2281 – 2340 of 3,628 cards where the card types include “human”

Order of the Sacred Torch {1}{W}{W}

Creature — Human Knight

{T}, Pay 1 life: Counter target black spell.

2/2
Order of the Stars {W}

Creature — Human Cleric

Defender (This creature can’t attack.)

As Order of the Stars enters the battlefield, choose a color.

Order of the Stars has protection from the chosen color.

0/1
Order of the White Shield {W}{W}

Creature — Human Knight

Protection from black

{W}: Order of the White Shield gains first strike until end of turn.

{W}{W}: Order of the White Shield gets +1/+0 until end of turn.

2/1
Orim, Samite Healer {1}{W}{W}

Legendary Creature — Human Cleric

{T}: Prevent the next 3 damage that would be dealt to any target this turn.

1/3
Oriq Loremage {2}{B}{B}

Creature — Human Warlock

{T}: Search your library for a card, put it into your graveyard, then shuffle. If it’s an instant or sorcery card, put a +1/+1 counter on Oriq Loremage.

3/3
Oriss, Samite Guardian {1}{W}{W}

Legendary Creature — Human Cleric

{T}: Prevent all damage that would be dealt to target creature this turn.

Grandeur — Discard another card named Oriss, Samite Guardian: Target player can’t cast spells this turn, and creatures that player controls can’t attack this turn.

1/3
Orthion, Hero of Lavabrink {3}{R}

Legendary Creature — Human Soldier

{1}{R}, {T}: Create a token that’s a copy of another target creature you control. It gains haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.

{6}{R}{R}{R}, {T}: Create five tokens that are copies of another target creature you control. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.

3/3
Orzhov Advokist {2}{W}

Creature — Human Advisor

At the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. If a player does, creatures that player controls can’t attack you or planeswalkers you control until your next turn.

1/4
Orzhov Enforcer {1}{B}

Creature — Human Rogue

Deathtouch

Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)

1/2
Orzhov Euthanist {2}{B}

Creature — Human Assassin

Haunt (When this creature dies, exile it haunting target creature.)

When Orzhov Euthanist enters the battlefield or the creature it haunts dies, destroy target creature that was dealt damage this turn.

2/2
Orzhov Guildmage {W/B}{W/B}

Creature — Human Wizard

{2}{W}: Target player gains 1 life.

{2}{B}: Each player loses 1 life.

2/2
Orzhov Pontiff {1}{W}{B}

Creature — Human Cleric

Haunt (When this creature dies, exile it haunting target creature.)

When Orzhov Pontiff enters the battlefield or the creature it haunts dies, choose one —

• Creatures you control get +1/+1 until end of turn.

• Creatures you don’t control get -1/-1 until end of turn.

1/1
Orzhov Racketeers {4}{B}

Creature — Human Rogue

Whenever Orzhov Racketeers deals combat damage to a player, that player discards a card.

Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)

3/2
Osgood, Operation Double {2}{U}{U}

Legendary Creature — Human Alien Shapeshifter

When you cast this spell, create a token that’s a copy of it, except it isn’t legendary.

{T}: Add {C}. Spend this mana only to cast an artifact spell or activate an ability of an artifact.

Paradox — Whenever you cast a spell from anywhere other than your hand, investigate. (Create a Clue token. It’s an artifact with “{2}, Sacrifice this artifact: Draw a card.”)

2/2
Oskar, Rubbish Reclaimer {3}{U}{B}

Legendary Creature — Human Wizard

This spell costs {1} less to cast for each different mana value among cards in your graveyard.

Whenever you discard a nonland card, you may cast it from your graveyard.

3/3
Otepec Huntmaster {1}{R}

Creature — Human Shaman

Dinosaur spells you cast cost {1} less to cast.

{T}: Target Dinosaur gains haste until end of turn.

1/2
Othelm, Sigardian Outcast {1}{G}{W}

Legendary Creature — Human

{2}, {T}: Choose target creature card in your graveyard that was put there from the battlefield this turn. Return it to the battlefield tapped.

Friends forever (You can have two commanders if both have friends forever.)

2/2
Otherworldly Escort {3}{W}

Creature — Human Detective

Flash

When Otherworldly Escort dies, if it’s not a Spirit, return it to the battlefield under its owner’s control with four charge counters on it. It’s a Spirit Detective. (It’s no longer a Human.)

{1}{W}, {T}, Remove a charge counter from Otherworldly Escort: Destroy target creature that dealt damage to you this turn.

4/3
Outcaster Greenblade {2}{G}

Creature — Human Mercenary

When Outcaster Greenblade enters the battlefield, search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle.

Outcaster Greenblade gets +1/+1 for each Desert you control.

1/2
Outcaster Trailblazer {2}{G}

Creature — Human Druid

When Outcaster Trailblazer enters the battlefield, add one mana of any color.

Whenever another creature with power 4 or greater enters the battlefield under your control, draw a card.

Plot {2}{G} (You may pay {2}{G} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

4/2
Outfitted Jouster {2}{B}{R}

Creature — Human Knight

When Outfitted Jouster enters the battlefield, conjure a card named Steelclaw Lance and a card named Brawler’s Plate onto the battlefield and attach them to Outfitted Jouster.

If damage would be dealt to Outfitted Jouster while it’s equipped, prevent that damage. When damage is prevented this way, sacrifice an Equipment attached to Outfitted Jouster.

2/2
Outland Liberator {1}{G}

Creature — Human Werewolf

{1}, Sacrifice Outland Liberator: Destroy target artifact or enchantment.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/2
Frenzied Trapbreaker

Creature — Werewolf

{1}, Sacrifice Frenzied Trapbreaker: Destroy target artifact or enchantment.

Whenever Frenzied Trapbreaker attacks, destroy target artifact or enchantment defending player controls.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/3
Outlaw Medic {1}{W}

Creature — Human Rogue

Lifelink

When Outlaw Medic dies, draw a card.

1/3
Outlaw Stitcher {3}{U}

Creature — Human Warlock

When Outlaw Stitcher enters the battlefield, create a 2/2 blue and black Zombie Rogue creature token, then put two +1/+1 counters on that token for each spell you’ve cast this turn other than the first.

Plot {4}{U} (You may pay {4}{U} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

1/4
Outrider of Jhess {3}{U}

Creature — Human Knight

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

2/2
Ovalchase Daredevil {3}{B}

Creature — Human Pilot

Whenever an artifact enters the battlefield under your control, you may return Ovalchase Daredevil from your graveyard to your hand.

4/2
Overeager Apprentice {2}{B}

Creature — Human Minion

Discard a card, Sacrifice Overeager Apprentice: Add {B}{B}{B}.

1/2
Overseer of Vault 76 {2}{W}

Legendary Creature — Human Advisor

First Contact — Whenever Overseer of Vault 76 or another creature with power 3 or less enters the battlefield under your control, put a quest counter on Overseer of Vault 76.

At the beginning of combat on your turn, you may remove three quest counters from among permanents you control. When you do, put a +1/+1 counter on each creature you control and they gain vigilance until end of turn.

3/3
Overt Operative {3}{B}

Creature — Human Ninja Rigger

Menace

Whenever Overt Operative deals combat damage to a player, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)

2/3
Overwhelmed Apprentice {U}

Creature — Human Wizard

When Overwhelmed Apprentice enters the battlefield, each opponent mills two cards. Then you scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

1/2
Overwhelmed Archivist {2}{U}

Creature — Human Wizard

When Overwhelmed Archivist enters the battlefield, draw a card, then discard a card.

Disturb {3}{U} (You may cast this card from your graveyard transformed for its disturb cost.)

3/2
Archive Haunt

Creature — Spirit Wizard

Flying

Whenever Archive Haunt attacks, draw a card, then discard a card.

If Archive Haunt would be put into a graveyard from anywhere, exile it instead.

2/1
Ovinomancer {2}{U}

Creature — Human Wizard

When Ovinomancer enters the battlefield, sacrifice it unless you return three basic lands you control to their owner’s hand.

{T}, Return Ovinomancer to its owner’s hand: Destroy target creature. It can’t be regenerated. That creature’s controller creates a 0/1 green Sheep creature token.

0/1
Oviya Pashiri, Sage Lifecrafter {G}

Legendary Creature — Human Artificer

{2}{G}, {T}: Create a 1/1 colorless Servo artifact creature token.

{4}{G}, {T}: Create an X/X colorless Construct artifact creature token, where X is the number of creatures you control.

1/2
Owen Grady, Raptor Trainer {1}{R}{G}

Legendary Creature — Human Soldier Scientist

Partner with Blue, Loyal Raptor

{T}: Put your choice of a menace, trample, reach, or haste counter on target Dinosaur. Activate only as a sorcery.

3/2
Ox Drover {3}{W}

Creature — Human Peasant

Vigilance

Ox Drover can’t be blocked by Oxen.

Whenever Ox Drover enters the battlefield or attacks, target opponent creates a 2/4 white Ox creature token and you draw a card.

4/4
Painbringer {2}{B}{B}

Creature — Human Minion

{T}, Exile any number of cards from your graveyard: Target creature gets -X/-X until end of turn, where X is the number of cards exiled this way.

1/1
Pain Seer {1}{B}

Creature — Human Wizard

Inspired — Whenever Pain Seer becomes untapped, reveal the top card of your library and put that card into your hand. You lose life equal to that card’s mana value.

2/2
Painsmith {1}{B}

Creature — Human Artificer

Whenever you cast an artifact spell, you may have target creature get +2/+0 and gain deathtouch until end of turn.

2/1
Paired Tactician {2}{W}

Creature — Human Warrior

Whenever Paired Tactician and at least one other Warrior attack, put a +1/+1 counter on Paired Tactician.

3/2
Palace Guard {2}{W}

Creature — Human Soldier

Palace Guard can block any number of creatures.

1/4
Palace Jailer {2}{W}{W}

Creature — Human Soldier

When Palace Jailer enters the battlefield, you become the monarch.

When Palace Jailer enters the battlefield, exile target creature an opponent controls until an opponent becomes the monarch.

2/2
Palace Sentinels {3}{W}

Creature — Human Soldier

When Palace Sentinels enters the battlefield, you become the monarch.

2/4
Paladin Elizabeth Taggerdy {1}{R}{W}

Legendary Creature — Human Knight

Battalion — Whenever Paladin Elizabeth Taggerdy and at least two other creatures attack, draw a card, then you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is Paladin Elizabeth Taggerdy’s power.

3/2
Paladin en-Vec {1}{W}{W}

Creature — Human Knight

First strike, protection from black and from red (This creature deals combat damage before creatures without first strike. It can’t be blocked, targeted, dealt damage, or enchanted by anything black or red.)

2/2
Paladin of Prahv {4}{W}{W}

Creature — Human Knight

Whenever Paladin of Prahv deals damage, you gain that much life.

Forecast — {1}{W}, Reveal Paladin of Prahv from your hand: Whenever target creature deals damage this turn, you gain that much life. (Activate only during your upkeep and only once each turn.)

3/4
Paliano Vanguard {1}{W}

Creature — Human Soldier

Draft Paliano Vanguard face up.

As you draft a creature card, you may reveal it, note its creature types, then turn Paliano Vanguard face down.

Other creatures you control of a type you noted for cards named Paliano Vanguard get +1/+1.

2/2
Pang Tong, "Young Phoenix" {1}{W}{W}

Legendary Creature — Human Advisor

{T}: Target creature gets +0/+2 until end of turn. Activate only during your turn, before attackers are declared.

1/2
Panicked Bystander {1}{W}

Creature — Human Peasant

Whenever Panicked Bystander or another creature you control dies, you gain 1 life.

At the beginning of your end step, if you gained 3 or more life this turn, transform Panicked Bystander.

2/2
Cackling Culprit

Creature — Human Rogue

Whenever Cackling Culprit or another creature you control dies, you gain 1 life.

{1}{B}: Cackling Culprit gains deathtouch until end of turn.

3/5
Paragon of Eternal Wilds {3}{G}

Creature — Human Druid

Other green creatures you control get +1/+1.

{G}, {T}: Another target green creature you control gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it’s attacking.)

2/2
Paragon of Fierce Defiance {3}{R}

Creature — Human Warrior

Other red creatures you control get +1/+1.

{R}, {T}: Another target red creature you control gains haste until end of turn. (It can attack and {T} this turn.)

2/2
Paragon of Gathering Mists {3}{U}

Creature — Human Wizard

Other blue creatures you control get +1/+1.

{U}, {T}: Another target blue creature you control gains flying until end of turn.

2/2
Paragon of New Dawns {3}{W}

Creature — Human Soldier

Other white creatures you control get +1/+1.

{W}, {T}: Another target white creature you control gains vigilance until end of turn. (Attacking doesn’t cause it to tap.)

2/2
Paragon of the Amesha {2}{W}

Creature — Human Knight

First strike

{W}{U}{B}{R}{G}: Until end of turn, Paragon of the Amesha becomes an Angel, gets +3/+3, and gains flying and lifelink.

2/2
Paranoid Parish-Blade {2}{W}

Creature — Human Soldier

Delirium — Paranoid Parish-Blade gets +1/+0 and has first strike as long as there are four or more card types among cards in your graveyard.

3/2
Pardic Arsonist {2}{R}{R}

Creature — Human Barbarian

Threshold — As long as seven or more cards are in your graveyard, Pardic Arsonist has “When Pardic Arsonist enters the battlefield, it deals 3 damage to any target.”

3/3
Pardic Collaborator {3}{R}

Creature — Human Barbarian

First strike

{B}: Pardic Collaborator gets +1/+1 until end of turn.

2/2
Pardic Lancer {4}{R}

Creature — Human Barbarian

Discard a card at random: Pardic Lancer gets +1/+0 and gains first strike until end of turn.

3/2
Parhelion Patrol {3}{W}

Creature — Human Knight

Flying, vigilance

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

2/3
Parish-Blade Trainee {1}{W}

Creature — Human Soldier

Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)

When Parish-Blade Trainee dies, put its counters on target creature you control.

1/2
Park Heights Maverick {2}{G}

Creature — Human Soldier

Dethrone (Whenever this creature attacks the player with the most life or tied for the most life, put a +1/+1 counter on it.)

Park Heights Maverick can’t be blocked by creatures with power 2 or less.

Whenever Park Heights Maverick deals combat damage to a player or dies, proliferate.

2/2