|
Amrou Kithkin
( 2)
Creature — Kithkin
(1/1)
Amrou Kithkin can't be blocked by creatures with power 3 or greater.
|
|
|
Amrou Scout
( 2)
Creature — Kithkin Rebel Scout
(2/1)
, : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
|
|
|
Amrou Seekers
( 3)
Creature — Kithkin Rebel
(2/2)
Amrou Seekers can't be blocked except by artifact creatures and/or white creatures.
|
|
|
Amulet of Kroog
( 2)
Artifact
, : Prevent the next 1 damage that would be dealt to any target this turn.
|
|
|
Amulet of Vigor
( 1)
Artifact
Whenever a permanent you control enters tapped, untap it.
|
|
|
Amzu, Swarm's Hunger
( 5)
Legendary Creature — Insect Shaman
(3/3)
Flying, menace Other Insects you control have menace. Whenever one or more cards leave your graveyard, you may create a 1/1 black and green Insect creature token, then put a number of +1/+1 counters on it equal to the greatest mana value among those cards. Do this only once each turn.
|
|
|
An Incident Has Occurred
( 2)
Sorcery
Choose one or both — • Destroy target creature with flying. • Destroy target Attraction. (It's put into its owner's junkyard.) You may apologize. If you do, you gain 3 life.
|
|
|
An Offer You Can't Refuse
( 1)
Instant
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
|
|
|
An Unearthly Child
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Reveal cards from the top of your library until you reveal a Doctor card, a card with doctor's companion, or a Vehicle card. Put that card into your hand and the rest on the bottom of your library in a random order.
|
|
|
Ana Sanctuary
( 3)
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
|
|
|
Anaba Ancestor
( 2)
Creature — Minotaur Spirit
(1/1)
: Another target Minotaur creature gets +1/+1 until end of turn.
|
|
|
Anaba Bodyguard
( 4)
Creature — Minotaur
(2/3)
First strike (This creature deals combat damage before creatures without first strike.)
|
|
|
Anafenza, Kin-Tree Spirit
( 2)
Legendary Creature — Spirit Soldier
(2/2)
Whenever another nontoken creature you control enters, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
|
|
|
Anafenza, the Foremost
( 3)
Legendary Creature — Human Soldier
(4/4)
Whenever Anafenza, the Foremost attacks, put a +1/+1 counter on another target tapped creature you control. If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
|
|
|
Anara, Wolvid Familiar
( 4)
Legendary Creature — Wolf Beast
(4/4)
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.) Partner (You can have two commanders if both have partner.)
|
|
|
Anarchist
( 5)
Creature — Human Wizard
(2/2)
When Anarchist enters, you may return target sorcery card from your graveyard to your hand.
|
|
|
Anarchy
( 4)
Sorcery
Destroy all white permanents.
|
|
|
Anax and Cymede & Kynaios and Tiro (playtest)
( 5)
Legendary Creature — — Human Soldier
(3/8)
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede & Kynaios and Tiro, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.
|
|
|
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 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. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.) Draw a card.
|
|
|
Ancestral Blade
( 2)
Artifact — Equipment
When Ancestral Blade enters, create a 1/1 white Soldier creature token, then attach Ancestral Blade to it. Equipped creature gets +1/+1. Equip (: Attach to target creature you control. Equip only as a sorcery.)
|
|
|
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 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 (: Attach to target creature you control. Equip only as a sorcery.)
|
|
|
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 Mask
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
|
|
|
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 Statue
( 4)
Artifact Creature — Golem
(3/4)
When Ancestral Statue enters, return a nonland permanent you control to its owner's hand.
|
|
|
Ancestral Vengeance
( 2)
Enchantment — Aura
Enchant creature When Ancestral Vengeance enters, put a +1/+1 counter on target creature you control. Enchanted creature gets -1/-1.
|
|
|
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 Amphitheater
( 0)
Land
As Ancient Amphitheater enters, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater enters tapped. : Add or .
|
|
|
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 Cellarspawn
( 3)
Enchantment Creature — Horror
(3/3)
Each spell you cast that's a Demon, Horror, or Nightmare costs less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.
|
|
|
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 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 Greenwarden
( 6)
Creature — Elemental
(5/7)
Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
|
|
|
Ancient Grudge
( 2)
Instant
Destroy target artifact. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Ancient Hydra
( 5)
Creature — Hydra
(5/1)
Fading 5 <I>(This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I> , Remove a fade counter from Ancient Hydra: It deals 1 damage to any target.
|
|
|
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 Runes
( 3)
Enchantment
At the beginning of each player's upkeep, Ancient Runes deals damage to that player equal to the number of artifacts they 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 Silverback
( 6)
Creature — Ape
(6/5)
: Regenerate Ancient Silverback. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
|
|
|
Ancient Spider
( 4)
Creature — Spider
(2/5)
First strike; reach (This creature can block creatures with flying.)
|
|
|
Ancient Stirrings
( 1)
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
|
|
|
Ancient Ziggurat
( 0)
Land
: Add one mana of any color. Spend this mana only to cast a creature spell.
|
|
|
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.
|
|
|
Andradite Leech
( 3)
Creature — Leech
(2/2)
Black spells you cast cost more to cast. : Andradite Leech gets +1/+1 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 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 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 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 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 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.)
|
|
|
Angelfire Crusader
( 4)
Creature — Human Soldier Knight
(2/3)
: Angelfire Crusader gets +1/+0 until end of turn.
|
|
|
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.)
|
|
|
Angelheart Vial
( 5)
Artifact
Whenever you're dealt damage, you may put that many charge counters on Angelheart Vial. , , Remove four charge counters from Angelheart Vial: You gain 2 life and draw a card.
|
|
|
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 Arbiter
( 7)
Creature — Angel
(5/6)
Flying Each opponent who cast a spell this turn can't attack with creatures. Each opponent who attacked with a creature this turn can't cast spells.
|
|
|
Angelic Armaments
( 3)
Artifact — Equipment
Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types. Equip (: Attach to target creature you control. Equip only as a sorcery.)
|
|
|
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 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 Field Marshal
( 4)
Creature — Angel
(3/3)
Flying Lieutenant — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance.
|
|
|
Angelic Guardian
( 6)
Creature — Angel
(5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever one or more creatures you control attack, they gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
|
|
|
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
|
|
|