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Aberrant Mind Sorcerer
  ( 5)
Creature — Human Elf Shaman
(3/4)
Psionic Spells — When this creature enters, choose target instant or sorcery card in your graveyard, then roll a d20. 1–9 | You may put that card on top of your library. 10–20 | Return that card to your hand.
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Abeyance
  ( 2)
Instant
Until end of turn, target player can't cast instant or sorcery spells, and that player can't activate abilities that aren't mana abilities. Draw a card.
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Abiding Grace
  ( 3)
Enchantment
At the beginning of your end step, choose one — • You gain 1 life. • Return target creature card with mana value 1 from your graveyard to the battlefield.
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Abnormal Endurance
  ( 2)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."
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Aboshan, Cephalid Emperor
   ( 6)
Legendary Creature — Octopus Noble
(3/3)
Tap an untapped Octopus you control: Tap target permanent.   : Tap all creatures without flying.
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About Face
 ( 1)
Instant
Switch target creature's power and toughness until end of turn.
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Absolute Grace
  ( 2)
Enchantment
All creatures have protection from black.
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Purging Stormbrood (Absorb Essence)
  ( 2)
Instant — Omen
Target creature gets +2/+2 and gains lifelink and hexproof until end of turn. (Then shuffle this card into its owner's library.)
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Abstruse Interference
  ( 3)
Instant
Devoid (This card has no color.) Counter target spell unless its controller pays . You create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ." ( represents colorless mana.)
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Abundance
   ( 4)
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
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Abzan Ascendancy
   ( 3)
Enchantment
When this enchantment enters, put a +1/+1 counter on each creature you control. Whenever a nontoken creature you control dies, create a 1/1 white Spirit creature token with flying.
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Accelerate
  ( 2)
Instant
Target creature gains haste until end of turn. Draw a card.
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Accelerated Mutation
   ( 5)
Instant
Target creature gets +X/+X until end of turn, where X is the greatest mana value among permanents you control.
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Acceptable Losses
  ( 4)
Sorcery
As an additional cost to cast this spell, discard a card at random. Acceptable Losses deals 5 damage to target creature.
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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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Cramped Vents // Access Maze (Access Maze)
   ( 7)
Enchantment — Room
Once during each of your turns, you may cast a spell from your hand by paying life equal to its mana value rather than paying its mana cost. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Accessories to Murder
( 0)
Artifact — Contraption
Whenever you crank this Contraption, target creature gets +X/+0 until end of turn, where X is the number of creatures you control.
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Accursed Centaur
 ( 1)
Creature — Zombie Centaur
(2/2)
When this creature enters, sacrifice a creature.
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Ace, Fearless Rebel
  ( 4)
Legendary Creature — Human Rebel
(2/2)
Nitro-9 — Whenever Ace attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, then it fights up to one target creature defending player controls. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Acererak the Archlich
  ( 3)
Legendary Creature — Zombie Wizard
(5/5)
When Acererak enters, if you haven't completed Tomb of Annihilation, return Acererak to its owner's hand and venture into the dungeon. Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
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Ace's Baseball Bat
 ( 2)
Legendary Artifact — Equipment
Equipped creature gets +3/+0. As long as equipped creature is attacking, it has first strike and must be blocked by a Dalek if able. Equip legendary creature  Equip 
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Advance Scout
  ( 2)
Creature — Human Soldier Scout
(1/1)
First strike : Target creature gains first strike until end of turn.
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Advanced Hoverguard
  ( 4)
Creature — Drone
(2/2)
Flying : This creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Advanced Stitchwing
   ( 5)
Creature — Zombie Horror
(3/4)
Flying  , Discard two cards: Return this card from your graveyard to the battlefield tapped.
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Advice from the Fae
   ( 6)
Sorcery
( can be paid with any two mana or with . This card's mana value is 6.) Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.
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Aethershield Artificer
  ( 4)
Creature — Dwarf Artificer
(3/3)
At the beginning of combat on your turn, target artifact creature you control gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Afterlife Insurance
  ( 2)
Instant
Creatures you control gain afterlife 1 until end of turn. Draw a card. (When a creature with afterlife 1 dies, create a 1/1 white and black Spirit creature token with flying.)
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Agrus Kos, Spirit of Justice
   ( 4)
Legendary Creature — Spirit Detective
(2/4)
Double strike, vigilance Whenever Agrus Kos enters or attacks, choose up to one target creature. If it's suspected, exile it. Otherwise, suspect it. (A suspected creature has menace and can't block.)
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Ajani's Influence
   ( 4)
Sorcery
Put two +1/+1 counters on target creature. Look at the top five cards of your library. You may reveal a white card 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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Ajani's Presence
 ( 1)
Instant
Strive — This spell costs  more to cast for each target beyond the first. Any number of target creatures each get +1/+1 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Akroma's Vengeance
   ( 6)
Sorcery
Destroy all artifacts, creatures, and enchantments. Cycling ( , Discard this card: Draw a card.)
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Alabaster Host Intercessor
  ( 6)
Creature — Phyrexian Samurai
(3/4)
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield. Plainscycling ( , Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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All of History, All at Once
   ( 4)
Sorcery
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.) Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Alliance of Arms
 ( 1)
Sorcery
Join forces — Starting with you, each player may pay any amount of mana. Each player creates X 1/1 white Soldier creature tokens, where X is the total amount of mana paid this way.
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Alluring Scent
   ( 3)
Sorcery
All creatures able to block target creature this turn do so.
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Altanak, the Thrice-Called
   ( 7)
Legendary Creature — Insect Beast
(9/9)
Trample Whenever Altanak becomes the target of a spell or ability an opponent controls, draw a card.  , Discard this card: Return target land card from your graveyard to the battlefield tapped.
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Ambulatory Edifice
  ( 3)
Artifact Creature — Phyrexian Construct
(3/2)
When this creature enters, you may pay 2 life. When you do, target creature gets -1/-1 until end of turn.
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Aminatou, Veil Piercer
    ( 4)
Legendary Creature — Human Wizard
(2/4)
At the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by . (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Amonkhet Raceway
( 0)
Land
Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) : Add .
Max speed — : Target creature gains haste until end of turn.
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Anaba Ancestor
  ( 2)
Creature — Minotaur Spirit
(1/1)
: Another target Minotaur creature gets +1/+1 until end of turn.
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Ancestor Dragon
   ( 6)
Creature — Dragon
(5/6)
Flying Whenever one or more creatures you control attack, you gain 1 life for each attacking creature.
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Ancestors' Aid
  ( 2)
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Ancestor's Chosen
   ( 7)
Creature — Human Cleric
(4/4)
First strike (This creature deals combat damage before creatures without first strike.) When this creature enters, you gain 1 life for each card in your graveyard.
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Ancestor's Embrace
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has lifelink. If Ancestor's Embrace would be put into a graveyard from anywhere, exile it instead.
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Ancestor's Prophet
  ( 5)
Creature — Human Cleric
(1/5)
Tap five untapped Clerics you control: You gain 10 life.
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Ancestral Anger
 ( 1)
Sorcery
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card.
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Ancestral Blade
  ( 2)
Artifact — Equipment
When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it. Equipped creature gets +1/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Ancestral Hot Dog Minotaur
( 0)
Stickers
2 — Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.) 3 — Flying 2 — 1/4 5 — 8/6
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Ancestral Katana
  ( 2)
Artifact — Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay . When you do, attach this Equipment to it. Equipped creature gets +2/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Ancestral Knowledge
  ( 2)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this enchantment enters, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order. When this enchantment leaves the battlefield, shuffle your library.
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Ancestral Mask
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
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Ancestral Memories
    ( 5)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
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Ancestral Statue
 ( 4)
Artifact Creature — Golem
(3/4)
When this creature enters, return a nonland permanent you control to its owner's hand.
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Ancestral Vengeance
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, put a +1/+1 counter on target creature you control. Enchanted creature gets -1/-1.
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Ancestral Vision
( 0)
Sorcery
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Target player draws three cards.
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Ancient Cellarspawn
   ( 3)
Enchantment Creature — Horror
(3/3)
Each spell you cast that's a Demon, Horror, or Nightmare costs less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.
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Angel of Deliverance
   ( 8)
Creature — Angel
(6/6)
Flying Delirium — Whenever this creature deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
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Angel of Grace
   ( 5)
Creature — Angel
(5/4)
Flash Flying When this creature enters, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.   , Exile this card from your graveyard: Your life total becomes 10.
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Angelic Ascension
  ( 2)
Instant
Exile target creature or planeswalker. Its controller creates a 4/4 white Angel creature token with flying.
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Angelic Enforcer
( 0)
Creature — Angel
(*/*)
Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever this creature attacks, double your life total.
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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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Angel's Grace
 ( 1)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Anointed Peacekeeper
  ( 3)
Creature — Human Cleric
(3/3)
Vigilance As this creature enters, look at an opponent's hand, then choose any card name. Spells your opponents cast with the chosen name cost more to cast. Activated abilities of sources with the chosen name cost more to activate unless they're mana abilities.
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Anointed Procession
  ( 4)
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
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Another Chance
  ( 3)
Instant
You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)
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Apprentice Necromancer
  ( 2)
Creature — Zombie Wizard
(1/1)
, , Sacrifice this creature: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
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Apprentice Sharpshooter
  ( 3)
Creature — Human Archer
(1/4)
Reach Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
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Apprentice Sorcerer
  ( 3)
Creature — Human Wizard
(1/1)
: This creature deals 1 damage to any target. Activate only during your turn, before attackers are declared.
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Arboreal Alliance
   ( 2)
Enchantment
When this enchantment enters, create an X/X green Treefolk creature token. Whenever you attack with one or more Elves, populate. (Create a token that's a copy of a creature token you control.)
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Arcbound Lancer
 ( 7)
Artifact Creature — Beast
(0/0)
First strike Modular 4 (This creature enters with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcee, Acrobatic Coupe
( 0)
Legendary Artifact — Vehicle
(2/2)
Living metal (During your turn, this Vehicle is also a creature.) Whenever you cast a spell that targets one or more creatures or Vehicles you control, put that many +1/+1 counters on Arcee. Convert Arcee.
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Archaeomancer
   ( 4)
Creature — Human Wizard
(1/2)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
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Archaeomancer's Map
  ( 3)
Artifact
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
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Archetype of Endurance
   ( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Archmage Ascension
  ( 3)
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on this enchantment. As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
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Archon of Justice
   ( 5)
Creature — Archon
(4/4)
Flying When this creature dies, exile target permanent.
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Archon of Sun's Grace
   ( 4)
Creature — Archon
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Pegasus creatures you control have lifelink. Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
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Ardent Electromancer
  ( 3)
Creature — Human Wizard
(3/2)
When this creature enters, add for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Arlinn, Embraced by the Moon
( 0)
Legendary Planeswalker — Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn. −1: Arlinn deals 3 damage to any target. Transform Arlinn. −6: You get an emblem with "Creatures you control have haste and ‘ : This creature deals damage equal to its power to any target.'"
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Arlinn, Voice of the Pack
   ( 6)
Legendary Planeswalker — Arlinn
(7)
Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
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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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Armory Mice
  ( 2)
Creature — Mouse
(3/1)
Celebration — This creature gets +0/+2 as long as two or more nonland permanents entered the battlefield under your control this turn.
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Arms Race
  ( 4)
Enchantment
 : You may put an artifact card from your hand onto the battlefield. That artifact gains haste. Sacrifice it at the beginning of the next end step.
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Arnjlot's Ascent
   ( 3)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) : Target creature gains flying until end of turn.
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Arrows of Justice
  ( 3)
Instant
Arrows of Justice deals 4 damage to target attacking or blocking creature.
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Artificer Class
  ( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) The first artifact spell you cast each turn costs less to cast.  : Level 2
//Level_2// When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.  : Level 3
//Level_3// At the beginning of your end step, create a token that's a copy of target artifact you control.
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Artificer's Assistant
 ( 1)
Creature — Bird
(1/1)
Flying Whenever you cast a historic spell, scry 1. (Artifacts, legendaries, and Sagas are historic. To scry 1, look at the top card of your library, then you may put that card on the bottom.)
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