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Elesh Norn, Mother of Machines
( 5)
Legendary Creature — Phyrexian Praetor
(4/7)
Vigilance If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. Permanents entering the battlefield don't cause abilities of permanents your opponents control to trigger.
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Elgaud Shieldmate
( 4)
Creature — Human Soldier
(2/3)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Elgaud Shieldmate is paired with another creature, both creatures have hexproof. (They can't be the targets of spells or abilities your opponents control.)
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Elite Arcanist
( 4)
Creature — Human Wizard
(1/1)
When Elite Arcanist enters the battlefield, you may exile an instant card from your hand. , : Copy the exiled card. You may cast the copy without paying its mana cost. X is the mana value of the exiled card.
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Elite Guardmage
( 4)
Creature — Human Wizard
(2/3)
Flying When Elite Guardmage enters the battlefield, you gain 3 life and draw a card.
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Elite Instructor
( 3)
Creature — Human Wizard
(2/2)
When Elite Instructor enters the battlefield, draw a card, then discard a card.
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Elite Scaleguard
( 5)
Creature — Human Soldier
(2/3)
When Elite Scaleguard enters the battlefield, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
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Elite Spellbinder
( 3)
Creature — Human Cleric
(3/1)
Flying When Elite Spellbinder enters the battlefield, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
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Elrond, Lord of Rivendell
( 3)
Legendary Creature — Elf Noble
(3/2)
Whenever Elrond, Lord of Rivendell or another creature enters the battlefield under your control, scry 1. If this is the second time this ability has resolved this turn, the Ring tempts you.
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Elspeth Conquers Death
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile target permanent an opponent controls with mana value 3 or greater. II — Noncreature spells your opponents cast cost more to cast until your next turn. III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
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Elspeth's Devotee
( 4)
Creature — Human Soldier
(3/3)
When Elspeth's Devotee enters the battlefield, you may search your library and/or graveyard for a card named Elspeth, Undaunted Hero, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Emancipation Angel
( 3)
Creature — Angel
(3/3)
Flying When Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand.
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Emcee
( 3)
Creature — Human Rogue
(0/1)
Whenever another creature enters the battlefield, you may stand up and say in a deep, booming voice, "Presenting . . . " and that creature's name. If you do, put a +1/+1 counter on that creature.
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Emeria Angel
( 4)
Creature — Angel
(3/3)
Flying Landfall — Whenever a land enters the battlefield under your control, you may create a 1/1 white Bird creature token with flying.
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Emeria Captain
( 4)
Creature — Angel Warrior
(1/1)
Flying, vigilance When Emeria Captain enters the battlefield, put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Emeria Shepherd
( 7)
Creature — Angel
(4/4)
Flying Landfall — Whenever a land enters the battlefield under your control, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
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Emissary of Sunrise
( 3)
Creature — Human Cleric
(2/1)
First strike When Emissary of Sunrise enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Emissary of the Sleepless
( 5)
Creature — Spirit
(2/4)
Flying When Emissary of the Sleepless enters the battlefield, if a creature died this turn, create a 1/1 white Spirit creature token with flying.
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Emry, Lurker of the Loch
( 3)
Legendary Creature — Merfolk Wizard
(1/2)
This spell costs less to cast for each artifact you control. When Emry, Lurker of the Loch enters the battlefield, mill four cards. : Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
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Encase in Ice
( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant red or green creature When Encase in Ice enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Enclave Elite
( 3)
Creature — Merfolk Soldier
(2/2)
Multikicker (You may pay an additional any number of times as you cast this spell.) Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Enclave Elite enters the battlefield with a +1/+1 counter on it for each time it was kicked.
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Endless Horizons
( 4)
Enchantment
When Endless Horizons enters the battlefield, search your library for any number of Plains cards, exile them, then shuffle. At the beginning of your upkeep, you may put a card you own exiled with Endless Horizons into your hand.
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Enduring Bondwarden
( 1)
Creature — Human Scout
(0/1)
Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) When this creature dies, put its counters on target creature you control.
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Energy Vortex
( 5)
Enchantment
As Energy Vortex enters the battlefield, choose an opponent. At the beginning of your upkeep, remove all vortex counters from Energy Vortex. At the beginning of the chosen player's upkeep, Energy Vortex deals 3 damage to that player unless they pay for each vortex counter on Energy Vortex. : Put X vortex counters on Energy Vortex. Activate only during your upkeep.
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Enigma Thief
( 7)
Creature — Sphinx Rogue
(5/5)
Prowl (You may cast this spell for its prowl cost if you dealt combat damage to a player this turn with a Sphinx or Rogue.) Flying When Enigma Thief enters the battlefield, for each opponent, return up to one target nonland permanent that player controls to its owner's hand.
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Enlightened Ascetic
( 2)
Creature — Cat Monk
(1/1)
When Enlightened Ascetic enters the battlefield, you may destroy target enchantment.
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Enlightened Maniac
( 4)
Creature — Human
(0/2)
When Enlightened Maniac enters the battlefield, create a 3/2 colorless Eldrazi Horror creature token.
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Enlistment Officer
( 4)
Creature — Human Soldier
(2/3)
First strike When Enlistment Officer enters the battlefield, reveal the top four cards of your library. Put all Soldier cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Eon Frolicker
( 4)
Creature — Elemental Otter
(5/5)
Flying When Eon Frolicker enters the battlefield, if you cast it, target opponent takes an extra turn after this one. Until your next turn, you and planeswalkers you control gain protection from that player. (You and planeswalkers you control can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
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Ephara, Ever-Sheltering
( 0)
Legendary Enchantment Creature — God
(4/4)
Ephara, Ever-Sheltering has lifelink and indestructible as long as you control at least three other enchantments. Whenever another enchantment enters the battlefield under your control, draw a card.
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Ephara, God of the Polis
( 4)
Legendary Enchantment Creature — God
(6/5)
Indestructible As long as your devotion to white and blue is less than seven, Ephara isn't a creature. At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.
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Ephara's Enlightenment
( 3)
Enchantment — Aura
Enchant creature When Ephara's Enlightenment enters the battlefield, put a +1/+1 counter on enchanted creature. Enchanted creature has flying. Whenever a creature enters the battlefield under your control, you may return Ephara's Enlightenment to its owner's hand.
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Era of Enlightenment
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Scry 2. II — You gain 2 life. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Errand-Rider of Gondor
( 3)
Creature — Human Soldier
(3/2)
When Errand-Rider of Gondor enters the battlefield, draw a card. Then if you don't control a legendary creature, put a card from your hand on the bottom of your library.
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Essence of Orthodoxy
( 5)
Creature — Phyrexian
(3/3)
Flying Whenever Essence of Orthodoxy or another Phyrexian enters the battlefield under your control, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Estrid's Invocation
( 3)
Enchantment
You may have Estrid's Invocation enter the battlefield as a copy of an enchantment you control, except it has "At the beginning of your upkeep, you may exile this enchantment. If you do, return it to the battlefield under its owner's control."
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Eternal Skylord
( 5)
Creature — Zombie Wizard
(3/3)
When Eternal Skylord enters the battlefield, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Zombie tokens you control have flying.
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Eternity Snare
( 6)
Enchantment — Aura
Enchant creature When Eternity Snare enters the battlefield, draw a card. Enchanted creature doesn't untap during its controller's untap step.
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Ethereal Escort
( 3)
Creature — — Spirit
(3/3)
Lifelink Whenever Ethereal Escort enters the battlefield or attacks, choose a card in your hand. It perpetually gains lifelink.
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Ethereal Investigator
( 4)
Creature — Spirit
(2/3)
Flying When Ethereal Investigator enters the battlefield, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
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Ethereal Valkyrie
( 6)
Creature — Spirit Angel
(4/4)
Flying Whenever Ethereal Valkyrie enters the battlefield or attacks, draw a card, then exile a card from your hand face down. It becomes foretold. Its foretell cost is its mana cost reduced by . (On a later turn, you may cast it for its foretell cost, even if this creature has left the battlefield.)
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Ethersworn Shieldmage
( 3)
Artifact Creature — Vedalken Wizard
(2/2)
Flash When Ethersworn Shieldmage enters the battlefield, prevent all damage that would be dealt to artifact creatures this turn.
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Evangel of Heliod
( 6)
Creature — Human Cleric
(1/3)
When Evangel of Heliod enters the battlefield, create a number of 1/1 white Soldier creature tokens equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
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Exchange of Words
( 3)
Enchantment
When Exchange of Words enters the battlefield, choose two target creatures. For as long as Exchange of Words remains on the battlefield, exchange the text boxes of those creatures.
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Exclusion Mage
( 3)
Creature — Human Wizard
(2/2)
When Exclusion Mage enters the battlefield, return target creature an opponent controls to its owner's hand.
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Exclusion Ritual
( 6)
Enchantment
Imprint — When Exclusion Ritual enters the battlefield, exile target nonland permanent. Players can't cast spells with the same name as the exiled card.
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Expedition Raptor
( 5)
Creature — Bird
(2/2)
Flying When Expedition Raptor enters the battlefield, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
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Expedition Supplier
( 3)
Creature — — Human Warrior
(2/2)
Whenever Expedition Supplier or another Human enters the battlefield under your control, conjure a card named Utility Knife onto the battlefield. This ability triggers only once each turn.
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Experimental Aviator
( 5)
Creature — Human Artificer
(0/3)
Flying When Experimental Aviator enters the battlefield, create two 1/1 colorless Thopter artifact creature tokens with flying.
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Extraction Specialist
( 3)
Creature — Human Rogue
(3/2)
Lifelink When Extraction Specialist enters the battlefield, return target creature card with mana value 2 or less from your graveyard to the battlefield. That creature can't attack or block for as long as you control Extraction Specialist.
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Extraordinary Journey
( 2)
Enchantment
When Extraordinary Journey enters the battlefield, exile up to X target creatures. For each of those cards, its owner may play it for as long as it remains exiled. Whenever one or more nontoken creatures enter the battlefield, if one or more of them entered from exile or was cast from exile, you draw a card. This ability triggers only once each turn.
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Extricator of Sin
( 3)
Creature — Human Cleric
(0/3)
When Extricator of Sin enters the battlefield, you may sacrifice another permanent. If you do, create a 3/2 colorless Eldrazi Horror creature token. Delirium — At the beginning of your upkeep, if there are four or more card types among cards in your graveyard, transform Extricator of Sin.
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Eye of Malcator
( 3)
Artifact
When Eye of Malcator enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) Whenever another artifact enters the battlefield under your control, Eye of Malcator becomes a 4/4 Phyrexian Eye artifact creature until end of turn.
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Eye of Singularity
( 4)
World Enchantment
When Eye of Singularity enters the battlefield, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated. Whenever a permanent other than a basic land enters the battlefield, destroy all other permanents with that name. They can't be regenerated.
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Ezrim, Agency Chief
( 5)
Legendary Creature — Archon Detective
(5/5)
Flying When Ezrim, Agency Chief enters the battlefield, investigate twice. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") , Sacrifice an artifact: Ezrim gains your choice of vigilance, lifelink, or hexproof until end of turn.
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Fae Flight
( 2)
Enchantment — Aura
Flash Enchant creature When Fae Flight enters the battlefield, enchanted creature gains hexproof until end of turn. Enchanted creature gets +1/+0 and has flying.
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Faerie Artisans
( 4)
Creature — Faerie Artificer
(2/2)
Flying Whenever a nontoken creature enters the battlefield under an opponent's control, create a token that's a copy of that creature except it's an artifact in addition to its other types. Then exile all other tokens created with Faerie Artisans.
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Faerie Duelist
( 2)
Creature — Faerie Rogue
(1/2)
Flash Flying When Faerie Duelist enters the battlefield, target creature an opponent controls gets -2/-0 until end of turn.
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Faerie Harbinger
( 4)
Creature — Faerie Wizard
(2/2)
Flash Flying When Faerie Harbinger enters the battlefield, you may search your library for a Faerie card, reveal it, then shuffle and put that card on top.
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Faerie Impostor
( 1)
Creature — Faerie Rogue
(2/1)
Flying When Faerie Impostor enters the battlefield, sacrifice it unless you return another creature you control to its owner's hand.
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Faerie Mechanist
( 4)
Artifact Creature — Faerie Artificer
(2/2)
Flying When Faerie Mechanist enters the battlefield, look at the top three 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 any order.
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Faerie Miscreant
( 1)
Creature — Faerie Rogue
(1/1)
Flying When Faerie Miscreant enters the battlefield, if you control another creature named Faerie Miscreant, draw a card.
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Faerie Seer
( 1)
Creature — Faerie Wizard
(1/1)
Flying When Faerie Seer enters the battlefield, scry 2.
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Fairgrounds Warden
( 3)
Creature — Dwarf Soldier
(1/3)
When Fairgrounds Warden enters the battlefield, exile target creature an opponent controls until Fairgrounds Warden leaves the battlefield.
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Faith Unbroken
( 4)
Enchantment — Aura
Enchant creature you control When Faith Unbroken enters the battlefield, exile target creature an opponent controls until Faith Unbroken leaves the battlefield. Enchanted creature gets +2/+2.
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Faith's Fetters
( 4)
Enchantment — Aura
Enchant permanent When Faith's Fetters enters the battlefield, you gain 4 life. Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
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Falcon Abomination
( 3)
Creature — Zombie Bird
(2/2)
Flying When Falcon Abomination enters the battlefield, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
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Fall from Favor
( 3)
Enchantment — Aura
Enchant creature When Fall from Favor enters the battlefield, tap enchanted creature and you become the monarch. Enchanted creature doesn't untap during its controller's untap step unless that player is the monarch.
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Fall of the Thran
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy all lands. II, III — Each player returns two land cards from their graveyard to the battlefield.
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Fallaji Archaeologist
( 2)
Creature — Human Scout
(0/3)
When Fallaji Archaeologist enters the battlefield, mill three cards. You may put a noncreature, nonland card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on Fallaji Archaeologist. (To mill a card, put the top card of your library into your graveyard.)
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Faramir, Steward of Gondor
( 3)
Legendary Creature — Human Noble
(2/2)
Whenever a legendary creature with mana value 4 or greater enters the battlefield under your control, you become the monarch. At the beginning of your end step, if you're the monarch, create two 1/1 white Human Soldier creature tokens.
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Farsight Adept
( 3)
Creature — Kor Wizard
(3/3)
When Farsight Adept enters the battlefield, you and target opponent each draw a card.
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Fate Foretold
( 2)
Enchantment — Aura
Enchant creature When Fate Foretold enters the battlefield, draw a card. When enchanted creature dies, its controller draws a card.
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Favored of Iroas
( 3)
Creature — Human Soldier
(2/2)
Constellation — Whenever an enchantment enters the battlefield under your control, Favored of Iroas gains double strike until end of turn.
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Fblthp, the Lost
( 2)
Legendary Creature — Homunculus
(1/1)
When Fblthp, the Lost enters the battlefield, draw a card. If it entered from your library or was cast from your library, draw two cards instead. When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
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Fealty to the Realm
( 5)
Enchantment — Aura
Enchant creature When Fealty to the Realm enters the battlefield, you become the monarch. The monarch controls enchanted creature. Enchanted creature attacks each combat if able and can't attack you.
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Fear of Death
( 2)
Enchantment — Aura
Enchant creature When Fear of Death enters the battlefield, mill two cards. (Put the top two cards of your library into your graveyard.) Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
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Fearless Fledgling
( 2)
Creature — Griffin
(1/1)
Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on Fearless Fledgling. It gains flying until end of turn.
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Felidar Guardian
( 4)
Creature — Cat Beast
(1/4)
When Felidar Guardian enters the battlefield, you may exile another target permanent you control, then return that card to the battlefield under its owner's control.
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Felidar Retreat
( 4)
Enchantment
Landfall — Whenever a land enters the battlefield under your control, choose one — • Create a 2/2 white Cat Beast creature token. • Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
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Feywild Caretaker
( 5)
Creature — Orc Wizard
(3/4)
When Feywild Caretaker enters the battlefield, you take the initiative. At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.
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Fieldmist Borderpost
( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. Fieldmist Borderpost enters the battlefield tapped. : Add or .
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Field-Tested Frying Pan
( 3)
Artifact — Equipment
When Field-Tested Frying Pan enters the battlefield, create a Food token, then create a 1/1 white Halfling creature token and attach Field-Tested Frying Pan to it. Equipped creature has "Whenever you gain life, this creature gets +X/+X until end of turn, where X is the amount of life you gained." Equip
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Fiend Hunter
( 3)
Creature — Human Cleric
(1/3)
When Fiend Hunter enters the battlefield, you may exile another target creature. When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Filigree Angel
( 8)
Artifact Creature — Angel
(4/4)
Flying When Filigree Angel enters the battlefield, you gain 3 life for each artifact you control.
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Filigree Vector
( 4)
Artifact Creature — Phyrexian Construct
(1/1)
When Filigree Vector enters the battlefield, put a +1/+1 counter on each of any number of target creatures and a charge counter on each of any number of target artifacts. , , Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Firmament Sage
( 4)
Creature — Human Wizard
(2/3)
If it's neither day nor night, it becomes day as Firmament Sage enters the battlefield. Whenever day becomes night or night becomes day, draw a card.
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Fishliver Oil
( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature has islandwalk. (It can't be blocked as long as defending player controls an Island.)
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Five Hundred Year Diary
( 4)
Legendary Artifact — Clue
Five Hundred Year Diary enters the battlefield tapped. : Add for each Clue you control. , Sacrifice Five Hundred Year Diary: Draw a card.
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Flaming Fist Duskguard
( 2)
Creature — — Dwarf Soldier
(3/1)
When Flaming Fist Duskguard enters the battlefield, you get a boon with "When you cast your next creature spell, it perpetually gets +1/+0."
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Fledgling Griffin
( 2)
Creature — Griffin
(2/2)
Landfall — Whenever a land enters the battlefield under your control, Fledgling Griffin gains flying until end of turn.
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Fleeting Memories
( 3)
Enchantment
When Fleeting Memories enters the battlefield, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Whenever you sacrifice a Clue, target player mills three cards.
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Flensing Raptor
( 3)
Creature — Phyrexian Bird
(2/2)
Flying Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When Flensing Raptor enters the battlefield, another target creature you control with toxic gets +1/+1 and gains flying until end of turn.
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Flesh Duplicate
( 2)
Creature — Shapeshifter Rebel
(0/0)
You may have Flesh Duplicate enter the battlefield as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn't have vanishing. (A permanent with vanishing 3 enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
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Flickering Ward
( 1)
Enchantment — Aura
Enchant creature As Flickering Ward enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Flickering Ward. : Return Flickering Ward to its owner's hand.
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Flickerwisp
( 3)
Creature — Elemental
(3/1)
Flying When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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Flight of Fancy
( 4)
Enchantment — Aura
Enchant creature When Flight of Fancy enters the battlefield, draw two cards. Enchanted creature has flying.
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