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Ancient Amphitheater
( 0)
Land
As Ancient Amphitheater enters the battlefield, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater enters the battlefield tapped. : Add or .
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Architect of Restoration
( 0)
Enchantment Creature — Fox Monk
(3/4)
Vigilance Whenever Architect of Restoration attacks or blocks, create a 1/1 colorless Spirit creature token.
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Architects of Will
   ( 4)
Artifact Creature — Human Wizard
(3/3)
When Architects of Will enters the battlefield, look at the top three cards of target player's library, then put them back in any order. Cycling <i>( , Discard this card: Draw a card.)</i>
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Chitinous Cloak
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has menace. <i>(It can't be blocked except by two or more creatures.)</i> Equip 
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Chittering Doom
  ( 4)
Enchantment
Whenever you roll a 4 or higher on a die, create a 1/1 green Squirrel creature token.
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Chittering Harvester
  ( 6)
Creature — Nightmare
(4/6)
Mutate  <i>(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)</i> Whenever this creature mutates, each opponent sacrifices a creature.
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Chittering Host
( 0)
Creature — Eldrazi Horror
(5/6)
Haste Menace <i>(This creature can't be blocked except by two or more creatures.)</i> When Chittering Host enters the battlefield, other creatures you control get +1/+0 and gain menace until end of turn.
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Chittering Rats
   ( 3)
Creature — Rat
(2/2)
When Chittering Rats enters the battlefield, target opponent puts a card from their hand on top of their library.
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Chittering Witch
  ( 4)
Creature — Human Warlock
(2/2)
When Chittering Witch enters the battlefield, create a number of 1/1 black Rat creature tokens equal to the number of opponents you have.  , Sacrifice a creature: Target creature gets -2/-2 until end of turn.
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Chitterspitter
  ( 3)
Artifact
At the beginning of your upkeep, you may sacrifice a token. If you do, put an acorn counter on Chitterspitter. Squirrels you control get +1/+1 for each acorn counter on Chitterspitter. , : Create a 1/1 green Squirrel creature token.
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Circle of Protection: White
  ( 2)
Enchantment
: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
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Critical Hit
  ( 2)
Instant
Target creature gains double strike until end of turn. When you roll a natural 20, return Critical Hit from your graveyard to your hand. <i>(A natural 20 is a roll that displays 20 on the die.)</i>
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Dovin, Architect of Law
   ( 6)
Legendary Planeswalker — Dovin
(5)
+1: You gain 2 life and draw a card. −1: Tap target creature. It doesn't untap during its controller's next untap step. −9: Tap all permanents target opponent controls. That player skips their next untap step.
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Ghitu Amplifier
  ( 2)
Creature — Human Wizard
(1/2)
Kicker  <i>(You may pay an additional  as you cast this spell.)</i> When Ghitu Amplifier enters the battlefield, if it was kicked, return target creature an opponent controls to its owner's hand. Whenever you cast an instant or sorcery spell, Ghitu Amplifier gets +2/+0 until end of turn.
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Ghitu Encampment
( 0)
Land
Ghitu Encampment enters the battlefield tapped. : Add .
 : Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. <i>(It deals combat damage before creatures without first strike.)</i>
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Ghitu Fire
  ( 1)
Sorcery
You may cast Ghitu Fire as though it had flash if you pay more to cast it. <i>(You may cast it any time you could cast an instant.)</i> Ghitu Fire deals X damage to any target.
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Ghitu Firebreathing
  ( 2)
Enchantment — Aura
Flash <i>(You may cast this spell any time you could cast an instant.)</i> Enchant creature : Enchanted creature gets +1/+0 until end of turn.
: Return Ghitu Firebreathing to its owner's hand.
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Ghitu Fire-Eater
  ( 3)
Creature — Human Nomad
(2/2)
, Sacrifice Ghitu Fire-Eater: It deals damage equal to its power to any target.
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Ghitu Journeymage
  ( 3)
Creature — Human Wizard
(3/2)
When Ghitu Journeymage enters the battlefield, if you control another Wizard, Ghitu Journeymage deals 2 damage to each opponent.
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Ghitu Lavarunner
 ( 1)
Creature — Human Wizard
(1/2)
As long as there are two or more instant and/or sorcery cards in your graveyard, Ghitu Lavarunner gets +1/+0 and has haste.
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Ghitu Slinger
  ( 3)
Creature — Human Nomad
(2/2)
Echo  <i>(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)</i> When Ghitu Slinger enters the battlefield, it deals 2 damage to any target.
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Ghitu War Cry
  ( 3)
Enchantment
: Target creature gets +1/+0 until end of turn.
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Grand Architect
   ( 3)
Creature — Vedalken Artificer
(1/3)
Other blue creatures you control get +1/+1. : Target artifact creature becomes blue until end of turn.
Tap an untapped blue creature you control: Add  . Spend this mana only to cast artifact spells or activate abilities of artifacts.
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Hit // Run (Hit)
   ( 3)
Instant
Target player sacrifices an artifact or creature. Hit deals damage to that player equal to that permanent's mana value.
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Jace, Architect of Thought
   ( 4)
Legendary Planeswalker — Jace
(4)
+1: Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn. −2: Reveal the top three cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other on the bottom of your library in any order. −8: For each player, search that player's library for a nonland card and exile it, then that player shuffles. You may cast those cards without paying their mana costs.
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Jhoira of the Ghitu
   ( 3)
Legendary Creature — Human Wizard
(2/2)
, Exile a nonland card from your hand: Put four time counters on the exiled card. If it doesn't have suspend, it gains suspend. <i>(At the beginning of your upkeep, remove a time counter from that card. When the last is removed, cast it without paying its mana cost. If it's a creature, it has haste.)</i>
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Knight of the White Orchid
  ( 2)
Creature — Human Knight
(2/2)
First strike When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
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Malachite Golem
 ( 6)
Artifact Creature — Golem
(5/3)
 : Malachite Golem gains trample until end of turn.
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Malachite Talisman
 ( 2)
Artifact
Whenever a player casts a green spell, you may pay . If you do, untap target permanent.
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Mephitic Ooze
  ( 5)
Creature — Ooze
(0/5)
Mephitic Ooze gets +1/+0 for each artifact you control. Whenever Mephitic Ooze deals combat damage to a creature, destroy that creature. The creature can't be regenerated.
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Mephitic Vapors
  ( 3)
Sorcery
All creatures get -1/-1 until end of turn. Surveil 2. <i>(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.)</i>
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Mephit's Enthusiasm
  ( 2)
Sorcery
Mephit's Enthusiasm deals 4 damage to target creature or planeswalker. If excess damage was dealt this way, note that excess damage, then you get a boon with "When you cast your next creature spell, it perpetually gets +X/+0, where X is the noted number."
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Nine-Tail White Fox
  ( 3)
Creature — Fox Spirit
(2/2)
Whenever Nine-Tail White Fox deals combat damage to a player, draw a card.
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Order of the White Shield
  ( 2)
Creature — Human Knight
(2/1)
Protection from black : Order of the White Shield gains first strike until end of turn.
 : Order of the White Shield gets +1/+0 until end of turn.
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Rebbec, Architect of Ascension
  ( 4)
Legendary Creature — Human Artificer
(3/4)
Artifacts you control have protection from each mana value among artifacts you control. Partner <i>(You can have two commanders if both have partner.)</i>
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Hit // Run (Run)
   ( 5)
Instant
Attacking creatures you control get +1/+0 until end of turn for each other attacking creature.
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Rune of Protection: White
  ( 2)
Enchantment
: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Cycling <i>( , Discard this card: Draw a card.)</i>
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Tameshi, Reality Architect
  ( 3)
Legendary Creature — Moonfolk Wizard
(2/3)
Whenever one or more noncreature permanents are returned to hand, draw a card. This ability triggers only once each turn.  , Return a land you control to its owner's hand: Return target artifact or enchantment card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
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Thopter Architect
  ( 4)
Creature — Human Artificer
(2/3)
Whenever an artifact enters the battlefield under your control, target creature gains flying until end of turn.
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White Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying <i>Cold Breath</i> — When White Dragon enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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White Knight
  ( 2)
Creature — Human Knight
(2/2)
First strike <i>(This creature deals combat damage before creatures without first strike.)</i> Protection from black <i>(This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)</i>
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White Plume Adventurer
  ( 3)
Creature — Orc Cleric
(3/3)
When White Plume Adventurer enters the battlefield, you take the initiative. At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
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White Scarab
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by white creatures. Enchanted creature gets +2/+2 as long as an opponent controls a white permanent.
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White Shield Crusader
  ( 2)
Creature — Human Knight
(2/1)
Protection from black : White Shield Crusader gains flying until end of turn.
 : White Shield Crusader gets +1/+0 until end of turn.
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White Sun's Zenith
    ( 3)
Instant
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
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White Ward
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward.
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Whitemane Lion
  ( 2)
Creature — Cat
(2/2)
Flash When Whitemane Lion enters the battlefield, return a creature you control to its owner's hand.
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Whiteout
  ( 2)
Instant
All creatures lose flying until end of turn. Sacrifice a snow land: Return Whiteout from your graveyard to your hand.
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Whitewater Naiads
   ( 5)
Enchantment Creature — Nymph
(4/4)
<i>Constellation</i> — Whenever Whitewater Naiads or another enchantment enters the battlefield under your control, target creature can't be blocked this turn.
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