|
Always Watching
   ( 3)
Enchantment
Nontoken creatures you control get +1/+1 and have vigilance.
|
|
|
Amonkhet Raceway
( 0)
Land
Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) : Add .
Max speed — : Target creature gains haste until end of turn.
|
|
|
Archway Angel
  ( 6)
Creature — Angel
(3/4)
Flying When this creature enters, you gain 2 life for each Gate you control.
|
|
|
Archway Commons
( 0)
Land
This land enters tapped. When this land enters, sacrifice it unless you pay . : Add one mana of any color.
|
|
|
Arid Archway
( 0)
Land — Desert
This land enters tapped. When this land enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) : Add  .
|
|
|
Avishkar Raceway
( 0)
Land
Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) : Add .
Max speed — , , Discard a card: Draw a card.
|
|
|
Far // Away (Away)
  ( 3)
Instant
Target player sacrifices a creature of their choice. Fuse (You may cast one or both halves of this card from your hand.)
|
|
|
Aysen Highway
    ( 6)
Enchantment
White creatures have plainswalk. (They can't be blocked as long as defending player controls a Plains.)
|
|
|
Azor's Gateway
 ( 2)
Legendary Artifact
, : Draw a card, then exile a card from your hand. If cards with five or more different mana values are exiled with Azor's Gateway, you gain 5 life, untap Azor's Gateway, and transform it.
|
|
|
Burn Away
  ( 5)
Instant
Burn Away deals 6 damage to target creature. When that creature dies this turn, exile its controller's graveyard.
|
|
|
Byway Barterer
  ( 3)
Creature — Raccoon Rogue
(3/3)
Menace Whenever you expend 4, you may discard your hand. If you do, draw two cards. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
|
|
|
Byway Courier
  ( 3)
Creature — Human Scout
(3/2)
When this creature dies, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
|
|
|
Can't Stay Away
  ( 2)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead." Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Carry Away
  ( 2)
Enchantment — Aura
Enchant Equipment When this Aura enters, unattach enchanted Equipment. You control enchanted Equipment.
|
|
|
Case of the Gateway Express
  ( 2)
Enchantment — Case
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature. To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.) Solved — Creatures you control get +1/+0.
|
|
|
Castaway's Despair
  ( 4)
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
|
|
|
Civic Wayfinder
  ( 3)
Creature — Elf Druid Warrior
(2/2)
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
|
|
|
Covetous Castaway
  ( 2)
Creature — Human
(1/3)
When this creature dies, mill three cards. (Put the top three cards of your library into your graveyard.) Disturb   (You may cast this card from your graveyard transformed for its disturb cost.)
|
|
|
Crossway Troublemakers
  ( 6)
Creature — Vampire
(5/5)
Attacking Vampires you control have deathtouch and lifelink. (Any amount of damage they deal to a creature is enough to destroy it. Damage dealt by those creatures also causes their controller to gain that much life.) Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
|
|
|
Crossway Vampire
   ( 3)
Creature — Vampire
(3/2)
When this creature enters, target creature can't block this turn.
|
|
|
Cryptic Gateway
 ( 5)
Artifact
Tap two untapped creatures you control: You may put a creature card from your hand that shares a creature type with each creature tapped this way onto the battlefield.
|
|
|
Deeproot Wayfinder
  ( 2)
Creature — Merfolk Scout
(2/3)
Whenever this creature deals combat damage to a player or battle, surveil 1, then you may return a land card from your graveyard to the battlefield tapped. (To surveil 1, look at the top card of your library. You may put that card into your graveyard.)
|
|
|
Desperate Castaways
  ( 2)
Creature — Human Pirate
(2/3)
This creature can't attack unless you control an artifact.
|
|
|
Duchess, Wayward Tavernkeep
  ( 4)
Legendary Creature — Human Citizen
(4/3)
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it. , Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
|
|
|
Edward Kenway
    ( 5)
Legendary Creature — Human Assassin Pirate
(5/5)
At the beginning of your end step, create a Treasure token for each tapped Assassin, Pirate, and/or Vehicle you control. Whenever a Vehicle you control deals combat damage to a player, look at the top card of that player's library, then exile it face down. You may play that card for as long as it remains exiled.
|
|
|
Grand Entryway // Elegant Rotunda (Elegant Rotunda)
  ( 3)
Enchantment — Room
When you unlock this door, put a +1/+1 counter on each of up to two target creatures. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
|
|
|
Explosive Getaway
   ( 5)
Sorcery
Exile up to one target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step. Explosive Getaway deals 4 damage to each creature.
|
|
|
Fade Away
  ( 3)
Sorcery
For each creature, its controller sacrifices a permanent of their choice unless they pay .
|
|
|
Fallaji Wayfarer
  ( 3)
Creature — Human Scout
(2/4)
Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.) Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
|
|
|
Far // Away (Far)
  ( 2)
Instant
Return target creature to its owner's hand. Fuse (You may cast one or both halves of this card from your hand.)
|
|
|
Force Away
  ( 2)
Instant
Return target creature to its owner's hand. Ferocious — If you control a creature with power 4 or greater, you may draw a card. If you do, discard a card.
|
|
|
Gateway Plaza
( 0)
Land — Gate
This land enters tapped. When this land enters, sacrifice it unless you pay . : Add one mana of any color.
|
|
|
Gateway Shade
  ( 3)
Creature — Shade
(1/1)
: This creature gets +1/+1 until end of turn.
Tap an untapped Gate you control: This creature gets +2/+2 until end of turn.
|
|
|
Gateway Sneak
  ( 3)
Creature — Vedalken Rogue
(1/3)
Whenever a Gate you control enters, this creature can't be blocked this turn. Whenever this creature deals combat damage to a player, draw a card.
|
|
|
Getaway Car
 ( 3)
Artifact — Vehicle
(4/3)
Haste Whenever this Vehicle attacks or blocks, return up to one target creature that crewed it this turn to its owner's hand. Crew 1
|
|
|
Getaway Glamer
 ( 1)
Instant
Spree (Choose one or more additional costs.) + — Exile target nontoken creature. Return it to the battlefield under its owner's control at the beginning of the next end step. + — Destroy target creature if no other creature has greater power.
|
|
|
Ghostway
  ( 3)
Instant
Exile each creature you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
|
|
|
Grand Entryway // Elegant Rotunda (Grand Entryway)
  ( 2)
Enchantment — Room
When you unlock this door, create a 1/1 white Glimmer enchantment creature token. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
|
|
|
Harm's Way
 ( 1)
Instant
The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.
|
|
|
Haytham Kenway
   ( 4)
Legendary Creature — Human Knight
(3/3)
Protection from Assassins Other Knights you control get +2/+2 and have protection from Assassins. When Haytham Kenway enters, for each opponent, exile up to one target creature that player controls until Haytham Kenway leaves the battlefield.
|
|
|
Highway Robber
   ( 4)
Creature — Human Mercenary
(2/2)
When this creature enters, target opponent loses 2 life and you gain 2 life.
|
|
|
Jace, Cunning Castaway
   ( 3)
Legendary Planeswalker — Jace
(3)
+1: Whenever one or more creatures you control deal combat damage to a player this turn, draw a card, then discard a card. −2: Create a 2/2 blue Illusion creature token with "When this token becomes the target of a spell, sacrifice it." −5: Create two tokens that are copies of Jace, except they're not legendary.
|
|
|
Jungle Wayfinder
  ( 3)
Creature — Elf Warrior
(3/3)
When this creature enters, each player may search their library for a basic land card, reveal it, put it into their hand, then shuffle.
|
|
|
Krosan Wayfarer
 ( 1)
Creature — Human Druid
(1/1)
Sacrifice this creature: You may put a land card from your hand onto the battlefield.
|
|
|
Life Finds a Way
  ( 3)
Enchantment
Whenever a nontoken creature you control with power 4 or greater enters, populate. (Create a token that's a copy of a creature token you control.)
|
|
|
Light the Way
 ( 1)
Instant
Choose one — • Put a +1/+1 counter on target creature or Vehicle. Untap it. • Return target permanent you control to its owner's hand.
|
|
|
Lukka, Wayward Bonder
   ( 6)
Legendary Planeswalker — Lukka
(5)
+1: You may discard a card. If you do, draw a card. If a creature card was discarded this way, draw two cards instead. −2: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of your next upkeep. −7: You get an emblem with "Whenever a creature you control enters, it deals damage equal to its power to any target."
|
|
|
Master the Way
   ( 5)
Sorcery
Draw a card. Master the Way deals damage to any target equal to the number of cards in your hand.
|
|
|
Merfolk Wayfinder
  ( 3)
Creature — Merfolk Scout
(1/2)
Flying When this creature enters, reveal the top three cards of your library. Put all Island cards revealed this way into your hand and the rest on the bottom of your library in any order.
|
|
|
Might of the Old Ways
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Coven — Then if you control three or more creatures with different powers, draw a card.
|
|
|
Mistway Spy
 ( 1)
Creature — Merfolk Detective
(1/1)
Flying Disguise  (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.) When this creature is turned face up, until end of turn, whenever a creature you control deals combat damage to a player, investigate.
|
|
|
Monoxa, Midway Manager
   ( 4)
Legendary Creature — Vampire Employee
(3/3)
Whenever you roll a 3 or higher, Monoxa gains first strike until end of turn. If the roll was 4 or higher, it gains menace until end of turn. If the roll was 5 or higher, it gains lifelink until end of turn. : Roll a six-sided die.
|
|
|
Mystic of the Hidden Way
  ( 5)
Creature — Human Monk
(3/2)
This creature can't be blocked. Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
|
|
|
Narset of the Ancient Way
    ( 4)
Legendary Planeswalker — Narset
(4)
+1: You gain 2 life. Add , , or . Spend this mana only to cast a noncreature spell. −2: Draw a card, then you may discard a card. When you discard a nonland card this way, Narset deals damage equal to that card's mana value to target creature or planeswalker. −6: You get an emblem with "Whenever you cast a noncreature spell, this emblem deals 2 damage to any target."
|
|
|
Nature's Way
  ( 2)
Sorcery
Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.
|
|
|
Nikya of the Old Ways
   ( 5)
Legendary Creature — Centaur Druid
(5/5)
You can't cast noncreature spells. Whenever you tap a land for mana, add one mana of any type that land produced.
|
|
|
No Way Out
  ( 3)
Sorcery
Target opponent discards two cards. You create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
|
|
|
Open the Way
   ( 2)
Sorcery
X can't be greater than the number of players in the game. Reveal cards from the top of your library until you reveal X land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.
|
|
|
Out of the Way
  ( 4)
Instant
This spell costs less to cast if it targets a green permanent. Return target nonland permanent an opponent controls to its owner's hand. Draw a card.
|
|
|
Passageway Seer
  ( 4)
Creature — Tiefling Warlock
(2/2)
Lifelink When this creature enters, you take the initiative. At the beginning of your end step, if you have the initiative, put a +1/+1 counter on this creature.
|
|
|
Pathway Arrows
 ( 1)
Artifact — Equipment
Equipped creature has " , : This creature deals 1 damage to target creature. If a colorless creature is dealt damage this way, tap it." Equip 
|
|
|
Phyrexian Midway Bamboozle
( 0)
Stickers
2 — Whenever this creature attacks, you get . 3 — Undying (When this permanent 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.) 2 — 4/2 5 — 6/9
|
|
|
Pious Wayfarer
 ( 1)
Creature — Human Scout
(1/2)
Constellation — Whenever an enchantment you control enters, target creature gets +1/+1 until end of turn.
|
|
|
Point the Way
 ( 1)
Enchantment
Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)  , Sacrifice this enchantment: Search your library for up to X basic land cards, where X is your speed. Put those cards onto the battlefield tapped, then shuffle.
|
|
|
Put Away
   ( 4)
Instant
Counter target spell. You may shuffle up to one target card from your graveyard into your library.
|
|
|
Railway Brawler
   ( 5)
Creature — Rhino Warrior
(5/5)
Reach, trample Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power. Plot  (You may pay  and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
|
|
|
Renegade's Getaway
  ( 3)
Instant
Target permanent gains indestructible until end of turn. Create a 1/1 colorless Servo artifact creature token. (Effects that say "destroy" don't destroy a permanent with indestructible, and if it's a creature, it can't be destroyed by damage.)
|
|
|
Run Away Together
  ( 2)
Instant
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
|
|
|
Runaway Boulder
 ( 6)
Artifact
Flash When this artifact enters, it deals 6 damage to target creature an opponent controls. Cycling ( , Discard this card: Draw a card.)
|
|
|
Runaway Carriage
 ( 4)
Artifact Creature — Construct
(5/6)
Trample When this creature attacks or blocks, sacrifice it at end of combat.
|
|
|
Runaway Growth
  ( 4)
Enchantment — — Aura
Starting intensity 1 Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional amount of equal to Runaway Growth's intensity, then perpetually increase its intensity by 1.
|
|
|
Runaway Steam-Kin
  ( 2)
Creature — Elemental
(1/1)
Whenever you cast a red spell, if this creature has fewer than three +1/+1 counters on it, put a +1/+1 counter on this creature. Remove three +1/+1 counters from this creature: Add   .
|
|
|
Runaway Trash-Bot
 ( 3)
Artifact Creature — Construct
(0/4)
Trample This creature gets +1/+0 for each artifact and/or enchantment card in your graveyard.
|
|
|
Satyr Wayfinder
  ( 2)
Creature — Satyr
(1/1)
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
|
|
|
Seal Away
  ( 2)
Enchantment
Flash When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield.
|
|
|
Seeker of the Way
  ( 2)
Creature — Human Warrior
(2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, this creature gains lifelink until end of turn.
|
|
|