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"Bradley Williams" (39)

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Airborne Aid
Airborne Aid 3Blue (4)
Sorcery

Draw a card for each Bird on the battlefield.

Onslaught (Common)
Armored Griffin
Armored Griffin 3White (4)
Creature — Griffin (2/3)

Flying, vigilance

Masters Edition II (Common)
Banshee's Blade
Banshee's Blade 2 (2)
Artifact — Equipment

Equipped creature gets +1/+1 for each charge counter on Banshee's Blade.

Whenever equipped creature deals combat damage, put a charge counter on Banshee's Blade.

Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)

Mirrodin (Uncommon)
Blood Hound
Blood Hound 2Red (3)
Creature — Hound (1/1)

Whenever you're dealt damage, you may put that many +1/+1 counters on Blood Hound.

At the beginning of your end step, remove all +1/+1 counters from Blood Hound.

Mercadian Masques (Rare)
Chameleon Spirit
Chameleon Spirit 3Blue (4)
Creature — Illusion Spirit (*/*)

As Chameleon Spirit enters the battlefield, choose a color.

Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control.

Mercadian Masques (Uncommon)
Clear the Land
Clear the Land 2Green (3)
Sorcery

Each player reveals the top five cards of his or her library, puts all land cards revealed this way onto the battlefield tapped, and exiles the rest.

Mercadian Masques (Rare)
Crown of Ascension
Crown of Ascension 1Blue (2)
Enchantment — Aura

Enchant creature

Enchanted creature has flying.

Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn.

Onslaught (Common)
Crown of Fury
Crown of Fury 1Red (2)
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+0 and has first strike.

Sacrifice Crown of Fury: Enchanted creature and other creatures that share a creature type with it get +1/+0 and gain first strike until end of turn.

Onslaught (Common)
Defender en-Vec
Defender en-Vec 3White (4)
Creature — Human Cleric (2/4)

Fading 4 (This creature enters the battlefield with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)

Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to target creature or player this turn.

Nemesis (Common)
Drake Hatchling
Drake Hatchling 2Blue (3)
Creature — Drake (1/3)

Flying

Blue: Drake Hatchling gets +1/+0 until end of turn. Activate this ability only once each turn.

Mercadian Masques (Common)
Dumb Ass
Dumb Ass 2Red (3)
Creature — Donkey Barbarian (3{1/2}/2)

At the beginning of your upkeep, flip a coin. If you lose the flip, target opponent chooses whether Dumb Ass attacks this turn.

Unhinged (Common)
False Cure
False Cure BlackBlack (2)
Instant

Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life he or she gained.

Onslaught (Rare)
Flight
Flight Blue (1)
Enchantment — Aura

Enchant creature

Enchanted creature has flying.

Seventh Edition (Common)
Foil
Foil 2BlueBlue (4)
Instant

You may discard an Island card and another card rather than pay Foil's mana cost.

Counter target spell.

Duel Decks: Elspeth vs. Tezzeret (Uncommon)
Other Versions
Prophecy (Uncommon)
Grafted Skullcap
Grafted Skullcap 4 (4)
Artifact

At the beginning of your draw step, draw an additional card.

At the beginning of your end step, discard your hand.

Seventh Edition (Rare)
Grip of Amnesia
Grip of Amnesia 1Blue (2)
Instant

Counter target spell unless its controller exiles all cards from his or her graveyard.

Draw a card.

Judgment (Common)
Island
Island (0)
Basic Land — Island

U

Onslaught (Land)
Just Fate
Just Fate 2White (3)
Instant

Cast Just Fate only during the declare attackers step and only if you've been attacked this step.

Destroy target attacking creature.

Masters Edition IV (Common)
Last Rites
Last Rites 2Black (3)
Sorcery

Discard any number of cards. Target player reveals his or her hand, then you choose a nonland card from it for each card discarded this way. That player discards those cards.

Premium Deck Series: Graveborn (Common)
Other Versions
Odyssey (Common)
Mages' Contest
Mages' Contest 1RedRed (3)
Instant

You and target spell's controller bid life. You start the bidding with a bid of 1. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid. If you win the bidding, counter that spell.

Invasion (Rare)
Mageta's Boon
Mageta's Boon 1White (2)
Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets +1/+2.

Prophecy (Common)
Magma Burst
Magma Burst 3Red (4)
Instant

Kicker—Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you cast this spell.)

Magma Burst deals 3 damage to target creature or player. If Magma Burst was kicked, it deals 3 damage to another target creature or player.

Planeshift (Common)
Mental Note
Mental Note Blue (1)
Instant

Put the top two cards of your library into your graveyard.

Draw a card.

Judgment (Common)
Pillage
Pillage 1RedRed (3)
Sorcery

Destroy target artifact or land. It can't be regenerated.

Premium Deck Series: Fire and Lightning (Uncommon)
Other Versions
Seventh Edition (Uncommon)
Piracy
Piracy BlueBlue (2)
Sorcery

Until end of turn, you may tap lands you don't control for mana. Spend this mana only to cast spells.

Starter 1999 (Rare)
Reminisce
Reminisce 2Blue (3)
Sorcery

Target player shuffles his or her graveyard into his or her library.

Onslaught (Uncommon)
Rites of Initiation
Rites of Initiation Red (1)
Instant

Discard any number of cards at random. Creatures you control get +1/+0 until end of turn for each card discarded this way.

Vintage Masters (Uncommon)
Other Versions
Odyssey (Common)
Rites of Refusal
Rites of Refusal 1Blue (2)
Instant

Discard any number of cards. Counter target spell unless its controller pays 3 for each card discarded this way.

Odyssey (Common)
Rites of Spring
Rites of Spring 1Green (2)
Sorcery

Discard any number of cards. Search your library for up to that many basic land cards, reveal those cards, and put them into your hand. Then shuffle your library.

Odyssey (Common)
Sacred Rites
Sacred Rites White (1)
Instant

Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.

Odyssey (Common)
Scrapheap
Scrapheap 3 (3)
Artifact

Whenever an artifact or enchantment is put into your graveyard from the battlefield, you gain 1 life.

Urza's Legacy (Rare)
Skullscorch
Skullscorch RedRed (2)
Sorcery

Target player discards two cards at random unless that player has Skullscorch deal 4 damage to him or her.

Torment (Rare)
Story Circle
Story Circle 1WhiteWhite (3)
Enchantment

As Story Circle enters the battlefield, choose a color.

White: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.

Mercadian Masques (Uncommon)
Stupefying Touch
Stupefying Touch 1Blue (2)
Enchantment — Aura

Enchant creature

When Stupefying Touch enters the battlefield, draw a card.

Enchanted creature's activated abilities can't be activated.

Torment (Uncommon)
Surprise Deployment
Surprise Deployment 3White (4)
Instant

Cast Surprise Deployment only during combat.

You may put a nonwhite creature card from your hand onto the battlefield. At the beginning of the next end step, return that creature to your hand. (Return it only if it's on the battlefield.)

Planeshift (Uncommon)
Toxic Stench
Toxic Stench 1Black (2)
Instant

Target nonblack creature gets -1/-1 until end of turn.

Threshold — If seven or more cards are in your graveyard, instead destroy that creature. It can't be regenerated.

Judgment (Common)
Viashino Bey
Viashino Bey 2RedRed (4)
Creature — Viashino (4/3)

If Viashino Bey attacks, all creatures you control attack if able.

Urza's Legacy (Common)
Wave of Reckoning
Wave of Reckoning 4White (5)
Sorcery

Each creature deals damage to itself equal to its power.

Mercadian Masques (Rare)
Wild Mammoth
Wild Mammoth 2Green (3)
Creature — Elephant (3/4)

At the beginning of your upkeep, if a player controls more creatures than each other player, the player who controls the most creatures gains control of Wild Mammoth.

Nemesis (Uncommon)