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Appetite for Brains
 ( 1)
Sorcery
Target opponent reveals their hand. You choose a card from it with mana value 4 or greater and exile that card.
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Archery Training
 ( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an arrow counter on this Aura. Enchanted creature has " : This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
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Battle Strain
  ( 2)
Enchantment
Whenever a creature blocks, this enchantment deals 1 damage to that creature's controller.
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Biting Rain
   ( 4)
Sorcery
All creatures get -2/-2 until end of turn. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Bloodshot Trainee
  ( 4)
Creature — Goblin Warrior
(2/3)
: This creature deals 4 damage to target creature. Activate only if this creature's power is 4 or greater.
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Brain Freeze
  ( 2)
Instant
Target player mills three cards. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Brain Gorgers
  ( 4)
Creature — Zombie
(4/2)
When you cast this spell, any player may sacrifice a creature of their choice. If a player does, counter Brain Gorgers. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Brain Maggot
  ( 2)
Enchantment Creature — Insect
(1/1)
When this creature enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card until this creature leaves the battlefield.
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Brain Pry
  ( 2)
Sorcery
Choose a nonland card name. Target player reveals their hand. That player discards a card with that name. If they can't, you draw a card.
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Brain Weevil
  ( 4)
Creature — Insect
(1/1)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Sacrifice this creature: Target player discards two cards. Activate only as a sorcery.
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Brainbite
   ( 4)
Sorcery
Target opponent reveals their hand. You choose a card from it. That player discards that card. Draw a card.
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Brainstealer Dragon
   ( 7)
Creature — Dragon Horror
(6/6)
Flying At the beginning of your end step, exile the top card of each opponent's library. You may play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it. Whenever a nonland permanent an opponent owns enters the battlefield under your control, they lose life equal to its mana value.
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Brainstone
 ( 1)
Artifact
, , Sacrifice this artifact: Draw three cards, then put two cards from your hand on top of your library in any order.
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Brainstorm
 ( 1)
Instant
Draw three cards, then put two cards from your hand on top of your library in any order.
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Brainsurge
  ( 3)
Instant
Draw four cards, then put two cards from your hand on top of your library in any order.
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Brainwash
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't attack unless its controller pays .
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Burning-Yard Trainer
  ( 5)
Creature — Human Knight
(3/3)
Trample, haste When this creature enters, another target Knight you control gets +2/+2 and gains trample and haste until end of turn.
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Cabal Trainee
 ( 1)
Creature — Human Minion
(1/1)
Sacrifice this creature: Target creature gets -2/-0 until end of turn.
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Choking Restraints
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.   , Sacrifice this Aura: Exile enchanted creature.
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Code of Constraint
  ( 3)
Instant
Target creature gets -4/-0 until end of turn. Draw a card. Addendum — If you cast this spell during your main phase, tap that creature and it doesn't untap during its controller's next untap step.
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Collective Restraint
  ( 4)
Enchantment
Domain — Creatures can't attack you unless their controller pays for each creature they control that's attacking you, where X is the number of basic land types among lands you control.
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Commissar Severina Raine
   ( 3)
Legendary Creature — Human Soldier
(2/2)
Leading from the Front — Whenever Commissar Severina Raine attacks, each opponent loses X life, where X is the number of other attacking creatures. Summary Execution — , Sacrifice another creature: You gain 2 life and draw a card.
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Dire-Strain Anarchist
( 0)
Creature — Werewolf
(5/5)
Menace, haste Whenever this creature attacks, it deals 2 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Dire-Strain Brawler
( 0)
Creature — Werewolf
(6/6)
Vigilance Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Dire-Strain Demolisher
( 0)
Creature — Werewolf
(8/7)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Dire-Strain Rampage
   ( 3)
Sorcery
Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Flashback   
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Dragon Trainer
   ( 5)
Creature — Human
(1/1)
When this creature enters, create a 4/4 red Dragon creature token with flying.
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Drain Life
   ( 2)
Sorcery
Spend only black mana on X. Drain Life deals X damage to any target. You gain life equal to the damage dealt, but not more life than the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.
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Drain Power
  ( 2)
Sorcery
Target player activates a mana ability of each land they control. Then that player loses all unspent mana and you add the mana lost this way.
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Draining Whelk
   ( 6)
Creature — Illusion
(1/1)
Flash Flying When this creature enters, counter target spell. Put X +1/+1 counters on this creature, where X is that spell's mana value.
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Drainpipe Vermin
 ( 1)
Creature — Rat
(1/1)
When this creature dies, you may pay . If you do, target player discards a card.
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Duelcraft Trainer
  ( 4)
Creature — Human Soldier
(3/3)
First strike Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, target creature you control gains double strike until end of turn.
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Ego Drain
 ( 1)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. If you don't control a Faerie, exile a card from your hand.
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Elder Brain
   ( 7)
Creature — Horror
(6/6)
Menace Whenever this creature attacks a player, exile all cards from that player's hand, then they draw that many cards. You may play lands and cast spells from among the exiled cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
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Essence Drain
  ( 5)
Sorcery
Essence Drain deals 3 damage to any target and you gain 3 life.
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Extract Brain
   ( 2)
Sorcery
Target opponent chooses X cards from their hand. Look at those cards. You may cast a spell from among them without paying its mana cost.
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Golden-Tail Trainer
   ( 3)
Creature — Fox Samurai
(1/3)
Aura and Equipment spells you cast cost less to cast, where X is this creature's power. Whenever this creature attacks, other modified creatures you control get +X/+X until end of turn, where X is this creature's power. (Equipment, Auras you control, and counters are modifications.)
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Great Train Heist
 ( 1)
Instant
Spree (Choose one or more additional costs.) +  — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase. + — Creatures you control get +1/+0 and gain first strike until end of turn. + — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
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Greenhilt Trainee
  ( 4)
Creature — Elf Warrior
(2/3)
: Target creature gets +4/+4 until end of turn. Activate only if this creature's power is 4 or greater.
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Hydra Trainer
  ( 2)
Creature — Human Warrior
(1/1)
You may exert this creature as it attacks. When you do, target creature gets +X/+X until end of turn, where X is the number of counters on permanents you control. (An exerted creature won't untap during your next untap step.)  : Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
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Illusionary Terrain
  ( 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.) As this enchantment enters, choose two basic land types. Basic lands of the first chosen type are the second chosen type.
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Imodane's Recruiter
  ( 3)
Creature — Human Knight
(2/2)
When this creature enters, creatures you control get +1/+0 and gain haste until end of turn.
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Invasion of Eldraine
  ( 4)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When this Siege enters, target opponent discards two cards.
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Jukai Trainee
  ( 2)
Creature — Human Samurai
(2/2)
Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.
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Knight of Meadowgrain
  ( 2)
Creature — Kithkin Knight
(2/2)
First strike Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Lilting Refrain
  ( 2)
Enchantment
At the beginning of your upkeep, you may put a verse counter on this enchantment. Sacrifice this enchantment: Counter target spell unless its controller pays , where X is the number of verse counters on this enchantment.
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Living Terrain
   ( 4)
Enchantment — Aura
Enchant land Enchanted land is a 5/6 green Treefolk creature that's still a land.
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Luminescent Rain
  ( 3)
Instant
Choose a creature type. You gain 2 life for each permanent you control of that type.
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Mana Drain
  ( 2)
Instant
Counter target spell. At the beginning of your next main phase, add an amount of equal to that spell's mana value.
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Melt Terrain
   ( 4)
Sorcery
Destroy target land. Melt Terrain deals 2 damage to that land's controller.
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Mind Drain
  ( 3)
Sorcery
Target opponent discards two cards, mills a card, and loses 1 life. You gain 1 life. (To mill a card, a player puts the top card of their library into their graveyard.)
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Misty Rainforest
( 0)
Land
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
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Molten Rain
   ( 3)
Sorcery
Destroy target land. If that land was nonbasic, Molten Rain deals 2 damage to the land's controller.
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Mystic Restraints
   ( 4)
Enchantment — Aura
Flash Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Notion Rain
   ( 3)
Sorcery
Surveil 2, then draw two cards. Notion Rain deals 2 damage to you. (To 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.)
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Overlaid Terrain
   ( 4)
Enchantment
As this enchantment enters, sacrifice all lands you control. Lands you control have " : Add two mana of any one color."
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Owen Grady, Raptor Trainer
   ( 3)
Legendary Creature — Human Soldier Scientist
(3/2)
Partner with Blue, Loyal Raptor : Put your choice of a menace, trample, reach, or haste counter on target Dinosaur. Activate only as a sorcery.
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Parish-Blade Trainee
  ( 2)
Creature — Human Soldier
(1/2)
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) When this creature dies, put its counters on target creature you control.
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Ratcatcher Trainee (Pest Problem)
  ( 3)
Instant — Adventure
Create two 1/1 black Rat creature tokens with "This token can't block." (Then exile this card. You may cast the creature later from exile.)
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Phantasmal Terrain
  ( 2)
Enchantment — Aura
Enchant land As this Aura enters, choose a basic land type. Enchanted land is the chosen type.
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Pick the Brain
  ( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it and exile that card. Delirium — If there are four or more card types among cards in your graveyard, search that player's graveyard, hand, and library for any number of cards with the same name as the exiled card, exile those cards, then that player shuffles.
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Psychic Drain
   ( 2)
Sorcery
Target player mills X cards and you gain X life.
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Purestrain Genestealer
  ( 3)
Creature — Tyranid
(1/1)
This creature enters with two +1/+1 counters on it. Vanguard Species — Whenever this creature attacks, you may remove a +1/+1 counter from it. If you do, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Radiant Restraints
( 0)
Enchantment — Aura Curse
Enchant player Creatures enchanted player controls enter tapped.
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Rain of Blades
 ( 1)
Instant
Rain of Blades deals 1 damage to each attacking creature.
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Rain of Daggers
   ( 6)
Sorcery
Destroy all creatures target opponent controls. You lose 2 life for each creature destroyed this way.
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Rain of Embers
  ( 2)
Sorcery
Rain of Embers deals 1 damage to each creature and each player.
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Rain of Filth
 ( 1)
Instant
Until end of turn, lands you control gain "Sacrifice this land: Add ."
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Rain of Gore
  ( 2)
Enchantment
If a spell or ability would cause its controller to gain life, that player loses that much life instead.
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Rain of Riches
   ( 5)
Enchantment
When this enchantment enters, create two Treasure tokens. The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Rain of Rust
   ( 5)
Instant
Choose one — • Destroy target artifact. • Destroy target land. Entwine  (Choose both if you pay the entwine cost.)
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Rain of Thorns
   ( 6)
Sorcery
Choose one or more — • Destroy target artifact. • Destroy target enchantment. • Destroy target land.
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Rainbow Crow
  ( 4)
Creature — Bird
(2/2)
Flying : This creature becomes the color of your choice until end of turn.
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Rainbow Efreet
  ( 4)
Creature — Efreet
(3/1)
Flying  : This creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
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Rainbow Vale
( 0)
Land
: Add one mana of any color. An opponent gains control of this land at the beginning of the next end step.
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Ratcatcher Trainee
  ( 2)
Creature — Human Peasant
(2/1)
During your turn, this creature has first strike.
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Refreshing Rain
  ( 4)
Instant
If an opponent controls a Swamp and you control a Forest, you may cast this spell without paying its mana cost. Target player gains 6 life.
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Restrain
  ( 3)
Instant
Prevent all combat damage that would be dealt by target attacking creature this turn. Draw a card.
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Robobrain War Mind
  ( 4)
Artifact Creature — Robot
(*/5)
Robobrain War Mind's power is equal to the number of cards in your hand. When this creature enters, you get an amount of (energy counters) equal to the number of artifact creatures you control. Whenever this creature attacks, you may pay   . If you do, draw a card.
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Roiling Terrain
   ( 4)
Sorcery
Destroy target land, then Roiling Terrain deals damage to that land's controller equal to the number of land cards in that player's graveyard.
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Setessan Training
  ( 2)
Enchantment — Aura
Enchant creature you control When this Aura enters, draw a card. Enchanted creature gets +1/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Shu Grain Caravan
  ( 3)
Creature — Human Soldier
(2/2)
When this creature enters, you gain 2 life.
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Skyrider Trainee
  ( 5)
Creature — Human Soldier
(3/3)
This creature has flying as long as it's enchanted.
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Soratami Rainshaper
  ( 3)
Creature — Moonfolk Wizard
(2/1)
Flying , Return a land you control to its owner's hand: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Spelldrain Assassin
   ( 3)
Creature — — Vampire Assassin
(3/3)
When Spelldrain Assassin enters the battlefield, choose an instant or sorcery card in your hand. It perpetually gains casualty 2. (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.)
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Stolen Grain
   ( 6)
Sorcery
Stolen Grain deals 5 damage to target opponent or planeswalker. You gain 5 life.
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