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Flying
Whenever you cast an Adventure spell, draw a card.
Whenever you cast a kicked spell, scry 2.
Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flash
Whenever you cast a Wizard spell, you may untap this creature.
: Draw a card, then discard a card.
Whenever you cast a Spirit or Arcane spell, you may draw a card.
Whenever you cast an instant, sorcery, or Wizard spell, this creature gains flying until end of turn.
Whenever you cast an Adventure spell, you may copy it. You may choose new targets for the copy.
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Whenever you cast an instant or sorcery spell, draw a card, then discard a card.
Whenever you cast a spell during an opponent's turn, you may return target creature you control to its owner's hand.
Ward
Whenever you cast your second spell each turn, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Instant and sorcery spells you cast cost less to cast.
Whenever you cast an instant or sorcery spell, draw a card.
Whenever you cast a Spirit or Arcane spell, you may tap or untap target creature.
Whenever you cast an instant or sorcery spell, create a 1/1 white Pegasus creature token with flying.
Whenever you cast a spell with mana value 4 or greater, draw a card.
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
Whenever a permanent is turned face up, you may draw a card.
You may cast this spell as though it had flash if you control a Faerie.
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)