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Akiri, Fearless Voyager
( 3)
Legendary Creature — Kor Warrior
(3/3)
Whenever you attack a player with one or more equipped creatures, draw a card. : You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.
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Akiri, Line-Slinger
( 2)
Legendary Creature — Kor Soldier Ally
(0/3)
First strike, vigilance Akiri, Line-Slinger gets +1/+0 for each artifact you control. Partner (You can have two commanders if both have partner.)
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Akki Avalanchers
( 1)
Creature — Goblin Warrior
(1/1)
Sacrifice a land: Akki Avalanchers gets +2/+0 until end of turn. Activate only once each turn.
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Akki Battle Squad
( 6)
Creature — Goblin Samurai
(6/6)
Whenever one or more modified creatures you control attack, untap all modified creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn. (Equipment, Auras you control, and counters are modifications.)
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Akki Blizzard-Herder
( 2)
Creature — Goblin Shaman
(1/1)
When Akki Blizzard-Herder dies, each player sacrifices a land.
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Akki Coalflinger
( 3)
Creature — Goblin Shaman
(2/2)
First strike , : Attacking creatures gain first strike until end of turn.
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Akki Drillmaster
( 3)
Creature — Goblin Shaman
(2/2)
: Target creature gains haste until end of turn.
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Akki Ember-Keeper
( 2)
Enchantment Creature — Goblin Warrior
(2/1)
Whenever a nontoken modified creature you control dies, create a 1/1 colorless Spirit creature token. (Equipment, Auras you control, and counters are modifications.)
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Akki Lavarunner
( 4)
Creature — Goblin Warrior
(1/1)
Haste Whenever Akki Lavarunner deals damage to an opponent, flip it.
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Akki Raider
( 2)
Creature — Goblin Warrior
(2/1)
Whenever a land is put into a graveyard from the battlefield, Akki Raider gets +1/+0 until end of turn.
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Akki Rockspeaker
( 2)
Creature — Goblin Shaman
(1/1)
When Akki Rockspeaker enters the battlefield, add .
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Akki Ronin
( 2)
Creature — Goblin Samurai
(1/3)
Whenever a Samurai or Warrior you control attacks alone, you may discard a card. If you do, draw a card.
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Akki Underling
( 2)
Creature — Goblin Warrior
(2/1)
As long as you have seven or more cards in hand, Akki Underling gets +2/+1 and has first strike.
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Akki Underminer
( 4)
Creature — Goblin Rogue Shaman
(1/1)
Whenever Akki Underminer deals combat damage to a player, that player sacrifices a permanent.
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Akki War Paint
( 1)
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets +2/+1.
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Akoum Battlesinger
( 2)
Creature — Human Berserker Ally
(1/1)
Haste Whenever Akoum Battlesinger or another Ally enters the battlefield under your control, you may have Ally creatures you control get +1/+0 until end of turn.
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Akoum Boulderfoot
( 6)
Creature — Giant Warrior
(4/5)
When Akoum Boulderfoot enters the battlefield, it deals 1 damage to any target.
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Akoum Firebird
( 4)
Creature — Phoenix
(3/3)
Flying, haste Akoum Firebird attacks each combat if able. Landfall — Whenever a land enters the battlefield under your control, you may pay . If you do, return Akoum Firebird from your graveyard to the battlefield.
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Akoum Flameseeker
( 3)
Creature — Human Shaman Ally
(3/2)
Cohort — , Tap an untapped Ally you control: Discard a card. If you do, draw a card.
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Akoum Hellhound
( 1)
Creature — Elemental Dog
(0/1)
Landfall — Whenever a land enters the battlefield under your control, Akoum Hellhound gets +2/+2 until end of turn.
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Akoum Hellkite
( 6)
Creature — Dragon
(4/4)
Flying Landfall — Whenever a land enters the battlefield under your control, Akoum Hellkite deals 1 damage to any target. If that land is a Mountain, Akoum Hellkite deals 2 damage instead.
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Akoum Refuge
( 0)
Land
Akoum Refuge enters the battlefield tapped. When Akoum Refuge enters the battlefield, you gain 1 life. : Add or .
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Akoum Stonewaker
( 2)
Creature — Human Shaman
(2/1)
Landfall — Whenever a land enters the battlefield under your control, you may pay . If you do, create a 3/1 red Elemental creature token with trample and haste. Exile that token at the beginning of the next end step.
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Akoum Teeth
( 0)
Land
Akoum Teeth enters the battlefield tapped. : Add .
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Akrasan Squire
( 1)
Creature — Human Soldier
(1/1)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Akroan Conscriptor
( 5)
Creature — Human Shaman
(3/2)
Heroic — Whenever you cast a spell that targets Akroan Conscriptor, gain control of another target creature until end of turn. Untap that creature. It gains haste until end of turn.
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Akroan Crusader
( 1)
Creature — Human Soldier
(1/1)
Heroic — Whenever you cast a spell that targets Akroan Crusader, create a 1/1 red Soldier creature token with haste.
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Akroan Hoplite
( 2)
Creature — Human Soldier
(1/2)
Whenever Akroan Hoplite attacks, it gets +X/+0 until end of turn, where X is the number of attacking creatures you control.
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Akroan Horse
( 4)
Artifact Creature — Horse
(0/4)
Defender When Akroan Horse enters the battlefield, an opponent gains control of it. At the beginning of your upkeep, each opponent creates a 1/1 white Soldier creature token.
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Akroan Line Breaker
( 3)
Creature — Human Warrior
(2/1)
Heroic — Whenever you cast a spell that targets Akroan Line Breaker, Akroan Line Breaker gets +2/+0 and gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Akroan Phalanx
( 4)
Creature — Human Soldier
(3/3)
Vigilance : Creatures you control get +1/+0 until end of turn.
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Akroan Sergeant
( 3)
Creature — Human Soldier
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
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Akroan Skyguard
( 2)
Creature — Human Soldier
(1/1)
Flying Heroic — Whenever you cast a spell that targets Akroan Skyguard, put a +1/+1 counter on Akroan Skyguard.
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Akroma, Angel of Wrath
( 8)
Legendary Creature — Angel
(6/6)
Flying, first strike, vigilance, trample, haste, protection from black and from red
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Akroma, Vision of Ixidor
( 7)
Legendary Creature — Angel
(6/6)
Flying, first strike, vigilance, trample At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner. Partner
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Akroma's Blessing
( 3)
Instant
Choose a color. Creatures you control gain protection from the chosen color until end of turn. Cycling (, Discard this card: Draw a card.)
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Akroma's Devoted
( 4)
Creature — Human Cleric
(2/4)
Cleric creatures have vigilance.
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Akroma's Memorial
( 7)
Legendary Artifact
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
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Akroma's Vengeance
( 6)
Sorcery
Destroy all artifacts, creatures, and enchantments. Cycling (, Discard this card: Draw a card.)
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Akroma's Will
( 4)
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Creatures you control gain flying, vigilance, and double strike until end of turn. • Creatures you control gain lifelink, indestructible, and protection from all colors until end of turn.
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Akron Legionnaire
( 8)
Creature — Giant Soldier
(8/4)
Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.
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Aku Djinn
( 5)
Creature — Djinn
(5/6)
Trample At the beginning of your upkeep, put a +1/+1 counter on each creature each opponent controls.
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Akul the Unrepentant
( 4)
Legendary Creature — Scorpion Dragon Rogue
(5/5)
Flying, trample Sacrifice three other creatures: You may put a creature card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.
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Akuta, Born of Ash
( 4)
Legendary Creature — Spirit
(3/2)
Haste At the beginning of your upkeep, if you have more cards in hand than each opponent, you may sacrifice a Swamp. If you do, return Akuta, Born of Ash from your graveyard to the battlefield.
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Al-abara's Carpet
( 5)
Artifact
, : Prevent all damage that would be dealt to you this turn by attacking creatures without flying.
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Alabaster Dragon
( 6)
Creature — Dragon
(4/4)
Flying When Alabaster Dragon dies, shuffle it into its owner's library.
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Alabaster Host Intercessor
( 6)
Creature — Phyrexian Samurai
(3/4)
When Alabaster Host Intercessor enters the battlefield, exile target creature an opponent controls until Alabaster Host Intercessor leaves the battlefield. Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Alabaster Leech
( 1)
Creature — Leech
(1/3)
White spells you cast cost more to cast.
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Alabaster Mage
( 2)
Creature — Human Wizard
(2/1)
: Target creature you control gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
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Alabaster Potion
( 2)
Instant
Choose one — • Target player gains X life. • Prevent the next X damage that would be dealt to any target this turn.
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Alabaster Wall
( 3)
Creature — Wall
(0/4)
Defender (This creature can't attack.) : Prevent the next 1 damage that would be dealt to any target this turn.
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Alaborn Cavalier
( 4)
Creature — Human Knight
(2/2)
Whenever Alaborn Cavalier attacks, you may tap target creature.
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Alaborn Musketeer
( 2)
Creature — Human Soldier
(2/1)
Reach (This creature can block creatures with flying.)
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Alaborn Veteran
( 3)
Creature — Human Knight
(2/2)
: Target creature gets +2/+2 until end of turn. Activate only during your turn, before attackers are declared.
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Alaborn Zealot
( 1)
Creature — Human Soldier
(1/1)
When Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot.
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Aladdin
( 4)
Creature — Human Rogue
(1/1)
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Aladdin's Lamp
( 10)
Artifact
, : The next time you would draw a card this turn, instead look at the top X cards of your library, put all but one of them on the bottom of your library in a random order, then draw a card. X can't be 0.
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Aladdin's Ring
( 8)
Artifact
, : Aladdin's Ring deals 4 damage to any target.
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Alandra, Sky Dreamer
( 4)
Legendary Creature — Merfolk Wizard
(2/4)
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying. Whenever you draw your fifth card each turn, Alandra, Sky Dreamer and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
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Alarum
( 2)
Instant
Untap target nonattacking creature. It gets +1/+3 until end of turn.
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Alaundo the Seer
( 4)
Legendary Creature — Human Shaman
(3/5)
: Draw a card, then exile a card from your hand and put a number of time counters on it equal to its mana value. It gains "When the last time counter is removed from this card, if it's exiled, you may cast it without paying its mana cost. If you cast a creature spell this way, it gains haste until end of turn." Then remove a time counter from each other card you own in exile.
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Alchemist's Gambit
( 3)
Sorcery
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Take an extra turn after this one. During that turn, damage can't be prevented. At the beginning of that turn's end step, you lose the game. Exile Alchemist's Gambit.
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Alchemist's Gift
( 1)
Instant
Target creature gets +1/+1 and gains your choice of deathtouch or lifelink until end of turn. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it. Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
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Alchemist's Greeting
( 5)
Sorcery
Alchemist's Greeting deals 4 damage to target creature. 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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Alchemist's Retrieval
( 1)
Instant
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Return target nonland permanent you control to its owner's hand.
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Alchemist's Vial
( 2)
Artifact
When Alchemist's Vial enters the battlefield, draw a card. , , Sacrifice Alchemist's Vial: Target creature can't attack or block this turn.
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Alchor's Tomb
( 4)
Artifact
, : Target permanent you control becomes the color of your choice. <I>(This effect lasts indefinitely.)</I>
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Aleatory
( 2)
Instant
Cast this spell only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep.
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Alela, Artful Provocateur
( 4)
Legendary Creature — Faerie Warlock
(2/3)
Flying, deathtouch, lifelink Other creatures you control with flying get +1/+0. Whenever you cast an artifact or enchantment spell, create a 1/1 blue Faerie creature token with flying.
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Alela, Cunning Conqueror
( 4)
Legendary Creature — Faerie Warlock
(2/4)
Flying Whenever you cast your first spell during each opponent's turn, create a 1/1 black Faerie Rogue creature token with flying. Whenever one or more Faeries you control deal combat damage to a player, goad target creature that player controls.
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Alena, Kessig Trapper
( 5)
Legendary Creature — Human Scout
(4/3)
First strike : Add an amount of equal to the greatest power among creatures you control that entered the battlefield this turn. Partner (You can have two commanders if both have partner.)
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Alert Heedbonder
( 3)
Creature — Human Scout
(2/4)
Vigilance At the beginning of your end step, you gain 1 life for each creature you control with vigilance.
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Alesha, Who Smiles at Death
( 3)
Legendary Creature — Human Warrior
(3/2)
First strike Whenever Alesha, Who Smiles at Death attacks, you may pay . If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.
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Alesha's Vanguard
( 4)
Creature — Orc Warrior
(3/3)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Alexander Clamilton
( 3)
Legendary Creature — Clamfolk Advisor Rebel
(0/4)
Whenever you cast a wordy spell, scry 2. (A spell is wordy if it has four or more lines of rules text.) , : Choose target creature you don't control. Reveal the top card of your library. Alexander Clamilton gets +X/+0 until end of turn, where X is the number of lines of rules text of the revealed card. Alexander Clamilton fights that creature.
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Alexi's Cloak
( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.)
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Algae Gharial
( 4)
Creature — Crocodile
(1/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever another creature dies, you may put a +1/+1 counter on Algae Gharial.
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Alhammarret, High Arbiter
( 7)
Legendary Creature — Sphinx
(5/5)
Flying As Alhammarret, High Arbiter enters the battlefield, each opponent reveals their hand. You choose the name of a nonland card revealed this way. Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).
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Alhammarret's Archive
( 5)
Legendary Artifact
If you would gain life, you gain twice that much life instead. If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
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Alharu, Solemn Ritualist
( 5)
Legendary Creature — Human Monk
(3/3)
When Alharu, Solemn Ritualist enters the battlefield, put a +1/+1 counter on each of up to two other target creatures. Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Spirit creature token with flying. Partner (You can have two commanders if both have partner.)
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Ali Baba
( 1)
Creature — Human Rogue
(1/1)
: Tap target Wall.
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Ali from Cairo
( 4)
Creature — Human
(0/1)
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Aliban's Tower
( 2)
Instant
Target blocking creature gets +3/+1 until end of turn.
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Alibou, Ancient Witness
( 5)
Legendary Artifact Creature — Golem
(4/5)
Other artifact creatures you control have haste. Whenever one or more artifact creatures you control attack, Alibou, Ancient Witness deals X damage to any target and you scry X, where X is the number of tapped artifacts you control.
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Aligned Hedron Network
( 4)
Artifact
When Aligned Hedron Network enters the battlefield, exile all creatures with power 5 or greater until Aligned Hedron Network leaves the battlefield. (Those creatures return under their owners' control.)
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