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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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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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Abyssal Horror
( 6)
Creature — Horror
(2/2)
Flying When Abyssal Horror enters, target player discards two cards.
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Academy Researchers
( 3)
Creature — Human Wizard
(2/2)
When Academy Researchers enters, you may put an Aura card from your hand onto the battlefield attached to Academy Researchers.
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Acidic Soil
( 3)
Sorcery
Acidic Soil deals damage to each player equal to the number of lands they control.
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Acridian
( 2)
Creature — Insect
(2/4)
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Anaconda
( 4)
Creature — Snake
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Angelic Chorus
( 5)
Enchantment
Whenever a creature you control enters, you gain life equal to its toughness.
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Angelic Page
( 2)
Creature — Angel Spirit
(1/1)
Flying : Target attacking or blocking creature gets +1/+1 until end of turn.
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Annul
( 1)
Instant
Counter target artifact or enchantment spell.
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Antagonism
( 4)
Enchantment
At the beginning of each player's end step, Antagonism deals 2 damage to that player unless one of their opponents was dealt damage this turn.
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Arc Lightning
( 3)
Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
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Arcane Laboratory
( 3)
Enchantment
Each player can't cast more than one spell each turn.
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Argothian Enchantress
( 2)
Creature — Human Druid
(0/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.
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Argothian Wurm
( 4)
Creature — Wurm
(6/6)
Trample When Argothian Wurm enters, any player may sacrifice a land of their choice. If a player does, put Argothian Wurm on top of its owner's library.
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Attunement
( 3)
Enchantment
Return Attunement to its owner's hand: Draw three cards, then discard four cards.
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Back to Basics
( 3)
Enchantment
Nonbasic lands don't untap during their controllers' untap steps.
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Barrin, Master Wizard
( 3)
Legendary Creature — Human Wizard
(1/1)
, Sacrifice a permanent: Return target creature to its owner's hand.
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Barrin's Codex
( 4)
Artifact
At the beginning of your upkeep, you may put a page counter on Barrin's Codex. , , Sacrifice Barrin's Codex: Draw X cards, where X is the number of page counters on Barrin's Codex.
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Befoul
( 4)
Sorcery
Destroy target land or nonblack creature. It can't be regenerated.
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Bereavement
( 2)
Enchantment
Whenever a green creature dies, its controller discards a card.
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Blanchwood Armor
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Forest you control.
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Blood Vassal
( 3)
Creature — Thrull
(2/2)
Sacrifice Blood Vassal: Add .
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Bog Raiders
( 3)
Creature — Zombie
(2/2)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Brand
( 1)
Instant
Gain control of all permanents you own. (This effect lasts indefinitely.) Cycling (, Discard this card: Draw a card.)
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Bravado
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each other creature you control.
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Breach
( 3)
Instant
Target creature gets +2/+0 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Brilliant Halo
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2. When Brilliant Halo is put into a graveyard from the battlefield, return Brilliant Halo to its owner's hand.
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Bull Hippo
( 4)
Creature — Hippo
(3/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Bulwark
( 5)
Enchantment
At the beginning of your upkeep, Bulwark deals X damage to target opponent, where X is the number of cards in your hand minus the number of cards in that player's hand.
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Cackling Fiend
( 4)
Creature — Zombie
(2/1)
When Cackling Fiend enters, each opponent discards a card.
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Carpet of Flowers
( 1)
Enchantment
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
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Catalog
( 3)
Instant
Draw two cards, then discard a card.
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Catastrophe
( 6)
Sorcery
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.
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Cathodion
( 3)
Artifact Creature — Construct
(3/3)
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Cave Tiger
( 3)
Creature — Cat
(2/2)
Whenever Cave Tiger becomes blocked by a creature, Cave Tiger gets +1/+1 until end of turn.
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Chimeric Staff
( 4)
Artifact
: Chimeric Staff becomes an X/X Construct artifact creature until end of turn.
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Citanul Centaurs
( 4)
Creature — Centaur
(6/3)
Shroud (This creature can't be the target of spells or abilities.) Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Citanul Flute
( 5)
Artifact
, : Search your library for a creature card with mana value X or less, reveal it, put it into your hand, then shuffle.
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Claws of Gix
( 0)
Artifact
, Sacrifice a permanent: You gain 1 life.
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Clear
( 2)
Instant
Destroy target enchantment. Cycling (, Discard this card: Draw a card.)
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Cloak of Mists
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked.
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Confiscate
( 6)
Enchantment — Aura
Enchant permanent You control enchanted permanent.
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Congregate
( 4)
Instant
Target player gains 2 life for each creature on the battlefield.
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Contamination
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature. If a land is tapped for mana, it produces instead of any other type and amount.
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Copper Gnomes
( 2)
Artifact Creature — Gnome
(1/1)
, Sacrifice Copper Gnomes: You may put an artifact card from your hand onto the battlefield.
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Corrupt
( 6)
Sorcery
Corrupt deals damage to any target equal to the number of Swamps you control. You gain life equal to the damage dealt this way.
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Cradle Guard
( 3)
Creature — Treefolk
(4/4)
Trample Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Crater Hellion
( 6)
Creature — Hellion Beast
(6/6)
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Crater Hellion enters, it deals 4 damage to each other creature.
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Crosswinds
( 2)
Enchantment
Creatures with flying get -2/-0.
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Crystal Chimes
( 3)
Artifact
, , Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand.
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Curfew
( 1)
Instant
Each player returns a creature they control to its owner's hand.
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Dark Hatchling
( 6)
Creature — Horror
(3/3)
Flying When Dark Hatchling enters, destroy target nonblack creature. It can't be regenerated.
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Defensive Formation
( 1)
Enchantment
Rather than the attacking player, you assign the combat damage of each creature attacking you. You can divide that creature's combat damage as you choose among any of the creatures blocking it.
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Despondency
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0. When Despondency is put into a graveyard from the battlefield, return Despondency to its owner's hand.
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Destructive Urge
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals combat damage to a player, that player sacrifices a land of their choice.
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Diabolic Servitude
( 4)
Enchantment
When Diabolic Servitude enters, return target creature card from your graveyard to the battlefield. When the creature put onto the battlefield with Diabolic Servitude dies, exile it and return Diabolic Servitude to its owner's hand. When Diabolic Servitude leaves the battlefield, exile the creature put onto the battlefield with Diabolic Servitude.
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Disciple of Grace
( 2)
Creature — Human Cleric
(1/2)
Protection from black Cycling (, Discard this card: Draw a card.)
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Disciple of Law
( 2)
Creature — Human Cleric
(1/2)
Protection from red Cycling (, Discard this card: Draw a card.)
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Discordant Dirge
( 5)
Enchantment
At the beginning of your upkeep, you may put a verse counter on Discordant Dirge. , Sacrifice Discordant Dirge: Look at target opponent's hand and choose up to X cards from it, where X is the number of verse counters on Discordant Dirge. That player discards those cards.
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Disenchant
( 2)
Instant
Destroy target artifact or enchantment.
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Disorder
( 2)
Sorcery
Disorder deals 2 damage to each white creature and each player who controls a white creature.
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Disruptive Student
( 3)
Creature — Human Wizard
(1/1)
: Counter target spell unless its controller pays .
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Douse
( 3)
Enchantment
: Counter target red spell.
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Dragon Blood
( 3)
Artifact
, : Put a +1/+1 counter on target creature.
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Drifting Djinn
( 6)
Creature — Djinn
(5/5)
Flying At the beginning of your upkeep, sacrifice Drifting Djinn unless you pay . Cycling (, Discard this card: Draw a card.)
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Drifting Meadow
( 0)
Land
Drifting Meadow enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Dromosaur
( 3)
Creature — Dinosaur
(2/3)
Whenever Dromosaur blocks or becomes blocked, it gets +2/-2 until end of turn.
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Duress
( 1)
Sorcery
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
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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.
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Elite Archers
( 6)
Creature — Human Soldier Archer
(3/3)
: Elite Archers deals 3 damage to target attacking or blocking creature.
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Elvish Herder
( 1)
Creature — Elf
(1/1)
: Target creature gains trample until end of turn.
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Elvish Lyrist
( 1)
Creature — Elf
(1/1)
, , Sacrifice Elvish Lyrist: Destroy target enchantment.
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Enchantment Alteration
( 1)
Instant
Attach target Aura attached to a creature or land to another permanent of that type.
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Endless Wurm
( 5)
Creature — Wurm
(9/9)
Trample At the beginning of your upkeep, sacrifice Endless Wurm unless you sacrifice an enchantment.
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Endoskeleton
( 2)
Artifact
You may choose not to untap Endoskeleton during your untap step. , : Target creature gets +0/+3 for as long as Endoskeleton remains tapped.
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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.
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Exhaustion
( 3)
Sorcery
Creatures and lands target opponent controls don't untap during their next untap step.
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Exhume
( 2)
Sorcery
Each player puts a creature card from their graveyard onto the battlefield.
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Exploration
( 1)
Enchantment
You may play an additional land on each of your turns.
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Expunge
( 3)
Instant
Destroy target nonartifact, nonblack creature. It can't be regenerated. Cycling (, Discard this card: Draw a card.)
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Faith Healer
( 2)
Creature — Human Cleric
(1/1)
Sacrifice an enchantment: You gain life equal to the sacrificed enchantment's mana value.
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Falter
( 2)
Instant
Creatures without flying can't block this turn.
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Fault Line
( 2)
Instant
Fault Line deals X damage to each creature without flying and each player.
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Fecundity
( 3)
Enchantment
Whenever a creature dies, that creature's controller may draw a card.
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