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Loxodon Hierarch
( 4)
Creature — Elephant Cleric
(4/4)
When Loxodon Hierarch enters, you gain 4 life. , Sacrifice Loxodon Hierarch: Regenerate each creature you control.
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Loxodon Lifechanter
( 6)
Creature — Elephant Cleric
(4/6)
When Loxodon Lifechanter enters, you may have your life total become the total toughness of creatures you control. : Loxodon Lifechanter gets +X/+X until end of turn, where X is your life total.
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Loxodon Partisan
( 5)
Creature — Elephant Soldier
(3/4)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
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Loxodon Punisher
( 4)
Creature — Elephant Soldier
(2/2)
Loxodon Punisher gets +2/+2 for each Equipment attached to it.
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Loxodon Smiter
( 3)
Creature — Elephant Soldier
(4/4)
This spell can't be countered. If a spell or ability an opponent controls causes you to discard Loxodon Smiter, put it onto the battlefield instead of putting it into your graveyard.
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Loyal Apprentice
( 2)
Creature — Human Artificer
(2/1)
Haste Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
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Loyal Guardian
( 5)
Creature — Rhino
(4/4)
Trample Lieutenant — At the beginning of combat on your turn, if you control your commander, put a +1/+1 counter on each creature you control.
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Loyal Inventor
( 3)
Creature — Human Artificer
(2/3)
Vigilance When Loyal Inventor enters, you may search your library for an artifact card, reveal it, then shuffle. Put that card into your hand if you control an Assassin. Otherwise, put that card on top of your library.
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Loyal Retainers
( 3)
Creature — Human Advisor
(1/1)
Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared.
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Loyal Subordinate
( 3)
Creature — Zombie
(3/1)
Menace (This creature can't be blocked except by two or more creatures.) Lieutenant — At the beginning of combat on your turn, if you control your commander, each opponent loses 3 life.
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Loyal Unicorn
( 4)
Creature — Unicorn
(3/4)
Vigilance Lieutenant — At the beginning of combat on your turn, if you control your commander, prevent all combat damage that would be dealt to creatures you control this turn. Other creatures you control gain vigilance until end of turn.
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Lu Su, Wu Advisor
( 5)
Legendary Creature — Human Advisor
(1/2)
: Draw a card. Activate only during your turn, before attackers are declared.
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Lucid Dreams
( 5)
Sorcery
Draw X cards, where X is the number of card types among cards in your graveyard.
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Lucille
( 2)
Legendary Artifact — Equipment
Equipped creature gets +2/+0 and has menace. Whenever equipped creature attacks, defending player sacrifices a creature of their choice. If they do, you create a Walker token. Equip
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Lucius the Eternal
( 5)
Legendary Creature — Astartes Warrior
(5/3)
Haste Armour of Shrieking Souls — When Lucius the Eternal dies, exile it and choose target creature an opponent controls. When that creature leaves the battlefield, return Lucius the Eternal from exile to the battlefield under its owner's control.
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Lucky Offering
( 1)
Sorcery
Destroy target artifact with mana value 3 or less. You gain 3 life.
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Ludevic, Necro-Alchemist
( 3)
Legendary Creature — Human Wizard
(1/4)
At the beginning of each player's end step, that player may draw a card if a player other than you lost life this turn. Partner (You can have two commanders if both have partner.)
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Ludevic's Test Subject
( 2)
Creature — Lizard Egg
(0/3)
Defender : Put a hatchling counter on Ludevic's Test Subject. Then if there are five or more hatchling counters on it, remove all of them and transform it.
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Lullmage's Domination
( 3)
Sorcery
This spell costs less to cast if it targets a creature whose controller has eight or more cards in their graveyard. Gain control of target creature with mana value X.
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Lullmage's Familiar
( 3)
Creature — Beast
(2/4)
: Add or . Whenever you cast a kicked spell, you gain 2 life.
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Lumbering Battlement
( 5)
Creature — Beast
(4/5)
Vigilance When Lumbering Battlement enters, exile any number of other nontoken creatures you control until it leaves the battlefield. Lumbering Battlement gets +2/+2 for each card exiled with it.
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Lumbering Lightshield
( 2)
Creature — — Illusion
(1/4)
When Lumbering Lightshield enters the battlefield, target opponent reveals a nonland card at random from their hand. It perpetually gains "This spell costs more to cast."
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Lumbering Megasloth
( 12)
Creature — Sloth Mutant
(8/8)
This spell costs less to cast for each counter among players and permanents. Trample Lumbering Megasloth enters tapped.
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Lumbering Satyr
( 4)
Creature — Satyr Beast
(5/4)
All creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.)
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Lumengrid Augur
( 4)
Creature — Vedalken Wizard
(2/2)
, : Target player draws a card, then discards a card. If that player discards an artifact card this way, untap Lumengrid Augur.
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Lumengrid Drake
( 4)
Creature — Drake
(2/2)
Flying Metalcraft — When Lumengrid Drake enters, if you control three or more artifacts, return target creature to its owner's hand.
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Lumengrid Sentinel
( 3)
Creature — Human Wizard
(1/2)
Flying Whenever an artifact you control enters, you may tap target permanent.
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Luminarch Ascension
( 2)
Enchantment
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss of life.) : Create a 4/4 white Angel creature token with flying. Activate only if Luminarch Ascension has four or more quest counters on it.
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Luminarch Aspirant
( 2)
Creature — Human Cleric
(1/1)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
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Luminate Primordial
( 7)
Creature — Avatar
(4/7)
Vigilance When Luminate Primordial enters, for each opponent, exile up to one target creature that player controls and that player gains life equal to its power.
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Luminesce
( 1)
Instant
Prevent all damage that black sources and red sources would deal this turn.
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Luminescent Rain
( 3)
Instant
Choose a creature type. You gain 2 life for each permanent you control of that type.
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Luminous Angel
( 7)
Creature — Angel
(4/4)
Flying At the beginning of your upkeep, you may create a 1/1 white Spirit creature token with flying.
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Luminous Bonds
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.
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Luminous Broodmoth
( 4)
Creature — Insect
(3/4)
Flying Whenever a creature you control without flying dies, return it to the battlefield under its owner's control with a flying counter on it.
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Luminous Guardian
( 4)
Creature — Human Nomad
(1/4)
: Luminous Guardian gets +0/+1 until end of turn. : Luminous Guardian can block an additional creature this turn.
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Luminous Phantom
( 0)
Creature — Spirit Cleric
(1/1)
Flying Whenever another creature you control leaves the battlefield, you gain 1 life. If Luminous Phantom would be put into a graveyard from anywhere, exile it instead.
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Luminous Rebuke
( 5)
Instant
This spell costs less to cast if it targets a tapped creature. Destroy target creature.
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Luminous Wake
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks or blocks, you gain 4 life.
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Lumithread Field
( 2)
Enchantment
Creatures you control get +0/+1. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Lunar Convocation
( 2)
Enchantment
At the beginning of your end step, if you gained life this turn, each opponent loses 1 life. At the beginning of your end step, if you gained and lost life this turn, create a 1/1 black Bat creature token with flying. , Pay 2 life: Draw a card.
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Lunar Insight
( 3)
Sorcery
Draw a card for each different mana value among nonland permanents you control.
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Lunar Mystic
( 4)
Creature — Human Wizard
(2/2)
Whenever you cast an instant spell, you may pay . If you do, draw a card.
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Lunar Rejection
( 2)
Instant
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Return target Wolf or Werewolf creature to its owner's hand. Draw a card.
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Lunarch Inquisitors
( 0)
Creature — Human Cleric
(4/4)
When this creature transforms into Lunarch Inquisitors, you may exile another target creature until Lunarch Inquisitors leaves the battlefield.
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Lupine Harbingers
( 4)
Creature — — Wolf
(4/4)
Trample, haste Lupine Harbingers enters the battlefield with X +1/+1 counters on it, where X is the number of turns you've begun since it was foretold. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Lupine Prototype
( 2)
Artifact Creature — Wolf Construct
(5/5)
Lupine Prototype can't attack or block unless a player has no cards in hand.
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Lurching Rotbeast
( 4)
Creature — Zombie Beast
(4/2)
Cycling (, Discard this card: Draw a card.)
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Lurking Arynx
( 5)
Creature — Cat Beast
(3/5)
Formidable — : Target creature blocks Lurking Arynx this turn if able. Activate only if creatures you control have total power 8 or greater.
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Lurking Automaton
( 5)
Artifact Creature — Construct
(0/0)
Reveal Lurking Automaton as you draft it and note how many cards you've drafted this draft round, including Lurking Automaton. Lurking Automaton enters with X +1/+1 counters on it, where X is the highest number you noted for cards named Lurking Automaton.
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Lurking Chupacabra
( 4)
Creature — Beast Horror
(2/3)
Whenever a creature you control explores, target creature an opponent controls gets -2/-2 until end of turn.
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Lurking Crocodile
( 3)
Creature — Crocodile
(2/2)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.) Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Lurking Deadeye
( 4)
Creature — Human Assassin
(4/2)
Flash When Lurking Deadeye enters, destroy target creature that was dealt damage this turn.
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Lurking Evil
( 3)
Enchantment
Pay half your life, rounded up: Lurking Evil becomes a 4/4 Phyrexian Horror creature with flying.
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Lurking Green Dragon
( 4)
Creature — Dragon
(4/4)
Flying Lurking Green Dragon can't attack unless defending player controls a creature with flying.
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Lurking Jackals
( 1)
Enchantment
When an opponent has 10 or less life, if Lurking Jackals is an enchantment, it becomes a 3/2 Jackal creature.
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Lurking Nightstalker
( 2)
Creature — Nightstalker
(1/1)
Whenever Lurking Nightstalker attacks, it gets +2/+0 until end of turn.
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Lurking Predators
( 6)
Enchantment
Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.
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Lurking Roper
( 3)
Creature — Horror
(4/5)
Lurking Roper doesn't untap during your untap step. Whenever you gain life, untap Lurking Roper.
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Lurking Skirge
( 2)
Enchantment
When a creature is put into an opponent's graveyard from the battlefield, if Lurking Skirge is an enchantment, Lurking Skirge becomes a 3/2 Phyrexian Imp creature with flying.
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Lush Oasis
( 0)
Land — Desert
Lush Oasis enters tapped. When Lush Oasis enters, it deals 1 damage to target opponent. : Add or .
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Lush Portico
( 0)
Land — Forest Plains
(: Add or .) Lush Portico enters tapped. When Lush Portico enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Lutri, Pauper Otter (playtest)
( 5)
Legendary Creature — — Elemental Otter
(3/4)
Companion — Your starting deck contains no cards with a <b>silver</b>, <b>gold</b>, <b>orange</b>, or <b>purple</b> expansion symbol. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) When Lutri, Pauper Otter enters the battlefield, discard your hand, then draw three cards.
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Lutri, the Spellchaser
( 3)
Legendary Creature — Elemental Otter
(3/2)
Companion — Each nonland card in your starting deck has a different name. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Flash When Lutri, the Spellchaser enters, if you cast it, copy target instant or sorcery spell you control. You may choose new targets for the copy.
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Lux Artillery
( 4)
Artifact
Whenever you cast an artifact creature spell, it gains sunburst. (It enters with a +1/+1 counter on it for each color of mana spent to cast it.) At the beginning of your end step, if there are thirty or more counters among artifacts and creatures you control, Lux Artillery deals 10 damage to each opponent.
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Luxa River Shrine
( 3)
Artifact
, : You gain 1 life. Put a brick counter on Luxa River Shrine. : You gain 2 life. Activate only if there are three or more brick counters on Luxa River Shrine.
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Luxior, Giada's Gift
( 1)
Legendary Artifact — Equipment
Equipped creature gets +1/+1 for each counter on it. Equipped permanent isn't a planeswalker and is a creature in addition to its other types. (Loyalty abilities can still be activated.) Equip planeswalker Equip
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Luxior, Ignited (playtest)
( 4)
Legendary Artifact Planeswalker — — Equipment Luxior
(1)
Equipped creature gets +1/+1 for each counter on Luxior, Ignited. +1: Attach this Equipment to up to one target creature you control. −2: Equipped creature gets +2/+2 and gains double strike until end of turn.
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Luxurious Libation
( 1)
Instant
Target creature gets +X/+X until end of turn. Create a 1/1 green and white Citizen creature token.
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Luxurious Locomotive
( 5)
Artifact — Vehicle
(6/5)
Whenever Luxurious Locomotive attacks, create a Treasure token for each creature that crewed it this turn. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.") Crew 1. Activate only once each turn. (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Luxury Suite
( 0)
Land
Luxury Suite enters tapped unless you have two or more opponents. : Add or .
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Lydia Frye
( 3)
Legendary Creature — Human Assassin
(3/2)
Lydia Frye can't be blocked by creatures with power 3 or greater. At the beginning of your end step, surveil X, where X is the number of tapped Assassins you control. (Look at the top X cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Lyev Skyknight
( 3)
Creature — Human Knight
(3/1)
Flying When Lyev Skyknight enters, detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
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Lymph Sliver
( 5)
Creature — Sliver
(3/3)
All Sliver creatures have absorb 1. (If a source would deal damage to a Sliver, prevent 1 of that damage.)
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Lyra Dawnbringer
( 5)
Legendary Creature — Angel
(5/5)
Flying First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Other Angels you control get +1/+1 and have lifelink.
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Lyzolda, the Blood Witch
( 3)
Legendary Creature — Human Cleric
(3/1)
, Sacrifice a creature: Lyzolda, the Blood Witch deals 2 damage to any target if the sacrificed creature was red. Draw a card if the sacrificed creature was black.
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Ma Chao, Western Warrior
( 5)
Legendary Creature — Human Soldier Warrior
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Ma Chao, Western Warrior attacks alone, it can't be blocked this combat.
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Maalfeld Twins
( 6)
Creature — Zombie
(4/4)
When this creature dies, create two 2/2 black Zombie creature tokens.
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Mabel, Heir to Cragflame
( 3)
Legendary Creature — Mouse Soldier
(3/3)
Other Mice you control get +1/+1. When Mabel, Heir to Cragflame enters, create Cragflame, a legendary colorless Equipment artifact token with "Equipped creature gets +1/+1 and has vigilance, trample, and haste" and equip .
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Macabre Reconstruction
( 4)
Sorcery
This spell costs less to cast if a creature card was put into your graveyard from anywhere this turn. Return up to two target creature cards from your graveyard to your hand.
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MacCready, Lamplight Mayor
( 2)
Legendary Creature — Human Advisor
(1/3)
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.) Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
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Mace of Disruption
( 2)
Artifact — — Equipment
Equipped creature gets +0/+2 and has protection from Demons and from Devils. Whenever equipped creature attacks, it perpetually gets +1/+0 if it has the same name as another creature you control or a creature card in your graveyard. Equip
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Mace of the Valiant
( 3)
Artifact — Equipment
Equipped creature gets +1/+1 for each charge counter on Mace of the Valiant and has vigilance. (Attacking doesn't cause it to tap.) Whenever a creature you control enters, put a charge counter on Mace of the Valiant. Equip
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Macetail Hystrodon
( 7)
Creature — Beast
(4/4)
First strike, haste Cycling (, Discard this card: Draw a card.)
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Machinate
( 3)
Instant
Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.
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