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1 – 60 of 14,785 cards where it’s legal in Penny Dreadful

Abandoned Campground

Land

Abandoned Campground enters tapped unless a player has 13 or less life.

{T}: Add {W} or {U}.

Abandoned Outpost

Land

Abandoned Outpost enters tapped.

{T}: Add {W}.

{T}, Sacrifice Abandoned Outpost: Add one mana of any color.

Abandoned Sarcophagus {3}

Artifact

You may cast spells that have a cycling ability from your graveyard.

If a card that has a cycling ability would be put into your graveyard from anywhere and it wasn’t cycled, exile it instead.

Abandon Hope {X}{1}{B}

Sorcery

As an additional cost to cast this spell, discard X cards.

Look at target opponent’s hand and choose X cards from it. That player discards those cards.

Abattoir Ghoul {3}{B}

Creature — Zombie

First strike

Whenever a creature dealt damage by Abattoir Ghoul this turn dies, you gain life equal to that creature’s toughness.

3/2
Abbot of Keral Keep {1}{R}

Creature — Human Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

When Abbot of Keral Keep enters, exile the top card of your library. Until end of turn, you may play that card.

2/1
Abhorrent Overlord {5}{B}{B}

Creature — Demon

Flying

When Abhorrent Overlord enters, create a number of 1/1 black Harpy creature tokens with flying equal to your devotion to black. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.)

At the beginning of your upkeep, sacrifice a creature.

6/6
Abomination of Gudul {3}{B}{G}{U}

Creature — Horror

Flying

Whenever Abomination of Gudul deals combat damage to a player, you may draw a card. If you do, discard a card.

Morph {2}{B}{G}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

3/4
Aboroth {4}{G}{G}

Creature — Elemental

Cumulative upkeep—Put a -1/-1 counter on Aboroth. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

9/9
Aboshan, Cephalid Emperor {4}{U}{U}

Legendary Creature — Octopus Noble

Tap an untapped Octopus you control: Tap target permanent.

{U}{U}{U}: Tap all creatures without flying.

3/3
About Face {R}

Instant

Switch target creature’s power and toughness until end of turn.

Abrade {1}{R}

Instant

Choose one —

• Abrade deals 3 damage to target creature.

• Destroy target artifact.

Absolver Thrull {3}{W}

Creature — Thrull Cleric

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

When Absolver Thrull enters or the creature it haunts dies, destroy target enchantment.

2/3
Absolving Lammasu {4}{W}

Creature — Lammasu

Flying

When Absolving Lammasu enters, all suspected creatures are no longer suspected.

When Absolving Lammasu dies, you gain 3 life and suspect up to one target creature an opponent controls. (A suspected creature has menace and can’t block.)

4/3
Absorb {W}{U}{U}

Instant

Counter target spell. You gain 3 life.

Absorb Vis {6}{B}

Sorcery

Target player loses 4 life and you gain 4 life.

Basic landcycling {1}{B} ({1}{B}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

Abstergo Entertainment

Legendary Land

{T}: Add {C}.

{1}, {T}: Add one mana of any color.

{3}, {T}, Exile Abstergo Entertainment: Return up to one target historic card from your graveyard to your hand, then exile all graveyards. (Artifacts, legendaries, and Sagas are historic.)

Abstruse Appropriation {2}{W}{B}

Instant

Devoid (This card has no color.)

Exile target nonland permanent. You may cast that card for as long as it remains exiled, and you may spend colorless mana as though it were mana of any color to cast that spell.

Abstruse Interference {2}{U}

Instant

Devoid (This card has no color.)

Counter target spell unless its controller pays {1}. You create a 1/1 colorless Eldrazi Scion creature token. It has “Sacrifice this creature: Add {C}.” ({C} represents colorless mana.)

Abuelo, Ancestral Echo {1}{W}{U}

Legendary Creature — Spirit

Flying, ward {2}

{1}{W}{U}: Exile another target creature or artifact you control. Return it to the battlefield under its owner’s control at the beginning of the next end step.

2/2
Abuelo's Awakening {X}{3}{W}

Sorcery

Return target artifact or non-Aura enchantment card from your graveyard to the battlefield with X additional +1/+1 counters on it. It’s a 1/1 Spirit creature with flying in addition to its other types.

Abuna's Chant {3}{W}

Instant

Choose one —

• You gain 5 life.

• Prevent the next 5 damage that would be dealt to target creature this turn.

Entwine {2} (Choose both if you pay the entwine cost.)

Abundance {2}{G}{G}

Enchantment

If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.

Abundant Growth {G}

Enchantment — Aura

Enchant land

When Abundant Growth enters, draw a card.

Enchanted land has “{T}: Add one mana of any color.”

Abundant Harvest {G}

Sorcery

Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order.

Abyssal Gorestalker {4}{B}{B}

Creature — Horror

When Abyssal Gorestalker enters, each player sacrifices two creatures of their choice.

6/6
Abyssal Horror {4}{B}{B}

Creature — Horror

Flying

When Abyssal Horror enters, target player discards two cards.

2/2
Abyssal Nocturnus {1}{B}{B}

Creature — Horror

Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn. (It can’t be blocked except by artifact creatures and/or black creatures.)

2/2
Abyssal Persecutor {2}{B}{B}

Creature — Demon

Flying, trample

You can’t win the game and your opponents can’t lose the game.

6/6
Abyssal Specter {2}{B}{B}

Creature — Specter

Flying

Whenever Abyssal Specter deals damage to a player, that player discards a card.

2/3
Abzan Ascendancy {W}{B}{G}

Enchantment

When Abzan Ascendancy enters, put a +1/+1 counter on each creature you control.

Whenever a nontoken creature you control dies, create a 1/1 white Spirit creature token with flying.

Abzan Banner {3}

Artifact

{T}: Add {W}, {B}, or {G}.

{W}{B}{G}, {T}, Sacrifice Abzan Banner: Draw a card.

Abzan Battle Priest {3}{W}

Creature — Human Cleric

Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)

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

3/2
Abzan Falconer {2}{W}

Creature — Human Soldier

Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)

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

2/3
Abzan Guide {3}{W}{B}{G}

Creature — Human Warrior

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Morph {2}{W}{B}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

4/4
Abzan Skycaptain {3}{W}

Creature — Bird Soldier

Flying

When Abzan Skycaptain dies, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)

2/2
Academic Probation {1}{W}

Sorcery — Lesson

Choose one —

• Choose a nonland card name. Opponents can’t cast spells with the chosen name until your next turn.

• Choose target nonland permanent. Until your next turn, it can’t attack or block, and its activated abilities can’t be activated.

Academy Drake {2}{U}

Creature — Drake

Kicker {4} (You may pay an additional {4} as you cast this spell.)

Flying

If Academy Drake was kicked, it enters with two +1/+1 counters on it.

2/2
Academy Elite {3}{U}

Creature — Human Wizard

Academy Elite enters with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards.

{2}{U}, Remove a +1/+1 counter from Academy Elite: Draw a card, then discard a card.

0/0
Academy Journeymage {4}{U}

Creature — Human Wizard

This spell costs {1} less to cast if you control a Wizard.

When Academy Journeymage enters, return target creature an opponent controls to its owner’s hand.

3/2
Academy Loremaster {U}{U}

Creature — Human Wizard

At the beginning of each player’s draw step, that player may draw an additional card. If they do, spells they cast this turn cost {2} more to cast.

2/3
Academy Manufactor {3}

Artifact Creature — Assembly-Worker

If you would create a Clue, Food, or Treasure token, instead create one of each.

1/3
Academy Raider {2}{R}

Creature — Human Warrior

Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)

Whenever Academy Raider deals combat damage to a player, you may discard a card. If you do, draw a card.

1/1
Academy Ruins

Legendary Land

{T}: Add {C}.

{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.

Academy Wall {2}{U}

Creature — Wall

Defender

Whenever you cast an instant or sorcery spell, you may draw a card. If you do, discard a card. This ability triggers only once each turn.

0/5
Accelerated Mutation {3}{G}{G}

Instant

Target creature gets +X/+X until end of turn, where X is the highest mana value among permanents you control.

Acclaimed Contender {2}{W}

Creature — Human Knight

When Acclaimed Contender enters, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

3/3
Accomplished Alchemist {3}{G}

Creature — Elf Druid

{T}: Add one mana of any color.

{T}: Add X mana of any one color, where X is the amount of life you gained this turn.

2/5
Accomplished Automaton {7}

Artifact Creature — Construct

Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)

5/7
Accorder Paladin {1}{W}

Creature — Human Knight

Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)

3/1
Accorder's Shield {0}

Artifact — Equipment

Equipped creature gets +0/+3 and has vigilance. (Attacking doesn’t cause it to tap.)

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

Accursed Spirit {3}{B}

Creature — Spirit

Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)

3/2
Acid-Spewer Dragon {5}{B}

Creature — Dragon

Flying, deathtouch

Megamorph {5}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)

When Acid-Spewer Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control.

3/3
Acid Web Spider {3}{G}{G}

Creature — Spider

Reach

When Acid Web Spider enters, you may destroy target Equipment.

3/5
Acolyte of Affliction {2}{B}{G}

Creature — Human Cleric

When Acolyte of Affliction enters, mill two cards, then you may return a permanent card from your graveyard to your hand.

2/3
Acquire {3}{U}{U}

Sorcery

Search target opponent’s library for an artifact card and put that card onto the battlefield under your control. Then that player shuffles.

Acquisition Octopus {2}{U}

Artifact Creature — Equipment Octopus

Whenever Acquisition Octopus or equipped creature deals combat damage to a player, draw a card.

Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn’t a creature.)

2/2
Acridian {1}{G}

Creature — Insect

Echo {1}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

2/4
Acrobatic Cheerleader {1}{W}

Creature — Human Survivor

Survival — At the beginning of your second main phase, if Acrobatic Cheerleader is tapped, put a flying counter on it. This ability triggers only once.

2/2
Acrobatic Leap {W}

Instant

Target creature gets +1/+3 and gains flying until end of turn. Untap it.

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