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Quest for the Holy Relic
( 1)
Enchantment
Whenever you cast a creature spell, you may put a quest counter on Quest for the Holy Relic. Remove five quest counters from Quest for the Holy Relic and sacrifice it: Search your library for an Equipment card, put it onto the battlefield, attach it to a creature you control, then shuffle.
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Quest for the Necropolis
( 1)
Enchantment
Landfall — Whenever a land you control enters, put a quest counter on Quest for the Necropolis. , Sacrifice Quest for the Necropolis: Put target creature card from a graveyard onto the battlefield under your control. This ability costs less to activate for each quest counter on Quest for the Necropolis. Activate only as a sorcery.
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Quest for the Nihil Stone
( 1)
Enchantment
Whenever an opponent discards a card, you may put a quest counter on Quest for the Nihil Stone. At the beginning of each opponent's upkeep, if that player has no cards in hand and Quest for the Nihil Stone has two or more quest counters on it, you may have that player lose 5 life.
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Questing Druid
( 2)
Creature — Human Druid
(1/1)
Whenever you cast a spell that's white, blue, black, or red, put a +1/+1 counter on Questing Druid.
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Radagast the Brown
( 4)
Legendary Creature — Avatar Wizard
(2/5)
Whenever Radagast the Brown or another nontoken creature you control enters, look at the top X cards of your library, where X is that creature's mana value. You may reveal a creature card that doesn't share a creature type with a creature you control from among those cards and put it into your hand. Put the rest on the bottom of your library in a random order.
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Raff, Weatherlight Stalwart
( 2)
Legendary Creature — Human Wizard
(1/3)
Whenever you cast an instant or sorcery spell, you may tap two untapped creatures you control. If you do, draw a card. : Creatures you control get +1/+1 and gain vigilance until end of turn.
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Rafiq of the Many
( 4)
Legendary Creature — Human Knight
(3/3)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, it gains double strike until end of turn.
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Raise the Draugr
( 2)
Instant
Choose one — • Return target creature card from your graveyard to your hand. • Return two target creature cards that share a creature type from your graveyard to your hand.
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Raise the Palisade
( 5)
Sorcery
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
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Raise the Past
( 4)
Sorcery
Return all creature cards with mana value 2 or less from your graveyard to the battlefield.
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Rakdos the Defiler
( 6)
Legendary Creature — Demon
(7/6)
Flying, trample Whenever Rakdos the Defiler attacks, sacrifice half the non-Demon permanents you control, rounded up. Whenever Rakdos deals combat damage to a player, that player sacrifices half the non-Demon permanents they control of their choice, rounded up.
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Rakdos, the Muscle
( 5)
Legendary Creature — Demon Mercenary
(6/5)
Flying, trample Whenever you sacrifice another creature, exile cards equal to its mana value from the top of target player's library. Until your next end step, you may play those cards, and mana of any type can be spent to cast those spells. Sacrifice another creature: Rakdos, the Muscle gains indestructible until end of turn. Tap it. Activate only once each turn.
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Rakdos, the Showstopper
( 6)
Legendary Creature — Demon
(6/6)
Flying, trample When Rakdos, the Showstopper enters, flip a coin for each creature that isn't a Demon, Devil, or Imp. Destroy each creature whose coin comes up tails.
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Ral and the Implicit Maze
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Ral and the Implicit Maze deals 2 damage to each creature and planeswalker your opponents control. II — You may discard a card. If you do, exile the top two cards of your library. You may play them until the end of your next turn. III — Create a Spellgorger Weird token. (It's a 2/2 Weird creature with "Whenever you cast a noncreature spell, put a +1/+1 counter on Spellgorger Weird.")
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Rally at the Hornburg
( 2)
Sorcery
Create two 1/1 white Human Soldier creature tokens. Humans you control gain haste until end of turn.
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Rally for the Throne
( 3)
Instant
Create two 1/1 white Human creature tokens. Adamant — If at least three white mana was spent to cast this spell, you gain 1 life for each creature you control.
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Rally the Ancestors
( 2)
Instant
Return each creature card with mana value X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors.
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Rally the Forces
( 3)
Instant
Attacking creatures get +1/+0 and gain first strike until end of turn.
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Rally the Galadhrim
( 4)
Sorcery
Create a token that's a copy of target creature you control. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
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Rally the Horde
( 6)
Sorcery
Exile the top card of your library. Exile the top card of your library. Exile the top card of your library. If the last card exiled isn't a land card, repeat this process. Create a 1/1 red Warrior creature token for each nonland card exiled this way.
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Rally the Peasants
( 3)
Instant
Creatures you control get +2/+0 until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Rally the Ranks
( 2)
Enchantment
As Rally the Ranks enters, choose a creature type. Creatures you control of the chosen type get +1/+1.
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Rally the Righteous
( 3)
Instant
Radiance — Untap target creature and each other creature that shares a color with it. Those creatures get +2/+0 until end of turn.
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Rally the Troops
( 1)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Untap all creatures you control.
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Rampage of the Clans
( 4)
Instant
Destroy all artifacts and enchantments. For each permanent destroyed this way, its controller creates a 3/3 green Centaur creature token.
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Rampage of the Valkyries
( 5)
Enchantment
When Rampage of the Valkyries enters, create a 4/4 white Angel creature token with flying and vigilance. Whenever an Angel you control dies, each other player sacrifices a creature of their choice.
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Ranar the Ever-Watchful
( 4)
Legendary Creature — Spirit Warrior
(2/3)
Flying, vigilance The first card you foretell each turn costs to foretell. Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying.
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Ransack the Lab
( 2)
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
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Rashka the Slayer
( 5)
Legendary Creature — Human Archer
(3/3)
Reach (This creature can block creatures with flying.) Whenever Rashka the Slayer blocks one or more black creatures, Rashka gets +1/+2 until end of turn.
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Rasputin, the Oneiromancer
( 3)
Legendary Creature — Human Wizard
(4/1)
When Rasputin, the Oneiromancer enters, put a dream counter on it for each opponent you have. Each opponent creates a 1/1 red Goblin creature token. , Remove one or more dream counters from Rasputin: Add that much . , Remove a dream counter from Rasputin: Create a 2/2 white Knight creature token with protection from red.
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Rassilon, the War President
( 5)
Legendary Creature — Time Lord Noble
(3/4)
At the beginning of your upkeep, you lose 2 life and exile the top card of your library. You may play that card for as long as it remains exiled. Each noncreature spell you cast from exile has conspire. (As you cast that spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)
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Rat in the Hat
( 1)
Creature — Rat Rogue
(1/2)
, Sacrifice Rat in the Hat: Until end of turn, you may cast target creature card that has a hat from your graveyard.
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Rattleback Apothecary
( 3)
Creature — Gorgon Warlock
(3/2)
Deathtouch Whenever you commit a crime, target creature you control gains your choice of menace or lifelink until end of turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Raucous Theater
( 0)
Land — Swamp Mountain
(: Add or .) Raucous Theater enters tapped. When Raucous Theater enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Ravager of the Fells
( 0)
Creature — Werewolf
(4/4)
Trample Whenever this creature transforms into Ravager of the Fells, it deals 2 damage to target opponent or planeswalker and 2 damage to up to one target creature that player or that planeswalker's controller controls. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ravager of the Fells.
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Ravenous Gigantotherium
( 7)
Creature — Beast
(3/3)
Devour 3 (As this enters, you may sacrifice any number of creatures. This creature enters with three times that many +1/+1 counters on it.) When Ravenous Gigantotherium enters, it deals X damage divided as you choose among up to X target creatures, where X is its power. Each of those creatures deals damage equal to its power to Ravenous Gigantotherium.
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Rayami, First of the Fallen
( 4)
Legendary Creature — Vampire
(5/4)
If a nontoken creature would die, exile that card with a blood counter on it instead. As long as an exiled creature card with a blood counter on it has flying, Rayami, First of the Fallen has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance.
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Razaketh, the Foulblooded
( 8)
Legendary Creature — Demon
(8/8)
Flying, trample Pay 2 life, Sacrifice another creature: Search your library for a card, put that card into your hand, then shuffle.
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Raze the Effigy
( 1)
Instant
Choose one — • Destroy target artifact. • Target attacking creature gets +2/+2 until end of turn.
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Raze to the Ground
( 3)
Sorcery
This spell can't be countered. Destroy target artifact. If its mana value was 1 or less, draw a card.
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Reach for the Sky
( 4)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +3/+2 and has reach. When Reach for the Sky is put into a graveyard from the battlefield, draw a card.
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Read the Bones
( 3)
Sorcery
Scry 2, then draw two cards. You lose 2 life. (To 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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Read the Runes
( 1)
Instant
Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent.
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Read the Tides
( 6)
Sorcery
Choose one — • Draw three cards. • Return up to two target creatures to their owners' hands.
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Reap the Past
( 2)
Sorcery
Return X cards at random from your graveyard to your hand. Exile Reap the Past.
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Reap the Seagraf
( 3)
Sorcery
Create a 2/2 black Zombie creature token. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Reaper from the Abyss
( 6)
Creature — Demon
(6/6)
Flying Morbid — At the beginning of each end step, if a creature died this turn, destroy target non-Demon creature.
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Reaper of the Wilds
( 4)
Creature — Gorgon
(4/5)
Whenever another creature dies, scry 1. : Reaper of the Wilds gains deathtouch until end of turn. : Reaper of the Wilds gains hexproof until end of turn.
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Reaping the Graves
( 3)
Instant
Return target creature card from your graveyard to your hand. 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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Reaping the Rewards
( 1)
Instant
Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) You gain 2 life.
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Rebellion of the Flamekin
( 4)
Kindred Enchantment — Elemental
Whenever you clash, you may pay . If you do, create a 3/1 red Elemental Shaman creature token. If you won, that token gains haste until end of turn. (This ability triggers after the clash ends.)
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Rebuff the Wicked
( 1)
Instant
Counter target spell that targets a permanent you control.
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Rebuild the City
( 6)
Sorcery
Choose target land. Create three tokens that are copies of it, except they're 3/3 creatures in addition to their other types and they have vigilance and menace. (They're affected by summoning sickness.)
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Reclaim the Wastes
( 1)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Search your library for a basic land card, reveal it, put it into your hand, then shuffle. If this spell was kicked, search your library for two basic land cards instead of one.
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Recon Craft Theta
( 4)
Artifact — Vehicle
(4/4)
Flying When Recon Craft Theta enters, create a 0/0 blue Alien creature token. Put a +1/+1 counter on it. Whenever Recon Craft Theta attacks, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Crew 2
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Recross the Paths
( 3)
Sorcery
Reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Recruit the Worthy
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Create a 1/1 white Soldier creature token.
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Recruiter of the Guard
( 3)
Creature — Human Soldier
(1/1)
When Recruiter of the Guard enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
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Redeem the Lost
( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Reenact the Crime
( 4)
Instant
Exile target nonland card in a graveyard that was put there from anywhere this turn. Copy it. You may cast the copy without paying its mana cost.
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Reforge the Soul
( 5)
Sorcery
Each player discards their hand, then draws seven cards. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Regna, the Redeemer
( 6)
Legendary Creature — Angel
(4/4)
Partner with Krav, the Unredeemed (When this creature enters, target player may put Krav into their hand from their library, then shuffle.) Flying At the beginning of each end step, if your team gained life this turn, create two 1/1 white Warrior creature tokens.
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Reidane, God of the Worthy
( 3)
Legendary Creature — God
(2/3)
Flying, vigilance Snow lands your opponents control enter tapped. Noncreature spells your opponents cast with mana value 4 or greater cost more to cast.
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Reign of the Pit
( 6)
Sorcery
Each player sacrifices a creature of their choice. Create an X/X black Demon creature token with flying, where X is the total power of the creatures sacrificed this way.
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Reins of the Vinesteed
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. When enchanted creature dies, you may return Reins of the Vinesteed from your graveyard to the battlefield attached to a creature that shares a creature type with that creature.
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Release the Ants
( 2)
Instant
Release the Ants deals 1 damage to any target. Clash with an opponent. If you win, return Release the Ants to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Release the Gremlins
( 1)
Sorcery
Destroy X target artifacts. Create X 2/2 red Gremlin creature tokens.
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Release to the Wind
( 3)
Instant
Exile target nonland permanent. For as long as that card remains exiled, its owner may cast it without paying its mana cost.
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Relive the Past
( 7)
Sorcery
Return up to one target artifact card, up to one target land card, and up to one target non-Aura enchantment card from your graveyard to the battlefield. They are 5/5 Elemental creatures in addition to their other types.
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Remember the Fallen
( 3)
Sorcery
Choose one or both — • Return target creature card from your graveyard to your hand. • Return target artifact card from your graveyard to your hand.
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Remnant of the Rising Star
( 0)
Enchantment Creature — Dragon Spirit
(2/2)
Flying Whenever another creature you control enters, you may pay . When you do, put X +1/+1 counters on that creature. As long as you control five or more modified creatures, Remnant of the Rising Star gets +5/+5 and has trample. (Equipment, Auras you control, and counters are modifications.)
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Renata, Called to the Hunt
( 4)
Legendary Enchantment Creature — Demigod
(*/3)
Renata's power is equal to your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.) Each other creature you control enters with an additional +1/+1 counter on it.
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Renounce the Guilds
( 2)
Instant
Each player sacrifices a multicolored permanent of their choice.
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Repel the Abominable
( 2)
Instant
Prevent all damage that would be dealt this turn by non-Human sources.
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Repel the Vile
( 4)
Instant
Choose one — • Exile target creature with power 4 or greater. • Exile target enchantment.
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Rescue from the Underworld
( 5)
Instant
As an additional cost to cast this spell, sacrifice a creature. Choose target creature card in your graveyard. Return that card and the sacrificed card to the battlefield under your control at the beginning of your next upkeep. Exile Rescue from the Underworld.
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Pegasus Guardian (Rescue the Foal)
( 2)
Instant — Adventure
Exile target creature you control, then return that card to the battlefield under its owner's control. (Then exile this card. You may cast the creature later from exile.)
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Research the Deep
( 2)
Sorcery
Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Reshape the Earth
( 9)
Sorcery
Search your library for up to ten land cards, put them onto the battlefield tapped, then shuffle.
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Rest for the Weary
( 2)
Instant
Target player gains 4 life. Landfall — If you had a land enter the battlefield under your control this turn, that player gains 8 life instead.
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Restore the Peace
( 3)
Instant
Return each creature that dealt damage this turn to its owner's hand.
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Retether
( 4)
Sorcery
Return each Aura card from your graveyard to the battlefield. Only creatures can be enchanted this way. (Aura cards that can't enchant a creature on the battlefield remain in your graveyard.)
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Retribution of the Ancients
( 1)
Enchantment
, Remove X +1/+1 counters from among creatures you control: Target creature gets -X/-X until end of turn.
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Return from the Wilds
( 3)
Sorcery
Choose two — • Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. • Create a 1/1 white Human creature token. • Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Return of the Nightstalkers
( 7)
Sorcery
Return all Nightstalker permanent cards from your graveyard to the battlefield. Then destroy all Swamps you control.
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Return of the Wildspeaker
( 5)
Instant
Choose one — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn.
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Return the Favor
( 2)
Instant
Spree (Choose one or more additional costs.) + — Copy target instant spell, sorcery spell, activated ability, or triggered ability. You may choose new targets for the copy. + — Change the target of target spell or ability with a single target.
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Return the Past
( 6)
Enchantment
During your turn, each instant and sorcery card in your graveyard has flashback. Its flashback cost is equal to its mana cost.
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Return to the Ranks
( 2)
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Return X target creature cards with mana value 2 or less from your graveyard to the battlefield.
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Return Upon the Tide
( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Elf, create two 1/1 green Elf Warrior creature tokens. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Revenge of the Drowned
( 4)
Instant
Target creature's owner puts it on their choice of the top or bottom of their library. You create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
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Revenge of the Hunted
( 6)
Sorcery
Until end of turn, target creature gets +6/+6 and gains trample, and all creatures able to block it this turn do so. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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