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Aerie Mystics
  ( 5)
Creature — Bird Wizard
(3/3)
Flying   : Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.)
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Ajani, Inspiring Leader
   ( 6)
Legendary Planeswalker — Ajani
(5)
+2: You gain 2 life. Put two +1/+1 counters on up to one target creature. −3: Exile target creature. Its controller gains 2 life. −10: Creatures you control gain flying and double strike until end of turn.
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Ajani, Wise Counselor
   ( 5)
Legendary Planeswalker — Ajani
(5)
+2: You gain 1 life for each creature you control. −3: Creatures you control get +2/+2 until end of turn. −9: Put X +1/+1 counters on target creature, where X is your life total.
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Akroan Phalanx
  ( 4)
Creature — Human Soldier
(3/3)
Vigilance  : Creatures you control get +1/+0 until end of turn.
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Akroma's Blessing
  ( 3)
Instant
Choose a color. Creatures you control gain protection from the chosen color until end of turn. Cycling ( , Discard this card: Draw a card.)
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Always Watching
   ( 3)
Enchantment
Nontoken creatures you control get +1/+1 and have vigilance.
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Ampryn Tactician
   ( 4)
Creature — Human Soldier
(3/3)
When Ampryn Tactician enters the battlefield, creatures you control get +1/+1 until end of turn.
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Angel of Invention
   ( 5)
Creature — Angel
(2/1)
Flying, vigilance, lifelink Fabricate 2 (When this creature enters the battlefield, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
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Angel of Jubilation
    ( 4)
Creature — Angel
(3/3)
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
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Angel of the Dawn
  ( 5)
Creature — Angel
(3/3)
Flying When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. (Attacking doesn't cause them to tap.)
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Angelic Skirmisher
   ( 6)
Creature — Angel
(4/4)
Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
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Angelic Voices
   ( 4)
Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
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Appeal // Authority (Appeal)
 ( 1)
Sorcery
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of creatures you control.
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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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Armament Master
  ( 2)
Creature — Kor Soldier
(2/2)
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
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Arvad the Cursed
   ( 5)
Legendary Creature — Vampire Knight
(3/3)
Deathtouch, lifelink Other legendary creatures you control get +2/+2.
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Appeal // Authority (Authority)
  ( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Tap up to two target creatures your opponents control. Creatures you control gain vigilance until end of turn.
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Aven Warcraft
  ( 3)
Instant
Creatures you control get +0/+2 until end of turn. Threshold — If seven or more cards are in your graveyard, choose a color. Creatures you control also gain protection from the chosen color until end of turn.
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Bar the Door
  ( 3)
Instant
Creatures you control get +0/+4 until end of turn.
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Bastion Protector
  ( 3)
Creature — Human Soldier
(3/3)
Commander creatures you control get +2/+2 and have indestructible.
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Behind the Scenes
  ( 3)
Enchantment
Creatures you control have skulk. (They can't be blocked by creatures with greater power.)  : Creatures you control get +1/+1 until end of turn.
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Benalish Marshal
   ( 3)
Creature — Human Knight
(3/3)
Other creatures you control get +1/+1.
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Blessed Orator
  ( 4)
Creature — Human Cleric
(1/4)
Other creatures you control get +0/+1.
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Blood-Chin Rager
  ( 2)
Creature — Human Warrior
(2/2)
Whenever Blood-Chin Rager attacks, Warrior creatures you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)
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Bond of Discipline
  ( 5)
Sorcery
Tap all creatures your opponents control. Creatures you control gain lifelink until end of turn.
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Borrowed Grace
  ( 3)
Instant
Escalate  (Pay this cost for each mode chosen beyond the first.) Choose one or both — • Creatures you control get +2/+0 until end of turn. • Creatures you control get +0/+2 until end of turn.
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Brave the Elements
 ( 1)
Instant
Choose a color. White creatures you control gain protection from the chosen color until end of turn.
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Break of Day
  ( 2)
Instant
Creatures you control get +1/+1 until end of turn. Fateful hour — If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Call for Unity
   ( 5)
Enchantment
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a unity counter on Call for Unity. Creatures you control get +1/+1 for each unity counter on Call for Unity.
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Call to Glory
  ( 2)
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
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Captain of the Watch
   ( 6)
Creature — Human Soldier
(3/3)
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When Captain of the Watch enters the battlefield, create three 1/1 white Soldier creature tokens.
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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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Castle
  ( 4)
Enchantment
Untapped creatures you control get +0/+2.
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Cemetery Reaper
   ( 3)
Creature — Zombie
(2/2)
Other Zombie creatures you control get +1/+1.  , : Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
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Charge
 ( 1)
Instant
Creatures you control get +1/+1 until end of turn.
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Charge Across the Araba
  ( 5)
Instant — Arcane
Sweep — Return any number of Plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each Plains returned this way.
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Chief of the Edge
  ( 2)
Creature — Human Warrior
(3/2)
Other Warrior creatures you control get +1/+0.
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Chief of the Foundry
 ( 3)
Artifact Creature — Construct
(2/3)
Other artifact creatures you control get +1/+1.
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Chief of the Scale
  ( 2)
Creature — Human Warrior
(2/3)
Other Warrior creatures you control get +0/+1.
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Chittering Host
( 0)
Creature — Eldrazi Horror
(5/6)
Haste Menace (This creature can't be blocked except by two or more creatures.) When Chittering Host enters the battlefield, other creatures you control get +1/+0 and gain menace until end of turn.
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Chorus of Woe
 ( 1)
Sorcery
Creatures you control get +1/+0 until end of turn.
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Civic Stalwart
  ( 4)
Creature — Elephant Soldier
(3/3)
When Civic Stalwart enters the battlefield, creatures you control get +1/+1 until end of turn.
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Cliffside Lookout
 ( 1)
Creature — Kor Scout Ally
(1/1)
 : Creatures you control get +1/+1 until end of turn.
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Commander's Insignia
   ( 4)
Enchantment
Creatures you control get +1/+1 for each time you've cast your commander from the command zone this game.
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Concerted Effort
   ( 4)
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
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Consul's Lieutenant
  ( 2)
Creature — Human Soldier
(2/1)
First strike Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever Consul's Lieutenant attacks, if it's renowned, other attacking creatures you control get +1/+1 until end of turn.
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Crashing Drawbridge
 ( 2)
Artifact Creature — Wall
(0/4)
Defender : Creatures you control gain haste until end of turn.
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Crescendo of War
  ( 4)
Enchantment
At the beginning of each upkeep, put a strife counter on Crescendo of War. Attacking creatures get +1/+0 for each strife counter on Crescendo of War. Blocking creatures you control get +1/+0 for each strife counter on Crescendo of War.
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Dance of Shadows
   ( 5)
Sorcery — Arcane
Creatures you control get +1/+0 and gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
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Dark Triumph
  ( 5)
Instant
If you control a Swamp, you may sacrifice a creature rather than pay this spell's mana cost. Creatures you control get +2/+0 until end of turn.
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Daru Warchief
   ( 4)
Creature — Human Soldier
(1/1)
Soldier spells you cast cost less to cast. Soldier creatures you control get +1/+2.
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Dawnfeather Eagle
  ( 5)
Creature — Bird
(3/3)
Flying When Dawnfeather Eagle enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
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Day of Destiny
  ( 4)
Legendary Enchantment
Legendary creatures you control get +2/+2.
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Death Pit Offering
   ( 4)
Enchantment
When Death Pit Offering enters the battlefield, sacrifice all creatures you control. Creatures you control get +2/+2.
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Deathbringer Liege
    ( 5)
Creature — Horror
(3/4)
Other white creatures you control get +1/+1. Other black creatures you control get +1/+1. Whenever you cast a white spell, you may tap target creature. Whenever you cast a black spell, you may destroy target creature if it's tapped.
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Decimator of the Provinces
 ( 10)
Creature — Eldrazi Boar
(7/7)
Emerge    (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.) When you cast this spell, creatures you control get +2/+2 and gain trample until end of turn. Trample, haste
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Defender of the Order
  ( 4)
Creature — Human Cleric
(2/4)
Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn.
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Driven // Despair (Despair)
  ( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, that player discards a card."
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Dominaria's Judgment
  ( 3)
Instant
Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, from black if you control a Swamp, from red if you control a Mountain, and from green if you control a Forest.
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Dragon Throne of Tarkir
 ( 4)
Legendary Artifact — Equipment
Equipped creature has defender and " , : Other creatures you control gain trample and get +X/+X until end of turn, where X is this creature's power." Equip 
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Driven // Despair (Driven)
  ( 2)
Sorcery
Until end of turn, creatures you control gain trample and "Whenever this creature deals combat damage to a player, draw a card."
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Drogskol Shieldmate
  ( 3)
Creature — Spirit Soldier
(2/3)
Flash (You may cast this spell any time you could cast an instant.) When Drogskol Shieldmate enters the battlefield, other creatures you control get +0/+1 until end of turn.
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Earth-Origin Yak
  ( 4)
Creature — Ox
(2/4)
When Earth-Origin Yak enters the battlefield, creatures you control get +1/+1 until end of turn.
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Eldrazi Monument
 ( 5)
Artifact
Creatures you control get +1/+1 and have flying and indestructible. At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice Eldrazi Monument.
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Elesh Norn, Grand Cenobite
   ( 7)
Legendary Creature — Praetor
(4/7)
Vigilance Other creatures you control get +2/+2. Creatures your opponents control get -2/-2.
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Elspeth, Sun's Champion
   ( 6)
Legendary Planeswalker — Elspeth
(4)
+1: Create three 1/1 white Soldier creature tokens. −3: Destroy all creatures with power 4 or greater. −7: You get an emblem with "Creatures you control get +2/+2 and have flying."
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Encampment Keeper
 ( 1)
Creature — Hound
(1/1)
First strike  , , Sacrifice Encampment Keeper: Creatures you control get +2/+2 until end of turn.
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Ethereal Absolution
   ( 6)
Enchantment
Creatures you control get +1/+1. Creatures your opponents control get -1/-1.   : Exile target card from an opponent's graveyard. If it was a creature card, you create a 1/1 white and black Spirit creature token with flying.
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Force of Virtue
   ( 4)
Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost. Flash Creatures you control get +1/+1.
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Fortified Area
   ( 3)
Enchantment
Wall creatures you control get +1/+0 and have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Fortify
  ( 3)
Instant
Choose one — • Creatures you control get +2/+0 until end of turn. • Creatures you control get +0/+2 until end of turn.
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Fortifying Provisions
  ( 3)
Enchantment
Creatures you control get +0/+1. When Fortifying Provisions enters the battlefield, create a Food token. (It's an artifact with " , , Sacrifice this artifact: You gain 3 life.")
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Frontline Medic
  ( 3)
Creature — Human Cleric
(3/3)
Battalion — Whenever Frontline Medic and at least two other creatures attack, creatures you control gain indestructible until end of turn. Sacrifice Frontline Medic: Counter target spell with in its mana cost unless its controller pays .
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Gallows Warden
  ( 5)
Creature — Spirit
(3/3)
Flying Other Spirit creatures you control get +0/+1.
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Gavony Ironwright
  ( 3)
Creature — Human Soldier
(1/4)
Fateful hour — As long as you have 5 or less life, other creatures you control get +1/+4.
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Ghost Tactician
  ( 5)
Creature — Spirit Spellshaper
(2/5)
, , Discard a card: Creatures you control get +1/+0 until end of turn.
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Gideon, Ally of Zendikar
   ( 4)
Legendary Planeswalker — Gideon
(4)
+1: Until end of turn, Gideon, Ally of Zendikar becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn. 0: Create a 2/2 white Knight Ally creature token. −4: You get an emblem with "Creatures you control get +1/+1."
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Gideon, Martial Paragon
  ( 5)
Legendary Planeswalker — Gideon
(5)
+2: Untap all creatures you control. Those creatures get +1/+1 until end of turn. 0: Until end of turn, Gideon, Martial Paragon becomes a 5/5 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn. −10: Creatures you control get +2/+2 until end of turn. Tap all creatures your opponents control.
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Gideon's Phalanx
   ( 7)
Instant
Create four 2/2 white Knight creature tokens with vigilance. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, creatures you control gain indestructible until end of turn.
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Gideon's Resolve
  ( 5)
Enchantment
When Gideon's Resolve enters the battlefield, you may search your library and/or graveyard for a card named Gideon, Martial Paragon, reveal it, and put it into your hand. If you search your library this way, shuffle it. Creatures you control get +1/+1.
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Glaring Spotlight
 ( 1)
Artifact
Creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof. , Sacrifice Glaring Spotlight: Creatures you control gain hexproof until end of turn and can't be blocked this turn.
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Glorious Charge
  ( 2)
Instant
Creatures you control get +1/+1 until end of turn.
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Glory
   ( 5)
Creature — Incarnation
(3/3)
Flying  : Choose a color. Creatures you control gain protection from the chosen color until end of turn. Activate this ability only if Glory is in your graveyard.
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Goblin Slingshot
( 0)
Artifact — Contraption
Whenever you crank Goblin Slingshot, creatures you control get +2/+0 and gain trample until end of turn.
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Goldnight Commander
  ( 4)
Creature — Human Cleric Soldier
(2/2)
Whenever another creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
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Goring Ceratops
   ( 7)
Creature — Dinosaur
(3/3)
Double strike Whenever Goring Ceratops attacks, other creatures you control gain double strike until end of turn.
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Great Teacher's Decree
  ( 4)
Sorcery
Creatures you control get +2/+1 until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Gruesome Slaughter
 ( 6)
Sorcery
Until end of turn, colorless creatures you control gain " : This creature deals damage equal to its power to target creature."
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Guardians' Pledge
   ( 3)
Instant
White creatures you control get +2/+2 until end of turn.
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