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Apprentice Sharpshooter
Apprentice Sharpshooter 2Green (3)
Creature — Human Archer (1/4)

Reach

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

Innistrad: Crimson Vow (Common)
Argothian Opportunist
Argothian Opportunist 2Green (3)
Creature — Human Scout (3/2)

When Argothian Opportunist enters the battlefield, create a tapped Powerstone token. (It's an artifact with "Tap: Add Colorless. This mana can't be spent to cast a nonartifact spell.")

The Brothers' War (Common)
Bearer of Memory
Bearer of Memory 2Green (3)
Enchantment Creature — Human Monk (3/2)

5Green: Put a +1/+1 counter on target enchantment creature. It gains trample until end of turn.

Kamigawa: Neon Dynasty (Common)
Bird Admirer
Bird Admirer 2Green (3)
Creature — Human Archer Werewolf (1/4)

Reach

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

Innistrad: Midnight Hunt (Common)
Caldaia Strongarm
Caldaia Strongarm 4Green (5)
Creature — Human Warrior (2/3)

When Caldaia Strongarm enters the battlefield, put two +1/+1 counters on target creature.

Blitz 3Green (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)

Streets of New Capenna (Common)
Candlelit Cavalry
Candlelit Cavalry 4Green (5)
Creature — Human Knight (5/5)

Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlelit Cavalry gains trample until end of turn.

Innistrad: Midnight Hunt (Common)
Civic Gardener
Civic Gardener 1Green (2)
Creature — Human Citizen (2/2)

Whenever Civic Gardener attacks, untap target creature or land.

Streets of New Capenna (Common)
Dawnhart Disciple
Dawnhart Disciple 1Green (2)
Creature — Human Warlock (2/2)

Whenever another Human enters the battlefield under your control, Dawnhart Disciple gets +1/+1 until end of turn.

Innistrad: Crimson Vow (Common)
Dawnhart Rejuvenator
Dawnhart Rejuvenator 3Green (4)
Creature — Human Warlock (2/4)

When Dawnhart Rejuvenator enters the battlefield, you gain 3 life.

Tap: Add one mana of any color.

Innistrad: Midnight Hunt (Common)
Eccentric Farmer
Eccentric Farmer 2Green (3)
Creature — Human Peasant (2/3)

When Eccentric Farmer enters the battlefield, mill three cards, then you may return a land card from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)

Innistrad: Midnight Hunt (Common)
Other Versions
Outlaws of Thunder Junction Commander (Common)
Harvesttide Sentry
Harvesttide Sentry 1Green (2)
Creature — Human Warrior (3/1)

Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Harvesttide Sentry can't be blocked by creatures with power 2 or less this turn.

Innistrad: Midnight Hunt (Common)
Hookhand Mariner
Hookhand Mariner 3Green (4)
Creature — Human Werewolf (4/4)

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

Innistrad: Crimson Vow (Common)
Jukai Preserver
Jukai Preserver 3Green (4)
Enchantment Creature — Human Druid (3/3)

When Jukai Preserver enters the battlefield, put a +1/+1 counter on target creature you control.

Channel — 2Green, Discard Jukai Preserver: Put a +1/+1 counter on each of up to two target creatures you control.

Kamigawa: Neon Dynasty (Common)
Jukai Trainee
Jukai Trainee 1Green (2)
Creature — Human Samurai (2/2)

Whenever Jukai Trainee blocks or becomes blocked, it gets +1/+1 until end of turn.

Kamigawa: Neon Dynasty (Common)
Patient Naturalist
Patient Naturalist 2Green (3)
Creature — Human Scout (2/3)

When Patient Naturalist enters the battlefield, mill three cards. Put a land card from among the milled cards into your hand. If you can't, create a Treasure token. (To mill three cards, put the top three cards of your library into your graveyard.)

Outlaws of Thunder Junction (Common)
Perimeter Patrol
Perimeter Patrol 2Green (3)
Creature — Human Soldier (3/3)

Whenever an artifact enters the battlefield under your control, Perimeter Patrol gets +1/+0 until end of turn.

The Brothers' War (Common)
Rubblebelt Maverick
Rubblebelt Maverick Green (1)
Creature — Human Detective (1/1)

When Rubblebelt Maverick enters the battlefield, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

Green, Exile Rubblebelt Maverick from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.

Murders at Karlov Manor (Common)
Rural Recruit
Rural Recruit 3Green (4)
Creature — Human Peasant (1/1)

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

When Rural Recruit enters the battlefield, create a 3/1 green Boar creature token.

Innistrad: Crimson Vow (Common)
Social Climber
Social Climber 2Green (3)
Creature — Human Druid (3/2)

Alliance — Whenever another creature enters the battlefield under your control, you gain 1 life.

Streets of New Capenna (Common)
Spinewoods Paladin
Spinewoods Paladin 4Green (5)
Creature — Human Knight (5/4)

Trample

When Spinewoods Paladin enters the battlefield, you gain 3 life.

Plot 3Green (You may pay 3Green 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.)

Outlaws of Thunder Junction (Common)
Timberland Guide
Timberland Guide 1Green (2)
Creature — Human Scout (1/1)

When Timberland Guide enters the battlefield, put a +1/+1 counter on target creature.

Innistrad: Midnight Hunt (Common)
Other Versions
Avacyn Restored (Common)
Iconic Masters (Common)
Tireless Hauler
Tireless Hauler 4Green (5)
Creature — Human Werewolf (4/5)

Vigilance

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

Innistrad: Midnight Hunt (Common)
Tomakul Honor Guard
Tomakul Honor Guard 1Green (2)
Creature — Human Soldier (3/1)

Ward 2 (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2.)

The Brothers' War (Common)
Verdant Outrider
Verdant Outrider 2Green (3)
Creature — Human Knight (4/2)

1Green: Verdant Outrider can't be blocked by creatures with power 2 or less this turn.

Wilds of Eldraine (Common)
War Historian
War Historian 2Green (3)
Creature — Human Monk (3/3)

Reach

War Historian has indestructible as long as it attacked a battle this turn.

March of the Machine (Common)
Weaver of Blossoms
Weaver of Blossoms 2Green (3)
Creature — Human Werewolf (2/3)

Tap: Add one mana of any color.

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

Innistrad: Crimson Vow (Common)
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