|
Anax, Hardened in the Forge
( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Anax's power is equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.) Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This creature can't block." If the creature had power 4 or greater, create two of those tokens instead.
|
|
|
Ancestor Dragon
( 6)
Creature — Dragon
(5/6)
Flying Whenever one or more creatures you control attack, you gain 1 life for each attacking creature.
|
|
|
Ancestors' Aid
( 2)
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
|
|
|
Ancestor's Chosen
( 7)
Creature — Human Cleric
(4/4)
First strike (This creature deals combat damage before creatures without first strike.) When Ancestor's Chosen enters, you gain 1 life for each card in your graveyard.
|
|
|
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.
|
|
|
Ancestor's Prophet
( 5)
Creature — Human Cleric
(1/5)
Tap five untapped Clerics you control: You gain 10 life.
|
|
|
Ancestral Hot Dog Minotaur
( 0)
Stickers
2 — Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.) 3 — Flying 2 — 1/4 5 — 8/6
|
|
|
Ancestral Knowledge
( 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.) When Ancestral Knowledge enters, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order. When Ancestral Knowledge leaves the battlefield, shuffle your library.
|
|
|
Ancestral Memories
( 5)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
|
|
|
Ancestral Vision
( 0)
Sorcery
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Target player draws three cards.
|
|
|
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.
|
|
|
Anchor to the Aether
( 3)
Sorcery
Put target creature on top of its owner's library. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
|
|
|
Ancient Brass Dragon
( 7)
Creature — Elder Dragon
(7/6)
Flying Whenever Ancient Brass Dragon deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
|
|
|
Ancient Bronze Dragon
( 7)
Creature — Elder Dragon
(7/7)
Flying Whenever Ancient Bronze Dragon deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
|
|
|
Ancient Copper Dragon
( 6)
Creature — Elder Dragon
(6/5)
Flying Whenever Ancient Copper Dragon deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
|
|
|
Ancient Cornucopia
( 3)
Artifact
Whenever you cast a spell that's one or more colors, you may gain 1 life for each of that spell's colors. Do this only once each turn. : Add one mana of any color.
|
|
|
Ancient Excavation
( 4)
Instant
Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way. Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
|
|
|
Ancient Gold Dragon
( 7)
Creature — Elder Dragon
(7/10)
Flying Whenever Ancient Gold Dragon deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
|
|
|
Ancient Imperiosaur
( 7)
Creature — Dinosaur
(6/6)
Convoke (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.) Trample, ward Ancient Imperiosaur enters with two +1/+1 counters on it for each creature that convoked it.
|
|
|
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.
|
|
|
Ancient Ooze
( 7)
Creature — Ooze
(*/*)
Ancient Ooze's power and toughness are each equal to the total mana value of other creatures you control.
|
|
|
Ancient Silver Dragon
( 8)
Creature — Elder Dragon
(8/8)
Flying Whenever Ancient Silver Dragon deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
|
|
|
Ancient Stone Idol
( 10)
Artifact Creature — Golem
(12/12)
Flash This spell costs less to cast for each attacking creature. Trample When Ancient Stone Idol dies, create a 6/12 colorless Construct artifact creature token with trample.
|
|
|
And They Shall Know No Fear
( 2)
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
|
|
|
Andúril, Flame of the West
( 3)
Legendary Artifact — Equipment
Equipped creature gets +3/+1. Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking. Equip
|
|
|
Andúril, Narsil Reforged
( 2)
Legendary Artifact — Equipment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip
|
|
|
Angel of Deliverance
( 8)
Creature — Angel
(6/6)
Flying Delirium — Whenever Angel of Deliverance deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
|
|
|
Angel of Despair
( 7)
Creature — Angel
(5/5)
Flying When Angel of Despair enters, destroy target permanent.
|
|
|
Angel of Destiny
( 5)
Creature — Angel Cleric
(2/6)
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.
|
|
|
Angel of Eternal Dawn
( 3)
Creature — — Angel
(2/4)
Flying When Angel of Eternal Dawn enters the battlefield, it becomes day. It can't become night. Your opponents can't cast spells with mana value greater than the number of turns they have begun.
|
|
|
Angel of Finality
( 4)
Creature — Angel
(3/4)
Flying When this creature enters, exile target player's graveyard.
|
|
|
Angel of Flight Alabaster
( 5)
Creature — Angel
(4/4)
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
|
|
|
Angel of Fury
( 6)
Creature — Angel
(3/5)
Flying When Angel of Fury dies, you may shuffle it into its owner's library.
|
|
|
Angel of Glory's Rise
( 7)
Creature — Angel
(4/6)
Flying When Angel of Glory's Rise enters, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
|
|
|
Angel of Grace
( 5)
Creature — Angel
(5/4)
Flash Flying When Angel of Grace enters, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead. , Exile Angel of Grace from your graveyard: Your life total becomes 10.
|
|
|
Angel of Invention
( 5)
Creature — Angel
(2/1)
Flying, vigilance, lifelink Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
|
|
|
Angel of Jubilation
( 4)
Creature — Angel
(3/3)
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
|
|
|
Angel of Mercy
( 5)
Creature — Angel
(3/3)
Flying When Angel of Mercy enters, you gain 3 life.
|
|
|
Angel of Renewal
( 6)
Creature — Angel Ally
(4/4)
Flying When Angel of Renewal enters, you gain 1 life for each creature you control.
|
|
|
Angel of Salvation
( 8)
Creature — Angel
(5/5)
Flash; convoke (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.) Flying When Angel of Salvation enters, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
|
|
|
Angel of Sanctions
( 5)
Creature — Angel
(3/4)
Flying When Angel of Sanctions enters, you may exile target nonland permanent an opponent controls until Angel of Sanctions leaves the battlefield. Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
|
|
|
Angel of Serenity
( 7)
Creature — Angel
(5/6)
Flying When Angel of Serenity enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.
|
|
|
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.
|
|
|
Angel of the Dawn
( 5)
Creature — Angel
(3/3)
Flying When Angel of the Dawn enters, creatures you control get +1/+1 and gain vigilance until end of turn.
|
|
|
Angel of the Dire Hour
( 7)
Creature — Angel
(5/4)
Flash Flying When Angel of the Dire Hour enters, if you cast it from your hand, exile all attacking creatures.
|
|
|
Angel of the Ruins
( 7)
Artifact Creature — Angel
(5/7)
Flying When Angel of the Ruins enters, exile up to two target artifacts and/or enchantments. Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
|
|
|
Angel of Unity
( 2)
Creature — — Angel Cleric
(1/3)
Flying, lifelink Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1. (A party card or spell is a Cleric, Rogue, Warrior, or Wizard.)
|
|
|
Angel of Vitality
( 3)
Creature — Angel
(2/2)
Flying If you would gain life, you gain that much life plus 1 instead. This creature gets +2/+2 as long as you have 25 or more life.
|
|
|
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 (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Angelheart Protector
( 3)
Creature — Human Cleric
(3/2)
When Angelheart Protector enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
|
|
|
Angelic Aberration
( 6)
Creature — Eldrazi Angel
(4/4)
Devoid (This card has no color.) Flying, vigilance When Angelic Aberration enters, sacrifice any number of creatures each with base power or toughness 1 or less. Create that many 4/4 colorless Eldrazi Angel creature tokens with flying and vigilance.
|
|
|
Angelic Accord
( 4)
Enchantment
At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.
|
|
|
Angelic Ascension
( 2)
Instant
Exile target creature or planeswalker. Its controller creates a 4/4 white Angel creature token with flying.
|
|
|
Angelic Benediction
( 4)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may tap target creature.
|
|
|
Angelic Chorus
( 5)
Enchantment
Whenever a creature you control enters, you gain life equal to its toughness.
|
|
|
Angelic Curator
( 2)
Creature — Angel Spirit
(1/1)
Flying, protection from artifacts
|
|
|
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.
|
|
|
Angelic Exaltation
( 4)
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
|
|
|
Angelic Favor
( 4)
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost. Cast this spell only during combat. Create a 4/4 white Angel creature token with flying. Exile it at the beginning of the next end step.
|
|
|
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. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with that quality.)
|
|
|
Angelic Observer
( 6)
Creature — Angel Advisor
(3/3)
This spell costs less to cast for each Citizen you control. Flying
|
|
|
Angelic Overseer
( 5)
Creature — Angel
(5/3)
Flying As long as you control a Human, Angelic Overseer has hexproof and indestructible.
|
|
|
Angelic Protector
( 4)
Creature — Angel
(2/2)
Flying Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.
|
|
|
Angelic Rocket
( 8)
Host Artifact Creature — Angel
(4/4)
Flying When this creature enters, you may destroy target nonland permanent.
|
|
|
Angelic Sell-Sword
( 5)
Creature — Angel Mercenary
(4/4)
Flying, vigilance Whenever Angelic Sell-Sword or another nontoken creature you control enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever Angelic Sell-Sword attacks, if its power is 6 or greater, draw a card.
|
|
|
Angelic Voices
( 4)
Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
|
|
|
Angel's Tomb
( 3)
Artifact
Whenever a creature you control enters, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.
|
|
|
Angelsong
( 2)
Instant
Prevent all combat damage that would be dealt this turn. Cycling (, Discard this card: Draw a card.)
|
|
|
Anger of the Gods
( 3)
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
|
|
|
Angrath, Captain of Chaos
( 4)
Legendary Planeswalker — Angrath
(5)
Creatures you control have menace. −2: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
|
|
|
Angrath, Minotaur Pirate
( 6)
Legendary Planeswalker — Angrath
(5)
+2: Angrath, Minotaur Pirate deals 1 damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls. −3: Return target Pirate card from your graveyard to the battlefield. −11: Destroy all creatures target opponent controls. Angrath, Minotaur Pirate deals damage to that player equal to their total power.
|
|
|
Angry Mob
( 4)
Creature — Human
(2+*/2+*)
Trample During your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. During turns other than yours, Angry Mob's power and toughness are each 2.
|
|
|
An-Havva Constable
( 3)
Creature — Human
(2/1+*)
An-Havva Constable's toughness is equal to 1 plus the number of green creatures on the battlefield.
|
|
|
Anhelo, the Painter
( 3)
Legendary Creature — Vampire Assassin
(1/3)
Deathtouch The first instant or sorcery spell you cast each turn has casualty 2. (As you cast that spell, you may sacrifice a creature with power 2 or greater. When you do, copy the spell and you may choose new targets for the copy.)
|
|
|
Anikthea, Hand of Erebos
( 5)
Legendary Enchantment Creature — Demigod
(4/4)
Menace Other enchantment creatures you control have menace. Whenever Anikthea enters or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature in addition to its other types.
|
|
|
Anim Pakal, Thousandth Moon
( 3)
Legendary Creature — Human Soldier
(1/2)
Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
|
|
|
Animal Boneyard
( 3)
Enchantment — Aura
Enchant land Enchanted land has ", Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
|
|
|
Animar, Soul of Elements
( 3)
Legendary Creature — Elemental
(1/1)
Protection from white and from black Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements. Creature spells you cast cost less to cast for each +1/+1 counter on Animar.
|
|
|
Animate Object
( 5)
Sorcery
You get seven . Choose an inanimate object you own from outside the game. Put a power and toughness sticker on it. You may also put a name sticker, an art sticker, and/or an ability sticker on it. Put it onto the battlefield as a creature token.
|
|
|
Animation Module
( 1)
Artifact
Whenever one or more +1/+1 counters are put on a permanent you control, you may pay . If you do, create a 1/1 colorless Servo artifact creature token. , : Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
|
|
|
Animus of Night's Reach
( 0)
Enchantment Creature — Spirit
(0/4)
Menace (This creature can't be blocked except by two or more creatures.) 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.
|
|
|
Animus of Predation
( 5)
Creature — Avatar
(4/4)
Draft Animus of Predation face up. As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.) If you removed a creature card with flying from the draft with cards named Animus of Predation, Animus of Predation has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.
|
|
|
Anje, Maid of Dishonor
( 4)
Legendary Creature — Vampire
(4/5)
Whenever Anje, Maid of Dishonor and/or one or more other Vampires you control enter, create a Blood token. This ability triggers only once each turn. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.") , Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
|
|
|
Ankh of Mishra
( 2)
Artifact
Whenever a land enters, Ankh of Mishra deals 2 damage to that land's controller.
|
|
|
Annie Joins Up
( 4)
Legendary Enchantment
When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls. If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.
|
|
|
Annoyed Altisaur
( 7)
Creature — Dinosaur
(6/5)
Reach, trample Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
|
|
|
Anodet Lurker
( 5)
Artifact Creature — Construct
(3/3)
When Anodet Lurker dies, you gain 3 life.
|
|
|
Anoint
( 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.) Prevent the next 3 damage that would be dealt to target creature this turn.
|
|
|
Anoint with Affliction
( 2)
Instant
Exile target creature if it has mana value 3 or less. Corrupted — Exile that creature instead if its controller has three or more poison counters.
|
|
|
Anointed Chorister
( 1)
Creature — Human Cleric
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) : Anointed Chorister gets +3/+3 until end of turn.
|
|
|