Magic The Gathering Cards of types 'Scout' and 'Human'

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Courageous Outrider
Optimistic Scavenger
Valeron Outlander
Fallaji Wayfarer
Dragonstorm Forecaster
Starry-Eyed Skyrider
Auriok Transfixer
Yathan Roadwatcher
Mtenda Herder
Tandem Lookout
Femeref Scouts
Mardu Devotee
Master of Diversion
Scholar of New Horizons
Frontier Seeker
Emperor's Vanguard
Salvage Scout
Trustworthy Scout
Windscouter
Mausoleum Guard
Reckless Pyrosurfer
Alert Heedbonder
House Cartographer
Skyline Scout
Intrepid Provisioner
Lantern Scout
Pious Wayfarer
Expedition Envoy
Woodland Sleuth
Briarbridge Tracker
Seekers' Squire
Gremlin Tamer
Intrepid Stablemaster
Crimson Caravaneer
Jhessian Lookout
Verge Rangers
Salt Road Patrol
Hinterland Chef
Bloodthorn Taunter
Mwonvuli Beast Tracker
Kinjalli's Dawnrunner
Intrepid Adversary
Patient Naturalist
Timberland Guide
Fallaji Archaeologist
Hyrax Tower Scout
Enduring Bondwarden
Entity Tracker
Sand Scout
Argothian Opportunist
Veteran Ice Climber
Woodland Patrol
Village Bell-Ringer
Sunrise Seeker
Squad Rallier
Byway Courier
Prairie Survivalist
Tireless Tracker
Farbog Explorer
Cloudblazer
Borderland Ranger
Breakneck Rider
Honorable Scout
Delney, Streetwise Lookout
Vaan, Street Thief
Disa the Restless
Alpine Guide
Jem Lightfoote, Sky Explorer
Ruby, Daring Tracker
Melira, the Living Cure
Talas Scout
Minnea, Planar Tourist
Advance Scout
Saffi Eriksdotter
Hans Eriksson
Atalan Jackal
Gor Muldrak, Amphinologist
Melira, Sylvok Outcast
Oltec Archaeologists
Icatian Scout
Rappelling Scouts
Alena, Kessig Trapper
Talas Explorer
Sarinth Steelseeker
Prompto Argentum
Wu Scout
Wei Scout
Veteran Explorer
Kellan, Planar Trailblazer
Zidane, Tantalus Thief
Kellan, Daring Traveler


Courageous Outrider

{3}{W}

-- no image --
Creature - Human Scout
When this creature enters, look at the top four cards of your library. You may reveal a Human card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
3/4

Optimistic Scavenger

{W}

-- no image --
Creature - Human Scout
Eerie - Whenever an enchantment you control enters and whenever you fully unlock a Room, put a +1/+1 counter on target creature.
1/1

Valeron Outlander

{G}{W}

-- no image --
Creature - Human Scout
Protection from black
2/2

Fallaji Wayfarer

{2}{G}

-- no image --
Creature - Human Scout
Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.) Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for {1} or one mana of a color that creature is.)
2/4

Dragonstorm Forecaster

{U}

-- no image --
Creature - Human Scout
{2}, {T}: Search your library for a card named Dragonstorm Globe or Boulderborn Dragon, reveal it, put it into your hand, then shuffle.
0/3

Starry-Eyed Skyrider

{2}{W}

-- no image --
Creature - Human Scout
Flying Whenever this creature attacks, another target creature you control gains flying until end of turn. Attacking tokens you control have flying.
1/3

Auriok Transfixer

{W}

-- no image --
Creature - Human Scout
{W}, {T}: Tap target artifact.
1/1

Yathan Roadwatcher

{1}{W}{B}{G}

-- no image --
Creature - Human Scout
When this creature enters, if you cast it, mill four cards. When you do, return target creature card with mana value 3 or less from your graveyard to the battlefield.
3/3

Mtenda Herder

{W}

-- no image --
Creature - Human Scout
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
1/1

Tandem Lookout

{2}{U}

-- no image --
Creature - Human Scout
2/1

Femeref Scouts

{2}{W}

-- no image --
Creature - Human Scout
1/4

Mardu Devotee

{W}

-- no image --
Creature - Human Scout
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) {1}: Add {R}, {W}, or {B}. Activate only once each turn.
1/2

Master of Diversion

{2}{W}

-- no image --
Creature - Human Scout
Whenever this creature attacks, tap target creature defending player controls.
2/2

Scholar of New Horizons

{1}{W}

-- no image --
Creature - Human Scout
This creature enters with a +1/+1 counter on it. {T}, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
1/1

Frontier Seeker

{1}{W}

-- no image --
Creature - Human Scout
When this creature enters, look at the top five cards of your library. You may reveal a Mount creature card or a Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/1

Emperor's Vanguard

{3}{G}

-- no image --
Creature - Human Scout
Whenever this creature deals combat damage to a player, it explores. (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 put it into your graveyard.)
4/3

Salvage Scout

{W}

-- no image --
Creature - Human Scout
{W}, Sacrifice this creature: Return target artifact card from your graveyard to your hand.
1/1

Trustworthy Scout

{1}{W}

-- no image --
Creature - Human Scout
{1}{W}, Exile this card from your graveyard: Search your library for a card named Trustworthy Scout, reveal it, put it into your hand, then shuffle.
2/2

Windscouter

{3}{U}

-- no image --
Creature - Human Scout
Flying When this creature attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
3/3

Mausoleum Guard

{3}{W}

-- no image --
Creature - Human Scout
When this creature dies, create two 1/1 white Spirit creature tokens with flying.
2/2

Reckless Pyrosurfer

{1}{R}

-- no image --
Creature - Human Scout
Haste Landfall - Whenever a land you control enters, this creature gains battle cry until end of turn. (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn. Each instance of battle cry triggers separately.)
2/2

Alert Heedbonder

{1}{G/W}{G/W}

-- no image --
Creature - Human Scout
Vigilance At the beginning of your end step, you gain 1 life for each creature you control with vigilance.
2/4

House Cartographer

{1}{G}

-- no image --
Creature - Human Scout Survivor
Survival - At the beginning of your second main phase, if this creature is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.
2/2

Skyline Scout

{1}{W}

-- no image --
Creature - Human Scout
Whenever this creature attacks, you may pay {1}{W}. If you do, it gains flying until end of turn.
2/1

Intrepid Provisioner

{3}{G}

-- no image --
Creature - Human Scout
Trample When this creature enters, another target Human you control gets +2/+2 until end of turn.
3/3

Lantern Scout

{2}{W}

-- no image --
Creature - Human Scout Ally
Rally - Whenever this creature or another Ally you control enters, creatures you control gain lifelink until end of turn.
3/2

Pious Wayfarer

{W}

-- no image --
Creature - Human Scout
Constellation - Whenever an enchantment you control enters, target creature gets +1/+1 until end of turn.
1/2

Expedition Envoy

{W}

-- no image --
Creature - Human Scout Ally
2/1

Woodland Sleuth

{3}{G}

-- no image --
Creature - Human Scout
Morbid - When this creature enters, if a creature died this turn, return a creature card at random from your graveyard to your hand.
2/3

Briarbridge Tracker

{2}{G}

-- no image --
Creature - Human Scout
2/3

Seekers' Squire

{1}{B}

-- no image --
Creature - Human Scout
When this creature enters, it explores. (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 put it into your graveyard.)
1/2

Gremlin Tamer

{W}{U}

-- no image --
Creature - Human Scout
Eerie - Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 1/1 red Gremlin creature token.
2/2

Intrepid Stablemaster

{1}{G}

-- no image --
Creature - Human Scout
Reach {T}: Add {G}. {T}: Add two mana of any one color. Spend this mana only to cast Mount or Vehicle spells.
2/2

Crimson Caravaneer

{2}{R}

-- no image --
Creature - Human Scout
1/2

Jhessian Lookout

{1}{U}

-- no image --
Creature - Human Scout
2/1

Verge Rangers

{2}{W}

-- no image --
Creature - Human Scout Ranger
First strike You may look at the top card of your library any time. As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.)
3/3

Salt Road Patrol

{3}{W}

-- no image --
Creature - Human Scout
Outlast {1}{W} ({1}{W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
2/5

Hinterland Chef

{2}{G}

-- no image --
Creature - Human Scout
3/4

Bloodthorn Taunter

{1}{R}

-- no image --
Creature - Human Scout
Haste {T}: Target creature with power 5 or greater gains haste until end of turn.
1/1

Mwonvuli Beast Tracker

{1}{G}{G}

-- no image --
Creature - Human Scout
When this creature enters, search your library for a creature card with deathtouch, hexproof, reach, or trample and reveal it. Shuffle and put that card on top.
2/1

Kinjalli's Dawnrunner

{2}{W}

-- no image --
Creature - Human Scout
Double strike When this creature enters, it explores. (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 put it into your graveyard.)
1/1

Intrepid Adversary

{1}{W}

-- no image --
Creature - Human Scout
Lifelink When this creature enters, you may pay {1}{W} any number of times. When you pay this cost one or more times, put that many valor counters on this creature. Creatures you control get +1/+1 for each valor counter on this creature.
3/1

Patient Naturalist

{2}{G}

-- no image --
Creature - Human Scout
When this creature enters, mill three cards. Put a land card from among the milled cards into your hand. If you can't, create a Treasure token. (To mill three cards, put the top three cards of your library into your graveyard.)
2/3

Timberland Guide

{1}{G}

-- no image --
Creature - Human Scout
When this creature enters, put a +1/+1 counter on target creature.
1/1

Fallaji Archaeologist

{1}{U}

-- no image --
Creature - Human Scout
When this creature enters, mill three cards. You may put a noncreature, nonland card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on this creature. (To mill a card, put the top card of your library into your graveyard.)
0/3

Hyrax Tower Scout

{2}{G}

-- no image --
Creature - Human Scout
When this creature enters, untap target creature.
3/3

Enduring Bondwarden

{W}

-- no image --
Creature - Human Scout
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) When this creature dies, put its counters on target creature you control.
0/1

Entity Tracker

{2}{U}

-- no image --
Creature - Human Scout
Flash Eerie - Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
2/3

Sand Scout

{1}{W}

-- no image --
Creature - Human Scout
When this creature enters, if an opponent controls more lands than you, search your library for a Desert card, put it onto the battlefield tapped, then shuffle. Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.
2/2

Argothian Opportunist

{2}{G}

-- no image --
Creature - Human Scout
3/2

Veteran Ice Climber

{1}{U}

-- no image --
Creature - Human Scout
Vigilance This creature can't be blocked. Whenever this creature attacks, up to one target player mills cards equal to this creature's power. (They put that many cards from the top of their library into their graveyard.)
1/3

Woodland Patrol

{2}{G}

-- no image --
Creature - Human Scout
Vigilance
3/2

Village Bell-Ringer

{2}{W}

-- no image --
Creature - Human Scout
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, untap all creatures you control.
1/4

Sunrise Seeker

{4}{W}

-- no image --
Creature - Human Scout
Vigilance When this creature enters, it explores. (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 put it into your graveyard.)
3/3

Squad Rallier

{3}{W}

-- no image --
Creature - Human Scout
{2}{W}: Look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
3/4

Byway Courier

{2}{G}

-- no image --
Creature - Human Scout
3/2

Prairie Survivalist

{1}{W}

-- no image --
Creature - Human Scout
Flying At the beginning of combat on your turn, target creature you control perpetually gets +1/+0. Then choose a creature card in your hand. It perpetually gets +1/+0.
0/1

Tireless Tracker

{2}{G}

-- no image --
Creature - Human Scout
3/2

Farbog Explorer

{2}{W}

-- no image --
Creature - Human Scout
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
2/3

Cloudblazer

{3}{W}{U}

-- no image --
Creature - Human Scout
Flying When this creature enters, you gain 2 life and draw two cards.
2/2

Borderland Ranger

{2}{G}

-- no image --
Creature - Human Scout Ranger
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
2/2

Breakneck Rider

{1}{R}{R}

-- no image --
Creature - Human Scout Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/3

Honorable Scout

{W}

-- no image --
Creature - Human Soldier Scout
When this creature enters, you gain 2 life for each black and/or red creature target opponent controls.
1/1

Delney, Streetwise Lookout

{2}{W}

-- no image --
Legendary Creature - Human Scout
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
2/2

Vaan, Street Thief

{2}{R}

-- no image --
Legendary Creature - Human Scout
Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control.
2/2

Disa the Restless

{2}{B}{R}{G}

-- no image --
Legendary Creature - Human Scout
Whenever a Lhurgoyf permanent card is put into your graveyard from anywhere other than the battlefield, put it onto the battlefield. Whenever one or more creatures you control deal combat damage to a player, create a Tarmogoyf token.
5/6

Alpine Guide

{2}{R}

-- no image --
Snow Creature - Human Scout
When this creature enters, you may search your library for a Mountain card, put that card onto the battlefield tapped, then shuffle. This creature attacks each combat if able. When this creature leaves the battlefield, sacrifice a Mountain.
3/3

Jem Lightfoote, Sky Explorer

{2}{W}{U}

-- no image --
Legendary Creature - Human Scout
Flying, vigilance At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card.
3/3

Ruby, Daring Tracker

{R}{G}

-- no image --
Legendary Creature - Human Scout
Haste (This creature can attack and {T} as soon as it comes under your control.) Whenever Ruby attacks while you control a creature with power 4 or greater, Ruby gets +2/+2 until end of turn. {T}: Add {R} or {G}.
1/2

Melira, the Living Cure

{G}{W}

-- no image --
Legendary Creature - Human Scout
If you would get one or more poison counters, instead you get one poison counter and you can't get additional poison counters this turn. Exile Melira: Choose another target creature or artifact. When it's put into a graveyard this turn, return that card to the battlefield under its owner's control.
3/3

Talas Scout

{1}{U}

-- no image --
Creature - Human Pirate Scout
Flying
1/2

Minnea, Planar Tourist

{3}{G}

-- no image --
Legendary Creature - Human Scout
As Minnea, Planar Tourist enters the battlefield, choose a plane. Spells from the chosen plane cost {W}, {U}, {B}, {R}, or {G} less to cast. (They're from the chosen plane if it's clear beyond doubt from the name, art, flavor text, or whatever extensive research you've done and can show that they're from that plane.)
3/4

Advance Scout

{1}{W}

-- no image --
Creature - Human Soldier Scout
First strike {W}: Target creature gains first strike until end of turn.
1/1

Saffi Eriksdotter

{G}{W}

-- no image --
Legendary Creature - Human Scout
Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard this turn, return that card to the battlefield.
2/2

Hans Eriksson

{2}{R}{G}

-- no image --
Legendary Creature - Human Scout
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
1/4

Atalan Jackal

{1}{R}{G}

-- no image --
Creature - Human Tyranid Scout
Trample, haste Skilled Outrider - Whenever this creature deals combat damage to a player, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
2/2

Gor Muldrak, Amphinologist

{1}{G}{U}

-- no image --
Legendary Creature - Human Scout
You and permanents you control have protection from Salamanders. At the beginning of your end step, each player who controls the fewest creatures creates a 4/3 blue Salamander Warrior creature token.
3/2

Melira, Sylvok Outcast

{1}{G}

-- no image --
Legendary Creature - Human Scout
You can't get poison counters. Creatures you control can't have -1/-1 counters put on them. Creatures your opponents control lose infect.
2/2

Oltec Archaeologists

{4}{W}

-- no image --
Creature - Human Artificer Scout
When this creature enters, choose one - - Return target artifact card from your graveyard to your hand. - Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
4/4

Icatian Scout

{W}

-- no image --
Creature - Human Soldier Scout
{1}, {T}: Target creature gains first strike until end of turn.
1/1

Rappelling Scouts

{2}{W}{W}

-- no image --
Creature - Human Rebel Scout
Flying {2}{W}: This creature gains protection from the color of your choice until end of turn.
1/4

Alena, Kessig Trapper

{4}{R}

-- no image --
Legendary Creature - Human Scout
First strike {T}: Add an amount of {R} equal to the greatest power among creatures you control that entered this turn. Partner (You can have two commanders if both have partner.)
4/3

Talas Explorer

{1}{U}

-- no image --
Creature - Human Pirate Scout
Flying When this creature enters, look at target opponent's hand.
1/1

Sarinth Steelseeker

{1}{G}

-- no image --
Creature - Human Artificer Scout
Whenever an artifact you control enters, look at the top card of your library. If it's a land card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
1/2

Prompto Argentum

{1}{R}

-- no image --
Legendary Creature - Human Scout
Haste Selfie Shot - Whenever you cast a noncreature spell, if at least four mana was spent to cast it, create a Treasure token.
2/2

Wu Scout

{1}{U}

-- no image --
Creature - Human Soldier Scout
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When this creature enters, look at target opponent's hand.
1/1

Wei Scout

{1}{B}

-- no image --
Creature - Human Soldier Scout
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
1/1

Veteran Explorer

{G}

-- no image --
Creature - Human Soldier Scout
When this creature dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then shuffle.
1/1

Kellan, Planar Trailblazer

{R}

-- no image --
Legendary Creature - Human Faerie Scout
2/1

Zidane, Tantalus Thief

{3}{R}{W}

-- no image --
Legendary Creature - Human Mutant Scout
When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. Whenever an opponent gains control of a permanent from you, create a Treasure token.
3/3

Kellan, Daring Traveler

{1}{W}

-- no image --
Legendary Creature - Human Faerie Scout
Whenever Kellan attacks, reveal the top card of your library. If it's a creature card with mana value 3 or less, put it into your hand. Otherwise, you may put it into your graveyard.
2/3