'Spy' cards

This page will show all names, but only 100 images

Click for list of card names (16)
Clocknapper
Defective Detective
Faerie Spy
Graveyard Busybody
Phoebe, Head of S.N.E.A.K.
S.N.E.A.K. Dispatcher
Sly Spy
Sly Spy
Sly Spy
Sly Spy
Sly Spy
Sly Spy
Spy Eye
Suspicious Nanny
X
X, Mystery Racer


Clocknapper

{3}{U}{U}

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Creature - Human Spy
When this creature enters, choose beginning phase, first main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)
2/2

Defective Detective

{2}{U}

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Creature - Human Spy
This creature can't be blocked. When this creature enters, a person outside the game looks at target opponent's hand and chooses a card from it. That player reveals that card.
2/1

Faerie Spy

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Token Creature - Faerie Spy
Flying, haste Whenever this creature deals combat damage to a player, draw a card.
1/1

Graveyard Busybody

{4}{U}{U}

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Creature - Human Spy
All graveyards are also your graveyards. Graveyard Busybody's power and toughness are each equal to the number of cards with flavor text in your graveyards.
X/X

Phoebe, Head of S.N.E.A.K.

{1}{U}{B}

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Legendary Creature - Human Spy
Phoebe can't be blocked by creatures with flavor text. {2}{U}{B}: Phoebe permanently steals target creature's text box. (That creature loses all rules text, flavor text, and watermarks. This creature gains them.)
2/3

S.N.E.A.K. Dispatcher

{1}{U}

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Creature - Human Spy
{2}{U}, {T}: Look at the top card of target player's library. If it has an Agents of S.N.E.A.K. watermark, you may reveal it and put it into your hand. Otherwise, put it on your choice of the top or bottom of its owner's library.
2/1

Sly Spy

{2}{B}

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Creature - Human Spy
Whenever this creature deals combat damage to a player, you may destroy target creature facing left in its art. (Creatures without faces don't face anywhere.)
2/2

Sly Spy

{2}{B}

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Creature - Human Spy
Whenever this creature deals combat damage to a player, you may destroy target creature facing right in its art. (Creatures without faces don't face anywhere.)
2/2

Sly Spy

{2}{B}

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Creature - Human Spy
Whenever this creature deals combat damage to a player, that player reveals the top card of their library. Put that card into your hand and you lose life equal to its mana value.
2/2

Sly Spy

{2}{B}

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Creature - Human Spy
Whenever this creature deals combat damage to a player, that player reveals their hand. You choose a card from it with the longest name. That player discards that card.
2/2

Sly Spy

{2}{B}

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Creature - Human Spy
Whenever this creature deals combat damage to a player, that player loses a finger until this creature leaves the battlefield. (The finger is chosen by its owner and can't roll dice or touch cards.)
2/2

Sly Spy

{2}{B}

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Creature - Human Spy
Whenever this creature deals combat damage to a player, roll a six-sided die. That player loses life equal to the result.
2/2

Spy Eye

{2}{U}{U}

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Creature - Eye Spy
Flying Whenever this creature deals combat damage to a player, you may draw a card from that player's library.
1/3

Suspicious Nanny

{4}{U}

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Creature - Human Spy Rigger
Whenever this creature deals combat damage to a player, it reassembles target Contraption that player controls. (Gain control of it and move it onto one of your sprockets.)
3/4

X

{U}{B}

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Legendary Creature - Human Spy
As long as X is in X's owner's opponent's hand, X's owner may cast X and activate X's abilities. That opponent can't cast X and plays with their hand revealed. {U}{B}, {T}: Put X into target opponent's hand. {3}{U}{B}: You may play a land or cast a spell from the hand X is in. If you cast a spell this way, you cast it without paying its mana cost.
2/2

X, Mystery Racer

{3}{U}{B}

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Legendary Creature - Human Spy
When X enters, you may put it into target opponent's hand. If you do, as long as it remains in their hand, that player can't cast X and they play with their hand revealed. During your turn while X is in an opponent's hand, you may activate abilities of nonland permanents opponents control. If you activate the crew or saddle ability of a permanent this way, gain control of it until end of turn. Untap it. It gains haste until end of turn.
5/5