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Akroma's Vengeance
   ( 6)
Sorcery
Destroy all artifacts, creatures, and enchantments. Cycling <i>( , Discard this card: Draw a card.)</i>
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Anarchist
  ( 5)
Creature — Human Wizard
(2/2)
When Anarchist enters the battlefield, you may return target sorcery card from your graveyard to your hand.
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Aven Flock
  ( 5)
Creature — Bird Soldier
(2/3)
Flying <i>(This creature can't be blocked except by creatures with flying or reach.)</i> : Aven Flock gets +0/+1 until end of turn.
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Aven Windreader
   ( 5)
Creature — Bird Soldier Wizard
(3/3)
Flying <i>(This creature can't be blocked except by creatures with flying or reach.)</i>  : Target player reveals the top card of their library.
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Bomb Squad
  ( 4)
Creature — Dwarf
(1/1)
: Put a fuse counter on target creature.
At the beginning of your upkeep, put a fuse counter on each creature with a fuse counter on it. Whenever a creature has four or more fuse counters on it, remove all fuse counters from it and destroy it. That creature deals 4 damage to its controller.
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Breath of Darigaaz
  ( 2)
Sorcery
Kicker <i>(You may pay an additional as you cast this spell.)</i> Breath of Darigaaz deals 1 damage to each creature without flying and each player. If this spell was kicked, it deals 4 damage to each creature without flying and each player instead.
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Bridge from Below
   ( 3)
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, if Bridge from Below is in your graveyard, create a 2/2 black Zombie creature token. When a creature is put into an opponent's graveyard from the battlefield, if Bridge from Below is in your graveyard, exile Bridge from Below.
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Bubbling Muck
 ( 1)
Sorcery
Until end of turn, whenever a player taps a Swamp for mana, that player adds an additional .
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Cho-Manno, Revolutionary
   ( 4)
Legendary Creature — Human Rebel
(2/2)
Prevent all damage that would be dealt to Cho-Manno, Revolutionary.
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Circle of Protection: Blue
  ( 2)
Enchantment
: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Solace
  ( 4)
Enchantment
As Circle of Solace enters the battlefield, choose a creature type.  : The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.
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Convalescent Care
   ( 3)
Enchantment
At the beginning of your upkeep, if you have 5 or less life, you gain 3 life and draw a card.
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Corrupt Official
  ( 5)
Creature — Human Minion
(3/1)
 : Regenerate Corrupt Official.
Whenever Corrupt Official becomes blocked, defending player discards a card at random.
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Crossbow Infantry
  ( 2)
Creature — Human Soldier Archer
(1/1)
: Crossbow Infantry deals 1 damage to target attacking or blocking creature.
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Custody Battle
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your upkeep, target opponent gains control of this creature unless you sacrifice a land."
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Death Pits of Rath
   ( 5)
Enchantment
Whenever a creature is dealt damage, destroy it. It can't be regenerated.
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Demoralize
  ( 3)
Instant
All creatures gain menace until end of turn. <i>(They can't be blocked except by two or more creatures.)</i> <i>Threshold</i> — If seven or more cards are in your graveyard, creatures can't block this turn.
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Downhill Charge
  ( 3)
Instant
You may sacrifice a Mountain rather than pay this spell's mana cost. Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control.
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Druid's Call
  ( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature is dealt damage, its controller creates that many 1/1 green Squirrel creature tokens.
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Dwarven Patrol
  ( 3)
Creature — Dwarf
(4/2)
Dwarven Patrol doesn't untap during your untap step. Whenever you cast a nonred spell, untap Dwarven Patrol.
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Elvish Guidance
  ( 3)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional for each Elf on the battlefield.
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Elvish Lookout
 ( 1)
Creature — Elf
(1/1)
Shroud <i>(This creature can't be the target of spells or abilities.)</i>
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Epic Struggle
   ( 4)
Enchantment
At the beginning of your upkeep, if you control twenty or more creatures, you win the game.
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Equal Treatment
  ( 2)
Instant
If any source would deal 1 or more damage to a permanent or player this turn, it deals 2 damage to that permanent or player instead. Draw a card.
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Fiery Temper
   ( 3)
Instant
Fiery Temper deals 3 damage to any target. Madness <i>(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)</i>
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Final Fortune
  ( 2)
Instant
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Forced March
    ( 3)
Sorcery
Destroy all creatures with mana value X or less.
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Goblin Warchief
   ( 3)
Creature — Goblin Warrior
(2/2)
Goblin spells you cast cost less to cast. Goblins you control have haste.
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Healing Salve
 ( 1)
Instant
Choose one — • Target player gains 3 life. • Prevent the next 3 damage that would be dealt to any target this turn.
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Hulking Ogre
  ( 3)
Creature — Ogre
(3/3)
Hulking Ogre can't block.
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Knighthood
  ( 3)
Enchantment
Creatures you control have first strike.
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Leaf Dancer
   ( 3)
Creature — Centaur
(2/2)
Forestwalk <i>(This creature can't be blocked as long as defending player controls a Forest.)</i>
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Llanowar Vanguard
  ( 3)
Creature — Dryad
(1/1)
: Llanowar Vanguard gets +0/+4 until end of turn.
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Loafing Giant
  ( 5)
Creature — Giant
(4/6)
Whenever Loafing Giant attacks or blocks, mill a card. If a land card was milled this way, prevent all combat damage Loafing Giant would deal this turn.
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Master Healer
  ( 5)
Creature — Human Cleric
(1/4)
: Prevent the next 4 damage that would be dealt to any target this turn.
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Moonlit Wake
  ( 3)
Enchantment
Whenever a creature dies, you gain 1 life.
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Noble Stand
  ( 5)
Enchantment
Whenever a creature you control blocks, you gain 2 life.
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Piper's Melody
 ( 1)
Sorcery
Shuffle any number of target creature cards from your graveyard into your library.
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Powerstone Minefield
   ( 4)
Enchantment
Whenever a creature attacks or blocks, Powerstone Minefield deals 2 damage to it.
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Pretender's Claim
  ( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature becomes blocked, tap all lands defending player controls.
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Reclaim
 ( 1)
Instant
Put target card from your graveyard on top of your library.
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Relentless Assault
   ( 4)
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
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Reveille Squad
   ( 4)
Creature — Human Rebel
(3/3)
Whenever one or more creatures attack you, if Reveille Squad is untapped, you may untap all creatures you control.
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Savage Offensive
  ( 2)
Sorcery
Kicker <i>(You may pay an additional as you cast this spell.)</i> Creatures you control gain first strike until end of turn. If this spell was kicked, they get +1/+1 until end of turn.
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Sigil of Sleep
 ( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals damage to a player, return target creature that player controls to its owner's hand.
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Silkenfist Order
   ( 5)
Creature — Kor Soldier
(3/5)
Whenever Silkenfist Order becomes blocked, untap it.
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Simplify
 ( 1)
Sorcery
Each player sacrifices an enchantment.
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Skirk Fire Marshal
   ( 5)
Creature — Goblin
(2/2)
Protection from red Tap five untapped Goblins you control: Skirk Fire Marshal deals 10 damage to each creature and each player.
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Strength of Lunacy
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has protection from white. Madness <i>(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)</i>
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Strongarm Tactics
  ( 2)
Sorcery
Each player discards a card. Then each player who didn't discard a creature card this way loses 4 life.
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Stronghold Gambit
  ( 2)
Sorcery
Each player chooses a card in their hand. Then each player reveals their chosen card. The owner of each creature card revealed this way with the lowest mana value puts it onto the battlefield.
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Sudden Impact
  ( 4)
Instant
Sudden Impact deals damage to target player equal to the number of cards in that player's hand.
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Sulam Djinn
  ( 6)
Creature — Djinn
(6/6)
Trample Sulam Djinn gets -2/-2 as long as green is the most common color among all permanents or is tied for most common.
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Sway of Illusion
  ( 2)
Instant
Any number of target creatures become the color of your choice until end of turn. Draw a card.
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Teroh's Faithful
  ( 4)
Creature — Human Cleric
(1/4)
When Teroh's Faithful enters the battlefield, you gain 4 life.
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Teroh's Vanguard
  ( 4)
Creature — Human Nomad
(2/3)
Flash <i>Threshold</i> — As long as seven or more cards are in your graveyard, Teroh's Vanguard has "When Teroh's Vanguard enters the battlefield, creatures you control gain protection from black until end of turn."
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Trenching Steed
  ( 4)
Creature — Horse Rebel
(2/3)
Sacrifice a land: Trenching Steed gets +0/+3 until end of turn.
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Weathered Wayfarer
 ( 1)
Creature — Human Nomad Cleric
(1/1)
, : Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
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Withering Hex
 ( 1)
Enchantment — Aura
Enchant creature Whenever a player cycles a card, put a plague counter on Withering Hex. Enchanted creature gets -1/-1 for each plague counter on Withering Hex.
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