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Cut of the Profits
( 2)
Sorcery
Casualty 3 (As you cast this spell, you may sacrifice a creature with power 3 or greater. When you do, copy this spell.) You draw X cards and you lose X life.
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Cut Short
( 3)
Instant
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.) Destroy target planeswalker that was activated this turn or tapped creature.
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Cut the Tethers
( 4)
Sorcery
For each Spirit, return it to its owner's hand unless that player pays .
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Cut Your Losses
( 6)
Sorcery
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.) Target player mills half their library, rounded down.
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Cyber Conversion
( 2)
Instant
Turn target creature face down. It's a 2/2 Cyberman artifact creature.
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Cybermen Squadron
( 7)
Artifact Creature — Cyberman
(5/5)
Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Cybernetica Datasmith
( 3)
Artifact Creature — Human Artificer
(0/1)
Protection from Robots Field Reprogramming — , : Target player draws a card. Another target player creates a 4/4 colorless Robot artifact creature token with "This creature can't block."
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Cybership
( 6)
Artifact — Vehicle
(8/8)
Flying Whenever Cybership deals combat damage to a player, put the top two cards of that player's library onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures. Crew 4
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Cyclone Sire
( 5)
Creature — Elemental
(3/4)
Flying When Cyclone Sire dies, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
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Cyclone Summoner
( 7)
Creature — Giant Wizard
(7/7)
When Cyclone Summoner enters, if you cast it from your hand, return all permanents to their owners' hands except for Giants, Wizards, and lands.
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Cyclonus, Cybertronian Fighter
( 0)
Legendary Artifact — Vehicle
(5/5)
Living metal (During your turn, this Vehicle is also a creature.) Flying Whenever Cyclonus deals combat damage to a player, convert it. If you do, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
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Cyclopean Snare
( 2)
Artifact
, : Tap target creature, then return Cyclopean Snare to its owner's hand.
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Cyclops Electromancer
( 5)
Creature — Cyclops Wizard
(4/2)
When Cyclops Electromancer enters, it deals X damage to target creature an opponent controls, where X is the number of instant and sorcery cards in your graveyard.
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Cyclops Gladiator
( 4)
Creature — Cyclops Warrior
(4/4)
Whenever Cyclops Gladiator attacks, you may have it deal damage equal to its power to target creature defending player controls. If you do, that creature deals damage equal to its power to Cyclops Gladiator.
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Cyclops Tyrant
( 6)
Creature — Cyclops
(3/4)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Cyclops Tyrant can't block creatures with power 2 or less.
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Cystbearer
( 3)
Creature — Phyrexian Beast
(2/3)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Cytoplast Manipulator
( 4)
Creature — Human Wizard Mutant
(0/0)
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) , : Gain control of target creature with a +1/+1 counter on it for as long as Cytoplast Manipulator remains on the battlefield.
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Cytoplast Root-Kin
( 4)
Creature — Elemental Mutant
(0/0)
Graft 4 (This creature enters with four +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) When Cytoplast Root-Kin enters, put a +1/+1 counter on each other creature you control with a +1/+1 counter on it. : Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.
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Cytoshape
( 3)
Instant
Choose a nonlegendary creature on the battlefield. Target creature becomes a copy of that creature until end of turn.
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Cytospawn Shambler
( 7)
Creature — Elemental Mutant
(0/0)
Graft 6 (This creature enters with six +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) : Target creature with a +1/+1 counter on it gains trample until end of turn.
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Dack's Duplicate
( 4)
Creature — Shapeshifter
(0/0)
You may have Dack's Duplicate enter as a copy of any creature on the battlefield, except it has haste and dethrone. (Whenever it attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
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Dagger Caster
( 4)
Creature — Lizard Rogue
(2/3)
When Dagger Caster enters, it deals 1 damage to each opponent and 1 damage to each creature your opponents control.
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Daggerback Basilisk
( 3)
Creature — Basilisk
(2/2)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Daggersail Aeronaut
( 4)
Creature — Goblin
(3/2)
During your turn, Daggersail Aeronaut has flying.
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Dairy Cow (playtest)
( 1)
Creature — — Cow
(2/1)
Grazing type (This creature enters the battlefield with five milk counters on it for each Forest and/or Plant you control.)
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Dakkon, Shadow Slayer
( 3)
Legendary Planeswalker — Dakkon
(0)
Dakkon, Shadow Slayer enters with a number of loyalty counters on him equal to the number of lands you control. +1: Surveil 2. −3: Exile target creature. −6: You may put an artifact card from your hand or graveyard onto the battlefield.
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Dakmor Salvage
( 0)
Land
Dakmor Salvage enters tapped. : Add . Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
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Dakmor Sorceress
( 6)
Creature — Human Wizard
(*/4)
Dakmor Sorceress's power is equal to the number of Swamps you control.
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Dakra Mystic
( 1)
Creature — Merfolk Wizard
(1/1)
, : Each player reveals the top card of their library. You may put the revealed cards into their owners' graveyards. If you don't, each player draws a card.
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Dalakos, Crafter of Wonders
( 3)
Legendary Creature — Merfolk Artificer
(2/4)
: Add . Spend this mana only to cast artifact spells or activate abilities of artifacts. Equipped creatures you control have flying and haste.
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Dalek Squadron
( 3)
Artifact Creature — Dalek
(3/3)
Menace Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Damia, Sage of Stone
( 7)
Legendary Creature — Gorgon Wizard
(4/4)
Deathtouch Skip your draw step. At the beginning of your upkeep, if you have fewer than seven cards in hand, draw cards equal to the difference.
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Dampening Pulse
( 4)
Enchantment
Creatures your opponents control get -1/-0.
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Damping Sphere
( 2)
Artifact
If a land is tapped for two or more mana, it produces instead of any other type and amount. Each spell a player casts costs more to cast for each other spell that player has cast this turn.
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Dan Lewis
( 2)
Legendary Creature — Human
(2/2)
Noncreature, non-Equipment artifacts you control are Equipment in addition to their other types and have "Equipped creature gets +1/+0" and equip . Doctor's companion (You can have two commanders if the other is the Doctor.)
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Dance of Shadows
( 5)
Sorcery — Arcane
Creatures you control get +1/+0 and gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
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Dance of the Manse
( 2)
Sorcery
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
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Dance of the Skywise
( 2)
Instant
Until end of turn, target creature you control becomes a blue Dragon Illusion with base power and toughness 4/4, loses all abilities, and gains flying.
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Dance of the Tumbleweeds
( 2)
Sorcery
Spree (Choose one or more additional costs.) + — Search your library for a basic land card or a Desert card, put it onto the battlefield, then shuffle. + — Create an X/X green Elemental creature token, where X is the number of lands you control.
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Dance with Devils
( 4)
Instant
Create two 1/1 red Devil creature tokens. They have "When this creature dies, it deals 1 damage to any target."
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Dancing Scimitar
( 4)
Artifact Creature — Spirit
(1/5)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Dancing Sword
( 2)
Artifact — Equipment
Equipped creature gets +2/+1. When equipped creature dies, you may have Dancing Sword become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment. Equip
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Armed // Dangerous (Dangerous)
( 4)
Sorcery
All creatures able to block target creature this turn do so. Fuse (You may cast one or both halves of this card from your hand.)
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Danitha Capashen, Paragon
( 3)
Legendary Creature — Human Knight
(2/2)
First strike, vigilance, lifelink Aura and Equipment spells you cast cost less to cast.
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Danitha, Benalia's Hope
( 5)
Legendary Creature — Human Knight
(4/4)
First strike, vigilance, lifelink When Danitha, Benalia's Hope enters, you may put an Aura or Equipment card from your hand or graveyard onto the battlefield attached to Danitha.
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Danitha, New Benalia's Light
( 3)
Legendary Creature — Human Knight
(2/2)
Vigilance, trample, lifelink Once during each of your turns, you may cast an Aura or Equipment spell from your graveyard.
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Danse Macabre
( 5)
Sorcery
Each player sacrifices a nontoken creature. Roll a d20 and add the toughness of the creature you sacrificed this way. 1–14 | Return a creature card put into a graveyard this way to the battlefield under your control. 15+ | Return up to two creature cards put into graveyards this way to the battlefield under your control.
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Dapper Shieldmate
( 4)
Creature — Human Soldier
(2/2)
Dapper Shieldmate enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) During your turn, Dapper Shieldmate gets +2/+0.
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Daredevil Dragster
( 3)
Artifact — Vehicle
(4/4)
At end of combat, if Daredevil Dragster attacked or blocked this combat, put a velocity counter on it. Then if it has two or more velocity counters on it, sacrifice it and draw two cards. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Daretti, Ingenious Iconoclast
( 3)
Legendary Planeswalker — Daretti
(3)
+1: Create a 1/1 colorless Construct artifact creature token with defender. −1: You may sacrifice an artifact. If you do, destroy target artifact or creature. −6: Choose target artifact card in a graveyard or artifact on the battlefield. Create three tokens that are copies of it.
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Daretti, Scrap Savant
( 4)
Legendary Planeswalker — Daretti
(3)
+2: Discard up to two cards, then draw that many cards. −2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield. −10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step." Daretti, Scrap Savant can be your commander.
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Dargo, the Shipwrecker
( 7)
Legendary Creature — Giant Pirate
(7/5)
As an additional cost to cast this spell, you may sacrifice any number of artifacts and/or creatures. This spell costs less to cast for each permanent sacrificed this way and less to cast for each other artifact or creature you've sacrificed this turn. Trample Partner (You can have two commanders if both have partner.)
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Darigaaz's Charm
( 3)
Instant
Choose one — • Return target creature card from your graveyard to your hand. • Darigaaz's Charm deals 3 damage to any target. • Target creature gets +3/+3 until end of turn.
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Daring Archaeologist
( 4)
Creature — Human Artificer
(3/3)
When Daring Archaeologist enters, you may return target artifact card from your graveyard to your hand. Whenever you cast a historic spell, put a +1/+1 counter on Daring Archaeologist. (Artifacts, legendaries, and Sagas are historic.)
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Daring Discovery
( 5)
Sorcery
Up to three target creatures can't block this turn. Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Daring Escape
( 1)
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Scry 1.
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Daring Saboteur
( 2)
Creature — Human Pirate
(2/1)
: Daring Saboteur can't be blocked this turn. Whenever Daring Saboteur deals combat damage to a player, you may draw a card. If you do, discard a card.
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Daring Skyjek
( 2)
Creature — Human Knight
(3/1)
Battalion — Whenever Daring Skyjek and at least two other creatures attack, Daring Skyjek gains flying until end of turn.
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Daring Sleuth
( 2)
Creature — Human Rogue
(2/1)
When you sacrifice a Clue, transform Daring Sleuth.
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Dark Apostle
( 4)
Creature — Astartes Warlock
(3/3)
Gift of Chaos — , : The next noncreature spell you cast this turn has cascade. (When you cast that 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.)
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Dark Banishing
( 3)
Instant
Destroy target nonblack creature. It can't be regenerated.
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Dark Depths
( 0)
Legendary Snow Land
Dark Depths enters with ten ice counters on it. : Remove an ice counter from Dark Depths. When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
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Dark Impostor
( 3)
Creature — Vampire Assassin
(2/2)
: Exile target creature and put a +1/+1 counter on Dark Impostor. Dark Impostor has all activated abilities of all creature cards exiled with it.
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Dark Intimations
( 5)
Sorcery
Each opponent sacrifices a creature or planeswalker, then discards a card. You return a creature or planeswalker card from your graveyard to your hand, then draw a card. When you cast a Bolas planeswalker spell, exile Dark Intimations from your graveyard. That planeswalker enters with an additional loyalty counter on it.
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Dark Nourishment
( 5)
Instant
Dark Nourishment deals 3 damage to any target. You gain 3 life.
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Dark Salvation
( 1)
Sorcery
Target player creates X 2/2 black Zombie creature tokens, then up to one target creature gets -1/-1 until end of turn for each Zombie that player controls.
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Dark Sphere
( 0)
Artifact
, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, prevent half that damage, rounded down.
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Dark Supplicant
( 1)
Creature — Human Cleric
(1/1)
, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it onto the battlefield. If you search your library this way, shuffle.
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Dark Suspicions
( 4)
Enchantment
At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand.
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Darkblast
( 1)
Instant
Target creature gets -1/-1 until end of turn. Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
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Darkheart Sliver
( 2)
Creature — Sliver
(2/2)
All Slivers have "Sacrifice this permanent: You gain 3 life."
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Darkling Stalker
( 4)
Creature — Shade Spirit
(1/1)
: Regenerate Darkling Stalker. : Darkling Stalker gets +1/+1 until end of turn.
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Darkmoss Bridge
( 0)
Artifact Land
Darkmoss Bridge enters tapped. Indestructible : Add or .
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Darkness
( 1)
Instant
Prevent all combat damage that would be dealt this turn.
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Darkslick Drake
( 4)
Creature — Phyrexian Drake
(2/4)
Flying When Darkslick Drake dies, draw a card.
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Darkslick Shores
( 0)
Land
Darkslick Shores enters tapped unless you control two or fewer other lands. : Add or .
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Darkstar Augur
( 3)
Creature — Bat Warlock
(2/3)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Flying At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
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Darksteel Axe
( 1)
Artifact — Equipment
Indestructible (Effects that say "destroy" don't destroy this artifact.) Equipped creature gets +2/+0. Equip
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Darksteel Brute
( 2)
Artifact
Indestructible (Damage and effects that say "destroy" don't destroy this artifact.) : Darksteel Brute becomes a 2/2 Beast artifact creature until end of turn.
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Darksteel Colossus
( 11)
Artifact Creature — Golem
(11/11)
Trample, indestructible If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
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Darksteel Forge
( 9)
Artifact
Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)
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Darksteel Gargoyle
( 7)
Artifact Creature — Gargoyle
(3/3)
Flying Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
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Darksteel Garrison
( 2)
Artifact — Fortification
Fortified land has indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters unattached and stays on the battlefield if the land leaves.)
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Darksteel Ingot
( 3)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) : Add one mana of any color.
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Darksteel Juggernaut
( 5)
Artifact Creature — Juggernaut
(*/*)
Indestructible Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control. Darksteel Juggernaut attacks each combat if able.
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Darksteel Monolith
( 8)
Artifact
Indestructible Once each turn, you may pay rather than pay the mana cost for a colorless spell you cast from your hand.
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Darksteel Mutation
( 2)
Enchantment — Aura
Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
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Darksteel Myr
( 3)
Artifact Creature — Myr
(0/1)
Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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