|
Echoes of Eternity
( 6)
Kindred Enchantment — Eldrazi
If a triggered ability of a colorless spell you control or another colorless permanent you control triggers, that ability triggers an additional time. Whenever you cast a colorless spell, copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
|
|
|
Echoing Decay
( 2)
Instant
Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn.
|
|
|
Ecstatic Beauty
( 3)
Sorcery
Exile the top three cards of your library. You may play those cards until end of turn. Put four time counters on each of those cards that has suspend. Suspend 4—
|
|
|
Eddymurk Crab
( 7)
Creature — Elemental Crab
(5/5)
Flash This spell costs less to cast for each instant and sorcery card in your graveyard. Eddymurk Crab enters tapped if it's not your turn. When Eddymurk Crab enters, tap up to two target creatures.
|
|
|
Eddytrail Hawk
( 2)
Creature — Bird
(1/2)
Flying When Eddytrail Hawk enters, you get (two energy counters). Whenever Eddytrail Hawk attacks, you may pay . If you do, another target attacking creature gains flying until end of turn.
|
|
|
ED-E, Lonesome Eyebot
( 3)
Legendary Artifact Creature — Robot
(2/1)
Flying ED-E My Love — Whenever you attack, if the number of attacking creatures is greater than the number of quest counters on ED-E, Lonesome Eyebot, put a quest counter on it. , Sacrifice ED-E: Draw a card, then draw an additional card for each quest counter on ED-E.
|
|
|
Edge of the Divinity
( 1)
Enchantment — Aura
Enchant creature As long as enchanted creature is white, it gets +1/+2. As long as enchanted creature is black, it gets +2/+1.
|
|
|
Edric, Spymaster of Trest
( 3)
Legendary Creature — Elf Rogue
(2/2)
Whenever a creature deals combat damage to one of your opponents, its controller may draw a card.
|
|
|
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.
|
|
|
Eidolon of Philosophy
( 1)
Enchantment Creature — Spirit
(1/2)
, Sacrifice Eidolon of Philosophy: Draw three cards.
|
|
|
Eivor, Battle-Ready
( 5)
Legendary Creature — Human Assassin Warrior
(5/5)
Vigilance (Attacking doesn't cause this creature to tap.) Haste (This creature can attack as soon as it comes under your control.) Whenever Eivor, Battle-Ready attacks, it deals damage equal to the number of Equipment you control to each opponent.
|
|
|
Ekundu Cyclops
( 4)
Creature — Cyclops
(3/4)
If a creature you control attacks, Ekundu Cyclops also attacks if able.
|
|
|
Eladamri's Vineyard
( 1)
Enchantment
At the beginning of each player's first main phase, that player adds .
|
|
|
Elder Mastery
( 6)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has flying. Whenever enchanted creature deals damage to a player, that player discards two cards.
|
|
|
Elder Owyn Lyons
( 4)
Legendary Creature — Human Knight
(3/3)
Artifacts you control have ward . (Whenever an artifact you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When Elder Owyn Lyons enters or dies, return target artifact card from your graveyard to your hand.
|
|
|
Eldrazi Skyspawner
( 3)
Creature — Eldrazi Drone
(2/1)
Devoid (This card has no color.) Flying When Eldrazi Skyspawner enters, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this creature: Add ."
|
|
|
Eldritch Immunity
( 1)
Kindred Instant — Eldrazi
Target creature you control gains protection from each color until end of turn. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
|
|
|
Electrickery
( 1)
Instant
Electrickery deals 1 damage to target creature you don't control. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
|
|
|
Electrify
( 4)
Instant
Electrify deals 4 damage to target creature.
|
|
|
Electrolyze
( 3)
Instant
Electrolyze deals 2 damage divided as you choose among one or two targets. Draw a card.
|
|
|
Electrostatic Infantry
( 2)
Creature — Dwarf Wizard
(1/2)
Trample Whenever you cast an instant or sorcery spell, put a +1/+1 counter on Electrostatic Infantry.
|
|
|
Electryte
( 5)
Creature — Trilobite Beast
(3/3)
Whenever Electryte deals combat damage to defending player, it deals damage equal to its power to each blocking creature.
|
|
|
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.)
|
|
|
Elemental Augury
( 3)
Enchantment
: Look at the top three cards of target player's library, then put them back in any order.
|
|
|
Elemental Mastery
( 4)
Enchantment — Aura
Enchant creature Enchanted creature has ": Create X 1/1 red Elemental creature tokens with haste, where X is this creature's power. Exile them at the beginning of the next end step."
|
|
|
Elfhame Sanctuary
( 2)
Enchantment
At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, put it into your hand, then shuffle. If you do, you skip your draw step this turn.
|
|
|
Elixir of Immortality
( 1)
Artifact
, : You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library.
|
|
|
Elixir of Vitality
( 4)
Artifact
Elixir of Vitality enters tapped. , Sacrifice Elixir of Vitality: You gain 4 life. , , Sacrifice Elixir of Vitality: You gain 8 life.
|
|
|
Ellyn Harbreeze, Busybody
( 4)
Legendary Creature — Human Peasant
(2/4)
: Look at the top X cards of your library, where X is the number of tokens you created this turn. Put one of those cards into your hand and the rest on the bottom of your library in a random order. Choose a Background (You can have a Background as a second commander.)
|
|
|
Ellywick Tumblestrum
( 4)
Legendary Planeswalker — Ellywick
(4)
+1: Venture into the dungeon. (Enter the first room or advance to the next room.) −2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order. −7: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
|
|
|
Elusive Otter
( 1)
Creature — Otter
(1/1)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Creatures with power less than Elusive Otter's power can't block it.
|
|
|
Elven Lyre
( 2)
Artifact
, , Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn.
|
|
|
Elvish Doomsayer
( 2)
Creature — Elf Shaman
(1/1)
When Elvish Doomsayer dies, each opponent discards a card.
|
|
|
Elvish Fury
( 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.) Target creature gets +2/+2 until end of turn.
|
|
|
Elvish House Party
( 6)
Creature — Elf Rogue
(*/*)
Elvish House Party's power and toughness are each equal to the current hour, using the twelve-hour system.
|
|
|
Elvish Lyrist
( 1)
Creature — Elf
(1/1)
, , Sacrifice Elvish Lyrist: Destroy target enchantment.
|
|
|
Elvish Skysweeper
( 1)
Creature — Elf Warrior
(1/1)
, Sacrifice a creature: Destroy target creature with flying.
|
|
|
Elvish Visionary
( 2)
Creature — Elf Shaman
(1/1)
When Elvish Visionary enters, draw a card.
|
|
|
Embereth Skyblazer
( 4)
Creature — Human Knight
(4/3)
During your turn, Embereth Skyblazer has flying. Whenever Embereth Skyblazer attacks, you may pay . If you do, creatures you control get +X/+0 until end of turn, where X is the number of opponents you have.
|
|
|
Ember-Eye Wolf
( 2)
Creature — Wolf
(1/2)
Haste : Ember-Eye Wolf gets +2/+0 until end of turn.
|
|
|
Embodiment of Fury
( 4)
Creature — Elemental
(4/3)
Trample Land creatures you control have trample. Landfall — Whenever a land you control enters, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
|
|
|
Emerald Dragonfly
( 2)
Creature — Insect
(1/1)
Flying : Emerald Dragonfly gains first strike until end of turn.
|
|
|
Emerald Oryx
( 4)
Creature — Antelope
(2/3)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
|
|
|
Emergency Powers
( 7)
Instant
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Emergency Powers. Addendum — If you cast this spell during your main phase, you may put a permanent card with mana value 7 or less from your hand onto the battlefield.
|
|
|
Emergency Weld
( 2)
Sorcery
Return target artifact or creature card from your graveyard to your hand. Create a 1/1 colorless Soldier artifact creature token.
|
|
|
Emeria, Shattered Skyclave
( 0)
Land
As Emeria, Shattered Skyclave enters, you may pay 3 life. If you don't, it enters tapped. : Add .
|
|
|
Emeria, the Sky Ruin
( 0)
Land
Emeria, the Sky Ruin enters tapped. At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield. : Add .
|
|
|
Emissary Green
( 5)
Legendary Creature — Human Advisor
(3/3)
Whenever Emissary Green attacks, starting with you, each player votes for profit or security. You create a number of Treasure tokens equal to twice the number of profit votes. Put a number of +1/+1 counters on each creature you control equal to the number of security votes.
|
|
|
Emissary of Despair
( 3)
Creature — Spirit
(2/1)
Flying Whenever Emissary of Despair deals combat damage to a player, that player loses 1 life for each artifact they control.
|
|
|
Emissary of Grudges
( 6)
Creature — Efreet
(6/5)
Flying, haste As Emissary of Grudges enters, secretly choose an opponent. Reveal the player you chose: Choose new targets for target spell or ability if it's controlled by the chosen player and if it targets you or a permanent you control. Activate only once.
|
|
|
Emissary of Hope
( 3)
Creature — Spirit
(2/1)
Flying Whenever Emissary of Hope deals combat damage to a player, you gain 1 life for each artifact that player controls.
|
|
|
Emissary of Sunrise
( 3)
Creature — Human Cleric
(2/1)
First strike When Emissary of Sunrise enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
|
|
|
Emissary of the Sleepless
( 5)
Creature — Spirit
(2/4)
Flying When Emissary of the Sleepless enters, if a creature died this turn, create a 1/1 white Spirit creature token with flying.
|
|
|
Empty City Ruse
( 1)
Sorcery
Target opponent skips all combat phases of their next turn.
|
|
|
Empty the Catacombs
( 4)
Sorcery
Each player returns all creature cards from their graveyard to their hand.
|
|
|
Empty the Laboratory
( 2)
Sorcery
Sacrifice X Zombies, then reveal cards from the top of your library until you reveal a number of Zombie creature cards equal to the number of Zombies sacrificed this way. Put those cards onto the battlefield and the rest on the bottom of your library in a random order.
|
|
|
Empty the Warrens
( 4)
Sorcery
Create two 1/1 red Goblin creature tokens. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
|
|
|
Empty-Shrine Kannushi
( 1)
Creature — Human Cleric
(1/1)
Empty-Shrine Kannushi has protection from the colors of permanents you control.
|
|
|
Empyreal Voyager
( 3)
Creature — Vedalken Scout
(2/3)
Flying, trample Whenever Empyreal Voyager deals combat damage to a player, you get that many (energy counters).
|
|
|
Empyrean Eagle
( 3)
Creature — Bird Spirit
(2/3)
Flying Other creatures you control with flying get +1/+1.
|
|
|
Empyrial Archangel
( 8)
Creature — Angel
(5/8)
Flying Shroud (This creature can't be the target of spells or abilities.) All damage that would be dealt to you is dealt to Empyrial Archangel instead.
|
|
|
Empyrial Armor
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each card in your hand.
|
|
|
Empyrial Plate
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 for each card in your hand. Equip
|
|
|
Empyrial Storm
( 6)
Sorcery
When you cast this spell, copy it for each time you've cast your commander from the command zone this game. Create a 4/4 white Angel creature token with flying.
|
|
|
Emry, Lurker of the Loch
( 3)
Legendary Creature — Merfolk Wizard
(1/2)
This spell costs less to cast for each artifact you control. When Emry, Lurker of the Loch enters, mill four cards. : Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
|
|
|
Enchantmentize (playtest)
( 4)
Enchantment — — Aura
Enchant creature or enchantment Enchanted permanent is an enchantment and loses all other card types. (It still has its abilities, but it's no longer a creature.)
|
|
|
Enclave Cryptologist
( 1)
Creature — Merfolk Wizard
(0/1)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 0/1 : Draw a card, then discard a card. LEVEL 3+ 0/1 : Draw a card.
|
|
|
Encroaching Mycosynth
( 4)
Artifact
Nonland permanents you control are artifacts in addition to their other types. The same is true for permanent spells you control and nonland permanent cards you own that aren't on the battlefield.
|
|
|
Enduring Curiosity
( 4)
Enchantment Creature — Cat Glimmer
(4/3)
Flash Whenever a creature you control deals combat damage to a player, draw a card. When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
|
|
|
Enduring Tenacity
( 4)
Enchantment Creature — Snake Glimmer
(4/3)
Whenever you gain life, target opponent loses that much life. When Enduring Tenacity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
|
|
|
Enduring Victory
( 5)
Instant
Destroy target attacking or blocking creature. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
|
|
|
Enduring Vitality
( 3)
Enchantment Creature — Elk Glimmer
(3/3)
Vigilance Creatures you control have ": Add one mana of any color." When Enduring Vitality dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
|
|
|
Enemy of Enlightenment
( 6)
Enchantment Creature — Demon
(5/5)
Flying Enemy of Enlightenment gets -1/-1 for each card in your opponents' hands. At the beginning of your upkeep, each player discards a card.
|
|
|
Energy Arc
( 2)
Instant
Untap any number of target creatures. Prevent all combat damage that would be dealt to and dealt by those creatures this turn.
|
|
|
Energy Bolt
( 2)
Sorcery
Choose one — • Energy Bolt deals X damage to target player or planeswalker. • Target player gains X life.
|
|
|
Energy Chamber
( 2)
Artifact
At the beginning of your upkeep, choose one — • Put a +1/+1 counter on target artifact creature. • Put a charge counter on target noncreature artifact.
|
|
|
Energy Field
( 2)
Enchantment
Prevent all damage that would be dealt to you by sources you don't control. When a card is put into your graveyard from anywhere, sacrifice Energy Field.
|
|
|
Energy Flux
( 3)
Enchantment
All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay ."
|
|
|
Energy Refractor
( 2)
Artifact
When Energy Refractor enters, draw a card. : Add one mana of any color.
|
|
|
Energy Storm
( 2)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Prevent all damage that would be dealt by instant and sorcery spells. Creatures with flying don't untap during their controllers' untap steps.
|
|
|
Energy Tap
( 1)
Sorcery
Tap target untapped creature you control. If you do, add an amount of equal to that creature's mana value.
|
|
|
Energy Vortex
( 5)
Enchantment
As Energy Vortex enters, choose an opponent. At the beginning of your upkeep, remove all vortex counters from Energy Vortex. At the beginning of the chosen player's upkeep, Energy Vortex deals 3 damage to that player unless they pay for each vortex counter on Energy Vortex. : Put X vortex counters on Energy Vortex. Activate only during your upkeep.
|
|
|
Enormous Energy Blade
( 3)
Artifact — Equipment
Equipped creature gets +4/+0. Whenever Enormous Energy Blade becomes attached to a creature, tap that creature. Equip (: Attach to target creature you control. Equip only as a sorcery.)
|
|
|
Enraged Revolutionary
( 3)
Creature — Human Warrior
(2/1)
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
|
|
|
Enroll in the Coalition (playtest)
( 4)
Enchantment
You are a Flagbearer. While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer if able.
|
|
|
Ensnared by the Mara
( 4)
Sorcery
Each opponent faces a villainous choice — They exile cards from the top of their library until they exile a nonland card, then you may cast that card without paying its mana cost, or that player exiles the top four cards of their library and Ensnared by the Mara deals damage equal to the total mana value of those exiled cards to that player.
|
|
|
Enterprising Scallywag
( 2)
Creature — Goblin Pirate
(2/2)
At the beginning of your end step, if you descended this turn, create a Treasure token. (You descended if a permanent card was put into your graveyard from anywhere.)
|
|
|
Enthusiastic Study
( 3)
Instant
Target creature gets +3/+1 and gains trample 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.)
|
|
|
Entirely Normal Armchair
( 0)
Artifact
During your turn, if Entirely Normal Armchair is in your hand, you may hide it on the battlefield. : Return Entirely Normal Armchair to its owner's hand. Only your opponents may activate this ability and only if they see Entirely Normal Armchair. , Sacrifice Entirely Normal Armchair: Destroy target attacking creature.
|
|
|
Entity Tracker
( 3)
Creature — Human Scout
(2/3)
Flash Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
|
|
|