Magic The Gathering Cards of types 'Horse' and 'Creature'

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


Crested Sunmare

{3}{W}{W}

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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

A-Cosmos Charger

{2}{U}

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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

Brightfield Mustang

{3}{W}

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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

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

Armored Warhorse

{W}{W}

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

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

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

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

Motivated Pony

{4}{G}

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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

Fleshmad Steed

{1}{B}

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Creature - Horse
Whenever another creature dies, tap this creature.
2/2

Breaching Hippocamp

{3}{U}

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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

Gilded Ghoda

{1}{R}

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

Cosmos Charger

{3}{U}

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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

Black Carriage

{3}{B}{B}

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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

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

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

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

Tarpan

{G}

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Creature - Horse
When this creature dies, you gain 1 life.
1/1

Thundering Mightmare

{4}{G}

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

Switchgrass Grazer

{2}{R}{R}

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Creature - Horse Mount
4/4

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

Shield Mare

{1}{W}{W}

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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

Sacred Prey

{G}

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Creature - Horse
Whenever this creature becomes blocked, you gain 1 life.
1/1

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

Zodiac Horse

{3}{G}

-- no image --
Creature - Horse
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
3/3

Phyrexian Warhorse

{3}{B}

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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

Stallion of Ashmouth

{3}{B}

-- no image --
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

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

Clockwork Steed

{4}

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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}

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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

A-Cobbled Lancer

{U}

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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

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

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

Nightmare

{5}{B}

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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

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

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

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

Plague Mare

{1}{B}{B}

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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

Thundermare

{5}{R}

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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

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

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

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

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

Phantasmal Mount

{1}{U}

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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

Akroan Horse

{4}

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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

Timbermare

{3}{G}

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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

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

Diamond Mare

{2}

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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

Bronze Horse

{7}

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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

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

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

The Dilu Horse

{2}{G}

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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

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

Bill the Pony

{3}{W}

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

Horse

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

Sandcloud Harbinger

{2}{W}

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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

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

Phobos

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

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

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