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Primal Adversary
( 3)
Creature — Wolf
(4/3)
Trample When Primal Adversary enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Primal Adversary, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.
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Primal Amulet
( 4)
Artifact
Instant and sorcery spells you cast cost less to cast. Whenever you cast an instant or sorcery spell, put a charge counter on Primal Amulet. Then if there are four or more charge counters on it, you may remove those counters and transform it.
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Primal Bellow
( 1)
Instant
Target creature gets +1/+1 until end of turn for each Forest you control.
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Primal Beyond
( 0)
Land
As Primal Beyond enters, you may reveal an Elemental card from your hand. If you don't, Primal Beyond enters tapped. : Add . : Add one mana of any color. Spend this mana only to cast an Elemental spell or activate an ability of an Elemental.
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Primal Boost
( 3)
Instant
Target creature gets +4/+4 until end of turn. Cycling (, Discard this card: Draw a card.) When you cycle Primal Boost, you may have target creature get +1/+1 until end of turn.
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Primal Clay
( 4)
Artifact Creature — Shapeshifter
(*/*)
As Primal Clay enters, it becomes your choice of a 3/3 artifact creature, a 2/2 artifact creature with flying, or a 1/6 Wall artifact creature with defender in addition to its other types. (A creature with defender can't attack.)
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Primal Cocoon
( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, put a +1/+1 counter on enchanted creature. When enchanted creature attacks or blocks, sacrifice Primal Cocoon.
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Primal Command
( 5)
Sorcery
Choose two — • Target player gains 7 life. • Put target noncreature permanent on top of its owner's library. • Target player shuffles their graveyard into their library. • Search your library for a creature card, reveal it, put it into your hand, then shuffle.
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Primal Druid
( 2)
Creature — Human Druid
(0/3)
When Primal Druid dies, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Primal Elder Kitty
( 0)
Stickers
2 — : This creature gets +1/-1 until end of turn. 3 — When this creature dies, you may put X +1/+1 counters on target creature, where X is this creature's power. 2 — 5/1 4 — 4/7
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Primal Empathy
( 3)
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
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Primal Forcemage
( 3)
Creature — Elf Shaman
(2/2)
Whenever another creature you control enters, that creature gets +3/+3 until end of turn.
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Primal Frenzy
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has trample.
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Primal Growth
( 3)
Sorcery
Kicker—Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you cast this spell.) Search your library for a basic land card, put that card onto the battlefield, then shuffle. If this spell was kicked, instead search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
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Primal Huntbeast
( 4)
Creature — Beast
(3/3)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Primal Might
( 1)
Sorcery
Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
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Primal Order
( 4)
Enchantment
At the beginning of each player's upkeep, Primal Order deals damage to that player equal to the number of nonbasic lands they control.
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Primal Plasma
( 4)
Creature — Elemental Shapeshifter
(*/*)
As Primal Plasma enters, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender.
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Primal Prayers
( 4)
Enchantment
When Primal Prayers enters, you get (two energy counters). You may cast creature spells with mana value 3 or less by paying rather than paying their mana costs. If you cast a spell this way, you may cast it as though it had flash.
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Primal Rage
( 2)
Enchantment
Creatures you control have trample. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
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Primal Surge
( 10)
Sorcery
Exile the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you do, repeat this process.
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Primal Vigor
( 5)
Enchantment
If one or more tokens would be created, twice that many of those tokens are created instead. If one or more +1/+1 counters would be put on a creature, twice that many +1/+1 counters are put on that creature instead.
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Primal Visitation
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has haste.
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Primal Wellspring
( 0)
Land
(Transforms from Primal Amulet.) : Add one mana of any color. When that mana is spent to cast an instant or sorcery spell, copy that spell and you may choose new targets for the copy.
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Primal Whisperer
( 5)
Creature — Elf Soldier
(2/2)
Primal Whisperer gets +2/+2 for each face-down creature on the battlefield. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Primalcrux
( 6)
Creature — Elemental
(*/*)
Trample Chroma — Primalcrux's power and toughness are each equal to the number of green mana symbols in the mana costs of permanents you control.
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Primaris Chaplain
( 4)
Creature — Astartes Cleric
(3/3)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Rosarius — Whenever Primaris Chaplain attacks, it gains indestructible until end of turn.
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Primaris Eliminator
( 5)
Creature — Astartes Warrior
(3/2)
When Primaris Eliminator enters, choose one — • Executioner Round — Destroy target creature. • Hyperfrag Round — Creatures target player controls get -2/-2 until end of turn.
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Prime Speaker Vannifar
( 4)
Legendary Creature — Elf Ooze Wizard
(2/4)
, Sacrifice another creature: Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield, then shuffle. Activate only as a sorcery.
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Prime Speaker Zegana
( 6)
Legendary Creature — Merfolk Wizard
(1/1)
Prime Speaker Zegana enters with X +1/+1 counters on it, where X is the greatest power among other creatures you control. When Prime Speaker Zegana enters, draw cards equal to its power.
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Primeval Bounty
( 6)
Enchantment
Whenever you cast a creature spell, create a 3/3 green Beast creature token. Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control. Landfall — Whenever a land you control enters, you gain 3 life.
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Primeval Force
( 5)
Creature — Elemental
(8/8)
When Primeval Force enters, sacrifice it unless you sacrifice three Forests.
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Primeval Herald
( 4)
Creature — Elf Scout
(3/1)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever Primeval Herald enters or attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Primeval Light
( 4)
Sorcery
Destroy all enchantments target player controls.
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Primeval Protector
( 11)
Creature — Avatar
(10/10)
This spell costs less to cast for each creature your opponents control. When Primeval Protector enters, put a +1/+1 counter on each other creature you control.
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Primeval Shambler
( 5)
Creature — Horror Mercenary
(3/3)
: Primeval Shambler gets +1/+1 until end of turn.
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Primeval Spawn
( 10)
Creature — Avatar
(10/10)
If Primeval Spawn would enter and it wasn't cast or no mana was spent to cast it, exile it instead. Vigilance, trample, lifelink When Primeval Spawn leaves the battlefield, exile the top ten cards of your library. You may cast any number of spells with total mana value 10 or less from among them without paying their mana costs.
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Primeval Titan
( 6)
Creature — Giant
(6/6)
Trample Whenever Primeval Titan enters or attacks, you may search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
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Primevals' Glorious Rebirth
( 7)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.) Return all legendary permanent cards from your graveyard to the battlefield.
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Primitive Etchings
( 4)
Enchantment
Reveal the first card you draw each turn. Whenever you reveal a creature card this way, draw a card.
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Primoc Escapee
( 7)
Creature — Bird Beast
(4/4)
Flying Cycling (, Discard this card: Draw a card.)
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Primordial Gnawer
( 5)
Creature — Insect Horror
(5/2)
When Primordial Gnawer dies, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Primordial Hydra
( 2)
Creature — Hydra
(0/0)
Primordial Hydra enters with X +1/+1 counters on it. At the beginning of your upkeep, double the number of +1/+1 counters on Primordial Hydra. Primordial Hydra has trample as long as it has ten or more +1/+1 counters on it.
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Primordial Mist
( 5)
Enchantment
At the beginning of your end step, you may manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)
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Primordial Ooze
( 1)
Creature — Ooze
(1/1)
Primordial Ooze attacks each combat if able. At the beginning of your upkeep, put a +1/+1 counter on Primordial Ooze. Then you may pay , where X is the number of +1/+1 counters on it. If you don't, tap Primordial Ooze and it deals X damage to you.
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Primordial Plasm
( 0)
Creature — Ooze
(4/4)
At the beginning of combat on your turn, another target creature gets +2/+2 and loses all abilities until end of turn.
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Primordial Sage
( 6)
Creature — Spirit
(4/5)
Whenever you cast a creature spell, you may draw a card.
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Prince Imrahil the Fair
( 2)
Legendary Creature — Human Noble
(2/2)
Whenever you draw your second card each turn, create a 1/1 white Human Soldier creature token.
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Printlifter Ooze
( 2)
Creature — Ooze
(2/2)
Deathtouch Whenever Printlifter Ooze or another creature you control is turned face up, create a 0/0 green Ooze creature token with trample. The token enters with X +1/+1 counters on it, where X is the number of other creatures you control. Disguise
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Priority Avenger (playtest)
( 4)
Creature — — Aven Wizard
(3/4)
Flying Players can't cast instant spells unless a spell or ability is on the stack.
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Priority Boarding
( 3)
Enchantment
Whenever you roll a die, you may reveal the top card of your library. Do this only once each turn. Whenever you reveal a card with mana value less than the result this way, you may exile it. If you do, you may play it this turn.
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Prism Ring
( 1)
Artifact
As Prism Ring enters, choose a color. Whenever you cast a spell of the chosen color, you gain 1 life.
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Prismari Apprentice
( 2)
Creature — Human Shaman
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, Prismari Apprentice can't be blocked this turn. If that spell has mana value 5 or greater, put a +1/+1 counter on Prismari Apprentice.
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Prismari Command
( 3)
Instant
Choose two — • Prismari Command deals 2 damage to any target. • Target player draws two cards, then discards two cards. • Target player creates a Treasure token. • Destroy target artifact.
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Prismari Pledgemage
( 2)
Creature — Orc Wizard
(3/3)
Defender Magecraft — Whenever you cast or copy an instant or sorcery spell, Prismari Pledgemage can attack this turn as though it didn't have defender.
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Prismatic Boon
( 2)
Instant
Choose a color. X target creatures gain protection from the chosen color until end of turn.
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Prismatic Circle
( 3)
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 Prismatic Circle enters, choose a color. : The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
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Prismatic Ending
( 1)
Sorcery
Converge — Exile target nonland permanent if its mana value is less than or equal to the number of colors of mana spent to cast this spell.
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Prismatic Geoscope
( 5)
Artifact
Prismatic Geoscope enters tapped. Domain — : Add X mana in any combination of colors, where X is the number of basic land types among lands you control.
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Prismatic Lace
( 1)
Instant
Target permanent becomes the color or colors of your choice. <I>(This effect lasts indefinitely.)</I>
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Prismatic Omen
( 2)
Enchantment
Lands you control are every basic land type in addition to their other types.
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Prismatic Strands
( 3)
Instant
Prevent all damage that sources of the color of your choice would deal this turn. Flashback—Tap an untapped white creature you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Prismatic Vista
( 0)
Land
, Pay 1 life, Sacrifice Prismatic Vista: Search your library for a basic land card, put it onto the battlefield, then shuffle.
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Prismatic Ward
( 2)
Enchantment — Aura
Enchant creature As Prismatic Ward enters, choose a color. Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.
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Prismatic Wardrobe
( 1)
Sorcery
Destroy target nonartifact, nonland permanent that doesn't share a color with clothing worn by its controller.
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Prismite
( 2)
Artifact Creature — Golem
(2/1)
: Add one mana of any color.
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Prismwake Merrow
( 3)
Creature — Merfolk Wizard
(2/1)
Flash When Prismwake Merrow enters, target permanent becomes the color or colors of your choice until end of turn.
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Prison Barricade
( 2)
Creature — Wall
(1/3)
Defender (This creature can't attack.) Kicker (You may pay an additional as you cast this spell.) If Prison Barricade was kicked, it enters with a +1/+1 counter on it and with "Prison Barricade can attack as though it didn't have defender."
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Prison Realm
( 3)
Enchantment
When Prison Realm enters, exile target creature or planeswalker an opponent controls until Prison Realm leaves the battlefield. When Prison Realm enters, scry 1.
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Prison Sentence
( 3)
Enchantment — Aura
Enchant creature When Prison Sentence enters, scry 2. Enchanted creature can't attack or block, and its activated abilities can't be activated.
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Prison Term
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. Whenever a creature an opponent controls enters, you may attach Prison Term to that creature.
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Prisoner's Dilemma
( 5)
Sorcery
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence. Flashback
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Pristine Angel
( 6)
Creature — Angel
(4/4)
Flying As long as Pristine Angel is untapped, it has protection from artifacts and from each color. Whenever you cast a spell, you may untap Pristine Angel.
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Pristine Skywise
( 6)
Creature — Dragon
(6/4)
Flying Whenever you cast a noncreature spell, untap Pristine Skywise. It gains protection from the color of your choice until end of turn.
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Private Eye
( 3)
Creature — Homunculus Detective
(3/3)
Other Detectives you control get +1/+1. Whenever you draw your second card each turn, target Detective can't be blocked this turn.
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Private Research
( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put a page counter on Private Research. When enchanted creature dies, draw a card for each page counter on Private Research.
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Prize Pig
( 2)
Creature — Boar
(0/3)
Whenever you gain life, put that many ribbon counters on Prize Pig. Then if there are three or more ribbon counters on Prize Pig, remove those counters and untap it. : Add one mana of any color.
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Prized Amalgam
( 3)
Creature — Zombie
(3/3)
Whenever a creature enters, if it entered from your graveyard or you cast it from your graveyard, return Prized Amalgam from your graveyard to the battlefield tapped at the beginning of the next end step.
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Prized Elephant
( 4)
Creature — Elephant
(3/3)
Prized Elephant gets +1/+1 as long as you control a Forest. : Prized Elephant gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Prized Statue
( 2)
Artifact
When Prized Statue enters or is put into a graveyard from the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Prized Unicorn
( 4)
Creature — Unicorn
(2/2)
All creatures able to block Prized Unicorn do so.
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Prizefight
( 2)
Instant
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.) Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Proper Burial
( 4)
Enchantment
Whenever a creature you control dies, you gain life equal to that creature's toughness.
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Prophetic Prism
( 2)
Artifact
When Prophetic Prism enters, draw a card. , : Add one mana of any color.
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Prosperity Tycoon
( 4)
Creature — Human Noble
(4/2)
When Prosperity Tycoon enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." , Sacrifice a token: Prosperity Tycoon gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
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Psionic Ritual
( 6)
Sorcery
Replicate—Tap an untapped Horror you control. (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Exile target instant or sorcery card from a graveyard and copy it. You may cast the copy without paying its mana cost. Exile Psionic Ritual.
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Psychic Barrier
( 2)
Instant
Counter target creature spell. Its controller loses 1 life.
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