{W}

Legendary Creature — God

Creatures you control that are enchanted or equipped have double strike.

At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control.

4/4

Sword of the Realms {1}{W}

Legendary Artifact — Equipment

Equipped creature gets +2/+0 and has vigilance.

Whenever equipped creature dies, return it to its owner’s hand.

Equip {1}{W}

It cuts through the Cosmos itself, carving new Omenpaths between the realms.

Illustrated by Lie Setiawan

Standard
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Jaded Sell-Sword (Adventures in the Forgotten Realms #152)

Jaded Sell-Sword {3}{R}

Creature — Dragon Warrior

When Jaded Sell-Sword enters the battlefield, if mana from a Treasure was spent to cast it, it gains first strike and haste until end of turn.

“Today? That’ll cost you extra.”

4/3

Illustrated by Randy Vargas

Standard
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Mazzy, Truesword Paladin (Commander Legends: Battle for Baldur's Gate #283)

Mazzy, Truesword Paladin {1}{R}{G}{W}

Legendary Creature — Halfling Knight

Whenever an enchanted creature attacks one of your opponents, it gets +2/+0 and gains trample until end of turn.

Whenever an Aura you control is put into your graveyard from the battlefield, exile it. Until the end of your next turn, you may cast that card.

3/4

Illustrated by Justyna Dura

Standard
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Mind Swords (Nemesis #60)

Mind Swords {1}{B}

Sorcery

If you control a Swamp, you may sacrifice a creature rather than pay this spell’s mana cost.

Each player exiles two cards from their hand.

Illustrated by Daren Bader

Standard
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Nimana Sell-Sword (Zendikar #106)

Nimana Sell-Sword {3}{B}

Creature — Human Warrior Ally

Whenever Nimana Sell-Sword or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Nimana Sell-Sword.

“He asked if I had work for him. No wasn’t the right answer.”
—Samila, Murasa Expeditionary House

2/2

Illustrated by Daarken

Standard
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Pardic Swordsmith (Odyssey #213)

Pardic Swordsmith {2}{R}

Creature — Dwarf

{R}, Discard a card at random: Pardic Swordsmith gets +2/+0 until end of turn.

A finely crafted blade will never meet as many blows on the battlefield as it did on the anvil.

1/1

Illustrated by Bob Petillo

Standard
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Raging Swordtooth (The Lost Caverns of Ixalan Commander #283)

Raging Swordtooth {3}{R}{G}

Creature — Dinosaur

Trample

When Raging Swordtooth enters the battlefield, it deals 1 damage to each other creature.

Carnivorous dinosaurs developed a taste for undead flesh, tracking the vampires by the scent of blood on their breath.

5/5

Illustrated by Izzy

Standard
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Ramosian Greatsword (March of the Machine #159)

Ramosian Greatsword {4}{R}

Artifact — Equipment

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature’s color.)

Equipped creature gets +3/+1 and has trample.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Illustrated by Jason A. Engle

Standard
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Runesword (Chronicles #106)

Runesword {6}

Artifact

{3}, {T}: Target attacking creature gets +2/+0 until end of turn. When that creature leaves the battlefield this turn, sacrifice Runesword. If the creature deals damage to a creature this turn, the creature dealt damage can’t be regenerated this turn. If a creature dealt damage by the targeted creature would die this turn, exile that creature instead.

Illustrated by Christopher Rush

Standard
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