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Angel of Vitality
  ( 3)
Creature — Angel
(2/2)
Flying If you would gain life, you gain that much life plus 1 instead. This creature gets +2/+2 as long as you have 25 or more life.
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Arachnogenesis
  ( 3)
Instant
Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
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Ashiok's Forerunner
   ( 5)
Creature — Human Wizard
(3/3)
Flash When this creature enters, you may search your library and/or graveyard for a card named Ashiok, Sculptor of Fears, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Atarka Beastbreaker
  ( 2)
Creature — Human Warrior
(2/2)
Formidable —  : This creature gets +4/+4 until end of turn. Activate only if creatures you control have total power 8 or greater.
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Azor's Elocutors
   ( 5)
Creature — Human Advisor
(3/5)
At the beginning of your upkeep, put a filibuster counter on this creature. Then if this creature has five or more filibuster counters on it, you win the game. Whenever a source deals damage to you, remove a filibuster counter from this creature.
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Bar the Gate
  ( 3)
Instant
Counter target creature or planeswalker spell. Venture into the dungeon. (Enter the first room or advance to the next room.)
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Blood Artist
  ( 2)
Creature — Vampire
(0/1)
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
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Bloodmad Vampire
  ( 3)
Creature — Vampire Berserker
(4/1)
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. 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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Catalog
  ( 3)
Instant
Draw two cards, then discard a card.
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Cave of the Frost Dragon
( 0)
Land
If you control two or more other lands, this land enters tapped. : Add .
 : This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
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Celestial Unicorn
  ( 3)
Creature — Unicorn
(3/2)
Whenever you gain life, put a +1/+1 counter on this creature.
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Chasm Guide
  ( 4)
Creature — Goblin Scout Ally
(3/2)
Rally — Whenever this creature or another Ally you control enters, creatures you control gain haste until end of turn.
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Commander's Authority
  ( 5)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."
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Crackdown Construct
 ( 4)
Artifact Creature — Construct
(2/2)
Whenever you activate an ability of an artifact or creature that isn't a mana ability, this creature gets +1/+1 until end of turn.
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Dark Impostor
  ( 3)
Creature — Vampire Assassin
(2/2)
  : Exile target creature and put a +1/+1 counter on this creature.
This creature has all activated abilities of all creature cards exiled with it.
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Daybreak Coronet
  ( 2)
Enchantment — Aura
Enchant creature with another Aura attached to it Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
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Deadly Vanity
    ( 8)
Sorcery
Choose a creature or planeswalker, then destroy all other creatures and planeswalkers.
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Den of the Bugbear
( 0)
Land
If you control two or more other lands, this land enters tapped. : Add .
 : Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
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Dragon Hunter
 ( 1)
Creature — Human Warrior
(2/1)
Protection from Dragons This creature can block Dragons as though it had reach.
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Dreadhorde Twins
  ( 4)
Creature — Zombie Jackal Warrior
(2/2)
When this creature enters, 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 trample.
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Dual Casting
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has " , : Copy target instant or sorcery spell you control. You may choose new targets for the copy."
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Duskmantle Prowler
  ( 4)
Creature — Vampire Rogue
(2/2)
Haste (This creature can attack and as soon as it comes under your control.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Duty-Bound Dead
 ( 1)
Creature — Skeleton
(0/2)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)  : Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Dwynen, Gilt-Leaf Daen
   ( 4)
Legendary Creature — Elf Warrior
(3/4)
Reach (This creature can block creatures with flying.) Other Elf creatures you control get +1/+1. Whenever Dwynen attacks, you gain 1 life for each attacking Elf you control.
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Esika, God of the Tree
   ( 3)
Legendary Creature — God
(1/4)
Vigilance : Add one mana of any color.
Other legendary creatures you control have vigilance and " : Add one mana of any color."
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Estrid, the Masked
    ( 4)
Legendary Planeswalker — Estrid
(3)
+2: Untap each enchanted permanent you control. −1: Create a white Aura enchantment token named Mask attached to another target permanent. The token has enchant permanent and umbra armor. −7: Mill seven cards. Return all non-Aura enchantment cards from your graveyard to the battlefield, then do the same for Aura cards. Estrid, the Masked can be your commander.
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Estrid's Invocation
  ( 3)
Enchantment
You may have this enchantment enter 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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Evra, Halcyon Witness
   ( 6)
Legendary Creature — Avatar
(4/4)
Lifelink : Exchange your life total with Evra's power.
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Fiery Temper
   ( 3)
Instant
Fiery Temper deals 3 damage to any target. 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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Forest
( 0)
Basic Land — Forest
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Galea, Kindler of Hope
    ( 4)
Legendary Creature — Elf Knight
(4/4)
Vigilance You may look at the top card of your library any time. You may cast Aura and Equipment spells from the top of your library. When you cast an Equipment spell this way, it gains "When this Equipment enters, attach it to target creature you control."
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Gallia of the Endless Dance
  ( 2)
Legendary Creature — Satyr
(2/2)
Haste Other Satyrs you control get +1/+1 and have haste. Whenever you attack with three or more creatures, you may discard a card at random. If you do, draw two cards.
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Gift of Orzhova
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying and lifelink.
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Goro-Goro and Satoru
   ( 3)
Legendary Creature — Goblin Human
(3/4)
Whenever one or more creatures you control that entered this turn deal combat damage to a player, create a 5/5 red Dragon Spirit creature token with flying.  : Creatures you control gain haste until end of turn.
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Go-Shintai of Ancient Wars
  ( 3)
Legendary Enchantment Creature — Shrine
(2/2)
First strike At the beginning of your end step, you may pay . When you do, Go-Shintai of Ancient Wars deals X damage to target player or planeswalker, where X is the number of Shrines you control.
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Go-Shintai of Boundless Vigor
  ( 2)
Legendary Enchantment Creature — Shrine
(1/1)
Trample At the beginning of your end step, you may pay . When you do, put a +1/+1 counter on target Shrine for each Shrine you control.
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Go-Shintai of Hidden Cruelty
  ( 4)
Legendary Enchantment Creature — Shrine
(2/2)
Deathtouch At the beginning of your end step, you may pay . When you do, destroy target creature with toughness X or less, where X is the number of Shrines you control.
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Go-Shintai of Lost Wisdom
  ( 2)
Legendary Enchantment Creature — Shrine
(0/4)
Flying At the beginning of your end step, you may pay . When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
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Go-Shintai of Shared Purpose
  ( 4)
Legendary Enchantment Creature — Shrine
(1/3)
Vigilance At the beginning of your end step, you may pay . If you do, create a 1/1 colorless Spirit creature token for each Shrine you control.
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Guardian Lions
  ( 5)
Creature — Cat
(1/6)
Vigilance (Attacking doesn't cause this creature to tap.)
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Havoc Festival
   ( 6)
Enchantment
Players can't gain life. At the beginning of each player's upkeep, that player loses half their life, rounded up.
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Henzie "Toolbox" Torre
   ( 3)
Legendary Creature — Devil Rogue
(3/3)
Each creature spell you cast with mana value 4 or greater has blitz. The blitz cost is equal to its mana cost. (You may choose to cast that spell for its blitz cost. If you do, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) Blitz costs you pay cost less for each time you've cast your commander from the command zone this game.
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Herald of Kozilek
   ( 3)
Creature — Eldrazi Drone
(2/4)
Devoid (This card has no color.) Colorless spells you cast cost less to cast.
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Hive of the Eye Tyrant
( 0)
Land
If you control two or more other lands, this land enters tapped. : Add .
 : Until end of turn, this land becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.
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Ice Tunnel
( 0)
Snow Land — Island Swamp
( : Add or .) This land enters tapped.
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Imperious Oligarch
  ( 2)
Creature — Human Cleric
(2/1)
Vigilance Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
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Island
( 0)
Basic Land — Island
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Lair of the Hydra
( 0)
Land
If you control two or more other lands, this land enters tapped. : Add .
 : Until end of turn, this land becomes an X/X green Hydra creature. It's still a land. X can't be 0.
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Lead by Example
  ( 2)
Instant
Support 2. (Put a +1/+1 counter on each of up to two target creatures.)
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Lieutenants of the Guard
  ( 5)
Creature — Human Soldier
(2/2)
Council's dilemma — When this creature enters, starting with you, each player votes for strength or numbers. Put a +1/+1 counter on this creature for each strength vote and create a 1/1 white Soldier creature token for each numbers vote.
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Lyev Skyknight
   ( 3)
Creature — Human Knight
(3/1)
Flying When this creature enters, detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
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Markov Crusader
  ( 5)
Creature — Vampire Knight
(4/3)
Lifelink This creature has haste as long as you control another Vampire.
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Miara, Thorn of the Glade
  ( 2)
Legendary Creature — Elf Scout
(1/2)
Whenever Miara or another Elf you control dies, you may pay and 1 life. If you do, draw a card. Partner (You can have two commanders if both have partner.)
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Mirror March
  ( 6)
Enchantment
Whenever a nontoken creature you control enters, flip a coin until you lose a flip. For each flip you won, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
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Munda, Ambush Leader
   ( 4)
Legendary Creature — Kor Ally
(3/4)
Haste Rally — Whenever Munda or another Ally you control enters, you may look at the top four cards of your library. If you do, reveal any number of Ally cards from among them, then put those cards on top of your library in any order and the rest on the bottom in any order.
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Nymris, Oona's Trickster
   ( 5)
Legendary Creature — Faerie Knight
(1/6)
Flash Flying Whenever you cast your first spell during each opponent's turn, look at the top two cards of your library. Put one of those cards into your hand and the other into your graveyard.
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On Serra's Wings
  ( 4)
Legendary Enchantment — Aura
Enchant creature Enchanted creature is legendary, gets +1/+1, and has flying, vigilance, and lifelink.
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Plains
( 0)
Basic Land — Plains
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Prismari Command
   ( 3)
Instant
Choose two — • Prismari Command deals 2 damage to any target. • Target player draws two cards, then discards two cards. • Target player creates a Treasure token. • Destroy target artifact.
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Protector of the Crown
  ( 6)
Creature — Giant Soldier
(2/5)
When this creature enters, you become the monarch. All damage that would be dealt to you is dealt to this creature instead.
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Raffine, Scheming Seer
   ( 3)
Legendary Creature — Sphinx Demon
(1/4)
Flying, ward  Whenever you attack, target attacking creature connives X, where X is the number of attacking creatures. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
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Reconnaissance Mission
   ( 4)
Enchantment
Whenever a creature you control deals combat damage to a player, you may draw a card. Cycling ( , Discard this card: Draw a card.)
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Restoration Angel
  ( 4)
Creature — Angel
(3/4)
Flash Flying When this creature enters, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.
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Sanctuary Warden
   ( 6)
Creature — Angel Soldier
(5/5)
Flying This creature enters with two shield counters on it. Whenever this creature enters or attacks, you may remove a counter from a creature or planeswalker you control. If you do, draw a card and create a 1/1 green and white Citizen creature token.
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Sanctum of All
     ( 5)
Legendary Enchantment — Shrine
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle. If an ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
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Sanctum of Calm Waters
  ( 4)
Legendary Enchantment — Shrine
At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
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Sanctum of Fruitful Harvest
  ( 3)
Legendary Enchantment — Shrine
At the beginning of your first main phase, add X mana of any one color, where X is the number of Shrines you control.
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Sanctum of Shattered Heights
  ( 3)
Legendary Enchantment — Shrine
, Discard a land card or Shrine card: Sanctum of Shattered Heights deals X damage to target creature or planeswalker, where X is the number of Shrines you control.
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Sanctum of Stone Fangs
  ( 2)
Legendary Enchantment — Shrine
At the beginning of your first main phase, each opponent loses X life and you gain X life, where X is the number of Shrines you control.
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Savior of Ollenbock
   ( 3)
Creature — Human Soldier
(1/2)
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever this creature trains, exile up to one other target creature from the battlefield or creature card from a graveyard. When this creature leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
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Selfless Glyphweaver
  ( 3)
Creature — Human Cleric
(2/3)
Exile this creature: Creatures you control gain indestructible until end of turn.
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Shaman of Spring
  ( 4)
Creature — Elf Shaman
(2/2)
When this creature enters, draw a card.
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Shepherd of the Cosmos
   ( 6)
Creature — Angel Warrior
(3/3)
Flying When this creature enters, return target permanent card with mana value 2 or less from your graveyard to the battlefield. Foretell  (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Sigrid, God-Favored
   ( 3)
Legendary Creature — Human Warrior
(2/2)
Flash First strike, protection from God creatures When Sigrid enters, exile up to one target attacking or blocking creature until Sigrid leaves the battlefield.
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Silverwing Squadron
  ( 6)
Creature — Human Knight
(*/*)
Flying, vigilance Silverwing Squadron's power and toughness are each equal to the number of creatures you control. Whenever this creature attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.
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Skyclave Cleric
  ( 2)
Creature — Kor Cleric
(1/3)
When this creature enters, you gain 2 life.
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Soulfire Grand Master
  ( 2)
Creature — Human Monk
(2/2)
Lifelink Instant and sorcery spells you control have lifelink.   : The next time you cast an instant or sorcery spell from your hand this turn, put that card into your hand instead of into your graveyard as it resolves.
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Spectral Steel
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2.  , Exile this card from your graveyard: Return another target Aura or Equipment card from your graveyard to your hand.
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Sunblade Angel
  ( 6)
Creature — Angel
(3/3)
Flying, first strike, vigilance, lifelink
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Sundown Pass
( 0)
Land
This land enters tapped unless you control two or more other lands. : Add or .
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Swamp
( 0)
Basic Land — Swamp
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