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Abbey Matron
  ( 3)
Creature — Human Cleric
(1/3)
, : Abbey Matron gets +0/+3 until end of turn.
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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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Abundant Maw
 ( 8)
Creature — Eldrazi Leech
(6/4)
Emerge  <i>(You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)</i> When you cast this spell, target opponent loses 3 life and you gain 3 life.
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Abzan Beastmaster
  ( 3)
Creature — Dog Shaman
(2/1)
At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.
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Abzan Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has vigilance as long as you control a black or green permanent.
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Academy Journeymage
  ( 5)
Creature — Human Wizard
(3/2)
This spell costs less to cast if you control a Wizard. When Academy Journeymage enters the battlefield, return target creature an opponent controls to its owner's hand.
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Academy Loremaster
  ( 2)
Creature — Human Wizard
(2/3)
At the beginning of each player's draw step, that player may draw an additional card. If they do, spells they cast this turn cost more to cast.
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Academy Manufactor
 ( 3)
Artifact Creature — Assembly-Worker
(1/3)
If you would create a Clue, Food, or Treasure token, instead create one of each.
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Accomplished Automaton
 ( 7)
Artifact Creature — Construct
(5/7)
Fabricate 1 <i>(When this creature enters the battlefield, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)</i>
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Acrobatic Maneuver
  ( 3)
Instant
Exile target creature you control, then return that card to the battlefield under its owner's control. Draw a card.
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Adamant Will
  ( 2)
Instant
Target creature gets +2/+2 and gains indestructible until end of turn. <i>(Damage and effects that say "destroy" don't destroy it.)</i>
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Adamaro, First to Desire
   ( 3)
Legendary Creature — Spirit
(*/*)
Adamaro, First to Desire's power and toughness are each equal to the number of cards in the hand of the opponent with the most cards in hand.
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Adaptive Automaton
 ( 3)
Artifact Creature — Construct
(2/2)
As Adaptive Automaton enters the battlefield, choose a creature type. Adaptive Automaton is the chosen type in addition to its other types. Other creatures you control of the chosen type get +1/+1.
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Aegis Automaton
 ( 2)
Artifact Creature — Construct
(0/3)
 : Return another target creature you control to its owner's hand.
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Aerial Formation
 ( 1)
Instant
<i>Strive</i> — This spell costs  more to cast for each target beyond the first. Any number of target creatures each get +1/+1 and gain flying until end of turn.
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Aerial Maneuver
  ( 2)
Instant
Target creature gets +1/+1 and gains flying and first strike until end of turn.
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Aerial Toastmaster
  ( 4)
Artifact Creature — Cyborg Rigger
(3/2)
Flying  , Sacrifice another artifact: Aerial Toastmaster assembles a Contraption. <i>(Put the top card of your Contraption deck face up onto one of your sprockets.)</i>
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Aerie Bowmasters
   ( 4)
Creature — Dog Archer
(3/4)
Reach <i>(This creature can block creatures with flying.)</i> Megamorph  <i>(You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)</i>
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Aetherborn Marauder
  ( 4)
Creature — Aetherborn Rogue
(2/2)
Flying, lifelink When Aetherborn Marauder enters the battlefield, move any number of +1/+1 counters from other permanents you control onto Aetherborn Marauder.
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Aethermage's Touch
   ( 4)
Instant
Reveal the top four cards of your library. You may put a creature card from among them onto the battlefield. It gains "At the beginning of your end step, return this creature to its owner's hand." Then put the rest of the cards revealed this way on the bottom of your library in any order.
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Agent of Masks
   ( 5)
Creature — Human Advisor
(2/3)
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
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Aggressive Mammoth
    ( 6)
Creature — Elephant
(8/8)
Trample <i>(This creature can deal excess combat damage to the player or planeswalker it's attacking.)</i> Other creatures you control have trample.
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Air Marshal
  ( 2)
Creature — Human Soldier
(2/1)
: Target Soldier gains flying until end of turn.
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Ajani Goldmane
   ( 4)
Legendary Planeswalker — Ajani
(4)
+1: You gain 2 life. −1: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn. −6: Create a white Avatar creature token. It has "This creature's power and toughness are each equal to your life total."
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Ajani's Mantra
  ( 2)
Enchantment
At the beginning of your upkeep, you may gain 1 life.
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Ajani's Pridemate
  ( 2)
Creature — Cat Soldier
(2/2)
Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate.
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Akki Drillmaster
  ( 3)
Creature — Goblin Shaman
(2/2)
: Target creature gains haste until end of turn.
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Akroma, Angel of Wrath
    ( 8)
Legendary Creature — Angel
(6/6)
Flying, first strike, vigilance, trample, haste, protection from black and from red
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Akroma, Vision of Ixidor
   ( 7)
Legendary Creature — Angel
(6/6)
Flying, first strike, vigilance, trample At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner. Partner
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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 <i>( , Discard this card: Draw a card.)</i>
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Akroma's Devoted
  ( 4)
Creature — Human Cleric
(2/4)
Cleric creatures have vigilance.
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Akroma's Memorial
 ( 7)
Legendary Artifact
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
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Akroma's Vengeance
   ( 6)
Sorcery
Destroy all artifacts, creatures, and enchantments. Cycling <i>( , Discard this card: Draw a card.)</i>
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Akroma's Will
  ( 4)
Instant
Choose one. If you control a commander as you cast this spell, you may choose both. • Creatures you control gain flying, vigilance, and double strike until end of turn. • Creatures you control gain lifelink, indestructible, and protection from all colors until end of turn.
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Alabaster Mage
  ( 2)
Creature — Human Wizard
(2/1)
 : Target creature you control gains lifelink until end of turn. <i>(Damage dealt by the creature also causes its controller to gain that much life.)</i>
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Alhammarret, High Arbiter
   ( 7)
Legendary Creature — Sphinx
(5/5)
Flying As Alhammarret, High Arbiter enters the battlefield, each opponent reveals their hand. You choose the name of a nonland card revealed this way. Your opponents can't cast spells with the chosen name <i>(as long as this creature is on the battlefield)</i>.
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Alhammarret's Archive
 ( 5)
Legendary Artifact
If you would gain life, you gain twice that much life instead. If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
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Alpine Houndmaster
  ( 2)
Creature — Human Warrior
(2/2)
When Alpine Houndmaster enters the battlefield, you may search your library for a card named Alpine Watchdog and/or a card named Igneous Cur, reveal them, put them into your hand, then shuffle. Whenever Alpine Houndmaster attacks, it gets +X/+0 until end of turn, where X is the number of other attacking creatures.
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Amaranthine Wall
 ( 4)
Artifact Creature — Wall
(0/6)
Defender : Amaranthine Wall gains indestructible until end of turn. <i>(Damage and effects that say "destroy" don't destroy it.)</i>
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Amareth, the Lustrous
    ( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever another permanent enters the battlefield under your control, look at the top card of your library. If it shares a card type with that permanent, you may reveal that card and put it into your hand.
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Amass the Components
  ( 4)
Sorcery
Draw three cards, then put a card from your hand on the bottom of your library.
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Amateur Auteur
  ( 2)
Creature — Human
(2/2)
Sacrifice Amateur Auteur: Destroy target enchantment.
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Amber Gristle O'Maul
  ( 4)
Legendary Creature — Dwarf Cleric
(3/3)
Haste Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked. Choose a Background <i>(You can have a Background as a second commander.)</i>
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Ambuscade Shaman
  ( 3)
Creature — Orc Shaman
(2/2)
Whenever Ambuscade Shaman or another creature enters the battlefield under your control, that creature gets +2/+2 until end of turn. Dash  <i>(You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)</i>
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Ambush Commander
   ( 5)
Creature — Elf
(2/2)
Forests you control are 1/1 green Elf creatures that are still lands.  , Sacrifice an Elf: Target creature gets +3/+3 until end of turn.
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Amphin Pathmage
  ( 4)
Creature — Salamander Wizard
(3/2)
 : Target creature can't be blocked this turn.
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Amulet of Unmaking
 ( 5)
Artifact
, , Exile Amulet of Unmaking: Exile target artifact, creature, or land. Activate only as a sorcery.
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Anaba Shaman
  ( 4)
Creature — Minotaur Shaman
(2/2)
, : Anaba Shaman deals 1 damage to any target.
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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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Angelic Armaments
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types. Equip <i>( : Attach to target creature you control. Equip only as a sorcery.)</i>
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Angelic Field Marshal
   ( 4)
Creature — Angel
(3/3)
Flying <i>Lieutenant</i> — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance.
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Angelic Quartermaster
   ( 5)
Creature — Angel Soldier
(3/3)
Flying When Angelic Quartermaster enters the battlefield, put a +1/+1 counter on each of up to two other target creatures.
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Angrath's Marauders
   ( 7)
Creature — Human Pirate
(4/4)
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Animal Boneyard
  ( 3)
Enchantment — Aura
Enchant land Enchanted land has " , Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
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Animal Magnetism
  ( 5)
Sorcery
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
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Animar, Soul of Elements
   ( 3)
Legendary Creature — Elemental
(1/1)
Protection from white and from black Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements. Creature spells you cast cost less to cast for each +1/+1 counter on Animar.
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Animate Artifact
  ( 4)
Enchantment — Aura
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
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Animate Dead
  ( 2)
Enchantment — Aura
Enchant creature card in a graveyard When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.
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Animate Graveyard
   ( 5)
Enchantment — Aura
Enchant your graveyard Enchanted graveyard is a creature on the battlefield with base power and toughness each equal to the number of cards in it. It has the text boxes of all creature cards in it. It's still a graveyard. If enchanted graveyard would leave the battlefield, instead exile Animate Graveyard.
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Animate Land
 ( 1)
Instant
Until end of turn, target land becomes a 3/3 creature that's still a land.
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Animate Library
   ( 6)
Enchantment — Aura
Enchant your library Enchanted library is an artifact creature on the battlefield with power and toughness each equal to the number of cards in it. It's still a library. If enchanted library would leave the battlefield, exile Animate Library instead.
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Animate Object
  ( 5)
Sorcery
You get seven . Choose an inanimate object you own from outside the game. Put a power and toughness sticker on it. You may also put a name sticker, an art sticker, and/or an ability sticker on it. Put it onto the battlefield as a creature token.
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Animate Spell
 ( 1)
Enchantment — — Aura
Flash Enchant instant or sorcery spell on the stack When CARDNAME becomes attached to an instant or sorcery, put that card onto the battlefield under its owner's control. It's a creature in addition to its other types with power and toughness each equal to its converted mana cost. When CARDNAME leaves the battlefield, enchanted card's owner sacrifices it unless they cast it.
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Animate Wall
 ( 1)
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
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Animation Module
 ( 1)
Artifact
Whenever one or more +1/+1 counters are put on a permanent you control, you may pay . If you do, create a 1/1 colorless Servo artifact creature token. , : Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
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Anje, Maid of Dishonor
   ( 4)
Legendary Creature — Vampire
(4/5)
Whenever Anje, Maid of Dishonor and/or one or more other Vampires enter the battlefield under your control, create a Blood token. This ability triggers only once each turn. <i>(It's an artifact with " , , Discard a card, Sacrifice this artifact: Draw a card.")</i> , Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
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Anti-Magic Aura
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
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Applied Biomancy
  ( 2)
Instant
Choose one or both — • Target creature gets +1/+1 until end of turn. • Return target creature to its owner's hand.
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Apprentice Necromancer
  ( 2)
Creature — Zombie Wizard
(1/1)
, , Sacrifice Apprentice Necromancer: 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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Arbor Armament
 ( 1)
Instant
Put a +1/+1 counter on target creature. That creature gains reach until end of turn.
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Arc Mage
  ( 3)
Creature — Human Spellshaper
(2/2)
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Archaeomancer
   ( 4)
Creature — Human Wizard
(1/2)
When Archaeomancer enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
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Archaeomancer's Map
  ( 3)
Artifact
When Archaeomancer's Map enters the battlefield, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land enters the battlefield under an opponent's control, 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 Imagination
   ( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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Archivist of Oghma
  ( 2)
Creature — Halfling Cleric
(2/2)
Flash Whenever an opponent searches their library, you gain 1 life and draw a card.
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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 Archmage Ascension. As long as Archmage Ascension 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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Archmage Emeritus
   ( 4)
Creature — Human Wizard
(2/2)
<i>Magecraft</i> — Whenever you cast or copy an instant or sorcery spell, draw a card.
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Archmage of Echoes
  ( 5)
Creature — Faerie Wizard
(4/4)
Flying, ward  Whenever you cast a Faerie or Wizard permanent spell, copy it. <i>(The copy becomes a token.)</i>
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Archmage's Charm
   ( 3)
Instant
Choose one — • Counter target spell. • Target player draws two cards. • Gain control of target nonland permanent with mana value 1 or less.
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Ardent Electromancer
  ( 3)
Creature — Human Wizard
(3/2)
When Ardent Electromancer enters the battlefield, add for each creature in your party. <i>(Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)</i>
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Argentum Masticore
 ( 5)
Artifact Creature — Phyrexian Masticore
(5/5)
First strike, protection from multicolored At the beginning of your upkeep, sacrifice Argentum Masticore unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
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Armada Wurm
     ( 6)
Creature — Wurm
(5/5)
Trample When Armada Wurm enters the battlefield, create a 5/5 green Wurm creature token with trample.
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Armadillo Cloak
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.
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Armageddon Clock
 ( 6)
Artifact
At the beginning of your upkeep, put a doom counter on Armageddon Clock. At the beginning of your draw step, Armageddon Clock deals damage equal to the number of doom counters on it to each player. : Remove a doom counter from Armageddon Clock. Any player may activate this ability but only during any upkeep step.
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Armament Corps
    ( 5)
Creature — Human Soldier
(4/4)
When Armament Corps enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.
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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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Armament of Nyx
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. <i>(A creature with double strike deals both first-strike and regular combat damage.)</i>
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Armory Automaton
 ( 3)
Artifact Creature — Construct
(2/2)
Whenever Armory Automaton enters the battlefield or attacks, you may attach any number of target Equipment to it. <i>(Control of the Equipment doesn't change.)</i>
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