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A Little Chat
  ( 2)
Instant
Casualty 1 <i>(As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.)</i> Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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Abandon the Post
  ( 2)
Sorcery
Up to two target creatures can't block this turn. Flashback  <i>(You may cast this card from your graveyard for its flashback cost. Then exile it.)</i>
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Abrade
  ( 2)
Instant
Choose one — • Abrade deals 3 damage to target creature. • Destroy target artifact.
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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 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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Acquisition Octopus
  ( 3)
Artifact Creature — Equipment Octopus
(2/2)
Whenever Acquisition Octopus or equipped creature deals combat damage to a player, draw a card. Reconfigure <i>( : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)</i>
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Adamant Will
  ( 2)
Instant
Target creature gets +2/+2 and gains indestructible until end of turn. <i>(Damage and effects that say "destroy" don't destroy it.)</i>
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Adaptive Sporesinger
  ( 3)
Creature — Phyrexian Druid
(2/2)
Vigilance When Adaptive Sporesinger enters the battlefield, choose one — • Target creature gets +2/+2 and gains vigilance until end of turn. • Proliferate. <i>(Choose any number of permanents and/or players, then give each another counter of each kind already there.)</i>
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Adeline, Resplendent Cathar
   ( 3)
Legendary Creature — Human Knight
(*/4)
Vigilance Adeline, Resplendent Cathar's power is equal to the number of creatures you control. Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
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Aerial Boost
  ( 2)
Instant
Convoke <i>(Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)</i> Target creature gets +2/+2 and gains flying until end of turn.
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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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Aeronaut's Wings
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+0 and has flying. Equip <i>( : Attach to target creature you control. Equip only as a sorcery.)</i>
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Aether Channeler
  ( 3)
Creature — Human Wizard
(2/1)
When Aether Channeler enters the battlefield, choose one — • Create a 1/1 white Bird creature token with flying. • Return another target nonland permanent to its owner's hand. • Draw a card.
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Aetherwing, Golden-Scale Flagship
( 0)
Legendary Artifact — Vehicle
(*/4)
Flying Aetherwing, Golden-Scale Flagship's power is equal to the number of artifacts you control. Crew 1 <i>(Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)</i>
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Against All Odds
  ( 4)
Sorcery
Choose one or both — • Exile target artifact or creature you control, then return it to the battlefield under its owner's control. • Return target artifact or creature card with mana value 3 or less from your graveyard to the battlefield.
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Agatha's Champion
  ( 5)
Creature — Human Knight
(4/4)
Bargain <i>(You may sacrifice an artifact, enchantment, or token as you cast this spell.)</i> Trample When Agatha's Champion enters the battlefield, if it was bargained, it fights up to one target creature you don't control. <i>(Each deals damage equal to its power to the other.)</i>
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Agatha's Soul Cauldron
 ( 2)
Legendary Artifact
You may spend mana as though it were mana of any color to activate abilities of creatures you control. Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron. : Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
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Aggressive Sabotage
  ( 3)
Sorcery
Kicker <i>(You may pay an additional as you cast this spell.)</i> Target player discards two cards. If this spell was kicked, it deals 3 damage to that player.
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Aim for the Head
  ( 3)
Sorcery
Choose one — • Exile target Zombie. • Target opponent exiles two cards from their hand.
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Air Marshal
  ( 2)
Creature — Human Soldier
(2/1)
: Target Soldier gains flying until end of turn.
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Airlift Chaplain
  ( 3)
Creature — Human Cleric
(1/1)
Flying When Airlift Chaplain enters the battlefield, mill three cards. You may put a Plains card or a creature card with mana value 3 or less from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on Airlift Chaplain. <i>(To mill a card, put the top card of your library into your graveyard.)</i>
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Ajani, Sleeper Agent
    ( 4)
Legendary Planeswalker — Ajani
(4)
Compleated <i>( can be paid with , , or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.)</i> +1: Reveal the top card of your library. If it's a creature or planeswalker card, put it into your hand. Otherwise, you may put it on the bottom of your library. −3: Distribute three +1/+1 counters among up to three target creatures. They gain vigilance until end of turn. −6: You get an emblem with "Whenever you cast a creature or planeswalker spell, target opponent gets two poison counters."
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Akki Ember-Keeper
  ( 2)
Enchantment Creature — Goblin Warrior
(2/1)
Whenever a nontoken modified creature you control dies, create a 1/1 colorless Spirit creature token. <i>(Equipment, Auras you control, and counters are modifications.)</i>
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Akki Ronin
  ( 2)
Creature — Goblin Samurai
(1/3)
Whenever a Samurai or Warrior you control attacks alone, you may discard a card. If you do, draw a card.
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Akki War Paint
 ( 1)
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets +2/+1.
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Alabaster Host Intercessor
  ( 6)
Creature — Phyrexian Samurai
(3/4)
When Alabaster Host Intercessor enters the battlefield, exile target creature an opponent controls until Alabaster Host Intercessor leaves the battlefield. Plainscycling <i>( , Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)</i>
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Alchemist's Gambit
   ( 3)
Sorcery
Cleave    <i>(You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)</i> Take an extra turn after this one. During that turn, damage can't be prevented. At the beginning of that turn's end step, you lose the game. Exile Alchemist's Gambit.
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Alchemist's Retrieval
 ( 1)
Instant
Cleave  <i>(You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)</i> Return target nonland permanent you control to its owner's hand.
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All Will Be One
   ( 5)
Enchantment
Whenever you put one or more counters on a permanent or player, All Will Be One deals that much damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.
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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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All-Seeing Arbiter
   ( 6)
Creature — Avatar
(5/4)
Flying Whenever All-Seeing Arbiter enters the battlefield or attacks, draw two cards, then discard a card. Whenever you discard a card, target creature an opponent controls gets -X/-0 until your next turn, where X is the number of different mana values among cards in your graveyard.
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Alluring Suitor
  ( 3)
Creature — Vampire
(2/3)
When you attack with exactly two creatures, transform Alluring Suitor.
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Ambitious Assault
  ( 3)
Instant
Creatures you control get +2/+0 until end of turn. If you control a modified creature, draw a card. <i>(Equipment, Auras you control, and counters are modifications.)</i>
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Ambitious Farmhand
  ( 2)
Creature — Human Peasant
(1/1)
When Ambitious Farmhand enters the battlefield, you may search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. <i>Coven</i> —   : Transform Ambitious Farmhand. Activate only if you control three or more creatures with different powers.
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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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Ambush Paratrooper
  ( 2)
Creature — Human Soldier
(1/2)
Flash Flying : 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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Ancestor's Embrace
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has lifelink. If Ancestor's Embrace would be put into a graveyard from anywhere, exile it instead.
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Ancestral Anger
 ( 1)
Sorcery
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card.
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Ancestral Katana
  ( 2)
Artifact — Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay . When you do, attach Ancestral Katana to it. Equipped creature gets +2/+1. Equip <i>( : Attach to target creature you control. Equip only as a sorcery.)</i>
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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 Imperiosaur
   ( 7)
Creature — Dinosaur
(6/6)
Convoke <i>(Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)</i> Trample, ward  Ancient Imperiosaur enters the battlefield with two +1/+1 counters on it for each creature that convoked it.
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Ancient Lumberknot
   ( 4)
Creature — Treefolk
(1/4)
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
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Angel of Suffering
   ( 5)
Creature — Nightmare Angel
(5/3)
Flying If damage would be dealt to you, prevent that damage and mill twice that many cards.
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Angelfire Ignition
   ( 3)
Sorcery
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn. Flashback   <i>(You may cast this card from your graveyard for its flashback cost. Then exile it.)</i>
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Angelic Enforcer
( 0)
Creature — Angel
(*/*)
Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever Angelic Enforcer attacks, double your life total.
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Angelic Intervention
  ( 2)
Instant
Target creature or planeswalker you control gains protection from colorless or from the color of your choice until end of turn. If it's a creature, put a +1/+1 counter on it. <i>(It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with that quality.)</i>
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Angelic Observer
  ( 6)
Creature — Angel Advisor
(3/3)
This spell costs less to cast for each Citizen you control. Flying
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Angelic Quartermaster
   ( 5)
Creature — Angel Soldier
(3/3)
Flying When Angelic Quartermaster enters the battlefield, put a +1/+1 counter on each of up to two other target creatures.
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Animist's Might
  ( 3)
Sorcery
This spell costs less to cast if it targets a legendary creature you control. Target creature you control deals damage equal to twice its power to target creature or planeswalker you don't control.
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Animus of Night's Reach
( 0)
Enchantment Creature — Spirit
(0/4)
Menace <i>(This creature can't be blocked except by two or more creatures.)</i> Whenever Animus of Night's Reach attacks, it gets +X/+0 until end of turn, where X is the number of creature cards in defending player's graveyard.
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Anje, Maid of Dishonor
   ( 4)
Legendary Creature — Vampire
(4/5)
Whenever Anje, Maid of Dishonor and/or one or more other Vampires enter the battlefield under your control, create a Blood token. This ability triggers only once each turn. <i>(It's an artifact with " , , Discard a card, Sacrifice this artifact: Draw a card.")</i> , Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
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Annex Sentry
  ( 3)
Artifact Creature — Phyrexian Cleric
(1/4)
Toxic 1 <i>(Players dealt combat damage by this creature also get a poison counter.)</i> When Annex Sentry enters the battlefield, exile target artifact or creature an opponent controls with mana value 3 or less until Annex Sentry leaves the battlefield.
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Annihilating Glare
 ( 1)
Sorcery
As an additional cost to cast this spell, pay or sacrifice an artifact or creature. Destroy target creature or planeswalker.
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Anoint with Affliction
  ( 2)
Instant
Exile target creature if it has mana value 3 or less. <i>Corrupted</i> — Exile that creature instead if its controller has three or more poison counters.
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Anointed Peacekeeper
  ( 3)
Creature — Human Cleric
(3/3)
Vigilance As Anointed Peacekeeper enters the battlefield, look at an opponent's hand, then choose any card name. Spells your opponents cast with the chosen name cost more to cast. Activated abilities of sources with the chosen name cost more to activate unless they're mana abilities.
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Antagonize
  ( 2)
Instant
Target creature gets +4/+3 until end of turn.
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Ao, the Dawn Sky
   ( 5)
Legendary Creature — Dragon Spirit
(5/4)
Flying, vigilance When Ao, the Dawn Sky dies, choose one — • Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. • Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
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Apostle of Invasion
   ( 6)
Creature — Phyrexian Angel
(4/4)
Flying <i>Corrupted</i> — As long as an opponent has three or more poison counters, Apostle of Invasion has double strike.
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Apprentice Sharpshooter
  ( 3)
Creature — Human Archer
(1/4)
Reach Training <i>(Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)</i>
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Aquatic Alchemist
  ( 2)
Creature — Elemental
(1/3)
Whenever you cast your first instant or sorcery spell each turn, Aquatic Alchemist gets +2/+0 until end of turn.
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Arachnoid Adaptation
 ( 1)
Instant
Target creature gets +2/+2 and gains reach until end of turn. Untap it.
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Arbalest Engineers
   ( 3)
Creature — Human Artificer
(2/2)
When Arbalest Engineers enters the battlefield, choose one — • Arbalest Engineers deals 1 damage to any target. • Put a +1/+1 counter on target creature. It gains trample and haste until end of turn. • Create a tapped Powerstone token. <i>(It's an artifact with " : Add . This mana can't be spent to cast a nonartifact spell.")</i>
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Arc Spitter
 ( 1)
Artifact — Equipment
Equipped creature has " : This creature deals 1 damage to target creature that's blocking it." Equip <i>( : Attach to target creature you control. Equip only as a sorcery.)</i>
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Arcane Bombardment
   ( 6)
Enchantment
Whenever you cast your first instant or sorcery spell each turn, exile an instant or sorcery card at random from your graveyard. Then copy each card exiled with Arcane Bombardment. You may cast any number of the copies without paying their mana costs.
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Arcane Infusion
  ( 2)
Instant
Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Flashback   <i>(You may cast this card from your graveyard for its flashback cost. Then exile it.)</i>
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Arcane Proxy
 ( 7)
Artifact Creature — Wizard
(4/3)
When Arcane Proxy enters the battlefield, if you cast it, exile target instant or sorcery card with mana value less than or equal to Arcane Proxy's power from your graveyard. Copy that card. You may cast the copy without paying its mana cost. //PRT-Prototype_Mech//   
Prototype <i>(You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)</i> 2/1
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Archangel Elspeth
   ( 4)
Legendary Planeswalker — Elspeth
(4)
+1: Create a 1/1 white Soldier creature token with lifelink. −2: Put two +1/+1 counters on target creature. It becomes an Angel in addition to its other types and gains flying. −6: Return all nonland permanent cards with mana value 3 or less from your graveyard to the battlefield.
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Archangel of Wrath
   ( 4)
Creature — Angel
(3/4)
Kicker and/or <i>(You may pay an additional and/or as you cast this spell.)</i> Flying, lifelink When Archangel of Wrath enters the battlefield, if it was kicked, it deals 2 damage to any target. When Archangel of Wrath enters the battlefield, if it was kicked twice, it deals 2 damage to any target.
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Archfiend of the Dross
   ( 4)
Creature — Phyrexian Demon
(6/6)
Flying Archfiend of the Dross enters the battlefield with four oil counters on it. At the beginning of your upkeep, remove an oil counter from Archfiend of the Dross. Then if it has no oil counters on it, you lose the game. Whenever a creature an opponent controls dies, its controller loses 2 life.
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Archghoul of Thraben
  ( 3)
Creature — Zombie Cleric
(3/2)
Whenever Archghoul of Thraben or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
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Architect of Restoration
( 0)
Enchantment Creature — Fox Monk
(3/4)
Vigilance Whenever Architect of Restoration attacks or blocks, create a 1/1 colorless Spirit creature token.
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Archive Dragon
   ( 6)
Creature — Dragon Wizard
(4/6)
Flying Ward <i>(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)</i> When Archive Dragon enters the battlefield, scry 2.
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Archive Haunt
( 0)
Creature — Spirit Wizard
(2/1)
Flying Whenever Archive Haunt attacks, draw a card, then discard a card. If Archive Haunt would be put into a graveyard from anywhere, exile it instead.
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Archon of the Wild Rose
   ( 4)
Creature — Archon
(4/4)
Flying Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
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Archon's Glory
 ( 1)
Instant
Bargain <i>(You may sacrifice an artifact, enchantment, or token as you cast this spell.)</i> Target creature gets +2/+2 until end of turn. If this spell was bargained, that creature also gains flying and lifelink until end of turn.
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Archpriest of Shadows
   ( 5)
Creature — Human Warlock
(4/4)
Backup 1 <i>(When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.)</i> Deathtouch Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
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Ardent Elementalist
  ( 4)
Creature — Human Shaman
(2/1)
When Ardent Elementalist enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
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Virtue of Loyalty (Ardenvale Fealty)
  ( 2)
Instant — Adventure
Create a 2/2 white Knight creature token with vigilance. <i>(Then exile this card. You may cast the enchantment later from exile.)</i>
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Argentum Masticore
 ( 5)
Artifact Creature — Phyrexian Masticore
(5/5)
First strike, protection from multicolored At the beginning of your upkeep, sacrifice Argentum Masticore unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
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Argivian Avenger
 ( 6)
Artifact Creature — Shapeshifter
(5/5)
: Until end of turn, Argivian Avenger gets -1/-1 and gains your choice of flying, vigilance, deathtouch, or haste.
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Argivian Cavalier
  ( 3)
Creature — Orc Knight
(2/2)
Enlist <i>(As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)</i> When Argivian Cavalier enters the battlefield, create a 1/1 white Soldier creature token.
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Argivian Phalanx
  ( 6)
Creature — Human Kor Soldier
(4/4)
This spell costs less to cast for each creature you control. Vigilance
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Argoth, Sanctum of Nature
( 0)
Land
Argoth, Sanctum of Nature enters the battlefield tapped unless you control a legendary green creature. : Add .
  , : Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery.
<i>(Melds with Titania, Voice of Gaea.)</i>
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Argothian Opportunist
  ( 3)
Creature — Human Scout
(3/2)
When Argothian Opportunist enters the battlefield, create a tapped Powerstone token. <i>(It's an artifact with " : Add . This mana can't be spent to cast a nonartifact spell.")</i>
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Argothian Sprite
  ( 2)
Creature — Faerie
(2/2)
Argothian Sprite can't be blocked by artifact creatures. : Put two +1/+1 counters on Argothian Sprite.
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Arlinn, the Moon's Fury
( 0)
Legendary Planeswalker — Arlinn
(4)
Nightbound <i>(If a player casts at least two spells during their own turn, it becomes day next turn.)</i> +2: Add  . 0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
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Arlinn, the Pack's Hope
   ( 4)
Legendary Planeswalker — Arlinn
(4)
Daybound <i>(If a player casts no spells during their own turn, it becomes night next turn.)</i> +1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it. −3: Create two 2/2 green Wolf creature tokens.
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Arm the Cathars
   ( 3)
Sorcery
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
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Armored Scrapgorger
  ( 2)
Creature — Phyrexian Beast
(0/3)
Armored Scrapgorger gets +3/+0 as long as it has three or more oil counters on it. : Add one mana of any color.
Whenever Armored Scrapgorger becomes tapped, exile target card from a graveyard and put an oil counter on Armored Scrapgorger.
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Armory Mice
  ( 2)
Creature — Mouse
(3/1)
<i>Celebration</i> — Armory Mice gets +0/+2 as long as two or more nonland permanents entered the battlefield under your control this turn.
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Arms Race
  ( 4)
Enchantment
 : You may put an artifact card from your hand onto the battlefield. That artifact gains haste. Sacrifice it at the beginning of the next end step.
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Arni Metalbrow
  ( 3)
Legendary Creature — Human Berserker
(3/3)
Whenever a creature you control attacks or a creature enters the battlefield under your control attacking, you may pay  . If you do, you may put a creature card with mana value less than that creature's mana value from your hand onto the battlefield tapped and attacking.
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