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1 – 60 of 3,590 cards where the card types include “human”

A-Asari Captain {1}{R}{W}

Creature — Human Samurai

Trample, haste

Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control.

2/1
Abbey Matron {2}{W}

Creature — Human Cleric

{W}, {T}: Abbey Matron gets +0/+3 until end of turn.

1/3
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 the battlefield, exile the top card of your library. Until end of turn, you may play that card.

2/1
Abdel Adrian, Gorion's Ward {4}{W}

Legendary Creature — Human Warrior

When Abdel Adrian, Gorion’s Ward enters the battlefield, exile any number of other nonland permanents you control until Abdel Adrian leaves the battlefield. Create a 1/1 white Soldier creature token for each permanent exiled this way.

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

4/4
Aberrant Mind Sorcerer {4}{U}

Creature — Human Elf Shaman

Psionic Spells — When Aberrant Mind Sorcerer enters the battlefield, choose target instant or sorcery card in your graveyard, then roll a d20.

1—9 | You may put that card on top of your library.

10—20 | Return that card to your hand.

3/4
Aberrant Researcher {3}{U}

Creature — Human Insect

Flying

At the beginning of your upkeep, mill a card. If an instant or sorcery card was milled this way, transform Aberrant Researcher.

3/2
Perfected Form

Creature — Insect Horror

Flying

5/4
Abu Ja'far {W}

Creature — Human

When Abu Ja'far dies, destroy all creatures blocking or blocked by it. They can’t be regenerated.

0/1
Abyssal Hunter {3}{B}

Creature — Human Assassin

{B}, {T}: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter’s power to that creature.

1/1
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 Kin-Guard {3}{G}

Creature — Human Warrior

Abzan Kin-Guard has lifelink as long as you control a white or black permanent.

3/3
Academy Elite {3}{U}

Creature — Human Wizard

Academy Elite enters the battlefield 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 the battlefield, 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 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 Rector {3}{W}

Creature — Human Cleric

When Academy Rector dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle.

1/2
Academy Researchers {1}{U}{U}

Creature — Human Wizard

When Academy Researchers enters the battlefield, you may put an Aura card from your hand onto the battlefield attached to Academy Researchers.

2/2
Acclaimed Contender {2}{W}

Creature — Human Knight

When Acclaimed Contender enters the battlefield, 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
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
Accursed Witch {3}{B}

Creature — Human Shaman

Spells your opponents cast that target Accursed Witch cost {1} less to cast.

When Accursed Witch dies, return it to the battlefield transformed under your control attached to target opponent.

4/2
Infectious Curse

Enchantment — Aura Curse

Enchant player

Spells you cast that target enchanted player cost {1} less to cast.

At the beginning of enchanted player’s upkeep, that player loses 1 life and you gain 1 life.

Ace, Fearless Rebel {3}{G}

Legendary Creature — Human Rebel

Nitro-9 — Whenever Ace, Fearless Rebel attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, Fearless Rebel, then it fights up to one target creature defending player controls.

Doctor’s companion (You can have two commanders if the other is the Doctor.)

2/2
Acolyte Hybrid {2}{R}

Creature — Tyranid Human

Heavy Rock Cutter — Whenever Acolyte Hybrid attacks, destroy up to one target artifact. If an artifact is destroyed this way, its controller draws a card.

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

Creature — Human Cleric

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

2/3
Acolyte of the Inferno {2}{R}

Creature — Human Monk

Renown 1 (When this creature deals combat damage to a player, if it isn’t renowned, put a +1/+1 counter on it and it becomes renowned.)

Whenever Acolyte of the Inferno becomes blocked by a creature, it deals 2 damage to that creature.

3/1
Acolyte of Xathrid {B}

Creature — Human Cleric

{1}{B}, {T}: Target player loses 1 life.

0/1
Acquisitions Expert {1}{B}

Creature — Human Rogue

When Acquisitions Expert enters the battlefield, target opponent reveals a number of cards from their hand equal to the number of creatures in your party. You choose one of those cards. That player discards that card. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

1/2
A-Dawnbringer Cleric {1}{W}

Creature — Human Cleric

When Dawnbringer Cleric enters the battlefield, choose one —

Cure Wounds — You gain 2 life.

Dispel Magic — Destroy target enchantment.

Gentle Repose — Exile target card from a graveyard.

1/4
Adeline, Resplendent Cathar {1}{W}{W}

Legendary Creature — Human Knight

Vigilance

Adeline, Resplendent Cathar’s power is equal to the number of creatures you control.

Whenever you attack, for each opponent, create a 1/1 white Human creature token that’s tapped and attacking that player or a planeswalker they control.

*/4
Adeliz, the Cinder Wind {1}{U}{R}

Legendary Creature — Human Wizard

Flying, haste

Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.

2/2
A-Devoted Grafkeeper {W}{U}

Creature — Human Peasant

When Devoted Grafkeeper enters the battlefield, mill four cards.

Whenever you cast a spell from your graveyard, tap target creature you don’t control.

Disturb {1}{W}{U} (You may cast this card from your graveyard transformed for its disturb cost.)

2/2
A-Departed Soulkeeper

Creature — Spirit

Flying

If Departed Soulkeeper would be put into a graveyard from anywhere, exile it instead.

3/1
Adherent of Hope {1}{W}

Creature — Human Soldier

At the beginning of combat on your turn, if you control a Basri planeswalker, put a +1/+1 counter on Adherent of Hope.

2/1
Admiral Beckett Brass {1}{U}{B}{R}

Legendary Creature — Human Pirate

Other Pirates you control get +1/+1.

At the beginning of your end step, gain control of target nonland permanent controlled by a player who was dealt combat damage by three or more Pirates this turn.

3/3
Admiral Brass, Unsinkable {2}{U}{B}{R}

Legendary Creature — Human Pirate

When Admiral Brass, Unsinkable enters the battlefield, mill four cards.

At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.)

3/3
A-Dokuchi Silencer {1}{B}

Creature — Human Ninja

Ninjutsu {1}{B} ({1}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)

Whenever Dokuchi Silencer deals combat damage to a player, you may discard a card. When you do, destroy target creature or planeswalker that player controls.

2/1
A-Dragon's Rage Channeler {R}

Creature — Human Shaman

Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)

Delirium — As long as there are four or more card types among cards in your graveyard, Dragon’s Rage Channeler gets +2/+0, has flying, and attacks each combat if able.

1/1
Adriana, Captain of the Guard {3}{R}{W}

Legendary Creature — Human Knight

Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)

Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)

4/4
Adric, Mathematical Genius {1}{U}

Legendary Creature — Human Artificer

{2}{U}, {T}: Copy target activated or triggered ability you control. You may choose new targets for the copy.

Ultimate Sacrifice{1}{U}, Sacrifice Adric: Counter target activated or triggered ability.

Doctor’s companion (You can have two commanders if the other is the Doctor.)

1/1
A-Dueling Coach {3}{W}

Creature — Human Monk

When Dueling Coach enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.

{W}, {T}: Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.

2/2
Adun Oakenshield {B}{R}{G}

Legendary Creature — Human Knight

{B}{R}{G}, {T}: Return target creature card from your graveyard to your hand.

1/2
Advance Scout {1}{W}

Creature — Human Soldier Scout

First strike

{W}: Target creature gains first strike until end of turn.

1/1
Aegis of the Gods {1}{W}

Enchantment Creature — Human Soldier

You have hexproof. (You can’t be the target of spells or abilities your opponents control.)

2/1
A-Eiganjo Exemplar {W}

Enchantment Creature — Human Samurai

Whenever a Samurai or Warrior you control attacks alone, it gets +1/+1 until end of turn.

1/1
Aerathi Berserker {2}{R}{R}{R}

Creature — Human Berserker

Rampage 3 (Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.)

2/4
Aerial Caravan {4}{U}{U}

Creature — Human Soldier

Flying

{1}{U}{U}: Exile the top card of your library. Until end of turn, you may play that card. (Reveal the card as you exile it.)

4/3
Aerial Engineer {2}{W}{U}

Creature — Human Artificer

As long as you control an artifact, Aerial Engineer gets +2/+0 and has flying.

2/4
Aerie Worshippers {3}{U}

Creature — Human Cleric

Inspired — Whenever Aerie Worshippers becomes untapped, you may pay {2}{U}. If you do, create a 2/2 blue Bird enchantment creature token with flying.

2/4
Aeronaut Admiral {3}{W}

Creature — Human Pilot

Flying

Vehicles you control have flying.

3/1
Aeronaut Cavalry {4}{W}

Creature — Human Soldier

Flying

When Aeronaut Cavalry enters the battlefield, put a +1/+1 counter on another target Soldier you control.

3/4
Aeronaut Tinkerer {2}{U}

Creature — Human Artificer

Aeronaut Tinkerer has flying as long as you control an artifact. (It can’t be blocked except by creatures with flying or reach.)

2/3
Aether Adept {1}{U}{U}

Creature — Human Wizard

When Aether Adept enters the battlefield, return target creature to its owner’s hand.

2/2
Aetherblade Agent {1}{B}

Creature — Human Rogue

Deathtouch

{4}{U/P}: Transform Aetherblade Agent. Activate only as a sorcery. ({U/P} can be paid with either {U} or 2 life.)

1/1
Gitaxian Mindstinger

Creature — Phyrexian Rogue

Deathtouch

Whenever Gitaxian Mindstinger deals combat damage to a player or battle, draw a card.

3/3
Aether Channeler {2}{U}

Creature — Human Wizard

When Aether Channeler enters the battlefield, choose one —

• Create a 1/1 white Bird creature token with flying.

• Return another target nonland permanent to its owner’s hand.

• Draw a card.

2/1
Aether Chaser {1}{R}

Creature — Human Artificer

First strike

When Aether Chaser enters the battlefield, you get {E}{E} (two energy counters).

Whenever Aether Chaser attacks, you may pay {E}{E}. If you do, create a 1/1 colorless Servo artifact creature token.

2/1
Aether Poisoner {1}{B}

Creature — Human Artificer

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

When Aether Poisoner enters the battlefield, you get {E}{E} (two energy counters).

Whenever Aether Poisoner attacks, you may pay {E}{E}. If you do, create a 1/1 colorless Servo artifact creature token.

1/1
Aethertorch Renegade {2}{R}

Creature — Human Rogue

When Aethertorch Renegade enters the battlefield, you get {E}{E}{E}{E} (four energy counters).

{T}, Pay {E}{E}: Aethertorch Renegade deals 1 damage to target creature.

{T}, Pay {E}{E}{E}{E}{E}{E}{E}{E}: Aethertorch Renegade deals 6 damage to target player or planeswalker.

1/2
A-Exhibition Magician {2}{R}

Creature — Human Wizard

When Exhibition Magician enters the battlefield, choose one —

• Create a 1/1 green and white Citizen creature token.

• Create a Treasure token.

2/2
Affa Protector {2}{W}

Creature — Human Soldier Ally

Vigilance

1/4
Afflicted Deserter {3}{R}

Creature — Human Werewolf

At the beginning of each upkeep, if no spells were cast last turn, transform Afflicted Deserter.

3/2
Werewolf Ransacker

Creature — Werewolf

Whenever this creature transforms into Werewolf Ransacker, you may destroy target artifact. If that artifact is put into a graveyard this way, Werewolf Ransacker deals 3 damage to that artifact’s controller.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf Ransacker.

5/4
A-Forge Boss {2}{B}{R}

Creature — Human Warrior

Whenever you sacrifice one or more other creatures, Forge Boss deals 2 damage to each opponent. This ability triggers only once each turn.

4/4
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