'Kor' cards

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Akiri, Fearless Voyager
Akiri, Line-Slinger
Ano'thr, Equipment Commander
Ardenn, Intrepid Archaeologist
Argivian Phalanx
Armament Master
Attended Healer
Attentive Skywarden
Ayli, Eternal Pilgrim
Balduvian Berserker
Canyon Vaulter
Cat Burglar
Cliff Threader
Cliffhaven Sell-Sword
Cliffside Lookout
Cliffside Rescuer
Dawnglare Invoker
Devout Lightcaster
Elas il-Kor, Sadistic Pilgrim
Ertha Jo, Frontier Mentor
Expedition Healer
Farsight Adept
Ghostly Sentinel
Giver of Runes
Infiltrator il-Kor
Kitesail Apprentice
Kitesail Cleric
Kitesail Scout
Knight of Cliffhaven
Kor Aeronaut
Kor Ally
Kor Blademaster
Kor Bladewhirl
Kor Cartographer
Kor Castigator
Kor Celebrant
Kor Duelist
Kor Entanglers
Kor Firewalker
Kor Hookmaster
Kor Line-Slinger
Kor Outfitter
Kor Sanctifiers
Kor Scythemaster
Kor Sky Climber
Kor Skyfisher
Kor Soldier
Kor Spiritdancer
Kor Warrior
Lancers en-Kor
Lawbringer
Lightbringer
Lone Missionary
Looter il-Kor
Lorehold Pledgemage
Makindi Aeronaut
Makindi Shieldmate
Marsh Threader
Munda, Ambush Leader
Munda's Vanguard
Nahiri, Forged in Fury
Nomads en-Kor
Ondu Cleric
Ondu Knotmaster
Ondu Spiritdancer
Orah, Skyclave Hierophant
Outrider en-Kor
Priest of Possibility
Professor of Symbology
Relief Captain
Savior of the Small
Sea Gate Banneret
Shadow Glider
Shaman en-Kor
Silkenfist Fighter
Silkenfist Order
Silverquill Lecturer
Skyclave Apparition
Skyclave Cleric
Soulbound Guardians
Spirit en-Kor
Squad Commander
Stone Haven Medic
Stone Haven Outfitter
Stone Haven Pilgrim
Stoneforge Acolyte
Stoneforge Mystic
Thunderous Orator
Valiant Veteran
Warrior en-Kor


Akiri, Fearless Voyager

{1}{R}{W}

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Legendary Creature - Kor Warrior
Whenever you attack a player with one or more equipped creatures, draw a card. {W}: You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.
3/3

Akiri, Line-Slinger

{R}{W}

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Legendary Creature - Kor Soldier Ally
First strike, vigilance Akiri gets +1/+0 for each artifact you control. Partner (You can have two commanders if both have partner.)
0/3

Ano'thr, Equipment Commander

{R}{W}

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Legendary Creature - Kor Warrior
As Ano'thr, Equipment Commander enters the battlefield, choose two abilities for it to gain - - Equipment spells you cast cost {1} less to cast. - Equip costs you pay cost {1} less. - Equipped creatures you control get +1/+1. - Equipped creatures you control have haste.
2/2

Ardenn, Intrepid Archaeologist

{2}{W}

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Legendary Creature - Kor Scout
At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player. Partner (You can have two commanders if both have partner.)
2/2

Argivian Phalanx

{5}{W}

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Creature - Human Kor Soldier
Affinity for creatures (This spell costs {1} less to cast for each creature you control.) Vigilance (Attacking doesn't cause this creature to tap.)
4/4

Armament Master

{W}{W}

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Creature - Kor Soldier
Other Kor creatures you control get +2/+2 for each Equipment attached to this creature.
2/2

Attended Healer

{3}{W}

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Creature - Kor Cleric
Whenever you gain life for the first time each turn, create a 1/1 white Cat creature token. {2}{W}: Another target Cleric gains lifelink until end of turn.
2/3

Attentive Skywarden

{2}{W}

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Creature - Phyrexian Kor
Flying Whenever this creature deals combat damage to a player or battle, transform up to one target Incubator token you control.
2/2

Ayli, Eternal Pilgrim

{W}{B}

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Legendary Creature - Kor Cleric
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) {1}, Sacrifice another creature: You gain life equal to the sacrificed creature's toughness. {1}{W}{B}, Sacrifice another creature: Exile target nonland permanent. Activate only if you have at least 10 life more than your starting life total.
2/3

Balduvian Berserker

{2}{R}

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Creature - Kor Berserker
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) When this creature dies, it deals damage equal to its power to any target.
1/3

Canyon Vaulter

{1}{W}

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Creature - Kor Pilot
Whenever this creature saddles a Mount or crews a Vehicle during your main phase, that Mount or Vehicle gains flying until end of turn.
3/1

Cat Burglar

{3}{B}

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Creature - Kor Rogue Minion
{2}{B}, {T}: Target player discards a card. Activate only as a sorcery.
2/2

Cliff Threader

{1}{W}

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Creature - Kor Scout
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
2/1

Cliffhaven Sell-Sword

{1}{W}

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Creature - Kor Warrior
3/1

Cliffside Lookout

{W}

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Creature - Kor Scout Ally
{4}{W}: Creatures you control get +1/+1 until end of turn.
1/1

Cliffside Rescuer

{1}{W}

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Creature - Kor Soldier
Vigilance {T}, Sacrifice this creature: Target permanent you control gains protection from each of your opponents until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.)
2/2

Dawnglare Invoker

{2}{W}

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Creature - Kor Wizard
Flying {8}: Tap all creatures target player controls.
2/1

Devout Lightcaster

{W}{W}{W}

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Creature - Kor Cleric
Protection from black When this creature enters, exile target black permanent.
2/2

Elas il-Kor, Sadistic Pilgrim

{W}{B}

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Legendary Creature - Phyrexian Kor Cleric
Deathtouch Whenever another creature you control enters, you gain 1 life. Whenever another creature you control dies, each opponent loses 1 life.
2/2

Ertha Jo, Frontier Mentor

{2}{R}{W}

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Legendary Creature - Kor Advisor
2/4

Expedition Healer

{1}{W}

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Creature - Kor Cleric
Vigilance This creature has lifelink as long as you control another Cleric.
2/2

Farsight Adept

{2}{W}

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Creature - Kor Wizard
When this creature enters, you and target opponent each draw a card.
3/3

Ghostly Sentinel

{4}{W}

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Creature - Kor Spirit
Flying, vigilance
3/3

Giver of Runes

{W}

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Creature - Kor Cleric
{T}: Another target creature you control gains protection from colorless or from the color of your choice until end of turn.
1/2

Infiltrator il-Kor

{4}{U}

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Creature - Kor Rogue
Shadow (This creature can block or be blocked by only creatures with shadow.) Suspend 2-{1}{U} (Rather than cast this card from your hand, you may pay {1}{U} and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
3/1

Kitesail Apprentice

{W}

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Creature - Kor Soldier
As long as this creature is equipped, it gets +1/+1 and has flying.
1/1

Kitesail Cleric

{W}

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Creature - Kor Cleric
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Flying When this creature enters, if it was kicked, tap up to two target creatures.
1/1

Kitesail Scout

{W}

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Creature - Kor Scout
Flying
1/1

Knight of Cliffhaven

{1}{W}

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Creature - Kor Knight
Level up {3} ({3}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 2/3 Flying LEVEL 4+ 4/4 Flying, vigilance
2/2

Kor Aeronaut

{W}{W}

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Creature - Kor Soldier
Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.) Flying When this creature enters, if it was kicked, target creature gains flying until end of turn.
2/2

Kor Ally

-- no image --
Token Creature - Kor Ally
1/1

Kor Blademaster

{1}{W}

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Creature - Kor Warrior
Double strike Equipped Warriors you control have double strike.
1/1

Kor Bladewhirl

{1}{W}

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Creature - Kor Soldier Ally
Rally - Whenever this creature or another Ally you control enters, creatures you control gain first strike until end of turn.
2/2

Kor Cartographer

{3}{W}

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Creature - Kor Scout
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
2/2

Kor Castigator

{1}{W}

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Creature - Kor Wizard Ally
This creature can't be blocked by Eldrazi Scions.
3/1

Kor Celebrant

{2}{W}

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Creature - Kor Cleric
Whenever this creature or another creature you control enters, you gain 1 life.
1/4

Kor Duelist

{W}

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Creature - Kor Soldier
As long as this creature is equipped, it has double strike. (It deals both first-strike and regular combat damage.)
1/1

Kor Entanglers

{4}{W}

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Creature - Kor Soldier Ally
Rally - Whenever this creature or another Ally you control enters, tap target creature an opponent controls.
3/4

Kor Firewalker

{W}{W}

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Creature - Kor Soldier
Protection from red Whenever a player casts a red spell, you may gain 1 life.
2/2

Kor Hookmaster

{2}{W}

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Creature - Kor Soldier
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
2/2

Kor Line-Slinger

{1}{W}

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Creature - Kor Scout
{T}: Tap target creature with power 3 or less.
0/1

Kor Outfitter

{W}{W}

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Creature - Kor Soldier
When this creature enters, you may attach target Equipment you control to target creature you control.
2/2

Kor Sanctifiers

{2}{W}

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Creature - Kor Cleric
Kicker {W} (You may pay an additional {W} as you cast this spell.) When this creature enters, if it was kicked, destroy target artifact or enchantment.
2/3

Kor Scythemaster

{2}{W}

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Creature - Kor Soldier Ally
This creature has first strike as long as it's attacking.
3/1

Kor Sky Climber

{2}{W}

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Creature - Kor Soldier Ally
{1}{W}: This creature gains flying until end of turn.
3/2

Kor Skyfisher

{1}{W}

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Creature - Kor Soldier
Flying When this creature enters, return a permanent you control to its owner's hand.
2/3

Kor Soldier

-- no image --
Token Creature - Kor Soldier
1/1

Kor Spiritdancer

{1}{W}

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Creature - Kor Wizard
This creature gets +2/+2 for each Aura attached to it. Whenever you cast an Aura spell, you may draw a card.
0/2

Kor Warrior

-- no image --
Token Creature - Kor Warrior
1/1

Lancers en-Kor

{3}{W}{W}

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Creature - Kor Soldier
Trample {0}: The next 1 damage that would be dealt to this creature this turn is dealt to target creature you control instead.
3/3

Lawbringer

{2}{W}

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Creature - Kor Rebel
{T}, Sacrifice this creature: Exile target red creature.
2/2

Lightbringer

{2}{W}

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Creature - Kor Rebel
{T}, Sacrifice this creature: Exile target black creature.
2/2

Lone Missionary

{1}{W}

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Creature - Kor Monk
When this creature enters, you gain 4 life.
2/1

Looter il-Kor

{1}{U}

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Creature - Kor Rogue
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever this creature deals damage to an opponent, draw a card, then discard a card.
1/1

Lorehold Pledgemage

{1}{R/W}{R/W}

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Creature - Kor Shaman
First strike Magecraft - Whenever you cast or copy an instant or sorcery spell, this creature gets +1/+0 until end of turn.
2/2

Makindi Aeronaut

{1}{W}

-- no image --
Creature - Kor Scout Ally
Flying
1/3

Makindi Shieldmate

{2}{W}

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Creature - Kor Soldier Ally
Defender Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.
0/3

Marsh Threader

{1}{W}

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Creature - Kor Scout
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
2/1

Munda, Ambush Leader

{2}{R}{W}

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Legendary Creature - Kor Ally
Haste Rally - Whenever Munda or another Ally you control enters, you may look at the top four cards of your library. If you do, reveal any number of Ally cards from among them, then put those cards on top of your library in any order and the rest on the bottom in any order.
3/4

Munda's Vanguard

{4}{W}

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Creature - Kor Knight Ally
Cohort - {T}, Tap an untapped Ally you control: Put a +1/+1 counter on each creature you control.
3/3

Nahiri, Forged in Fury

{4}{R}{W}

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Legendary Creature - Kor Artificer
Affinity for Equipment (This spell costs {1} less to cast for each Equipment you control.) Whenever an equipped creature you control attacks, exile the top card of your library. You may play that card this turn. You may cast Equipment spells this way without paying their mana costs.
5/4

Nomads en-Kor

{W}

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Creature - Kor Nomad Soldier
{0}: The next 1 damage that would be dealt to this creature this turn is dealt to target creature you control instead.
1/1

Ondu Cleric

{1}{W}

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Creature - Kor Cleric Ally
Whenever this creature or another Ally you control enters, you may gain life equal to the number of Allies you control.
1/1

Ondu Knotmaster

{2}{W}{B}

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Creature - Kor Rogue
Lifelink Whenever another modified creature you control dies, put two +1/+1 counters on this creature.
2/2

Ondu Spiritdancer

{4}{W}

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Creature - Kor Cleric
Whenever an enchantment you control enters, you may create a token that's a copy of it. Do this only once each turn.
3/3

Orah, Skyclave Hierophant

{2}{W}{B}

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Legendary Creature - Kor Cleric
Lifelink Whenever Orah or another Cleric you control dies, return target Cleric card with lesser mana value from your graveyard to the battlefield.
3/3

Outrider en-Kor

{2}{W}

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Creature - Kor Rebel Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {0}: The next 1 damage that would be dealt to this creature this turn is dealt to target creature you control instead.
2/2

Priest of Possibility

{1}{W}

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Creature - Kor Cleric
When Priest of Possibility enters, look at the top seven cards of your library. If a card among them has flying, Priest of Possibility perpetually gains flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance. Then shuffle.
2/2

Professor of Symbology

{1}{W}

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Creature - Kor Cleric
When this creature enters, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
2/1

Relief Captain

{2}{W}{W}

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Creature - Kor Knight Ally
When this creature enters, support 3. (Put a +1/+1 counter on each of up to three other target creatures.)
3/2

Savior of the Small

{3}{W}

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Creature - Kor Survivor
Survival - At the beginning of your second main phase, if this creature is tapped, return target creature card with mana value 3 or less from your graveyard to your hand.
3/4

Sea Gate Banneret

{W}

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Creature - Kor Warrior
{4}{W}: Creatures you control get +1/+1 until end of turn.
1/2

Shadow Glider

{2}{W}

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Creature - Kor Soldier
Flying
2/2

Shaman en-Kor

{1}{W}

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Creature - Kor Cleric Shaman
{0}: The next 1 damage that would be dealt to this creature this turn is dealt to target creature you control instead. {1}{W}: The next time a source of your choice would deal damage to target creature this turn, that damage is dealt to this creature instead.
1/2

Silkenfist Fighter

{1}{W}

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Creature - Kor Soldier
Whenever this creature becomes blocked, untap it.
1/3

Silkenfist Order

{3}{W}{W}

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Creature - Kor Soldier
Whenever this creature becomes blocked, untap it.
3/5

Silverquill Lecturer

{4}{W}

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Creature - Kor Wizard
Creature spells you cast have demonstrate. (Whenever you cast a creature spell, you may copy it. If you do, choose an opponent to also copy it. Each copy becomes a token.)
3/3

Skyclave Apparition

{1}{W}{W}

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Creature - Kor Spirit
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less. When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
2/2

Skyclave Cleric

{1}{W}

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Creature - Kor Cleric
When this creature enters, you gain 2 life.
1/3

Soulbound Guardians

{4}{W}

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Creature - Kor Spirit
Defender, flying
4/5

Spirit en-Kor

{3}{W}

-- no image --
Creature - Kor Spirit
Flying {0}: The next 1 damage that would be dealt to this creature this turn is dealt to target creature you control instead.
2/2

Squad Commander

{3}{W}

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Creature - Kor Warrior
When this creature enters, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.
3/3

Stone Haven Medic

{1}{W}

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Creature - Kor Cleric
{W}, {T}: You gain 1 life.
1/3

Stone Haven Outfitter

{1}{W}

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Creature - Kor Artificer Ally
Equipped creatures you control get +1/+1. Whenever an equipped creature you control dies, draw a card.
2/2

Stone Haven Pilgrim

{1}{W}

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Creature - Kor Cleric
Whenever this creature attacks, if you control an artifact or enchantment, this creature gets +1/+1 and gains lifelink until end of turn.
2/2

Stoneforge Acolyte

{W}

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Creature - Kor Artificer Ally
Cohort - {T}, Tap an untapped Ally you control: Look at the top four cards of your library. You may reveal an Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
1/2

Stoneforge Mystic

{1}{W}

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Creature - Kor Artificer
When this creature enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle. {1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.
1/2

Thunderous Orator

{1}{W}

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Creature - Kor Wizard
Vigilance Whenever this creature attacks, it gains flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, deathtouch, indestructible, lifelink, menace, and trample.
2/2

Valiant Veteran

{1}{W}

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Creature - Kor Soldier
Other Soldiers you control get +1/+1. {3}{W}{W}, Exile this card from your graveyard: Put a +1/+1 counter on each Soldier you control.
2/2

Warrior en-Kor

{W}{W}

-- no image --
Creature - Kor Warrior Knight
{0}: The next 1 damage that would be dealt to this creature this turn is dealt to target creature you control instead.
2/2