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Sliv-Mizzet, Hivemind (playtest)
Sliv-Mizzet, Hivemind (playtest) 2BlueBlueRedRed (6)
Legendary Creature — — Dragon Sliver (4/4)

Slivers you control have flying and "Whenever you draw a card, this creature deals 1 damage to any target" and "Tap: Draw a card."

Mystery Booster (Common)
Slumbering Waterways (playtest)
Slumbering Waterways (playtest) (0)
Land

Slumbering Waterways enters the battlefield tapped.

Tap: Add Green or Blue.

Flying, vigilance, trample

Mystery Booster 2: Convention Edition (Rare)
Smelt//Herd//Saw (playtest)
Smelt//Herd//Saw (playtest) Red (1)
Instant

Destroy target artifact.

//

Herd 5Green

Sorcery

Create three 2/2 green Elk creature tokens.

//

Saw 1Black

Sorcery

Destroy target creature. Its controller creates two 1/2 red Half creature tokens.

Mystery Booster (Common)
Snap Judgment (playtest)
Snap Judgment (playtest) 4Red (5)
Instant

The player who wins this game also wins the match. (A player may concede the game at any time. If the game ends while this spell is on the stack, it never resolves.)

Cycling 1

Mystery Booster 2: Convention Edition (Rare)
Soulmates (playtest)
Soulmates (playtest) 2Green (3)
Enchantment — — Aura

Enchant two creatures

Enchanted creatures each get +1/+1 and have hexproof.

When one of the enchanted creatures dies, destroy the other.

Mystery Booster (Common)
Spellmorph Raise Dead (playtest)
Spellmorph Raise Dead (playtest) Black (1)
Instant

Return target creature card from your graveyard to your hand.

Spellmorph Black (You may cast this card face down as a 2/2 creature for 3. Cast it any time for its spellmorph cost.)

Mystery Booster (Common)
Spuzzem Strategist (playtest)
Spuzzem Strategist (playtest) 3Green (4)
Creature — — Spuzzem Advisor (4/4)

You make all choices for Spuzzems you control.

Mystery Booster 2: Convention Edition (Rare)
Squidnapper (playtest)
Squidnapper (playtest) 3BlueBlue (5)
Creature — — Squid Pirate (3/4)

When CARDNAME enters the battlefield, gain control of target creature an opponent controls until CARDNAME leaves the battlefield or that player pays the ransom.

Ransom — 6 and 2 life

Mystery Booster (Common)
Stack of Paperwork (playtest)
Stack of Paperwork (playtest) White (1)
Enchantment

When CARDNAME enters the battlefield, draw a card.

Combat damage uses the stack. (Combat damage assignment can be responded to before damage is dealt.)

Mystery Booster (Common)
Start//Fire (playtest)
Start//Fire (playtest) 2White (3)
Instant

Create two 1/1 white Warrior creature tokens with vigilance.

//

Fire

1Red

Instant

Fire deals 2 damage divided as you choose among one or two targets.

Mystery Booster (Common)
Starting Town NPC (playtest)
Starting Town NPC (playtest) 2Green (3)
Creature — — Human Peasant (3/3)

Each creature card in your hand has a 1Green Adventure sorcery named <b>Fetch Herbs</b> with "You gain 2 life." (You may cast it as the Adventure for 1Green. Then exile it, and you may cast the creature later from exile.)

Each creature card you cast from exile enters the battlefield with an additional +1/+1 counter on it.

Mystery Booster 2: Convention Edition (Rare)
Stone Drake (playtest)
Stone Drake (playtest) 3BlueBlack (5)
Creature — — Drake (4/4)

Flying

When Stone Drake enters the battlefield, choose one —

• Distract — Tap target land. Draw a card.

• Enthrall — Target player discards a card for each spell you've cast this turn.

Mystery Booster 2: Convention Edition (Rare)
Subgoyf (playtest)
Subgoyf (playtest) 1Blue (2)
Artifact Creature — — Lhurgoyf (*/1+*)

Subgoyf's power and toughness are each equal to the number of different subtypes other than creature types among cards in all graveyards and its toughness is equal to that number plus 1. (Subtypes include but are absolutely not limited to: Plains, Equipment, Aura, Arcane, Jace, Curse, Urza's, Ulamog's, etc.)

Mystery Booster 2: Convention Edition (Rare)
Sunimret (playtest)
Sunimret (playtest) 4BlackBlack (6)
Sorcery

Reverse miracle Black (If this card is on the bottom of your library as you begin searching it, you may cast it by paying its reverse miracle cost.)

Exile all creatures.

Mystery Booster (Common)
Swarm of Locus (playtest)
Swarm of Locus (playtest) 1Black (2)
Creature — — Insect Locus (1/1)

Flying

Whenever CARDNAME attacks, it gets +1/+0 until end of turn for each Locus you control.

Mystery Booster (Common)
Taiga Stadium (playtest)
Taiga Stadium (playtest) (0)
Land

CARDNAME enters the battlefield tapped unless you control a white, blue, or black permanent.

Tap: Add Red or Green.

Mystery Booster (Common)
Tax Taker (playtest)
Tax Taker (playtest) White (1)
Creature — — Rat Advisor (1/2)

Whenever an opponent pays a tax from a spell or permanent you control, create a number of Treasure tokens equal to the amount of mana they paid. (This happens each time a spell you control or an ability of a permanent you control causes an opponent to pay extra mana. Cards that can tax opponents include Mana Tithe, Esper Sentinel, and Ghostly Prison.)

Mystery Booster 2: Convention Edition (Rare)
Teferi, Druid of Argoth (playtest)
Teferi, Druid of Argoth (playtest) 2GreenGreenGreen (5)
Legendary Creature — — Human Druid (3/4)

Flash

Creature cards you own that aren't on the battlefield have flash.

Each opponent can cast spells only any time they could cast a sorcery.

Mystery Booster 2: Convention Edition (Rare)
Temur Elevator (playtest)
Temur Elevator (playtest) (0)
Land

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Tap: Add Green, Blue, or Red. If you don't have the city's blessing, you lose 1 life.

Mystery Booster 2: Convention Edition (Rare)
Terry Pin, Turboturtle (playtest)
Terry Pin, Turboturtle (playtest) 2BlueRed (4)
Legendary Creature — — Turtle Athlete (4/3)

Flash

Haste

You may ignore the words "Activate only as a sorcery" while activating abilities.

Mystery Booster 2: Convention Edition (Rare)
The Colossal Dreadmaw (playtest)
The Colossal Dreadmaw (playtest) 4GreenGreen (6)
Legendary Creature — — Dinosaur (6/6)

Trample

You may cast creature cards from your hand as though they were the card Colossal Dreadmaw. (They become Colossal Dreadmaws.)

Mystery Booster 2: Convention Edition (Rare)
The Grand Tour (playtest)
The Grand Tour (playtest) 1Blue (2)
Instant

Exile target permanent, then put it into its owner's hand. That player discards that card, then puts it on top of their library. Then they put it onto the battlefield.

Mystery Booster (Common)
The Heron Moon (playtest)
The Heron Moon (playtest) (0)
Legendary Land

Tap: Add Colorless.

1, Tap: Exile the bottom card of target opponent's library.

Whenever one or more cards an opponent owns are put into exile, put a release counter on The Heron Moon. Then if it has thirteen or more release counters on it, sacrifice it and create a copy of Emrakul, the Promised End. Cast it without paying its mana cost.

Mystery Booster 2: Convention Edition (Rare)
The Many Deeds of Belzenlok (playtest)
The Many Deeds of Belzenlok (playtest) 1Black (2)
Enchantment — — Saga

I — Exile up to one target Saga card from a graveyard. Copy its chapter I ability.

II — Exile up to one target Saga card from a graveyard. Copy its chapter II ability.

III — Exile up to one target Saga card from a graveyard. Copy its chapter III ability.

Mystery Booster 2: Convention Edition (Rare)
There (split card)(playtest)
There (split card)(playtest) Blue (1)
Instant — — Lesson

Exile target creature you control, then return it to the battlefield under its owner's control.

--

They're 1Blue

Instant — Lesson

Up to three target creatures can't be blocked this turn.

--

Their 2Blue

Instant — Lesson

Target opponent gains control of target creature you control.

Mystery Booster 2: Convention Edition (Rare)
Thistledown Players
Thistledown Players 2White (3)
Creature — Mouse Bard (3/3)

Whenever Thistledown Players attacks, untap target nonland permanent.

Bloomburrow (Common)
Throat Wolf (playtest)
Throat Wolf (playtest) 1RedRed (3)
Summon Wolf (3/1)

You may cast CARDNAME during an opponent's combat phase.

Firstest strike (This creature deals combat damage to creatures before creatures with first strike.)

After each opponent's first combat phase of each turn, there is an additional combat phase. Only CARDNAME can attack during that combat phase.

Mystery Booster (Common)
Tibalt the Chaotic (playtest)
Tibalt the Chaotic (playtest) 1RedRed (3)
Legendary Planeswalker — — Tibalt

+1: Cast a copy of one of the following cards chosen at random—Ignorant Bliss, Crack the Earth, Blazing Volley.

−3: Cast a copy of one of the following cards chosen at random—Seething Song, Dance with Devils, Flamebreak.

−6: Cast a copy of one of the following cards chosen at random—Hellion Eruption, Insurrection, Warp World.

Mystery Booster (Common)
Time Sidewalk (playtest)
Time Sidewalk (playtest) 4BlueBlueBlueBlue (8)
Sorcery

Take an extra turn after this one.

If this card is in your opening hand, you may exile it. If you do, create four Time Walk token cards and shuffle them into your deck.

Mystery Booster (Common)
TL;DR (playtest)
TL;DR (playtest) BlackBlack (2)
Instant

Exile target creature if it has any abilities other than keywords. (Flying, protection, and partner are all keywords. See rule 702 for details. Landfall and scry aren't keywords; they're an ability word and a keyword action respectively. Yes, there's a difference.)

Mystery Booster 2: Convention Edition (Rare)
Toddler's Rage (playtest)
Toddler's Rage (playtest) 1Red (2)
Enchantment — — Aura

Flash

Enchant creature

Enchanted creature gets +2/+1 and has tantrum. (It's like trample but for blocking.)

Mystery Booster 2: Convention Edition (Rare)
Toofer, Keeper of the Full Grip (playtest)
Toofer, Keeper of the Full Grip (playtest) 1Black (2)
Legendary Creature — — Human Gamer (2/1)

Whenever a spell you control causes you to gain card advantage, each opponent loses 2 life. (You gain card advantage each time a spell you control resolves and you end up having more cards relative to your opponents than before that spell resolved. Divination, Annihilate, and Wrath of God can all be card advantage. And remember: tokens aren't cards)

Mystery Booster 2: Convention Edition (Rare)
Transcantation (playtest)
Transcantation (playtest) 1Red (2)
Instant

Target instant or sorcery spell becomes a copy of Lightning Bolt. Its controller may choose new targets for it.

Mystery Booster (Common)
Trial and Error (playtest)
Trial and Error (playtest) RedRed (2)
Elemental Instant — — Fire

Whenever CARDNAME is countered or fizzles, you may copy it and choose new targets for the copy.

CARDNAME deals 3 damage to any target.

Mystery Booster (Common)
Truth or Dare (playtest)
Truth or Dare (playtest) 1BlueBlue (3)
Sorcery

Target opponent chooses one —

• Truth — That player plays with their hand revealed for the rest of the game.

• Dare — Mill all but the bottom ten cards of that player's library. (To mill, put the top card of that library into its owner's graveyard.)

Mystery Booster (Common)
Two by Four (playtest)
Two by Four (playtest) 1Blue (2)
Instant

Choose one or both —

• Put a base power 4 counter on target creature.

• Put a base toughness 4 counter on target creature.

Mystery Booster 2: Convention Edition (Rare)
Under-Construction Skyscraper (playtest)
Under-Construction Skyscraper (playtest) (0)
Land

Level up 1 (1: Put a level counter on this. Level up only as a sorcery.)

Tap: Add Colorless.

LEVEL 1-7

Tap: Add White, Black, Green, or Colorless.

LEVEL 8+

Tap: Add White, Black, Green, or Colorless. Scry 1.

Mystery Booster 2: Convention Edition (Rare)
Underdark Beholder (playtest)
Underdark Beholder (playtest) 4BlackBlack (6)
Creature — — Beholder (6/6)

CARDNAME enters the battlefield with ten eyestalk counters on it.

If CARDNAME would be dealt damage, remove that many eyestalk counters from it instead. If you can't, sacrifice it.

Whenever CARDNAME attacks, reveal cards from the top of your library until you reveal an instant, sorcery, or enchantment card with converted mana cost less than the number of eyestalk counters on CARDNAME. You may cast it without paying its mana cost. Shuffle your library.

Mystery Booster (Common)
Unicycle (playtest)
Unicycle (playtest) 2 (2)
Artifact — — Equipment Vehicle (3/1)

First strike, haste

Equipped creature has first strike and haste.

Equip 1

Crew 1

Mystery Booster (Common)
Value Town (adventurer)(playtest)
Value Town (adventurer)(playtest) (0)
Land — — Town

Value Town enters the battlefield tapped.

Tap: Add Blue or Red.

--

Take a Trip to . . . 4BlueRed

Sorcery — Adventure

Draw two cards. This spell deals 2 damage to each opponent. (Then exile this card. You may play the land later from exile.)

Mystery Booster 2: Convention Edition (Rare)
Vazal, the Compleat (playtest)
Vazal, the Compleat (playtest) 3GreenGreenGreen (6)
Legendary Artifact Creature — — Phyrexian (7/7)

Megalegendary (Your deck can have only one copy of this card.)

Vigilance, trample

CARDNAME has the activated abilities of all other permanents on the battlefield.

Mystery Booster (Common)
Visitor from Planet Q (playtest)
Visitor from Planet Q (playtest) 1Blue (2)
Instant Creature — — Alien (0/4)

All creature cards you own with flash are instants in addition to their other types.

Whenever you cast another spell with two or more card types, you may draw a card, then discard a card.

Mystery Booster (Common)
Vuzzle Spaceship (playtest)
Vuzzle Spaceship (playtest) 4RedRed (6)
Artifact Creature — — Construct (0/0)

Spaceship 6 (This creature enters with six +1/+1 counters. If it would be dealt damage, remove that many +1/+1 counters instead. Its abilities are active as long as it has at least that many +1/+1 counters.)

Thrusters 6 → Flying

Lasers 3 → Whenever Vuzzle Spaceship attacks, it deals 1 damage to any target.

Mystery Booster 2: Convention Edition (Rare)
Waste Land (playtest)
Waste Land (playtest) (0)
Land

Tap: Add Colorless.

Tap, Sacrifice CARDNAME: Destroy target nonbasic land. That land's controller creates a Wastes token. (It's a land with Tap: Add Colorless.)

Mystery Booster (Common)
Weaponized Scrap (playtest)
Weaponized Scrap (playtest) 4 (4)
Artifact Creature — — Construct (6/6)

Upgrade (This creature enters the battlefield covering another artifact you control. If it can't, exile it. Ignore the artifact it's covering. Anywhere this card goes, cards underneath it also go. It has haste.)

Mystery Booster (Common)
Werewhat (playtest)
Werewhat (playtest) 3Green (4)
Creature — — Werewolf (4/3)

Daybound

As Werewhat enters the battlefield, you may exile a creature card from your graveyard or hand. If you do, that card becomes this creature's back face and that back face has nightbound. If you exiled a card from your hand this way, draw a card.

Mystery Booster 2: Convention Edition (Rare)
Whammy Burn (playtest)
Whammy Burn (playtest) Red (1)
Instant

Shuffle your whammy deck, then reveal cards from the top of your whammy deck until you reveal an Island or choose to stop. Then, if no Islands were revealed this way, CARDNAME deals X damage to any target, where X is the number of cards revealed. (A whammy deck consists of a Plains, Island, Swamp, Mountain, and Forest.)

Mystery Booster (Common)
Who's That Praetor? (playtest)
Who's That Praetor? (playtest) 6 (6)
Sorcery

Choose one at random. Create a token that's a copy of the chosen card.

• Elesh Norn, Mother of Machines

• Jin-Gitaxias, Progress Tyrant

• Sheoldred, the Apocalypse

• Urabrask, Heretic Praetor

• Vorinclex, Monstrous Raider

• Ebon Praetor

Mystery Booster 2: Convention Edition (Rare)
Wisedrafter's Will (playtest)
Wisedrafter's Will (playtest) Blue (1)
Enchantment

Your opponents play with their hands revealed.

Blue, Sacrifice Wisedrafter's Will: Draw a card.

BlueBlue, Sacrifice Wisedrafter's Will: Counter target spell.

Mystery Booster 2: Convention Edition (Rare)
Witty Demon (playtest)
Witty Demon (playtest) 1BlackBlack (3)
Creature — — Demon (4/3)

Flying

When CARDNAME enters the battlefield, if your starting library had at least 13 cards over the minimum, search your library for a card and put that card into your hand, then shuffle your library. Otherwise, CARDNAME deals 4 damage to you.

Mystery Booster (Common)
Wizened Arbiter (playtest)
Wizened Arbiter (playtest) WhiteWhite (2)
Creature — — Human Soldier Wizard (2/1)

When Wizened Arbiter enters the battlefield, you may reveal a white card you own from outside the game. If you do, exchange that card with a card in your hand.

Mystery Booster (Common)
Wormhole Warp (playtest)
Wormhole Warp (playtest) 2Red (3)
Instant

Exile target creature an opponent controls. That player reveals cards from their sideboard at random until they reveal a nonland card. They may cast that card without paying its mana cost.

Mystery Booster 2: Convention Edition (Rare)
Wowzer, the Aspirational (playtest)
Wowzer, the Aspirational (playtest) ColorlessWhiteBlueBlackRedGreenSnow (7)
Legendary Snow Creature — — Wurm (10/10)

Whenever Wowzer, the Aspirational attacks, if you have an Energy, control a Blood, a Clue, a Food, a Map, a Powerstone, and a Treasure, are the monarch, and have the city's blessing and the initiative, you win the game.

Mystery Booster 2: Convention Edition (Common)
Wrath of Leknif (playtest)
Wrath of Leknif (playtest) 1WhiteWhiteBlue (4)
Sorcery

Destroy all creatures. They can't be regenerated. Untap up to four lands you control.

Mystery Booster 2: Convention Edition (Rare)
Wrath of Sod (playtest)
Wrath of Sod (playtest) 2GreenWhite (4)
Sorcery

Put a manabond counter on all creatures. (They lose all other abilities and become lands with "Tap: Add one mana of this card's color.")

Mystery Booster (Common)
Wrenn and One (playtest)
Wrenn and One (playtest) (0)
Land Planeswalker — — Wrenn (1)

+1: Wrenn and One gains "Tap: Add Green" until your next turn.

−1: Create a 1/1 green Squirrel creature token.

−4: You get an emblem with "At the beginning of your precombat main phase, add Green for each creature you control."

Mystery Booster 2: Convention Edition (Rare)
Xyru Specter (playtest)
Xyru Specter (playtest) 2BlackBlack (4)
Summon — — Specter (2/2)

Flying

When CARDNAME deals damage to an opponent, that player discards a card unless they challenge you. If challenged, and you show them two black cards in your hand, they must discard two cards.

Mystery Booster (Common)
Yawgmoth's Day Planner (playtest)
Yawgmoth's Day Planner (playtest) 3Black (4)
Artifact

Tap, Pay 2 life: Add BlackBlack.

You may cast spells from your graveyard. Only mana produced by abilities that caused you to lose life may be spent to cast spells this way. (Damage causes loss of life.)

If a card would be put into your graveyard from anywhere, exile it instead.

Mystery Booster 2: Convention Edition (Rare)
Yawgmoth's Testament (playtest)
Yawgmoth's Testament (playtest) 2Black (3)
Sorcery

Until end of turn, you may play face-up cards you own from exile.

If a card would be put into your graveyard or exile from anywhere this turn, put it on the bottom of your library instead.

Mystery Booster (Common)
You Compleat Me (playtest)
You Compleat Me (playtest) 1BlackBlack (3)
Sorcery

If your life total is greater than 10, it becomes 10. For the rest of the game, your maximum life total is 10. You get an emblem with "Pay 2 life: Add one mana of any color" and "At the beginning of your upkeep, you draw a card and you lose 1 life."

Mystery Booster 2: Convention Edition (Rare)
Your Wish Is My Command (playtest)
Your Wish Is My Command (playtest) 1Blue (2)
Sorcery

You may cast an instant or sorcery spell from your sideboard. If you cast a modal spell this way, you may choose an additional mode. (A modal spell lets you choose one or more modes from a bulleted list.)

Mystery Booster 2: Convention Edition (Rare)
You're in Command (playtest)
You're in Command (playtest) 1White (2)
Sorcery

Choose target creature you own and control. That creature becomes your Commander. Any other Commanders you have are no longer your Commander. (That creature starts with a commander tax of 0.)

Mystery Booster (Common)
Zone of Flame (playtest)
Zone of Flame (playtest) 4RedRedRed (7)
Enchantment — — Aura

Enchant zone (Battlefield, command, exile, and stack are shared zones. Each player has their own graveyard, hand, and library zones.)

Whenever one or more cards enter or leave enchanted zone, Zone of Flame deals 1 damage to each opponent. (Tokens aren't cards.)

Mystery Booster 2: Convention Edition (Rare)
Zyym, Mesmeric Lord (playtest)
Zyym, Mesmeric Lord (playtest) 1BlueBlackBlack (4)
Legendary Creature — — Vampire Wizard (3/4)

Flying, deathtouch

When CARDNAME enters the battlefield, target opponent chooses an order for the cards in their hand, then reveals them one by one until you say stop. That player then discards the most recently revealed card.

Mystery Booster (Common)
123 >
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