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"Rumors of My Death . . ."
  ( 3)
Enchantment
 , Exile a permanent you control with a League of Dastardly Doom watermark: Return a permanent card with a League of Dastardly Doom watermark from your graveyard to the battlefield.
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________-o-saurus
   ( 6)
Creature — Alien Dinosaur
(3/3)
Trample When this creature enters, you may put a name sticker on it. Put a +1/+1 counter on it for each unique vowel on that sticker. (The vowels are A, E, I, O, U, and Y.)
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A Killer Among Us
  ( 5)
Enchantment
When this enchantment enters, create a 1/1 white Human creature token, a 1/1 blue Merfolk creature token, and a 1/1 red Goblin creature token. Then secretly choose Human, Merfolk, or Goblin. Sacrifice this enchantment, Reveal the creature type you chose: If target attacking creature token is the chosen type, put three +1/+1 counters on it and it gains deathtouch until end of turn.
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A Real Handful
  ( 4)
Creature — Alien Child Guest
(1/1)
As long as one or more hands are touching this creature, it gets +2/+2. As long as two or more hands are touching this creature, it has menace. As long as three or more hands are touching this creature, it has lifelink.
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Abandoned Campground
( 0)
Land
This land enters tapped unless a player has 13 or less life. : Add or .
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Abandoned Outpost
( 0)
Land
This land enters tapped. : Add .
, Sacrifice this land: Add one mana of any color.
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Abandoned Sarcophagus
 ( 3)
Artifact
You may cast spells that have a cycling ability from your graveyard. If a card that has a cycling ability would be put into your graveyard from anywhere and it wasn't cycled, exile it instead.
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Abattoir Ghoul
  ( 4)
Creature — Zombie
(3/2)
First strike Whenever a creature dealt damage by this creature this turn dies, you gain life equal to that creature's toughness.
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Abduction
   ( 4)
Enchantment — Aura
Enchant creature When this Aura enters, untap enchanted creature. You control enchanted creature. When enchanted creature dies, return that card to the battlefield under its owner's control.
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Abhorrent Oculus
  ( 3)
Creature — Eye
(5/5)
As an additional cost to cast this spell, exile six cards from your graveyard. Flying At the beginning of each opponent's upkeep, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Abian, Luvion Usurper (playtest)
   ( 7)
Legendary Planeswalker — — Abian
As CARDNAME enters the battlefield, you become Abian. (Your life total becomes equal to their loyalty. You can activate the loyalty abilities by spending or gaining life.) +3: Discard your hand, then draw cards equal to the greatest power among creatures you control. +1: Create a 3/2 red and green Spirit creature token. −X: You deal X damage to any target.
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Abjure
 ( 1)
Instant
As an additional cost to cast this spell, sacrifice a blue permanent. Counter target spell.
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Abnormal Endurance
  ( 2)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."
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About Face
 ( 1)
Instant
Switch target creature's power and toughness until end of turn.
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Abraded Bluffs
( 0)
Land — Desert
This land enters tapped. When this land enters, it deals 1 damage to target opponent. : Add or .
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Abrupt Decay
  ( 2)
Instant
This spell can't be countered. Destroy target nonland permanent with mana value 3 or less.
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Absolute Grace
  ( 2)
Enchantment
All creatures have protection from black.
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Absolute Law
  ( 2)
Enchantment
All creatures have protection from red.
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Absolver Thrull
  ( 4)
Creature — Thrull Cleric
(2/3)
Haunt (When this creature dies, exile it haunting target creature.) When this creature enters or the creature it haunts dies, destroy target enchantment.
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Absolving Lammasu
  ( 5)
Creature — Lammasu
(4/3)
Flying When this creature enters, all suspected creatures are no longer suspected. When this creature dies, you gain 3 life and suspect up to one target creature an opponent controls. (A suspected creature has menace and can't block.)
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Abstract Iguanart
  ( 2)
Creature — Art Lizard
(1/1)
Whenever you cast a spell, note the first letter of its artist's name. If that letter wasn't already noted, put a +1/+1 counter on this creature.
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Abstruse Appropriation
   ( 4)
Instant
Devoid (This card has no color.) Exile target nonland permanent. You may cast that card for as long as it remains exiled, and you may spend colorless mana as though it were mana of any color to cast that spell.
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Abstruse Archaic
 ( 4)
Creature — Avatar
(3/4)
Vigilance , : Copy target activated or triggered ability you control from a colorless source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
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Abstruse Interference
  ( 3)
Instant
Devoid (This card has no color.) Counter target spell unless its controller pays . You create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ." ( represents colorless mana.)
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Abu Ja'far
 ( 1)
Creature — Human
(0/1)
When this creature dies, destroy all creatures blocking or blocked by it. They can't be regenerated.
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Abuelo's Awakening
   ( 4)
Sorcery
Return target artifact or non-Aura enchantment card from your graveyard to the battlefield with X additional +1/+1 counters on it. It's a 1/1 Spirit creature with flying in addition to its other types.
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Abuna Acolyte
  ( 2)
Creature — Cat Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
: Prevent the next 2 damage that would be dealt to target artifact creature this turn.
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Abuna's Chant
  ( 4)
Instant
Choose one — • You gain 5 life. • Prevent the next 5 damage that would be dealt to target creature this turn. Entwine (Choose both if you pay the entwine cost.)
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Abundance
   ( 4)
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
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Abundant Growth
 ( 1)
Enchantment — Aura
Enchant land When this Aura enters, draw a card. Enchanted land has " : Add one mana of any color."
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Abundant Harvest
 ( 1)
Sorcery
Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order.
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Abundant Maw
 ( 8)
Creature — Eldrazi Leech
(6/4)
Emerge  (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, target opponent loses 3 life and you gain 3 life.
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Abyssal Hunter
  ( 4)
Creature — Human Assassin
(1/1)
, : Tap target creature. This creature deals damage equal to its power to that creature.
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Abyssal Nocturnus
   ( 3)
Creature — Horror
(2/2)
Whenever an opponent discards a card, this creature gets +2/+2 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Abyssal Persecutor
   ( 4)
Creature — Demon
(6/6)
Flying, trample You can't win the game and your opponents can't lose the game.
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Abzan Kin-Guard
  ( 4)
Creature — Human Warrior
(3/3)
This creature has lifelink as long as you control a white or black permanent.
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Abzan Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has vigilance as long as you control a black or green permanent.
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Academic Dispute
 ( 1)
Instant
Target creature blocks this turn if able. You may have it gain reach until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Academy Journeymage
  ( 5)
Creature — Human Wizard
(3/2)
This spell costs less to cast if you control a Wizard. When this creature enters, return target creature an opponent controls to its owner's hand.
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Academy Manufactor
 ( 3)
Artifact Creature — Assembly-Worker
(1/3)
If you would create a Clue, Food, or Treasure token, instead create one of each.
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Accelerated Mutation
   ( 5)
Instant
Target creature gets +X/+X until end of turn, where X is the highest mana value among permanents you control.
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Accessories to Murder
( 0)
Artifact — Contraption
Whenever you crank this Contraption, target creature gets +X/+0 until end of turn, where X is the number of creatures you control.
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Accomplished Automaton
 ( 7)
Artifact Creature — Construct
(5/7)
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
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Accumulated Knowledge
  ( 2)
Instant
Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards.
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Accursed Centaur
 ( 1)
Creature — Zombie Centaur
(2/2)
When this creature enters, sacrifice a creature.
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Accursed Duneyard
( 0)
Land
: Add .
, : Regenerate target Shade, Skeleton, Specter, Spirit, Vampire, Wraith, or Zombie. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Accursed Horde
  ( 4)
Creature — Zombie
(3/3)
 : Target attacking Zombie gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Accursed Marauder
  ( 2)
Creature — Zombie Warrior
(2/1)
When this creature enters, each player sacrifices a nontoken creature of their choice.
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Accursed Spirit
  ( 4)
Creature — Spirit
(3/2)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Accursed Witch
  ( 4)
Creature — Human Shaman
(4/2)
Spells your opponents cast that target this creature cost less to cast. When this creature dies, return it to the battlefield transformed under your control attached to target opponent.
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Acolyte of Bahamut
  ( 2)
Legendary Enchantment — Background
Commander creatures you own have "The first Dragon spell you cast each turn costs less to cast."
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Acorn Catapult
 ( 4)
Artifact
, : This artifact deals 1 damage to any target. That permanent's controller or that player creates a 1/1 green Squirrel creature token.
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Acquire
   ( 5)
Sorcery
Search target opponent's library for an artifact card and put that card onto the battlefield under your control. Then that player shuffles.
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Acquired Mutation
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, defending player gets two rad counters.
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Acquisition Octopus
  ( 3)
Artifact Creature — Equipment Octopus
(2/2)
Whenever this creature or equipped creature deals combat damage to a player, draw a card. Reconfigure ( : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Acquisitions Expert
  ( 2)
Creature — Human Rogue
(1/2)
When this creature enters, target opponent reveals a number of cards from their hand equal to the number of creatures in your party. You choose one of those cards. That player discards that card. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Acrobatic Maneuver
  ( 3)
Instant
Exile target creature you control, then return that card to the battlefield under its owner's control. Draw a card.
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Act of Authority
   ( 3)
Enchantment
When this enchantment enters, you may exile target artifact or enchantment. At the beginning of your upkeep, you may exile target artifact or enchantment. If you do, its controller gains control of this enchantment.
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Act on Impulse
  ( 3)
Sorcery
Exile the top three cards of your library. Until end of turn, you may play those cards. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
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Ad Nauseam
   ( 5)
Instant
Reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. You may repeat this process any number of times.
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Adanto Vanguard
  ( 2)
Creature — Vampire Soldier
(1/1)
As long as this creature is attacking, it gets +2/+0. Pay 4 life: This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Adaptive Automaton
 ( 3)
Artifact Creature — Construct
(2/2)
As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. Other creatures you control of the chosen type get +1/+1.
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Adaptive Gemguard
  ( 4)
Artifact Creature — Gnome
(3/3)
Tap two untapped artifacts and/or creatures you control: Put a +1/+1 counter on this creature. Activate only as a sorcery.
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Admiral Brass, Unsinkable
    ( 5)
Legendary Creature — Human Pirate
(3/3)
When Admiral Brass enters, mill four cards. At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.)
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Adriana, Captain of the Guard
   ( 5)
Legendary Creature — Human Knight
(4/4)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)
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Advance Scout
  ( 2)
Creature — Human Soldier Scout
(1/1)
First strike : Target creature gains first strike until end of turn.
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Advanced Hoverguard
  ( 4)
Creature — Drone
(2/2)
Flying : This creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Adventure Awaits
  ( 2)
Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
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Adventurers' Guildhouse
( 0)
Land
Green legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Adventuring Gear
 ( 1)
Artifact — Equipment
Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Adventurous Impulse
 ( 1)
Sorcery
Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Aegis Automaton
 ( 2)
Artifact Creature — Construct
(0/3)
 : Return another target creature you control to its owner's hand.
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Aerial Assault
  ( 3)
Sorcery
Destroy target tapped creature. You gain 1 life for each creature you control with flying.
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Aerial Guide
  ( 3)
Creature — Drake
(2/2)
Flying Whenever this creature attacks, another target attacking creature gains flying until end of turn.
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Aerial Maneuver
  ( 2)
Instant
Target creature gets +1/+1 and gains flying and first strike until end of turn.
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Aerial Surveyor
  ( 3)
Artifact — Vehicle
(3/4)
Flying Whenever this Vehicle attacks, if defending player controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle. Crew 2
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Aerie Auxiliary
  ( 4)
Creature — Bird Soldier
(3/3)
Flying When this creature enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
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Aerie Ouphes
  ( 5)
Creature — Ouphe
(3/3)
Sacrifice this creature: It deals damage equal to its power to target creature with flying. Persist (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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Aeromunculus
   ( 3)
Creature — Homunculus Mutant
(2/3)
Flying   : Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
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Aeronaut Admiral
  ( 4)
Creature — Human Pilot
(3/1)
Flying Vehicles you control have flying.
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Aeronaut Cavalry
  ( 5)
Creature — Human Soldier
(3/4)
Flying When this creature enters, put a +1/+1 counter on another target Soldier you control.
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Aeronaut Tinkerer
  ( 3)
Creature — Human Artificer
(2/3)
This creature has flying as long as you control an artifact. (It can't be blocked except by creatures with flying or reach.)
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Aeronaut's Wings
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+0 and has flying. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Aesthetic Consultation
 ( 1)
Instant
Choose an artist. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with art by the chosen artist. Put that card in your hand and exile all other cards revealed this way.
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Æther Burst (Aether Burst)
  ( 2)
Instant
Return up to X target creatures to their owners' hands, where X is one plus the number of cards named Aether Burst in all graveyards as you cast this spell.
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Aether Gust
  ( 2)
Instant
Choose target spell or permanent that's red or green. Its owner puts it on their choice of the top or bottom of their library.
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