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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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A Good Day to Pie
  ( 2)
Instant
Tap up to two target creatures. Whenever you put a name sticker on a creature, you may return A Good Day to Pie from your graveyard to your hand.
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Abbey Matron
  ( 3)
Creature — Human Cleric
(1/3)
, : Abbey Matron gets +0/+3 until end of turn.
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Abeyance
  ( 2)
Instant
Until end of turn, target player can't cast instant or sorcery spells, and that player can't activate abilities that aren't mana abilities. Draw a card.
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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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Absorb Energy
   ( 3)
Instant
Counter target spell. Cards in your hand that share a card type with that spell perpetually gain "This spell costs less to cast."
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Absorb Identity
  ( 2)
Instant
Return target creature to its owner's hand. You may have Shapeshifters you control become copies of that creature until end of turn.
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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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Abyssal Gatekeeper
  ( 2)
Creature — Horror
(1/1)
When Abyssal Gatekeeper dies, each player sacrifices a creature.
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Abyssal Horror
   ( 6)
Creature — Horror
(2/2)
Flying When Abyssal Horror enters the battlefield, target player discards two cards.
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Abyssal Hunter
  ( 4)
Creature — Human Assassin
(1/1)
, : Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature.
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Abyssal Nightstalker
  ( 4)
Creature — Nightstalker
(2/2)
Whenever Abyssal Nightstalker attacks and isn't blocked, defending player discards a card.
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Abyssal Nocturnus
   ( 3)
Creature — Horror
(2/2)
Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn. <i>(It can't be blocked except by artifact creatures and/or black creatures.)</i>
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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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Abyssal Specter
   ( 4)
Creature — Specter
(2/3)
Flying Whenever Abyssal Specter deals damage to a player, that player discards a card.
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Abzan Ascendancy
   ( 3)
Enchantment
When Abzan Ascendancy enters the battlefield, put a +1/+1 counter on each creature you control. Whenever a nontoken creature you control dies, create a 1/1 white Spirit creature token with flying.
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Abzan Skycaptain
  ( 4)
Creature — Bird Soldier
(2/2)
Flying When Abzan Skycaptain dies, bolster 2. <i>(Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)</i>
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Academy Drake
  ( 3)
Creature — Drake
(2/2)
Kicker <i>(You may pay an additional as you cast this spell.)</i> Flying If Academy Drake was kicked, it enters the battlefield with two +1/+1 counters on it.
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Academy Elite
  ( 4)
Creature — Human Wizard
(0/0)
Academy Elite enters the battlefield with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards.  , Remove a +1/+1 counter from Academy Elite: Draw a card, then discard 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 Academy Journeymage enters the battlefield, return target creature an opponent controls to its owner's hand.
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Academy Loremaster
  ( 2)
Creature — Human Wizard
(2/3)
At the beginning of each player's draw step, that player may draw an additional card. If they do, spells they cast this turn cost more to cast.
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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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Academy Raider
  ( 3)
Creature — Human Warrior
(1/1)
Intimidate <i>(This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)</i> Whenever Academy Raider deals combat damage to a player, you may discard a card. If you do, draw a card.
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Academy Rector
  ( 4)
Creature — Human Cleric
(1/2)
When Academy Rector dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle.
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Academy Researchers
   ( 3)
Creature — Human Wizard
(2/2)
When Academy Researchers enters the battlefield, you may put an Aura card from your hand onto the battlefield attached to Academy Researchers.
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Academy Wall
  ( 3)
Creature — Wall
(0/5)
Defender Whenever you cast an instant or sorcery spell, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
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Acolyte Hybrid
  ( 3)
Creature — Tyranid Human
(2/2)
<i>Heavy Rock Cutter</i> — Whenever Acolyte Hybrid attacks, destroy up to one target artifact. If an artifact is destroyed this way, its controller draws a card.
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Acolyte of Affliction
   ( 4)
Creature — Human Cleric
(2/3)
When Acolyte of Affliction enters the battlefield, mill two cards, then you may return a permanent card from your graveyard to your hand.
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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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Acolyte of the Inferno
  ( 3)
Creature — Human Monk
(3/1)
Renown 1 <i>(When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)</i> Whenever Acolyte of the Inferno becomes blocked by a creature, it deals 2 damage to that creature.
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Acolyte's Reward
  ( 2)
Instant
Prevent the next X damage that would be dealt to target creature this turn, where X is your devotion to white. If damage is prevented this way, Acolyte's Reward deals that much damage to any target. <i>(Each in the mana costs of permanents you control counts toward your devotion to white.)</i>
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Act of Authority
   ( 3)
Enchantment
When Act of Authority enters the battlefield, 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 Act of Authority.
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Adarkar Valkyrie
   ( 6)
Snow Creature — Angel
(4/5)
Flying, vigilance : When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control.
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Aerial Surveyor
  ( 3)
Artifact — Vehicle
(3/4)
Flying Whenever Aerial Surveyor 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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Aerial Volley
 ( 1)
Instant
Aerial Volley deals 3 damage divided as you choose among one, two, or three target creatures with flying.
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Aerie Mystics
  ( 5)
Creature — Bird Wizard
(3/3)
Flying   : Creatures you control gain shroud until end of turn. <i>(They can't be the targets of spells or abilities.)</i>
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Aeronaut Cavalry
  ( 5)
Creature — Human Soldier
(3/4)
Flying When Aeronaut Cavalry enters the battlefield, put a +1/+1 counter on another target Soldier you control.
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Aesi, Tyrant of Gyre Strait
   ( 6)
Legendary Creature — Serpent
(5/5)
You may play an additional land on each of your turns. <i>Landfall</i> — Whenever a land enters the battlefield under your control, you may draw a card.
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Afiya Grove
  ( 2)
Enchantment
Afiya Grove enters the battlefield with three +1/+1 counters on it. At the beginning of your upkeep, move a +1/+1 counter from Afiya Grove onto target creature. When Afiya Grove has no +1/+1 counters on it, sacrifice it.
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Agadeem, the Undercrypt
( 0)
Land
As Agadeem, the Undercrypt enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped. : Add .
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Ageless Entity
   ( 5)
Creature — Elemental
(4/4)
Whenever you gain life, put that many +1/+1 counters on Ageless Entity.
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Agent of Treachery
   ( 7)
Creature — Human Rogue
(2/3)
When Agent of Treachery enters the battlefield, gain control of target permanent. At the beginning of your end step, if you control three or more permanents you don't own, draw three cards.
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Agility
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flanking. <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I>
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Agonizing Syphon
  ( 4)
Sorcery
Agonizing Syphon deals 3 damage to any target and you gain 3 life.
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Agony Warp
  ( 2)
Instant
Target creature gets -3/-0 until end of turn. Target creature gets -0/-3 until end of turn.
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Ajani Unyielding
   ( 6)
Legendary Planeswalker — Ajani
(4)
+2: Reveal the top three cards of your library. Put all nonland permanent cards revealed this way into your hand and the rest on the bottom of your library in any order. −2: Exile target creature. Its controller gains life equal to its power. −9: Put five +1/+1 counters on each creature you control and five loyalty counters on each other planeswalker you control.
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Ajani, Adversary of Tyrants
   ( 4)
Legendary Planeswalker — Ajani
(4)
+1: Put a +1/+1 counter on each of up to two target creatures. −2: Return target creature card with mana value 2 or less from your graveyard to the battlefield. −7: You get an emblem with "At the beginning of your end step, create three 1/1 white Cat creature tokens with lifelink."
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Akiri, Fearless Voyager
   ( 3)
Legendary Creature — Kor Warrior
(3/3)
Whenever you attack a player with one or more equipped creatures, draw a card. : You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.
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Akroan Skyguard
  ( 2)
Creature — Human Soldier
(1/1)
Flying <i>Heroic</i> — Whenever you cast a spell that targets Akroan Skyguard, put a +1/+1 counter on Akroan Skyguard.
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Alandra, Sky Dreamer
   ( 4)
Legendary Creature — Merfolk Wizard
(2/4)
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying. Whenever you draw your fifth card each turn, Alandra, Sky Dreamer and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
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Aleatory
  ( 2)
Instant
Cast this spell only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep.
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Allay
  ( 2)
Instant
Buyback <i>(You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)</i> Destroy target enchantment.
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Alley Evasion
 ( 1)
Instant
Choose one — • Target creature you control gets +1/+2 until end of turn. • Return target creature you control to its owner's hand.
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Alley Grifters
   ( 3)
Creature — Human Mercenary
(2/2)
Whenever Alley Grifters becomes blocked, defending player discards a card.
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Alloy Animist
 ( 1)
Creature — Human Druid
(1/1)
 : Until end of turn, target noncreature artifact you control becomes a 4/4 artifact creature.
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Alloy Golem
 ( 6)
Artifact Creature — Golem
(4/4)
As Alloy Golem enters the battlefield, choose a color. Alloy Golem is the chosen color. <I>(It's still an artifact.)</I>
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Alloy Myr
 ( 3)
Artifact Creature — Myr
(2/2)
: Add one mana of any color.
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Almighty Brushwagg
 ( 1)
Creature — Brushwagg
(1/1)
Trample  : Almighty Brushwagg gets +3/+3 until end of turn.
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Alora, Merry Thief
  ( 3)
Legendary Creature — Halfling Rogue
(3/2)
Whenever you attack, up to one target attacking creature can't be blocked this turn. Return that creature to its owner's hand at the beginning of the next end step. Choose a Background <i>(You can have a Background as a second commander.)</i>
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Alpha Authority
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has hexproof and can't be blocked by more than one creature.
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Alseid of Life's Bounty
 ( 1)
Enchantment Creature — Nymph
(1/1)
Lifelink , Sacrifice Alseid of Life's Bounty: Target creature or enchantment you control gains protection from the color of your choice until end of turn.
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Altar of the Goyf
 ( 5)
Tribal Artifact — Lhurgoyf
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of card types among cards in all graveyards. Lhurgoyf creatures you control have trample.
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Alter Reality
  ( 2)
Instant
Change the text of target spell or permanent by replacing all instances of one color word with another. <i>(This effect lasts indefinitely.)</i> Flashback  <i>(You may cast this card from your graveyard for its flashback cost. Then exile it.)</i>
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Always Watching
   ( 3)
Enchantment
Nontoken creatures you control get +1/+1 and have vigilance.
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Ambiguity
   ( 4)
Enchantment
Whenever a player plays a spell that counters a spell that has been played or a player plays a spell that comes into play with counters, that player may counter the next spell played or put an additional counter on a permanent that has already been played, but not countered.
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Ambulatory Edifice
  ( 3)
Artifact Creature — Phyrexian Construct
(3/2)
When Ambulatory Edifice enters the battlefield, you may pay 2 life. When you do, target creature gets -1/-1 until end of turn.
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Aminatou's Augury
   ( 8)
Sorcery
Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
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Ampryn Tactician
   ( 4)
Creature — Human Soldier
(3/3)
When Ampryn Tactician enters the battlefield, creatures you control get +1/+1 until end of turn.
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An Offer You Can't Refuse
 ( 1)
Instant
Counter target noncreature spell. Its controller creates two Treasure tokens. <i>(They're artifacts with " , Sacrifice this artifact: Add one mana of any color.")</i>
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Ana Sanctuary
  ( 3)
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
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Anaba Bodyguard
  ( 4)
Creature — Minotaur
(2/3)
First strike <i>(This creature deals combat damage before creatures without first strike.)</i>
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Anarchy
   ( 4)
Sorcery
Destroy all white permanents.
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Anax and Cymede
   ( 3)
Legendary Creature — Human Soldier
(3/2)
First strike, vigilance <i>Heroic</i> — Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.
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Anchor to Reality
   ( 4)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
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Ancient Hydra
  ( 5)
Creature — Hydra
(5/1)
Fading 5 <I>(This creature enters the battlefield with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I> , Remove a fade counter from Ancient Hydra: It deals 1 damage to any target.
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And They Shall Know No Fear
  ( 2)
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
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Angel of Destiny
   ( 5)
Creature — Angel Cleric
(2/6)
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.
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Angel of Finality
  ( 4)
Creature — Angel
(3/4)
Flying When Angel of Finality enters the battlefield, exile target player's graveyard.
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Angel of Fury
   ( 6)
Creature — Angel
(3/5)
Flying When Angel of Fury dies, you may shuffle it into its owner's library.
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Angel of Glory's Rise
   ( 7)
Creature — Angel
(4/6)
Flying When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
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Angel of Mercy
  ( 5)
Creature — Angel
(3/3)
Flying When Angel of Mercy enters the battlefield, you gain 3 life.
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Angel of Serenity
    ( 7)
Creature — Angel
(5/6)
Flying When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.
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Angel of Unity
  ( 2)
Creature — — Angel Cleric
(1/3)
Flying, lifelink Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1. <i>(A party card or spell is a Cleric, Rogue, Warrior, or Wizard.)</i>
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Angel of Vitality
  ( 3)
Creature — Angel
(2/2)
Flying If you would gain life, you gain that much life plus 1 instead. Angel of Vitality gets +2/+2 as long as you have 25 or more life.
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Angelic Destiny
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return Angelic Destiny to its owner's hand.
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