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Riparian Tiger
( 5)
Creature — Cat
(4/4)
Trample When Riparian Tiger enters, you get (two energy counters). Whenever Riparian Tiger attacks, you may pay . If you do, it gets +2/+2 until end of turn.
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Ripjaw Raptor
( 4)
Creature — Dinosaur
(4/5)
Enrage — Whenever Ripjaw Raptor is dealt damage, draw a card.
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Ripples of Potential
( 2)
Instant
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
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Ripples of Undeath
( 2)
Enchantment
At the beginning of your first main phase, mill three cards. Then you may pay and 3 life. If you do, put a card from among those cards into your hand.
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Ripscale Predator
( 6)
Creature — Dinosaur
(6/5)
Menace (This creature can't be blocked except by two or more creatures.)
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Riptide Biologist
( 2)
Creature — Human Wizard
(1/2)
Protection from Beasts 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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Riptide Chimera
( 3)
Enchantment Creature — Chimera
(3/4)
Flying At the beginning of your upkeep, return an enchantment you control to its owner's hand.
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Riptide Chronologist
( 5)
Creature — Human Wizard
(1/3)
, Sacrifice Riptide Chronologist: Untap all creatures of the creature type of your choice.
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Riptide Crab
( 3)
Creature — Crab
(1/3)
Vigilance When Riptide Crab dies, draw a card.
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Riptide Entrancer
( 3)
Creature — Human Wizard
(1/1)
Whenever Riptide Entrancer deals combat damage to a player, you may sacrifice it. If you do, gain control of target creature that player controls. (This effect lasts indefinitely.) 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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Riptide Mangler
( 2)
Creature — Beast
(0/3)
: Change Riptide Mangler's base power to target creature's power. <I>(This effect lasts indefinitely.)</I>
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Riptide Pilferer
( 2)
Creature — Merfolk Rogue
(1/1)
Whenever Riptide Pilferer deals combat damage to a player, that player discards a card. 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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Riptide Replicator
( 0)
Artifact
As Riptide Replicator enters, choose a color and a creature type. Riptide Replicator enters with X charge counters on it. , : Create an X/X creature token of the chosen color and type, where X is the number of charge counters on Riptide Replicator.
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Rise from the Grave
( 5)
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
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Rise from the Tides
( 6)
Sorcery
Create a tapped 2/2 black Zombie creature token for each instant and sorcery card in your graveyard.
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Rise of Extus
( 6)
Sorcery
Exile target creature. Exile up to one target instant or sorcery card from a graveyard. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Rise of the Ants
( 6)
Sorcery
Create two 3/3 green Insect creature tokens. You gain 2 life. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Rise of the Dark Realms
( 9)
Sorcery
Put all creature cards from all graveyards onto the battlefield under your control.
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Rise of the Dread Marn
( 3)
Instant
Create X 2/2 black Zombie Berserker creature tokens, where X is the number of nontoken creatures that died this turn. 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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Rise of the Eldrazi
( 12)
Sorcery
This spell can't be countered. Destroy target permanent. Target player draws four cards. Take an extra turn after this one. Exile Rise of the Eldrazi.
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Rise of the Hobgoblins
( 2)
Enchantment
When Rise of the Hobgoblins enters, you may pay . If you do, create X 1/1 red and white Goblin Soldier creature tokens. : Red creatures and white creatures you control gain first strike until end of turn.
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Rise of the Witch-king
( 4)
Sorcery
Each player sacrifices a creature. If you sacrificed a creature this way, you may return another permanent card from your graveyard to the battlefield.
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Rise to Glory
( 5)
Sorcery
Choose one or both — • Return target creature card from your graveyard to the battlefield. • Return target Aura card from your graveyard to the battlefield.
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Risen Executioner
( 4)
Creature — Zombie Warrior
(4/3)
Risen Executioner can't block. Other Zombie creatures you control get +1/+1. You may cast Risen Executioner from your graveyard if you pay more to cast it for each other creature card in your graveyard.
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Risen Riptide
( 3)
Creature — Elemental
(0/5)
Whenever you cast a kicked spell, Risen Riptide has base power and toughness 5/5 until end of turn.
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Rishadan Cutpurse
( 3)
Creature — Human Pirate
(1/1)
When Rishadan Cutpurse enters, each opponent sacrifices a permanent unless they pay .
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Rishadan Footpad
( 4)
Creature — Human Pirate
(2/2)
When Rishadan Footpad enters, each opponent sacrifices a permanent unless they pay .
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Rishkar's Expertise
( 6)
Sorcery
Draw cards equal to the greatest power among creatures you control. You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
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Rising of the Day
( 3)
Enchantment
Creatures you control have haste. Legendary creatures you control get +1/+0.
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Rising Waters
( 4)
Enchantment
Lands don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player untaps a land they control.
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Risk Factor
( 3)
Instant
Target opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Rite of Belzenlok
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create two 0/1 black Cleric creature tokens. III — Create a 6/6 black Demon creature token with flying, trample, and "At the beginning of your upkeep, sacrifice another creature. If you can't, this creature deals 6 damage to you."
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Rite of Consumption
( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Rite of Consumption deals damage equal to the sacrificed creature's power to target player or planeswalker. You gain life equal to the damage dealt this way.
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Rite of Harmony
( 2)
Instant
Whenever a creature or enchantment you control enters this turn, draw a card. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Rite of Oblivion
( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a nonland permanent. Exile target nonland permanent. Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
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Rite of Passage
( 3)
Enchantment
Whenever a creature you control is dealt damage, put a +1/+1 counter on it. (It must survive the damage to get the counter.)
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Rite of Replication
( 4)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
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Rite of Ruin
( 7)
Sorcery
Choose an order for artifacts, creatures, and lands. Each player sacrifices one permanent of the first type, sacrifices two of the second type, then sacrifices three of the third type.
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Rite of the Raging Storm
( 5)
Enchantment
Creatures named Lightning Rager can't attack you or planeswalkers you control. At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this creature."
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Rite of the Serpent
( 6)
Sorcery
Destroy target creature. If that creature had a +1/+1 counter on it, create a 1/1 green Snake creature token.
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Rite of Undoing
( 5)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Return target nonland permanent you control and target nonland permanent you don't control to their owners' hands.
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Rites of Flourishing
( 3)
Enchantment
At the beginning of each player's draw step, that player draws an additional card. Each player may play an additional land on each of their turns.
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Rites of Initiation
( 1)
Instant
Discard any number of cards at random. Creatures you control get +1/+0 until end of turn for each card discarded this way.
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Rites of Reaping
( 6)
Sorcery
Target creature gets +3/+3 until end of turn. Another target creature gets -3/-3 until end of turn.
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Rites of Refusal
( 2)
Instant
Discard any number of cards. Counter target spell unless its controller pays for each card discarded this way.
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Rites of Spring
( 2)
Sorcery
Discard any number of cards. Search your library for up to that many basic land cards, reveal them, put them into your hand, then shuffle.
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Rith, Liberated Primeval
( 5)
Legendary Creature — Dragon
(5/5)
Flying, ward Other Dragons you control have ward . At the beginning of your end step, if a creature or planeswalker an opponent controlled was dealt excess damage this turn, create a 4/4 red Dragon creature token with flying.
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Rith, the Awakener
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Rith, the Awakener deals combat damage to a player, you may pay . If you do, choose a color, then create a 1/1 green Saproling creature token for each permanent of that color.
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Rith's Charm
( 3)
Instant
Choose one — • Destroy target nonbasic land. • Create three 1/1 green Saproling creature tokens. • Prevent all damage a source of your choice would deal this turn.
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Unholy Annex // Ritual Chamber (Ritual Chamber)
( 5)
Enchantment — Room
When you unlock this door, create a 6/6 black Demon creature token with flying. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Ritual Guardian
( 3)
Creature — Human Soldier
(3/2)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Ritual Guardian gains lifelink until end of turn.
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Ritual of Hope
( 2)
Instant
Creatures you control get +1/+1 until end of turn. Coven — If you control three or more creatures with different powers, creatures you control get +2/+1 until end of turn instead.
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Ritual of Soot
( 4)
Sorcery
Destroy all creatures with mana value 3 or less.
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Ritual of Steel
( 3)
Enchantment — Aura
Enchant creature When Ritual of Steel enters, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +0/+2.
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Ritual of Subdual
( 6)
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.) If a land is tapped for mana, it produces colorless mana instead of any other type.
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Ritual of the Machine
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Gain control of target nonartifact, nonblack creature.
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Ritual of the Returned
( 4)
Instant
Exile target creature card from your graveyard. Create a black Zombie creature token. Its power is equal to that card's power and its toughness is equal to that card's toughness.
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Rivaz of the Claw
( 3)
Legendary Creature — Lizard Warlock
(3/3)
Menace : Add two mana in any combination of colors. Spend this mana only to cast Dragon creature spells. Once during each of your turns, you may cast a Dragon creature spell from your graveyard. Whenever you cast a Dragon creature spell from your graveyard, it gains "When this creature dies, exile it."
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River Darter
( 3)
Creature — Merfolk Warrior
(2/3)
River Darter can't be blocked by Dinosaurs.
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River Delta
( 0)
Land
River Delta doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from River Delta. : Add or . Put a depletion counter on River Delta.
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River Herald Scout
( 2)
Creature — Merfolk Scout
(1/2)
When River Herald Scout enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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River Serpent
( 6)
Creature — Serpent
(5/5)
River Serpent can't attack unless there are five or more cards in your graveyard. Cycling (, Discard this card: Draw a card.)
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Riverwheel Aerialists
( 6)
Creature — Djinn Monk
(4/5)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Riveteers Ascendancy
( 3)
Enchantment
Whenever you sacrifice a creature, you may return target creature card with lesser mana value from your graveyard to the battlefield tapped. Do this only once each turn.
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Riveteers Charm
( 3)
Instant
Choose one — • Target opponent sacrifices a creature or planeswalker they control with the highest mana value among creatures and planeswalkers they control. • Exile the top three cards of your library. Until your next end step, you may play those cards. • Exile target player's graveyard.
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Riveteers Confluence
( 5)
Sorcery
Choose three. You may choose the same mode more than once. • You draw a card and you lose 1 life. • Riveteers Confluence deals 1 damage to each creature and planeswalker you don't control. • You may put a land card from your hand or graveyard onto the battlefield tapped.
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Riveteers Decoy
( 2)
Creature — Human Warrior
(3/1)
Riveteers Decoy must be blocked if able. Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Riveteers Initiate
( 2)
Creature — Lizard Citizen
(2/2)
: Riveteers Initiate gains deathtouch until end of turn.
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Riveteers Overlook
( 0)
Land
When Riveteers Overlook enters, sacrifice it. When you do, search your library for a basic Swamp, Mountain, or Forest card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
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Riveteers Provocateur
( 2)
Creature — — Viashino Warrior
(3/1)
Menace When Riveteers Provocateur enters the battlefield, choose a creature card in your hand without blitz. It perpetually gains blitz. The blitz cost is equal to its mana cost. Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Riveteers Requisitioner
( 2)
Creature — Lizard Rogue
(3/1)
When Riveteers Requisitioner dies, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Riveting Rigger
( 3)
Artifact Creature — Cyborg Rigger
(2/2)
When Riveting Rigger enters, you may sacrifice another artifact. If you do, put two +1/+1 counters on Riveting Rigger and it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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RMS Titanic
( 4)
Legendary Artifact — Vehicle
(7/1)
Flying, trample When RMS Titanic deals combat damage to a player, sacrifice it and create that many Treasure tokens. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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Road of Return
( 2)
Sorcery
Choose one — • Return target permanent card from your graveyard to your hand. • Put your commander into your hand from the command zone. Entwine (Choose both if you pay the entwine cost.)
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Roaming Ghostlight
( 5)
Creature — Spirit
(3/2)
Flying When Roaming Ghostlight enters, return up to one target non-Spirit creature to its owner's hand.
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Roaming Throne
( 4)
Artifact Creature — Golem
(4/4)
Ward As Roaming Throne enters, choose a creature type. Roaming Throne is the chosen type in addition to its other types. If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
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Roar of Reclamation
( 7)
Sorcery
Each player returns all artifact cards from their graveyard to the battlefield.
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Roar of Resistance
( 2)
Enchantment
Creature tokens you control have haste. Whenever one or more creatures attack, you may pay . If you do, creatures attacking your opponents and/or planeswalkers they control get +2/+0 until end of turn.
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Roar of the Crowd
( 4)
Sorcery
Choose a creature type. Roar of the Crowd deals damage to any target equal to the number of permanents you control of the chosen type.
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Roar of the Fifth People
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Create two 3/3 green Dinosaur creature tokens. II — Roar of the Fifth People gains "Creatures you control have ‘: Add , , or .'" III — Search your library for a Dinosaur card, reveal it, put it into your hand, then shuffle. IV — Dinosaurs you control gain double strike and trample until end of turn.
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Roar of the Kha
( 2)
Instant
Choose one — • Creatures you control get +1/+1 until end of turn. • Untap all creatures you control. Entwine (Choose both if you pay the entwine cost.)
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