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Altar of the Lost
 ( 3)
Artifact
Altar of the Lost enters the battlefield tapped. : Add two mana in any combination of colors. Spend this mana only to cast spells with flashback from a graveyard.
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Azusa, Lost but Seeking
  ( 3)
Legendary Creature — Human Monk
(1/2)
You may play two additional lands on each of your turns.
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Fblthp, the Lost
  ( 2)
Legendary Creature — Homunculus
(1/1)
When Fblthp, the Lost enters the battlefield, draw a card. If it entered from your library or was cast from your library, draw two cards instead. When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
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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. <i>(To mill a card, a player puts the top card of their library into their graveyard.)</i>
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Journey to the Lost City
  ( 4)
Enchantment
At the beginning of your upkeep, exile the top four cards of your library, then roll a d20. 1–9 | You may put a land card from among those cards onto the battlefield. 10–19 | Create a 2/2 green Wolf creature token, then put a +1/+1 counter on it for each creature card among those cards. 20 | Put all permanent cards exiled with Journey to the Lost City onto the battlefield, then sacrifice it.
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Lantern of the Lost
 ( 1)
Artifact
When Lantern of the Lost enters the battlefield, exile target card from a graveyard. , , Exile Lantern of the Lost: Exile all cards from all graveyards, then draw a card.
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Leonin of the Lost Pride
  ( 2)
Creature — Cat Warrior
(3/1)
When Leonin of the Lost Pride dies, exile target card from an opponent's graveyard.
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Lost Auramancers
   ( 4)
Creature — Human Wizard
(3/3)
Vanishing 3 <i>(This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)</i> When Lost Auramancers dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle.
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Lost Hours
  ( 2)
Sorcery
Target player reveals their hand. You choose a nonland card from it. That player puts that card into their library third from the top.
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Lost in a Labyrinth
 ( 1)
Instant
Target creature gets -3/-0 until end of turn. Scry 1. <i>(Look at the top card of your library. You may put that card on the bottom of your library.)</i>
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Lost in the Mist
   ( 5)
Instant
Counter target spell. Return target permanent to its owner's hand.
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Lost in the Woods
   ( 5)
Enchantment
Whenever a creature attacks you or a planeswalker you control, reveal the top card of your library. If it's a Forest card, remove that creature from combat. Then put the revealed card on the bottom of your library.
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Lost in Thought
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. Its controller may exile three cards from their graveyard for that player to ignore this effect until end of turn.
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Lost Legacy
   ( 3)
Sorcery
Choose a nonartifact, nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
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Lost Legion
   ( 3)
Creature — Spirit Knight
(2/3)
When Lost Legion enters the battlefield, scry 2. <i>(Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)</i>
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Lost Leonin
  ( 2)
Creature — Phyrexian Cat Soldier
(2/1)
Infect <i>(This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)</i>
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Lost Mine of Phandelver
( 0)
Dungeon
Cave Entrance — Scry 1. <i>(Leads to: Goblin Lair, Mine Tunnels)</i> Goblin Lair — Create a 1/1 red Goblin creature token. <i>(Leads to: Storeroom, Dark Pool)</i> Mine Tunnels — Create a Treasure token. <i>(Leads to: Dark Pool, Fungi Cavern)</i> Storeroom — Put a +1/+1 counter on target creature. <i>(Leads to: Temple of Dumathoin)</i> Dark Pool — Each opponent loses 1 life and you gain 1 life. <i>(Leads to: Temple of Dumathoin)</i> Fungi Cavern — Target creature gets -4/-0 until your next turn. <i>(Leads to: Temple of Dumathoin)</i> Temple of Dumathoin — Draw a card.
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Lost Order of Jarkeld
   ( 4)
Creature — Human Knight
(1+*/1+*)
As Lost Order of Jarkeld enters the battlefield, choose an opponent. Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures the chosen player controls.
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Lost Soul
   ( 3)
Creature — Spirit Minion
(2/1)
Swampwalk <i>(This creature can't be blocked as long as defending player controls a Swamp.)</i>
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Lost Vale
( 0)
Land
<i>(Transforms from Dowsing Dagger.)</i> : Add three mana of any one color.
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Mishra, Lost to Phyrexia
( 0)
Legendary Artifact Creature — Phyrexian Artificer
(9/9)
Whenever Mishra, Lost to Phyrexia enters the battlefield or attacks, choose three — • Target opponent discards two cards. • Mishra deals 3 damage to any target. • Destroy target artifact or planeswalker. • Creatures you control gain menace and trample until end of turn. • Creatures you don't control get -1/-1 until end of turn. • Create two tapped Powerstone tokens.
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Pair o' Dice Lost
   ( 5)
Instant
Roll two six-sided dice. Return any number of cards with total mana value X or less from your graveyard to your hand, where X is the total of those results. Exile Pair o' Dice Lost.
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Redeem the Lost
  ( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner's hand. <i>(Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)</i>
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Scholar of the Lost Trove
   ( 7)
Creature — Sphinx
(5/5)
Flying When Scholar of the Lost Trove enters the battlefield, you may cast target instant, sorcery, or artifact card from your graveyard without paying its mana cost. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead.
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Sovereigns of Lost Alara
   ( 6)
Creature — Spirit
(4/5)
Exalted <i>(Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)</i> Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it onto the battlefield attached to that creature, then shuffle.
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Sphinx of Lost Truths
   ( 5)
Creature — Sphinx
(3/5)
Kicker  <i>(You may pay an additional  as you cast this spell.)</i> Flying When Sphinx of Lost Truths enters the battlefield, draw three cards. Then if it wasn't kicked, discard three cards.
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Super-Duper Lost
  ( 5)
Instant
Put target creature into its owner's library just beneath the top X cards of that library, where X is the number of doors you can see from your seat.
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The Lost and the Damned
   ( 3)
Enchantment
Whenever a land enters the battlefield under your control from anywhere other than your hand or you cast a spell from anywhere other than your hand, create a 3/3 red Spawn creature token.
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Totally Lost
  ( 5)
Instant
Put target nonland permanent on top of its owner's library.
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Vigil for the Lost
  ( 4)
Enchantment
Whenever a creature you control dies, you may pay . If you do, you gain X life.
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Wall of Lost Thoughts
  ( 2)
Creature — Wall
(0/4)
Defender When Wall of Lost Thoughts enters the battlefield, target player mills four cards.
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Well of Lost Dreams
 ( 4)
Artifact
Whenever you gain life, you may pay , where X is less than or equal to the amount of life you gained. If you do, draw X cards.
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