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This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, exile target creature or enchantment an opponent controls until this enchantment leaves the battlefield. (That permanent returns under its owner's control.)
Flash
Domain — This spell costs less to cast for each basic land type among lands you control.
When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield. Create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
When this enchantment enters, exile all artifacts your opponents control until this enchantment leaves the battlefield.
Enchant creature you control
When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +2/+2.
Cycling (, Discard this card: Draw a card.)
When this Vehicle enters, exile target artifact or creature an opponent controls until this Vehicle leaves the battlefield.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Affinity for historic permanents (This spell costs less to cast for each artifact, legendary, and/or Saga permanent you control.)
Vanishing 3 (This enchantment enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this enchantment enters and at the beginning of your first main phase, exile target creature an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, exile up to one target nonland permanent an opponent controls until this enchantment leaves the battlefield. You gain 2 life.
As an additional cost to cast this spell, exile a creature you control.
Flying
When this creature enters, exile target creature an opponent controls.
When this creature leaves the battlefield, put each card exiled with it into its owner's hand.
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield. If that creature had power 2 or less, put a +1/+1 counter on this creature.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Your opponents can't cast spells with the same name as the exiled card.
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield.
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
When this enchantment enters, exile target nonland permanent an opponent controls and all other nonland permanents your opponents control with the same name as that permanent until this enchantment leaves the battlefield.