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Magic the Gathering Keywords and Types

Up to Date until 4/27/2024

Keywords

Keyword Abilities

  • Keyword Abilities
    • Adamant – If you spend enough mana of a specific color when casting a spell with Adamant, it enhances or modifies the spell’s effect.
    • Addendum – Grants an additional effect if the spell is cast during your main phase.
    • Alliance – Triggers an effect whenever another creature enters the battlefield under your control.
    • Battalion – Activates an ability when the creature and at least two others attack.
    • Bloodrush – Discard the card to boost an attacking creature with extra power, toughness, and/or abilities.
    • Celebration – A thematic keyword used in specific set mechanics that involves celebration-like effects (the exact rule varies).
    • Channel – Allows a card to be discarded and an effect activated for a cost.
    • Chroma – Effects that count the number of mana symbols of a certain color in the costs of permanents you control.
    • Cohort – Activates an ability by tapping the creature and another untapped ally you control.
    • Constellation – Triggers an effect whenever it or another enchantment enters the battlefield under your control.
    • Converge – A spell’s power increases based on the number of different colors of mana used to cast it.
    • Corrupted – A mechanic involving additional benefits if opponents have ten or more poison counters.
    • Council’s Dilemma – Presents multiple choices to players, with effects depending on their votes.
    • Coven – Activates abilities if you control three or more creatures with different powers.
    • Delirium – Enhances abilities if there are four or more card types in your graveyard.
    • Descend 4 and Descend 8 – Abilities that might refer to triggering events or effects when reaching four or eight criteria, such as a number of creatures or a specific condition.
    • Domain – Effects increase based on the number of different basic land types you control.
    • Eminence – Provides a benefit whether the card is on the battlefield or in the command zone.
    • Enrage – Triggers an effect when the creature takes damage.
    • Fateful Hour – Effects that occur if you have 5 or less life.
    • Fathomless Descent – Thematic or set-specific mechanics generally involving a significant sacrifice for a powerful return.
    • Ferocious – Activates or enhances effects if you control a creature with power 4 or greater.
    • Formidable – Triggers abilities if the total power of creatures you control is 8 or more.
    • Grandeur – Discard another card with the same name to activate an ability.
    • Hellbent – Provides bonuses if you have no cards in hand.
    • Heroic – Triggers when the creature is targeted by a spell you cast.
    • Imprint – Exiles a card and grants its abilities or effects to the source of the imprint.
    • Inspired – Triggers when the creature untaps.
    • Join Forces – Allows all players to contribute mana to enhance an effect.
    • Kinship – At the beginning of your upkeep, look at the top card of your library; if it shares a type with the creature, you may reveal it for an effect.
    • Landfall – Triggers an effect each time a land enters the battlefield under your control.
    • Landhome (discontinued) – Limits the creature’s ability to attack unless the opponent has a specific type of land, and often requires returning the creature to hand if that land type is lost.
    • Lieutenant – Enhances or provides abilities if you control your commander.
    • Magecraft – Triggers whenever you cast or copy an instant or sorcery spell.
    • Metalcraft – Enhances abilities if you control three or more artifacts.
    • Morbid – Triggers an effect if a creature has died this turn.
    • Pack tactics – Triggers if you attack with creatures that have a total power of 6 or more.
    • Parade! – Thematic mechanic related to set-specific celebrations or group effects.
    • Paradox – Involves counterintuitive or alternative effects that break normal rules.
    • Parley – Each player reveals the top card of their library for a group effect.
    • Radiance – Affects all creatures that share a color with the target.
    • Raid – Triggers if you attacked with a creature this turn.
    • Rally – Triggers an effect when an Ally enters the battlefield under your control.
    • Revolt – Enhances effects if a permanent you controlled left the battlefield this turn.
    • Spell mastery – Enhances spells if there are two or more instant and/or sorcery cards in your graveyard.
    • Strive – Spells that can target multiple creatures for an additional cost.
    • Substance – A removed keyword that had no rules meaning.
    • Sweep – Return a number of lands you control to hand to trigger an effect.
    • Tempting offer – Presents opponents with a choice that can benefit both you and them if they accept.
    • Threshold – Enhances abilities if there are seven or more cards in your graveyard.
    • Underdog – Benefits if you control the creature with the least power or tied for the least power.
    • Undergrowth – Effects based on the number of creature cards in your graveyard.
    • Will of the council – Players vote to decide an effect, with different outcomes based on the result.
    • Will of the Planeswalkers – Thematic or set-specific mechanic generally involving a choice or a consensus among players.
  • Acorn Ability Words
    • Best in Show – A thematic ability word used to signify a contest or competition among creatures or cards, typically highlighting the ‘winner’ or most powerful among them.
    • Gear Up – An ability word that enhances or equips creatures, often increasing their power, and toughness, or giving them new abilities as they ‘gear up’ for battle.
    • Gotcha! – Triggers when certain words or actions are performed by an opponent, allowing the player to reclaim the card from the graveyard when the condition is met.

Keyword Actions

  • Keyword Actions
    • Bury – An obsolete keyword action in Magic: The Gathering that typically meant to “destroy a creature and it cannot be regenerated” and was a shorthand for removal without counterplay.
    • Regenerate (discontinued) – A formerly common keyword action that allowed a creature to be saved from destruction by replacing the destruction with the removal of all damage from the creature and removing it from combat.
  • Keyword Actions (Evergreen)
    • Attach – Connect an aura or equipment to a creature or permanent.
    • Counter – Negate a spell or ability, preventing it from resolving.
    • Deathtouch – Any amount of damage dealt by this creature is enough to destroy the damaged creature.
    • Defender – This creature cannot attack.
    • Double Strike – This creature deals both first strike and regular combat damage.
    • Enchant – This aura card can attach to and affect another card by enhancing or diminishing its abilities.
    • Equip – Attach an equipment card to a target creature you control, typically by paying a cost.
    • Exile – Remove a card from the battlefield to an area outside the game.
    • Fight – Two creatures deal damage to each other equal to their power.
    • First Strike – This creature deals combat damage before creatures without first strike.
    • Flash – Allows a card to be played at an instant speed.
    • Flying – This creature can only be blocked by other creatures with flying or reach.
    • Haste – This creature can attack and use tap abilities as soon as it comes under your control.
    • Hexproof – This permanent cannot be the target of spells or abilities your opponents control.
    • Indestructible – This permanent cannot be destroyed by damage or effects that say “destroy.”
    • Lifelink – Damage dealt by this creature also causes you to gain that much life.
    • Menace – This creature can’t be blocked except by two or more creatures.
    • Mill – Put cards from the top of a player’s library into their graveyard.
    • Protection – This creature can’t be blocked, targeted, dealt damage, or enchanted by anything of the specified quality.
    • Prowess – This creature gets +1/+1 until end of turn whenever you cast a noncreature spell.
    • Reach – This creature can block creatures with flying.
    • Sacrifice – You voluntarily send a permanent you control to the graveyard.
    • Scry – Look at the top cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.
    • Tap/Untap – Change a card’s state from ready (untapped) to used (tapped) and vice versa.
    • Trample – Excess combat damage this creature deals to blocking creatures is dealt to the defending player or planeswalker.
    • Vigilance – This creature does not need to tap when attacking.

Keyword Mechanics

Keyword Mechanics

  • Keyword Mechanics
    • Afflict – Causes the opponent to lose life whenever the creature with afflict is blocked.
    • Assist – Allows another player to help pay the mana cost of the spell.
    • Awaken – Turns land into a creature with power and toughness equal to the number of +1/+1 counters placed on it.
    • Backup – Not a recognized keyword in Magic: The Gathering.
    • Banding (discontinued) – Allowed any group of creatures with banding, and up to one without, to attack or block as a unit.
    • Bargain – Not a recognized keyword in Magic: The Gathering.
    • Blitz – An ability that allows you to cast a creature with haste and sacrifice it at the beginning of the next end step, often at a reduced cost.
    • Boast – An ability that can be activated only if the creature has attacked this turn and only once each turn.
    • Bounty – A new enchantment subtype that allows players to place bounties on opponents’ creatures. When a creature with a bounty is destroyed, the player who destroyed it gains a reward, such as drawing a card or gaining life.
    • Casualty – Sacrifice a creature with a specific power to enable an additional or enhanced effect.
    • Cleave – Allows you to pay an alternative cost to remove specific words from a spell’s text.
    • Companion – A designated card that starts outside the game and can be cast if you meet its deckbuilding condition.
    • Compleated – Represents a permanent that has been corrupted, generally gaining additional abilities or characteristics.
    • Craft – Not a recognized keyword in Magic: The Gathering.
    • Decayed – Creatures with decayed can’t block, and when they attack, they are sacrificed at end of combat.
    • Demonstrate – When you cast this spell, you can copy it if you let an opponent copy it too.
    • Dethrone – Gives a creature +1/+1 counter if it attacks the player with the most life or is tied for the most life.
    • Devoid – The card has no color.
    • Disguise – Not a recognized keyword in Magic: The Gathering.
    • Disturb – Allows you to cast the card from your graveyard transformed for a different effect.
    • Encore – Exile this card from your graveyard to create a token copy for each opponent that attacks this turn and is sacrificed at end of turn.
    • Enlist – An attacking creature gets support from a nonattacking creature, which adds its power to the attacker.
    • Escalate – Pay additional costs when you cast the spell to choose more than one mode.
    • Escape – You can cast this card from your graveyard by paying its escape cost along with exiling other cards from your graveyard.
    • Eternalize – Exile this card from your graveyard to create a token that’s a copy of it, except it’s a 4/4 black Zombie.
    • Fear (discontinued) – Creature can only be blocked by black and artifact creatures.
    • For Mirrodin! – Not a recognized keyword in Magic: The Gathering.
    • Fuse – You may cast one or both halves of this split card from your hand.
    • Hidden Agenda – You secretly choose a card name that fulfills the conditions of the ability.
    • Improvise – Your artifacts can help cast this spell by tapping for mana.
    • Ingest – When this creature deals combat damage to a player, that player exiles the top card of their library.
    • Intimidate (discontinued) – This creature can only be blocked by creatures that share a color with it or artifact creatures.
    • Landwalk (discontinued) – This creature is unblockable as long as the defending player controls a land of a specific type.
    • Living Metal – Not a recognized keyword in Magic: The Gathering.
    • Melee – This creature gets +1/+1 until end of turn for each opponent you attacked with a creature this turn.
    • More Than Meets the Eye – Is a keyword ability introduced in the Universes Beyond cross-over Transformers set. It allows players to cast the backside of a double-faced card for an alternate cost
    • Myriad – When this creature attacks, for each opponent other than the defending player, you may create a token that’s a copy of this creature that’s tapped and attacking that opponent.
    • Outlast – Pay a cost to put a +1/+1 counter on this creature, only as a sorcery.
    • Partner – You can have two commanders if both have partner.
    • Phasing (discontinued) – This permanent disappears and reappears every other turn without triggering zone-based actions.
    • Plot – Not a recognized keyword in Magic: The Gathering.
    • Prototype – Not a recognized keyword in Magic: The Gathering.
    • Quickdraw – Creatures with Quickdraw can attack immediately upon entering the battlefield. This mechanic enhances the aggressiveness of decks and creates opportunities for surprise attacks.
    • Ravenous – Not a recognized keyword in Magic: The Gathering.
    • Read Ahead – Not a recognized keyword in Magic: The Gathering.
    • Reconfigure – Attach or unattach this Equipment to a creature you control.
    • Saddle – Not a recognized keyword in Magic: The Gathering.
    • Shroud (discontinued) – This permanent can’t be the target of spells or abilities.
    • Skulk – This creature can’t be blocked by creatures with greater power.
    • Solved – Not a recognized keyword in Magic: The Gathering.
    • Space Sculptor – Not a recognized keyword in Magic: The Gathering.
    • Spree – Not a recognized keyword in Magic: The Gathering.
    • Squad – Not a recognized keyword in Magic: The Gathering.
    • Stealth – This mechanic allows creatures to avoid being targeted by opponents’ spells and abilities until they deal damage. It’s a powerful tool for maintaining board presence and applying consistent pressure.
    • Surge – You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.
    • Toxic – This creature deals damage in the form of poison counters.
    • Training – This creature gets a +1/+1 counter whenever it attacks with another creature with greater power.
    • Tribute – As this creature enters the battlefield, an opponent of your choice may place a number of +1/+1 counters on it.
    • Undaunted – This spell costs 1 less to cast for each opponent.
    • Visit – Open or transform a permanent to reveal or use its other side, usually in sets with a house or building theme.
  • Keyword Mechanics (Expert Level)
    • Absorb – This creature prevents a specified number of damage each time it would be dealt damage.
    • Adapt – Allows this creature to put a specified number of +1/+1 counters on itself if it has no +1/+1 counters.
    • Affinity – Reduces the mana cost of a spell by one for each permanent you control of a specified type.
    • Afterlife – When this creature dies, create a specified number of 1/1 white and black Spirit creature tokens with flying.
    • Aftermath – Split card where the second half can only be cast from your graveyard, then is exiled.
    • Amplify – This creature enters the battlefield with additional +1/+1 counters for each card of a certain type you reveal in your hand.
    • Annihilator – Whenever this creature attacks, defending player sacrifices a specified number of permanents.
    • Ascend – If you control ten or more permanents, you get the city’s blessing for the rest of the game.
    • Aura Swap – Pay a cost to exchange this aura with an aura card in your hand.
    • Bands with other – Allows any creatures with banding and up to one without to block or be blocked as a group.
    • Battle Cry – Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.
    • Bestow – This card can be cast as an Aura spell with enchant creature, granting the creature it enchants its abilities and stats.
    • Bloodthirst – If an opponent was dealt damage this turn, this creature enters the battlefield with +1/+1 counters.
    • Bolster – Choose a creature with the least toughness among creatures you control and put +1/+1 counters on it.
    • Bushido – Whenever this creature blocks or becomes blocked, it gets +X/+X until end of turn.
    • Buyback – You may pay an additional cost as you cast this spell. If you do, put it into your hand instead of into your graveyard as it resolves.
    • Cascade – When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less, then you may cast it without paying its mana cost.
    • Champion – As this creature enters the battlefield, sacrifice it unless you exile another creature you control until this creature leaves the battlefield.
    • Changeling – This card is every creature type at all times.
    • Cipher – After you cast this spell, you may encode it on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.
    • Clash – Each player reveals the top card of their library, then puts that card on the top or bottom of their library, depending on the outcome of their clash.
    • Conspire – As you cast this spell, you may tap two creatures you control that share a color with it; copy it for each time you paid its conspire cost.
    • Convoke – Your creatures can help cast this spell; each creature you tap while casting this spell pays for one mana of that creature’s color or one colorless mana.
    • Crew – Tap any number of creatures you control with total power equal to or greater than this Vehicle’s crew number to turn it into an artifact creature until end of turn.
    • Cumulative Upkeep – At the beginning of your upkeep, put an age counter on this permanent, then pay its upkeep cost for each age counter on it.
    • Cycling – Pay a cost to discard this card and draw a new card.
    • Dash – You may cast this spell for its dash cost; if you do, it gains haste and is returned from the battlefield to your hand at the beginning of the next end step.
    • Daybound and Nightbound – Part of a transforming mechanic that switches between day and night, altering the behavior and abilities of cards.
    • Delve – Each card you exile from your graveyard while casting this spell pays for one colorless mana of that spell’s cost.
    • Detain – Until your next turn, the detained permanent can’t attack or block, and its activated abilities can’t be activated.
    • Devour – As this creature enters the battlefield, you may sacrifice any number of creatures; this creature enters the battlefield with twice that many +1/+1 counters on it.
    • Dredge – Instead of drawing a card, you may put exactly X cards from the top of your library into your graveyard; if you do, return this card from your graveyard to your hand.
    • Echo – At the beginning of your next upkeep after this permanent comes under your control, pay its mana cost or sacrifice it.
    • Embalm – Exile this card from your graveyard: Create a token that’s a copy of it, except it’s a white Zombie in addition to its other types.
    • Emerge – You may cast this spell by sacrificing a creature and paying the difference in mana cost reduced by the sacrificed creature’s power.
    • Entwine – Pay an additional cost when you cast this spell to choose both of its modes instead of one.
    • Epic – For the rest of the game, you can’t cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.
    • Evoke – You may cast this spell for its evoke cost; if you do, it’s sacrificed when it enters the battlefield.
    • Evolve – Whenever a creature with greater power or toughness enters the battlefield under your control, put a +1/+1 counter on this creature.
    • Exalted – Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn for each instance of exalted among permanents you control.
    • Exert – When you declare this creature as an attacker, you may exert it; if you do, it won’t untap during your next untap step, and it gains an additional ability or effect.
    • Exploit – When this creature enters the battlefield, you may sacrifice another creature to trigger an effect.
    • Explore – Reveal the top card of your library; put that card into your hand if it’s a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or into your graveyard.
    • Extort – Whenever you cast a spell, you may pay {WB}. If you do, each opponent loses 1 life and you gain that much life.
    • Fabricate – When this creature enters the battlefield, put X +1/+1 counters on it or create X 1/1 colorless Servo artifact creature tokens.
    • Fading – This permanent enters the battlefield with X fade counters. At the beginning of your upkeep, remove a fade counter. If you can’t, sacrifice it.
    • Fateseal – Look at the top cards of target player’s library, then put any number of them on the bottom of that library and the rest on top in any order.
    • Flanking – Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.
    • Flashback – You may cast this card from your graveyard for its flashback cost. Then exile it.
    • Flip – Some cards have two sides that may be flipped under certain conditions, revealing alternative effects, abilities, or stats.
    • Forecast – Reveal this card from your hand and pay its forecast cost to activate its effect without playing it.
    • Foretell – During your turn, you may pay two mana and exile this card from your hand face down. Cast it on a later turn for its foretell cost.
    • Fortify – Attach to a land you control, giving it bonuses or abilities.
    • Frenzy – If this creature attacks and isn’t blocked, it gets +X/+0 until end of turn.
    • Graft – This creature enters the battlefield with a number of +1/+1 counters on it, and you may move a +1/+1 counter from this creature to another target creature with a +1/+1 counter on it.
    • Gravestorm – When you cast this spell, copy it for each permanent put into a graveyard this turn; you may choose new targets for the copies.
    • Haunt – When this spell or creature dies, exile it haunting target creature. When the haunted creature dies, this card’s abilities trigger again.
    • Hideaway – This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library. The land has an activation condition that allows you to play the exiled card.
    • Horsemanship – This creature can’t be blocked except by creatures with horsemanship.
    • Infect – This creature deals damage in the form of -1/-1 counters to creatures and poison counters to players.
    • Jump-Start – You may cast this card from your graveyard by discarding a card in addition to paying its other costs, then exile this card.
    • Kicker – An additional cost you may pay as you cast this spell. If paid, the spell has an enhanced or additional effect.
    • Level Up – Pay a cost to put a level counter on this creature. It gets different abilities and stats depending on the number of level counters on it.
    • Living Weapon – This Equipment enters the battlefield attached to a 0/0 black Germ creature token.
    • Madness – If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.
    • Manifest – Put the top card of your library onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.
    • Meld – Two specific cards (identified by name) can combine into one oversized creature when certain conditions are met.
    • Mentor – Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.
    • Miracle – You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.
    • Modular – This artifact creature enters the battlefield with a number of +1/+1 counters. When it dies, you may put its +1/+1 counters on another artifact creature.
    • Monstrosity – Pay a cost to make this creature monstrous, placing a specified number of +1/+1 counters on it, giving it new abilities once monstrous.
    • Morph – You may cast this card face down as a 2/2 creature for three mana. Turn it face up at any time for its morph cost, revealing its abilities and stats.
    • Multikicker – An extension of kicker; you may pay the kicker cost multiple times to further enhance the spell.
    • Mutate – Cast this card over or under a non-Human creature you own; they combine into one creature with the abilities of both.
    • Ninjutsu – Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.
    • Offering – You may cast this spell any time you could cast an instant by sacrificing a creature of a specific type and paying the difference in cost.
    • Overload – You may cast this spell for its overload cost. If you do, change its text by replacing all instances of “target” with “each.”
    • Persist – When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.
    • Poisonous – This creature deals damage to players in the form of poison counters.
    • Populate – Create a token that’s a copy of a creature token you control.
    • Proliferate – Choose any number of permanents and/or players with counters, then give each another counter of a kind already there.
    • Provoke – When this creature attacks, you may have target creature defending player controls untap and block it if able.
    • Prowl – You may cast this card for its prowl cost if you dealt combat damage to a player this turn with a creature sharing a creature type with it.
    • Radiation – Not a recognized keyword in Magic: The Gathering.
    • Rampage – This creature gets +X/+X for each creature blocking it beyond the first.
    • Rebound – If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast it without paying its mana cost.
    • Recover – When a creature dies, you may pay a cost. If you do, return this card from your graveyard to your hand.
    • Reinforce – Discard this card: Put a number of +1/+1 counters on target creature equal to the reinforce number.
    • Renown – When this creature deals combat damage to a player, if it isn’t renowned, put a +1/+1 counter on it and it becomes renowned.
    • Replicate – When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.
    • Retrace – You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.
    • Riot – This creature enters the battlefield with your choice of a +1/+1 counter or haste.
    • Ripple – When you cast this spell, you may reveal the top four cards of your library. You may cast spells with the same name as this spell from among those cards without paying their mana costs.
    • Scavenge – Exile this card from your graveyard: Put a number of +1/+1 counters on target creature equal to this card’s power.
    • Shadow – This creature can block or be blocked only by creatures with shadow.
    • Soulbond – You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.
    • Soulshift – When this creature dies, you may return target Spirit card with lesser mana cost from your graveyard to your hand.
    • Spectacle – You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.
    • Splice – As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost to add this card’s effects to that spell.
    • Split Second – As long as this spell is on the stack, players can’t cast spells or activate abilities that aren’t mana abilities.
    • Storm – When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.
    • Sunburst – This permanent enters the battlefield with a +1/+1 counter for each color of mana spent to cast it.
    • Support – Put a specified number of +1/+1 counters on up to that many target creatures.
    • Surveil – Look at the top number of cards of your library, then put any number of them into your graveyard and the rest back on top of your library in any order.
    • Suspend – Rather than cast this card from your hand, pay its suspend cost and exile it with a number of time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.
    • Totem Armor – If enchanted permanent would be destroyed, instead remove all damage from it and destroy this Aura.
    • Transfigure – Sacrifice this creature: Search your library for a creature card with the same converted mana cost, put it onto the battlefield, then shuffle your library.
    • Transform – This card can be turned over to reveal an alternate side with different characteristics.
    • Transmute – Discard this card: Search your library for a card with the same converted mana cost, reveal it, put it into your hand, then shuffle your library.
    • Typecycling – Discard this card: Search your library for a card of a specific type, reveal it, put it into your hand, then shuffle your library.
    • Undying – When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.
    • Unearth – Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield.
    • Unleash – You may have this creature enter the battlefield with a +1/+1 counter on it. It can’t block as long as it has a +1/+1 counter on it.
    • Vanishing – This permanent comes into play with X time counters. At the beginning of your upkeep, remove a time counter. When the last is removed, sacrifice it.
    • Ward – Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays a specified cost.
    • Wither – This creature deals damage to other creatures in the form of -1/-1 counters.

Types

Card Supertypes

  • MTG Supertypes
    • Basic – A supertype used primarily for lands that denotes them as basic, allowing any number of them in a deck and permitting them to be tapped for mana without any costs or conditions.
    • Legendary – Indicates that only one copy of this card can be on the battlefield at the same time under a player’s control, used on creatures, artifacts, lands, and other permanent types.
    • Ongoing – Used for schemes that are active throughout the game and affect gameplay as long as they are in play, primarily in the Archenemy format.
    • Snow – Denotes cards that are affected by or interact with snow mana and other snow mechanics, which are activated or enhanced by having snow lands or other snow permanents.
    • World – A supertype for enchantments indicating that only one world enchantment can be on the battlefield at a time; if a new one enters, previous ones are put into the graveyard.

Card Types

  • Card Types
    • Artifacts – Permanent cards that represent magical items, machinery, or constructs, often with intrinsic abilities or can be activated.
    • Conspiracy – A special card type used in draft games that affect the draft itself and gameplay thereafter.
    • Creatures – These are the fundamental combat units and characters represented as cards, each with power and toughness.
    • Dungeon – A unique card type used alongside venture mechanics, allowing players to navigate through specific challenges and rooms for rewards.
      • Undercity – Magic: The Gathering refers to a dungeon card type where players must specifically “venture into the Undercity,” and it’s part of the Commander Legends: Battle for Baldur’s Gate set, featuring unique dungeon-exploring mechanics to enhance gameplay.
    • Enchantments – Cards that provide persistent effects while on the battlefield, often modifying rules or abilities of other cards.
    • Instants – Spells that can be cast at any time, including during an opponent’s turn, and have immediate effect before going to the graveyard.
    • Lands – The base for generating mana, which is used to cast spells and activate abilities.
    • Phenomenon – Part of the Planechase variant, representing singular, one-time events or effects in a planar deck.
    • Plane – A card type in Planechase games that represents different locations across the multiverse with various global effects.
      • Alara – A shattered world consisting of five distinct shards, each with its own unique mana influences and creature types.
      • Amonkhet – An ancient Egyptian-themed plane ruled by Nicol Bolas, featuring trials and God-Pharaoh worship.
      • Antausia – Not a recognized or traditional plane in Magic: The Gathering lore.
      • Arcavios – The plane home to the magical school of Strixhaven, divided into five colleges that compete academically.
      • Arkhos – A largely unexplored plane in Magic: The Gathering, mentioned briefly in lore.
      • Azgol – Not a commonly known location within the Magic: The Gathering multiverse.
      • Belenon – A plane characterized by its division into realms of light and shadow.
      • Bolas’s Meditation Realm – The personal and secluded plane of the elder dragon Nicol Bolas, used for contemplation and scheming.
      • Capenna – A cityscape plane influenced by Art Deco and mob family dynamics, showcased in the Streets of New Capenna set.
      • Cridhe – Little is known about this plane; it does not frequently appear in Magic lore.
      • Dominaria – The central and most iconic plane in Magic’s multiverse, rich in history and magic.
      • Echoir – Not a recognized or well-documented plane within Magic: The Gathering.
      • Eldraine – A plane inspired by fairy tales and Arthurian legend, where knights and mystical creatures abound.
      • Equilor – A distant and ancient plane with little known details, often considered the farthest in the temporal and spatial sense.
      • Ergamon – A less-known plane within the Magic multiverse.
      • Fabacin – Is not a well-known plane in Magic: The Gathering.
      • Fiora – Known for its political intrigue and the setting for the Conspiracy sets.
      • Gargantikar – Not widely known within Magic’s established planes.
      • Gobakhan – A plane not widely recognized in Magic: The Gathering.
      • Ikoria – A plane of monstrous beasts and the bonders who form connections with them, introduced in the Ikoria: Lair of Behemoths set.
      • Innistrad – A gothic horror-themed plane filled with vampires, werewolves, and other dark creatures.
      • Iquatana – Is not a documented plane in Magic’s extensive lore.
      • Ir – Not a commonly recognized plane in the Magic: The Gathering universe.
      • Ixalan – A plane of uncharted jungles, ambitious pirates, and the search for the golden city of Orazca.
      • Kaladesh – A plane renowned for its inventors and bright optimism, the birthplace of Chandra Nalaar.
      • Kaldheim – Inspired by Norse mythology, this plane features gods, myths, and a cosmic World Tree.
      • Kamigawa – A plane based on Japanese folklore, initially visited in the past and revisited in a futuristic setting.
      • Karsus – Not a recognized location within Magic: The Gathering.
      • Kephalai – A plane that is known in the lore for its academic institutions and bureaucratic societies.
      • Kinshala – Not identified in the main Magic: The Gathering lore.
      • Kolbahan – A plane with minimal exposure in the game’s multiverse.
      • Kylem – Known for the Battlebond set, where the two-headed giant (2HG) format is featured.
      • Kyneth – A plane with little to no detailed descriptions in Magic: The Gathering lore.
      • Lorwyn – A plane that shifts between two states: the idyllic Lorwyn and the nightmarish Shadowmoor.
      • Luvion – Is not a well-documented plane in the Magic: The Gathering multiverse.
      • Mercadia – Known for its markets and the Mercadian Masques block.
      • Mirrodin – A metal plane created by the planeswalker Karn, later overtaken and transformed into New Phyrexia.
      • Moag – An obscure plane in Magic’s storyline.
      • Mongseng – A plane not widely recognized in Magic: The Gathering.
      • Muraganda – A primal plane where prehistoric creatures like dinosaurs roam.
      • New Phyrexia – Formerly Mirrodin, transformed by the infectious Phyrexian corruption spreading across the plane.
      • Phyrexia – A mechanical and dystopian plane, home to the Phyrexians, beings that seek perfection through assimilation.
      • Pyrulea – A lush and verdant plane with a known but limited appearance in the Magic storyline.
      • Rabiah – Best known from the Arabian Nights set, based on Middle Eastern mythology.
      • Rath – A plane created by Phyrexians, merged into Dominaria during the Invasion.
      • Ravnica – A vast cityscape that covers the entire plane, governed by ten guilds each embodying a combination of two of Magic’s five colors.
      • Regatha – Known for its fiery monastic orders and as the training ground for the pyromancer Chandra Nalaar.
      • Segovia – A plane where everything is on a smaller scale, featured minimally in Magic lore.
      • Serra’s Realm – Created by the planeswalker Serra, a plane of peace and order, now destroyed.
      • Shadowmoor – The darker and twisted reflection of Lorwyn, emerging periodically due to a mystical phenomenon.
      • Shandalar – A plane of wild magic and diverse mana that serves as the setting for various Magic storylines.
      • Shenmeng – Not well known or detailed in Magic: The Gathering.
      • Tarkir – Once ruled by dragons, then by khans, and revisited to find dragons once again in ascendancy.
      • The Abyss – Often referenced metaphorically in Magic, not an actual plane but rather a state or condition.
      • Theros – Inspired by Greek mythology, a plane where gods and mortals interact directly.
      • Ulgrotha – The setting for the Homelands set, known for its disjointed and diverse cultures.
      • Valla – An undocumented plane in the official Magic: The Gathering lore.
      • Vryn – The home plane of Jace Beleren, known for its mage-rings and intense magical practices.
      • Wildfire – Not specifically recognized within the documented planes of Magic: The Gathering.
      • Xerex – Not known in Magic’s lore.
      • Zendikar – A plane of wild mana, adventurous expeditions, and the ancient Eldrazi titans.
      • Zhalfir – A historical kingdom on Dominaria, phased out of time by the planeswalker Teferi.
    • Plane (Non-Canon) – This refers to plane cards introduced in variants like Planechase that are set in fictional universes or planes not officially recognized within the primary MTG storyline or canon.
      • Alfava Metraxis – A plane featuring ancient and mysterious technologies, known for its labyrinthine structures.
      • Androzani Minor – A desolate and resource-rich plane, often fraught with conflict over its valuable minerals.
      • Apalapucia – Known for its advanced medical facilities and time-dilated environments.
      • Darillium – A romantic and scenic plane, famous for its singing towers and beautiful landscapes.
      • Earth – The home plane, reflecting our own world within the Magic: The Gathering universe.
      • Gallifrey – A legendary plane, home to a powerful and wise race known for their time manipulation abilities.
      • Horsehead Nebula – An enigmatic and visually striking plane located within a vast cosmic cloud.
      • Kandoka – A plane centered around a bustling planetary trade hub, known for its diverse alien cultures.
      • Mars – A barren, red plane known for its vast deserts and potential for exploration.
      • Moon – A satellite plane characterized by its stark, cratered landscapes and low gravity.
      • Necros – A dark and morbid plane, filled with undead creatures and necromantic energy.
      • New Earth – An evolved version of Earth, teeming with new life forms and advanced civilizations.
      • Outside Mutter’s Spiral – A plane existing beyond known cosmic boundaries, filled with unknown mysteries.
      • Skaro – A war-torn plane, home to a fiercely competitive and technologically advanced species.
      • Spacecraft – Not a plane but a mobile environment, traversing the cosmos and exploring different planes.
      • The Dalek Asylum – A fortified plane serving as a prison for the most dangerous beings of its kind.
      • The Library – A plane that houses infinite knowledge, where every book and scroll from the universe is kept.
      • Time – A conceptual plane where time flows differently, allowing for temporal anomalies and paradoxes.
      • Trenzalore – A historically significant plane known for its great battles and as a resting place of legendary figures.
      • Unknown Planet – An uncharted and mysterious plane, full of untold dangers and treasures.
    • Planeswalkers – Cards that represent allies who fight alongside you with an array of activated abilities fueled by loyalty counters.
    • Scheme – Cards used in the Archenemy format representing secret plots and machinations that provide the archenemy advantages.
    • Sorceries – Similar to instants but can only be played during the caster’s main phase when the stack is empty.
    • Tribal/Kindred – A subtype found on various card types, mainly used to expand creature-type interactions to non-creature cards.
    • Vanguard – Cards that alter the starting conditions of the game, providing unique abilities and modified life totals.

Card Subtypes

  • Card Subtypes
    • Artifact Sub Types – Classifies artifacts further, often as Equipment or Vehicle, specifying their uses and interactions within the game, such as being attachable to creatures or becoming creatures themselves under certain conditions.
      • Attraction – Represents thematic elements or mechanics designed to engage players in unique interactive experiences during gameplay.
      • Blood – Typically used to represent life or vitality-related resources that can be spent or manipulated for various effects.
      • Bobblehead – A fun, thematic subtype used primarily in promotional or novelty cards within the game.
      • Clue – Tokens that players can sacrifice, usually for mana, to draw a card, representing solving mysteries or gathering information.
      • Contraption – Part of the wacky and inventive “Steamflogger” mechanic, where players assemble machines with varying comic effects.
      • Equipment – Artifacts that can be attached to creatures to enhance their abilities or stats, often involving an equip cost.
      • Food – Tokens that players can sacrifice to gain life, reflecting sustenance and survival elements.
      • Fortification – Similar to Equipment, but attaches to lands to enhance their capabilities or offer protection.
      • Gold – Tokens that can be sacrificed for mana, representing wealth and resource accumulation.
      • Incubator – Often used to facilitate the development or speeding up of creature-related effects or to ‘hatch’ new creatures.
      • Junk – Typically represents disposable or single-use items that can have a variety of minor or situational effects.
      • Key – Used metaphorically or literally to unlock abilities, effects, or access to restricted game mechanics.
      • Map – Can be involved in strategies related to land development, quest completion, or navigation-themed mechanics.
      • Powerstone – Often represents a source of mana or energy, crucial for activating abilities or casting more powerful spells.
      • Treasure – Provides mana when sacrificed, symbolizing wealth that can be converted into magical energy.
      • Vehicle – Artifacts that become creatures when ‘crewed’ by tapping any number of creatures with total power meeting or exceeding the Vehicle’s crew number.
    • Battle Sub Types – The battle subtype, primarily exemplified by “Siege,” refers to a new card type that involves setting conditions and selecting an opponent as a target for the battle, often involving transformative mechanics that alter the gameplay dynamically.
      • Siege – In Magic: The Gathering, the “Siege” battle subtype involves cards that enter the battlefield with specific defensive conditions, and are usually exiled after fulfilling certain criteria, often transforming into another form when their defensive conditions are met.
    • Creature Sub Types – In Magic: The Gathering, creature sub-types are specific identifiers that categorize creatures further beyond their main type, such as Elf, Goblin, Warrior, or Zombie, often influencing abilities, interactions, and synergies within the game.
      • Aetherborn Artificer – A subtype characterizing an Aetherborn skilled in crafting magical artifacts and machinery.
      • Aetherborn Rogue – A stealthy and cunning Aetherborn adept in thievery and espionage.
      • Aetherborn Vampire – An Aetherborn who drains life essence, utilizing vampiric abilities.
      • Aetherborn Warrior – A combat-ready Aetherborn, trained in the arts of war and battle tactics.
      • Alien – Represents extraterrestrial beings with characteristics distinct from typical fantasy creatures.
      • Alien Beast – A wild and possibly predatory extraterrestrial creature with beast-like features.
      • Alien Child Guest – An extraterrestrial youngling, possibly involved in scenarios or mechanics where guests are important.
      • Alien Cleric – A spiritual or religious leader among alien species with divine or mystical powers.
      • Alien Crab Horror – A terrifying crustacean-like alien creature with horror elements.
      • Alien Dinosaur – A massive prehistoric-like creature from another planet, combining alien and dinosaur traits.
      • Alien Guest – An extraterrestrial visitor, perhaps involved in temporary or situational gameplay mechanics.
      • Alien Insect – An insectoid alien species, often with abilities related to swarming or multiplication.
      • Alien Rhino Soldier – A heavily armored alien with rhinoceros-like features, possibly used for frontline assaults.
      • Alien Shapeshifter Soldier – An alien soldier capable of changing form or mimicking other creatures or objects.
      • Alien Squirrel – A playful or mischievous alien with squirrel-like characteristics, potentially involved in resource gathering mechanics.
      • Alien Whale – A massive sea or space-faring creature with whale-like characteristics, possibly featuring immense power or size.
      • Alien Worm – A serpentine or worm-like alien creature, often burrowing or subterranean in nature.
      • Alien Zombie Soldier – An undead, reanimated alien soldier, combining elements of both zombies and extraterrestrial warriors.
      • Angel – Divine winged beings with powerful ethereal abilities, often protective or destructive in nature.
      • Angel Advisor – An angelic being that offers wisdom or guidance, possibly influencing decision-making mechanics.
      • Angel Ally – An angelic creature that supports allies through various buffs or cooperative abilities.
      • Angel Berserker – A fiercely aggressive angel, focusing on damage and chaos in battle.
      • Angel Cleric – A holy or divine angel with abilities that heal or protect.
      • Angel Detective – An angel specializing in uncovering secrets or solving mysteries within game mechanics.
      • Angel Horror – A terrifying angel, corrupted or embodying aspects of fear and terror.
      • Angel Illusion – An ethereal angel that may not be what it seems, possibly involving trickery or deceit.
      • Angel Knight – A valiant warrior angel, equipped and ready for battle.
      • Angel Performer – An angel who enchants or entertains, potentially affecting emotional or mental states in gameplay.
      • Angel Rogue – A sneaky and elusive angel, using stealth and cunning to achieve its goals.
      • Angel Soldier – A militaristic angel focused on combat and defense strategies.
      • Angel Spirit – An ethereal or ghostly angel, existing between planes or in spiritual form.
      • Angel Warrior – A combat-focused angel, skilled in warfare and battle.
      • Antelope – A swift and agile creature, often involving speed or evasion mechanics.
      • Antelope Beast – A beastly version of an antelope, possibly stronger and more aggressive.
      • Antelope Lizard – A hybrid creature combining features of both antelopes and lizards, likely agile and adaptable.
      • Ape – A strong and possibly intelligent primate with various physical capabilities.
      • Ape Berserker – A wildly aggressive ape, focused on damage and chaos.
      • Ape Shaman – A mystical or magical ape, using primitive or elemental magic.
      • Ape Snake – A hybrid creature with characteristics of both apes and snakes, possibly combining agility with venomous attacks.
      • Ape Spirit – The spiritual form of an ape, involved in mystical or ghostly game mechanics.
      • Ape Warrior – A combat-ready ape, skilled in physical confrontations.
      • Archon – Powerful celestial beings, often ruling or governing with strict laws and order.
      • Armadillo – A defensive creature known for its ability to curl into a protective ball.
      • Art Lizard – A creatively named or themed lizard, possibly involved in artistic or deceptive gameplay.
      • Astartes Cleric – A high-ranking warrior-priest from a warrior faction, specializing in combat and spiritual leadership.
      • Astartes Knight – A heavily armored and noble warrior, part of an elite fighting force.
      • Astartes Scout – A reconnaissance expert from a warrior faction, skilled in stealth and information gathering.
      • Astartes Warlock – A magical warrior combining fighting prowess with spellcasting.
      • Astartes Warrior – A member of a highly disciplined and combat-ready warrior faction.
      • Astartes Wizard – A spellcaster from a warrior faction, blending magic with martial skills.
      • Atog – A bizarre creature known for its ability to eat particular items or artifacts for power.
      • Aurochs – Large, ancient bovine creatures, known for their strength and endurance.
      • Avatar – A manifestation of a powerful force or idea, often embodying supreme power or authority.
      • Azra Employee – A member of the Azra race employed in various capacities, possibly involving trade or espionage.
      • Azra Ninja – A stealthy and deadly Azra, specializing in assassination and subterfuge.
      • Azra Warrior – A combat-focused Azra, skilled in warfare and armed combat.
      • Badger – Small, burrowing creatures known for their tenacity and defensive behavior.
      • Badger // Sorcery — Adventure – Represents a badger-themed sorcery with an adventure mechanic, providing dual utility.
      • Badger Beast – A hybrid creature combining traits of badgers with more monstrous or mythical characteristics.
      • Badger Beast Mount – A badger beast used primarily as a mount, enhancing mobility or other abilities.
      • Basilisk – Mythical reptiles whose gaze is reputed to be lethal, often possessing petrifying abilities.
      • Basilisk Mutant – A genetically or magically altered basilisk with enhanced or additional abilities.
      • Bat – Flying creatures of the night, often associated with vampiric or nocturnal abilities.
      • Bat // Creature — Vampire – A bat with vampiric traits, potentially involving life drain or similar effects.
      • Bat Fungus Horror – A grotesque hybrid of bat and fungus, likely featuring abilities related to decay or infection.
      • Bat Imp – A small, mischievous creature blending bat-like and impish characteristics, possibly with magical abilities.
      • Bat Mutant – A bat altered through magic or science, with unusual abilities or features.
      • Bat Skeleton – The animated remains of a bat, typically involved in necromancy or undead themes.
      • Bear – Large, powerful mammals known for their strength and ferocity in combat.
      • Bear Druid – A bear with mystical druidic powers, possibly involving nature magic.
      • Bear Illusion – An illusory creature that takes the form of a bear, possibly less tangible or vulnerable to mental effects.
      • Bear Lizard Mutant – A hybrid creature with characteristics of both bears and lizards, potentially with enhanced adaptability.
      • Bear Mount – A bear used as a mount, providing increased combat or travel capabilities.
      • Bear Mutant – A bear altered through external means, featuring unusual traits or powers.
      • Bear Snake Mutant – A bizarre amalgam of bear and snake, likely with a combination of brute strength and venomous attacks.
      • Bear Spirit – The spiritual or ghostly form of a bear, often involved in shamanistic or spectral game mechanics.
      • Beast – Typically large and powerful creatures, often without specific real-world analogs.
      • Beast // Creature — Beast Horror – A beast with horror elements, emphasizing terrifying aspects or abilities.
      • Beast // Creature — Phyrexian Beast – A beast corrupted by Phyrexian influences, featuring mechanical and organic horror traits.
      • Beast Demon – A demonic variant of a beast, usually with malevolent powers and greater strength.
      • Beast Horror – A particularly terrifying or grotesque beast, inspiring fear or possessing nightmarish abilities.
      • Beast Horror Spirit – The ethereal form of a beast horror, combining spectral qualities with terrifying aspects.
      • Beast Mutant – A beast altered through mutation, featuring atypical abilities or forms.
      • Beast Noble // Sorcery — Adventure – Represents a noble beast with a secondary sorcery form, allowing for strategic versatility.
      • Beast Peasant – A common or lowly beast, typically weaker and possibly involved in swarm tactics.
      • Beast Warrior – A warrior class beast, proficient in combat and possibly equipped or trained.
      • Beaver Mount – A beaver used as a mount, likely emphasizing construction or water-related abilities.
      • Beeble – Small, often whimsical creatures known for their quirky and unpredictable behavior.
      • Beholder – Iconic multi-eyed creatures with various magical eye-related abilities, inspired by classic fantasy.
      • Beholder Skeleton – The skeletal remains of a beholder, maintaining some of its magical eye powers.
      • Bird – Avian creatures, often with abilities related to flight or agility.
      • Bird // Sorcery — Adventure – A bird-themed sorcery with an adventure mechanic, offering flexibility in spellcasting and creature benefits.
      • Bird Advisor – A bird with abilities centered around guidance or strategic advantages.
      • Bird Ally – A bird that supports allies through cooperative tactics or shared benefits.
      • Bird Artificer – A bird skilled in invention or artifact manipulation, often involved in crafting or mechanical gameplay.
      • Bird Assassin – A stealthy bird specializing in targeted eliminations or surprise attacks.
      • Bird Bear – A hybrid creature combining bird agility with bear strength, creating a formidable foe.
      • Bird Beast – A large, powerful bird with beast-like features, often more aggressive and resilient.
      • Bird Citizen – A common bird involved in group dynamics or representing the populace in a game setting.
      • Bird Cleric – A holy or devout bird, wielding divine powers or involved in spiritual or healing roles.
      • Bird Demon – A malevolent bird with demonic traits, often wielding dark or destructive powers.
      • Bird Egg – Represents the potential or nascent stage of a bird, possibly involving growth or development mechanics.
      • Bird Goat – A peculiar hybrid with attributes of both birds and goats, likely agile and capricious.
      • Bird Horror – A nightmarish bird, designed to evoke fear or possess unsettling abilities.
      • Bird Illusion – An illusory bird, possibly less substantial but with abilities related to trickery or evasion.
      • Bird Knight – A valiant bird, often armored and engaged in medieval or chivalric combat.
      • Bird Mercenary – A for-hire bird, offering its skills to the highest bidder, typically involved in combat or tactical roles.
      • Bird Monk – A contemplative or mystical bird, possibly involved in introspective or mind-enhancing gameplay.
      • Bird Mutant – A genetically or magically altered bird, possessing unusual traits or enhanced abilities.
      • Bird Noble – A high-ranking bird, often involved in leadership or possessing enhanced status and abilities.
      • Bird Performer – A bird that entertains, possibly affecting morale or emotional states in the game.
      • Bird Rebel Soldier – A rebellious bird engaged in insurrection, typically with abilities supporting resistance or subversion.
      • Bird Rogue – A sneaky and cunning bird, skilled in theft, espionage, or subterfuge.
      • Bird Scout – A bird that excels in reconnaissance, providing strategic advantages through exploration or observation.
      • Bird Shaman – A spiritual or magical bird, often connected to nature and wielding elemental or restorative powers.
      • Bird Skeleton – The animated bones of a bird, often part of undead themes or necromantic magic.
      • Bird Soldier – A disciplined bird engaged in organized combat, often part of military or structured fighting forces.
      • Bird Soldier Archer – A bird soldier specializing in ranged combat, using bows or similar weapons.
      • Bird Soldier Horror – A terrifying bird soldier, blending aspects of horror with military discipline.
      • Bird Soldier Ranger – A versatile bird soldier, adept in both combat and survival skills, often operating independently.
      • Bird Soldier Spirit – The ghostly form of a bird soldier, maintaining its martial prowess beyond death.
      • Bird Soldier Warrior – A highly skilled bird soldier, focusing on melee combat and battlefield prowess.
      • Bird Soldier Wizard – A bird soldier with magical abilities, blending combat skills with spellcasting.
      • Bird Spirit – A spectral or ethereal bird, often involved in spiritual or intangible game mechanics.
      • Bird Warlock – A bird that has made pacts with mysterious forces, wielding magic that is often dark or forbidden.
      • Bird Warrior – A combative bird, trained in the arts of war and often equipped for battle.
      • Bird Wizard – A bird with arcane powers, capable of casting spells and engaging in magical warfare.
      • Boar – Typically sturdy and aggressive creatures, often used for their brute strength and charging abilities.
      • Boar // Instant — Adventure – Represents a boar with an adventure mechanic, providing immediate and potentially surprise effects.
      • Boar Beast – A wild boar with enhanced beast-like features, possibly larger or more ferocious than typical boars.
      • Boar Horror – A grotesque or terrifying boar, enhanced with horror elements that might involve fear-inducing abilities.
      • Boar Monger – A boar characterized by its greed or control over resources, potentially manipulating the game’s economic aspects.
      • Brainiac – Often whimsical or intellectual creatures, known for their cleverness or mental acumen.
      • Bringer – Usually powerful beings that herald significant changes or events within the game, often with game-altering effects.
      • Brushwagg – A mythical or fantastical creature, known for its unusual appearance and quirky behavior.
      • Brushwagg Mount – A brushwagg used as a mount, likely providing unique travel or combat benefits in the game.
      • C’tan – Cosmic beings with godlike powers, often thematic to the lore they originate from.
      • Camel – Desert-dwelling creatures known for their endurance and water-conserving abilities.
      • Camel Beast – A hybrid creature combining traits of camels with another beastly form.
      • Capybara – Social, water-loving rodents, often depicted with group-related abilities.
      • Cat – Agile and often independent creatures with varied roles from hunters to mystical familiars.
      • Cat Advisor – Cats with strategic or governing roles, providing wisdom or counsel.
      • Cat Angel – Divine or celestial cats with ethereal powers and protective qualities.
      • Cat Ape – A hybrid creature, combining feline agility with primate strength.
      • Cat Archer – Feline warriors skilled in ranged combat.
      • Cat Artificer – Inventive cats who create magical artifacts and machinery.
      • Cat Beast – Larger, more ferocious cats, often with enhanced strength or primal traits.
      • Cat Beast Mount – A cat beast used as a mount, offering speed and mobility.
      • Cat Beast Spirit – Ethereal spirits of cat beasts, often involved in mystical game mechanics.
      • Cat Beast Warrior – Combative cat beasts skilled in warfare and physical combat.
      • Cat Bird Ox – A fantastical amalgamation of feline, avian, and bovine characteristics.
      • Cat Bird Scientist – A highly intellectual cat-bird hybrid, involved in discovery and innovation.
      • Cat Citizen – Domesticated or urban cats interacting within societal structures.
      • Cat Cleric – Holy or spiritual cats, wielding divine magic or providing healing.
      • Cat Druid – Nature-bound feline casters, skilled in harnessing natural magics.
      • Cat Guest – Cats depicted in temporary roles or visiting scenarios.
      • Cat Horror – Nightmarish cats that invoke fear and possess dark, unsettling powers.
      • Cat Illusion – Illusory cats that may deceive opponents or evade detection.
      • Cat Knight – Armored cat warriors upholding chivalric codes and combat prowess.
      • Cat Monk – Ascetic cats focused on spiritual development and martial arts.
      • Cat Monkey – A playful and mischievous hybrid with traits of both cats and monkeys.
      • Cat Nightmare – Frightening, dream-invading cats with tormenting abilities.
      • Cat Ranger – Wilderness-savvy cats skilled in tracking and survival.
      • Cat Rebel – Insurgent cats fighting against established orders or entities.
      • Cat Rogue – Stealthy and cunning cats, often involved in thievery or espionage.
      • Cat Scout – Observant cats tasked with reconnaissance and information gathering.
      • Cat Snake – A serpentine feline, combining stealth and venomous traits.
      • Cat Soldier – Militaristic cats organized into armies or combat squads.
      • Cat Spirit – Ghostly feline entities, often with ethereal or haunting presences.
      • Cat Spirit // Enchantment — Aura – Represents a cat spirit that also functions as a magical enchantment, affecting other creatures or the game state.
      • Cat Warrior – Battle-ready cats skilled in hand-to-hand combat.
      • Cat Wizard – Cats with magical abilities, often casting spells or conjuring effects.
      • Centaur – Half-human, half-horse creatures known for their speed and strength.
      • Centaur Advisor – Wise centaurs who provide counsel and guidance.
      • Centaur Archer – Centaurs skilled in using bows and arrows, often from horseback.
      • Centaur Berserker – Wild and fierce centaurs known for their aggressive battle tactics.
      • Centaur Citizen – Centaurs who participate actively in their communities or societies.
      • Centaur Cleric – Centaurs with divine affiliations, wielding spiritual or healing magics.
      • Centaur Detective – Centaurs involved in solving mysteries or uncovering secrets.
      • Centaur Druid – Nature-worshipping centaurs, adept in natural magic and environmental control.
      • Centaur Horror – Terrifying centaurs that embody aspects of horror and fear.
      • Centaur Knight – Noble warrior centaurs, often armored and leading charges.
      • Centaur Mercenary – Hired soldier centaurs, working for pay across various battles or wars.
      • Centaur Performer – Centaurs who entertain, using their unique abilities in shows or performances.
      • Centaur Scout – Quick and agile centaurs used for reconnaissance and fast-paced missions.
      • Centaur Shaman – Spiritual leaders among centaurs, channeling elemental and ancestral powers.
      • Centaur Soldier – Centaurs trained in the art of war and organized into fighting units.
      • Centaur Spellshaper – Magical centaurs who manipulate spells and possibly alter them.
      • Centaur Warrior – Combat-focused centaurs, excelling in physical confrontations.
      • Centaur Wizard – Centaurs proficient in the arcane arts, using magic to affect the battlefield.
      • Cephalid – Aquatic, octopus-like creatures known for their intelligence and manipulative abilities.
      • Cephalid Advisor – Cephalids in roles that influence decision-making or strategy.
      • Cephalid Noble – High-ranking cephalids with enhanced social or magical status.
      • Cephalid Rogue – Deceitful cephalids skilled in stealth and subterfuge.
      • Cephalid Wizard – Cephalids who practice magic, often with a focus on water or mind-related spells.
      • Chimera – Mythological creatures made from parts of various animals, often unpredictable in power and abilities.
      • Chimera Hydra – A hybrid of chimera and hydra, likely featuring multiple heads and regenerative capabilities.
      • Clamfolk – Bivalve-themed characters, possibly with shell-based defenses or water-related abilities.
      • Cleric – Divine agents who channel spiritual power, often healing or supporting allies.
      • Cleric Avatar – Powerful clerics who represent deities or higher powers on the battlefield.
      • Cleric Knight – Clerics who have taken up arms, combining martial prowess with divine magic.
      • Cockatrice – Mythical beasts with the power to petrify foes with their gaze.
      • Cow – Typically placid farm animals, rarely involved in combat unless magical or provoked.
      • Coyote – Cunning creatures often associated with trickery and survival instincts.
      • Crab – Aquatic creatures with hard shells and pincers, often involved in defensive strategies.
      • Crab Beast – Larger, more formidable crabs with enhanced strength or abilities.
      • Crab Elf – A fantastical combination of crab and elf, merging crustacean traits with elven agility.
      • Crab Horror – Nightmarish crabs with terrifying features or horrifying abilities.
      • Crab Mutant – Genetically altered crabs with unusual traits or enhanced abilities.
      • Crab Ooze Horror – A grotesque blend of crab and ooze, featuring amorphous and horrifying aspects.
      • Crab Turtle Crocodile – An improbable hybrid featuring elements of all three animals, likely with a combination of defensive and aggressive traits.
      • Crocodile – Predatory reptiles known for their powerful jaws and aquatic abilities.
      • Crocodile Demon – A demonic version of a crocodile, featuring enhanced malevolence and possibly magical powers.
      • Crocodile Frog – A hybrid creature with the leaping ability of a frog and the bite of a crocodile.
      • Crocodile Skeleton – The undead form of a crocodile, often involved in necromantic themes.
      • Custodes Warrior – Elite guards or protectors, known for their loyalty and combat skills.
      • Cyclops – One-eyed giants typically known for their strength and size, often portrayed as formidable opponents.
      • Cyclops Berserker – Wild and uncontrollable cyclops, driven by rage and prone to destructive outbursts.
      • Cyclops Giant – An even larger and more imposing version of a cyclops, towering over other creatures.
      • Cyclops Shaman – Cyclops with mystical powers, often channeling elemental or spiritual energies.
      • Cyclops Soldier – Militarily trained cyclops, organized and disciplined in their approach to combat.
      • Cyclops Warrior – Battle-hardened cyclops, skilled in melee combat and often wielding large weapons.
      • Cyclops Wizard – Magic-wielding cyclops, using their singular vision to focus arcane energies.
      • Dauthi Horror – Shadowy creatures that can only be blocked by walls or other creatures with shadow.
      • Dauthi Jackal – Agile, shadow-wielding predators that often have aggressive attack bonuses.
      • Dauthi Knight Mercenary – Shadow knights for hire, offering lethal combat skills for the right price.
      • Dauthi Minion – Lesser dauthi servants wielding shadow, often used for various utility roles in gameplay.
      • Dauthi Rogue – Stealthy shadow creatures adept at bypassing defenses to strike directly.
      • Dauthi Soldier – Militaristic shadow entities that combine combat prowess with evasiveness.
      • Dauthi Zombie – Undead shadow creatures, blending horror and resilience.
      • Deer Bird Ape Druid – A fantastical amalgam of natural elements, often linked to versatile magical abilities.
      • Demon – Powerful and malevolent beings with high power and often costly drawbacks.
      • Demon Beast Grandchild – Lesser demon offspring with traits inherited from demonic beasts.
      • Demon Berserker – Fiercely aggressive demons that excel in chaotic combat scenarios.
      • Demon Child – Smaller, yet still dangerous demonic entities, often with evolving abilities.
      • Demon Cleric – Unholy ministers of the demonic realms, wielding dark spells and curses.
      • Demon Dog – Hellish canines with ferocious appetites and menacing abilities.
      • Demon Employee – Workplace-themed demons, humorously blending corporate and infernal elements.
      • Demon Horror – Terrifying demons that embody fear and possess destructive powers.
      • Demon Illusion – Deceptive demons that can alter perceptions and reality.
      • Demon Minion – Subservient demons tasked with carrying out their master’s biddings.
      • Demon Ninja – Stealthy demons that combine dark magic with martial prowess.
      • Demon Spirit – Ethereal demon forms, haunting and manipulating from beyond the grave.
      • Devil – Mischievous and malevolent entities that enjoy causing chaos and destruction.
      • Devil Citizen – Devils integrated into society, often causing mischief and social disruptions.
      • Devil Detective – Infernal investigators who solve mysteries with a sinister twist.
      • Devil Employee – Devils humorously depicted in everyday job roles, wreaking havoc in the workplace.
      • Devil Horror – Particularly terrifying devils that instill fear and possess frightening powers.
      • Devil Warrior – Combat-ready devils, eager to spread chaos on the battlefield.
      • Dinosaur – Massive and ancient creatures, often with formidable strength and size.
      • Dinosaur Avatar – Embodiments of dinosaurian might and primal energy.
      • Dinosaur Beast – Dinosaurs with additional bestial traits, increasing their ferocity.
      • Dinosaur Cat – A whimsical hybrid of dinosaur and feline traits, emphasizing agility and strength.
      • Dinosaur Dragon – Majestic creatures that combine the fearsome qualities of both dinosaurs and dragons.
      • Dinosaur Egg – The nascent form of dinosaurs, often with protective or hatching mechanics.
      • Dinosaur Employee – Dinosaurs humorously depicted in work settings, often as powerful laborers.
      • Dinosaur Illusion – Deceptive representations of dinosaurs, used in magic to mislead opponents.
      • Dinosaur Spirit – The spiritual essence of dinosaurs, often invoked for their ancient power.
      • Djinn – Mystical beings of air or magic, granting boons or curses with a twist.
      • Djinn Monk – Spiritually adept djinns, focusing on inner strength and meditation.
      • Djinn Pirate – Swashbuckling djinns of the high skies, plundering and adventuring.
      • Djinn Wizard – Highly skilled magical djinns, masters of spells and arcane knowledge.
      • Djinn Wizard Rogue – Cunning djinns who combine sorcery with stealth and trickery.
      • Dog – Loyal and protective creatures, often depicted with guarding or assisting roles.
      • Dog Archer – Canine combatants skilled in ranged attacks, loyal and precise.
      • Dog Employee – Dogs humorously portrayed in various occupational roles, adding whimsy and loyalty.
      • Dog Scout – Keen-nosed canines used for tracking and reconnaissance.
      • Dog Shaman – Mystical dogs with spiritual powers and healing abilities.
      • Dog Soldier – Militaristic canines trained for battle and defense.
      • Dog Spirit – Ghostly canines that haunt or protect from beyond.
      • Dog Warrior – Battle-ready dogs, fierce in combat and loyal to their allies.
      • Dog Warrior // Creature — Phyrexian Dog Warrior – Corrupted canine warriors, enhanced and twisted by Phyrexian influences.
      • Donkey – Stubborn and sturdy creatures, often portrayed with comedic or burden-bearing roles.
      • Donkey Shaman – Wise donkeys with mystical abilities, often overlooked but cunning.
      • Donkey Townsfolk – Donkeys integrated into village life, serving various community roles.
      • Donkey Wizard – Magical donkeys, surprising opponents with their unexpected arcane skills.
      • Donkey Zombie – Undead donkeys, humorously combining horror with stubborn resilience.
      • Dragon – Iconic and powerful winged behemoths, often dominating the skies with fiery breath.
      • Dragon // Instant — Adventure – Dragons that transform or are involved in swift, impactful spells.
      • Dragon // Sorcery — Adventure – Dragons that trigger powerful sorcery-like effects, blending combat with magical surprises.
      • Dragon Barbarian – Primitive and wild dragons, relying on brute strength and rage.
      • Dragon Bard – Musical dragons that enchant and manipulate through their melodious abilities.
      • Dragon Druid – Nature-bound dragons that protect and embody the forces of the wild.
      • Dragon Egg – The embryonic form of dragons, often holding potential for great power upon hatching.
      • Dragon Egg // Creature — Dragon – A dormant dragon form that can hatch into a fearsome creature.
      • Dragon Horror – Terrifying dragons that embody aspects of nightmares and fear.
      • Dragon Hydra – Multi-headed dragons that combine the regenerative abilities of hydras with draconic might.
      • Dragon Illusion – Illusory dragons, used in magic to deceive and intimidate foes.
      • Dragon Noble – Regal dragons with aristocratic bearing and enhanced influence.
      • Dragon Ranger – Wilderness-savvy dragons, adept at navigating and surviving in harsh terrains.
      • Dragon Rogue – Stealthy dragons that use cunning and agility to their advantage.
      • Dragon Rogue Warrior – A cunning dragon with both rogue and warrior skills, adept in guerrilla tactics.
      • Dragon Shaman – Mystical dragons with powers to summon elemental forces and ancient energies.
      • Dragon Skeleton – Skeletal remains of dragons, often resurrected for battle through necromancy.
      • Dragon Spirit – Ethereal dragons, representing the spiritual essence and legacy of dragonkind.
      • Dragon Turtle – A blend of dragon fierceness and turtle resilience, formidable in defense and attack.
      • Dragon Warlock – Maleficent dragons that harness dark magics and forbidden spells.
      • Dragon Warrior – Combat-focused dragons, trained in the arts of war and battle tactics.
      • Dragon Wizard – Dragons who have mastered the arcane arts, wielding powerful magic.
      • Dragon Wurm – A colossal hybrid of dragon and wurm, combining flight with burrowing prowess.
      • Drake – Smaller cousins of dragons, often more agile and less powerful.
      • Drake Beast – Hybrid creatures combining features of drakes and other beasts, enhancing their adaptability.
      • Drake Horror – Nightmarish drakes that inspire fear and possess eerie abilities.
      • Drone – Unquestioning and automated creatures, often created for menial or dangerous tasks.
      • Druid – Nature-bound spellcasters who draw their magic from the forces of nature.
      • Dryad – Tree-spirits or forest nymphs, intimately connected to the woodlands and their magic.
      • Dryad Horror – Malevolent dryads twisted by dark forces, spreading fear and corruption.
      • Dryad Knight – Armored dryads who protect the forest with martial prowess and natural magic.
      • Dryad Shaman – Mystical dryads skilled in ancient rites and nature spells.
      • Dryad Soldier – Militant dryads tasked with defending their woodland realms.
      • Dryad Spellshaper – Dryads who specialize in crafting spells with a focus on growth and restoration.
      • Dryad Warrior – Warrior dryads who blend combat skills with natural magic to protect their groves.
      • Dwarf – Stout and hardy folk, often skilled in crafting, mining, and warfare.
      • Dwarf Artificer – Dwarves who excel in creating magical and mundane devices and artifacts.
      • Dwarf Barbarian – Fierce dwarf warriors who embrace the wild and chaotic aspects of battle.
      • Dwarf Bard – Musical dwarves who inspire and entertain with tales of heroism and adventure.
      • Dwarf Berserker – Unrestrained dwarf warriors known for their fierce, rage-driven combat style.
      • Dwarf Citizen – Community-oriented dwarves, engaged in the civic and cultural life of their kin.
      • Dwarf Cleric – Dwarven priests who channel divine magic to heal and protect.
      • Dwarf Druid – Dwarves who draw on the magic of stone and earth, merging miner’s knowledge with nature’s power.
      • Dwarf Knight – Armored dwarf champions who uphold the values of courage and honor.
      • Dwarf Knight // Instant — Adventure – Dwarven knights whose tales of valor and quests unfold through instant magical feats.
      • Dwarf Nomad – Wandering dwarves who explore beyond their traditional homelands, often in search of new adventures.
      • Dwarf Peasant – Commoner dwarves who work the lands and mines, forming the backbone of dwarf societies.
      • Dwarf Pilot – Dwarves skilled in operating various vehicles and machinery, often in battle or exploration.
      • Dwarf Ranger – Dwarven trackers and hunters, expert in navigating and surviving the wilderness.
      • Dwarf Rogue – Cunning dwarf adventurers who rely on stealth and guile to overcome challenges.
      • Dwarf Scout – Dwarven explorers who venture ahead of their clans to scout terrain and enemy positions.
      • Dwarf Shaman – Dwarven mystics who combine elements of warrior and priest, harnessing both martial and spiritual powers.
      • Dwarf Soldier – Disciplined dwarf fighters who serve in organized military units.
      • Dwarf Warrior – Stout and relentless combatants, epitomize the dwarven spirit in battle.
      • Dwarf Wizard – Dwarves who have mastered the arcane arts, often focusing on elemental magic related to earth and fire.
      • Efreet – Fiery and often malevolent spirits from Arabian mythology, depicted with immense power and destructive tendencies.
      • Efreet Monk – Mystical efreet that have mastered spiritual and combat disciplines.
      • Efreet Shaman – Efreet who wield primitive magic and serve as spiritual leaders within their fiery realms.
      • Egg – Often a precursor state for creatures, ready to hatch under the right conditions or spells.
      • Elder Dragon – Ancient and powerful dragons, often with significant impacts on the game through formidable abilities.
      • Eldrazi – Enigmatic and devastating entities from the Blind Eternities with world-altering powers.
      • Eldrazi Beast – Lesser creatures of the Eldrazi lineage, embodying some aspect of their inscrutable will.
      • Eldrazi Boar – Warped creatures assimilated by Eldrazi, exhibiting both boar and eldritch traits.
      • Eldrazi Crab – Eldrazi-touched crabs, enlarged and distorted with otherworldly characteristics.
      • Eldrazi Drone – Lesser Eldrazi forms tasked with spreading corruption and building their presence.
      • Eldrazi Hippogriff – Hybrid creatures twisted by Eldrazi influence, combining avian features with alien aspects.
      • Eldrazi Horror – Terrifying forms of Eldrazi that embody the horror and fear they instill in the multiverse.
      • Eldrazi Insect – Insects that have been corrupted by Eldrazi essence, becoming larger and more menacing.
      • Eldrazi Leech – Parasitic forms of Eldrazi that drain resources or life from others.
      • Eldrazi Octopus – Giant octopi enhanced by Eldrazi corruption, with tentacles reaching into multiple dimensions.
      • Eldrazi Processor – Eldrazi that specialize in utilizing exiled cards and warping reality.
      • Elemental – Nature spirits or forces personified into magical creature forms.
      • Elemental // Land – Elementals that can transform into lands, merging natural force with terrain.
      • Elemental // Sorcery — Adventure – Elementals embarking on mystical journeys with magical effects.
      • Elemental Avatar – Manifestations of elemental forces, representing concepts or natural phenomena.
      • Elemental Beast – Wild creatures composed of elemental energy, exhibiting bestial traits and powers.
      • Elemental Berserker – Fierce elemental warriors that rush into battle with unbridled aggression.
      • Elemental Bird – Avian creatures composed of elemental energies, often associated with air or wind.
      • Elemental Boar – Elementally charged boars that embody the ferocity and resilience of nature.
      • Elemental Boar Beast – Hybrid elemental creatures combining the traits of boars with other bestial forms.
      • Elemental Cat – Feline elementals that blend agility with mystical elemental properties.
      • Elemental Chimera – Composite beings made from various elemental energies, creating unpredictable forms.
      • Elemental Dinosaur – Prehistoric creatures infused with raw elemental forces, making them even more formidable.
      • Elemental Dog – Canine elementals that embody loyalty and the protective forces of nature.
      • Elemental Dragon – Majestic and powerful dragons composed entirely of elemental energies.
      • Elemental Drake – Lesser dragon-like elementals, often associated with specific natural forces like wind or fire.
      • Elemental Elk – Stately elks that draw strength and majesty from elemental energies.
      • Elemental Elk // Instant — Adventure – Elementals on quests that can instantly alter the course of events.
      • Elemental Fractal – Abstract and geometric elementals that embody mathematical and natural complexities.
      • Elemental Giant – Towering giants composed of elemental substances, each step shaking the earth.
      • Elemental Horse – Swift and powerful equine elementals, often representing wind or fire.
      • Elemental Incarnation – Elemental beings that represent specific aspects or ideas of nature.
      • Elemental Insect – Insects that have been imbued with elemental power, enhancing their natural abilities.
      • Elemental Jellyfish – Aquatic elementals with translucent and flowing forms, often linked to water or air.
      • Elemental Knight – Noble warriors that channel elemental forces through their armor and weapons.
      • Elemental Lizard – Reptilian creatures that thrive in elemental-rich environments, adapting their forms accordingly.
      • Elemental Minion – Lesser elemental beings that serve more powerful entities or forces.
      • Elemental Mutant – Elementals that have undergone transformations, gaining unusual abilities or forms.
      • Elemental Nightmare – Dark and fearsome elementals that embody the terrifying aspects of nature.
      • Elemental Otter – Playful yet powerful otter elementals that interact with aquatic and riverine energies.
      • Elemental Ox – Sturdy and strong oxen elementals, often associated with earth and endurance.
      • Elemental Ox Beast – Hybrid creatures that combine the traits of oxen with other elemental beasts.
      • Elemental Performer – Elementals that use their powers to entertain or mesmerize audiences.
      • Elemental Raccoon // Sorcery — Adventure – Clever and cunning raccoon elementals on magical quests.
      • Elemental Rhino – Massive rhinoceros elementals that embody the brute force of nature.
      • Elemental Rigger – Elementals skilled in constructing or manipulating mechanical devices or magical constructs.
      • Elemental Rogue – Stealthy elementals that use their powers for thievery or espionage.
      • Elemental Scout – Elementals that explore and navigate through natural realms, often ahead of their kin.
      • Elemental Serpent – Serpentine elementals that slither through elemental energies, embodying grace and danger.
      • Elemental Shaman – Wise elementals that draw on the spiritual aspects of nature and elemental magic.
      • Elemental Shapeshifter – Mysterious elementals capable of changing their forms and elemental compositions.
      • Elemental Skeleton – Undead elementals that continue to persist, their elemental energies binding their bones.
      • Elemental Snake // Sorcery — Adventure – Mystical snakes embarking on quests, their slithery forms hiding powerful sorceries.
      • Elemental Soldier – Elementals trained for combat, utilizing natural energies in battles.
      • Elemental Spellshaper – Elementals that craft and manipulate spells directly from raw elemental forces.
      • Elemental Spider – Arachnid elementals that weave magical webs or control elemental forms of silk.
      • Elemental Spirit – Ethereal beings composed of pure elemental essence, often haunting natural locales.
      • Elemental Warrior – Fierce fighters that harness elemental energies to enhance their martial prowess.
      • Elemental Warrior Shaman – Elemental warriors who also practice shamanic rituals, bridging physical and spiritual realms.
      • Elemental Weird – Bizarre and often unstable elementals, born from the confluence of differing elemental energies.
      • Elemental Whale – Massive cetacean elementals that roam the seas, their presence as grand as the ocean itself.
      • Elemental Wizard – Sorcerers who specialize in manipulating elemental forces through arcane practices.
      • Elemental Wolf – Predatory wolf elementals that hunt within packs, their forms shimmering with elemental power.
      • Elephant – Majestic and powerful creatures that represent strength and wisdom.
      • Elephant // Land – Elephants that can transform into lands, representing stability and endurance.
      • Elephant Cleric – Wise elephant clerics that provide spiritual guidance and magical support.
      • Elephant Detective – Unusually intelligent elephants that solve mysteries or uncover secrets.
      • Elephant Monk – Disciplined and meditative elephants that seek enlightenment through contemplation.
      • Elephant Performer – Entertaining elephants that captivate audiences with their displays and tricks.
      • Elephant Soldier – Elephant warriors equipped for battle, often serving as formidable front-line forces.
      • Elephant Townsfolk – Community-oriented elephants that engage in social activities within their groups.
      • Elephant Warrior – Battle-hardened elephants trained in the arts of war, using their size to their advantage.
      • Elephant Wizard – Elephants that have mastered the arcane arts, wielding magic with their inherent wisdom.
      • Elephant Wurm – Unusual hybrid creatures that combine the massive size of elephants with the traits of wurms.
      • Elf – Graceful and often magical beings that live in forests and have a close connection to nature.
      • Elf Advisor – Elves who counsel others, often involved in the political or strategic planning of their communities.
      • Elf Archer – Skilled marksmen among elves, adept at defending their territories with precision.
      • Elf Archer Ally – Elf archers that form alliances with other races or groups to combat common threats.
      • Elf Artificer – Elves who craft magical or mechanical devices, blending natural affinity with technical skill.
      • Elf Artificer Druid – Elves that combine their skills in artifice with druidic powers, manipulating both technology and nature.
      • Elf Assassin – Stealthy and deadly elves, trained to eliminate threats silently and efficiently.
      • Elf Avatar – Divine or exalted manifestations of elven ideals or powers, often revered within their societies.
      • Elf Barbarian – Elves that have forsaken traditional paths to embrace wild and primal ways of living.
      • Elf Bard – Musical elves who weave magic and emotion into their songs, influencing those around them.
      • Elf Berserker – Fierce and impulsive warrior elves who engage in battle with wild abandon.
      • Elf Citizen – Ordinary elves engaged in daily life within their societies, contributing to their community’s welfare.
      • Elf Cleric – Devout and holy elves who channel divine energies and serve as spiritual leaders.
      • Elf Cleric Druid – Elves that have blended the disciplines of clerical and druidic practices, harmonizing divine and natural magics.
      • Elf Crab Warrior – Elves transformed or mutated to possess crab-like features, often enhancing their combat abilities.
      • Elf Crocodile Detective – Uniquely skilled elf detectives with crocodile traits, specializing in solving swamp-related mysteries.
      • Elf Detective – Elves with a keen sense of deduction and insight, often involved in solving mysteries or uncovering hidden truths.
      • Elf Druid – Nature-worshipping elves who draw their power from the forest and its creatures.
      • Elf Druid // Sorcery — Adventure – Elves on mystical quests, using their druidic magic to navigate and overcome challenges.
      • Elf Druid Ally – Elf druids who form alliances to protect nature and uphold the balance of their ecosystems.
      • Elf Druid Archer – Elf druids skilled in both magic and archery, using both to protect the wilds.
      • Elf Druid Detective – Druidic elves that use their intimate knowledge of nature to solve crimes or uncover secrets.
      • Elf Druid Ranger – Elf druids who patrol the borders of their lands, protecting them from intrusions or threats.
      • Elf Druid Rogue – Stealthy elf druids who use their abilities to spy, steal, or navigate the underbelly of societies.
      • Elf Druid Scout – Elf druids tasked with exploring and mapping unknown territories, often ahead of their kin.
      • Elf Druid Shaman – Elf druids who have also embraced shamanic practices, connecting deeply with the spirits of nature.
      • Elf Druid Soldier – Militant elf druids who combine their magical prowess with martial training to defend their lands.
      • Elf Druid Warrior – Warrior elves trained in the arts of combat and druidic magic, bridging the gap between soldier and mystic.
      • Elf Employee – Working-class elves engaged in various professions, contributing to their society’s economic and social fabric.
      • Elf Fox Knight – Elf knights with fox-like agility and cunning, adept at outmaneuvering their foes.
      • Elf Fox Warrior // Instant — Adventure – Swift and clever elf warriors on adventurous quests, ready to respond at a moment’s notice.
      • Elf Knight – Noble elves who have taken up the chivalric code, defending their realms with honor and skill.
      • Elf Lizard Warrior – Elves with lizard-like attributes, blending stealth and strength in combat.
      • Elf Lizard Wizard – Wizard elves who have adopted lizard traits, using their unique abilities to enhance their magical prowess.
      • Elf Merfolk – Elves that have adapted to aquatic environments, sharing traits with merfolk.
      • Elf Monk – Spiritual elves who pursue enlightenment and inner peace through meditation and martial practices.
      • Elf Mutant – Elves that have undergone mutations, gaining unique abilities or altered appearances.
      • Elf Nomad – Wandering elves who travel across lands, often in search of knowledge or adventure.
      • Elf Performer – Artistic elves who entertain and inspire through various forms of performance.
      • Elf Pilot – Elves skilled in navigating and operating airships or other flying vehicles.
      • Elf Ranger – Elf warriors who excel in tracking, hunting, and surviving in the wild.
      • Elf Rogue – Cunning elf operatives who specialize in stealth, thievery, or espionage.
      • Elf Rogue Bard Ally – Multitalented elf rogues who also perform music, often serving as spies or informants.
      • Elf Salamander Rogue – Elusive elf rogues with salamander-like abilities, adept at fire magic and stealth.
      • Elf Scout – Agile elf pathfinders who excel in reconnaissance and navigating challenging terrains.
      • Elf Scout Ally – Elf scouts who form strategic alliances, sharing their expertise in exploration and survival.
      • Elf Scout Ranger – Elf scouts trained in both scouting and combat, adept at protecting their lands.
      • Elf Scout Ranger Ally – Allied elf scouts who collaborate on missions, combining their skills for greater effectiveness.
      • Elf Shaman – Elf practitioners of ancient and natural magics, often serving as healers or spiritual guides.
      • Elf Shaman Ally – Elf shamans who work in conjunction with others to amplify their magical and spiritual efforts.
      • Elf Shaman Bard – Elf shamans with a penchant for music, using their songs to channel magical energies.
      • Elf Soldier – Elf warriors trained for structured military engagement, often part of organized armies.
      • Elf Soldier Ally – Elf soldiers who band together with allies for mutual support and tactical advantages.
      • Elf Spellshaper – Elves who specialize in shaping magical energies into spells, often with precise and controlled effects.
      • Elf Spider – Elves with spider-like qualities, using their agility and stealth to their advantage.
      • Elf Spirit – Ethereal elves that exist as spirits, often interacting with the living in subtle or magical ways.
      • Elf Warlock – Elves who have forged pacts with mystical or otherworldly entities, gaining powerful magic in exchange.
      • Elf Warrior – Battle-ready elves who combine agility and combat skills to defend their homes and honor.
      • Elf Warrior Ally – Elf warriors who join forces with allies to tackle greater threats and achieve common goals.
      • Elf Warrior Scout – Scout warriors among the elves, skilled in both reconnaissance and combat.
      • Elf Warrior Shaman – Warrior shamans in elven tribes who blend combat prowess with spiritual magic.
      • Elf Wizard – Highly skilled elf magicians who harness arcane energies for a variety of effects.
      • Elf Wizard Shaman – Elves who combine the mystical disciplines of wizardry and shamanism, mastering both arcane and natural magics.
      • Elk – Stately creatures that roam forests and grasslands, often symbolizing nobility and tranquility.
      • Elk Beast – Larger, more formidable elks that embody the raw power and majesty of the wilderness.
      • Elk Mutant – Mutated elks with unusual traits or abilities, often resulting from magical influences.
      • Elk Spirit – Ethereal manifestations of elk, representing the spiritual essence of these noble creatures.
      • Elk Unicorn – Mythical beings that combine the graceful features of elks with the magical qualities of unicorns.
      • Elves – A race of graceful, long-lived beings deeply connected to nature and magic.
      • Eye – Mysterious and often omniscient creatures that see and understand more than most.
      • Eye Bat – Bats with enhanced visual abilities, often used for surveillance or reconnaissance.
      • Eye Spy – Magical entities used to observe or gather information covertly, typically in the form of floating eyes.
      • Faerie – Magical, often mischievous creatures with diminutive forms and wings.
      • Faerie // Instant — Adventure – Represents a Faerie’s swift and magical intervention during an adventure.
      • Faerie // Sorcery — Adventure – Depicts a Faerie engaging in enchanting exploits with long-lasting effects.
      • Faerie Advisor – Wise Faeries who counsel others in faerie courts and beyond.
      • Faerie Artificer – Faeries skilled in crafting magical artifacts and mechanical wonders.
      • Faerie Assassin – Stealthy Faeries who eliminate targets with supernatural precision.
      • Faerie Detective – Investigative Faeries using their wits and magic to solve mysteries.
      • Faerie Dragon – Smaller dragons with faerie-like characteristics and playful dispositions.
      • Faerie Druid – Nature-bound Faeries who wield the magic of the wilds.
      • Faerie Elf Wizard – A hybrid being embodying the magic and traits of Faeries and Elves.
      • Faerie Knight – Valor-filled Faerie warriors adorned in mystical armor.
      • Faerie Noble – Aristocratic Faeries with authority over lesser fae creatures.
      • Faerie Performer – Entertainer Faeries who dazzle audiences with magical shows.
      • Faerie Ranger – Faeries who patrol the wilds, protecting their mystical realms.
      • Faerie Rogue – Mischievous and cunning Faeries adept at thievery and stealth.
      • Faerie Rogue // Instant — Adventure – Represents the immediate sneaky activities of a Faerie Rogue during an adventure.
      • Faerie Scout – Faeries tasked with exploring and surveying unknown territories.
      • Faerie Shapeshifter – Faeries with the ability to alter their forms at will.
      • Faerie Warlock – Dark Faeries who have made pacts with mysterious powers.
      • Faerie Warlock // Instant — Adventure – Depicts a Faerie Warlock’s quick use of dark magic in an adventure setting.
      • Faerie Wizard – Faeries who have mastered the arcane arts, casting complex spells.
      • Faerie Wizard // Instant — Adventure – Represents a Faerie Wizard’s immediate magical intervention.
      • Faerie Wizard // Sorcery — Adventure – Illustrates the enduring magical journeys of a Faerie Wizard.
      • Ferret – Quick and curious small mammals known for their playful nature.
      • Fish – Aquatic creatures that swim the waters of various Magic the Gathering planes.
      • Fish Beast – Larger, more ferocious versions of typical fish, often with magical attributes.
      • Fish Crab – Hybrid creatures combining features of fish and crabs, often found in coastal waters.
      • Fish Horror – Terrifying aquatic creatures that lurk in the deep, often with grotesque appearances.
      • Fish Illusion – Magical creations that appear as fish, used to deceive and confuse.
      • Fish Lizard – Amphibious hybrids with traits of both fish and lizards, adapted to swampy environments.
      • Fox – Cunning creatures known for their intelligence and adaptability.
      • Fox Bird – Mythical hybrids with the cunning of a fox and the freedom of a bird.
      • Fox Cleric – Foxes that have taken religious vows, providing spiritual guidance and healing.
      • Fox Ninja – Stealthy foxes trained in the ancient arts of ninjitsu.
      • Fox Pilot – Foxes adept at navigating and operating various vehicles and vessels.
      • Fox Samurai – Warrior foxes who follow a code of honor, skilled in battle.
      • Fox Spirit – Ethereal fox entities, often associated with mystical or supernatural powers.
      • Fox Warrior – Foxes trained for combat, agile and fierce on the battlefield.
      • Fox Wizard – Foxes who practice magic, blending cunning with arcane power.
      • Fox Wizard // Legendary Creature — Fox Wizard – A renowned Fox Wizard known for legendary feats and powerful magic.
      • Frog – Amphibious creatures that jump between both aquatic and terrestrial habitats.
      • Frog Beast – Larger, more formidable frogs with enhanced physical traits.
      • Frog Demon // Instant — Adventure – Depicts a Frog transformed into a demonic form during a fleeting, intense encounter.
      • Frog Guest – Frogs visiting other realms or territories, often with a purpose or mission.
      • Frog Horror – Monstrous frogs with terrifying features and ominous powers.
      • Frog Horror // Sorcery — Adventure – Represents a prolonged encounter with a Frog Horror, with lasting magical effects.
      • Frog Lizard – Hybrid creatures that combine the best abilities of frogs and lizards.
      • Frog Mutant – Frogs that have undergone strange mutations, often gaining unusual abilities.
      • Frog Rogue – Sly and slippery frogs that use their agility for thievery and stealth.
      • Frog Snake – An amalgamation of frog and snake features, creating a unique and versatile predator.
      • Frog Wizard – Frogs that have learned the arcane arts, using their magic to manipulate their watery environments.
      • Fungus – Spore-producing organisms that range from mundane mushrooms to sentient beings.
      • Fungus // Creature — Fungus Horror – Fungi that have taken on horrific forms, often with malevolent intentions.
      • Fungus // Creature — Phyrexian Fungus – Fungi corrupted by Phyrexian oil, blending organic and mechanical elements.
      • Fungus Beast – Larger, more animalistic fungi that move and behave like beasts.
      • Fungus Demon – Demonic fungi with powerful dark energies and menacing presences.
      • Fungus Dinosaur – Prehistoric fungi that have evolved dinosaur-like features over eons.
      • Fungus Elemental – Fungi that embody the forces of nature, blending plant and elemental traits.
      • Fungus Horror – Grotesque fungi that evoke fear and disgust, often lurking in dark, forgotten places.
      • Fungus Sliver – Part of the Sliver species, these fungi share a hive mind and adapt by sharing traits.
      • Fungus Snail – Slow-moving fungi that resemble snails, often leaving a trail of spores.
      • Fungus Snake – Serpentine fungi that slither and strike with surprising speed.
      • Fungus Wall – Defensive fungi that form barriers or walls, protecting their colonies.
      • Fungus Warrior – Fungi trained for combat, using their natural resilience and strength.
      • Fungus Wizard – Fungi that have mastered magical spells, often focusing on growth and decay.
      • Fungus Zombie – Undead fungi that have been reanimated, combining fungal and necrotic traits.
      • Gargoyle – Stone statues that come to life, often winged and imposing guardians of ancient structures.
      • Gargoyle Illusion – Magical constructs that mimic the appearance of gargoyles, deceiving enemies with their illusory presence.
      • Giant – Massive beings known for their formidable size and strength, often found in mountainous terrains.
      • Giant // Instant — Adventure – Represents a giant on an instant quest, blending physical prowess with the immediacy of sorcery.
      • Giant // Sorcery — Adventure – Depicts giants engaging in monumental tasks or battles that are depicted as sorcery adventures.
      • Giant Archer – Giants skilled in long-range combat, using massive bows to defeat foes from afar.
      • Giant Bard – Musical giants who use their deep, resonant voices and enormous instruments to inspire or intimidate.
      • Giant Berserker – Fierce giant warriors known for their rage and reckless abandon in battle.
      • Giant Cleric – Spiritual giants who channel divine powers and offer protection or healing to their kin.
      • Giant Coward – Contradictory giants who, despite their size, are known for their timidity and reluctance in conflicts.
      • Giant Druid – Giants deeply connected with nature, capable of invoking natural magic and communicating with the earth.
      • Giant Knight – Noble giants who abide by a code of chivalry, wielding immense weapons and armor in battle.
      • Giant Minion – Subservient giants who serve other powers, often used for their strength and endurance.
      • Giant Monk – Giants who pursue martial and spiritual perfection, often isolated from other societies.
      • Giant Rogue – Stealthy giants, an unusual sight, who use their surprising agility for thievery or espionage.
      • Giant Scout – Giants tasked with exploring and mapping unknown territories, using their height for reconnaissance.
      • Giant Shaman – Giants who act as spiritual leaders and mediators, channeling elemental forces through ancient rituals.
      • Giant Soldier – Military giants trained in warfare, serving as the backbone of armies with their imposing presence.
      • Giant Soldier // Sorcery — Adventure – Giants on military campaigns depicted as a sorcery card, reflecting epic battlefield maneuvers.
      • Giant Warrior – Giants who live for combat, wielding massive weapons to crush their enemies.
      • Giant Warrior // Sorcery — Adventure – A narrative of a giant warrior’s quest captured in a single, powerful sorcery spell.
      • Giant Warrior Ally – Giants who fight alongside allies, providing massive support and strength in battles.
      • Giant Warrior Ranger – Giants who protect the wilderness, skilled in survival and combat tactics in natural settings.
      • Giant Wizard – Giants who have mastered the arcane arts, combining their physical might with powerful spells.
      • Giant Wizard // Instant — Adventure – Represents a giant wizard performing a spell so swiftly it seems like an instant magical adventure.
      • Gith Monk – Mystical warriors from the Gith races, known for their psionic abilities and martial prowess.
      • Gnoll – Hyena-like humanoid creatures known for their savagery and pack behavior.
      • Gnome – Small, ingenious beings skilled in invention and engineering, often seen as tinkerers and tricksters.
      • Gnome Druid – Gnomes who draw on nature magic, combining their affinity for invention with the forces of the wild.
      • Gnome Ranger – Adventurous gnomes who specialize in navigating and surviving the wilderness.
      • Gnome Soldier – Militant gnomes trained in combat, using their cunning and resourcefulness to overcome larger foes.
      • Gnome Warlock – Gnomes who forge pacts with mysterious entities, gaining magical powers at a price.
      • Goat – Stubborn and hardy creatures often seen in mountainous or rugged terrains.
      • Goat Beast – Enchanted goats with enhanced abilities or magical attributes, often part of mystical herds.
      • Goat Hydra – A bizarre amalgamation of a goat and hydra, featuring multiple heads and regenerative capabilities.
      • Goblin – Mischievous and chaotic creatures, small in stature but large in numbers and cunning.
      • Goblin Archer Ally – Goblins skilled with bows, fighting alongside allies in skirmishes or wars.
      • Goblin Artificer – Inventive goblins who create gadgets and weapons, often causing chaos with their unpredictable contraptions.
      • Goblin Artificer Ally – Goblin tinkerers who support their allies with mechanical devices and explosive surprises.
      • Goblin Assassin – Stealthy goblins specialized in eliminating targets quietly and efficiently.
      • Goblin Avatar – A manifestation of goblin ideals or gods, embodying the chaotic essence of goblin kind.
      • Goblin Bard – Goblins who use music and stories to entertain or distract, often with a mischievous twist.
      • Goblin Berserker – Wild and unruly goblins who charge into battle with reckless abandon.
      • Goblin Citizen – Goblins who live within structured societies, often causing as much trouble within as outside.
      • Goblin Druid – Nature-focused goblins who wield the magic of the wilds, an unusual path for their kind.
      • Goblin Employee – Goblins engaged in mundane or commercial activities, often with a propensity for causing workplace mayhem.
      • Goblin Guest – Goblins found in places they are not typically welcome, often leading to chaos and destruction.
      • Goblin Hatificer – Goblins who craft magical hats with unpredictable effects, often humorous or hazardous.
      • Goblin Knight – Goblins who have taken on chivalrous roles, albeit in a more chaotic and less noble fashion.
      • Goblin Mercenary – Merciless goblins for hire, willing to fight for the highest bidder regardless of the cause.
      • Goblin Mime – Silent goblins who perform in the streets, a rare sight given their usually loud and boisterous nature.
      • Goblin Mutant – Goblins altered by magical or environmental factors, possessing strange new powers or forms.
      • Goblin Pilot Wizard – Goblins capable of flying contraptions or magical vehicles, combining piloting with spellcasting.
      • Goblin Pirate – Sea-faring goblins who raid the coastlines and ships, as mischievous on water as on land.
      • Goblin Rigger – Goblins specializing in the construction and maintenance of machines and structures, often in chaotic ways.
      • Goblin Rogue – Cunning goblins adept at thievery and deception, skilled in the art of stealth and trickery.
      • Goblin Rogue // Sorcery — Adventure – A goblin rogue’s daring exploits portrayed as a single, thrilling sorcery card.
      • Goblin Rogue Shaman – Goblins who combine roguish skills with shamanistic magic, manipulating elemental forces for mischief.
      • Goblin Rogue Wizard – Devious goblins who blend the arts of stealth and sorcery, using magic to enhance their larcenous activities.
      • Goblin Samurai – Goblins who follow a code of honor, a rare discipline among their kind, wielding weapons with surprising skill.
      • Goblin Scout – Goblins who explore unknown territories, often unwittingly causing trouble or discovering danger.
      • Goblin Scout Ally – Goblins that serve as scouts for their allies, providing intelligence and reconnaissance in chaotic manners.
      • Goblin Shaman – Tribal goblins with mystical powers, often serving as leaders or spiritual guides.
      • Goblin Soldier – Goblins trained for combat, serving in armies or bands with as much discipline as goblins can muster.
      • Goblin Spellshaper – Goblins who manipulate magical energies to create spells, often with unpredictable results.
      • Goblin Warlock – Goblins who have made pacts with dark powers, gaining magical abilities in exchange for their services.
      • Goblin Warrior – Battle-ready goblins, armed and eager for combat, often leading charges or causing havoc.
      • Goblin Warrior Ally – Goblins fighting alongside allies, bringing their chaotic energy to cooperative battles.
      • Goblin Warrior Shaman – Warrior goblins who also practice shamanic magic, blending combat prowess with elemental spells.
      • Goblin Wizard – Goblins who have mastered the arcane arts, often using their spells with a mix of cunning and chaos.
      • Goblin Wizard Guest – Goblins who unexpectedly appear with magical tricks up their sleeves, often at inopportune times.
      • Gorgon – Mystical beings with snake-like hair and a gaze that can turn living creatures to stone.
      • Gorgon Assassin – Stealthy gorgons who use their lethal gaze and venomous weapons to eliminate targets silently.
      • Gorgon Cleric – Gorgons who have taken religious vows, using their powers for divine or nefarious purposes.
      • Gorgon Detective – Investigative gorgons who use their intimidating presence and keen insight to solve mysteries.
      • Gorgon Warlock – Gorgons who draw on dark, mystical energies, often making pacts with creatures of the lower realms.
      • Gorgon Wizard – Mystical gorgons who blend their petrifying gaze with potent arcane spells.
      • Gremlin – Mischievous and destructive creatures known for sabotaging machinery and causing chaos.
      • Griffin – Majestic and powerful winged beasts with the body of a lion and the head and wings of an eagle.
      • Griffin Skeleton – The skeletal remains of a griffin, animated by necromancy to serve as a fearsome undead guardian.
      • Gus – Typically a character-specific creature known for unique abilities or humorous traits.
      • Hag – Sinister witches that dwell in swamps and dark forests, using dark magic to ensnare and deceive.
      • Hag // Instant — Adventure – Represents a hag casting a swift and devastating spell or curse.
      • Hag Shaman – Hags who specialize in primitive and often vile magic, serving as spiritual leaders in their covens.
      • Hag Warlock – Hags who have made pacts with otherworldly entities, granting them enhanced magical powers.
      • Hag Wizard – Hags with advanced knowledge of arcane arts, often employing their skills for wicked purposes.
      • Halfling Citizen – Small, nimble, and resourceful halflings who live and work within their close-knit communities.
      • Halfling Cleric – Halflings who serve as spiritual guides and healers, using their faith to protect their communities.
      • Halfling Peasant – Common halflings working the land or engaging in simple crafts, the backbone of halfling society.
      • Halfling Rogue – Quick and cunning halflings skilled in stealth and theft, often using their small size to their advantage.
      • Halfling Soldier – Brave halfling warriors who defend their homes with surprising courage and determination.
      • Harpy – Winged female monsters with a haunting beauty, known for luring victims to their doom with their enchanting voices.
      • Harpy Beast – More beastial form of harpies, combining features of birds and predators in a terrifying blend.
      • Harpy Mercenary – Hired harpies who use their abilities for profit, unbound by any moral or traditional loyalties.
      • Hellion – Chaotic and destructive creatures born from raw elemental fury and uncontainable energy.
      • Hellion Beast – A larger and even more ferocious variant of hellions, wreaking havoc with primal power.
      • Hippo – Generally docile river-dwelling creatures known for their massive size and surprising agility in water.
      • Hippogriff – Noble creatures with the front of an eagle and the hindquarters of a horse, emblematic of majesty and grace.
      • Hippogriff // Creature — Hippogriff Spirit – Spiritual manifestations of hippogriffs, often symbolizing freedom or protection.
      • Hippogriff // Instant — Adventure – Represents the quick and sudden aid or attack from a noble hippogriff.
      • Hippogriff Mount – Trained hippogriffs used as mounts, valued for their speed and aerial capabilities.
      • Hippogriff Spirit – The ethereal essence of a hippogriff, called upon for guidance or supernatural aid.
      • Homarid – Aquatic crustacean-like beings known for their adaptability and resilience under the sea.
      • Homarid Drone – Lower caste in homarid society, performing menial tasks but crucial for the colony’s survival.
      • Homarid Mercenary – Homarids for hire, using their aquatic abilities in conflicts or missions for the right price.
      • Homarid Scout – Agile and stealthy homarids tasked with exploration and reconnaissance for their colonies.
      • Homarid Shaman – Religious leaders among homarids, channeling the mystical energies of the waters.
      • Homarid Warrior – The protectors of homarid societies, armed and trained to fight threats from both land and sea.
      • Homunculus – Small, artificially created beings often serving as assistants or workers, endowed with simple minds but unique traits.
      • Homunculus // Creature — Eldrazi Homunculus – An eldritch-twisted version of a homunculus, infused with the bizarre energies of the Eldrazi.
      • Homunculus Detective – Inquisitive homunculi tasked with solving mysteries or uncovering secrets.
      • Homunculus Illusion – Illusory constructs that take the form of homunculi, often used as decoys or for espionage.
      • Homunculus Mutant – Homunculi that have undergone strange transformations, gaining peculiar new abilities or forms.
      • Horror – Terrifying creatures that defy natural laws, often born from nightmares or dark dimensions.
      • Horror // Creature — Kraken Horror – A monstrous blend of horror and Kraken, combining deep-sea terror with eldritch horror.
      • Horror // Instant — Adventure – Represents a horror’s sudden emergence or attack, capturing its unpredictable and terrifying essence.
      • Horror // Sorcery — Adventure – A spell that summons or unleashes a horror for devastating effect.
      • Horror Mercenary – Horrors that sell their frightening abilities to the highest bidder, used to intimidate or destroy.
      • Horror Spellshaper – Horrors that can manipulate magical energies, crafting spells that terrify and control.
      • Horror Spirit – Ghostly horrors that haunt the living, their very presence a manifestation of fear and dread.
      • Horror Wizard – Wizards who have delved too deeply into the darkest magics, becoming horrors themselves.
      • Horse – Noble and sturdy creatures used throughout the multiverse for transportation and battle.
      • Horse Fish – An unusual aquatic variant of a horse, possibly adapted to underwater environments.
      • Horse Illusion – Illusions crafted to look like horses, used either in battle to deceive enemies or for theatrical displays.
      • Horse Rebel – Horses are known for their spirited nature, often leading or participating in rebellions or uprisings.
      • Horse Spirit – The spiritual essence of a horse, embodying traits like freedom, power, and nobility.
      • Human: Typically representing the most diverse and adaptable inhabitants across various MTG planes, often with no intrinsic special abilities but a wide range of roles.
      • Human // Creature — Eldrazi Fish: A human transformed or corrupted by Eldrazi’s influence, merging traits with those of bizarre, alien fish.
      • Human // Creature — Horror: Humans that have been twisted into forms of pure terror, often losing any semblance of their former selves.
      • Human // Creature — Human: Emphasizes the card’s emphasis on human traits and characteristics, typically used in dual-type contexts to reinforce human identity.
      • Human // Creature — Human Shaman: Represents a human who practices ancient or tribal magic, often connected with nature or spirit worlds.
      • Human // Creature — Spirit: A spectral version of a human, often representing a ghost or revenant retaining some aspects of their human life.
      • Human // Creature — Vampire: A human that has been transformed into a vampire, gaining immortality and bloodthirsty qualities while often retaining their cunning and charisma.
      • Human Advisor: Typically depicts characters known for their wisdom and counsel, often involved in political or strategic roles within the game.
      • Human Advisor Mutant: This represents a human advisor who has been altered genetically or magically, combining intellectual prowess with physical or magical anomalies.
      • Human Advisor Werewolf // Creature — Werewolf: A human advisor who can transform into a werewolf, combining strategic acumen with bestial strength and ferocity.
      • Human Archer: Depicts a human skilled with a bow, often providing ranged support in battles.
      • Human Archer Minion: A subordinate human archer, typically serving under a more powerful character or cause.
      • Human Archer Ranger Werewolf // Creature — Werewolf: A versatile human character that combines the skills of an archer and ranger with the ability to transform into a werewolf.
      • Human Archer Rogue: A human skilled with both bows and stealth tactics, often engaged in thievery or espionage.
      • Human Archer Werewolf // Creature — Werewolf: A human archer with the dual nature to become a werewolf, blending ranged attacks with the ferocity of a lycanthrope.
      • Human Artificer: Represents a human specialized in creating magical artifacts and mechanical devices, often seen in roles that require ingenuity and technical skill.
      • Human Artificer Scout: A human who combines the skills of an artificer with scouting, adept at both invention and navigation in uncharted territories.
      • Human Assassin: A human trained in the arts of stealth and elimination, typically tasked with quietly removing obstacles or enemies.
      • Human Assassin Ally: A human assassin that works alongside others, often part of a larger group or team focused on covert operations.
      • Human Barbarian: Represents fierce human warriors often portrayed as unrefined or wild, thriving in chaos and battle.
      • Human Barbarian Beast: Depicts a human barbarian with beast-like features or tendencies, emphasizing a primal and savage nature.
      • Human Barbarian Horror: A terrifying form of a human barbarian, twisted into a monstrous figure through dark magic or otherworldly influence.
      • Human Barbarian Shaman: Combines the ferocity of the barbarian with the mystical prowess of a shaman, channeling elemental or ancestral powers.
      • Human Barbarian Soldier: A disciplined yet fiercely aggressive warrior who melds the wild nature of a barbarian with the training of a soldier.
      • Human Bard: Creative humans who wield music or poetry as power, often supporting allies or bewildering foes with their performances.
      • Human Bear Druid: A druidic human with the ability to channel bear aspects, focusing on strength and natural magic.
      • Human Beast Soldier: A soldier with beast-like enhancements or characteristics, focusing on brute strength and enhanced combat abilities.
      • Human Berserker: Aggressive warriors known for their reckless charge into combat, often disregarding their own safety for ferocity.
      • Human Berserker // Sorcery — Adventure: A dual-aspect card where the human berserker represents the creature type, and the sorcery component represents a specific magical or heroic deed.
      • Human Berserker Ally: A human berserker who fights alongside allies, often enhancing group combat effectiveness.
      • Human Bird: A rare, possibly magical, human with avian features, symbolizing freedom or spiritual ascendance.
      • Human Bureaucrat: Depicts humans involved in administrative or clerical roles, wielding control through laws and decrees rather than physical might.
      • Human Child: Represents innocence and potential, often showing humans in their youth, vulnerable yet capable of unexpected depth or heroism.
      • Human Citizen: Typical inhabitants of the game’s various realms, often involved in storylines or as background characters in larger plots.
      • Human Cleric: Spiritual leaders or devout followers wielding divine magic, often involved in healing, protection, or necromantic spells.
      • Human Cleric // Creature — Eldrazi Horror: A human cleric that has been corrupted or transformed by the Eldrazi, combining clerical and horrific aspects.
      • Human Cleric // Creature — Human Cleric: Emphasizes the clerical aspect of the human, often involved in religious or spiritual duties.
      • Human Cleric // Creature — Phyrexian Cleric: A human cleric turned by Phyrexian influences, merging religious fervor with the macabre technologies of Phyrexia.
      • Human Cleric // Creature — Spirit Cleric: Represents a spiritual or ghostly human cleric, possibly after death or in a transcended form.
      • Human Cleric // Instant — Adventure: Features a human cleric in a moment of divine intervention or miraculous feat, presented as an instant spell.
      • Human Cleric // Sorcery: A human cleric whose actions or spells are depicted as a powerful, one-time magical effect in the form of sorcery.
      • Human Cleric Ally: A human cleric that provides support or benefits to allies, enhancing group resilience or combat capabilities.
      • Human Cleric Archer: A versatile human cleric skilled in both archery and divine magic, blending physical attacks with spiritual powers.
      • Human Cleric Avatar: Represents a god-like incarnation of clerical and human virtues, often a pivotal figure in a storyline.
      • Human Cleric Druid: A human who combines the religious fervor of a cleric with the nature-focused magic of a druid.
      • Human Cleric Knight: A valiant warrior who blends the martial prowess of a knight with the divine blessings of a cleric.
      • Human Cleric Mercenary: A cleric for hire, blending spiritual powers with a more pragmatic, profit-driven approach to conflicts.
      • Human Cleric Mutant: A human cleric altered through magical or unnatural means, often displaying enhanced abilities or deformities.
      • Human Cleric Shaman: Merges the divine focus of a cleric with the elemental and spirit-oriented magic of a shaman.
      • Human Cleric Soldier: A human who serves both as a cleric and a soldier, often protecting their comrades with both sword and spell.
      • Human Detective: Represents a human character specializing in solving mysteries and investigating crimes within the game’s lore.
      • Human Druid: A nature-worshipping human who harnesses the power of the natural world to cast spells and influence the battlefield.
      • Human Druid // Instant — Adventure: This subtype features a human druid involved in an instant magical adventure, emphasizing a specific, swift magical effect.
      • Human Druid Knight: A warrior of nature, blending the martial prowess of a knight with the spellcasting abilities of a druid.
      • Human Druid Shaman: A human with a deep connection to both the natural world and the spiritual realm, often using this duality to enhance magical abilities.
      • Human Druid Warrior: A combatant who combines physical strength with druidic magic, capable of both fighting and casting nature-based spells.
      • Human Druid Wizard: A versatile magic-user who combines the nature-focused magic of a druid with the broader arcane abilities of a wizard.
      • Human Elf Cleric: A cross-racial character combining human versatility with elven grace and the divine magic of a cleric.
      • Human Elf Monk: This subtype blends the physical discipline of a monk with the heritage of both humans and elves, emphasizing agility and spiritual prowess.
      • Human Elf Ranger: A tracker and hunter proficient in wilderness survival, blending human adaptability with an elven affinity for nature.
      • Human Elf Shaman: A caster that merges the mystic energies of shamanism with traits of both humans and elves, focusing on elemental and spirit magic.
      • Human Employee: Typically represents a worker or laborer, involved in the mundane or everyday aspects of the game’s various worlds.
      • Human Flagbearer: Usually found carrying a flag in battle, often providing bonuses or drawing attacks to protect other units.
      • Human Gamer: Possibly refers to a human character depicted in a more light-hearted or meta aspect within the game.
      • Human Hero: Represents a protagonist or a significant character in Magic’s storyline, often with heroic qualities and special abilities.
      • Human Horror: A human twisted into a monstrous form, often through dark magic or other malevolent forces.
      • Human Insect // Creature — Insect Horror: A human transformed into a horrifying insect-like creature, combining attributes of both.
      • Human Insect Wizard: A wizard with insect-like features or powers, emphasizing a creepy or unsettling magical prowess.
      • Human Knight: A valiant warrior in armor, often riding horses and wielding swords or lances, central to many of Magic’s combat-focused decks.
      • Human Knight // Creature — Eldrazi Horror: Depicts a human knight that has been corrupted or transformed by the otherworldly Eldrazi.
      • Human Knight // Creature — Phyrexian Knight: A human knight who has been assimilated or enhanced by Phyrexian technology and ideology.
      • Human Knight // Instant — Adventure: Features a human knight undertaking a heroic deed, represented as an instant action or effect.
      • Human Knight // Sorcery — Adventure: A sorcery card that depicts a significant and magical adventure or quest undertaken by a human knight.
      • Human Knight Ally: A human knight known for teamwork and camaraderie, supporting allies in battle.
      • Human Knight Performer: A knight who also entertains, perhaps jousting or performing in tournaments.
      • Human Knight Ranger: A human knight skilled in navigating and surviving in wilderness areas, often acting as a scout or guardian.
      • Human Kor Soldier: Represents a member of the Kor race, known for their climbing skills and spiritual connection, serving as a soldier.
      • Human Lizard Warrior: A human with reptilian traits, focusing on agility and guerrilla tactics in battle.
      • Human Mercenary: A human soldier for hire who fights not for cause or country but for gold and personal gain.
      • Human Mercenary Assassin: A skilled human assassin who operates within the mercenary code, taking contracts for high-risk targets.
      • Human Mercenary Knight: A knight-for-hire, blending the chivalric and martial prowess of knighthood with the opportunism of a mercenary.
      • Human Mercenary Rebel: A rebel with a cause, this human mercenary fights against oppression, often for personal reasons or profit.
      • Human Minion: Typically a low-level follower or servant to a more powerful character or cause within the game.
      • Human Monger: Often a merchant or trader, dealing in goods, services, or information within the magical markets of the game’s universe.
      • Human Monk: A disciplined fighter who combines martial arts with inner spiritual strength, often channeling this energy into powerful attacks or defenses.
      • Human Monk // Legendary Creature — Human Monk: A legendary human monk with enhanced abilities and a pivotal role in game lore.
      • Human Monk // Legendary Creature — Spirit: Represents a human monk who has transcended the physical realm to become a spirit, possessing mystical powers.
      • Human Monk Cleric: A human with a devout connection to spiritual and religious practices, combining monk discipline and clerical magic.
      • Human Mutant: A human who has undergone significant genetic or magical alteration, often featuring unusual abilities or deformities.
      • Human Mystic: A human with deep spiritual or mystical knowledge, often capable of foretelling events or casting spells.
      • Human Nightmare Barbarian: A fearsome human barbarian, possibly enhanced or corrupted by nightmare forces, known for their brutal combat skills.
      • Human Ninja: A stealthy human warrior trained in the arts of espionage and sudden attacks.
      • Human Ninja Rigger: A combination of a stealthy ninja and a mechanically inclined rigger, skilled in sabotage and machinery.
      • Human Noble: A person of high birth or rank within human society, often involved in politics or leadership.
      • Human Noble Wizard // Sorcery — Adventure: A noble human wizard on a magical quest, represented as a sorcery card with adventure mechanics.
      • Human Nomad: A human who lives a migratory or itinerant lifestyle, often adapted to various environments.
      • Human Nomad Cleric: A wandering human cleric who combines their itinerant lifestyle with religious or spiritual duties.
      • Human Nomad Horror: A nomadic human transformed into a horrifying creature, roaming from place to place.
      • Human Nomad Mystic: A wandering mystic with deep spiritual insights, often on a quest for knowledge.
      • Human Ooze: A human transformed into an ooze-like creature, losing typical human form for something more amorphous and mutable.
      • Human Peasant: Represents the working class or common folk within the human populace in the game.
      • Human Peasant // Creature — Human Knight: A human peasant who has risen to the status of a knight, depicted in a specific scenario or battle.
      • Human Peasant // Creature — Human Rogue: A human commoner living a life of stealth or subterfuge, portrayed during a particular moment or mission.
      • Human Peasant // Creature — Human Soldier: A human peasant serving as a foot soldier, highlighted during combat.
      • Human Peasant // Creature — Spirit: The spirit of a deceased human peasant, possibly lingering to fulfill unfinished business.
      • Human Peasant // Instant — Adventure: Depicts a human peasant embarking on a swift and significant quest, captured as an instant adventure.
      • Human Peasant // Sorcery — Adventure: A human peasant’s journey or challenge depicted through a sorcery card, involving an adventure mechanic.
      • Human Peasant Wizard: A low-born human who practices magic, often self-taught or using unconventional magical paths.
      • Human Performer: A human entertainer or artist, skilled in performances that may charm or distract audiences.
      • Human Pilot: A human trained to operate aircraft or other vehicles, often in scenarios involving aerial combat or exploration.
      • Human Pirate: A seafaring human who engages in piracy and adventure on the high seas.
      • Human Pirate Scout: A human pirate who specializes in reconnaissance and navigation, often leading the way in raids or explorations.
      • Human Pirate Warrior: A combat-focused human pirate, experienced in both pillaging and maritime warfare.
      • Human Pirate Wizard: A human pirate with magical abilities, combining sorcery with their swashbuckling lifestyle.
      • Human Ranger: A human skilled in tracking and survival, often acting as a guardian of nature or a guide through wild regions.
      • Human Ranger Werewolf // Creature — Werewolf: A human ranger who can transform into a werewolf, combining natural tracking skills with lycanthropic strength.
      • Human Rat Minion: A human perceived as a lowly or subservient figure, akin to a rat, often used for menial tasks or schemes.
      • Human Rebel: A human who opposes or resists authority, often engaged in revolutionary activities.
      • Human Rebel Assassin: A human rebel specializing in stealth and assassination to overthrow or disrupt established powers.
      • Human Rebel Cleric: A rebellious human cleric who uses spiritual influence and divine powers to oppose tyranny.
      • Human Rebel Knight: A knight who has turned against their own kingdom or leadership, fighting for a cause they deem more just.
      • Human Rebel Mercenary: A human mercenary who fights not just for pay but for a cause, often supporting rebellions or uprisings.
      • Human Rebel Rogue: A cunning and resourceful human who uses their skills in thievery and subterfuge to support a rebellion.
      • Human Rebel Scout: A scout for the rebellious forces, using their knowledge of terrain and enemy movements to aid their cause.
      • Human Rebel Warrior: A warrior dedicated to a rebellious cause, fighting with fervor against oppressors.
      • Human Rigger: A human skilled in the construction and maintenance of machines or structures, often in industrial or battlefield settings.
      • Human Rogue: A human known for their cunning and deceit, living a life of stealth, thievery, or trickery.
      • Human Rogue // Creature — Human Wizard: A rogue human who also possesses significant magical abilities, depicted in a specific event or scenario.
      • Human Rogue // Creature — Phyrexian Rogue: A human rogue who has been corrupted or transformed by Phyrexian influences, combining stealth with malevolent technology.
      • Human Rogue // Creature — Spirit Rogue: The spirit of a deceased human rogue, continuing their cunning and stealthy activities from beyond the grave.
      • Human Rogue // Enchantment — Aura: An enchantment that embodies the essence of a human rogue’s guile and subtlety.
      • Human Rogue // Land: A land card that represents the domain or territory controlled by a rogue human, filled with traps and hidden paths.
      • Human Rogue Ally: A human rogue who works closely with allies, sharing their skills in stealth and subterfuge to support a common cause.
      • Human Rogue Artificer: A human rogue with skills in both thievery and the creation or manipulation of magical devices and constructs.
      • Human Rogue Assassin: A deadly human rogue specializing in assassination, using stealth and cunning to eliminate their targets.
      • Human Rogue Guest: A human rogue appearing temporarily or in a specific scenario, bringing their skills in stealth and deception.
      • Human Rogue Mercenary: A human rogue for hire, using their skills in stealth and combat for monetary gain.
      • Human Rogue Mutant: A human rogue who has undergone mutations, gaining unique abilities that enhance their stealth and deceit.
      • Human Rogue Rigger: A rogue who is also proficient in handling complex machinery or setups, often used in traps or sabotage.
      • Human Rogue Werewolf // Creature — Werewolf: A human rogue with the ability to transform into a werewolf, blending lycanthropic strength with cunning stealth.
      • Human Samurai: A human adherent to the Bushido code, skilled in martial arts and living by a strict moral code.
      • Human Samurai Archer: A human samurai who specializes in archery, combining martial discipline with precision shooting.
      • Human Scout: A human known for their expertise in navigation and reconnaissance, often used in military or exploration contexts.
      • Human Scout Ally: A human scout who works within a group, providing essential guidance and intelligence to support collective goals.
      • Human Scout Ranger: A human scout with skills in both traditional scouting and combat, adept in varied terrains and situations.
      • Human Scout Werewolf // Creature — Werewolf: A human scout capable of turning into a werewolf, utilizing both human intelligence and werewolf senses.
      • Human Shaman: A human with profound spiritual or elemental connections, often capable of invoking magical effects through rituals.
      • Human Shaman // Enchantment — Aura Curse: An enchantment representing a curse bestowed by a human shaman, inflicting supernatural penalties on its target.
      • Human Shaman // Instant: An instant spell that simulates the swift magical interventions of a human shaman, often altering the course of battle.
      • Human Shaman Ally: A human shaman who works closely with allies, sharing magical powers and spiritual guidance.
      • Human Shaman Werewolf // Creature — Werewolf: A human shaman with the dual nature of a werewolf, combining mystical abilities with ferocious strength.
      • Human Shapeshifter Assassin: A human assassin with the ability to change form, using this unique skill to approach targets unnoticed.
      • Human Soldier: A basic military unit, a human trained for combat and typically armed with standard weaponry.
      • Human Soldier // Creature — Human Soldier: A depiction of a human soldier engaged in a specific battle or mission.
      • Human Soldier // Creature — Spirit Soldier: The spirit of a fallen human soldier, continuing to fight even after death.
      • Human Soldier // Creature — Zombie Soldier: A reanimated human soldier, now serving as an undead warrior.
      • Human Soldier // Instant — Adventure: An instant card representing a human soldier’s courageous or critical action during an adventure.
      • Human Soldier // Legendary Creature — Human Samurai: A legendary human samurai, renowned for their combat skills and honor.
      • Human Soldier Ally: A human soldier who operates as part of a team or unit, emphasizing cooperation and tactical support.
      • Human Soldier Archer: A human soldier specialized in archery, providing long-range support on the battlefield.
      • Human Soldier Archer Ranger: A versatile human soldier skilled in both archery and ranger abilities, adept at operating in diverse environments.
      • Human Soldier Assassin: A human soldier trained in covert operations and assassination, often tasked with eliminating key targets.
      • Human Soldier Berserker: A wildly fierce human soldier, known for their uncontrollable rage and aggressive fighting style.
      • Human Soldier Knight: A human soldier who has earned the title of knight, often armored and mounted for battle.
      • Human Soldier Ranger: A human soldier with additional skills in tracking and survival, valuable for reconnaissance and guerrilla tactics.
      • Human Soldier Rebel: A human soldier who has turned against their original leaders, now fighting for a cause they believe is just.
      • Human Soldier Rogue: A human soldier with a penchant for stealth and trickery, often used for missions requiring subtlety.
      • Human Soldier Scout: A human soldier trained in advanced reconnaissance, gathering crucial information about enemy movements and terrain.
      • Human Soldier Warrior: A seasoned human soldier, experienced in warfare and capable of leading troops into battle.
      • Human Soldier Werewolf // Creature — Werewolf: A human soldier with the cursed ability to transform into a werewolf, using both human tactics and monstrous strength.
      • Human Soldier Wizard: A human soldier who also practices magic, blending martial prowess with spellcasting.
      • Human Spellshaper: A human capable of shaping magical energies into specific effects, often through the use of enchanted words or gestures.
      • Human Spellshaper Assassin: A human spellshaper specializing in the deadly application of their magic, using it to eliminate foes stealthily.
      • Human Spellshaper Warrior: A warrior who combines combat skills with spellshaping abilities, crafting spells that enhance their physical prowess.
      • Human Spy: A covert operative, a human skilled in gathering intelligence and remaining undetected in enemy territories.
      • Human Tyranid Artificer: A human artificer who has adapted Tyranid biological aspects into their craft, merging technology with living organisms.
      • Human Tyranid Scout: A human scout who uses Tyranid traits to enhance their reconnaissance abilities, blending into alien environments.
      • Human Tyranid Wizard: A human wizard who has incorporated Tyranid characteristics into their magical practices, often focusing on biomancy or genetic manipulation.
      • Human Villain: A human with malevolent goals, often the antagonist in a storyline, using their resources and cunning to oppose heroes.
      • Human Warlock: A human who has gained magical powers through a pact with an otherworldly entity, often at a personal cost.
      • Human Warlock // Instant — Adventure: Represents a critical moment or magical feat performed by a human warlock during an adventure, captured as an instant card.
      • Human Warlock // Sorcery — Adventure: A human warlock engaging in a significant magical endeavor, depicted through a sorcery card that involves an adventure mechanic.
      • Human Warrior: A human engaged in combat, skilled in warfare and often part of an army or a fighting force.
      • Human Warrior // Instant — Adventure: An instant card capturing a heroic or pivotal combat action by a human warrior during an adventure.
      • Human Warrior // Legendary Creature — Spirit: A legendary spirit of a human warrior, revered for past deeds and continuing to influence events from beyond.
      • Human Warrior Ally: A human warrior who fights alongside allies, sharing battles and victories.
      • Human Warrior Ranger: A human warrior with additional skills in tracking and wilderness survival, often acting as a bridge between civilization and the wild.
      • Human Warrior Werewolf // Creature — Werewolf: A human warrior with the cursed ability to turn into a werewolf, combining human combat skills with supernatural ferocity.
      • Human Werewolf: A human cursed to transform into a werewolf, often struggling with their dual nature.
      • Human Werewolf // Creature — Werewolf: Represents the werewolf form of a human, highlighting the transformation and its effects.
      • Human Wizard: A human who practices magic, is adept at casting spells, and is often involved in scholarly pursuits or mystical quests.
      • Human Wizard // Artifact: A human wizard associated with magical artifacts, often using or crafting them as part of their spells.
      • Human Wizard // Creature — Demon: A human wizard who has transformed or been corrupted into a demon, blending arcane knowledge with demonic powers.
      • Human Wizard // Creature — Elemental Wizard: A human wizard who specializes in elemental magic, manipulating natural forces through their spells.
      • Human Wizard // Creature — Human Berserker: A human wizard with the fierce and wild combat prowess of a berserker.
      • Human Wizard // Creature — Human Insect: A human wizard transformed or possessing insect-like features and abilities.
      • Human Wizard // Creature — Spirit Wizard: A spectral human wizard who has transcended mortality to cast spells from the spirit realm.
      • Human Wizard // Legendary Creature — Human Wizard: A legendary human wizard known for their unparalleled magical abilities and significant impact on the game’s lore.
      • Human Wizard // Legendary Creature — Spirit: A legendary spirit that was once a human wizard, now wielding supernatural powers beyond the grave.
      • Human Wizard // Sorcery — Adventure: Represents a powerful sorcery spell cast by a human wizard on an adventure, combining magical effects with a narrative element.
      • Human Wizard Ally: A human wizard who cooperates closely with other allies, sharing their magical prowess for a common cause.
      • Human Wizard Artificer: A human wizard skilled in the magical creation and manipulation of artifacts and mechanical devices.
      • Human Wizard Mutant: A human wizard who has undergone magical mutations, enhancing or altering their innate magical abilities.
      • Human Wizard Performer: A human wizard who uses their magic to entertain, often dazzling audiences with spectacular arcane performances.
      • Human Wizard Warlock: A human wizard who has made pacts with otherworldly entities, gaining additional powers at a potential cost.
      • Hydra: A multi-headed beast known for its regenerative ability to grow two heads for every one that is cut off.
      • Hydra Beast: A formidable creature combining the features of a hydra with those of a beast, emphasizing brute strength and multiple heads.
      • Hydra Dog: An unusual hybrid creature with the body of a dog and the regenerative, multi-headed characteristics of a hydra.
      • Hydra Mutant: A hydra that has undergone mutations, possibly gaining new powers or unusual traits beyond its normal regenerative capabilities.
      • Hyena: A creature known for its scavenging habits and distinctive laughing call, often portrayed as cunning and resourceful in the game.
      • Illusion: Ethereal entities often with deceptive appearances, typically fragile and vanishing when targeted by spells.
      • Illusion Beast: A mythical creature created from illusion magic, appearing as a formidable beast but vanishing under scrutiny.
      • Illusion Dog: A spectral canine created by illusion magic, appearing realistic until disturbed.
      • Illusion Dragon: A majestic dragon forged from illusion magic, possessing the awe-inspiring presence of dragons without physical form.
      • Illusion Mutant: A bizarre and mutable creature formed from illusion magic, capable of changing appearances or abilities.
      • Illusion Ninja: A stealthy and deceptive warrior created from illusions, adept in vanishing and misdirection.
      • Illusion Spirit: A ghostly entity formed from illusion magic, appearing ethereal and insubstantial.
      • Illusion Wall: A non-physical barrier created from illusion magic, appearing solid but intangible upon contact.
      • Illusion Warrior: A warrior formed from illusions, skilled in combat but disappearing when struck.
      • Imp: Mischievous and often malevolent flying demons, small in stature but tricky and dangerous.
      • Imp Rebel: A rebellious imp, defying norms and often involved in chaotic actions against an established order.
      • Incarnation: Powerful beings that are manifestations of ideas or concepts, often having abilities that reflect their intrinsic nature.
      • Insect: Small, often swarming creatures that can overwhelm opponents with sheer numbers or specialized adaptations.
      • Insect Assassin: Deadly insects trained or evolved to kill, using stealth or venom to incapacitate their targets.
      • Insect Bat: Flying insects with bat-like features, adept at navigating through the air and surprising prey.
      • Insect Beast: Larger and more formidable insects with beast-like features, combining brute strength with insectoid abilities.
      • Insect Druid: Insect creatures with the ability to manipulate natural forces, often aiding the growth and protection of nature.
      • Insect Druid Mutant: A mutation among insect druids, enhancing their magical affinity with nature through unusual adaptations.
      • Insect Horror: Terrifying insect creatures that inspire fear through their appearance and abilities, often embodying aspects of horror.
      • Insect Horror // Creature — Eldrazi Insect: A horrifying combination of insect and Eldrazi traits, featuring otherworldly and grotesque adaptations.
      • Insect Locus: Centrally important or pivotal insects within their ecosystems, often key to the environmental balance.
      • Insect Monk Cleric: Insect clerics who have taken monastic vows, focusing on spiritual growth and the service of their communities.
      • Insect Mutant: Insects that have undergone strange mutations, gaining unusual powers or forms not seen in typical insects.
      • Insect Ninja: Stealthy insect warriors using their small size and agility to perform espionage or assassinations.
      • Insect Scout: Insects tasked with exploring and mapping the terrain, often first to warn their colonies of danger.
      • Insect Shade: Shadowy insect creatures, often tied to darker magic or realms, elusive and dangerous.
      • Insect Shaman: Insect leaders or healers with magical abilities, often serving as spiritual guides or protectors in their colonies.
      • Insect Spirit: Ethereal beings that are the spiritual essence of insects, possessing supernatural powers related to their insectoid nature.
      • Insect Warrior: Warrior insects, often part of a colony’s defense and characterized by their combat prowess.
      • Insect Worm: Large, burrowing insects that can cause significant damage to crops and landscapes.
      • Insect Wrestler: Insects known for their ability to physically overpower other creatures in close combat, often in competitive or ritualistic displays.
      • Jackal: A canine creature subtype that represents cunning desert hunters.
      • Jackal Archer: A jackal skilled with a bow, combining agility and precision.
      • Jackal Rogue: A sneaky jackal character, adept at thievery and stealth tactics.
      • Jackal Warrior: A jackal trained in combat, fierce and relentless on the battlefield.
      • Jackal Warrior // Creature — Phyrexian Jackal: A Phyrexian-infused jackal warrior, enhanced and corrupted by Phyrexian technology and ideology.
      • Jackal Wizard: A jackal with magical abilities, blending sorcery with its natural cunning.
      • Jellyfish: Aquatic creatures known for their graceful, floating presence and sometimes stinging capabilities.
      • Jellyfish Hydra Beast: A terrifying amalgam of jellyfish and hydra traits, featuring multiple stinging tentacles.
      • Kavu: Large, beastly creatures that are often aggressive and territorial.
      • Kavu Scout: A kavu trained in reconnaissance, navigating wild terrains with ease.
      • Kirin: Mythical creatures that resemble dragons or unicorns, often associated with spiritual or celestial forces.
      • Kithkin: Small, human-like beings known for their tight-knit communities and shared emotions.
      • Kithkin Cleric: A religious or spiritual leader within the kithkin community, offering guidance and magical support.
      • Kithkin Knight: A valiant protector of kithkin lands, armored and ready for battle.
      • Kithkin Rebel: A kithkin who opposes authority, often engaging in guerrilla tactics against oppressors.
      • Kithkin Rebel Scout: A kithkin rebel skilled in tracking and intelligence gathering.
      • Kithkin Rogue: A crafty kithkin who uses stealth and cunning to outmaneuver foes.
      • Kithkin Scout: A kithkin explorer, adept at navigating and surviving in various environments.
      • Kithkin Soldier: A member of the kithkin militia, defending their community with courage.
      • Kithkin Soldier Wizard: A kithkin who combines martial prowess with magical abilities.
      • Kithkin Spellshaper: A kithkin capable of shaping magical energies through innate talents and rituals.
      • Kithkin Wizard: A kithkin with powerful magical abilities, often serving as advisers or protectors.
      • Knight: Heavily armored warriors, typically mounted, who follow a code of chivalry and combat.
      • Kobold: Small, reptilian creatures that are often weak individually but can be dangerous in large numbers.
      • Kobold Soldier: A kobold trained in the basics of combat, often serving under stronger leaders.
      • Kor Artificer: A member of the kor race skilled in creating and manipulating artifacts.
      • Kor Artificer Ally: A kor artificer who works collaboratively with others, often in resistance movements.
      • Kor Berserker: A fierce kor warrior known for their aggressive battle tactics.
      • Kor Cleric: A spiritual leader among the kor, providing healing and guidance.
      • Kor Cleric // Land: A kor cleric with the unique ability to transform into land, providing mana and sanctuary.
      • Kor Cleric Ally: A kor cleric who cooperates closely with allies, bolstering their abilities and resolve.
      • Kor Cleric Shaman: A kor cleric with additional shamanistic powers, channeling spiritual forces.
      • Kor Knight: A noble warrior of the kor, upholding justice and valor.
      • Kor Knight Ally: A kor knight who fights alongside allies, emphasizing teamwork and mutual support.
      • Kor Monk: A kor who has taken monastic vows, focusing on spiritual development and physical prowess.
      • Kor Nomad Soldier: A kor who wanders the lands, offering protection and swordsmanship where needed.
      • Kor Rebel: A kor who resists oppression, often leading or participating in uprisings.
      • Kor Rebel Knight: A knightly kor who has turned against tyrannical rule to fight for freedom.
      • Kor Rogue: A kor who operates outside the norms of their society, often involved in espionage or thievery.
      • Kor Rogue Minion: A lesser kor operative working under the command of more powerful rogues.
      • Kor Scout: A kor explorer skilled in navigating dangerous terrains and gathering crucial intelligence.
      • Kor Scout Ally: A kor scout who works in conjunction with allies, sharing knowledge and strategies.
      • Kor Soldier: A disciplined warrior of the kor people, defending their values and territories.
      • Kor Soldier Ally: A kor soldier who fights in unison with allies, forming a formidable force.
      • Kor Spirit: The ethereal essence of a kor, lingering with unfinished business or to protect something sacred.
      • Kor Warrior: A battle-hardened kor, skilled in combat and unyielding in the face of adversity.
      • Kor Warrior Knight: A kor of noble birth or elevated status who excels in both leadership and combat.
      • Kor Wizard: A kor with magical abilities, often serving as a guide or protector.
      • Kor Wizard Ally: A kor wizard who enhances and supports the magical abilities of their allies.
      • Kraken: Massive sea monsters of legendary size and strength, often capable of sinking ships and terrorizing coastlines.
      • Kraken Horror: A particularly terrifying kraken, evoking dread and fear in all who encounter it.
      • Lammasu: A mythical winged creature with the body of a bull and the head of a human, often symbolizing protection and wisdom.
      • Leech: Parasitic creatures that drain life or resources from others, typically depicted as slimy and elongated.
      • Leech Horror: A more terrifying and monstrous version of a leech, often enhanced with unnatural or horror elements.
      • Leviathan: Massive sea monsters from ancient lore, known for their immense size and power in the deep oceans.
      • Leviathan Horror: A terrifyingly enhanced leviathan, often depicted with more grotesque or horrifying traits.
      • Lhurgoyf: A creature type that feeds on the dead, growing stronger as it consumes more.
      • Lhurgoyf Imp: A smaller, impish version of a lhurgoyf, possibly more cunning and elusive.
      • Licid: Creatures that can become living enchantments, attaching to other creatures or objects.
      • Lizard: Cold-blooded reptiles, often found in warmer climates and varying widely in size and abilities.
      • Lizard Beast: A larger, more ferocious variant of a typical lizard, often with enhanced physical attributes.
      • Lizard Drake: A lizard-like creature with draconic features, usually capable of flight and breath attacks.
      • Lizard Druid: A lizard with magical abilities, often connected to natural magic and the ability to manipulate life forces.
      • Lizard Egg // Creature — Lizard Horror: Begins as an egg but hatches into a horrifying lizard creature, possibly with terrifying abilities.
      • Lizard Guest: A lizard that is peculiar or noteworthy, often found in unusual or unexpected places.
      • Lizard Hydra: A multi-headed lizard that regrows its heads when cut, inspired by the mythological hydra.
      • Lizard Mercenary: A lizard known for its combat skills, available for hire to the highest bidder.
      • Lizard Mount: A lizard large enough to be ridden, often used in battle or as transport.
      • Lizard Mutant: A genetically or magically altered lizard, possessing abnormal powers or deformities.
      • Lizard Rogue: A sneaky, cunning lizard that uses stealth and trickery to achieve its goals.
      • Lizard Shaman: A lizard with spiritual or magical leadership abilities, often seen as a guide or healer.
      • Lizard Warrior: A combat-trained lizard, skilled in battle tactics and weaponry.
      • Lizard Wizard: A lizard with magical powers, capable of casting spells and enchantments.
      • Lobster: Aquatic crustaceans are known for their hard shells and pincers, often associated with the ocean floor.
      • Manticore: Mythical beasts with lion bodies, bat wings, and scorpion tails, known for their ferocity and prowess in battle.
      • Merfolk: Aquatic humanoid creatures adept at manipulating water magic, often living in underwater societies.
      • Merfolk Advisor: Wise counselors among merfolk who provide guidance and strategy, often involved in political or magical affairs.
      • Merfolk Archer: Merfolk skilled with the bow, defending their underwater realms with precise and deadly shots.
      • Merfolk Assassin: Stealthy killers within merfolk communities, skilled in eliminating threats silently under the water.
      • Merfolk Cleric: Religious leaders and healers among merfolk who channel divine magic to protect and heal.
      • Merfolk Detective: Investigative merfolk who solve mysteries and uncover secrets beneath the waves.
      • Merfolk Druid: Nature-oriented merfolk who wield the magic of the sea and marine flora.
      • Merfolk Goblin: A rarer, mischievous breed of merfolk known for their tricky behavior and unpredictability.
      • Merfolk Knight: Valiant warriors of merfolk societies who ride seahorses into battle.
      • Merfolk Mutant: Altered merfolk with strange abilities, often due to magical mutations or experiments.
      • Merfolk Noble: High-status individuals among merfolk, leading their kind with authority and grace.
      • Merfolk Performer: Entertainers in merfolk culture who enchant audiences with water-based performances.
      • Merfolk Pirate: Rebellious seafarers who raid coastal settlements and treasure-laden ships.
      • Merfolk Rogue: Cunning and stealthy merfolk, experts at theft and espionage.
      • Merfolk Rogue Ally: Allies to the merfolk rogues, aiding in secretive operations and missions.
      • Merfolk Rogue Warrior: Combative merfolk who blend combat skills with stealth techniques.
      • Merfolk Scout: Navigators and explorers among merfolk, charting waters and coastlines.
      • Merfolk Scout // Creature — Phyrexian Merfolk Scout: A corrupted merfolk scout transformed by Phyrexian influence, serving darker purposes.
      • Merfolk Scout Ally: Comrades to merfolk scouts, working together in reconnaissance missions.
      • Merfolk Scout Ranger: Merfolk who combine scouting with combat, proficient in both terrains and skirmishes.
      • Merfolk Shaman: Spiritual leaders who harness the mystic energies of the sea to guide and protect their people.
      • Merfolk Soldier: Trained warriors in merfolk armies, defending their underwater territories.
      • Merfolk Spellshaper: Merfolk who manipulate magical energies to cast spells with precise and specific effects.
      • Merfolk Spirit: Ethereal remnants of merfolk who have passed on, yet still influence the physical world.
      • Merfolk Warrior: Fierce fighters adept at underwater combat, safeguarding their communities.
      • Merfolk Warrior Scout: Scouts with combat capabilities, blending surveillance with battle readiness.
      • Merfolk Wizard: Highly skilled in magic, these merfolk are adept at weaving spells that manipulate water and weather.
      • Merfolk Wizard // Land: A merfolk wizard with the unique ability to transform into a land, providing strategic advantages.
      • Merfolk Wizard // Sorcery: This merfolk wizard specializes in sorcery, casting powerful spells that change the course of battles.
      • Merfolk Wizard // Sorcery — Adventure: An adventurous merfolk wizard whose sorceries aid in quests and explorations.
      • Merfolk Wizard Ally: Allies to merfolk wizards, enhancing their magical abilities and supporting their arcane endeavors.
      • Merfolk Zombie: Undead merfolk, resurrected through necromancy, haunting the waters they once protected.
      • Metathran: A created race of blue-aligned warriors and mages, designed for adaptability and combat.
      • Metathran Soldier: Soldiers of the Metathran race, bred for strategic fighting and resilience.
      • Metathran Wizard: Wizards among the Metathran who specialize in battlefield magic and tactical spells.
      • Metathran Zombie: Reanimated corpses of Metathran warriors, now serving as mindless foot soldiers.
      • Minion: Subservient creatures bound to serve their masters, often sinister and dark in nature.
      • Minotaur: Bull-headed humanoid creatures known for their strength and ferocity in battle.
      • Minotaur Archer: Minotaurs who have mastered the bow, combining brute strength with ranged attacks.
      • Minotaur Barbarian: Wild and fierce minotaurs, living outside civilization and embracing chaotic combat styles.
      • Minotaur Berserker: Rage-fueled warriors who enter a frenzied state in battle, often unstoppable once provoked.
      • Minotaur Cleric: Religious leaders within minotaur tribes, often worshipping gods of war and strength.
      • Minotaur Mercenary: Hired fighters who offer their considerable combat skills to the highest bidder.
      • Minotaur Monger: Traders and deal-makers among minotaurs, known for their cunning and business acumen.
      • Minotaur Performer: Minotaurs who entertain through feats of strength, combat demonstrations, or theatrical performances.
      • Minotaur Pirate: Seafaring minotaurs who raid along coastlines, using their immense strength to overpower ships and crews.
      • Minotaur Rogue: Stealthy and cunning minotaurs, a rare sight, using guile instead of strength to achieve their goals.
      • Minotaur Scout: Minotaurs tasked with reconnaissance, using their robust physiques to navigate challenging terrains.
      • Minotaur Shaman: Spiritual guides and healers among minotaurs, invoking mystical powers and tribal magic.
      • Minotaur Soldier: Members of minotaur armies, exemplifying discipline and strength in organized military forces.
      • Minotaur Spirit: Spirits of fallen minotaurs that linger in the physical world, often tied to sites of great battles or tragedies.
      • Minotaur Warrior: Emblematic of minotaur culture, these warriors embody strength and martial prowess.
      • Minotaur Warrior // Land: A minotaur warrior capable of transforming into land, often representing the merging of creature and terrain.
      • Minotaur Wizard: A rare blend of brute force and arcane knowledge, minotaur wizards are formidable opponents.
      • Mole: Small, burrowing creatures, often underestimated for their ability to manipulate the earth.
      • Mole Beast: Larger, more ferocious variants of moles, often used in battles for their tunneling capabilities.
      • Mole Horror: Terrifying, mutated moles that haunt underground realms, far deadlier than their ordinary counterparts.
      • Mole Scout: Scouts that use their burrowing skills to gather intelligence and surprise enemies from beneath.
      • Monger: Traders and middlemen in the magical markets, dealing in artifacts, spells, and sometimes creatures.
      • Mongoose: Agile and sharp creatures, known for their speed and reflexes, often depicted as natural enemies of serpents.
      • Monkey: Playful and mischievous creatures, frequently involved in tales of theft and trickery.
      • Moonfolk Artificer: A subtype of Moonfolk, skilled in creating magical artifacts and devices.
      • Moonfolk Ninja: Stealthy and mystical Moonfolk, utilizing the arts of invisibility and surprise in their tactics.
      • Moonfolk Rogue: Moonfolk who live on the fringes of their societies, often engaging in thievery or espionage.
      • Moonfolk Samurai: Warrior class within Moonfolk culture, adhering to a code of honor and skilled in combat.
      • Moonfolk Wizard: Moonfolk who have mastered the arcane arts, often manipulating air and wind.
      • Mouse: Tiny creatures, often underestimated, but their agility and size make them difficult to catch.
      • Mouse // Sorcery — Adventure: A mouse with the magical ability to embark on adventures, represented in a sorcery card.
      • Mummy: Undead creatures wrapped in bandages, typically arising from ancient tombs and possessing curses or ancient magic.
      • Mutant: Beings altered by external factors or magic, resulting in new and sometimes unpredictable powers.
      • Mutant Beast: Hybrid creatures with mixed traits of various animals, often created through magical experiments.
      • Mutant Shaman: Mutants who have harnessed spiritual or elemental powers, often acting as leaders or guides.
      • Mutant Warrior: Mutants specifically bred or altered for combat, possessing enhanced physical capabilities.
      • Mutant Wizard: Wizards who have undergone mutations, gaining unique magical abilities that set them apart.
      • Naga // Instant — Adventure: This creature type represents Naga creatures in a state of adventure, capable of instantaneous magic.
      • Naga Archer: Skilled Naga creatures that are proficient with bows and arrows.
      • Naga Cleric: Naga creatures dedicated to spiritual or religious duties.
      • Naga Druid: Naga creatures with abilities connected to nature magic and lore.
      • Naga Ninja: Stealthy Naga creatures trained in the arts of ninjutsu.
      • Naga Rogue: Naga creatures skilled in thievery and stealth.
      • Naga Shaman: Naga creatures that practice ancient, elemental magic.
      • Naga Warrior: Combat-ready Naga creatures trained for battle.
      • Naga Wizard: Naga creatures that specialize in arcane magic.
      • Nautilus Beast: Creatures that are larger and more monstrous versions of the nautilus.
      • Nephilim: Powerful, multicolored creatures from the plane of Ravnica, known for their strange powers and formidable size.
      • Nightmare: Terrifying creatures often black-aligned, embodying the essence of fear and darkness.
      • Nightmare // Sorcery — Adventure: Nightmare creatures with sorcerous abilities that can be used during adventures.
      • Nightmare Angel: Dark and fearsome angelic creatures twisted by nightmarish energy.
      • Nightmare Beast: Beasts that have been corrupted or altered by nightmarish powers.
      • Nightmare Bird: Birds that have taken on a nightmarish form, often with terrifying abilities.
      • Nightmare Crab: Crabs with an enhanced, often horrific appearance and abilities.
      • Nightmare Demon: Demons enhanced by nightmarish power, featuring even more terrifying abilities.
      • Nightmare Dinosaur: Dinosaurs that have been warped into creatures of nightmares, usually with menacing enhancements.
      • Nightmare Dog: Dogs that exhibit terrifying, often supernatural characteristics.
      • Nightmare Dragon: Dragons that embody the terror of nightmares, with dark and powerful abilities.
      • Nightmare Drake: Drakes twisted into nightmarish forms, often with fearsome magical powers.
      • Nightmare Elf: Elves that have been corrupted by the essence of nightmares, dark and dangerous.
      • Nightmare Fish Beast: Aquatic creatures that combine elements of fish and beasts into a nightmarish form.
      • Nightmare Horror: Horrors that exist to personify nightmares, often with mind-bending powers.
      • Nightmare Horse: Horses transformed into nightmarish creatures, often spectral and terrifying.
      • Nightmare Merfolk: Merfolk corrupted into nightmarish versions of themselves, dark and malevolent.
      • Nightmare Orgg: Orggs that have become the stuff of nightmares, massive and monstrously deformed.
      • Nightmare Pangolin: Pangolins twisted into nightmarish creatures with frightening aspects.
      • Nightmare Salamander Beast: Salamanders turned into large, menacing beasts of nightmares.
      • Nightmare Snake: Snakes that have become embodiments of nightmares, often venomous and terrifying.
      • Nightmare Sphinx: Sphinxes that have been corrupted by nightmare forces, mysterious and malevolent.
      • Nightmare Squirrel: Squirrels transformed into creatures of nightmare, unexpectedly menacing.
      • Nightmare Turtle Beast: Turtles turned into large, formidable beasts of nightmares.
      • Nightmare Wall: Walls imbued with nightmarish qualities, often entrapping or deceiving.
      • Nightstalker: Creatures that hunt in the darkness, embodying fear and stealth.
      • Nightstalker Cat: Cats that prowl the night, enhanced with dark, stalker-like abilities.
      • Ninja: Stealthy warriors capable of surprising attacks and deceptive magic.
      • Noggle Rogue: Roguish noggles known for their mischievous and cunning behavior.
      • Noggle Wizard: Noggles who practice magic, often tricky and unpredictable.
      • Nomad Giant: Giants who roam the lands, often without a fixed home, living a nomadic lifestyle.
      • Nymph Dryad: Nymphs or dryads connected to nature, often guardians of ancient forests and natural places.
      • Octopus: Tentacled sea creatures known for their intelligence and camouflage abilities.
      • Octopus Fish: Aquatic creatures that combine traits of both octopuses and fish.
      • Ogre: Large and often brutish creatures, typically depicted as strong but not particularly cunning.
      • Ogre // Sorcery — Adventure: Ogres that possess magical abilities, often used in adventure settings.
      • Ogre Berserker: Aggressive ogres known for their relentless assault in battle.
      • Ogre Citizen: Ogres who live within civilized societies, often seen as common folk.
      • Ogre Cleric: Religious ogres who serve as spiritual leaders or healers.
      • Ogre Knight: Ogres who have been granted knighthood, often serving in armies or as guards.
      • Ogre Mercenary: Ogres for hire, who fight not for causes but for gold.
      • Ogre Mutant: Genetically or magically altered ogres, often with enhanced abilities or deformities.
      • Ogre Pirate: Ogres who engage in piracy, commanding ships and raiding coastal settlements.
      • Ogre Rebel: Ogres who fight against established authorities or leaders.
      • Ogre Rogue: Ogres skilled in thievery and subterfuge.
      • Ogre Rogue Detective: Ogre investigators who combine cunning with their brute strength.
      • Ogre Samurai Mercenary: Warrior ogres for hire who follow the code of the samurai.
      • Ogre Samurai Shaman: Ogres who combine the martial discipline of a samurai with spiritual shamanistic powers.
      • Ogre Shaman: Ogres with mystical powers, often serving as spiritual guides or healers.
      • Ogre Shaman // Legendary Creature — Ogre Shaman: A legendary ogre with unparalleled mystical abilities.
      • Ogre Shaman Ally: Ogres with shamanistic powers who fight alongside allies.
      • Ogre Spirit: Ethereal forms of ogres that have passed from the physical world.
      • Ogre Warlock: Ogres who practice dark magic, often seeking power through forbidden knowledge.
      • Ogre Warrior: Ogres trained for combat, typically wielding large weapons.
      • Ogre Warrior Guest: Ogres who serve as warriors for hire, often visiting from distant lands.
      • Ogre Warrior Shaman: Ogres who blend the art of war with spiritual magic.
      • Ogre Wizard: Ogres who have mastered the arcane arts, a rare sight given their usual brute nature.
      • Ooze: Amorphous and gelatinous creatures that can absorb and digest nearly anything.
      • Orc: Fierce humanoid warriors known for their strength and ferocity.
      • Orc Archer: Orcs skilled in using bows, often serving as ranged attackers in armies.
      • Orc Assassin: Stealthy orcs who specialize in eliminating targets silently.
      • Orc Berserker: Wild and frenzied orc warriors who charge into battle with reckless abandon.
      • Orc Cleric: Orcs who serve as priests or spiritual leaders, often worshipping warlike deities.
      • Orc Knight: Orcs who have achieved the status of knights, often armored and highly disciplined.
      • Orc Paratrooper: Orcs trained to enter battlefields from the air, typically using magical or mechanical means.
      • Orc Pirate: Orcs who take to the seas to raid and plunder, combining their natural ferocity with naval skills.
      • Orc Pirate Artificer: Orcs who craft devices and engage in piracy, often using their inventions in their raids.
      • Orc Pirate Wizard: Orcs that combine piracy with magical abilities, casting spells to aid in their nautical raids.
      • Orc Ranger: Orcs who are adept at navigating and surviving in wilderness areas.
      • Orc Rogue: Cunning orc fighters who use guile and stealth to their advantage.
      • Orc Scout: Orcs tasked with reconnaissance and gathering intelligence on enemy movements.
      • Orc Shaman: Orcs who call upon spiritual forces and practice tribal magics.
      • Orc Soldier: Standard orc fighters, often forming the backbone of orcish armies.
      • Orc Warrior: Battle-hardened orcs who excel in combat.
      • Orc Wizard: Orcs who have learned to wield magical powers, often seen as anomalies among their kind.
      • Orgg: Massive and destructive creatures, known for their strength and simple minds.
      • Otter: Playful aquatic mammals known in the Magic universe for their cleverness.
      • Otter // Sorcery — Adventure: Otters that embark on adventures, utilizing magic to aid their quests.
      • Otter Wizard // Instant — Adventure: Magical otters capable of casting spells instantaneously.
      • Ouphe: Small, often mischievous or magical creatures resembling goblins or faeries.
      • Ouphe Rogue: Sneaky and tricky ouphes who engage in rogue-like behavior.
      • Ox: Sturdy bovine creatures used primarily for labor or as beasts of burden.
      • Ox Angel: Celestial bovine beings that combine the features of an ox with angelic qualities.
      • Oyster: Marine mollusks, often magical in nature within the game, sometimes guarding treasures or secrets.
      • Pangolin: Scaled creatures known for their defensive abilities.
      • Pangolin Beast: Larger, more formidable versions of pangolins with enhanced abilities.
      • Pegasus: Mythical winged horses often depicted with abilities related to flight and speed.
      • Pegasus // Instant — Adventure: Pegasus creatures that can instantly join an adventure, providing swift support.
      • Pest: Small, often bothersome creatures that may have detrimental effects on opponents.
      • Phelddagrif: Mythical creatures that are often beneficial to all players, promoting a balance in gameplay.
      • Phoenix: Fire birds that can regenerate or return from the graveyard, symbolizing rebirth.
      • Phyrexian: Creatures transformed by Phyrexia, often featuring horror and mechanical elements.
      • Phyrexian Advisor: Corrupted advisors with strategic abilities that influence the battlefield.
      • Phyrexian Angel: Twisted angels that combine celestial and horrific traits.
      • Phyrexian Artificer: Crafters skilled in creating twisted artifacts and machines.
      • Phyrexian Barbarian Zombie: Undead barbarians with aggressive and destructive tendencies.
      • Phyrexian Basilisk: Deadly creatures with a petrifying gaze, enhanced by Phyrexian modifications.
      • Phyrexian Bear Rhino: Massive beasts combining the brute force of bears and rhinos with Phyrexian enhancements.
      • Phyrexian Beast: Twisted creatures enhanced by Phyrexian technology and magic.
      • Phyrexian Berserker: Aggressive warriors altered to be merciless and relentless.
      • Phyrexian Bird: Mechanical birds with enhanced surveillance or attack capabilities.
      • Phyrexian Bird Horror: Terrifying avian creatures that instill fear in their opponents.
      • Phyrexian Boar: Fierce, mechanically enhanced boars used for ramming and destruction.
      • Phyrexian Boar Beast: Larger, more ferocious versions of Phyrexian boars.
      • Phyrexian Carrier: Entities designed to spread Phyrexian corruption and influence.
      • Phyrexian Cat Cleric: Once benign clerics, now twisted to serve Phyrexian purposes.
      • Phyrexian Cat Soldier: Feline warriors enhanced for agility and lethality.
      • Phyrexian Chimera: Hybrid creatures composed of multiple animals and mechanical parts.
      • Phyrexian Cleric: Dark priests that channel corruptive energies.
      • Phyrexian Construct: Artificial beings created by Phyrexian technologies.
      • Phyrexian Crocodile: Large reptilian beasts enhanced with aggressive Phyrexian implants.
      • Phyrexian Demon: Demons further corrupted by Phyrexian oil, making them even more malevolent.
      • Phyrexian Dinosaur: Ancient creatures resurrected and enhanced with Phyrexian biomechanics.
      • Phyrexian Dog: Once loyal companions, now turned into aggressive guardians.
      • Phyrexian Dragon: Terrifying dragons that embody the pinnacle of Phyrexian engineering.
      • Phyrexian Drake: Smaller dragon-like creatures with fast and lethal attack capabilities.
      • Phyrexian Druid: Masters of corrupted nature magic, spreading decay and destruction.
      • Phyrexian Elephant Soldier: Massive war beasts armored with Phyrexian technology.
      • Phyrexian Elf: Elves that have fallen victim to Phyrexian corruption, losing much of their natural affinity.
      • Phyrexian Elf Druid: Corrupted druids who twist nature to serve Phyrexian needs.
      • Phyrexian Elf Scout: Stealthy and corrupted, these elves serve as advance guards.
      • Phyrexian Elf Shaman: Dark shamans channeling chaotic and destructive magics.
      • Phyrexian Elf Warrior: Warriors who have embraced Phyrexian enhancements to become deadlier.
      • Phyrexian Fox: Cunning creatures engineered to outsmart opponents.
      • Phyrexian Fungus: Infectious organisms used to spread the Phyrexian influence.
      • Phyrexian Giant: Colossal beings engineered for war and destruction.
      • Phyrexian Goblin: Mischievous and chaotic, these goblins are even more unpredictable with Phyrexian alterations.
      • Phyrexian Goblin Warrior: Goblin warriors turned into fierce and relentless fighters.
      • Phyrexian Goblin Zombie: Undead goblins, combining reckless aggression with undead resilience.
      • Phyrexian Gremlin: Mischievous and destructive creatures enhanced with mechanical parts.
      • Phyrexian Homunculus: Small, artificially created beings designed for specific tasks.
      • Phyrexian Horror: Nightmarish creatures that embody the terror of Phyrexian invasion.
      • Phyrexian Horror Mercenary: Mercenaries who have been transformed into horrors, selling their terrifying abilities to the highest bidder.
      • Phyrexian Horse: Steeds twisted by Phyrexia, often used in cavalry or as carriers of plague.
      • Phyrexian Human: Humans who have been converted into servants of Phyrexia, losing much of their humanity.
      • Phyrexian Human Artificer: Crafters who use their skills to further the Phyrexian cause.
      • Phyrexian Human Assassin: Stealthy killers enhanced with mechanical precision.
      • Phyrexian Human Cleric Minion: Dark clerics who command lesser beings and channel destructive energies.
      • Phyrexian Human Rogue: Deceitful and dangerous, these rogues blend into human societies to undermine them from within.
      • Phyrexian Human Soldier: Soldiers turned into relentless killing machines by Phyrexian technology.
      • Phyrexian Hydra: Multi-headed beasts that regenerate and multiply, embodying the relentless growth of Phyrexia.
      • Phyrexian Hyena: Pack hunters enhanced with sadistic tendencies and razor-sharp enhancements.
      • Phyrexian Imp: Small, flying demons that carry out Phyrexia’s will.
      • Phyrexian Insect: Insects turned into swarming, infectious agents of decay.
      • Phyrexian Insect Horror: Horrific insectoid creatures designed to terrorize and dismantle enemy forces.
      • Phyrexian Jellyfish: Aquatic creatures used for surveillance and as bio-weapons in marine environments.
      • Phyrexian Kavu: Powerful and aggressive beasts, now twisted by Phyrexian influences to be even more lethal.
      • Phyrexian Knight: Knights who have forsaken their vows to become champions of Phyrexia.
      • Phyrexian Kor: Members of the Kor race who have been corrupted and integrated into Phyrexia’s armies.
      • Phyrexian Minion: Lower-tier servants and foot soldiers in the Phyrexian hierarchy.
      • Phyrexian Ogre: Brutish and powerful, these ogres are augmented with crude but effective Phyrexian enhancements.
      • Phyrexian Ooze: Amorphous beings that absorb and assimilate anything in their path.
      • Phyrexian Pegasus: Once majestic creatures, now turned into winged agents of terror.
      • Phyrexian Rat: Rats enhanced to spread disease and surveillance devices.
      • Phyrexian Rogue: Stealth operatives employed for espionage and sabotage.
      • Phyrexian Samurai: Warriors bound by a corrupted code, serving Phyrexia with deadly precision.
      • Phyrexian Shade: Dark entities that thrive in the shadows, powered by Phyrexian mana.
      • Phyrexian Shapeshifter: Beings that can assume the forms of others to infiltrate and corrupt from within.
      • Phyrexian Shark: Predatory sea creatures engineered to dominate aquatic territories.
      • Phyrexian Skeleton: Skeletal warriors that are virtually indestructible, continually reassembling to fight again.
      • Phyrexian Snake: Venomous serpents used as living weapons.
      • Phyrexian Soldier: The backbone of the Phyrexian army, relentless and devoid of fear.
      • Phyrexian Specter: Malevolent spirits that haunt and corrupt the living.
      • Phyrexian Sphinx: Enigmatic creatures that pose riddles that spell doom for those who cannot answer.
      • Phyrexian Spider: Arachnids that trap and devour their prey with mechanical precision.
      • Phyrexian Vampire: Vampires that drain not just blood but the very essence of their victims to fuel Phyrexian machines.
      • Phyrexian Vedalken Wizard: Highly intelligent and coldly logical, these wizards use their knowledge to advance Phyrexian technology.
      • Phyrexian Warlock: Dark magic users who channel corruptive energies to spread Phyrexia’s influence.
      • Phyrexian Warrior: Frontline troops that strike fear and devastation in the hearts of their enemies.
      • Phyrexian Wizard: Spellcasters who have turned their arcane knowledge towards dark, mechanical augmentations.
      • Phyrexian Wolf: Wolves that hunt in packs, their natural instincts amplified by Phyrexian grafts.
      • Phyrexian Wurm: Gigantic worms that burrow through earth and flesh alike, destroying all in their path.
      • Phyrexian Zombie: Undead creatures that serve as tireless workers and soldiers for Phyrexia.
      • Phyrexian Zombie Assassin: Stealthy undead programmed to kill with precision.
      • Phyrexian Zombie Cleric: Dark priests who preside over the twisted rites of Phyrexia.
      • Phyrexian Zombie Dog: Canine horrors bred for loyalty and ferocity.
      • Phyrexian Zombie Knight: Fallen knights resurrected to continue their service in death.
      • Phyrexian Zombie Mercenary: Mercenaries who sell their undead might to the highest bidder, no longer constrained by morality.
      • Phyrexian Zombie Mercenary Assassin: Deadly killers for hire, offering their gruesome services to cause chaos and destruction.
      • Phyrexian Zombie Warrior: Undead warriors that form the vanguard of Phyrexia’s relentless assaults.
      • Plant: Vegetative creatures that often have abilities related to growth and regeneration.
      • Plant Bard: Musical plants that use their harmonies to enchant and manipulate the battlefield.
      • Plant Beast: Larger, more aggressive plant creatures that can dominate a forest battlefield.
      • Plant Cat: Feline plants that combine agility with the ensnaring qualities of vines and leaves.
      • Plant Centaur: Half-human, half-plant creatures that protect the forests and their secrets.
      • Plant Dinosaur: Massive prehistoric plants that have adapted to become formidable predators or defenders.
      • Plant Dog: Faithful and protective, these plant creatures blend the loyalty of canines with the resilience of flora.
      • Plant Druid: Guardians of nature who draw their magic from the deep roots of the forest.
      • Plant Elemental: Elemental beings made of living plant matter, wielding the raw forces of nature.
      • Plant Elemental Beast: Powerful elementals that combine features of animals and plants to form a formidable presence.
      • Plant Elephant: Towering plant creatures that resemble elephants, crushing anything that threatens their terrain.
      • Plant Horror: Terrifying plant creatures that use their thorned and vine-filled bodies to ensnare and terrify.
      • Plant Hydra: Multi-headed plant creatures that can regenerate and multiply their attacks.
      • Plant Mercenary: Plants that have turned to a life of conflict, selling their unique abilities to the highest bidder.
      • Plant Mutant: Altered flora that have gained unusual and often dangerous new traits.
      • Plant Rhino: Bulky and aggressive plant creatures that charge their enemies with the force of a stampede.
      • Plant Rogue: Stealthy and cunning, these plants use their natural camouflage to ambush unsuspecting prey.
      • Plant Skeleton: Skeletal plants that can reform and continue to fight even after being chopped down.
      • Plant Spider: Creeping, crawling plant creatures that trap their prey in fibrous, sticky webs.
      • Plant Wall: Defensive barriers made of living plant matter, often used to protect more vulnerable species.
      • Plant Warlock: Dark practitioners of botanical magic, using their powers to curse and manipulate.
      • Plant Wolf: Predatory plant creatures that hunt in packs and use their vine-like limbs to ensnare.
      • Plant Wurm // Sorcery — Adventure: Massive plant wurms that can be summoned through magical means for devastating effect.
      • Plant Zombie: Undead plant life that shambles through the battlefield, spreading decay and destruction.
      • Porcupine Mount: Ridable porcupines used for defense with their sharp quills.
      • Porcupine Performer: Showy porcupines that dazzle audiences with their quill-shooting tricks.
      • Possum Mount: Small, agile creatures often used for quick, stealthy transportation.
      • Rabbit: Small, quick creatures often associated with agility and multiplying effects.
      • Rabbit // Sorcery — Adventure: Represents magical or enchanted rabbits with spell-casting abilities.
      • Rabbit Beast: Larger, more formidable rabbits with enhanced strength or abilities.
      • Rabbit Mercenary: Cunning rabbits available for hire, specializing in stealth and surprise tactics.
      • Rabbit Unicorn: Mythical rabbits with magical powers, often possessing healing abilities.
      • Raccoon: Clever and mischievous creatures known for their thieving and survival skills.
      • Raccoon Citizen: Raccoons that blend into civilized societies, often causing mischief.
      • Raccoon Lizard Bird: A bizarre hybrid creature with traits of raccoons, lizards, and birds, likely possessing a mix of abilities from each.
      • Raccoon Rogue: Stealthy raccoons that excel in sneaking and trickery.
      • Raccoon Warrior: Battle-ready raccoons equipped for combat.
      • Rat: Small, numerous creatures often swarming opponents or benefiting from large numbers.
      • Rat Horror: Terrifying and grotesque rats, enhanced through dark magic or mutations.
      • Rat Mutant: Rats altered by external factors, possessing unusual or enhanced traits.
      • Rat Ninja: Stealthy and deadly rats trained in the arts of assassination and espionage.
      • Rat Peasant: Common rats that might gather resources or have minimal combat abilities.
      • Rat Rogue: Cunning and elusive rats skilled in theft and sabotage.
      • Rat Rogue // Legendary Creature — Rat Shaman: A legendary rat with mystical abilities, leading others of its kind.
      • Rat Rogue // Legendary Creature — Rat Wizard: A powerful rat spellcaster with command over magical forces.
      • Rat Samurai: Warrior rats bound by a code of honor, often with abilities reflecting their disciplined nature.
      • Rat Shaman: Rats with magical abilities, typically involved in spell casting or curses.
      • Rat Warlock: Dark magic practitioners among rats, using sinister spells against their foes.
      • Rat Warrior: Militaristic rats trained in combat tactics and weaponry.
      • Rebel Bird: Birds that rebel against their kind or others, often with abilities that disrupt or oppose.
      • Rhino: Large, tough creatures known for their brute strength and charging attacks.
      • Rhino Beast: Even larger and more formidable than typical rhinos, often with devastating attack powers.
      • Rhino Cleric: Rhinos with religious or healing abilities, unusual for their kind.
      • Rhino Druid: Rhinos with nature-based magical abilities, guardians of their natural habitats.
      • Rhino Monk: Monastic rhinos focused on inner strength and possibly mystical martial arts.
      • Rhino Monk Soldier: Rhinos trained both in spiritual pursuits and warfare.
      • Rhino Performer: Rhinos trained to entertain, possibly in circuses or battles as show fighters.
      • Rhino Soldier: Heavily armored rhino warriors, excellent in frontal assaults.
      • Rhino Warrior: Battle-hardened rhinos, formidable in melee combat.
      • Salamander: Amphibious creatures known for their ability to thrive in both land and aquatic environments.
      • Salamander Drake: Larger, more aggressive salamanders with draconic features and abilities.
      • Salamander Mount: Domesticated salamanders large enough to be ridden in battle or travel.
      • Salamander Pirate: Salamanders that have adapted to seafaring life, engaging in piracy and maritime raids.
      • Salamander Rogue: Stealthy salamanders skilled in thievery and espionage.
      • Salamander Wizard: Magic-wielding salamanders with control over elemental forces, particularly fire and water.
      • Salamander Wurm: Giant worm-like salamanders with devastating burrowing abilities.
      • Satyr: Mischievous and frolicsome forest dwellers with human upper bodies and goat-like lower halves.
      • Satyr Archer: Satyrs skilled in using bows, often acting as scouts or hunters.
      • Satyr Bard: Musical satyrs who use their songs for enchantment or inspiration.
      • Satyr Beast: More beastly satyrs with enhanced physical prowess.
      • Satyr Berserker: Frenzied satyr warriors known for their reckless charges into battle.
      • Satyr Druid: Nature-worshipping satyrs who command the powers of the wilderness.
      • Satyr Rogue: Cunning satyrs who use their charm and agility for mischief.
      • Satyr Scout: Satyrs who excel in tracking and reconnaissance, often leading the way through forests.
      • Satyr Shaman: Spiritual leaders among the satyrs, capable of invoking mystical energies.
      • Satyr Soldier: Militarized satyrs trained for organized combat.
      • Satyr Warrior: Battle-hardened satyrs known for their combat skills and rowdy nature.
      • Scarecrow Soldier: Animated scarecrows crafted for war, often devoid of self-will.
      • Scorpion: Venomous desert dwellers with a deadly sting in their tails.
      • Scorpion Demon: Malevolent and powerful scorpions twisted by demonic forces.
      • Scorpion Dragon: Terrifying hybrid creatures combining the ferocity of dragons with the lethal traits of scorpions.
      • Scorpion Scout // Sorcery — Adventure: A scouting mission that involves scorpions, used in gameplay as an adventure sorcery card.
      • Serpent: Large snake-like creatures that often inhabit water or mystical realms.
      • Serpent Dragon // Instant — Adventure: A swift dragon-like serpent used in gameplay as an instant adventure card.
      • Serpent Egg // Creature — Serpent: The early life stage of a serpent, depicted as a creature card.
      • Shade: Shadowy creatures that can become more powerful by tapping into dark mana.
      • Shade Horror: Terrifyingly powerful shades that instill fear and despair.
      • Shade Spirit: Ethereal shades that exist between the physical and spirit worlds.
      • Shade Warlock: Dark mages who have made pacts with shadowy entities, gaining forbidden knowledge.
      • Shapeshifter: Creatures that can change their form or mimic others, often adapting abilities and appearances.
      • Shapeshifter Ally: Shapeshifters that have formed alliances, providing versatile support in various forms.
      • Shapeshifter Cleric: Shapeshifters with divine powers, capable of healing and protection.
      • Shapeshifter Pirate: Shapeshifters at sea who can adapt their appearances for deception and plunder.
      • Shapeshifter Rebel: Shapeshifters fighting against oppression, adept at espionage and subterfuge.
      • Shapeshifter Rogue: Cunning shapeshifters specializing in stealth and trickery.
      • Shapeshifter Rogue // Land: A land card that transforms into a rogue shapeshifter, combining utility and combat potential.
      • Shapeshifter Spirit: Ethereal shapeshifters with supernatural abilities, often ghostly in nature.
      • Shapeshifter Wall: Defensive shapeshifters that can form nearly impenetrable barriers.
      • Shark: Fierce aquatic predators known for their deadly bite and swift movements.
      • Shark Beast: Larger and more terrifying versions of sharks, often with enhanced predatory traits.
      • Shark Crab: A bizarre amalgamation of shark and crab, featuring traits of both for enhanced adaptability.
      • Shark Octopus Crab: An even stranger hybrid with the cunning of a shark, the flexibility of an octopus, and the defense of a crab.
      • Shark Octopus Lizard: A fantastical creature combining aspects of all three species for a unique set of abilities.
      • Shark Rogue: Stealthy and cunning sharks that employ unexpected tactics.
      • Sheep: Typically docile creatures, often used for their wool but sometimes enchanted or altered for magical purposes.
      • Sheep Mount: Sheep large enough to be ridden, often found in magical or altered states.
      • Sheep Performer: Sheep trained for entertainment, possibly in magical displays or as part of a circus.
      • Siren: Enchanting creatures, usually female, known for their hypnotic singing that lures sailors to their doom.
      • Siren Pirate: Sirens who have taken to piracy, using their songs to captivate and control their victims.
      • Siren Soldier: Militarized sirens trained in combat, using their voices as weapons.
      • Skeleton: Animated bones, often undead, that serve as basic foot soldiers or laborers.
      • Skeleton Archer: Skeletons equipped with bows, often used in armies of the undead.
      • Skeleton Beast: More formidable skeletons, enhanced with beast-like features for increased strength.
      • Skeleton Dog: Skeletal canines, either as companions to other undead or as guards.
      • Skeleton Knight: Heavily armored skeletal warriors, often riding undead steeds into battle.
      • Skeleton Pirate: Undead pirates, forever bound to their ghostly ships.
      • Skeleton Rogue: Devious skeletons skilled in thievery and assassination.
      • Skeleton Shaman: Skeletons who have retained or gained mystical powers, often serving as necromancers.
      • Skeleton Soldier: Basic infantry units among skeletons, forming the backbone of many undead armies.
      • Skeleton Wall: Defensive structures made from bones, often enchanted to provide protection.
      • Skeleton Warrior: Skeletons trained for warfare, equipped with various weapons.
      • Skeleton Wizard: Magical skeletons that cast spells and summon further undead.
      • Skeleton Wurm: Gigantic skeletal worms, terrorizing battlefields and graveyards alike.
      • Slith: Slithering creatures that grow stronger as they deal damage to opponents.
      • Sliver: Hive-minded creatures that share abilities amongst themselves, making them extremely versatile and dangerous.
      • Sliver Spirit: Ethereal slivers that possess mystical powers, often influencing other slivers psychically.
      • Sliver Trilobite: Ancient and armored slivers with a hard, segmented shell providing extra defense.
      • Sloth Beast: Slow-moving but surprisingly powerful beasts, often underestimated by their foes.
      • Sloth Beast Employee: Sloth beasts that have been domesticated or trained for specific tasks or labor.
      • Sloth Mutant: Genetically altered sloths with enhanced abilities or strange new traits.
      • Slug: Slow-moving mollusks, sometimes depicted with magical or toxic qualities.
      • Slug Beast: Larger and more dangerous versions of regular slugs, often predatory.
      • Slug Horror: Nightmarish slugs with terrifying abilities, usually involving poison or acid.
      • Snake: Reptiles known for their stealth and lethal bites, often enhanced with magic in the MTG universe.
      • Snake Assassin: Snakes trained or magically bred to kill, often using venom or constriction.
      • Snake Beast: Larger, more aggressive snakes with beast-like features.
      • Snake Dragon // Instant — Adventure: A swift, serpentine dragon appearing in gameplay as an instant adventure card.
      • Snake Elf Druid: Hybrid creatures combining the cunning of elves with the stealth of snakes, often with druidic powers.
      • Snake Horse Mount: Snakes large enough to be ridden, typically by other magical creatures.
      • Snake Hydra: Multi-headed snakes with regenerative abilities, making them nearly impossible to kill.
      • Snake Ninja: Stealthy and deadly snakes trained in the arts of ninjitsu.
      • Snake Ninja Rogue: Snakes with skills in both stealth and thievery, making them formidable in espionage.
      • Snake Rogue: Cunning snakes that use their agility and stealth for criminal activities.
      • Snake Samurai: Warrior snakes adhering to a code of honor, skilled in combat.
      • Snake Shaman: Mystical snakes with powers over nature and the spirit world.
      • Snake Shaman // Legendary Creature — Snake Shaman: A revered snake shaman known for their powerful spiritual magic.
      • Snake Shaman Scout: Snakes that combine their spiritual powers with skills in tracking and navigation.
      • Snake Skeleton: Skeletal remains of snakes, sometimes animated through necromancy.
      • Snake Wall: Defensive barriers made up of snakes, either literal or magical constructs.
      • Snake Warrior: Combat-trained snakes, often used as guards or soldiers.
      • Snake Warrior Archer: Snakes skilled with bows, combining their natural precision with martial training.
      • Snake Warrior Ranger: Ranger-trained snakes adept at survival and tracking in the wild.
      • Soldier: Basic military units, often human, forming the core of many armies in the MTG universe.
      • Soltari Cleric: Ethereal beings from the plane of Rath, focusing on spiritual and healing arts.
      • Soltari Knight: Noble warriors of the Soltari tribe, known for their speed and agility.
      • Soltari Monk Cleric: Soltari monks who combine martial prowess with clerical magic.
      • Soltari Soldier: Basic infantry units among the Soltari, known for their ability to phase through objects.
      • Spawn: Typically small, numerous entities that are generated by other creatures or phenomena.
      • Specter: Ghostly beings that cause fear and madness, often stealing souls or memories.
      • Specter // Sorcery — Adventure: A haunting specter that appears in the game as a sorcery adventure card.
      • Specter Rogue: Stealthy and malevolent specters skilled in theft and subterfuge.
      • Specter Spirit: Ethereal specters that haunt the living, often bound to specific locations or objects.
      • Sphinx: Wise and enigmatic creatures with human heads and lion bodies, known for their riddles and magic.
      • Sphinx Detective: Sphinxes that use their wisdom and insight to solve mysteries or crimes.
      • Sphinx Rogue: Sphinxes that have turned to cunning and trickery, often involved in espionage.
      • Sphinx Wizard: Highly intelligent sphinxes that have mastered the arcane arts.
      • Spider: Arachnids famous for their web-spinning abilities, often with venomous bites.
      • Spider Horror: Terrifying spiders that embody the fears of their victims, larger and deadlier than typical spiders.
      • Spider Monkey Scientist: Imaginative hybrid creatures, combining the agility of monkeys with the intellectual curiosity of a scientist.
      • Spider Mutant: Mutated spiders with unusual abilities or forms, often resulting from magical experiments.
      • Spike: Creatures covered in sharp spikes, used for defense or as weapons.
      • Spike Drone: Spikes designed as autonomous units, often used for surveillance or defense.
      • Spike Soldier: Military units equipped with spike-based weaponry or armor.
      • Spirit: Ethereal entities that represent the essence or soul of a being, often with supernatural powers.
      • Spirit // Creature — Spirit: A card representing a spirit, used as a creature in gameplay.
      • Spirit // Enchantment — Aura: A spirit that can enhance or alter other creatures or objects, appearing as an aura.
      • Spirit Advisor: Spirits that provide guidance or wisdom, often involved in decision-making or prophecy.
      • Spirit Angel: Celestial spirits with angelic qualities, often serving higher moral or spiritual laws.
      • Spirit Avatar: Powerful spirits that represent fundamental concepts or forces, manifesting immense power.
      • Spirit Bear: Spirits taking the form of bears, combining physical strength with mystical presence.
      • Spirit Bird: Ethereal birds that symbolize freedom or transcendence, often with magical abilities.
      • Spirit Cleric: Spirits with divine connections, capable of performing miracles or channeling holy energy.
      • Spirit Detective: Spirits that investigate the supernatural or solve mysteries from beyond the grave.
      • Spirit Dog: Canine spirits that remain loyal protectors or guides from the spiritual realm.
      • Spirit Dragon: Majestic and powerful spirits in the form of dragons, often guardians of sacred places.
      • Spirit Giant: Towering spirit entities that embody strength and endurance, sometimes revered as protectors.
      • Spirit Horror: Spirits that have become twisted or malevolent, often inducing fear or despair.
      • Spirit Knight: Noble spirits that uphold chivalric values and protect the innocent.
      • Spirit Minion: Lesser spirits that serve more powerful entities, often bound to their will.
      • Spirit Monk: Spiritual practitioners who have transcended their physical forms, focusing on enlightenment.
      • Spirit Ninja: Stealthy spirits that use their ethereal forms for espionage or assassination.
      • Spirit Nomad: Wandering spirits that travel between worlds or planes, often seeking knowledge or closure.
      • Spirit Pirate: Spirits that haunt the seas, continuing their plundering ways in death.
      • Spirit Rogue: Mischievous spirits that play tricks or manipulate events from the shadows.
      • Spirit Soldier: Ethereal soldiers that continue to fight for their causes beyond death.
      • Spirit Soldier // Enchantment — Aura: A spirit soldier that also acts as a magical enhancement for others, depicted as an aura.
      • Spirit Soldier // Enchantment — Aura Curse: A cursed spirit soldier that brings misfortune or binds others with its presence.
      • Spirit Spellshaper: Spirits that shape magical energies into spells or effects, often with precise control.
      • Spirit Treefolk: Tree-like spirits that embody the wisdom and longevity of ancient forests.
      • Spirit Wall: Defensive spirits that form barriers or shields to protect the living or sacred sites.
      • Spirit Warlock: Spirits that have made pacts with otherworldly beings, gaining dark and powerful magic.
      • Spirit Warrior: Warrior spirits that fight with ethereal weapons and armor, defending their spiritual realms.
      • Spirit Warrior // Enchantment — Aura: A spirit warrior that enhances others with warrior virtues, appearing as an aura.
      • Spirit Warrior // Sorcery — Adventure: A spirit warrior that undertakes quests or missions, represented in the game as a sorcery adventure.
      • Spirit Wizard: Wise spirits that have mastered the arcane arts, often acting as mentors or guardians.
      • Spirit Wolf: Wolf spirits that embody the traits of loyalty and strength, often serving as guides or protectors.
      • Squid: Aquatic creatures known for their soft bodies and tentacles, often using ink as a defense mechanism.
      • Squid Beast: Larger, more aggressive squids with enhanced physical traits for hunting or defense.
      • Squid Horror: Terrifying squid creatures that haunt the deep seas, often with nightmarish appearances.
      • Squid Illusion: Magical squids that can create illusions or alter perceptions to confuse predators or prey.
      • Squid Pirate: Squids that have adapted to a life of raiding and scavenging on the high seas.
      • Squirrel: Small, nimble creatures known for their agility and hoarding behavior, often depicted with a whimsical nature.
      • Squirrel Advisor: Squirrels that serve as counselors or strategists, surprisingly wise for their size.
      • Squirrel Beast: Larger, beast-like squirrels with enhanced physical capabilities.
      • Squirrel Noble: Squirrels of high status or leadership within their communities, often involved in decision-making.
      • Squirrel Noble Advisor: A distinguished squirrel that combines nobility with wisdom, advising on matters of importance.
      • Starfish: Marine animals known for their radial symmetry and regenerative abilities, often mystical in nature.
      • Surrakar: Mysterious amphibious creatures that lurk in swamps and marshlands, enigmatic and dangerous.
      • Thalakos: Ethereal and elusive beings from the Tempest block, known for their shadowy appearance.
      • Thalakos Illusion: Illusive entities created from the magic of Thalakos beings, blending deception and stealth.
      • Thalakos Soldier Scout: Thalakos creatures trained in both combat and reconnaissance missions.
      • Thalakos Wizard: Thalakos beings who have mastered the arcane arts, wielding magic to manipulate and deceive.
      • The Biggest: A whimsical or metaphorical creature type used to denote the largest or most formidable beings in playful or thematic sets.
      • Thrull: Servile creatures created as minions that often have grotesque forms and are used for various sacrificial or laborious tasks.
      • Thrull Wizard: Thrulls that have been granted or have acquired magical powers, often used by their creators for complex tasks requiring magical intervention.
      • Tiefling Bard: Mythical beings with demonic ancestry, known for their musical talents and charm.
      • Tiefling Cleric: Tieflings who serve religious or spiritual roles, blending divine magic with their infernal heritage.
      • Tiefling Rogue: Stealthy and cunning tieflings who excel in thievery and espionage.
      • Tiefling Rogue Assassin: Tieflings specialized in assassination, using their rogue skills to execute covert killings.
      • Tiefling Shaman: Mystical tieflings who practice shamanistic magic, often connecting with darker or forbidden powers.
      • Tiefling Warlock: Tieflings who have made pacts with powerful entities, gaining magical powers at potentially great costs.
      • Tiefling Wizard: Tieflings who have studied arcane arts, often using magic that is considered taboo or dangerous.
      • Treefolk: Sentient trees or tree-like creatures, often ancient and wise, typically connected deeply with nature.
      • Treefolk Assassin: Stealthy treefolk who use their natural camouflage to ambush unsuspecting victims.
      • Treefolk Druid: Treefolk with a profound connection to nature, capable of powerful druidic magic.
      • Treefolk Druid // Creature — Phyrexian Treefolk: A corrupted version of treefolk druids, twisted by Phyrexian influences to serve darker purposes.
      • Treefolk Horror: Terrifying forms of treefolk that have been twisted into nightmarish creatures.
      • Treefolk Shaman: Treefolk who practice spiritual or elemental magic, often serving as leaders or healers.
      • Treefolk Soldier: Militarized treefolk trained to defend their forested homes from threats.
      • Treefolk Spirit: Ethereal remnants of treefolk that continue to protect the forest realms beyond death.
      • Treefolk Warlock: Treefolk who delve into dark, often forbidden magics, sometimes at great personal risk.
      • Treefolk Warrior: Battle-hardened treefolk who protect their territories with strength and ancient wisdom.
      • Trilobite: Prehistoric arthropod-like creatures, often with hard shells and multiple body segments.
      • Trilobite Beast: Larger, more formidable versions of trilobites, often enhanced or mutated beyond typical size and capabilities.
      • Troll: Regenerating creatures known for their brutish strength and ability to heal from most wounds rapidly.
      • Troll Berserker: Particularly fierce trolls who enter states of rage in battle, becoming even more dangerous.
      • Troll Cleric: Trolls who have taken on religious or spiritual roles, an unusual path for their kind.
      • Troll Detective: Unusually cunning trolls who solve mysteries or track down individuals using their primal instincts.
      • Troll Druid: Trolls connected with the forces of nature, wielding druidic powers often focused on growth and regeneration.
      • Troll Frog Warrior: A bizarre hybrid of troll and frog, combining physical prowess with amphibious abilities.
      • Troll Giant: Enormous trolls that tower over others of their kind, often leading them due to their sheer size and strength.
      • Troll Mutant: Trolls altered by magical or environmental factors, exhibiting strange new traits or abilities.
      • Troll Noble: Trolls of high status or leadership within their tribes, often stronger and more intelligent than typical trolls.
      • Troll Shaman: Trolls who act as spiritual leaders, using magic to guide and protect their kin.
      • Troll Skeleton: Skeletal remains of trolls that continue to fight and regenerate even in death.
      • Troll Soldier: Trolls trained for combat, serving as the frontline troops in troll-led conflicts.
      • Troll Warlock: Trolls who wield dark, often destructive magic, feared by friend and foe alike.
      • Troll Warrior: Fierce and relentless fighters within troll societies, known for their ability to battle continuously through regeneration.
      • Troll Wizard: Rare trolls who have mastered the arcane arts, combining their natural regenerative abilities with powerful spells.
      • Turtle: Aquatic or amphibious creatures known for their hard shells and often slow movement.
      • Turtle // Sorcery — Adventure: Represents magical or mythical turtles with abilities that are significant enough to warrant a sorcery classification.
      • Turtle and/or Elephant: A playful or thematic creature type representing a combination of turtle and elephant traits, likely used in more whimsical or alternate set contexts.
      • Turtle Druid: Turtles with mystical powers, often connected to water or marine life, practicing nature-based magic.
      • Turtle Hydra: Multi-headed turtles, combining the regenerative capabilities of hydras with the protective shells of turtles.
      • Turtle Ninja: Stealthy turtles trained in the arts of ninjitsu, a rare sight indeed in both humor and fantasy settings.
      • Turtle Rogue: Turtles skilled in stealth and subterfuge, using their shells as both armor and disguise.
      • Tyranid: A creature type borrowed from another universe, typically representing bio-engineered horrors known for their adaptability and terrifying presence.
      • Tyranid Gargoyle: Winged tyranids used for aerial assault and reconnaissance, typically part of a larger swarm.
      • Tyranid Human: Humans who have been assimilated or mutated by Tyranid genetic material, losing much of their humanity in the process.
      • Tyranid Mutant: Even further mutated tyranids, displaying bizarre and often grotesque new traits that enhance their lethality or survivability.
      • Unicorn: Mythical equine creatures distinguished by their single, spiraling horn and often embody purity and grace.
      • Unicorn // Sorcery — Adventure: Represents unicorns in spell form, likely granting magical abilities or boons as part of an adventure.
      • Unicorn Monger: A unicorn involved in trade or possessing abilities that benefit others for a price.
      • Unicorn Mount: A unicorn used primarily for riding, combining mystical elegance with utility.
      • Vampire: Immortal beings that feed on the life essence of others, often gaining strength from doing so.
      • Vampire // Creature — Vampire: Standard vampire creatures, combining classic vampiric traits with card game mechanics.
      • Vampire // Creature — Vampire Berserker: Aggressive vampires with a berserk combat style.
      • Vampire Archer: Vampires skilled in long-range combat using bows or similar weapons.
      • Vampire Assassin: Stealthy vampires specializing in eliminating targets quietly and efficiently.
      • Vampire Assassin Ally: Vampires who work together with others to execute covert missions.
      • Vampire Berserker: Vampires with a savage, uncontrollable fighting style.
      • Vampire Cleric: Vampires who have taken religious vocations, possibly using their powers for darker rituals.
      • Vampire Cleric Ally: Vampire clerics that work in groups, likely combining their spiritual powers.
      • Vampire Demon: A demonic breed of vampire with enhanced powers and malevolence.
      • Vampire Detective: Vampires who use their eternal lifespans to solve mysteries or crimes.
      • Vampire Dog: Undead canines with vampiric traits, loyal yet deadly.
      • Vampire Dragon: Terrifying dragons infused with vampiric energy, combining flight and fire with bloodlust.
      • Vampire Druid: Vampires who practice nature-based magic, a rare blend of natural and supernatural energies.
      • Vampire Employee: Vampires integrated into normal jobs, adding a mundane twist to their immortal lives.
      • Vampire Guest: Vampires in roles of temporary visitors or in deceptive roles, possibly hinting at infiltration.
      • Vampire Horror: Monstrous vampires that embody the terror they instill in their victims.
      • Vampire Horror // Creature — Eldrazi Vampire: A nightmarish hybrid of Eldrazi and vampire traits, emphasizing horror and destruction.
      • Vampire Knight: Noble warrior vampires who blend chivalric combat with their cursed existence.
      • Vampire Ninja: Stealthy, deadly vampires utilizing martial arts and shadows to their advantage.
      • Vampire Noble: High-ranking vampires with authority over others, often key figures in vampire societies.
      • Vampire Rogue: Cunning vampire characters who use deceit and stealth as their primary tools.
      • Vampire Scout: Vampires tasked with exploring and gathering information on uncharted territories or enemy positions.
      • Vampire Shade: Shadowy vampire figures, possibly more ethereal and less corporeal than typical vampires.
      • Vampire Shaman: Vampires who practice shamanistic magic, combining blood rituals with elemental powers.
      • Vampire Shaman Ally: Vampires shamans that work together, enhancing their mystical rites through teamwork.
      • Vampire Skeleton: Skeletal remains of vampires that retain undead life and vampiric qualities.
      • Vampire Soldier: Vampires serving in armies or militant factions, combining military discipline with their natural ferocity.
      • Vampire Soldier // Creature — Vampire Knight: Vampires with both the disciplined aspect of a soldier and the honorable traits of a knight.
      • Vampire Spirit: Ghostly vampires that exist between the material and spiritual worlds.
      • Vampire Warlock: Vampires with a pact-based magic, typically involving darker, forbidden arts.
      • Vampire Warrior: Combative vampires specializing in direct, often brutal combat.
      • Vampire Warrior Ally: Vampire warriors that operate in groups, enhancing their effectiveness in battle.
      • Vampire Wizard: Vampires who have mastered the arcane arts, using their magic to enhance their vampiric abilities.
      • Vampire Wizard // Creature — Elemental: Elemental beings with vampiric and magical properties, bridging the gap between elemental force and undead nature.
      • Vampire Wizard // Creature — Vampire Wizard: Powerful vampire spellcasters who are adept in both sorcery and vampire lore.
      • Vampyre: An archaic or variant spelling of vampire, often used to evoke a classic or traditional feel.
      • Varmint: Typically small, pesky creatures that may cause more annoyance than harm, often rodents or similar small animals.
      • Vedalken: A blue-aligned race of tall, thin humanoids known for their intellect and typically associated with artifice and magic.
      • Vedalken Advisor: Wise vedalken who counsel others, often involved in political or scholarly roles.
      • Vedalken Artificer: Vedalken specialists in creating magical or technological devices, highly skilled in invention and innovation.
      • Vedalken Artificer Detective: A vedalken artificer with a focus on investigation, using their creations to solve mysteries or crimes.
      • Vedalken Detective: Vedalken who use their analytical skills to solve complex cases, often involving magic or technology.
      • Vedalken Employee: Vedalken workers known for their meticulousness and efficiency, often in scientific or academic fields.
      • Vedalken Knight: Armored vedalken who serve as protectors or warriors, combining chivalry with strategic thought.
      • Vedalken Mutant: Altered vedalken, possibly through experimentation or magical mutation, often exhibiting new traits or abilities.
      • Vedalken Rogue: Cunning vedalken who use their wits and agility to survive on the fringes of society.
      • Vedalken Rogue Artificer: A vedalken rogue with a knack for crafting devices that aid in thievery or espionage.
      • Vedalken Rogue Mutant: A genetically or magically altered vedalken living a life of deceit or crime.
      • Vedalken Scout: Vedalken tasked with exploring unknown territories, using their keen senses and intellect to navigate and report.
      • Vedalken Soldier: Disciplined vedalken warriors, often serving in organized armies or security forces.
      • Vedalken Wizard: Highly skilled vedalken mages, known for their mastery over complex spells and magical theories.
      • Vedalken Wizard Mutant: A vedalken wizard who has undergone mutations, enhancing or altering their magical capabilities.
      • Vedalken Zombie: Undead vedalken, reanimated through necromancy, often retaining traces of their former intelligence.
      • Viashino: Reptilian creatures known for their aggression and affinity with fire, often found in red-aligned environments.
      • Viashino Advisor: Viashino who serve as counselors or strategists, often in tribal or militaristic communities.
      • Viashino Assassin: Stealthy and deadly viashino trained to kill swiftly and silently.
      • Viashino Berserker: Fiercely aggressive viashino who thrive in chaotic combat situations.
      • Viashino Citizen: Ordinary viashino living within their communities, participating in daily life and culture.
      • Viashino Rogue: Sneaky viashino living on the edges of their societies, often engaging in thievery or other illicit activities.
      • Viashino Scout: Viashino tasked with reconnaissance, using their natural agility and survival skills to navigate dangerous territories.
      • Viashino Shaman: Viashino who practice elemental or tribal magic, often serving as spiritual leaders or healers.
      • Viashino Skeleton: Skeletal remains of viashino, still imbued with some of their fiery spirit.
      • Viashino Soldier: Viashino serving in armies, known for their ferocity and tenacity in battle.
      • Viashino Warrior: Battle-hardened viashino, skilled in combat and often leading charges or serving as guards.
      • Viashino Wizard: Viashino who combine their natural affinity for fire with magical prowess, often casting spells related to destruction or transformation.
      • Volver: A creature type that might refer to beings capable of evolving or changing forms, adapting to different situations or environments.
      • Wall: Typically a defensive creature type, walls cannot attack and are used to block enemy attacks.
      • Wall // Creature — Eye Horror: A fusion of a defensive wall creature with a horrifying ocular aspect, possibly adding disturbing abilities.
      • Weird: A blue and/or red creature type, weirds are magical creatures formed from pure mana, often with unique, volatile abilities.
      • Weird Detective: A combination of the investigative abilities of a detective with the magical properties of a weird.
      • Werewolf: A creature type that can transform between a human form and a more powerful werewolf form under specific game conditions, such as the phase of the moon.
      • Werewolf Horror // Creature — Eldrazi Werewolf: A terrifying blend of werewolf and Eldrazi, merging lycanthropic traits with cosmic horror.
      • Werewolf Minion: A lesser werewolf, often subservient to a more powerful werewolf or master.
      • Whale: A large sea creature type, often with high toughness, representing the massive size and strength of whales.
      • Whale // Instant — Adventure: Represents a whale-themed instant spell with an adventure, allowing for immediate impact when played.
      • Wizard Illusion: An illusion created or controlled by a wizard, typically involving deceptive or misleading magical effects.
      • Wolf: Canine creatures known for their pack behavior and loyalty, often enhancing each other’s abilities in gameplay.
      • Wolf // Sorcery — Adventure: A spell reflecting the cunning or predatory nature of wolves, with an adventure mechanic for flexible use.
      • Wolf Bear: A hybrid creature type combining the traits of both wolves and bears, likely emphasizing strength and pack tactics.
      • Wolf Horror: A nightmarish wolf creature, combining typical lupine characteristics with elements of horror or supernatural dread.
      • Wolf Spirit: The ethereal or ghostly form of a wolf, often with abilities related to haunting or evanescence.
      • Wolf Warrior: A wolf with combat training or warrior-like qualities, likely aggressive and formidable in battle.
      • Wolverine: Small but ferociously aggressive creatures, known for their relentless fighting spirit.
      • Wolverine Beast: A larger, possibly more savage version of a wolverine, emphasizing brute strength and ferocity.
      • Wolverine Dinosaur: An imaginative hybrid of a wolverine’s ferocity with the size and power of a dinosaur.
      • Wombat: A burrowing creature, possibly with abilities related to earth or digging.
      • Worm: Typically underground creatures that may have abilities to disrupt or affect the land in gameplay.
      • Worm Beast: A larger or more beastly version of a worm, likely with enhanced strength or destructive abilities.
      • Worm Horror: A terrifying form of worm, imbued with horrific qualities or fearsome powers.
      • Worm Mercenary: A worm that operates for hire, possibly with abilities tailored to sabotage or subterranean espionage.
      • Wraith: Ethereal and ghostly beings, often untouchable or elusive, with haunting powers.
      • Wraith Knight: A spectral knight, combining the martial prowess of a knight with the ghostly attributes of a wraith.
      • Wurm: Massive worm-like creatures, often without eyes or limbs, known for their destructive burrowing.
      • Wurm Horror: A particularly terrifying or monstrous wurm, likely with abilities that instill fear or cause massive destruction.
      • Wurm Spirit: The ghostly essence of a wurm, potentially with abilities linked to the spirit or ethereal realms.
      • Yeti: Snow-dwelling creatures known for their strength and elusiveness, often found in cold or mountainous settings.
      • Yeti Mutant: A yeti altered by external factors, potentially with unnatural powers or mutations.
      • Zombie: Undead creatures often portrayed with decaying bodies, commonly used as resilient or regenerating creatures in gameplay.
      • Zombie // Creature — Zombie: A standard zombie creature type, showcasing the basic undead properties.
      • Zombie Ape: A simian turned into a zombie, combining primate strength with undead resilience.
      • Zombie Assassin: Stealthy and deadly, these zombies are trained to kill silently.
      • Zombie Avatar: A powerful representation or embodiment of zombification in avatar form.
      • Zombie Barbarian: Undead warriors that use brute force in battle, usually more aggressive than typical zombies.
      • Zombie Bat: Flying zombies that combine the natural abilities of bats with undead properties.
      • Zombie Beast: Larger, more bestial zombies, often with increased strength and ferocity.
      • Zombie Berserker: Uncontrollably aggressive zombies that rush into battle with reckless abandon.
      • Zombie Bird: Undead birds that retain their flying capabilities, often used for tactical advantages.
      • Zombie Bird Warrior: Combines the agility of a bird with the combat skills of a warrior in undead form.
      • Zombie Camel: Desert-dwelling zombies that are as stubborn and resilient as their living counterparts.
      • Zombie Cat: Feline zombies that blend agility with undead persistence.
      • Zombie Centaur: Half-human, half-horse creatures turned into zombies, combining speed with undead endurance.
      • Zombie Cleric: Undead clerics that can invoke dark magics or curses.
      • Zombie Coward Guest: A peculiar zombie type that suggests a background story of unwilling transformation.
      • Zombie Crocodile Demon: A terrifying blend of crocodile ferocity with demonic and undead traits.
      • Zombie Cyclops: Single-eyed giants turned zombies, adding mythical strength to the undead horde.
      • Zombie Detective: Undead investigators that might use their post-mortem insights to solve mysteries.
      • Zombie Dinosaur: Prehistoric giants resurrected as undead, bringing massive power and an imposing presence.
      • Zombie Dinosaur Beast: Even more ferocious than typical zombie dinosaurs, emphasizing beastly traits.
      • Zombie Djinn: Magical spirits of Arabian mythology turned into undead beings.
      • Zombie Dog: Canine zombies, loyal beyond death, often used as guards or trackers.
      • Zombie Dragon: The terrifying undead form of dragons, combining draconic power with necrotic energies.
      • Zombie Drake: Lesser dragon-like creatures reanimated into zombie form.
      • Zombie Druid: Nature manipulators who have succumbed to zombification, possibly blending necromancy with natural magic.
      • Zombie Elephant: Massive undead creatures that trample anything in their path.
      • Zombie Elf: Elves that have been turned into zombies, possibly retaining some of their magical prowess.
      • Zombie Elf Shaman: Elf shamans who use their spiritual powers even in undead form.
      • Zombie Fish: Aquatic zombies that bring the horror of the undead to underwater environments.
      • Zombie Frog Beast: Amphibious zombies with beastly characteristics, adding a layer of monstrosity.
      • Zombie Fungus: A bizarre union of fungal growth and zombie traits, likely spreading contagion.
      • Zombie Gamer: A whimsical type, perhaps undead gamers who can’t stop playing even after death.
      • Zombie Giant: Colossal undead beings that combine the immense size of giants with the relentless nature of zombies.
      • Zombie Goblin: Chaotic and mischievous goblins turned into erratic undead creatures.
      • Zombie Gorgon: Mythical beings with deadly gazes or powers, now even more lethal as zombies.
      • Zombie Guest: Suggests a zombie that might have been a visitor or an outsider before turning.
      • Zombie Head: Possibly a disembodied head that continues to live on through undead magic.
      • Zombie Hippo: Large and dangerous, these undead hippos are as deadly as their living versions.
      • Zombie Horror: A type that accentuates the fear and monstrous aspects of zombies.
      • Zombie Horse: Undead horses, often serving as mounts for other undead creatures.
      • Zombie Imp: Smaller, devilish creatures known for their cunning, now twisted into undead forms.
      • Zombie Insect: Swarms of undead insects that could be a plague of their own.
      • Zombie Jackal: Cunning and wild canines turned into scavenging undead.
      • Zombie Jackal Cleric: Combines the jackal’s natural cunning with the dark rites of a cleric.
      • Zombie Jackal Warrior: Undead jackals with enhanced combat skills.
      • Zombie Knight: Fallen knights that continue to fight and serve in death.
      • Zombie Knight // Instant — Adventure: A quick transformation or summoning of a zombie knight for immediate battle.
      • Zombie Knight // Sorcery — Adventure: A spell that likely involves the raising or empowering of a zombie knight.
      • Zombie Kraken: Sea monsters of legendary size and terror, now lurking as undead beneath the waves.
      • Zombie Leech: Bloodsucking creatures that continue their parasitic existence beyond death.
      • Zombie Lizard: Cold-blooded reptiles that maintain their predatory instincts as zombies.
      • Zombie Manticore: Mythical beasts with lion’s bodies, bat wings, and scorpion tails, now zombified.
      • Zombie Mercenary: Undead for hire, these zombies follow the commands of whoever can control them.
      • Zombie Merfolk: Underwater dwellers who have succumbed to zombification, haunting the depths.
      • Zombie Minion: Lesser undead often controlled by more powerful necromancers.
      • Zombie Minotaur: Bull-headed warriors now roaming as formidable undead.
      • Zombie Minotaur Warrior: Combines the brute strength of minotaurs with the relentless assault of zombies.
      • Zombie Mutant: Zombies that have undergone mutations, possibly enhancing their undead forms.
      • Zombie Mutant Peasant: Commoners turned into genetically altered undead.
      • Zombie Naga: Snake-bodied humanoid zombies, blending serpentine cunning with necromancy.
      • Zombie Naga Wizard: Spellcasting nagas that have turned into undead, still wielding their magical powers.
      • Zombie Ninja: Stealthy and deadly, these undead ninjas blend into the shadows.
      • Zombie Ogre: Larger, brutish zombies with immense strength and little intellect.
      • Zombie Performer: Entertainers who continue their performances even in death.
      • Zombie Pirate: Undead sea raiders, often seen in tales of ghost ships and cursed treasures.
      • Zombie Rat: Small and numerous, these undead vermin are as persistent as they are vile.
      • Zombie Rogue: Sneaky and untrustworthy undead, often involved in thievery or assassination.
      • Zombie Satyr: Mischievous forest dwellers turned into frolicking undead.
      • Zombie Scorpion: Deadly undead arachnids with venomous stings.
      • Zombie Scout: Undead scouts that can traverse and survey lands without tiring.
      • Zombie Shaman: Practitioners of dark and forbidden magics, now even more dangerous in undeath.
      • Zombie Shapeshifter: Mysterious undead with the ability to change forms, making them unpredictable foes.
      • Zombie Siren: Once-charming creatures that lure sailors to their doom, now undead.
      • Zombie Sliver: Part of the hive-minded species, now infesting the world as undead.
      • Zombie Snake: Slithering undead that might carry venom or disease.
      • Zombie Soldier: Undead warriors that form the backbone of any zombie army.
      • Zombie Soldier Warrior: More combat-skilled zombie soldiers, likely more formidable in battle.
      • Zombie Spellshaper: Undead that can manipulate magical energies, crafting spells from beyond the grave.
      • Zombie Spirit: Ethereal undead that haunt the living with their ghostly presence.
      • Zombie Treefolk: Walking undead trees, combining natural resilience with necrotic strength.
      • Zombie Troll: Regenerating monsters, their ability to heal making them nearly unstoppable as zombies.
      • Zombie Turtle: Slow but sturdy undead with hard, protective shells.
      • Zombie Vampire: Vampires that have succumbed to a further curse of undeath, gaining new powers.
      • Zombie Wall: Defensive structures reanimated as undead, blocking foes with their bulk.
      • Zombie Warlock: Dark spellcasters who wield necromantic powers to manipulate death and decay.
      • Zombie Warrior: Undead combatants who are relentless in battle.
      • Zombie Wizard: Practitioners of the arcane arts, now using their magic to further their undead ends.
      • Zombie Wolf: Pack-hunting canines that roam the night as undead.
      • Zombie Wurm: Massive burrowing creatures, their size and power magnified in undead form.
      • Zubera Spirit: Spirits that gain power from the death of others, part of the Kami war lore.
    • Enchantment Sub Types
      • Auras: Enchantment subtype that attaches to a specific object, usually a creature or other permanent, granting it various abilities or modifications .
      • Backgrounds: Legendary enchantments that interact with Commanders in Commander games, enhancing them based on their lore and abilities .
      • Cartouche: Enchantments that typically enhance creatures and also provide an additional effect when they enter the battlefield .
      • Case: Not a standard Magic: The Gathering enchantment subtype and may refer to a specific card’s thematic or flavorful text.
      • Class: Enchantments that represent character classes from lore, providing progressive levels of benefits that can be unlocked by paying mana costs.
      • Curse: Enchantments that target players, usually providing detrimental effects to hinder their gameplay.
      • Role: Not a standard Magic: The Gathering enchantment subtype; possibly a thematic or lore-based description rather than a gameplay mechanic.
      • Rune: Enchantment subtype that represents magical symbols providing boosts or effects to the permanents they enchant.
      • Saga: Enchantments that tell a story through a sequence of chapter abilities that activate over several turns .
      • Shard: Typically not an enchantment subtype but more commonly associated with the “Shard of Alara” set; can refer to factions within that storyline.
      • Shrine: Enchantments that have an accumulating or synergistic effect if multiple shrines are controlled.
    • Land Sub Types
      • Basic
        • Forest: Forests provide green mana, which is often associated with growth, life, and nature’s resilience.
        • Island: Islands produce blue mana, used for spells that involve intellect, manipulation, and control of the flow of the game.
        • Mountain: Mountains generate red mana, emblematic of fire, passion, chaos, and destruction.
        • Plains: Plains supply white mana, representing order, light, and healing, often used for protective and restorative spells.
        • Swamp: Swamps produce black mana, associated with darkness, death, ambition, and power at any cost.
      • Non-Basic
        • Cave: Caves are nonbasic lands that represent underground environments, first introduced in the set “The Lost Caverns of Ixalan” .
        • Desert: Deserts are nonbasic lands that depict arid, sand-covered landscapes and often come with detrimental effects for creatures .
        • Gate: Gates are nonbasic lands that typically enter the battlefield tapped and are often found in sets with multicolored themes, providing mana of different colors .
        • Lair: Lairs are a unique type of nonbasic land that require you to return a non-Lair land you control to your hand when they enter the battlefield .
        • Locus: Locus lands are powerful nonbasic lands that often have synergies with other cards of the same type, originally seen on Mirrodin .
        • Sphere: This type does not appear in the provided search results or known MTG subtypes and might be confused with an artifact type or a specific card name rather than a land type.
        • Urza’s – The “Urza’s” non-basic land subtype refers to a series of three specific lands known as Urza’s Tower, Urza’s Power Plant, and Urza’s Mine, which together form the “Urzatron” set in Magic: The Gathering, providing significant mana advantages when all are present on the battlefield.
          • Mine: In Magic: The Gathering, “Mine” is part of the Urza land types, specifically Urza’s Mine, which provides additional mana when combined with Urza’s Tower and Urza’s Power Plant.
          • Power-Plant: “Power-Plant” is a nonbasic land type, notably seen in Urza’s Power Plant, that contributes to the assembly of the ‘UrzaTron’ which generates a significant mana advantage when all three lands are on the field.
          • Tower: The “Tower” subtype, as in Urza’s Tower, is a nonbasic land that, when grouped with Urza’s Mine and Urza’s Power Plant, enhances mana production significantly, offering three mana of any single color when all three types are present.
    • Planeswalker Sub Types
      • Ajani: Ajani is a noble leonin healer and warrior whose planeswalker cards often focus on bolstering creatures and gaining life.
      • Bolas: Nicol Bolas is a powerful, ancient dragon planeswalker known for his malevolence and manipulation, with cards that often involve control and destruction effects.
      • Chandra: Chandra Nalaar is a fiery, impulsive pyromancer whose planeswalker cards primarily focus on dealing direct damage to creatures and opponents.
      • Gideon: Gideon Jura is a courageous and lawful warrior whose planeswalker abilities typically focus on protection and bolstering other creatures.
      • Jace: Jace Beleren is a mind mage known for his intelligence and manipulation, with planeswalker cards that often focus on card draw, mind control, and milling effects.
      • Kaya: Kaya is a ghost assassin who specializes in stealth and disruption, with planeswalker abilities that often revolve around exiling cards and gaining life.
      • Liliana: Liliana Vess is a necromancer who manipulates the forces of death, with planeswalker cards that focus on reanimation and causing opponents to discard cards.
      • Nissa: Nissa Revane is an elven nature mage who draws power from lands, with planeswalker cards that typically enhance lands and generate large creatures.
      • Tibalt: Tibalt is a devilish planeswalker known for his sadistic nature, with chaotic abilities that disrupt opponents while dealing damage.
    • Spell Sub Types
      • Adventure: A subtype that appears on creature cards, allowing them to be cast as instants or sorceries with an effect before being played as creatures from exile.
      • Arcane: A spell subtype found primarily on instants and sorceries from the Kamigawa block, often interacting with other spells of the same subtype.
      • Chorus: Currently not recognized as an official subtype within Magic: The Gathering, suggesting it might have been confused with another term or concept.
      • Instant: A spell type that can be cast at almost any time, including during your opponent’s turn, providing immediate effects.
      • Lesson: A subtype for sorceries introduced in the “Strixhaven” set that can be fetched from outside the game if a spell or ability instructs you to learn.
      • Sorcery: A spell type that can be played only during your main phase when the stack is empty, offering a wide range of powerful and diverse effects.
      • Trap: A subtype of instants that often have an alternative cost or trigger condition that reflects reacting to opponents’ actions.

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