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Aphetto Vulture
( 6)
Creature — Zombie Bird
(3/2)
Flying When Aphetto Vulture dies, you may put target Zombie card from your graveyard on top of your library.
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Apocalypse Demon
( 6)
Creature — Demon
(*/*)
Flying Apocalypse Demon's power and toughness are each equal to the number of cards in your graveyard. At the beginning of your upkeep, tap Apocalypse Demon unless you sacrifice another creature.
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Apocalypse Hydra
( 2)
Creature — Hydra
(0/0)
Apocalypse Hydra enters the battlefield with X +1/+1 counters on it. If X is 5 or more, it enters the battlefield with an additional X +1/+1 counters on it. , Remove a +1/+1 counter from Apocalypse Hydra: It deals 1 damage to any target.
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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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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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Apprentice Necromancer
( 2)
Creature — Zombie Wizard
(1/1)
, , Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
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Apprentice Sharpshooter
( 3)
Creature — Human Archer
(1/4)
Reach Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
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Apprentice Sorcerer
( 3)
Creature — Human Wizard
(1/1)
: Apprentice Sorcerer deals 1 damage to any target. Activate only during your turn, before attackers are declared.
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Aquamoeba
( 2)
Creature — Elemental Beast
(1/3)
Discard a card: Switch Aquamoeba's power and toughness until end of turn.
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Aquamorph Entity
( 4)
Creature — Shapeshifter
(*/*)
As Aquamorph Entity enters the battlefield or is turned face up, it becomes your choice of 5/1 or 1/5. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Aquastrand Spider
( 2)
Creature — Spider Mutant
(0/0)
Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) : Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
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Aquatic Alchemist
( 2)
Creature — Elemental
(1/3)
Whenever you cast your first instant or sorcery spell each turn, Aquatic Alchemist gets +2/+0 until end of turn.
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Sea Hag (Aquatic Ingress)
( 3)
Instant — Adventure
Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn. (Then exile this card. You may cast the creature later from exile.)
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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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Arachnoid
( 6)
Artifact Creature — Spider
(2/6)
Reach (This creature can block creatures with flying.)
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Arachnus Spinner
( 6)
Creature — Spider
(5/7)
Reach Tap an untapped Spider you control: Search your graveyard and/or library for a card named Arachnus Web and put it onto the battlefield attached to target creature. If you search your library this way, shuffle.
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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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Arashin Sovereign
( 7)
Creature — Dragon
(6/6)
Flying When Arashin Sovereign dies, you may put it on the top or bottom of its owner's library.
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Arashin War Beast
( 7)
Creature — Beast
(6/6)
Whenever Arashin War Beast deals combat damage to one or more blocking creatures, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Arasta of the Endless Web
( 4)
Legendary Enchantment Creature — Spider
(3/5)
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
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Araumi of the Dead Tide
( 3)
Legendary Creature — Merfolk Wizard
(1/4)
, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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Arbalest Engineers
( 3)
Creature — Human Artificer
(2/2)
When Arbalest Engineers enters the battlefield, choose one — • Arbalest Engineers deals 1 damage to any target. • Put a +1/+1 counter on target creature. It gains trample and haste until end of turn. • Create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Arbiter of Knollridge
( 7)
Creature — Giant Wizard
(5/5)
Vigilance When Arbiter of Knollridge enters the battlefield, each player's life total becomes the highest life total among all players.
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Arbiter of the Ideal
( 6)
Creature — Sphinx
(4/5)
Flying Inspired — Whenever Arbiter of the Ideal becomes untapped, reveal the top card of your library. If it's an artifact, creature, or land card, you may put it onto the battlefield with a manifestation counter on it. That permanent is an enchantment in addition to its other types.
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Arbor Elf
( 1)
Creature — Elf Druid
(1/1)
: Untap target Forest.
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Arborback Stomper
( 5)
Creature — Beast
(5/4)
Trample When Arborback Stomper enters the battlefield, you gain 5 life.
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Arborea Pegasus
( 4)
Creature — Pegasus
(2/3)
Flying When Arborea Pegasus enters the battlefield, target creature gets +1/+1 and gains flying until end of turn.
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Arboreal Grazer
( 1)
Creature — Sloth Beast
(0/3)
Reach When Arboreal Grazer enters the battlefield, you may put a land card from your hand onto the battlefield tapped.
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Arboretum Elemental
( 9)
Creature — Elemental
(7/5)
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.) Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Arc Mage
( 3)
Creature — Human Spellshaper
(2/2)
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Arc Runner
( 3)
Creature — Elemental Ox
(5/1)
Haste (This creature can attack and as soon as it comes under your control.) At the beginning of the end step, sacrifice Arc Runner.
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Arcade Gannon
( 4)
Legendary Creature — Human Doctor
(2/3)
: Draw a card, then discard a card. Put a quest counter on Arcade Gannon. For Auld Lang Syne — Once during each of your turns, you may cast an artifact or Human spell from your graveyard with mana value less than or equal to the number of quest counters on Arcade Gannon.
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Arcades, the Strategist
( 4)
Legendary Creature — Elder Dragon
(3/5)
Flying, vigilance Whenever a creature with defender enters the battlefield under your control, draw a card. Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
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Arcane Artisan
( 3)
Creature — Human Wizard
(0/3)
, : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card. When Arcane Artisan leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
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Arcane Investigator
( 2)
Creature — Elf Wizard
(2/1)
Search the Room — : Roll a d20. 1–9 | Draw a card. 10–20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Arcane Proxy
( 7)
Artifact Creature — Wizard
(4/3)
When Arcane Proxy enters the battlefield, if you cast it, exile target instant or sorcery card with mana value less than or equal to Arcane Proxy's power from your graveyard. Copy that card. You may cast the copy without paying its mana cost. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 2/1
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Arcane Savant
( 5)
Creature — Human Wizard
(3/3)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile an instant or sorcery card you drafted that isn't in your deck. When Arcane Savant enters the battlefield, copy a card you exiled with cards named Arcane Savant. You may cast the copy without paying its mana cost.
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Arcanist's Owl
( 4)
Artifact Creature — Bird
(3/3)
Flying When Arcanist's Owl enters the battlefield, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Arcbound Bruiser
( 5)
Artifact Creature — Golem
(0/0)
Modular 3 (This creature enters the battlefield with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Crusher
( 4)
Artifact Creature — Juggernaut
(0/0)
Trample Whenever another artifact enters the battlefield, put a +1/+1 counter on Arcbound Crusher. Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Fiend
( 6)
Artifact Creature — Horror
(0/0)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto Arcbound Fiend. Modular 3 (This creature enters the battlefield with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Hybrid
( 4)
Artifact Creature — Beast
(0/0)
Haste Modular 2 (This creature enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Javelineer
( 1)
Artifact Creature — Soldier
(0/1)
, Remove X +1/+1 counters from Arcbound Javelineer: It deals X damage to target attacking or blocking creature. Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Lancer
( 7)
Artifact Creature — Beast
(0/0)
First strike Modular 4 (This creature enters the battlefield with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Mouser
( 1)
Artifact Creature — Cat
(0/0)
Lifelink Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Overseer
( 8)
Artifact Creature — Golem
(0/0)
At the beginning of your upkeep, put a +1/+1 counter on each creature you control with modular. Modular 6 (This creature enters the battlefield with six +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Prototype
( 2)
Artifact Creature — Assembly-Worker
(0/0)
Modular 2 (This creature enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Ravager
( 2)
Artifact Creature — Beast
(0/0)
Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager. Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Reclaimer
( 4)
Artifact Creature — Golem
(0/0)
Remove a +1/+1 counter from Arcbound Reclaimer: Put target artifact card from your graveyard on top of your library. Modular 2 (This creature enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Shikari
( 3)
Artifact Creature — Cat Soldier
(0/0)
First strike When Arcbound Shikari enters the battlefield, put a +1/+1 counter on each other artifact creature you control. Modular 2 (This creature enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Slasher
( 5)
Artifact Creature — Cat
(0/0)
Modular 4 (This creature enters the battlefield with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Riot (This creature enters the battlefield with your choice of an additional +1/+1 counter or haste.)
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Arcbound Slith
( 2)
Artifact Creature — Slith
(0/0)
Whenever Arcbound Slith deals combat damage to a player, put a +1/+1 counter on it. Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Stinger
( 2)
Artifact Creature — Insect
(0/0)
Flying Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Tracker
( 3)
Artifact Creature — Dog
(0/0)
Menace Modular 2 (This creature enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Whenever you cast a spell other than your first spell each turn, put a +1/+1 counter on Arcbound Tracker.
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Arcbound Wanderer
( 6)
Artifact Creature — Golem
(0/0)
Modular—Sunburst (This creature enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Whelp
( 4)
Artifact Creature — Dragon
(0/0)
Flying : Arcbound Whelp gets +1/+0 until end of turn. Modular 2 (This creature enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Worker
( 1)
Artifact Creature — Construct
(0/0)
Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Archaeomancer
( 4)
Creature — Human Wizard
(1/2)
When Archaeomancer enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
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Archaeomender
( 3)
Creature — Human Wizard
(2/3)
When Archaeomender enters the battlefield, return target artifact card from your graveyard to your hand.
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Archangel Avacyn
( 5)
Legendary Creature — Angel
(4/4)
Flash Flying, vigilance When Archangel Avacyn enters the battlefield, creatures you control gain indestructible until end of turn. When a non-Angel creature you control dies, transform Archangel Avacyn at the beginning of the next upkeep.
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Archangel of Strife
( 7)
Creature — Angel
(6/6)
Flying As Archangel of Strife enters the battlefield, each player chooses war or peace. Creatures controlled by players who chose war get +3/+0. Creatures controlled by players who chose peace get +0/+3.
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Archangel of Thune
( 5)
Creature — Angel
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1 counter on each creature you control.
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Archangel of Tithes
( 4)
Creature — Angel
(3/5)
Flying As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures. As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays for each of those creatures.
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Archangel of Wrath
( 4)
Creature — Angel
(3/4)
Kicker and/or (You may pay an additional and/or as you cast this spell.) Flying, lifelink When Archangel of Wrath enters the battlefield, if it was kicked, it deals 2 damage to any target. When Archangel of Wrath enters the battlefield, if it was kicked twice, it deals 2 damage to any target.
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Archdemon of Greed
( 0)
Creature — Demon
(9/9)
Flying, trample At the beginning of your upkeep, sacrifice a Human. If you can't, tap Archdemon of Greed and it deals 9 damage to you.
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Archdemon of Paliano
( 4)
Creature — Demon
(5/4)
Draft Archdemon of Paliano face up. As long as Archdemon of Paliano is face up during the draft, you can't look at booster packs and must draft cards at random. After you draft three cards this way, turn Archdemon of Paliano face down. (You may look at cards as you draft them.) Flying
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Archdemon of Unx
( 7)
Creature — Demon
(6/6)
Flying, trample At the beginning of your upkeep, sacrifice a non-Zombie creature, then create a 2/2 black Zombie creature token.
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Archelos, Lagoon Mystic
( 4)
Legendary Creature — Turtle Shaman
(2/4)
As long as Archelos, Lagoon Mystic is tapped, other permanents enter the battlefield tapped. As long as Archelos is untapped, other permanents enter the battlefield untapped.
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Archers of Qarsi
( 4)
Creature — Naga Archer
(5/2)
Defender Reach (This creature can block creatures with flying.)
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Archers' Parapet
( 2)
Creature — Wall
(0/5)
Defender , : Each opponent loses 1 life.
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Archetype of Aggression
( 3)
Enchantment Creature — Human Warrior
(3/2)
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
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Archetype of Courage
( 3)
Enchantment Creature — Human Soldier
(2/2)
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
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Archetype of Endurance
( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Archetype of Finality
( 6)
Enchantment Creature — Gorgon
(2/3)
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
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Archetype of Imagination
( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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Archfiend of Depravity
( 5)
Creature — Demon
(5/4)
Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
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Archfiend of Despair
( 8)
Creature — Demon
(6/6)
Flying Your opponents can't gain life. At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)
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Archfiend of Ifnir
( 5)
Creature — Demon
(5/4)
Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling (, Discard this card: Draw a card.)
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Archfiend of Spite
( 7)
Creature — Demon
(6/6)
Flying Whenever a source an opponent controls deals damage to Archfiend of Spite, that source's controller loses that much life unless they sacrifice that many permanents. 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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