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Hixus, Prison Warden
( 5)
Legendary Creature — Human Soldier
(4/4)
Flash (You may cast this spell any time you could cast an instant.) Whenever a creature deals combat damage to you, if Hixus, Prison Warden entered this turn, exile that creature until Hixus leaves the battlefield. (That creature returns under its owner's control.)
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Hofri Ghostforge
( 5)
Legendary Creature — Dwarf Cleric
(4/5)
Spirits you control get +1/+1 and have trample and haste. Whenever another nontoken creature you control dies, exile it. If you do, create a token that's a copy of that creature, except it's a Spirit in addition to its other types and it has "When this creature leaves the battlefield, return the exiled card to its owner's graveyard."
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Hogaak, Arisen Necropolis
( 7)
Legendary Creature — Avatar
(8/8)
You can't spend mana to cast this spell. Convoke, delve (Each creature you tap while casting this spell pays for or one mana of that creature's color. Each card you exile from your graveyard pays for .) You may cast Hogaak, Arisen Necropolis from your graveyard. Trample
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Hokori, Dust Drinker
( 4)
Legendary Creature — Spirit
(2/2)
Lands don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player untaps a land they control.
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Hollow Warrior
( 4)
Artifact Creature — Golem Warrior
(4/4)
Hollow Warrior can't attack or block unless you tap an untapped creature you control not declared as an attacking or blocking creature this combat. (This cost is paid as attackers or blockers are declared.)
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Hollowhenge Spirit
( 4)
Creature — Spirit
(2/2)
Flash (You may cast this spell any time you could cast an instant.) Flying When Hollowhenge Spirit enters, remove target attacking or blocking creature from combat.
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Homarid
( 3)
Creature — Homarid
(2/2)
Homarid enters with a tide counter on it. At the beginning of your upkeep, put a tide counter on Homarid. As long as there is exactly one tide counter on Homarid, it gets -1/-1. As long as there are exactly three tide counters on Homarid, it gets +1/+1. Whenever there are four or more tide counters on Homarid, remove all tide counters from it.
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Homarid Explorer
( 4)
Creature — Homarid Scout
(3/3)
When Homarid Explorer enters, target player mills four cards.
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Homarid Shaman
( 4)
Creature — Homarid Shaman
(2/1)
: Tap target green creature.
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Homarid Warrior
( 5)
Creature — Homarid Warrior
(3/3)
: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior. (A creature with shroud can't be the target of spells or abilities.)
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Hoofprints of the Stag
( 2)
Kindred Enchantment — Elemental
Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag. , Remove four hoofprint counters from Hoofprints of the Stag: Create a 4/4 white Elemental creature token with flying. Activate only during your turn.
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Hookhand Mariner
( 4)
Creature — Human Werewolf
(4/4)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Hook-Haunt Drifter
( 0)
Creature — Spirit
(1/2)
Flying If Hook-Haunt Drifter would be put into a graveyard from anywhere, exile it instead.
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Hooting Mandrills
( 6)
Creature — Ape
(4/4)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Trample
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Horizon Chimera
( 4)
Creature — Chimera
(3/2)
Flash Flying, trample Whenever you draw a card, you gain 1 life.
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Horizon Drake
( 3)
Creature — Drake
(3/1)
Flying, protection from lands
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Horizon Scholar
( 6)
Creature — Sphinx
(4/4)
Flying When Horizon Scholar enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Horizon Seed
( 5)
Creature — Spirit
(2/1)
Whenever you cast a Spirit or Arcane spell, regenerate target creature.
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Horizon Seeker
( 3)
Creature — Human Warrior
(3/2)
Boast — : Search your library for a basic land card, reveal it, put it into your hand, then shuffle. (Activate only if this creature attacked this turn and only once each turn.)
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Horizon Spellbomb
( 1)
Artifact
, , Sacrifice Horizon Spellbomb: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. When Horizon Spellbomb is put into a graveyard from the battlefield, you may pay . If you do, draw a card.
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Horizon Stone
( 5)
Artifact
If you would lose unspent mana, that mana becomes colorless instead.
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Horrible Hordes
( 3)
Artifact Creature — Spirit
(2/2)
Rampage 1 <I>(Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)</I>
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Horribly Awry
( 2)
Instant
Devoid (This card has no color.) Counter target creature spell with mana value 4 or less. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Horrid Shadowspinner
( 3)
Creature — Horror
(2/3)
Lifelink Whenever Horrid Shadowspinner attacks, you may draw cards equal to its power. If you do, discard that many cards.
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Horrid Vigor
( 2)
Instant
Target creature gains deathtouch and indestructible until end of turn.
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Horrific Assault
( 1)
Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control. If you control an Eldrazi, you gain 3 life.
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Hot Springs
( 2)
Enchantment — Aura
Enchant land you control Enchanted land has ": Prevent the next 1 damage that would be dealt to any target this turn."
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Hound of Griselbrand
( 4)
Creature — Elemental Dog
(2/2)
Double strike Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Hoverstone Pilgrim
( 5)
Artifact Creature — Golem
(2/5)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) : Put target card from a graveyard on the bottom of its owner's library.
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Huatli, Warrior Poet
( 5)
Legendary Planeswalker — Huatli
(3)
+2: You gain life equal to the greatest power among creatures you control. 0: Create a 3/3 green Dinosaur creature token with trample. −X: Huatli, Warrior Poet deals X damage divided as you choose among any number of target creatures. Creatures dealt damage this way can't block this turn.
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Huatli's Final Strike
( 3)
Instant
Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature an opponent controls.
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Huatli's Spurring
( 1)
Instant
Target creature gets +2/+0 until end of turn. If you control a Huatli planeswalker, that creature gets +4/+0 until end of turn instead.
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Hubris
( 2)
Instant
Return target creature and all Auras attached to it to their owners' hands.
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Hugs, Grisly Guardian
( 4)
Legendary Creature — Badger Warrior
(5/5)
Trample When Hugs, Grisly Guardian enters, exile the top X cards of your library. Until the end of your next turn, you may play those cards. You may play an additional land on each of your turns.
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Hundred-Talon Strike
( 1)
Instant — Arcane
Target creature gets +1/+0 and gains first strike until end of turn. Splice onto Arcane—Tap an untapped white creature you control. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Hungering Hydra
( 1)
Creature — Hydra
(0/0)
Hungering Hydra enters with X +1/+1 counters on it. Hungering Hydra can't be blocked by more than one creature. Whenever Hungering Hydra is dealt damage, put that many +1/+1 counters on it. (It must survive the damage to get the counters.)
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Hungering Yeti
( 5)
Creature — Yeti
(4/4)
As long as you control a green or blue permanent, you may cast Hungering Yeti as though it had flash. (You may cast it any time you could cast an instant.)
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Hungry Ridgewolf
( 2)
Creature — Wolf
(2/2)
As long as you control another Wolf or Werewolf, Hungry Ridgewolf gets +1/+0 and has trample.
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Hungry Spriggan
( 3)
Creature — Goblin Warrior
(1/1)
Trample Whenever Hungry Spriggan attacks, it gets +3/+3 until end of turn.
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Hurricane
( 1)
Sorcery
Hurricane deals X damage to each creature with flying and each player.
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Hushbringer
( 2)
Creature — Faerie
(1/2)
Flying, lifelink Creatures entering or dying don't cause abilities to trigger.
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Hydroelectric Laboratory
( 0)
Land
As Hydroelectric Laboratory enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Hydroelectric Specimen
( 3)
Creature — Weird
(1/4)
Flash When Hydroelectric Specimen enters, you may change the target of target instant or sorcery spell with a single target to Hydroelectric Specimen.
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Hyperion Blacksmith
( 3)
Creature — Human Artificer
(2/2)
: You may tap or untap target artifact an opponent controls.
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Hypnotic Grifter
( 1)
Creature — Human Rogue
(1/2)
: Hypnotic Grifter connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
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Hypochondria
( 2)
Enchantment
, Discard a card: Prevent the next 3 damage that would be dealt to any target this turn. , Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to any target this turn.
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Iceberg Cancrix
( 2)
Snow Creature — Crab
(0/4)
Whenever another snow permanent you control enters, you may have target player mill two cards.
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Ichor Drinker
( 1)
Creature — Phyrexian Vampire
(1/1)
Lifelink , Exile Ichor Drinker from your graveyard: Incubate 2. Activate only as a sorcery. (Create an Incubator token with two +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Ichor Wellspring
( 2)
Artifact
When Ichor Wellspring enters or is put into a graveyard from the battlefield, draw a card.
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Ichorid
( 4)
Creature — Horror
(3/1)
Haste At the beginning of the end step, sacrifice Ichorid. At the beginning of your upkeep, if Ichorid is in your graveyard, you may exile a black creature card other than Ichorid from your graveyard. If you do, return Ichorid to the battlefield.
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Icy Prison
( 2)
Enchantment
When Icy Prison enters, exile target creature. At the beginning of your upkeep, sacrifice Icy Prison unless any player pays . When Icy Prison leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Idris, Soul of the TARDIS
( 3)
Legendary Creature — Human Incarnation
(3/3)
Vanishing 3 Imprint — When Idris, Soul of the TARDIS enters, exile another artifact you control until Idris leaves the battlefield. Idris has all activated and triggered abilities of the exiled card and gets +X/+X, where X is the exiled card's mana value.
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Ignite Memories
( 5)
Sorcery
Target player reveals a card at random from their hand. Ignite Memories deals damage to that player equal to that card's mana value. 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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Ikiral Outrider
( 2)
Creature — Human Soldier
(1/2)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 2/6 Vigilance LEVEL 4+ 3/10 Vigilance
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Ill-Gotten Inheritance
( 4)
Enchantment
At the beginning of your upkeep, Ill-Gotten Inheritance deals 1 damage to each opponent and you gain 1 life. , Sacrifice Ill-Gotten Inheritance: It deals 4 damage to target opponent and you gain 4 life.
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Illustrious Historian
( 2)
Creature — Human Shaman
(2/1)
, Exile Illustrious Historian from your graveyard: Create a tapped 3/2 red and white Spirit creature token.
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Illustrious Wanderglyph
( 5)
Artifact Creature — Golem
(2/2)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Other artifact creatures you control get +2/+2 as long as you have the city's blessing. At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
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Imoen, Mystic Trickster
( 3)
Legendary Creature — Human Rogue Wizard
(2/3)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.)
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Impaler Shrike
( 4)
Creature — Phyrexian Bird
(3/1)
Flying Whenever Impaler Shrike deals combat damage to a player, you may sacrifice it. If you do, draw three cards.
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Imperial Aerosaur
( 4)
Creature — Dinosaur
(3/3)
Flying When Imperial Aerosaur enters, another target creature you control gets +1/+1 and gains flying until end of turn.
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Imperial Blademaster
( 3)
Creature — — Human Samurai
(2/2)
Double strike Whenever a Samurai or Warrior you control attacks alone, draft a card from Imperial Blademaster's spellbook.
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Imperial Ceratops
( 5)
Creature — Dinosaur
(3/5)
Enrage — Whenever Imperial Ceratops is dealt damage, you gain 2 life.
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Imperial Edict
( 2)
Sorcery
Target opponent chooses a creature they control. Destroy that creature.
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Imperial Hellkite
( 7)
Creature — Dragon
(6/6)
Flying Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Imperial Hellkite is turned face up, you may search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
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Imperial Lancer
( 1)
Creature — Human Knight
(1/1)
Imperial Lancer has double strike as long as you control a Dinosaur.
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Imperial Mask
( 5)
Enchantment
When Imperial Mask enters, if it's not a token, each of your teammates creates a token that's a copy of Imperial Mask. You have hexproof. (You can't be the target of spells or abilities your opponents control.)
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Imperial Oath
( 6)
Sorcery
Create three 2/2 white Samurai creature tokens with vigilance. Scry 3.
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Imperial Recovery Unit
( 3)
Artifact — Vehicle
(3/4)
Whenever Imperial Recovery Unit attacks, return target creature or Vehicle card with mana value 2 or less from your graveyard to your hand. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Imperial Recruiter
( 3)
Creature — Human Advisor
(1/1)
When Imperial Recruiter enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.
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Imperial Seal
( 1)
Sorcery
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
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Imperial Subduer
( 3)
Creature — Human Samurai
(3/2)
Whenever a Samurai or Warrior you control attacks alone, tap target creature you don't control.
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Imperiosaur
( 4)
Creature — Dinosaur
(5/5)
Spend only mana produced by basic lands to cast this spell.
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Imperious Mindbreaker
( 3)
Creature — Human Wizard
(1/4)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Imperious Mindbreaker is paired with another creature, each of those creatures has "Whenever this creature attacks, each opponent mills cards equal to its toughness."
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Imperious Oligarch
( 2)
Creature — Human Cleric
(2/1)
Vigilance Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
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Imperious Perfect
( 3)
Creature — Elf Warrior
(2/2)
Other Elves you control get +1/+1. , : Create a 1/1 green Elf Warrior creature token.
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Imprison
( 1)
Enchantment — Aura
Enchant creature Whenever a player activates an ability of enchanted creature with in its activation cost that isn't a mana ability, you may pay . If you do, counter that ability. If you don't, destroy Imprison. Whenever enchanted creature attacks or blocks, you may pay . If you do, tap the creature, remove it from combat, and creatures it was blocking that had become blocked by only that creature this combat become unblocked. If you don't, destroy Imprison.
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Imprisoned in the Moon
( 3)
Enchantment — Aura
Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with ": Add " and loses all other card types and abilities.
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Inalla, Archmage Ritualist
( 5)
Legendary Creature — Human Wizard
(4/5)
Eminence — Whenever another nontoken Wizard you control enters, if Inalla, Archmage Ritualist is in the command zone or on the battlefield, you may pay . If you do, create a token that's a copy of that Wizard. The token gains haste. Exile it at the beginning of the next end step. Tap five untapped Wizards you control: Target player loses 7 life.
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Incandescent Aria
( 3)
Sorcery
Incandescent Aria deals 3 damage to each nontoken creature.
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Incite Hysteria
( 3)
Sorcery
Radiance — Until end of turn, target creature and each other creature that shares a color with it gain "This creature can't block."
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Incorrigible Youths
( 5)
Creature — Vampire
(4/3)
Haste (This creature can attack and as soon as it comes under your control.) 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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Incriminate
( 2)
Sorcery
Choose two target creatures controlled by the same player. That player sacrifices one of them of their choice.
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Incriminating Impetus
( 3)
Enchantment — Aura
Enchant creature When Incriminating Impetus enters, suspect enchanted creature. (It has menace and can‘t block.) Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
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