15701 – 15720 of 15,797 cards where the card types include “creature”

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Zealous Inquisitor (Ninth Edition #57)

Zealous Inquisitor {2}{W}

Creature — Human Cleric

{1}{W}: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead.

Wine and balm for the confessions of the repentant. Razors and irons for the confessions of the unrepentant.

2/2

Illustrated by Wayne England

Standard
Alchemy
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Zebra Unicorn (Mirage #290)

Zebra Unicorn {2}{G}{W}

Creature — Unicorn

Whenever Zebra Unicorn deals damage, you gain that much life.

“I’ll capture gentle zebras / for your steeds and fill the stable with every kind of unicorn.”
—"Love Song of Night and Day"

2/2

Illustrated by Margaret Organ-Kean

Standard
Alchemy
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Zedruu the Greathearted (Commander 2016 #231)

Zedruu the Greathearted {1}{U}{R}{W}

Legendary Creature — Minotaur Monk

At the beginning of your upkeep, you gain X life and draw X cards, where X is the number of permanents you own that your opponents control.

{U}{R}{W}: Target opponent gains control of target permanent you control.

2/4

Illustrated by Mark Zug

Standard
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Zegana, Utopian Speaker (The Lost Caverns of Ixalan Commander #298)

Zegana, Utopian Speaker {2}{G}{U}

Legendary Creature — Merfolk Wizard

When Zegana, Utopian Speaker enters the battlefield, if you control another creature with a +1/+1 counter on it, draw a card.

{4}{G}{U}: Adapt 4. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)

Each creature you control with a +1/+1 counter on it has trample.

4/4

Illustrated by Slawomir Maniak

Standard
Alchemy
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Zellix, Sanity Flayer (Commander Legends: Battle for Baldur's Gate #652)

Zellix, Sanity Flayer {2}{U}

Legendary Creature — Horror

Hive Mind — Whenever a player mills one or more creature cards, you create a 1/1 black Horror creature token.

{1}, {T}: Target player mills three cards.

Choose a Background (You can have a Background as a second commander.)

2/3

Illustrated by Slawomir Maniak

Standard
Alchemy
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Zendikar Farguide (Zendikar #194)

Zendikar Farguide {4}{G}

Creature — Elemental

Forestwalk (This creature can’t be blocked as long as defending player controls a Forest.)

Expeditions follow the paths it leaves in its wake.

3/3

Illustrated by Vincent Proce

Standard
Alchemy
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Zendikar Incarnate (Commander 2018 #195)

Zendikar Incarnate {2}{R}{G}

Creature — Elemental

Zendikar Incarnate’s power is equal to the number of lands you control.

“Her people angered Zendikar, and they faced the land’s wrath. That is why Nissa is the last of the animists.”
—Numa, Joraga chieftain

*/4

Illustrated by Lucas Graciano

Standard
Alchemy
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Zenith Chronicler (Phyrexia: All Will Be One #246)

Zenith Chronicler {2}

Artifact Creature — Phyrexian Construct

Whenever a player casts their first multicolored spell each turn, each other player draws a card.

It watches through the never-ending day, motionless save for the unsettling, twitching dance it performs as each sun reaches its apex.

3/1

Illustrated by Johann Bodin

Standard
Alchemy
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Zenith Seeker (Amonkhet #77)

Zenith Seeker {3}{U}

Creature — Bird Wizard

Flying

Whenever you cycle or discard a card, target creature gains flying until end of turn.

Only from the sky can one fully understand the horrors of the wastes and the wonder of the Hekma’s protection.

2/2

Illustrated by Jason Kang

Standard
Alchemy
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Zephid (Urza's Saga #113)

Zephid {4}{U}{U}

Creature — Illusion

Flying

Shroud (This creature can’t be the target of spells or abilities.)

Once you’ve seen one, you’ll understand why spells won’t go near them.

3/4

Illustrated by Daren Bader

Part of the Reserved List

Standard
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Zephyr Falcon (Fifth Edition #137)

Zephyr Falcon {1}{U}

Creature — Bird

Flying, vigilance

Although greatly prized among falconers, the zephyr falcon is capricious and not easily tamed.

1/1

Illustrated by Heather Hudson

Standard
Alchemy
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Zephyr Gull (Arena New Player Experience Cards #23)

Zephyr Gull {U}

Creature — Bird

Flying

1/1

Illustrated by Antonio José Manzanedo

Standard
Alchemy
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Zephyrim (Warhammer 40,000 Commander #20)

Zephyrim {3}{W}

Creature — Human Warrior

Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)

Flying, vigilance

Miracle {1}{W} (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)

3/3

Illustrated by Anna Steinbauer

Standard
Alchemy
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Zephyr Scribe (Dragons of Tarkir #85)

Zephyr Scribe {2}{U}

Creature — Human Monk

{U}, {T}: Draw a card, then discard a card.

Whenever you cast a noncreature spell, untap Zephyr Scribe.

“Ojutai’s rule has allowed Tarkir’s monks to learn from the truly enlightened.”
—Sarkhan Vol

2/1

Watermark: Ojutai

Illustrated by Lius Lasahido

Standard
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Zephyr Sentinel (The Brothers' War #74)

Zephyr Sentinel {1}{U}

Creature — Human Soldier

Flash

Flying

When Zephyr Sentinel enters the battlefield, return up to one other target creature you control to its owner’s hand. If it was a Soldier, put a +1/+1 counter on Zephyr Sentinel.

2/1

Illustrated by Inkognit

Standard
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Zephyr Singer (March of the Machine #86)

Zephyr Singer {2}{U}{U}

Creature — Siren Pirate

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.)

Flying, vigilance

When Zephyr Singer enters the battlefield, put a flying counter on each creature that convoked it.

3/4

Illustrated by Lie Setiawan

Standard
Alchemy
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Zephyr Spirit (Ravnica: City of Guilds #76)

Zephyr Spirit {5}{U}

Creature — Spirit

When Zephyr Spirit blocks, return it to its owner’s hand.

A spiteful force exists on Ravnica that binds these ghosts to the land of the living but forbids them to touch it.

0/6

Illustrated by Tomas Giorello

Standard
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Zephyr Sprite (Magic 2010 #82)

Zephyr Sprite {U}

Creature — Faerie

Flying

“I’ve never understood why so many beings lumber around on the ground. There are three dimensions, yet they use only two.”

1/1

Illustrated by Kev Walker

Standard
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Zephyr Winder (March of the Machine #328)

Zephyr Winder {1}{U}

Creature — Elemental

Flying

Whenever Zephyr Winder deals combat damage to a player, untap up to one target creature.

It twines through the roiling cloudscape feeding on the energies of nascent storms.

2/1

Illustrated by Jana Schirmer

Standard
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Zerapa Minotaur (Prophecy #108)

Zerapa Minotaur {2}{R}{R}

Creature — Minotaur

First strike

{2}: Zerapa Minotaur loses first strike until end of turn. Any player may activate this ability.

There’s no difference between bone and crystal when it’s piercing your throat.

3/3

Illustrated by Mark Zug

Standard
Alchemy
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