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Ajani Goldmane
( 4)
Legendary Planeswalker — Ajani
(4)
+1: You gain 2 life. −1: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn. −6: Create a white Avatar creature token. It has "This creature's power and toughness are each equal to your life total."
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Ajani's Mantra
( 2)
Enchantment
At the beginning of your upkeep, you may gain 1 life.
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Ajani's Pridemate
( 2)
Creature — Cat Soldier
(2/2)
Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate.
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Angelic Arbiter
( 7)
Creature — Angel
(5/6)
Flying Each opponent who cast a spell this turn can't attack with creatures. Each opponent who attacked with a creature this turn can't cast spells.
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Armored Ascension
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying.
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Baneslayer Angel
( 5)
Creature — Angel
(5/5)
Flying, first strike, lifelink, protection from Demons and from Dragons
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Blinding Mage
( 2)
Creature — Human Wizard
(1/2)
, : Tap target creature.
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Cloud Crusader
( 4)
Creature — Human Knight
(2/3)
Flying First strike (This creature deals combat damage before creatures without first strike.)
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Condemn
( 1)
Instant
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
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Excommunicate
( 3)
Sorcery
Put target creature on top of its owner's library.
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Goldenglow Moth
( 1)
Creature — Insect
(0/1)
Flying Whenever Goldenglow Moth blocks, you may gain 4 life.
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Holy Strength
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2.
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Infantry Veteran
( 1)
Creature — Human Soldier
(1/1)
: Target attacking creature gets +1/+1 until end of turn.
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Inspired Charge
( 4)
Instant
Creatures you control get +2/+1 until end of turn.
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Knight Exemplar
( 3)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
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Leyline of Sanctity
( 4)
Enchantment
If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield. You have hexproof. (You can't be the target of spells or abilities your opponents control.)
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Mighty Leap
( 2)
Instant
Target creature gets +2/+2 and gains flying until end of turn.
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Pacifism
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.
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Palace Guard
( 3)
Creature — Human Soldier
(1/4)
Palace Guard can block any number of creatures.
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Roc Egg
( 3)
Creature — Bird Egg
(0/3)
Defender (This creature can't attack.) When Roc Egg dies, create a 3/3 white Bird creature token with flying.
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Safe Passage
( 3)
Instant
Prevent all damage that would be dealt to you and creatures you control this turn.
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Serra Ascendant
( 1)
Creature — Human Monk
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) As long as you have 30 or more life, Serra Ascendant gets +5/+5 and has flying.
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Silence
( 1)
Instant
Your opponents can't cast spells this turn.
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Solemn Offering
( 3)
Sorcery
Destroy target artifact or enchantment. You gain 4 life.
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Squadron Hawk
( 2)
Creature — Bird
(1/1)
Flying When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
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Sun Titan
( 6)
Creature — Giant
(6/6)
Vigilance Whenever Sun Titan enters the battlefield or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
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Tireless Missionaries
( 5)
Creature — Human Cleric
(2/3)
When Tireless Missionaries enters the battlefield, you gain 3 life.
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Vengeful Archon
( 7)
Creature — Archon
(7/7)
Flying : Prevent the next X damage that would be dealt to you this turn. If damage is prevented this way, Vengeful Archon deals that much damage to target player or planeswalker.
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War Priest of Thune
( 2)
Creature — Human Cleric
(2/2)
When War Priest of Thune enters the battlefield, you may destroy target enchantment.
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White Knight
( 2)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
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Æther Adept (Aether Adept)
( 3)
Creature — Human Wizard
(2/2)
When Aether Adept enters the battlefield, return target creature to its owner's hand.
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Air Servant
( 5)
Creature — Elemental
(4/3)
Flying : Tap target creature with flying.
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Alluring Siren
( 2)
Creature — Siren
(1/1)
: Target creature an opponent controls attacks you this turn if able.
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Augury Owl
( 2)
Creature — Bird
(1/1)
Flying When Augury Owl enters the battlefield, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
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Call to Mind
( 3)
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
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Clone
( 4)
Creature — Shapeshifter
(0/0)
You may have Clone enter the battlefield as a copy of any creature on the battlefield.
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Cloud Elemental
( 3)
Creature — Elemental
(2/3)
Flying Cloud Elemental can block only creatures with flying.
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Conundrum Sphinx
( 4)
Creature — Sphinx
(4/4)
Flying Whenever Conundrum Sphinx attacks, each player chooses a card name. Then each player reveals the top card of their library. If the card a player revealed has the name they chose, that player puts it into their hand. If it doesn't, that player puts it on the bottom of their library.
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Diminish
( 1)
Instant
Target creature has base power and toughness 1/1 until end of turn.
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Flashfreeze
( 2)
Instant
Counter target red or green spell.
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Foresee
( 4)
Sorcery
Scry 4, then draw two cards.
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Frost Titan
( 6)
Creature — Giant
(6/6)
Whenever Frost Titan becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays . Whenever Frost Titan enters the battlefield or attacks, tap target permanent. It doesn't untap during its controller's next untap step.
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Harbor Serpent
( 6)
Creature — Serpent
(5/5)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Harbor Serpent can't attack unless there are five or more Islands on the battlefield.
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Ice Cage
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. When enchanted creature becomes the target of a spell or ability, destroy Ice Cage.
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Jace Beleren
( 3)
Legendary Planeswalker — Jace
(3)
+2: Each player draws a card. −1: Target player draws a card. −10: Target player mills twenty cards.
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Jace's Erasure
( 2)
Enchantment
Whenever you draw a card, you may have target player mill a card.
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Leyline of Anticipation
( 4)
Enchantment
If Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield. You may cast spells as though they had flash.
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Mana Leak
( 2)
Instant
Counter target spell unless its controller pays .
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Mass Polymorph
( 6)
Sorcery
Exile all creatures you control, then reveal cards from the top of your library until you reveal that many creature cards. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
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Merfolk Sovereign
( 3)
Creature — Merfolk Noble
(2/2)
Other Merfolk creatures you control get +1/+1. : Target Merfolk creature can't be blocked this turn.
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Merfolk Spy
( 1)
Creature — Merfolk Rogue
(1/1)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Merfolk Spy deals combat damage to a player, that player reveals a card at random from their hand.
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Mind Control
( 5)
Enchantment — Aura
Enchant creature You control enchanted creature.
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Negate
( 2)
Instant
Counter target noncreature spell.
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Phantom Beast
( 4)
Creature — Illusion Beast
(4/5)
When Phantom Beast becomes the target of a spell or ability, sacrifice it.
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Preordain
( 1)
Sorcery
Scry 2, then draw a card. (To 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.)
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Redirect
( 2)
Instant
You may choose new targets for target spell.
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Scroll Thief
( 3)
Creature — Merfolk Rogue
(1/3)
Whenever Scroll Thief deals combat damage to a player, draw a card.
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Sleep
( 4)
Sorcery
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
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Stormtide Leviathan
( 8)
Creature — Leviathan
(8/8)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) All lands are Islands in addition to their other types. Creatures without flying or islandwalk can't attack.
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Time Reversal
( 5)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Time Reversal.
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Tome Scour
( 1)
Sorcery
Target player mills five cards.
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Traumatize
( 5)
Sorcery
Target player mills half their library, rounded down.
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Unsummon
( 1)
Instant
Return target creature to its owner's hand.
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Wall of Frost
( 3)
Creature — Wall
(0/7)
Defender Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step.
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Water Servant
( 4)
Creature — Elemental
(3/4)
: Water Servant gets +1/-1 until end of turn. : Water Servant gets -1/+1 until end of turn.
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Assassinate
( 3)
Sorcery
Destroy target tapped creature.
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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.)
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Blood Tithe
( 4)
Sorcery
Each opponent loses 3 life. You gain life equal to the life lost this way.
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Bloodthrone Vampire
( 2)
Creature — Vampire
(1/1)
Sacrifice a creature: Bloodthrone Vampire gets +2/+2 until end of turn.
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Bog Raiders
( 3)
Creature — Zombie
(2/2)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Captivating Vampire
( 3)
Creature — Vampire
(2/2)
Other Vampire creatures you control get +1/+1. Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
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Corrupt
( 6)
Sorcery
Corrupt deals damage to any target equal to the number of Swamps you control. You gain life equal to the damage dealt this way.
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Dark Tutelage
( 3)
Enchantment
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
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Deathmark
( 1)
Sorcery
Destroy target green or white creature.
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Demon of Death's Gate
( 9)
Creature — Demon
(9/9)
You may pay 6 life and sacrifice three black creatures rather than pay this spell's mana cost. Flying, trample
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Diabolic Tutor
( 4)
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
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Disentomb
( 1)
Sorcery
Return target creature card from your graveyard to your hand.
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Doom Blade
( 2)
Instant
Destroy target nonblack creature.
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Duress
( 1)
Sorcery
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
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Grave Titan
( 6)
Creature — Giant
(6/6)
Deathtouch Whenever Grave Titan enters the battlefield or attacks, create two 2/2 black Zombie creature tokens.
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Gravedigger
( 4)
Creature — Zombie
(2/2)
When Gravedigger enters the battlefield, you may return target creature card from your graveyard to your hand.
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Haunting Echoes
( 5)
Sorcery
Exile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles.
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Howling Banshee
( 4)
Creature — Spirit
(3/3)
Flying When Howling Banshee enters the battlefield, each player loses 3 life.
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