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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 Girl and Her Dogs (playtest)
  ( 5)
Creature — — Human
(3/3)
When A Girl and Her Dogs enters the battlefield and at the beginning of your upkeep, create a 1/1 white legendary Dog creature token and name it. Whenever A Girl and Her Dogs attacks, it gets +1/+1 until end of turn for each legendary creature you control.
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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 this card from your graveyard to your hand.
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A Good Thing (playtest)
   ( 6)
Enchantment
Spells and abilities you control can't destroy, exile, target, or cause you to sacrifice CARDNAME. At the beginning of your upkeep, double your life total. Then, if you have 1,000 or more life, you lose the game.
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Abbey Matron
  ( 3)
Creature — Human Cleric
(1/3)
, : This creature gets +0/+3 until end of turn.
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Abbot of the Sacred Meeple (playtest)
  ( 2)
Creature — — Human Monk
(2/2)
Sinecure (This creature can occupy a space two spaces higher on the Monk Track than its power.) Once on each of your odd-numbered (beige) production phases, you may spend two additional sheep when constructing a building. If you do, you may activate the lesser production ability of any building of prestige 5 or lower you control. Exceptions: Apiary, Cobbler (but not Shoemaker), Wainwright.
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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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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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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 this creature dies, each player sacrifices a creature of their choice.
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Abyssal Gorestalker
   ( 6)
Creature — Horror
(6/6)
When this creature enters, each player sacrifices two creatures of their choice.
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Abyssal Harvester
   ( 3)
Creature — Demon Warlock
(3/2)
: Exile target creature card from a graveyard that was put there this turn. Create a token that's a copy of it, except it's a Nightmare in addition to its other types. Then exile all other Nightmare tokens you control.
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Abyssal Horror
   ( 6)
Creature — Horror
(2/2)
Flying When this creature enters, target player discards two cards.
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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 Nightstalker
  ( 4)
Creature — Nightstalker
(2/2)
Whenever this creature 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, 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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Abyssal Specter
   ( 4)
Creature — Specter
(2/3)
Flying Whenever this creature deals damage to a player, that player discards a card.
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Abzan Ascendancy
   ( 3)
Enchantment
When this enchantment enters, 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 this creature dies, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
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Academy Drake
  ( 3)
Creature — Drake
(2/2)
Kicker (You may pay an additional as you cast this spell.) Flying If this creature was kicked, it enters with two +1/+1 counters on it.
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Academy Elite
  ( 4)
Creature — Human Wizard
(0/0)
This creature enters 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 this creature: 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 this creature enters, 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 (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever this creature 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 this creature 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 this creature enters, you may put an Aura card from your hand onto the battlefield attached to this creature.
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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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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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Aclazotz, Deepest Betrayal
   ( 5)
Legendary Creature — Bat God
(4/4)
Flying, lifelink Whenever Aclazotz attacks, each opponent discards a card. For each opponent who can't, you draw a card. Whenever an opponent discards a land card, create a 1/1 black Bat creature token with flying. When Aclazotz dies, return it to the battlefield tapped and transformed under its owner's control.
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Acolyte Hybrid
  ( 3)
Creature — Tyranid Human
(2/2)
Heavy Rock Cutter — Whenever this creature 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 Aclazotz
  ( 3)
Creature — Vampire Cleric
(1/4)
, Sacrifice another creature or artifact: Each opponent loses 1 life and you gain 1 life.
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Acolyte of Affliction
   ( 4)
Creature — Human Cleric
(2/3)
When this creature enters, 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 (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.) Whenever this creature 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. (Each in the mana costs of permanents you control counts toward your devotion to white.)
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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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Adarkar Valkyrie
   ( 6)
Snow Creature — Angel
(4/5)
Flying, vigilance : When target creature other than this creature dies this turn, return that card to the battlefield under your control.
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Adrenaline Jockey
  ( 3)
Creature — Minotaur Pilot
(3/3)
Whenever a player casts a spell, if it's not their turn, this creature deals 4 damage to them. Whenever you activate an exhaust ability, put a +1/+1 counter on this creature.
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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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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 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 Mystics
  ( 5)
Creature — Bird Wizard
(3/3)
Flying   : Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.)
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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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Aesi, Tyrant of Gyre Strait
   ( 6)
Legendary Creature — Serpent
(5/5)
You may play an additional land on each of your turns. Landfall — Whenever a land you control enters, you may draw a card.
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Aether Syphon
   ( 3)
Artifact
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.) , : Draw a card.
Max speed — Whenever you draw a card, each opponent mills two cards. (Each opponent puts the top two cards of their library into their graveyard.)
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Afiya Grove
  ( 2)
Enchantment
This enchantment enters with three +1/+1 counters on it. At the beginning of your upkeep, move a +1/+1 counter from this enchantment onto target creature. When this enchantment has no +1/+1 counters on it, sacrifice it.
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Aftermath Analyst
  ( 2)
Creature — Elf Detective
(1/3)
When this creature enters, mill three cards.  , Sacrifice this creature: Return all land cards from your graveyard to the battlefield tapped.
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Ageless Entity
   ( 5)
Creature — Elemental
(4/4)
Whenever you gain life, put that many +1/+1 counters on this creature.
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Agency Coroner
  ( 5)
Creature — Ogre Cleric
(3/6)
 , Sacrifice another creature: Draw a card. If the sacrificed creature was suspected, draw two cards instead.
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Agency Outfitter
   ( 6)
Creature — Sphinx Detective
(4/3)
Flying When this creature enters, you may search your graveyard, hand and/or library for a card named Magnifying Glass and/or a card named Thinking Cap and put them onto the battlefield. If you search your library this way, shuffle.
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Agent of Treachery
   ( 7)
Creature — Human Rogue
(2/3)
When this creature enters, 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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Aggressive Biomancy
    ( 2)
Sorcery
Create X tokens that are copies of target creature you control, except they have "When this token enters, it fights up to one target creature you don't control."
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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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Agility Bobblehead
 ( 3)
Artifact — Bobblehead
: Add one mana of any color.
, : Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
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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 Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
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Alacrian Armory
  ( 4)
Artifact
Creatures you control get +0/+1 and have vigilance. At the beginning of combat on your turn, choose up to one target Mount or Vehicle you control. Until end of turn, that permanent becomes saddled if it's a Mount and becomes an artifact creature if it's a Vehicle.
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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 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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Alberix, the Trade Planet (playtest)
   ( 4)
World Enchantment
Planet (When this permanent enters, exile the top five cards of your library as its resources.) Trade Routes — At the beginning of your precombat main phase, choose one — • Discard a card. If you do, put two of Alberix's resources into its owner's hand. • Exile the top card of your library as a resource.
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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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All of History, All at Once
   ( 4)
Sorcery
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.) Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Allay
  ( 2)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) 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 this creature 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 this creature enters, choose a color. This creature 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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All-Star Kicker (playtest)
  ( 2)
Creature — — Orc Athlete
(2/2)
Assist kicker (You and up to one other player can spend mana to pay this kicker cost.) When All-Star Kicker enters the battlefield, your team may pass the ball. Then if All-Star Kicker was kicked, creatures your team controls get +1/+1 and gain haste until end of turn. (To pass the ball, one of the players on your team gives a permanent or card in hand to another player on your team.)
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Almighty Brushwagg
 ( 1)
Creature — Brushwagg
(1/1)
Trample  : This creature 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 (You can have a Background as a second commander.)
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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 this creature: 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)
Kindred 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. (This effect lasts indefinitely.) Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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