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Processor Assault
( 2)
Sorcery
Devoid (This card has no color.) As an additional cost to cast this spell, put a card an opponent owns from exile into that player's graveyard. Processor Assault deals 5 damage to target creature.
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Proclamation of Rebirth
( 3)
Sorcery
Return up to three target creature cards with mana value 1 or less from your graveyard to the battlefield. Forecast — , Reveal Proclamation of Rebirth from your hand: Return target creature card with mana value 1 or less from your graveyard to the battlefield. (Activate only during your upkeep and only once each turn.)
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Prodigal Pyromancer
( 3)
Creature — Human Wizard
(1/1)
: Prodigal Pyromancer deals 1 damage to any target.
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Prodigal Sorcerer
( 3)
Creature — Human Wizard
(1/1)
: Prodigal Sorcerer deals 1 damage to any target.
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Profane Command
( 2)
Sorcery
Choose two — • Target player loses X life. • Return target creature card with mana value X or less from your graveyard to the battlefield. • Target creature gets -X/-X until end of turn. • Up to X target creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
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Professional Face-Breaker
( 3)
Creature — Human Warrior
(2/3)
Menace Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
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Professor of Zoomancy
( 4)
Creature — Bear Druid
(4/3)
When Professor of Zoomancy enters the battlefield, create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life."
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Proficient Pyrodancer
( 3)
Creature — Human Performer
(2/3)
When Proficient Pyrodancer enters the battlefield, you may put an art sticker on a nonland permanent you own. : Another target creature with an art sticker on it gets +2/+0 and gains menace until end of turn.
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Proft's Eidetic Memory
( 2)
Legendary Enchantment
When Proft's Eidetic Memory enters the battlefield, draw a card. You have no maximum hand size. At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
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Progenitor Exarch
( 1)
Creature — Phyrexian Cat Cleric
(1/2)
When Progenitor Exarch enters the battlefield, incubate 3 X times. (To incubate 3, create an Incubator token with three +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.) : Transform target Incubator token you control.
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Progenitor Mimic
( 6)
Creature — Shapeshifter
(0/0)
You may have Progenitor Mimic enter the battlefield as a copy of any creature on the battlefield, except it has "At the beginning of your upkeep, if this creature isn't a token, create a token that's a copy of this creature."
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Progenitor's Icon
( 3)
Artifact
As Progenitor's Icon enters the battlefield, choose a creature type. : Add one mana of any color. : The next spell of the chosen type you cast this turn can be cast as though it had flash.
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Prognostic Sphinx
( 5)
Creature — Sphinx
(3/5)
Flying Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it. Whenever Prognostic Sphinx attacks, scry 3.
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Projektor Inspector
( 3)
Creature — Human Detective
(3/2)
Whenever Projektor Inspector or another Detective enters the battlefield under your control and whenever a Detective you control is turned face up, you may draw a card. If you do, discard a card.
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Promise of Aclazotz
( 2)
Enchantment
At the beginning of your end step, you may sacrifice a non-Demon creature. If you do, populate. (Create a token that's a copy of a creature token you control.)
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Prophecy
( 1)
Sorcery
Reveal the top card of target opponent's library. If it's a land, you gain 1 life. Then that player shuffles. Draw a card at the beginning of the next turn's upkeep.
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Prophetic Bolt
( 5)
Instant
Prophetic Bolt deals 4 damage to any target. Look at the top four cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order.
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Prophetic Flamespeaker
( 3)
Creature — Human Shaman
(1/3)
Double strike, trample Whenever Prophetic Flamespeaker deals combat damage to a player, exile the top card of your library. You may play it this turn.
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Prophetic Prism
( 2)
Artifact
When Prophetic Prism enters the battlefield, draw a card. , : Add one mana of any color.
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Prophetic Ravings
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has haste and ", Discard a card: Draw a card."
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Prophetic Titan
( 6)
Creature — Giant Wizard
(4/4)
Delirium — When Prophetic Titan enters the battlefield, choose one. If there are four or more card types among cards in your graveyard, choose both instead. • Prophetic Titan deals 4 damage to any target. • Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
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Prosperity Tycoon
( 4)
Creature — Human Noble
(4/2)
When Prosperity Tycoon enters the battlefield, 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." , Sacrifice a token: Prosperity Tycoon gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
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Prosthetic Injector
( 1)
Artifact — Equipment
Equipped creature gets +0/+2 and has toxic 1. (Players dealt combat damage by equipped creature also get a poison counter.) Equip
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Protect // Serve (Protect)
( 3)
Instant
Target creature gets +2/+4 until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Protect the Negotiators
( 2)
Instant
Kicker (You may pay an additional as you cast this spell.) If this spell was kicked, create a 1/1 white Soldier creature token. Counter target spell unless its controller pays for each creature you control.
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Protection of the Hekma
( 5)
Enchantment
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
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Protection Racket
( 3)
Enchantment
At the beginning of your upkeep, repeat the following process for each opponent in turn order. Reveal the top card of your library. That player may pay life equal to that card's mana value. If they do, exile that card. Otherwise, put it into your hand.
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Protective Bubble
( 4)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
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Protective Parents
( 3)
Creature — Human Peasant
(3/2)
When Protective Parents dies, create a Young Hero Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature has "Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.")
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Protective Sphere
( 3)
Enchantment
, Pay 1 life: Prevent all damage that would be dealt to you this turn by a source of your choice that shares a color with the mana spent on this activation cost. <I>(Colorless mana prevents no damage.)</I>
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Protector of Gondor
( 4)
Creature — Human Soldier
(3/3)
When Protector of Gondor enters the battlefield, create a 1/1 white Human Soldier creature token.
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Protector of the Crown
( 6)
Creature — Giant Soldier
(2/5)
When Protector of the Crown enters the battlefield, you become the monarch. All damage that would be dealt to you is dealt to Protector of the Crown instead.
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Proteus Machine
( 3)
Artifact Creature — Shapeshifter
(2/2)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Proteus Machine is turned face up, it becomes the creature type of your choice. (This effect lasts indefinitely.)
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Protocol Knight
( 4)
Creature — Human Knight
(3/4)
When Protocol Knight enters the battlefield, tap target creature an opponent controls. Put a stun counter on that creature if you control another Knight. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Proud Pack-Rhino
( 3)
Creature — Rhino
(3/3)
When Proud Pack-Rhino enters the battlefield, choose one — • Put a shield counter on target permanent. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) • Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Providence
( 7)
Sorcery
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, your life total becomes 26. Your life total becomes 26.
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Provisions Merchant
( 4)
Creature — Beast Peasant
(3/3)
When Provisions Merchant enters the battlefield, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") Whenever Provisions Merchant attacks, you may sacrifice a Food. If you do, attacking creatures get +1/+1 and gain trample until end of turn.
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Prowl, Pursuit Vehicle
( 0)
Legendary Artifact — Vehicle
(2/3)
Living metal (As long as it's your turn, this Vehicle is also a creature.) Whenever another creature or Vehicle enters the battlefield under your control, put a +1/+1 counter on Prowl. If this is the second time this ability has resolved this turn, convert Prowl.
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Prowl, Stoic Strategist
( 4)
Legendary Artifact Creature — Robot
(3/3)
More Than Meets the Eye (You may cast this card converted for .) Whenever Prowl attacks, exile up to one other target tapped creature or Vehicle. For as long as that card remains exiled, its owner may play it. Whenever a player plays a card exiled with Prowl, you draw a card and convert Prowl.
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Prowling Geistcatcher
( 4)
Creature — Human Rogue
(2/4)
Whenever you sacrifice another creature, exile it. If that creature was a token, put a +1/+1 counter on Prowling Geistcatcher. When Prowling Geistcatcher leaves the battlefield, return each card exiled with it to the battlefield under your control.
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Psionic Blast
( 3)
Instant
Psionic Blast deals 4 damage to any target and 2 damage to you.
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Psionic Entity
( 5)
Creature — Illusion
(2/2)
: Psionic Entity deals 2 damage to any target and 3 damage to itself.
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Psionic Gift
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has ": This creature deals 1 damage to any target."
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Sapphire Dragon (Psionic Pulse)
( 3)
Instant — Adventure
Counter target noncreature spell. (Then exile this card. You may cast the creature later from exile.)
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Psionic Ritual
( 6)
Sorcery
Replicate—Tap an untapped Horror you control. (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Exile target instant or sorcery card from a graveyard and copy it. You may cast the copy without paying its mana cost. Exile Psionic Ritual.
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Psionic Sliver
( 5)
Creature — Sliver
(2/2)
All Sliver creatures have ": This creature deals 2 damage to any target and 3 damage to itself."
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Psionic Snoop
( 3)
Creature — Human Rogue
(0/3)
Flash When Psionic Snoop enters the battlefield, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
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Psychatog
( 3)
Creature — Atog
(1/2)
Discard a card: Psychatog gets +1/+1 until end of turn. Exile two cards from your graveyard: Psychatog gets +1/+1 until end of turn.
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Psychic Allergy
( 5)
Enchantment
As Psychic Allergy enters the battlefield, choose a color. At the beginning of each opponent's upkeep, Psychic Allergy deals X damage to that player, where X is the number of nontoken permanents of the chosen color they control. At the beginning of your upkeep, destroy Psychic Allergy unless you sacrifice two Islands.
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Psychic Barrier
( 2)
Instant
Counter target creature spell. Its controller loses 1 life.
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Psychic Battle
( 5)
Enchantment
Whenever a player chooses one or more targets, each player reveals the top card of their library. The player who reveals the card with the highest mana value may change the target or targets. If two or more cards are tied for highest, the target or targets remain unchanged. Changing targets this way doesn't trigger abilities of permanents named Psychic Battle.
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Psychic Corrosion
( 3)
Enchantment
Whenever you draw a card, each opponent mills two cards.
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Psychic Drain
( 2)
Sorcery
Target player mills X cards and you gain X life.
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Psychic Frog
( 2)
Creature — Frog
(1/2)
Whenever Psychic Frog deals combat damage to a player or planeswalker, draw a card. Discard a card: Put a +1/+1 counter on Psychic Frog. Exile three cards from your graveyard: Psychic Frog gains flying until end of turn.
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Psychic Impetus
( 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, you scry 2.
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Psychic Intrusion
( 5)
Sorcery
Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
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Psychic Membrane
( 3)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Whenever Psychic Membrane blocks, you may draw a card.
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Psychic Miasma
( 2)
Sorcery
Target player discards a card. If a land card is discarded this way, return Psychic Miasma to its owner's hand.
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Psychic Network
( 1)
Enchantment
Each player plays with the top card of their library held against their forehead, revealed to each other player.
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Psychic Overload
( 4)
Enchantment — Aura
Enchant permanent When Psychic Overload enters the battlefield, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step. Enchanted permanent has "Discard two artifact cards: Untap this permanent."
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Psychic Paper
( 2)
Artifact — Equipment
As Psychic Paper becomes attached to a creature, choose a creature card name and a creature type. Equipped creature has ward , it can't be blocked, and its name and creature type are the last chosen name and creature type. Equip
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Psychic Pickpocket
( 5)
Creature — Octopus Rogue
(3/2)
When Psychic Pickpocket enters the battlefield, it connives. When it connives this way, return up to one target nonland permanent to its owner's hand. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
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Psychic Possession
( 4)
Enchantment — Aura
Enchant opponent Skip your draw step. Whenever enchanted opponent draws a card, you may draw a card.
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Psychic Puppetry
( 2)
Instant — Arcane
You may tap or untap target permanent. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Psychic Purge
( 1)
Sorcery
Psychic Purge deals 1 damage to any target. When a spell or ability an opponent controls causes you to discard Psychic Purge, that player loses 5 life.
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Psychic Rebuttal
( 2)
Instant
Counter target instant or sorcery spell that targets you. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you may copy the spell countered this way. You may choose new targets for the copy.
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Psychic Spear
( 1)
Sorcery
Target player reveals their hand. You choose a Spirit or Arcane card from it. That player discards that card.
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Psychic Spiral
( 5)
Instant
Shuffle all cards from your graveyard into your library. Target player mills that many cards.
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Psychic Strike
( 3)
Instant
Counter target spell. Its controller mills two cards.
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Psychic Surgery
( 2)
Enchantment
Whenever an opponent shuffles their library, you may look at the top two cards of that library. You may exile one of those cards. Then put the rest on top of that library in any order.
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Psychic Symbiont
( 6)
Creature — Nightmare Horror
(3/3)
Flying When Psychic Symbiont enters the battlefield, target opponent discards a card and you draw a card.
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Psychic Theft
( 2)
Sorcery
Target player reveals their hand. You choose an instant or sorcery card from it and exile that card. You may cast that card for as long as it remains exiled. At the beginning of the next end step, if you haven't cast the card, return it to its owner's hand.
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Psychic Trance
( 4)
Instant
Until end of turn, Wizards you control gain ": Counter target spell."
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Psychic Transfer
( 5)
Sorcery
If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player.
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Psychic Venom
( 2)
Enchantment — Aura
Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller.
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Psychic Vortex
( 4)
Enchantment
Cumulative upkeep—Draw a card. (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.) At the beginning of your end step, sacrifice a land and discard your hand.
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Psychogenic Probe
( 2)
Artifact
Whenever a spell or ability causes a player to shuffle their library, Psychogenic Probe deals 2 damage to that player.
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Psychomancer
( 2)
Artifact Creature — Necron Wizard
(1/1)
Flying Harbinger of Despair — Whenever Psychomancer or another nontoken artifact you control is put into a graveyard from the battlefield or is put into exile from the battlefield, target opponent loses 1 life and you gain 1 life.
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Psychosis Crawler
( 5)
Artifact Creature — Phyrexian Horror
(*/*)
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand. Whenever you draw a card, each opponent loses 1 life.
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Psychotic Episode
( 3)
Sorcery
Target player reveals their hand and the top card of their library. You choose a card revealed this way. That player puts the chosen card on the bottom of their library. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Psychotic Fury
( 2)
Instant
Target multicolored creature gains double strike until end of turn. Draw a card.
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Psychotic Haze
( 4)
Instant
Psychotic Haze deals 1 damage to each creature and each player. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Psychotrope Thallid
( 3)
Creature — Fungus
(1/1)
At the beginning of your upkeep, put a spore counter on Psychotrope Thallid. Remove three spore counters from Psychotrope Thallid: Create a 1/1 green Saproling creature token. , Sacrifice a Saproling: Draw a card.
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Public Enemy
( 3)
Enchantment — Aura
Enchant creature All creatures attack enchanted creature's controller each combat if able. When enchanted creature dies, draw a card.
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Public Execution
( 6)
Instant
Destroy target creature an opponent controls. Each other creature that player controls gets -2/-0 until end of turn.
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Public Thoroughfare
( 0)
Land
Public Thoroughfare enters the battlefield tapped. When Public Thoroughfare enters the battlefield, sacrifice it unless you tap an untapped artifact or land you control. : Add one mana of any color.
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Puca's Mischief
( 4)
Enchantment
At the beginning of your upkeep, you may exchange control of target nonland permanent you control and target nonland permanent an opponent controls with equal or lesser mana value.
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Puffer Extract
( 5)
Artifact
, : Target creature you control gets +X/+X until end of turn. Destroy it at the beginning of the next end step.
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Pugnacious Hammerskull
( 3)
Creature — Dinosaur
(6/6)
Whenever Pugnacious Hammerskull attacks while you don't control another Dinosaur, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Pugnacious Pugilist
( 5)
Creature — Ogre Warrior
(4/4)
Whenever Pugnacious Pugilist attacks, create a tapped and attacking 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target." Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Pulmonic Sliver
( 5)
Creature — Sliver
(3/3)
All Sliver creatures have flying. All Slivers have "If this permanent would be put into a graveyard, you may put it on top of its owner's library instead."
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Pulse Tracker
( 1)
Creature — Vampire Rogue
(1/1)
Whenever Pulse Tracker attacks, each opponent loses 1 life.
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Pulsemage Advocate
( 3)
Creature — Human Cleric
(1/3)
: Return three target cards from an opponent's graveyard to their hand. Return target creature card from your graveyard to the battlefield.
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Punctuate
( 4)
Instant
Punctuate deals damage to target creature equal to half the number of punctuation marks in that creature's text box. (The punctuation marks are ? , ; : - — ( ) / " " ‘ ' & .)
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Puncture Blast
( 3)
Instant
Wither (This deals damage to creatures in the form of -1/-1 counters.) Puncture Blast deals 3 damage to any target.
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Puncture Bolt
( 2)
Instant
Puncture Bolt deals 1 damage to target creature. Put a -1/-1 counter on that creature.
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Puncturing Blow
( 4)
Sorcery
Puncturing Blow deals 5 damage to target creature. If that creature would die this turn, exile it instead.
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