'Horse' cards

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Click for list of card names (60)
A-Cobbled Lancer
A-Cosmos Charger
Akroan Horse
Armored Warhorse
Bill the Pony
Black Carriage
Breaching Hippocamp
Brightfield Mustang
Bronze Horse
Calamity, Galloping Inferno
Carnival Hellsteed
Caustic Bronco
Chrome Steed
Cinnamon, Seasoned Steed
Clockwork Steed
Cobbled Lancer
Cosmos Charger
Crested Sunmare
Diamond Mare
Dusk Charger
Dwarven Pony
Fleshmad Steed
Ghoulsteed
Gilded Ghoda
Guardian Sunmare
Hipparion
Horse
Horse
Incisor Steed
Keleth, Sunmane Familiar
Lightning Colt
Lightning Mare
Motivated Pony
Nightmare
Ordinary Pony
Phantasmal Mount
Phantom Steed
Phobos
Phyrexian Warhorse
Plague Mare
Sacred Prey
Sandcloud Harbinger
Shadowfax, Lord of Horses
Shield Mare
Stallion of Ashmouth
Surge Mare
Switchgrass Grazer
Tarpan
Temur Charger
The Dilu Horse
Thundering Mightmare
Thundermare
Timbermare
Trenching Steed
Underworld Charger
Vine Mare
Wandermare
Wavebreak Hippocamp
Workhorse
Zodiac Horse


A-Cobbled Lancer

{U}

-- no image --
Creature - Zombie Horse
As an additional cost to cast this spell, exile a creature card from your graveyard. {1}{U}, Exile Cobbled Lancer from your graveyard: Draw a card.
3/3

A-Cosmos Charger

{2}{U}

-- no image --
Creature - Horse Spirit
Flash Flying Foretelling cards from your hand costs {1} less and can be done on any player's turn. Foretell {U}
3/2

Akroan Horse

{4}

-- no image --
Artifact Creature - Horse
Defender When this creature enters, an opponent gains control of it. At the beginning of your upkeep, each opponent creates a 1/1 white Soldier creature token.
0/4

Armored Warhorse

{W}{W}

-- no image --
Creature - Horse
2/3

Bill the Pony

{3}{W}

-- no image --
Legendary Creature - Horse
1/4

Black Carriage

{3}{B}{B}

-- no image --
Creature - Horse
Trample This creature doesn't untap during your untap step. Sacrifice a creature: Untap this creature. Activate only during your upkeep.
4/4

Breaching Hippocamp

{3}{U}

-- no image --
Creature - Horse Fish
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, untap another target creature you control.
3/2

Brightfield Mustang

{3}{W}

-- no image --
Creature - Horse Mount
Whenever this creature attacks while saddled, untap it and put a +1/+1 counter on it. Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
3/3

Bronze Horse

{7}

-- no image --
Artifact Creature - Horse
Trample As long as you control another creature, prevent all damage that would be dealt to this creature by spells that target it.
4/4

Calamity, Galloping Inferno

{4}{R}{R}

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Legendary Creature - Horse Mount
Haste Whenever Calamity attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once. Saddle 1
4/6

Carnival Hellsteed

{4}{B}{R}

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Creature - Nightmare Horse
First strike, haste Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
5/4

Caustic Bronco

{1}{B}

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Creature - Snake Horse Mount
Whenever this creature attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value if this creature isn't saddled. Otherwise, each opponent loses that much life. Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
2/2

Chrome Steed

{4}

-- no image --
Artifact Creature - Horse
Metalcraft - This creature gets +2/+2 as long as you control three or more artifacts.
2/2

Cinnamon, Seasoned Steed

{1}

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Legendary Artifact Creature - Food Horse
Other Food creatures you control have horsemanship. (They can't be blocked except by creatures with horsemanship.) At the beginning of your combat step, you may put a +1/+1 counter on target noncreature Food you control. If you do, it becomes a 0/0 Knight creature in addition to its other types. {2}, {T}, Sacrifice Cinnamon, Seasoned Steed: You gain 3 life.
1/1

Clockwork Steed

{4}

-- no image --
Artifact Creature - Horse
This creature enters with four +1/+0 counters on it. This creature can't be blocked by artifact creatures. At end of combat, if this creature attacked or blocked this combat, remove a +1/+0 counter from it. {X}, {T}: Put up to X +1/+0 counters on this creature. This ability can't cause the total number of +1/+0 counters on this creature to be greater than four. Activate only during your upkeep.
0/3

Cobbled Lancer

{U}

-- no image --
Creature - Zombie Horse
As an additional cost to cast this spell, exile a creature card from your graveyard. {3}{U}, Exile this card from your graveyard: Draw a card.
3/3

Cosmos Charger

{3}{U}

-- no image --
Creature - Horse Spirit
Flash Flying Foretelling cards from your hand costs {1} less and can be done on any player's turn. Foretell {2}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
3/3

Crested Sunmare

{3}{W}{W}

-- no image --
Creature - Horse
Other Horses you control have indestructible. At the beginning of each end step, if you gained life this turn, create a 5/5 white Horse creature token.
5/5

Diamond Mare

{2}

-- no image --
Artifact Creature - Horse
As this creature enters, choose a color. Whenever you cast a spell of the chosen color, you gain 1 life.
1/3

Dusk Charger

{3}{B}

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Creature - Horse
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) This creature gets +2/+2 as long as you have the city's blessing.
3/3

Dwarven Pony

{R}

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Creature - Horse
{1}{R}, {T}: Target Dwarf creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
1/1

Fleshmad Steed

{1}{B}

-- no image --
Creature - Horse
Whenever another creature dies, tap this creature.
2/2

Ghoulsteed

{4}{B}

-- no image --
Creature - Zombie Horse
{2}{B}, Discard two cards: Return this card from your graveyard to the battlefield tapped.
4/4

Gilded Ghoda

{1}{R}

-- no image --
Creature - Horse Mount
2/2

Guardian Sunmare

{3}{W}{W}

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Creature - Horse Mount
Ward {2} Whenever this creature attacks while saddled, search your library for a nonland permanent card with mana value 3 or less, put it onto the battlefield, then shuffle. Saddle 4
5/5

Hipparion

{1}{W}

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Creature - Horse
This creature can't block creatures with power 3 or greater unless you pay {1}.
1/3

Horse

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Token Creature - Horse
Doctors you control have horsemanship. (They can't be blocked except by creatures with horsemanship.)
2/2

Horse

-- no image --
Token Creature - Horse
5/5

Incisor Steed

{1}{W}

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Artifact Creature - Phyrexian Horse
Vigilance Corrupted Metalcraft - As long as you control three or more artifacts and an opponent has three or more poison counters, Incisor Steed gets +3/+0.
1/4

Keleth, Sunmane Familiar

{1}{W}

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Legendary Creature - Horse
Whenever a commander you control attacks, put a +1/+1 counter on it. Partner (You can have two commanders if both have partner.)
1/1

Lightning Colt

{3}{R}{R}

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Instant Creature - Horse
When Lightning Colt enters, it deals 3 damage to any target.
3/3

Lightning Mare

{R}{R}

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Creature - Elemental Horse
This spell can't be countered. This creature can't be blocked by blue creatures. {1}{R}: This creature gets +1/+0 until end of turn.
3/1

Motivated Pony

{4}{G}

-- no image --
Creature - Horse
Trample, haste Whenever this creature attacks, attacking creatures get +1/+1 until end of turn. If a Food entered under your control this turn, untap those creatures and they get an additional +2/+2 until end of turn.
3/3

Nightmare

{5}{B}

-- no image --
Creature - Nightmare Horse
Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control.
X/X

Ordinary Pony

{2}{W}

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Host Creature - Horse
When this creature enters, you may exile target non-Horse creature you control that wasn't put onto the battlefield with this ability this turn, then return it to the battlefield under its owner's control.
2/3

Phantasmal Mount

{1}{U}

-- no image --
Creature - Illusion Horse
Flying {T}: Target creature you control with toughness 2 or less gets +1/+1 and gains flying until end of turn. When this creature leaves the battlefield this turn, sacrifice that creature. When the creature leaves the battlefield this turn, sacrifice this creature.
1/1

Phantom Steed

{3}{U}

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Creature - Horse Illusion
Flash When this creature enters, exile another target creature you control until this creature leaves the battlefield. Whenever this creature attacks, create a tapped and attacking token that's a copy of the exiled card, except it's an Illusion in addition to its other types. Sacrifice that token at end of combat.
4/3

Phobos

-- no image --
Token Legendary Creature - Horse
3/2

Phyrexian Warhorse

{3}{B}

-- no image --
Creature - Phyrexian Horse
Kicker {W} (You may pay an additional {W} as you cast this spell.) When this creature enters, if it was kicked, create a 1/1 white Soldier creature token. {1}, Sacrifice another creature: This creature gets +2/+1 until end of turn.
3/3

Plague Mare

{1}{B}{B}

-- no image --
Creature - Nightmare Horse
This creature can't be blocked by white creatures. When this creature enters, creatures your opponents control get -1/-1 until end of turn.
2/2

Sacred Prey

{G}

-- no image --
Creature - Horse
Whenever this creature becomes blocked, you gain 1 life.
1/1

Sandcloud Harbinger

{2}{W}

-- no image --
Creature - Elemental Horse
When Sandcloud Harbinger enters, conjure three cards named Sunscorched Desert into the top ten cards of each player's library at random. Whenever a player plays a Desert, that player draws a card and you gain 3 life.
2/4

Shadowfax, Lord of Horses

{3}{R}{W}

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Legendary Creature - Horse
Horses you control have haste. (They can attack and {T} as soon as they come under your control.) Whenever Shadowfax attacks, you may put a creature card with lesser power from your hand onto the battlefield tapped and attacking.
4/4

Shield Mare

{1}{W}{W}

-- no image --
Creature - Horse
This creature can't be blocked by red creatures. When this creature enters or becomes the target of a spell or ability an opponent controls, you gain 3 life.
2/3

Stallion of Ashmouth

{3}{B}

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Creature - Nightmare Horse
Delirium - {1}{B}: This creature gets +1/+1 until end of turn. Activate only if there are four or more card types among cards in your graveyard.
3/3

Surge Mare

{U}{U}

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Creature - Horse Fish
This creature can't be blocked by green creatures. Whenever this creature deals damage to an opponent, you may draw a card. If you do, discard a card. {1}{U}: This creature gets +2/-2 until end of turn.
0/5

Switchgrass Grazer

{2}{R}{R}

-- no image --
Creature - Horse Mount
4/4

Tarpan

{G}

-- no image --
Creature - Horse
When this creature dies, you gain 1 life.
1/1

Temur Charger

{1}{G}

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Creature - Horse
Morph-Reveal a green card in your hand. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, target creature gains trample until end of turn.
3/1

The Dilu Horse

{2}{G}

-- no image --
Legendary Creature - Horse
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Commanders you control have horsemanship. Partner (You can have two commanders if both have partner.)
2/2

Thundering Mightmare

{4}{G}

-- no image --
Creature - Horse Spirit
3/3

Thundermare

{5}{R}

-- no image --
Creature - Elemental Horse
Haste (This creature can attack and {T} as soon as it comes under your control.) When this creature enters, tap all other creatures.
5/5

Timbermare

{3}{G}

-- no image --
Creature - Elemental Horse
Haste Echo {5}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, tap all other creatures.
5/5

Trenching Steed

{3}{W}

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Creature - Horse Rebel
Sacrifice a land: This creature gets +0/+3 until end of turn.
2/3

Underworld Charger

{2}{B}

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Creature - Nightmare Horse
This creature can't block. Escape-{4}{B}, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with two +1/+1 counters on it.
3/3

Vine Mare

{2}{G}{G}

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Creature - Elemental Horse
Hexproof (This creature can't be the target of spells or abilities your opponents control.) This creature can't be blocked by black creatures.
5/3

Wandermare

{1}{G}{W}

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Creature - Horse
Whenever you cast a creature spell that has an Adventure, put a +1/+1 counter on this creature. (It doesn't need to have gone on the adventure first.)
3/3

Wavebreak Hippocamp

{2}{U}

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Enchantment Creature - Horse Fish
Whenever you cast your first spell during each opponent's turn, draw a card.
2/2

Workhorse

{6}

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Artifact Creature - Horse
This creature enters with four +1/+1 counters on it. Remove a +1/+1 counter from this creature: Add {C}.
0/0

Zodiac Horse

{3}{G}

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Creature - Horse
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
3/3