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1 – 60 of 165 cards where the release year <= 2000 and the card types exclude “vampire” and the card types exclude “wall” and the card types include “creature” and the card types exclude “masticore” and the card types exclude “crocodile” and the card types exclude “wraith” a…

Only the cheapest print for each card is shown. Show all prints.

Amrou Kithkin {W}{W}

Creature — Kithkin

Amrou Kithkin can’t be blocked by creatures with power 3 or greater.

1/1
Silkenfist Fighter {1}{W}

Creature — Kor Soldier

Whenever Silkenfist Fighter becomes blocked, untap it.

1/3
Lightbringer {2}{W}

Creature — Kor Rebel

{T}, Sacrifice Lightbringer: Exile target black creature.

2/2
Giant Slug {1}{B}

Creature — Slug

{5}: At the beginning of your next upkeep, choose a basic land type. Giant Slug gains landwalk of the chosen type until the end of that turn. (It can’t be blocked as long as defending player controls a land of that type.)

1/1
Vampire Bats {B}

Creature — Bat

Flying (This creature can’t be blocked except by creatures with flying or reach.)

{B}: Vampire Bats gets +1/+0 until end of turn. Activate no more than twice each turn.

0/1
Aurochs {3}{G}

Creature — Aurochs

Trample

Whenever Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.

2/3
Spike Colony {4}{G}

Creature — Spike

Spike Colony enters the battlefield with four +1/+1 counters on it.

{2}, Remove a +1/+1 counter from Spike Colony: Put a +1/+1 counter on target creature.

0/0
Tar Pit Warrior {2}{B}

Creature — Cyclops Warrior

When Tar Pit Warrior becomes the target of a spell or ability, sacrifice it.

3/4
Crash of Rhinos {6}{G}{G}

Creature — Rhino

Trample

8/4
Gibbering Hyenas {2}{G}

Creature — Hyena

Gibbering Hyenas can’t block black creatures.

3/2
Soldevi Sentry {1}

Artifact Creature — Soldier

{1}: Choose target opponent. Regenerate Soldevi Sentry. When it regenerates this way, that player may draw a card.

1/1
Spike Worker {2}{G}

Creature — Spike

Spike Worker enters the battlefield with two +1/+1 counters on it.

{2}, Remove a +1/+1 counter from Spike Worker: Put a +1/+1 counter on target creature.

0/0
Arctic Foxes {1}{W}

Creature — Fox

Arctic Foxes can’t be blocked by creatures with power 2 or greater as long as defending player controls a snow land.

1/1
Hulking Cyclops {3}{R}{R}

Creature — Cyclops

Hulking Cyclops can’t block.

5/5
Jolrael's Centaur {1}{G}{G}

Creature — Centaur Archer

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

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

2/2
Lawbringer {2}{W}

Creature — Kor Rebel

{T}, Sacrifice Lawbringer: Exile target red creature.

2/2
Phyrexian Debaser {3}{B}

Creature — Phyrexian Carrier

Flying

{T}, Sacrifice Phyrexian Debaser: Target creature gets -2/-2 until end of turn.

2/2
Thalakos Scout {2}{U}

Creature — Thalakos Soldier Scout

Shadow (This creature can block or be blocked by only creatures with shadow.)

Discard a card: Return Thalakos Scout to its owner’s hand.

2/1
Calming Licid {2}{W}

Creature — Licid

{W}, {T}: Calming Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {W} to end this effect.

Enchanted creature can’t attack.

2/2
Charging Rhino {3}{G}{G}

Creature — Rhino

Charging Rhino can’t be blocked by more than one creature.

4/4
Ekundu Cyclops {3}{R}

Creature — Cyclops

If a creature you control attacks, Ekundu Cyclops also attacks if able.

3/4
Homarid {2}{U}

Creature — Homarid

Homarid enters the battlefield with a tide counter on it.

At the beginning of your upkeep, put a tide counter on Homarid.

As long as there is exactly one tide counter on Homarid, it gets -1/-1.

As long as there are exactly three tide counters on Homarid, it gets +1/+1.

Whenever there are four or more tide counters on Homarid, remove all tide counters from it.

2/2
Silkenfist Order {3}{W}{W}

Creature — Kor Soldier

Whenever Silkenfist Order becomes blocked, untap it.

3/5
Soltari Lancer {2}{W}

Creature — Soltari Knight

Shadow (This creature can block or be blocked by only creatures with shadow.)

Soltari Lancer has first strike as long as it’s attacking.

2/2
Yotian Soldier {3}

Artifact Creature — Soldier

Vigilance

1/4
Bloodrock Cyclops {2}{R}

Creature — Cyclops

Bloodrock Cyclops attacks each combat if able.

3/3
Homarid Warrior {4}{U}

Creature — Homarid Warrior

{U}: Homarid Warrior gains shroud until end of turn and doesn’t untap during your next untap step. Tap Homarid Warrior. (A creature with shroud can’t be the target of spells or abilities.)

3/3
Phyrexian Denouncer {1}{B}

Creature — Phyrexian Carrier

{T}, Sacrifice Phyrexian Denouncer: Target creature gets -1/-1 until end of turn.

1/1
Primordial Ooze {R}

Creature — Ooze

Primordial Ooze attacks each combat if able.

At the beginning of your upkeep, put a +1/+1 counter on Primordial Ooze. Then you may pay {X}, where X is the number of +1/+1 counters on it. If you don’t, tap Primordial Ooze and it deals X damage to you.

1/1
Thalakos Sentry {1}{U}

Creature — Thalakos Soldier

Shadow (This creature can block or be blocked by only creatures with shadow.)

1/2
Adarkar Sentinel {5}

Artifact Creature — Soldier

{1}: Adarkar Sentinel gets +0/+1 until end of turn.

3/3
Harbor Guardian {2}{W}{U}

Creature — Gargoyle

Reach (This creature can block creatures with flying.)

Whenever Harbor Guardian attacks, defending player may draw a card.

3/4
Segovian Leviathan {4}{U}

Creature — Leviathan

Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)

3/3
Sengir Bats {1}{B}{B}

Creature — Bat

Flying

Whenever a creature dealt damage by Sengir Bats this turn dies, put a +1/+1 counter on Sengir Bats.

1/2
Spike Drone {G}

Creature — Spike Drone

Spike Drone enters the battlefield with a +1/+1 counter on it.

{2}, Remove a +1/+1 counter from Spike Drone: Put a +1/+1 counter on target creature.

0/0
Bubbling Beebles {4}{U}

Creature — Beeble

Bubbling Beebles can’t be blocked as long as defending player controls an enchantment.

3/3
Evil Eye of Orms-by-Gore {4}{B}

Creature — Eye

Non-Eye creatures you control can’t attack.

Evil Eye of Orms-by-Gore can’t be blocked except by Walls.

3/6
Walking Sponge {1}{U}

Creature — Sponge

{T}: Target creature loses your choice of flying, first strike, or trample until end of turn.

1/1
Atog {1}{R}

Creature — Atog

Sacrifice an artifact: Atog gets +2/+2 until end of turn.

1/2
Bouncing Beebles {2}{U}

Creature — Beeble

Bouncing Beebles can’t be blocked as long as defending player controls an artifact.

2/2
Centaur Archer {1}{R}{G}

Creature — Centaur Archer

{T}: Centaur Archer deals 1 damage to target creature with flying.

3/2
Corrupting Licid {2}{B}

Creature — Licid

{B}, {T}: Corrupting Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {B} to end this effect.

Enchanted creature has fear. (It can’t be blocked except by artifact creatures and/or black creatures.)

2/2
Giant Oyster {2}{U}{U}

Creature — Oyster

You may choose not to untap Giant Oyster during your untap step.

{T}: For as long as Giant Oyster remains tapped, target tapped creature doesn’t untap during its controller’s untap step, and at the beginning of each of your draw steps, put a -1/-1 counter on that creature. When Giant Oyster leaves the battlefield or becomes untapped, remove all -1/-1 counters from the creature.

0/3
Iron-Heart Chimera {4}

Artifact Creature — Chimera

Vigilance

Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera creature. It gains vigilance. (This effect lasts indefinitely.)

2/2
Molting Harpy {B}

Creature — Harpy Mercenary

Flying

At the beginning of your upkeep, sacrifice Molting Harpy unless you pay {2}.

2/1
Rabid Wombat {2}{G}{G}

Creature — Wombat

Vigilance

Rabid Wombat gets +2/+2 for each Aura attached to it.

0/1
Shadow Rider {2}{B}{B}

Creature — Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

3/3
Elvish Impersonators {3}{G}

Creature — Elves

As Elvish Impersonators enters the battlefield, roll a six-sided die twice. Its base power becomes the first result and its base toughness becomes the second result.

*/*
Gus {2}{G}

Creature — Gus

Gus enters the battlefield with a +1/+1 counter on it for each Magic game you have lost to one of your opponents since you last won a game against them.

2/2
Initiates of the Ebon Hand {B}

Creature — Cleric

{1}: Add {B}. If this ability has been activated four or more times this turn, sacrifice Initiates of the Ebon Hand at the beginning of the next end step.

1/1
Knight of the Hokey Pokey {W}{W}

Creature — Knight

First strike

{1}{W}, Do the Hokey Pokey: Prevent all damage a source of your choice would deal to Knight of the Hokey Pokey this turn. (To do the Hokey Pokey, choose an arm, a leg, or your whole self and put it in. Put it out. Put it in. Shake it all about. You do the Hokey Pokey! Turn yourself around.)

2/2
Soltari Trooper {1}{W}

Creature — Soltari Soldier

Shadow (This creature can block or be blocked by only creatures with shadow.)

Whenever Soltari Trooper attacks, it gets +1/+1 until end of turn.

1/1
Greater Werewolf {4}{B}

Creature — Werewolf

At end of combat, put a -0/-2 counter on each creature blocking or blocked by Greater Werewolf.

2/4
Soldevi Simulacrum {4}

Artifact Creature — Soldier

Cumulative upkeep {1} (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.)

{1}: Soldevi Simulacrum gets +1/+0 until end of turn.

2/4
Soltari Crusader {2}{W}

Creature — Soltari Knight

Shadow (This creature can block or be blocked by only creatures with shadow.)

{1}{W}: Soltari Crusader gets +1/+0 until end of turn.

2/1
Spike Rogue {1}{G}{G}

Creature — Spike

Spike Rogue enters the battlefield with two +1/+1 counters on it.

{2}, Remove a +1/+1 counter from Spike Rogue: Put a +1/+1 counter on target creature.

{2}, Remove a +1/+1 counter from a creature you control: Put a +1/+1 counter on Spike Rogue.

0/0
Thalakos Dreamsower {2}{U}

Creature — Thalakos Wizard

Shadow (This creature can block or be blocked by only creatures with shadow.)

You may choose not to untap Thalakos Dreamsower during your untap step.

Whenever Thalakos Dreamsower deals damage to an opponent, tap target creature. That creature doesn’t untap during its controller’s untap step for as long as Thalakos Dreamsower remains tapped.

1/1
Abbey Gargoyles {2}{W}{W}{W}

Creature — Gargoyle

Flying, protection from red

3/4
Convulsing Licid {2}{R}

Creature — Licid

{R}, {T}: Convulsing Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {R} to end this effect.

Enchanted creature can’t block.

2/2
Foratog {2}{G}

Creature — Atog

{G}, Sacrifice a Forest: Foratog gets +2/+2 until end of turn.

1/2
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