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Coiling Woodworm
( 3)
Creature — Insect Worm
(*/1)
Coiling Woodworm's power is equal to the number of Forests on the battlefield.
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Common Cause
( 3)
Enchantment
Nonartifact creatures get +2/+2 as long as they all share a color.
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Complex Automaton
( 4)
Artifact Creature — Golem
(4/4)
At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand.
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Conspiracy
( 5)
Enchantment
As Conspiracy enters the battlefield, choose a creature type. Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
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Copper-Leaf Angel
( 5)
Artifact Creature — Angel
(2/2)
Flying , Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel.
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Cornered Market
( 3)
Enchantment
Players can't cast spells with the same name as a nontoken permanent. Players can't play nonbasic lands with the same name as a nontoken permanent.
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Corrupt Official
( 5)
Creature — Human Minion
(3/1)
: Regenerate Corrupt Official. Whenever Corrupt Official becomes blocked, defending player discards a card at random.
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Cowardice
( 5)
Enchantment
Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. (It won't be affected by the spell or ability.)
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Crackdown
( 3)
Enchantment
Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps.
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Crag Saurian
( 3)
Creature — Lizard
(4/4)
Whenever a source deals damage to Crag Saurian, that source's controller gains control of Crag Saurian.
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Crash
( 3)
Instant
You may sacrifice a Mountain rather than pay this spell's mana cost. Destroy target artifact.
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Credit Voucher
( 2)
Artifact
, , Sacrifice Credit Voucher: Shuffle any number of cards from your hand into your library, then draw that many cards.
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Crenellated Wall
( 4)
Artifact Creature — Wall
(0/4)
Defender (This creature can't attack.) : Target creature gets +0/+4 until end of turn.
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Crossbow Infantry
( 2)
Creature — Human Soldier Archer
(1/1)
: Crossbow Infantry deals 1 damage to target attacking or blocking creature.
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Crumbling Sanctuary
( 5)
Artifact
If damage would be dealt to a player, that player exiles that many cards from the top of their library instead.
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Customs Depot
( 2)
Enchantment
Whenever you cast a creature spell, you may pay . If you do, draw a card, then discard a card.
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Darba
( 4)
Creature — Bird Beast
(5/4)
At the beginning of your upkeep, sacrifice Darba unless you pay .
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Dark Triumph
( 5)
Instant
If you control a Swamp, you may sacrifice a creature rather than pay this spell's mana cost. Creatures you control get +2/+0 until end of turn.
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Darting Merfolk
( 2)
Creature — Merfolk
(1/1)
: Return Darting Merfolk to its owner's hand.
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Dawnstrider
( 2)
Creature — Dryad Spellshaper
(1/1)
, , Discard a card: Prevent all combat damage that would be dealt this turn.
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Daze
( 2)
Instant
You may return an Island you control to its owner's hand rather than pay this spell's mana cost. Counter target spell unless its controller pays .
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Deadly Insect
( 5)
Creature — Insect
(6/1)
Shroud (This creature can't be the target of spells or abilities.)
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Death Charmer
( 3)
Creature — Worm Mercenary
(2/2)
Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless they pay .
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Death Pit Offering
( 4)
Enchantment
When Death Pit Offering enters the battlefield, sacrifice all creatures you control. Creatures you control get +2/+2.
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Deathgazer
( 4)
Creature — Lizard
(2/2)
Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.
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Deepwood Drummer
( 2)
Creature — Human Spellshaper
(1/1)
, , Discard a card: Target creature gets +2/+2 until end of turn.
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Deepwood Ghoul
( 3)
Creature — Zombie
(2/1)
Pay 2 life: Regenerate Deepwood Ghoul.
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Deepwood Legate
( 4)
Creature — Shade
(1/1)
If an opponent controls a Forest and you control a Swamp, you may cast this spell without paying its mana cost. : Deepwood Legate gets +1/+1 until end of turn.
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Deepwood Tantiv
( 5)
Creature — Beast
(2/4)
Whenever Deepwood Tantiv becomes blocked, you gain 2 life.
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Deepwood Wolverine
( 1)
Creature — Wolverine
(1/1)
Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn.
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Defender en-Vec
( 4)
Creature — Human Cleric
(2/4)
Fading 4 (This creature enters the battlefield with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to any target this turn.
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Defiant Falcon
( 2)
Creature — Rebel Bird
(1/1)
Flying , : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
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Defiant Vanguard
( 3)
Creature — Human Rebel
(2/2)
When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn. , : Search your library for a Rebel permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
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Dehydration
( 4)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature doesn't untap during its controller's untap step.
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Delraich
( 7)
Creature — Horror
(6/6)
You may sacrifice three black creatures rather than pay this spell's mana cost. Trample
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Denying Wind
( 9)
Sorcery
Search target player's library for up to seven cards and exile them. Then that player shuffles.
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Despoil
( 4)
Sorcery
Destroy target land. Its controller loses 2 life.
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Devastate
( 5)
Sorcery
Destroy target land. Devastate deals 1 damage to each creature and each player.
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Diplomatic Escort
( 2)
Creature — Human Spellshaper
(1/1)
, , Discard a card: Counter target spell or ability that targets a creature.
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Diplomatic Immunity
( 2)
Enchantment — Aura
Enchant creature Shroud (A permanent with shroud can't be the target of spells or abilities.) Enchanted creature has shroud.
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Disenchant
( 2)
Instant
Destroy target artifact or enchantment.
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Distorting Lens
( 2)
Artifact
: Target permanent becomes the color of your choice until end of turn.
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Dominate
( 3)
Instant
Gain control of target creature with mana value X or less.
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Downhill Charge
( 3)
Instant
You may sacrifice a Mountain rather than pay this spell's mana cost. Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control.
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Drake Hatchling
( 3)
Creature — Drake
(1/3)
Flying : Drake Hatchling gets +1/+0 until end of turn. Activate only once each turn.
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Dual Nature
( 6)
Enchantment
Whenever a nontoken creature enters the battlefield, its controller creates a token that's a copy of that creature. Whenever a nontoken creature leaves the battlefield, exile all tokens with the same name as that creature. When Dual Nature leaves the battlefield, exile all tokens created with Dual Nature.
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Elephant Resurgence
( 2)
Sorcery
Each player creates a green Elephant creature token. Those creatures have "This creature's power and toughness are each equal to the number of creature cards in its controller's graveyard."
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Embargo
( 4)
Enchantment
Nonland permanents don't untap during their controllers' untap steps. At the beginning of your upkeep, you lose 2 life.
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Endbringer's Revel
( 3)
Enchantment
: Return target creature card from a graveyard to its owner's hand. Any player may activate this ability but only as a sorcery.
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Energy Flux
( 3)
Enchantment
All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay ."
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Enslaved Horror
( 4)
Creature — Horror
(4/4)
When Enslaved Horror enters the battlefield, each other player may return a creature card from their graveyard to the battlefield.
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Ensnare
( 4)
Instant
You may return two Islands you control to their owner's hand rather than pay this spell's mana cost. Tap all creatures.
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Entangler
( 4)
Enchantment — Aura
Enchant creature Enchanted creature can block any number of creatures.
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Erithizon
( 4)
Creature — Beast
(4/4)
Whenever Erithizon attacks, put a +1/+1 counter on target creature of defending player's choice.
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Excavation
( 2)
Enchantment
, Sacrifice a land: Draw a card. Any player may activate this ability.
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Excise
( 1)
Instant
Exile target attacking creature unless its controller pays .
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Extortion
( 5)
Sorcery
Look at target player's hand and choose up to two cards from it. That player discards those cards.
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Extravagant Spirit
( 4)
Creature — Spirit
(4/4)
Flying At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay for each card in your hand.
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Eye of Ramos
( 3)
Artifact
: Add . Sacrifice Eye of Ramos: Add .
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Eye of Yawgmoth
( 3)
Artifact
, , Sacrifice a creature: Reveal a number of cards from the top of your library equal to the sacrificed creature's power. Put one into your hand and exile the rest.
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False Demise
( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, return that card to the battlefield under your control.
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Fault Riders
( 3)
Creature — Human Soldier
(2/2)
Sacrifice a land: Fault Riders gets +2/+0 and gains first strike until end of turn. Activate only once each turn.
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Fen Stalker
( 4)
Creature — Nightstalker
(3/2)
Fen Stalker has fear as long as you control no untapped lands. (It can't be blocked except by artifact creatures and/or black creatures.)
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Ferocity
( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it.
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Fickle Efreet
( 4)
Creature — Efreet
(5/2)
Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet.
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Flailing Manticore
( 4)
Creature — Manticore
(3/3)
Flying, first strike : Flailing Manticore gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Manticore gets -1/-1 until end of turn. Any player may activate this ability.
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Flailing Ogre
( 3)
Creature — Ogre
(3/3)
: Flailing Ogre gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Ogre gets -1/-1 until end of turn. Any player may activate this ability.
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Flailing Soldier
( 1)
Creature — Human Soldier
(2/2)
: Flailing Soldier gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Soldier gets -1/-1 until end of turn. Any player may activate this ability.
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Flame Rift
( 2)
Sorcery
Flame Rift deals 4 damage to each player.
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Flameshot
( 4)
Sorcery
You may discard a Mountain card rather than pay this spell's mana cost. Flameshot deals 3 damage divided as you choose among one, two, or three target creatures.
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Flaming Sword
( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +1/+0 and has first strike.
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Flay
( 4)
Sorcery
Target player discards a card at random. Then that player discards another card at random unless they pay .
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Flint Golem
( 4)
Artifact Creature — Golem
(2/3)
Whenever Flint Golem becomes blocked, defending player mills three cards.
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Flowering Field
( 2)
Enchantment — Aura
Enchant land Enchanted land has ": Prevent the next 1 damage that would be dealt to any target this turn."
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Flowstone Armor
( 3)
Artifact
You may choose not to untap Flowstone Armor during your untap step. , : Target creature gets +1/-1 for as long as Flowstone Armor remains tapped.
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Flowstone Crusher
( 5)
Creature — Beast
(4/4)
: Flowstone Crusher gets +1/-1 until end of turn.
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Flowstone Strike
( 2)
Instant
Target creature gets +1/-1 and gains haste until end of turn.
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Flowstone Thopter
( 7)
Artifact Creature — Thopter
(4/4)
: Flowstone Thopter gets +1/-1 and gains flying until end of turn.
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Flowstone Wall
( 3)
Creature — Wall
(0/6)
Defender (This creature can't attack.) : Flowstone Wall gets +1/-1 until end of turn.
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Fog Patch
( 2)
Instant
Cast this spell only during the declare blockers step. Attacking creatures become blocked. (This spell works on creatures that can't be blocked.)
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Foil
( 4)
Instant
You may discard an Island card and another card rather than pay this spell's mana cost. Counter target spell.
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Food Chain
( 3)
Enchantment
Exile a creature you control: Add X mana of any one color, where X is 1 plus the exiled creature's mana value. Spend this mana only to cast creature spells.
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Forced March
( 3)
Sorcery
Destroy all creatures with mana value X or less.
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Forest
( 0)
Basic Land — Forest
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Forgotten Harvest
( 2)
Enchantment
At the beginning of your upkeep, you may exile a land card from your graveyard. If you do, put a +1/+1 counter on target creature.
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Foster
( 4)
Enchantment
Whenever a creature you control dies, you may pay . If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard.
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