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Abduction
( 4)
Enchantment — Aura
Enchant creature When Abduction enters, untap enchanted creature. You control enchanted creature. When enchanted creature dies, return that card to the battlefield under its owner's control.
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Abyssal Hunter
( 4)
Creature — Human Assassin
(1/1)
, : Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature.
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Abyssal Specter
( 4)
Creature — Specter
(2/3)
Flying Whenever Abyssal Specter deals damage to a player, that player discards a card.
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Agonizing Memories
( 4)
Sorcery
Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order.
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Aladdin's Ring
( 8)
Artifact
, : Aladdin's Ring deals 4 damage to any target.
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Amber Prison
( 4)
Artifact
You may choose not to untap Amber Prison during your untap step. , : Tap target artifact, creature, or land. That permanent doesn't untap during its controller's untap step for as long as Amber Prison remains tapped.
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Anaba Bodyguard
( 4)
Creature — Minotaur
(2/3)
First strike (This creature deals combat damage before creatures without first strike.)
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Anaba Shaman
( 4)
Creature — Minotaur Shaman
(2/2)
, : Anaba Shaman deals 1 damage to any target.
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Ancestral Memories
( 5)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
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Animate Wall
( 1)
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
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Ankh of Mishra
( 2)
Artifact
Whenever a land enters, Ankh of Mishra deals 2 damage to that land's controller.
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Ashen Powder
( 4)
Sorcery
Put target creature card from an opponent's graveyard onto the battlefield under your control.
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Balduvian Horde
( 4)
Creature — Human Barbarian
(5/5)
When Balduvian Horde enters, sacrifice it unless you discard a card at random.
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Blaze
( 1)
Sorcery
Blaze deals X damage to any target.
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Blight
( 2)
Enchantment — Aura
Enchant land When enchanted land becomes tapped, destroy it.
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Blighted Shaman
( 2)
Creature — Human Cleric Shaman
(1/1)
, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn. , Sacrifice a creature: Target creature gets +2/+2 until end of turn.
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Blood Pet
( 1)
Creature — Thrull
(1/1)
Sacrifice Blood Pet: Add .
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Bog Imp
( 2)
Creature — Imp
(1/1)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Bog Rats
( 1)
Creature — Rat
(1/1)
Bog Rats can't be blocked by Walls.
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Bog Wraith
( 4)
Creature — Wraith
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Boomerang
( 2)
Instant
Return target permanent to its owner's hand.
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Bottle of Suleiman
( 4)
Artifact
, Sacrifice Bottle of Suleiman: Flip a coin. If you win the flip, create a 5/5 colorless Djinn artifact creature token with flying. If you lose the flip, Bottle of Suleiman deals 5 damage to you.
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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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Castle
( 4)
Enchantment
Untapped creatures you control get +0/+2.
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Cat Warriors
( 3)
Creature — Cat Warrior
(2/2)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Celestial Dawn
( 3)
Enchantment
Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
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Chill
( 2)
Enchantment
Red spells cost more to cast.
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Circle of Protection: Black
( 2)
Enchantment
: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Blue
( 2)
Enchantment
: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Green
( 2)
Enchantment
: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Red
( 2)
Enchantment
: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: White
( 2)
Enchantment
: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
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City of Brass
( 0)
Land
Whenever City of Brass becomes tapped, it deals 1 damage to you. : Add one mana of any color.
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Coercion
( 3)
Sorcery
Target opponent reveals their hand. You choose a card from it. That player discards that card.
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Conquer
( 5)
Enchantment — Aura
Enchant land You control enchanted land.
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Creeping Mold
( 4)
Sorcery
Destroy target artifact, enchantment, or land.
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Crimson Hellkite
( 9)
Creature — Dragon
(6/6)
Flying , : Crimson Hellkite deals X damage to target creature. Spend only red mana on X.
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Crusade
( 2)
Enchantment
White creatures get +1/+1.
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Crystal Rod
( 1)
Artifact
Whenever a player casts a blue spell, you may pay . If you do, you gain 1 life.
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Cursed Totem
( 2)
Artifact
Activated abilities of creatures can't be activated.
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Dancing Scimitar
( 4)
Artifact Creature — Spirit
(1/5)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Daraja Griffin
( 4)
Creature — Griffin
(2/2)
Flying Sacrifice Daraja Griffin: Destroy target black creature.
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Daring Apprentice
( 3)
Creature — Human Wizard
(1/1)
, Sacrifice Daring Apprentice: Counter target spell.
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D'Avenant Archer
( 3)
Creature — Human Soldier Archer
(1/2)
: D'Avenant Archer deals 1 damage to target attacking or blocking creature.
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Deflection
( 4)
Instant
Change the target of target spell with a single target.
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Dense Foliage
( 3)
Enchantment
Creatures can't be the targets of spells.
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Derelor
( 4)
Creature — Thrull
(4/4)
Black spells you cast cost more to cast.
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Desertion
( 5)
Instant
Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.
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Diminishing Returns
( 4)
Sorcery
Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.
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Dingus Egg
( 4)
Artifact
Whenever a land is put into a graveyard from the battlefield, Dingus Egg deals 2 damage to that land's controller.
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Disenchant
( 2)
Instant
Destroy target artifact or enchantment.
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Disrupting Scepter
( 3)
Artifact
, : Target player discards a card. Activate only during your turn.
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Dragon Engine
( 3)
Artifact Creature — Construct
(1/3)
: Dragon Engine gets +1/+0 until end of turn.
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Dragon Mask
( 3)
Artifact
, : Target creature you control gets +2/+2 until end of turn. Return it to its owner's hand at the beginning of the next end step. (Return it only if it's on the battlefield.)
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Dream Cache
( 3)
Sorcery
Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library.
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Drudge Skeletons
( 2)
Creature — Skeleton
(1/1)
: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Dry Spell
( 2)
Sorcery
Dry Spell deals 1 damage to each creature and each player.
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Early Harvest
( 3)
Instant
Target player untaps all basic lands they control.
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Earthquake
( 1)
Sorcery
Earthquake deals X damage to each creature without flying and each player.
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Elven Cache
( 4)
Sorcery
Return target card from your graveyard to your hand.
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Elven Riders
( 5)
Creature — Elf
(3/3)
Elven Riders can't be blocked except by Walls and/or creatures with flying.
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Enfeeblement
( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature gets -2/-2.
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Enlightened Tutor
( 1)
Instant
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
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Ethereal Champion
( 5)
Creature — Avatar
(3/4)
Pay 1 life: Prevent the next 1 damage that would be dealt to Ethereal Champion this turn.
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Evil Eye of Orms-by-Gore
( 5)
Creature — Eye
(3/6)
Non-Eye creatures you control can't attack. Evil Eye of Orms-by-Gore can't be blocked except by Walls.
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Exile
( 3)
Instant
Exile target nonwhite attacking creature. You gain life equal to its toughness.
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Fallen Angel
( 5)
Creature — Angel
(3/3)
Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.
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Fallow Earth
( 3)
Sorcery
Put target land on top of its owner's library.
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Familiar Ground
( 3)
Enchantment
Each creature you control can't be blocked by more than one creature.
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Fatal Blow
( 1)
Instant
Destroy target creature that was dealt damage this turn. It can't be regenerated.
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Fear
( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
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Femeref Archers
( 3)
Creature — Human Archer
(2/2)
: Femeref Archers deals 4 damage to target attacking creature with flying.
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Fervor
( 3)
Enchantment
Creatures you control have haste. (They can attack and as soon as they come under your control.)
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Final Fortune
( 2)
Instant
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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