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Abaddon the Despoiler
    ( 5)
Legendary Creature — Astartes Warrior
(5/5)
Trample Mark of Chaos Ascendant — During your turn, spells you cast from your hand with mana value X or less have cascade, where X is the total amount of life your opponents have lost this turn.
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Access Denied
   ( 5)
Instant
Counter target spell. Create X 1/1 colorless Thopter artifact creature tokens with flying, where X is that spell's mana value.
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Air Marshal
  ( 2)
Creature — Human Soldier
(2/1)
: Target Soldier gains flying until end of turn.
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Ancient Brass Dragon
   ( 7)
Creature — Elder Dragon
(7/6)
Flying Whenever Ancient Brass Dragon deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
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Ancient Bronze Dragon
   ( 7)
Creature — Elder Dragon
(7/7)
Flying Whenever Ancient Bronze Dragon deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
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Ancient Copper Dragon
   ( 6)
Creature — Elder Dragon
(6/5)
Flying Whenever Ancient Copper Dragon deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
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Aven Eternal
  ( 3)
Creature — Zombie Bird Warrior
(2/2)
Flying When Aven Eternal enters the battlefield, amass Zombies 1. (Put a +1/+1 counter 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.)
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Blood Age General
  ( 2)
Creature — Spirit Warrior
(2/2)
: Attacking Spirits get +1/+0 until end of turn.
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Caged Sun
 ( 6)
Artifact
As Caged Sun enters the battlefield, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.
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Chandra's Embercat
  ( 2)
Creature — Elemental Cat
(2/2)
: Add . Spend this mana only to cast an Elemental spell or a Chandra planeswalker spell.
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Colossification
   ( 7)
Enchantment — Aura
Enchant creature When Colossification enters the battlefield, tap enchanted creature. Enchanted creature gets +20/+20.
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Creeping Trailblazer
  ( 2)
Creature — Elemental
(2/2)
Other Elementals you control get +1/+0.   : Creeping Trailblazer gets +1/+1 until end of turn for each Elemental you control.
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Draconic Intervention
   ( 4)
Sorcery
As an additional cost to cast this spell, exile an instant or sorcery card from your graveyard. Draconic Intervention deals X damage to each non-Dragon creature, where X is the exiled card's mana value. If a creature dealt damage this way would die this turn, exile it instead. Exile Draconic Intervention.
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Earthquake Dragon
  ( 15)
Creature — Elemental Dragon
(10/10)
This spell costs less to cast, where X is the total mana value of Dragons you control. Flying, trample  , Sacrifice a land: Return Earthquake Dragon from your graveyard to your hand.
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Eiganjo Uprising
   ( 2)
Sorcery
Create X 2/2 white Samurai creature tokens with vigilance. They gain menace and haste until end of turn. Each opponent creates X minus one 2/2 white Samurai creature tokens with vigilance.
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Empty the Warrens
  ( 4)
Sorcery
Create two 1/1 red Goblin creature tokens. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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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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Eternal Isolation
  ( 2)
Sorcery
Put target creature with power 4 or greater on the bottom of its owner's library.
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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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Expedition Lookout
  ( 2)
Creature — Merfolk Rogue
(2/3)
Defender As long as an opponent has eight or more cards in their graveyard, Expedition Lookout can attack as though it didn't have defender and it can't be blocked.
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Fabricate
  ( 3)
Sorcery
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
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Flamekin Herald
  ( 3)
Creature — Elemental Wizard
(3/2)
Commander spells you cast have cascade. (Whenever you cast a commander, exile cards from the top of your library until you exile a nonland card with lesser mana value. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Frostveil Ambush
   ( 5)
Instant
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step. Cycling ( , Discard this card: Draw a card.)
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Glasspool Mimic
  ( 3)
Creature — Shapeshifter Rogue
(0/0)
You may have Glasspool Mimic enter the battlefield as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
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Glasspool Shore
( 0)
Land
Glasspool Shore enters the battlefield tapped. : Add .
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Hollowhead Sliver
  ( 3)
Creature — Sliver
(2/2)
Sliver creatures you control have " , Discard a card: Draw a card."
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Invasion of Theros
  ( 3)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Theros enters the battlefield, search your library for an Aura, God, or Demigod card, reveal it, put it into your hand, then shuffle.
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Kaya's Ghostform
 ( 1)
Enchantment — Aura
Enchant creature or planeswalker you control When enchanted permanent dies or is put into exile, return that card to the battlefield under your control.
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Kessig Naturalist
  ( 2)
Creature — Human Werewolf
(2/2)
Whenever Kessig Naturalist attacks, add or . Until end of turn, you don't lose this mana as steps and phases end. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Leadership Vacuum
  ( 3)
Instant
Target player returns each commander they control from the battlefield to the command zone. Draw a card.
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Lord of the Ulvenwald
( 0)
Creature — Werewolf
(3/3)
Other Wolves and Werewolves you control get +1/+1. Whenever Lord of the Ulvenwald attacks, add or . Until end of turn, you don't lose this mana as steps and phases end. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Mayhem Patrol
  ( 2)
Creature — Devil Warrior
(1/2)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Mayhem Patrol attacks, target creature gets +1/+0 until end of turn. Blitz  (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Noise Marine
  ( 5)
Creature — Astartes Warrior
(3/2)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Sonic Blaster — When Noise Marine enters the battlefield, it deals damage equal to the number of spells you've cast this turn to any target.
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Pitiless Plunderer
  ( 4)
Creature — Human Pirate
(1/4)
Whenever another creature you control dies, create a Treasure token. (It's an artifact with " , Sacrifice this artifact: Add one mana of any color.")
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Promising Duskmage
  ( 3)
Creature — Human Warlock
(2/3)
When Promising Duskmage dies, if it had a +1/+1 counter on it, draw a card.
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Rapacious Dragon
  ( 5)
Creature — Dragon
(3/3)
Flying When Rapacious Dragon enters the battlefield, create two Treasure tokens. (They're artifacts with " , Sacrifice this artifact: Add one mana of any color.")
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Recruitment Officer
 ( 1)
Creature — Human Soldier
(2/1)
 : Look at the top four cards of your library. You may reveal a creature card with mana value 3 or less 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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Risen Reef
   ( 3)
Creature — Elemental
(1/1)
Whenever Risen Reef or another Elemental enters the battlefield under your control, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand.
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Scorch Spitter
 ( 1)
Creature — Elemental Lizard
(1/1)
Whenever Scorch Spitter attacks, it deals 1 damage to the player or planeswalker it's attacking.
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Serum-Core Chimera
   ( 4)
Creature — Phyrexian Chimera
(2/4)
Flying Whenever you cast a noncreature spell, put an oil counter on Serum-Core Chimera. Remove three oil counters from Serum-Core Chimera: Draw a card. Then you may discard a nonland card. When you discard a card this way, Serum-Core Chimera deals 3 damage to target creature or planeswalker. Activate only as a sorcery.
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Spectral Arcanist
  ( 4)
Creature — Spirit Wizard
(3/2)
Flying When Spectral Arcanist enters the battlefield, you may cast an instant or sorcery spell with mana value less than or equal to the number of Spirits you control from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
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Sphinx of Enlightenment
   ( 6)
Creature — Sphinx
(5/5)
Flying When Sphinx of Enlightenment enters the battlefield, target opponent draws a card and you draw three cards.
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Swamp
( 0)
Basic Land — — Swamp
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Teach by Example
  ( 2)
Instant
When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
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Thieving Amalgam
   ( 7)
Creature — Ape Snake
(6/7)
At the beginning of each opponent's upkeep, you manifest the top card of that player's 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.) Whenever a creature you control but don't own dies, its owner loses 2 life and you gain 2 life.
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Timber Paladin
  ( 2)
Artifact Creature — Knight
(1/1)
As long as Timber Paladin is enchanted by exactly one Aura, it has base power and toughness 3/3. As long as Timber Paladin is enchanted by exactly two Auras, it has base power and toughness 5/5 and vigilance. As long as Timber Paladin is enchanted by three or more Auras, it has base power and toughness 10/10, vigilance, and trample.
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Tocasia's Welcome
  ( 3)
Enchantment
Whenever one or more creatures with mana value 3 or less enter the battlefield under your control, draw a card. This ability triggers only once each turn.
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