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________ Balls of Fire
( 4)
Enchantment
When this enchantment enters the battlefield, you may put a name sticker on it. Whenever you put a sticker on this enchantment, it deals damage equal to the number of o's in name stickers on this enchantment to any target.
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Acquired Mutation
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, defending player gets two rad counters.
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Æther Charge (Aether Charge)
( 5)
Enchantment
Whenever a Beast enters the battlefield under your control, you may have it deal 4 damage to target opponent or planeswalker.
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Æther Rift (Aether Rift)
( 3)
Enchantment
At the beginning of your upkeep, discard a card at random. If you discard a creature card this way, return it from your graveyard to the battlefield unless any player pays 5 life.
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Æther Sting (Aether Sting)
( 4)
Enchantment
Whenever an opponent casts a creature spell, Aether Sting deals 1 damage to that player.
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Aggression
( 3)
Enchantment — Aura
Enchant non-Wall creature Enchanted creature has first strike and trample. At the beginning of the end step of enchanted creature's controller, destroy that creature if it didn't attack this turn.
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Aggressive Mining
( 4)
Enchantment
You can't play lands. Sacrifice a land: Draw two cards. Activate only once each turn.
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Agility
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flanking. <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I>
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Akki Ember-Keeper
( 2)
Enchantment Creature — Goblin Warrior
(2/1)
Whenever a nontoken modified creature you control dies, create a 1/1 colorless Spirit creature token. (Equipment, Auras you control, and counters are modifications.)
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Akki War Paint
( 1)
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets +2/+1.
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All Will Be One
( 5)
Enchantment
Whenever you put one or more counters on a permanent or player, All Will Be One deals that much damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.
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Alpine Moon
( 1)
Enchantment
As Alpine Moon enters the battlefield, choose a nonbasic land card name. Lands your opponents control with the chosen name lose all land types and abilities, and they gain ": Add one mana of any color."
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Amok
( 2)
Enchantment
, Discard a card at random: Put a +1/+1 counter on target creature.
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Anax, Hardened in the Forge
( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Anax's power is equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.) Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This creature can't block." If the creature had power 4 or greater, create two of those tokens instead.
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Ancient Runes
( 3)
Enchantment
At the beginning of each player's upkeep, Ancient Runes deals damage to that player equal to the number of artifacts they control.
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Annie Joins Up
( 4)
Legendary Enchantment
When Annie Joins Up enters the battlefield, it deals 5 damage to target creature or planeswalker an opponent controls. If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.
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Antagonism
( 4)
Enchantment
At the beginning of each player's end step, Antagonism deals 2 damage to that player unless one of their opponents was dealt damage this turn.
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Anthem of Rakdos
( 5)
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you. Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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An-Zerrin Ruins
( 4)
Enchantment
As An-Zerrin Ruins enters the battlefield, choose a creature type. Creatures of the chosen type don't untap during their controllers' untap steps.
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Arcane Bombardment
( 6)
Enchantment
Whenever you cast your first instant or sorcery spell each turn, exile an instant or sorcery card at random from your graveyard. Then copy each card exiled with Arcane Bombardment. You may cast any number of the copies without paying their mana costs.
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Arcane Teachings
( 3)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature gets +2/+2 and has ": This creature deals 1 damage to any target."
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Archetype of Aggression
( 3)
Enchantment Creature — Human Warrior
(3/2)
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
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Aria of Flame
( 3)
Enchantment
When Aria of Flame enters the battlefield, each opponent gains 10 life. Whenever you cast an instant or sorcery spell, put a verse counter on Aria of Flame, then it deals damage equal to the number of verse counters on it to target player or planeswalker.
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Arms Race
( 4)
Enchantment
: You may put an artifact card from your hand onto the battlefield. That artifact gains haste. Sacrifice it at the beginning of the next end step.
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Arni Slays the Troll
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add . Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.
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Arterial Alchemy
( 3)
Enchantment
When Arterial Alchemy enters the battlefield, create a Blood token for each opponent you have. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Ashling's Prerogative
( 2)
Enchantment
As Ashling's Prerogative enters the battlefield, choose odd or even. (Zero is even.) Each creature with mana value of the chosen quality has haste. Each creature without mana value of the chosen quality enters the battlefield tapped.
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Aspect of Manticore
( 3)
Enchantment — Aura
Flash Enchant creature When Aspect of Manticore enters the battlefield, enchanted creature gains first strike until end of turn. Enchanted creature gets +2/+0.
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Assemble the Legion
( 5)
Enchantment
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.
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At Knifepoint
( 3)
Enchantment
As long as it's your turn, outlaws you control have first strike. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) Whenever you commit a crime, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." This ability triggers only once each turn.
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Awaken the Ancient
( 4)
Enchantment — Aura
Enchant Mountain Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.
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Awaken the Sky Tyrant
( 4)
Enchantment
When a source an opponent controls deals damage to you, sacrifice Awaken the Sky Tyrant. If you do, create a 5/5 red Dragon creature token with flying.
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Bank Job
( 3)
Enchantment
At the beginning of your upkeep, exile the bottom creature card of your library. You may cast that card this turn. At the beginning of the next end step, if that card is still exiled, put it into your graveyard and create a Treasure token.
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Barbarian Class
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. : Level 2 //Level_2// Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn. : Level 3 //Level_3// Creatures you control have haste.
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Barbed Field
( 4)
Enchantment — Aura
Enchant land Enchanted land has ": This land deals 1 damage to any target."
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Bard Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Legendary creatures you control enter the battlefield with an additional +1/+1 counter on them. : Level 2 //Level_2// Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay. : Level 3 //Level_3// Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
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Barrage of Expendables
( 1)
Enchantment
, Sacrifice a creature: Barrage of Expendables deals 1 damage to any target.
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Battle of Frost and Fire
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Battle of Frost and Fire deals 4 damage to each non-Giant creature and each planeswalker. II — Scry 3. III — Whenever you cast a spell with mana value 5 or greater this turn, draw two cards, then discard a card.
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Battle Strain
( 2)
Enchantment
Whenever a creature blocks, Battle Strain deals 1 damage to that creature's controller.
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Bestial Fury
( 3)
Enchantment — Aura
Enchant creature When Bestial Fury enters the battlefield, draw a card at the beginning of the next turn's upkeep. Whenever enchanted creature becomes blocked, it gets +4/+0 and gains trample until end of turn.
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Betrothed of Fire
( 2)
Enchantment — Aura
Enchant creature Sacrifice an untapped creature: Enchanted creature gets +2/+0 until end of turn. Sacrifice enchanted creature: Creatures you control get +2/+0 until end of turn.
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Bigger on the Inside
( 5)
Enchantment — Aura
Enchant artifact or land Enchanted permanent has ": Target player adds two mana of any one color. The next spell they cast this turn has cascade." (When they cast their next spell, they exile cards from the top of their library until they exile a nonland card that costs less. They may cast it without paying its mana cost. They put the exiled cards on the bottom in a random order.)
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Bitter Feud
( 5)
Enchantment
As Bitter Feud enters the battlefield, choose two players. If a source controlled by one of the chosen players would deal damage to the other chosen player or a permanent that player controls, that source deals double that damage to that player or permanent instead.
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Bitter Reunion
( 2)
Enchantment
When Bitter Reunion enters the battlefield, you may discard a card. If you do, draw two cards. , Sacrifice Bitter Reunion: Creatures you control gain haste until end of turn.
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Blood Mist
( 4)
Enchantment
At the beginning of combat on your turn, target creature you control gains double strike until end of turn.
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Blood Moon
( 3)
Enchantment
Nonbasic lands are Mountains.
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Blood Spatter Analysis
( 2)
Enchantment
When Blood Spatter Analysis enters the battlefield, it deals 3 damage to target creature an opponent controls. Whenever one or more creatures die, mill a card and put a bloodstain counter on Blood Spatter Analysis. Then sacrifice it if it has five or more bloodstain counters on it. When you do, return target creature card from your graveyard to your hand.
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Blood Sun
( 3)
Enchantment
When Blood Sun enters the battlefield, draw a card. All lands lose all abilities except mana abilities.
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Bloodfire Infusion
( 3)
Enchantment — Aura
Enchant creature you control , Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the sacrificed creature's power to each creature.
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Bloodshed Fever
( 1)
Enchantment — Aura
Enchant creature Enchanted creature attacks each combat if able.
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Bludgeon Brawl
( 3)
Enchantment
Each noncreature, non-Equipment artifact is an Equipment with equip and "Equipped creature gets +X/+0," where X is that artifact's mana value.
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Boggart Shenanigans
( 3)
Tribal Enchantment — Goblin
Whenever another Goblin you control is put into a graveyard from the battlefield, you may have Boggart Shenanigans deal 1 damage to target player or planeswalker.
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Book of Mazarbul
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) II — Amass Orcs 2. III — Creatures you control get +1/+0 and gain menace until end of turn.
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Braid of Fire
( 2)
Enchantment
Cumulative upkeep—Add . (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
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Brand of Ill Omen
( 4)
Enchantment — Aura
Enchant creature Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Enchanted creature's controller can't cast creature spells.
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Bravado
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each other creature you control.
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Brazen Cannonade
( 4)
Enchantment
Whenever an attacking creature you control dies, Brazen Cannonade deals 2 damage to each opponent. Raid — At the beginning of your postcombat main phase, if you attacked this turn, exile the top card of your library. Until end of combat on your next turn, you may play that card.
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Break Through the Line
( 2)
Enchantment
: Target creature with power 2 or less gains haste until end of turn and can't be blocked this turn.
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Breath of Fury
( 4)
Enchantment — Aura
Enchant creature you control When enchanted creature deals combat damage to a player, sacrifice it and attach Breath of Fury to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
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Brutal Suppression
( 1)
Enchantment
Activated abilities of nontoken Rebels cost an additional "Sacrifice a land" to activate.
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Bucket List (playtest)
( 3)
Enchantment
Whenever you cast a spell of a type showing on CARDNAME, put a counter over that type and draw a card. If all five types on CARDNAME have counters over them, sacrifice it and draw one more card. BOX artifact BOX creature BOX enchantment BOX instant BOX sorcery
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Bulwark
( 5)
Enchantment
At the beginning of your upkeep, Bulwark deals X damage to target opponent, where X is the number of cards in your hand minus the number of cards in that player's hand.
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Burning Anger
( 5)
Enchantment — Aura
Enchant creature Enchanted creature has ": This creature deals damage equal to its power to any target."
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Burning Cinder Fury of Crimson Chaos Fire
( 4)
Enchantment
Whenever any player taps a permanent, that player choose one of their opponents. The chosen player gains control of that permanent at the beginning of the next end step. At the beginning of each player's end step, if that player didn't tap any nonland permanents that turn, Burning Cinder Fury of Crimson Chaos Fire deals 3 damage to that player.
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Burning Earth
( 4)
Enchantment
Whenever a player taps a nonbasic land for mana, Burning Earth deals 1 damage to that player.
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Burning Sands
( 5)
Enchantment
Whenever a creature dies, that creature's controller sacrifices a land.
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Burning Vengeance
( 3)
Enchantment
Whenever you cast a spell from your graveyard, Burning Vengeance deals 2 damage to any target.
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Burrowing
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
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Cabaretti Ascendancy
( 3)
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a creature or planeswalker 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 on the bottom of your library.
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Cabaretti Revels
( 3)
Enchantment
Whenever you cast a creature spell, seek a creature card with lesser mana value, then put it onto the battlefield.
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Call of the Full Moon
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+2 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of each upkeep, if a player cast two or more spells last turn, sacrifice Call of the Full Moon.
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Captive Audience
( 7)
Enchantment
Captive Audience enters the battlefield under the control of an opponent of your choice. At the beginning of your upkeep, choose one that hasn't been chosen — • Your life total becomes 4. • Discard your hand. • Each opponent creates five 2/2 black Zombie creature tokens.
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Captive Flame
( 3)
Enchantment
: Target creature gets +1/+0 until end of turn.
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Cartouche of Zeal
( 1)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Zeal enters the battlefield, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.
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Case of the Burning Masks
( 3)
Enchantment — Case
When this Case enters the battlefield, it deals 3 damage to target creature an opponent controls. To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.
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Case of the Crimson Pulse
( 3)
Enchantment — Case
When this Case enters the battlefield, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
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Cavalcade of Calamity
( 2)
Enchantment
Whenever a creature you control with power 1 or less attacks, Cavalcade of Calamity deals 1 damage to the player or planeswalker that creature is attacking.
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Cave Sense
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
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Caverns of Despair
( 4)
World Enchantment
No more than two creatures can attack each combat. No more than two creatures can block each combat.
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Chance Encounter
( 4)
Enchantment
Whenever you win a coin flip, put a luck counter on Chance Encounter. At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game.
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Chaos Moon
( 4)
Enchantment
At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds an additional . If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type.
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Chaosphere
( 3)
World Enchantment
Creatures with flying can block only creatures with flying. Creatures without flying have reach. (They can block creatures with flying.)
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Cindervines
( 2)
Enchantment
Whenever an opponent casts a noncreature spell, Cindervines deals 1 damage to that player. , Sacrifice Cindervines: Destroy target artifact or enchantment. Cindervines deals 2 damage to that permanent's controller.
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Circle of Flame
( 2)
Enchantment
Whenever a creature without flying attacks you or a planeswalker you control, Circle of Flame deals 1 damage to that creature.
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Citadel of Pain
( 3)
Enchantment
At the beginning of each player's end step, Citadel of Pain deals X damage to that player, where X is the number of untapped lands they control.
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City on Fire
( 8)
Enchantment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) If a source you control would deal damage to a permanent or player, it deals triple that damage instead.
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Clash of Realities
( 4)
Enchantment
All Spirits have "When this permanent enters the battlefield, you may have it deal 3 damage to target non-Spirit creature." Non-Spirit creatures have "When this creature enters the battlefield, you may have it deal 3 damage to target Spirit creature."
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Claws of Valakut
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 for each Mountain you control and has first strike.
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Close Quarters
( 4)
Enchantment
Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to any target.
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Clout of the Dominus
( 1)
Enchantment — Aura
Enchant creature As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.) As long as enchanted creature is red, it gets +1/+1 and has haste.
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