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Angel of Fury
( 6)
Creature — Angel
(3/5)
Flying When Angel of Fury dies, you may shuffle it into its owner's library.
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Angel of Glory's Rise
( 7)
Creature — Angel
(4/6)
Flying When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
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Angel of Grace
( 5)
Creature — Angel
(5/4)
Flash Flying When Angel of Grace enters the battlefield, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead. , Exile Angel of Grace from your graveyard: Your life total becomes 10.
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Angel of Invention
( 5)
Creature — Angel
(2/1)
Flying, vigilance, lifelink Fabricate 2 (When this creature enters the battlefield, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
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Angel of Jubilation
( 4)
Creature — Angel
(3/3)
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
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Angel of Mercy
( 5)
Creature — Angel
(3/3)
Flying When Angel of Mercy enters the battlefield, you gain 3 life.
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Angel of Renewal
( 6)
Creature — Angel Ally
(4/4)
Flying When Angel of Renewal enters the battlefield, you gain 1 life for each creature you control.
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Angel of Salvation
( 8)
Creature — Angel
(5/5)
Flash; 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.) Flying When Angel of Salvation enters the battlefield, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
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Angel of Sanctions
( 5)
Creature — Angel
(3/4)
Flying When Angel of Sanctions enters the battlefield, you may exile target nonland permanent an opponent controls until Angel of Sanctions leaves the battlefield. Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
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Angel of Serenity
( 7)
Creature — Angel
(5/6)
Flying When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.
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Angel of the Dawn
( 5)
Creature — Angel
(3/3)
Flying When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
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Angel of the Dire Hour
( 7)
Creature — Angel
(5/4)
Flash Flying When Angel of the Dire Hour enters the battlefield, if you cast it from your hand, exile all attacking creatures.
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Angel of the Ruins
( 7)
Artifact Creature — Angel
(5/7)
Flying When Angel of the Ruins enters the battlefield, exile up to two target artifacts and/or enchantments. Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Angel of Unity
( 2)
Creature — — Angel Cleric
(1/3)
Flying, lifelink Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1. (A party card or spell is a Cleric, Rogue, Warrior, or Wizard.)
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Angel of Vitality
( 3)
Creature — Angel
(2/2)
Flying If you would gain life, you gain that much life plus 1 instead. Angel of Vitality gets +2/+2 as long as you have 25 or more life.
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Angelfire Crusader
( 4)
Creature — Human Soldier Knight
(2/3)
: Angelfire Crusader gets +1/+0 until end of turn.
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Angelfire Ignition
( 3)
Sorcery
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Angelheart Protector
( 3)
Creature — Human Cleric
(3/2)
When Angelheart Protector enters the battlefield, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Angelic Accord
( 4)
Enchantment
At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.
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Angelic Arbiter
( 7)
Creature — Angel
(5/6)
Flying Each opponent who cast a spell this turn can't attack with creatures. Each opponent who attacked with a creature this turn can't cast spells.
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Angelic Ascension
( 2)
Instant
Exile target creature or planeswalker. Its controller creates a 4/4 white Angel creature token with flying.
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Angelic Benediction
( 4)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may tap target creature.
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Angelic Blessing
( 3)
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
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Angelic Captain
( 5)
Creature — Angel Ally
(4/3)
Flying Whenever Angelic Captain attacks, it gets +1/+1 until end of turn for each other attacking Ally.
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Angelic Chorus
( 5)
Enchantment
Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
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Angelic Cub
( 2)
Creature — Cat Angel
(1/1)
Whenever Angelic Cub becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it. As long as Angelic Cub has three or more +1/+1 counters on it, it has flying.
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Angelic Curator
( 2)
Creature — Angel Spirit
(1/1)
Flying, protection from artifacts
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Angelic Destiny
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return Angelic Destiny to its owner's hand.
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Angelic Enforcer
( 0)
Creature — Angel
(*/*)
Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever Angelic Enforcer attacks, double your life total.
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Angelic Exaltation
( 4)
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
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Angelic Favor
( 4)
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost. Cast this spell only during combat. Create a 4/4 white Angel creature token with flying. Exile it at the beginning of the next end step.
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Angelic Field Marshal
( 4)
Creature — Angel
(3/3)
Flying Lieutenant — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance.
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Angelic Gift
( 2)
Enchantment — Aura
Enchant creature When Angelic Gift enters the battlefield, draw a card. Enchanted creature has flying.
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Angelic Guardian
( 6)
Creature — Angel
(5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever one or more creatures you control attack, they gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Angelic Intervention
( 2)
Instant
Target creature or planeswalker you control gains protection from colorless or from the color of your choice until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with that quality.)
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Angelic Observer
( 6)
Creature — Angel Advisor
(3/3)
This spell costs less to cast for each Citizen you control. Flying
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Angelic Overseer
( 5)
Creature — Angel
(5/3)
Flying As long as you control a Human, Angelic Overseer has hexproof and indestructible.
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Angelic Page
( 2)
Creature — Angel Spirit
(1/1)
Flying : Target attacking or blocking creature gets +1/+1 until end of turn.
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Angelic Protector
( 4)
Creature — Angel
(2/2)
Flying Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.
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Angelic Purge
( 3)
Sorcery
As an additional cost to cast this spell, sacrifice a permanent. Exile target artifact, creature, or enchantment.
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Angelic Quartermaster
( 5)
Creature — Angel Soldier
(3/3)
Flying When Angelic Quartermaster enters the battlefield, put a +1/+1 counter on each of up to two other target creatures.
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Angelic Renewal
( 2)
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.
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Angelic Reward
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has flying.
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Angelic Sell-Sword
( 5)
Creature — Angel Mercenary
(4/4)
Flying, vigilance Whenever Angelic Sell-Sword or another nontoken creature enters the battlefield under your control, 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." Whenever Angelic Sell-Sword attacks, if its power is 6 or greater, draw a card.
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Angelic Shield
( 2)
Enchantment
Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand.
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Angelic Skirmisher
( 6)
Creature — Angel
(4/4)
Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
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Angelic Sleuth
( 3)
Creature — Angel Advisor
(2/3)
Flying Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate. (Create a colorless Clue artifact token with ", Sacrifice this artifact: Draw a card.")
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Angelic Voices
( 4)
Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
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Angelic Wall
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Flying
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Angel's Grace
( 1)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Angelsong
( 2)
Instant
Prevent all combat damage that would be dealt this turn. Cycling (, Discard this card: Draw a card.)
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Angry Mob
( 4)
Creature — Human
(2+*/2+*)
Trample As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.
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Anikthea, Hand of Erebos
( 5)
Legendary Enchantment Creature — Demigod
(4/4)
Menace Other enchantment creatures you control have menace. Whenever Anikthea enters the battlefield or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature in addition to its other types.
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Anim Pakal, Thousandth Moon
( 3)
Legendary Creature — Human Soldier
(1/2)
Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
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Animal Boneyard
( 3)
Enchantment — Aura
Enchant land Enchanted land has ", Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
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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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Ankle Shanker
( 5)
Creature — Goblin Berserker
(2/2)
Haste Whenever Ankle Shanker attacks, creatures you control gain first strike and deathtouch until end of turn.
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Annex Sentry
( 3)
Artifact Creature — Phyrexian Cleric
(1/4)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When Annex Sentry enters the battlefield, exile target artifact or creature an opponent controls with mana value 3 or less until Annex Sentry leaves the battlefield.
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Annie Flash, the Veteran
( 6)
Legendary Creature — Human Rogue
(4/5)
Flash When Annie Flash, the Veteran enters the battlefield, if you cast it, return target permanent card with mana value 3 or less from your graveyard to the battlefield tapped. Whenever Annie Flash becomes tapped, exile the top two cards of your library. You may play those cards this turn.
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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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Anoint
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent the next 3 damage that would be dealt to target creature this turn.
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Anointed Chorister
( 1)
Creature — Human Cleric
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) : Anointed Chorister gets +3/+3 until end of turn.
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Anointed Peacekeeper
( 3)
Creature — Human Cleric
(3/3)
Vigilance As Anointed Peacekeeper enters the battlefield, look at an opponent's hand, then choose any card name. Spells your opponents cast with the chosen name cost more to cast. Activated abilities of sources with the chosen name cost more to activate unless they're mana abilities.
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Anointed Procession
( 4)
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
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Anointer of Champions
( 1)
Creature — Human Cleric
(1/1)
: Target attacking creature gets +1/+1 until end of turn.
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Anointer of Valor
( 6)
Creature — Angel
(3/5)
Flying Whenever a creature attacks, you may pay . When you do, put a +1/+1 counter on that creature.
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Another Round
( 3)
Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
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Answered Prayers
( 3)
Enchantment
Whenever a creature enters the battlefield under your control, you gain 1 life. If Answered Prayers isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
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Anurid Brushhopper
( 3)
Creature — Frog Beast
(3/4)
Discard two cards: Exile Anurid Brushhopper. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Anya, Merciless Angel
( 5)
Legendary Creature — Angel
(4/4)
Flying Anya, Merciless Angel gets +3/+3 for each opponent whose life total is less than half their starting life total. As long as an opponent's life total is less than half their starting life total, Anya has indestructible.
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Ao, the Dawn Sky
( 5)
Legendary Creature — Dragon Spirit
(5/4)
Flying, vigilance When Ao, the Dawn Sky dies, choose one — • Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. • Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
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Apex Hawks
( 3)
Creature — Bird
(2/2)
Multikicker (You may pay an additional any number of times as you cast this spell.) Flying Apex Hawks enters the battlefield with a +1/+1 counter on it for each time it was kicked.
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Apostle of Invasion
( 6)
Creature — Phyrexian Angel
(4/4)
Flying Corrupted — As long as an opponent has three or more poison counters, Apostle of Invasion has double strike.
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Apostle of Purifying Light
( 2)
Creature — Human Cleric
(2/1)
Protection from black (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything black.) : Exile target card from a graveyard.
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Apostle's Blessing
( 2)
Instant
( can be paid with either or 2 life.) Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.
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Apothecary Geist
( 4)
Creature — Spirit
(2/3)
Flying When Apothecary Geist enters the battlefield, if you control another Spirit, you gain 3 life.
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Apothecary Initiate
( 1)
Creature — Kithkin Cleric
(1/1)
Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.
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Apothecary White
( 4)
Legendary Creature — Human Cleric
(3/4)
Vigilance Whenever you attack, you create a Food token for each player being attacked. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") , , Tap X untapped Foods you control: Create X 1/1 white Human creature tokens.
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Appeal // Authority (Appeal)
( 1)
Sorcery
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of creatures you control.
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Approach of the Second Sun
( 7)
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
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Araba Mothrider
( 2)
Creature — Human Samurai
(1/1)
Flying Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Aradesh, the Founder
( 3)
Legendary Creature — Human Soldier
(1/4)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
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Aragorn and Arwen, Wed
( 6)
Legendary Creature — Human Elf Noble
(3/6)
Vigilance Whenever Aragorn and Arwen, Wed enters the battlefield or attacks, put a +1/+1 counter on each other creature you control. You gain 1 life for each other creature you control.
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Aragorn, Company Leader
( 3)
Legendary Creature — Human Ranger
(3/3)
Whenever the Ring tempts you, if you chose a creature other than Aragorn, Company Leader as your Ring-bearer, put your choice of a counter from among first strike, vigilance, deathtouch, and lifelink on Aragorn. Whenever you put one or more counters on Aragorn, put one of each of those kinds of counters on up to one other target creature.
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Aragorn, Hornburg Hero
( 4)
Legendary Creature — Human Soldier
(4/4)
Attacking creatures you control have first strike and renown 1. (When a creature with renown 1 deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever a renowned creature you control deals combat damage to a player, double the number of +1/+1 counters on it.
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Aragorn, King of Gondor
( 4)
Legendary Creature — Human Noble
(4/4)
Vigilance, lifelink When Aragorn, King of Gondor enters the battlefield, you become the monarch. Whenever Aragorn attacks, up to one target creature can't block this turn. If you're the monarch, creatures can't block this turn.
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Aragorn, the Uniter
( 4)
Legendary Creature — Human Noble
(5/5)
Whenever you cast a white spell, create a 1/1 white Human Soldier creature token. Whenever you cast a blue spell, scry 2. Whenever you cast a red spell, Aragorn, the Uniter deals 3 damage to target opponent. Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
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Arahbo, Roar of the World
( 5)
Legendary Creature — Cat Avatar
(5/5)
Eminence — At the beginning of combat on your turn, if Arahbo, Roar of the World is in the command zone or on the battlefield, another target Cat you control gets +3/+3 until end of turn. Whenever another Cat you control attacks, you may pay . If you do, it gains trample and gets +X/+X until end of turn, where X is its power.
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Arashin Cleric
( 2)
Creature — Human Cleric
(1/3)
When Arashin Cleric enters the battlefield, you gain 3 life.
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Arashin Foremost
( 3)
Creature — Human Warrior
(2/2)
Double strike Whenever Arashin Foremost enters the battlefield or attacks, another target Warrior creature you control gains double strike until end of turn.
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