|
Balshan Beguiler
( 3)
Creature — Human Wizard
(1/1)
Whenever Balshan Beguiler deals combat damage to a player, that player reveals the top two cards of their library. You choose one of those cards and put it into their graveyard.
|
|
|
Bane Alley Broker
( 3)
Creature — Human Rogue
(0/3)
: Draw a card, then exile a card from your hand face down. You may look at cards exiled with Bane Alley Broker. , : Return a card exiled with Bane Alley Broker to its owner's hand.
|
|
|
Baneblade Scoundrel
( 4)
Creature — Human Rogue Werewolf
(4/3)
Whenever Baneblade Scoundrel becomes blocked, each creature blocking it gets -1/-1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
|
|
|
Bane's Invoker
( 2)
Creature — Human Cleric
(2/2)
Wind Walk — : Up to two target creatures each get +2/+2 and gain flying until end of turn.
|
|
|
Baneslayer Aspirant (playtest)
( 2)
Creature — — Human Soldier
(2/2)
CARDNAME gets +3/+3 and has flying, first strike, and lifelink as long as you have one or more emblems.
|
|
|
Banewhip Punisher
( 3)
Creature — Human Warrior
(2/2)
When Banewhip Punisher enters, you may put a -1/-1 counter on target creature. , Sacrifice Banewhip Punisher: Destroy target creature that has a -1/-1 counter on it.
|
|
|
Banisher Priest
( 3)
Creature — Human Cleric
(2/2)
When Banisher Priest enters, exile target creature an opponent controls until Banisher Priest leaves the battlefield. (That creature returns under its owner's control.)
|
|
|
Bant Sureblade
( 2)
Creature — Human Soldier
(2/1)
As long as you control another multicolored permanent, Bant Sureblade gets +1/+1 and has first strike.
|
|
|
Baral and Kari Zev
( 3)
Legendary Creature — Human
(2/4)
First strike, menace Whenever you cast your first instant or sorcery spell each turn, you may cast a spell with lesser mana value that shares a card type with it from your hand without paying its mana cost. If you don't, create First Mate Ragavan, a legendary 2/1 red Monkey Pirate creature token. It gains haste until end of turn.
|
|
|
Baral, Chief of Compliance
( 2)
Legendary Creature — Human Wizard
(1/3)
Instant and sorcery spells you cast cost less to cast. Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.
|
|
|
Barbara Wright
( 2)
Legendary Creature — Human Advisor
(1/3)
History Teacher — Sagas you control have read ahead. (As a Saga enters, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.) Doctor's companion (You can have two commanders if the other is the Doctor.)
|
|
|
Barbarian Bully
( 3)
Creature — Human Barbarian
(2/2)
Discard a card at random: Barbarian Bully gets +2/+2 until end of turn unless a player has Barbarian Bully deal 4 damage to them. Activate only once each turn.
|
|
|
Barbarian General
( 5)
Creature — Human Barbarian Soldier
(3/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
|
|
|
Barbarian Lunatic
( 3)
Creature — Human Barbarian
(2/1)
, Sacrifice Barbarian Lunatic: It deals 2 damage to target creature.
|
|
|
Barbarian Outcast
( 2)
Creature — Human Barbarian Beast
(2/2)
When you control no Swamps, sacrifice Barbarian Outcast.
|
|
|
Barbarian Riftcutter
( 5)
Creature — Human Barbarian
(3/3)
, Sacrifice Barbarian Riftcutter: Destroy target land.
|
|
|
Baron Von Count
( 3)
Legendary Creature — Human Villain
(3/3)
Baron Von Count enters with a doom counter on "5." Whenever you cast a spell with the indicated numeral in its mana cost, text box, power, or toughness, move the doom counter one numeral to the left. When the doom counter moves from "1," destroy target player and put that doom counter on "5."
|
|
|
Barrin, Master Wizard
( 3)
Legendary Creature — Human Wizard
(1/1)
, Sacrifice a permanent: Return target creature to its owner's hand.
|
|
|
Barrin, Tolarian Archmage
( 3)
Legendary Creature — Human Wizard
(2/2)
When Barrin, Tolarian Archmage enters, return up to one other target creature or planeswalker to its owner's hand. At the beginning of your end step, if a permanent was put into your hand from the battlefield this turn, draw a card.
|
|
|
Barrow Witches
( 5)
Creature — Human Warlock
(3/4)
When Barrow Witches enters, return target Knight card from your graveyard to your hand.
|
|
|
Baru, Fist of Krosa
( 5)
Legendary Creature — Human Druid
(4/4)
Whenever a Forest enters, green creatures you control get +1/+1 and gain trample until end of turn. Grandeur — Discard another card named Baru, Fist of Krosa: Create an X/X green Wurm creature token, where X is the number of lands you control.
|
|
|
Basilica Guards
( 3)
Creature — Human Soldier
(1/4)
Defender Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
|
|
|
Basim Ibn Ishaq
( 2)
Legendary Creature — Human Assassin
(2/2)
Whenever you cast a historic spell, draw a card. Basim Ibn Ishaq can't be blocked this turn. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic.) Whenever Basim Ibn Ishaq deals combat damage to a player, put a +1/+1 counter on it.
|
|
|
Basri's Lieutenant
( 4)
Creature — Human Knight
(3/4)
Vigilance, protection from multicolored When Basri's Lieutenant enters, put a +1/+1 counter on target creature you control. Whenever Basri's Lieutenant or another creature you control dies, if it had a +1/+1 counter on it, create a 2/2 white Knight creature token with vigilance.
|
|
|
Bastion Protector
( 3)
Creature — Human Soldier
(3/3)
Commander creatures you control get +2/+2 and have indestructible.
|
|
|
Battalion Foot Soldier
( 3)
Creature — Human Soldier
(2/2)
When Battalion Foot Soldier enters, you may search your library for any number of cards named Battalion Foot Soldier, reveal them, put them into your hand, then shuffle.
|
|
|
Battershield Warrior
( 3)
Creature — Human Warrior
(2/2)
Boast — : Creatures you control get +1/+1 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
|
|
|
Battery Bearer
( 4)
Creature — Human Artificer
(3/4)
Creatures you control have ": Add . This mana can't be spent to cast a nonartifact spell." Whenever you cast an artifact spell with mana value 6 or greater, draw a card.
|
|
|
Battlefield Medic
( 2)
Creature — Human Cleric
(1/1)
: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics on the battlefield.
|
|
|
Battlefield Thaumaturge
( 2)
Creature — Human Wizard
(2/1)
Each instant and sorcery spell you cast costs less to cast for each creature it targets. Heroic — Whenever you cast a spell that targets Battlefield Thaumaturge, Battlefield Thaumaturge gains hexproof until end of turn.
|
|
|
Battle-Mad Ronin
( 2)
Creature — Human Samurai
(1/1)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) Battle-Mad Ronin attacks each combat if able.
|
|
|
Battlewise Hoplite
( 2)
Creature — Human Soldier
(2/2)
Heroic — Whenever you cast a spell that targets Battlewise Hoplite, put a +1/+1 counter on Battlewise Hoplite, then scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
|
|
|
Bazaar Trademage
( 3)
Creature — Human Wizard
(3/4)
Flying When Bazaar Trademage enters, draw two cards, then discard three cards.
|
|
|
Beacon of Destiny
( 2)
Creature — Human Cleric
(1/3)
: The next time a source of your choice would deal damage to you this turn, that damage is dealt to Beacon of Destiny instead.
|
|
|
Bearer of Memory
( 3)
Enchantment Creature — Human Monk
(3/2)
: Put a +1/+1 counter on target enchantment creature. It gains trample until end of turn.
|
|
|
Bearer of Overwhelming Truths
( 0)
Creature — Human Wizard
(3/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever Bearer of Overwhelming Truths deals combat damage to a player, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
|
|
|
Bear's Companion
( 5)
Creature — Human Warrior
(2/2)
When Bear's Companion enters, create a 4/4 green Bear creature token.
|
|
|
Beast Walkers
( 3)
Creature — Human Beast Soldier
(2/2)
: Beast Walkers gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
|
|
|
Beastbreaker of Bala Ged
( 2)
Creature — Human Warrior
(2/2)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 4/4 LEVEL 4+ 6/6 Trample
|
|
|
Beguiler of Wills
( 5)
Creature — Human Wizard
(1/1)
: Gain control of target creature with power less than or equal to the number of creatures you control.
|
|
|
Belisarius Cawl
( 4)
Legendary Artifact Creature — Human
(2/4)
Ultima Founding — , Tap two untapped artifacts you control: Create a 2/2 white Astartes Warrior creature token with vigilance. Master of Machines — , Tap X untapped creatures you control: Look at the top X cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
|
|
|
Belle of the Brawl
( 3)
Creature — Human Knight
(3/2)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Belle of the Brawl attacks, other Knights you control get +1/+0 until end of turn.
|
|
|
Beloved Princess
( 1)
Creature — Human Noble
(1/1)
Lifelink Beloved Princess can't be blocked by creatures with power 3 or greater.
|
|
|
Benalish Cavalry
( 2)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
|
|
|
Benalish Commander
( 4)
Creature — Human Soldier
(*/*)
Benalish Commander's power and toughness are each equal to the number of Soldiers you control. Suspend X—. X can't be 0. Whenever a time counter is removed from Benalish Commander while it's exiled, create a 1/1 white Soldier creature token.
|
|
|
Benalish Faithbonder
( 2)
Creature — Human Cleric
(1/3)
Vigilance 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.)
|
|
|
Benalish Hero
( 1)
Creature — Human Soldier
(1/1)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
|
|
|
Benalish Honor Guard
( 2)
Creature — Human Knight
(2/2)
Benalish Honor Guard gets +1/+0 for each legendary creature you control.
|
|
|
Benalish Infantry
( 3)
Creature — Human Soldier
(1/3)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
|
|
|
Benalish Knight
( 3)
Creature — Human Knight
(2/2)
Flash (You may cast this spell any time you could cast an instant.) First strike (This creature deals combat damage before creatures without first strike.)
|
|
|
Benalish Marshal
( 3)
Creature — Human Knight
(3/3)
Other creatures you control get +1/+1.
|
|
|
Benalish Partisan
( 2)
Creature — — Human Soldier
(1/2)
Lifelink Whenever you cycle another card, you may pay . If you do, return Benalish Partisan from your graveyard to the battlefield tapped and it perpetually gets +1/+0. Cycling
|
|
|
Benalish Sleeper
( 2)
Creature — Phyrexian Human Soldier
(3/1)
Kicker (You may pay an additional as you cast this spell.) When Benalish Sleeper enters, if it was kicked, each player sacrifices a creature.
|
|
|
Benalish Veteran
( 3)
Creature — Human Soldier
(2/2)
Whenever Benalish Veteran attacks, it gets +1/+1 until end of turn.
|
|
|
Benevolent Bodyguard
( 1)
Creature — Human Cleric
(1/1)
Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn.
|
|
|
Bereaved Survivor
( 3)
Creature — Human Peasant
(2/1)
When another creature you control dies, transform Bereaved Survivor.
|
|
|
Beregond of the Guard
( 4)
Legendary Creature — Human Soldier
(3/3)
Whenever Beregond of the Guard or another Human you control enters, creatures you control get +1/+1 and gain vigilance until end of turn.
|
|
|
Beskir Shieldmate
( 2)
Creature — Human Warrior
(2/1)
When Beskir Shieldmate dies, create a 1/1 white Human Warrior creature token.
|
|
|
Bess, Soul Nourisher
( 3)
Legendary Creature — Human Citizen
(1/1)
Whenever one or more other creatures you control with base power and toughness 1/1 enter, put a +1/+1 counter on Bess, Soul Nourisher. Whenever Bess attacks, each other creature you control with base power and toughness 1/1 gets +X/+X until end of turn, where X is the number of +1/+1 counters on Bess.
|
|
|
Big Game Hunter
( 3)
Creature — Human Rebel Assassin
(1/1)
When Big Game Hunter enters, destroy target creature with power 4 or greater. It can't be regenerated. 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.)
|
|
|
Bighorner Rancher
( 5)
Creature — Human Ranger
(2/5)
Vigilance : Add an amount of equal to the greatest power among creatures you control. Sacrifice Bighorner Rancher: You gain life equal to the greatest toughness among other creatures you control.
|
|
|
Bill Ferny, Bree Swindler
( 2)
Legendary Creature — Human Rogue
(2/1)
Whenever Bill Ferny, Bree Swindler becomes blocked, choose one — • Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") • Target opponent gains control of target Horse you control. If they do, remove Bill Ferny from combat and create three Treasure tokens.
|
|
|
Bill Potts
( 4)
Legendary Creature — Human
(2/4)
Whenever you cast an instant or sorcery spell that targets only Bill Potts or activate an ability that targets only Bill Potts, copy that spell or ability. You may choose new targets for the copy. This ability triggers only once each turn. Doctor's companion (You can have two commanders if the other is the Doctor.)
|
|
|
Biomathematician
( 3)
Creature — Human Wizard
(2/2)
When Biomathematician enters, create a 0/0 green and blue Fractal creature token. Put a +1/+1 counter on each Fractal you control.
|
|
|
Biophagus
( 2)
Creature — Human Tyranid Wizard
(1/3)
Genomic Enhancement — : Add one mana of any color. If this mana is spent to cast a creature spell, that creature enters with an additional +1/+1 counter on it.
|
|
|
Biovisionary
( 3)
Creature — Human Wizard
(2/3)
At the beginning of the end step, if you control four or more creatures named Biovisionary, you win the game.
|
|
|
Bird Admirer
( 3)
Creature — Human Archer Werewolf
(1/4)
Reach Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
|
|
|
Bishop of Wings
( 2)
Creature — Human Cleric
(1/4)
Whenever an Angel you control enters, you gain 4 life. Whenever an Angel you control dies, create a 1/1 white Spirit creature token with flying.
|
|
|
Biting-Palm Ninja
( 3)
Creature — Human Ninja
(3/3)
Ninjutsu Biting-Palm Ninja enters with a menace counter on it. Whenever Biting-Palm Ninja deals combat damage to a player, you may remove a menace counter from it. When you do, that player reveals their hand and you choose a nonland card from it. Exile that card.
|
|
|
Bitterheart Witch
( 5)
Creature — Human Shaman
(1/2)
Deathtouch When Bitterheart Witch dies, you may search your library for a Curse card, put it onto the battlefield attached to target player, then shuffle.
|
|
|
Black Knight
( 2)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)
|
|
|
Blackbloom Rogue
( 3)
Creature — Human Rogue
(2/3)
Menace (This creature can't be blocked except by two or more creatures.) Blackbloom Rogue gets +3/+0 as long as an opponent has eight or more cards in their graveyard.
|
|
|
Blacklance Paragon
( 2)
Creature — Human Knight
(3/1)
Flash When Blacklance Paragon enters, target Knight gains deathtouch and lifelink until end of turn.
|
|
|
Blade Historian
( 4)
Creature — Human Cleric
(2/3)
Attacking creatures you control have double strike.
|
|
|
Blade Instructor
( 3)
Creature — Human Soldier
(3/1)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
|
|
|