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Sphinx of the Steel Wind (Foil) magic-card Wizards of the Coast
From $5.75
'Flying, first strike, vigilance, lifelink, protection from red and from green
Finest Hour (Foil) magic-card Wizards of the Coast
From $5.50
'Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, if it's the first combat phase of...
Mayael's Aria magic-card Wizards of the Coast
From $1.75
'At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life...
Nemesis of Reason (Foil) magic-card Wizards of the Coast
From $5.50
'Whenever this creature attacks, defending player mills ten cards.
Mayael's Aria (Foil) magic-card Wizards of the Coast
From $3.50
'At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life...
Identity Crisis (Foil) magic-card Wizards of the Coast
From $0.50
'Exile all cards from target player's hand and graveyard.
Sanguine Bond magic-card Wizards of the Coast
From $3.25
'Whenever you gain life, target opponent loses that much life.
Silence magic-card Wizards of the Coast
From $8.25
'Your opponents can't cast spells this turn.
Soul Warden magic-card Wizards of the Coast
From $2.25
'Whenever another creature enters, you gain 1 life.
Warp World magic-card Wizards of the Coast
From $1.00
'Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards...
Sphinx Ambassador magic-card Wizards of the Coast
From $14.00
'Flying Whenever this creature deals combat damage to a player, search that player's library for a card, then that player chooses a card name. If you searched for a creature...
Fight to the Death magic-card Wizards of the Coast
From $3.25
'Destroy all blocking creatures and all blocked creatures.