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"Classic Sixth Edition" (335)

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Abduction
Abduction 2BlueBlue (4)
Enchantment — Aura

Enchant creature

When Abduction enters the battlefield, untap enchanted creature.

You control enchanted creature.

When enchanted creature dies, return that card to the battlefield under its owner's control.

Classic Sixth Edition (Uncommon)
Abyssal Hunter
Abyssal Hunter 3Black (4)
Creature — Human Assassin (1/1)

Black, Tap: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature.

Classic Sixth Edition (Rare)
Abyssal Specter
Abyssal Specter 2BlackBlack (4)
Creature — Specter (2/3)

Flying

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

Classic Sixth Edition (Uncommon)
Adarkar Wastes
Adarkar Wastes (0)
Land

Tap: Add Colorless.

Tap: Add White or Blue. Adarkar Wastes deals 1 damage to you.

Classic Sixth Edition (Rare)
Æther Flash (Aether Flash)
Æther Flash (Aether Flash) 2RedRed (4)
Enchantment

Whenever a creature enters the battlefield, Aether Flash deals 2 damage to it.

Classic Sixth Edition (Uncommon)
Agonizing Memories
Agonizing Memories 2BlackBlack (4)
Sorcery

Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order.

Classic Sixth Edition (Uncommon)
Air Elemental
Air Elemental 3BlueBlue (5)
Creature — Elemental (4/4)

Flying

Classic Sixth Edition (Uncommon)
Aladdin's Ring
Aladdin's Ring 8 (8)
Artifact

8, Tap: Aladdin's Ring deals 4 damage to any target.

Classic Sixth Edition (Rare)
Amber Prison
Amber Prison 4 (4)
Artifact

You may choose not to untap Amber Prison during your untap step.

4, Tap: Tap target artifact, creature, or land. That permanent doesn't untap during its controller's untap step for as long as Amber Prison remains tapped.

Classic Sixth Edition (Rare)
Anaba Bodyguard
Anaba Bodyguard 3Red (4)
Creature — Minotaur (2/3)

First strike (This creature deals combat damage before creatures without first strike.)

Classic Sixth Edition (Common)
Anaba Shaman
Anaba Shaman 3Red (4)
Creature — Minotaur Shaman (2/2)

Red, Tap: Anaba Shaman deals 1 damage to any target.

Classic Sixth Edition (Common)
Ancestral Memories
Ancestral Memories 2BlueBlueBlue (5)
Sorcery

Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.

Classic Sixth Edition (Rare)
Animate Wall
Animate Wall White (1)
Enchantment — Aura

Enchant Wall

Enchanted Wall can attack as though it didn't have defender.

Classic Sixth Edition (Rare)
Ankh of Mishra
Ankh of Mishra 2 (2)
Artifact

Whenever a land enters the battlefield, Ankh of Mishra deals 2 damage to that land's controller.

Classic Sixth Edition (Rare)
Archangel
Archangel 5WhiteWhite (7)
Creature — Angel (5/5)

Flying, vigilance

Classic Sixth Edition (Rare)
Ardent Militia
Ardent Militia 4White (5)
Creature — Human Soldier (2/5)

Vigilance

Classic Sixth Edition (Uncommon)
Armageddon
Armageddon 3White (4)
Sorcery

Destroy all lands.

Classic Sixth Edition (Rare)
Armored Pegasus
Armored Pegasus 1White (2)
Creature — Pegasus (1/2)

Flying

Classic Sixth Edition (Common)
Ashen Powder
Ashen Powder 2BlackBlack (4)
Sorcery

Put target creature card from an opponent's graveyard onto the battlefield under your control.

Classic Sixth Edition (Rare)
Ashnod's Altar
Ashnod's Altar 3 (3)
Artifact

Sacrifice a creature: Add ColorlessColorless.

Classic Sixth Edition (Uncommon)
Balduvian Barbarians
Balduvian Barbarians 1RedRed (3)
Creature — Human Barbarian (3/2)

Classic Sixth Edition (Common)
Balduvian Horde
Balduvian Horde 2RedRed (4)
Creature — Human Barbarian (5/5)

When Balduvian Horde enters the battlefield, sacrifice it unless you discard a card at random.

Classic Sixth Edition (Rare)
Birds of Paradise
Birds of Paradise Green (1)
Creature — Bird (0/1)

Flying

Tap: Add one mana of any color.

Classic Sixth Edition (Rare)
Blaze
Blaze Variable ColorlessRed (1)
Sorcery

Blaze deals X damage to any target.

Classic Sixth Edition (Uncommon)
Blight
Blight BlackBlack (2)
Enchantment — Aura

Enchant land

When enchanted land becomes tapped, destroy it.

Classic Sixth Edition (Uncommon)
Blighted Shaman
Blighted Shaman 1Black (2)
Creature — Human Cleric Shaman (1/1)

Tap, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn.

Tap, Sacrifice a creature: Target creature gets +2/+2 until end of turn.

Classic Sixth Edition (Uncommon)
Blood Pet
Blood Pet Black (1)
Creature — Thrull (1/1)

Sacrifice Blood Pet: Add Black.

Classic Sixth Edition (Common)
Bog Imp
Bog Imp 1Black (2)
Creature — Imp (1/1)

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

Classic Sixth Edition (Common)
Bog Rats
Bog Rats Black (1)
Creature — Rat (1/1)

Bog Rats can't be blocked by Walls.

Classic Sixth Edition (Common)
Bog Wraith
Bog Wraith 3Black (4)
Creature — Wraith (3/3)

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Classic Sixth Edition (Uncommon)
Boil
Boil 3Red (4)
Instant

Destroy all Islands.

Classic Sixth Edition (Uncommon)
Boomerang
Boomerang BlueBlue (2)
Instant

Return target permanent to its owner's hand.

Classic Sixth Edition (Common)
Bottle of Suleiman
Bottle of Suleiman 4 (4)
Artifact

1, Sacrifice Bottle of Suleiman: Flip a coin. If you win the flip, create a 5/5 colorless Djinn artifact creature token with flying. If you lose the flip, Bottle of Suleiman deals 5 damage to you.

Classic Sixth Edition (Rare)
Browse
Browse 2BlueBlue (4)
Enchantment

2BlueBlue: Look at the top five cards of your library, put one of them into your hand, and exile the rest.

Classic Sixth Edition (Uncommon)
Brushland
Brushland (0)
Land

Tap: Add Colorless.

Tap: Add Green or White. Brushland deals 1 damage to you.

Classic Sixth Edition (Rare)
Burrowing
Burrowing Red (1)
Enchantment — Aura

Enchant creature

Enchanted creature has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)

Classic Sixth Edition (Uncommon)
Call of the Wild
Call of the Wild 2GreenGreen (4)
Enchantment

2GreenGreen: Reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, put it into your graveyard.

Classic Sixth Edition (Rare)
Castle
Castle 3White (4)
Enchantment

Untapped creatures you control get +0/+2.

Classic Sixth Edition (Uncommon)
Cat Warriors
Cat Warriors 1GreenGreen (3)
Creature — Cat Warrior (2/2)

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

Classic Sixth Edition (Common)
Celestial Dawn
Celestial Dawn 1WhiteWhite (3)
Enchantment

Lands you control are Plains.

Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield.

You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.

Classic Sixth Edition (Rare)
Charcoal Diamond
Charcoal Diamond 2 (2)
Artifact

Charcoal Diamond enters the battlefield tapped.

Tap: Add Black.

Classic Sixth Edition (Uncommon)
Chill
Chill 1Blue (2)
Enchantment

Red spells cost 2 more to cast.

Classic Sixth Edition (Uncommon)
Circle of Protection: Black
Circle of Protection: Black 1White (2)
Enchantment

1: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Classic Sixth Edition (Common)
Circle of Protection: Blue
Circle of Protection: Blue 1White (2)
Enchantment

1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

Classic Sixth Edition (Common)
Circle of Protection: Green
Circle of Protection: Green 1White (2)
Enchantment

1: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

Classic Sixth Edition (Common)
Circle of Protection: Red
Circle of Protection: Red 1White (2)
Enchantment

1: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

Classic Sixth Edition (Common)
Circle of Protection: White
Circle of Protection: White 1White (2)
Enchantment

1: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

Classic Sixth Edition (Common)
City of Brass
City of Brass (0)
Land

Whenever City of Brass becomes tapped, it deals 1 damage to you.

Tap: Add one mana of any color.

Classic Sixth Edition (Rare)
Coercion
Coercion 2Black (3)
Sorcery

Target opponent reveals their hand. You choose a card from it. That player discards that card.

Classic Sixth Edition (Common)
Conquer
Conquer 3RedRed (5)
Enchantment — Aura

Enchant land

You control enchanted land.

Classic Sixth Edition (Uncommon)
Counterspell
Counterspell BlueBlue (2)
Instant

Counter target spell.

Classic Sixth Edition (Common)
Creeping Mold
Creeping Mold 2GreenGreen (4)
Sorcery

Destroy target artifact, enchantment, or land.

Classic Sixth Edition (Uncommon)
Crimson Hellkite
Crimson Hellkite 6RedRedRed (9)
Creature — Dragon (6/6)

Flying

Variable Colorless, Tap: Crimson Hellkite deals X damage to target creature. Spend only red mana on X.

Classic Sixth Edition (Rare)
Crusade
Crusade WhiteWhite (2)
Enchantment

White creatures get +1/+1.

Classic Sixth Edition (Rare)
Crystal Rod
Crystal Rod 1 (1)
Artifact

Whenever a player casts a blue spell, you may pay 1. If you do, you gain 1 life.

Classic Sixth Edition (Uncommon)
Crystal Vein
Crystal Vein (0)
Land

Tap: Add Colorless.

Tap, Sacrifice Crystal Vein: Add ColorlessColorless.

Classic Sixth Edition (Uncommon)
Cursed Totem
Cursed Totem 2 (2)
Artifact

Activated abilities of creatures can't be activated.

Classic Sixth Edition (Rare)
Dancing Scimitar
Dancing Scimitar 4 (4)
Artifact Creature — Spirit (1/5)

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

Classic Sixth Edition (Rare)
Daraja Griffin
Daraja Griffin 3White (4)
Creature — Griffin (2/2)

Flying

Sacrifice Daraja Griffin: Destroy target black creature.

Classic Sixth Edition (Uncommon)
Daring Apprentice
Daring Apprentice 1BlueBlue (3)
Creature — Human Wizard (1/1)

Tap, Sacrifice Daring Apprentice: Counter target spell.

Classic Sixth Edition (Rare)
D'Avenant Archer
D'Avenant Archer 2White (3)
Creature — Human Soldier Archer (1/2)

Tap: D'Avenant Archer deals 1 damage to target attacking or blocking creature.

Classic Sixth Edition (Common)
Deflection
Deflection 3Blue (4)
Instant

Change the target of target spell with a single target.

Classic Sixth Edition (Rare)
Dense Foliage
Dense Foliage 2Green (3)
Enchantment

Creatures can't be the targets of spells.

Classic Sixth Edition (Rare)
Derelor
Derelor 3Black (4)
Creature — Thrull (4/4)

Black spells you cast cost Black more to cast.

Classic Sixth Edition (Rare)
Desertion
Desertion 3BlueBlue (5)
Instant

Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.

Classic Sixth Edition (Rare)
Diminishing Returns
Diminishing Returns 2BlueBlue (4)
Sorcery

Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.

Classic Sixth Edition (Rare)
Dingus Egg
Dingus Egg 4 (4)
Artifact

Whenever a land is put into a graveyard from the battlefield, Dingus Egg deals 2 damage to that land's controller.

Classic Sixth Edition (Rare)
Disenchant
Disenchant 1White (2)
Instant

Destroy target artifact or enchantment.

Classic Sixth Edition (Common)
Disrupting Scepter
Disrupting Scepter 3 (3)
Artifact

3, Tap: Target player discards a card. Activate only during your turn.

Classic Sixth Edition (Rare)
Divine Transformation
Divine Transformation 2WhiteWhite (4)
Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3.

Classic Sixth Edition (Uncommon)
Doomsday
Doomsday BlackBlackBlack (3)
Sorcery

Search your library and graveyard for five cards and exile the rest. Put the chosen cards on top of your library in any order. You lose half your life, rounded up.

Classic Sixth Edition (Rare)
Dragon Engine
Dragon Engine 3 (3)
Artifact Creature — Construct (1/3)

2: Dragon Engine gets +1/+0 until end of turn.

Classic Sixth Edition (Rare)
Dragon Mask
Dragon Mask 3 (3)
Artifact

3, Tap: Target creature you control gets +2/+2 until end of turn. Return it to its owner's hand at the beginning of the next end step. (Return it only if it's on the battlefield.)

Classic Sixth Edition (Uncommon)
Dread of Night
Dread of Night Black (1)
Enchantment

White creatures get -1/-1.

Classic Sixth Edition (Uncommon)
Dream Cache
Dream Cache 2Blue (3)
Sorcery

Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library.

Classic Sixth Edition (Common)
Drudge Skeletons
Drudge Skeletons 1Black (2)
Creature — Skeleton (1/1)

Black: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Classic Sixth Edition (Common)
Dry Spell
Dry Spell 1Black (2)
Sorcery

Dry Spell deals 1 damage to each creature and each player.

Classic Sixth Edition (Common)
Dwarven Ruins
Dwarven Ruins (0)
Land

Dwarven Ruins enters the battlefield tapped.

Tap: Add Red.

Tap, Sacrifice Dwarven Ruins: Add RedRed.

Classic Sixth Edition (Uncommon)
Early Harvest
Early Harvest 1GreenGreen (3)
Instant

Target player untaps all basic lands they control.

Classic Sixth Edition (Rare)
Earthquake
Earthquake Variable ColorlessRed (1)
Sorcery

Earthquake deals X damage to each creature without flying and each player.

Classic Sixth Edition (Rare)
Ebon Stronghold
Ebon Stronghold (0)
Land

Ebon Stronghold enters the battlefield tapped.

Tap: Add Black.

Tap, Sacrifice Ebon Stronghold: Add BlackBlack.

Classic Sixth Edition (Uncommon)
Ekundu Griffin
Ekundu Griffin 3White (4)
Creature — Griffin (2/2)

Flying, first strike

Classic Sixth Edition (Common)
Elder Druid
Elder Druid 3Green (4)
Creature — Elf Cleric Druid (2/2)

3Green, Tap: You may tap or untap target artifact, creature, or land.

Classic Sixth Edition (Rare)
Elven Cache
Elven Cache 2GreenGreen (4)
Sorcery

Return target card from your graveyard to your hand.

Classic Sixth Edition (Common)
Elven Riders
Elven Riders 3GreenGreen (5)
Creature — Elf (3/3)

Elven Riders can't be blocked except by Walls and/or creatures with flying.

Classic Sixth Edition (Uncommon)
Elvish Archers
Elvish Archers 1Green (2)
Creature — Elf Archer (2/1)

First strike

Classic Sixth Edition (Rare)
Enfeeblement
Enfeeblement BlackBlack (2)
Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)

Enchanted creature gets -2/-2.

Classic Sixth Edition (Common)
Enlightened Tutor
Enlightened Tutor White (1)
Instant

Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.

Classic Sixth Edition (Uncommon)
Ethereal Champion
Ethereal Champion 2WhiteWhiteWhite (5)
Creature — Avatar (3/4)

Pay 1 life: Prevent the next 1 damage that would be dealt to Ethereal Champion this turn.

Classic Sixth Edition (Rare)
Evil Eye of Orms-by-Gore
Evil Eye of Orms-by-Gore 4Black (5)
Creature — Eye (3/6)

Non-Eye creatures you control can't attack.

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

Classic Sixth Edition (Uncommon)
Exile
Exile 2White (3)
Instant

Exile target nonwhite attacking creature. You gain life equal to its toughness.

Classic Sixth Edition (Rare)
Fallen Angel
Fallen Angel 3BlackBlack (5)
Creature — Angel (3/3)

Flying

Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.

Classic Sixth Edition (Rare)
Fallow Earth
Fallow Earth 2Green (3)
Sorcery

Put target land on top of its owner's library.

Classic Sixth Edition (Uncommon)
Familiar Ground
Familiar Ground 2Green (3)
Enchantment

Each creature you control can't be blocked by more than one creature.

Classic Sixth Edition (Uncommon)
Fatal Blow
Fatal Blow Black (1)
Instant

Destroy target creature that was dealt damage this turn. It can't be regenerated.

Classic Sixth Edition (Common)
Fear
Fear BlackBlack (2)
Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)

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

Classic Sixth Edition (Common)
Feast of the Unicorn
Feast of the Unicorn 3Black (4)
Enchantment — Aura

Enchant creature

Enchanted creature gets +4/+0.

Classic Sixth Edition (Common)
Femeref Archers
Femeref Archers 2Green (3)
Creature — Human Archer (2/2)

Tap: Femeref Archers deals 4 damage to target attacking creature with flying.

Classic Sixth Edition (Uncommon)
Feral Shadow
Feral Shadow 2Black (3)
Creature — Nightstalker (2/1)

Flying

Classic Sixth Edition (Common)
Fervor
Fervor 2Red (3)
Enchantment

Creatures you control have haste. (They can attack and Tap as soon as they come under your control.)

Classic Sixth Edition (Rare)
1234 >
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