|
Klothys's Design
( 6)
Sorcery
Creatures you control get +X/+X until end of turn, where X is your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
|
|
|
Knickknack Ouphe
( 1)
Creature — Ouphe
(1/1)
Knickknack Ouphe enters with X +1/+1 counters on it. When Knickknack Ouphe enters, reveal the top X cards of your library. You may put any number of Aura cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield on the bottom of your library in a random order.
|
|
|
Knife
( 1)
Artifact — Clue Equipment
During your turn, equipped creature gets +1/+0 and has first strike. , Sacrifice Knife: Draw a card. Equip
|
|
|
Knife and Death
( 4)
Sorcery
Just a second (As long as this spell is on the stack, players can't move permanents.) One at a time, throw ten cards you own from outside the game onto the playing area from a distance of at least three feet (about one meter). For each of those cards, Knife and Death deals 1 damage to each creature or planeswalker you don't control that card is touching. You gain life equal to the damage dealt this way.
|
|
|
Knight Exemplar
( 3)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
|
|
|
Knight of Cliffhaven
( 2)
Creature — Kor Knight
(2/2)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 2/3 Flying LEVEL 4+ 4/4 Flying, vigilance
|
|
|
Knight of Doves
( 3)
Creature — Human Knight
(1/3)
Whenever an enchantment you control is put into a graveyard from the battlefield, create a 1/1 white Bird creature token with flying.
|
|
|
Knight of Grace
( 2)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.) This creature gets +1/+0 as long as any player controls a black permanent.
|
|
|
Knight of Lost Causes (playtest)
( 2)
Creature — — Human Knight
(2/2)
Vigilance As long as you are way behind, Knight of Lost Causes gets +3/+3 and has indestructible. (You are way behind if, at any point during this turn, an opponent had 10 or more life than you, controlled at least three more creatures than you, or had at least three more cards in hand than you.)
|
|
|
Knight of Malice
( 2)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.) This creature gets +1/+0 as long as any player controls a white permanent.
|
|
|
Knight of Meadowgrain
( 2)
Creature — Kithkin Knight
(2/2)
First strike Lifelink (Damage dealt by this creature also causes you to gain that much life.)
|
|
|
Knight of New Alara
( 4)
Creature — Human Knight
(2/2)
Each other multicolored creature you control gets +1/+1 for each of its colors.
|
|
|
Knight of Old Benalia
( 5)
Creature — Human Knight
(3/3)
Suspend 5— (Rather than cast this card from your hand, you may pay and exile it with five 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. It has haste.) When Knight of Old Benalia enters, other creatures you control get +1/+1 until end of turn.
|
|
|
Knight of the Ebon Legion
( 1)
Creature — Vampire Knight
(1/2)
: Knight of the Ebon Legion gets +3/+3 and gains deathtouch until end of turn. At the beginning of your end step, if a player lost 4 or more life this turn, put a +1/+1 counter on Knight of the Ebon Legion. (Damage causes loss of life.)
|
|
|
Knight of the Hokey Pokey
( 2)
Creature — Knight
(2/2)
First strike , Do the Hokey Pokey: Prevent all damage a source of your choice would deal to Knight of the Hokey Pokey this turn. (To do the Hokey Pokey, choose an arm, a leg, or your whole self and put it in. Put it out. Put it in. Shake it all about. You do the Hokey Pokey Turn yourself around.)
|
|
|
Knight of the Holy Nimbus
( 2)
Creature — Human Rebel Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) If Knight of the Holy Nimbus would be destroyed, regenerate it. (Tap it, remove it from combat, and heal all damage on it.) : Knight of the Holy Nimbus can't be regenerated this turn. Only your opponents may activate this ability.
|
|
|
Knight of the Last Breath
( 7)
Creature — Giant Knight
(4/4)
, Sacrifice another nontoken creature: Create a 1/1 white and black Spirit creature token with flying. Afterlife 3 (When this creature dies, create three 1/1 white and black Spirit creature tokens with flying.)
|
|
|
Knight of the Mists
( 3)
Creature — Human Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> When Knight of the Mists enters, you may pay . If you don't, destroy target Knight and it can't be regenerated.
|
|
|
Knight of the New Coalition
( 4)
Creature — Human Knight
(2/2)
Vigilance When Knight of the New Coalition enters, create a 2/2 white and blue Knight creature token with vigilance.
|
|
|
Knight of the Pilgrim's Road
( 3)
Creature — Human Knight
(3/2)
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
|
|
|
Knight of the Reliquary
( 3)
Creature — Human Knight
(2/2)
Knight of the Reliquary gets +1/+1 for each land card in your graveyard. , Sacrifice a Forest or Plains: Search your library for a land card, put it onto the battlefield, then shuffle.
|
|
|
Knight of the Skyward Eye
( 2)
Creature — Human Knight
(2/2)
: Knight of the Skyward Eye gets +3/+3 until end of turn. Activate only once each turn.
|
|
|
Knight of the Tusk
( 6)
Creature — Human Knight
(3/7)
Vigilance (Attacking doesn't cause this creature to tap.)
|
|
|
Knight of the White Orchid
( 2)
Creature — Human Knight
(2/2)
First strike When Knight of the White Orchid enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
|
|
|
Knight of the Widget
( 3)
Artifact Creature — Cyborg Knight
(*/*)
Vigilance Knight of the Widget's power and toughness are each equal to the number of Order of the Widget watermarks among permanents you control.
|
|
|
Knight Rampager
( 5)
Artifact Creature — Knight
(6/5)
Trample Frenzied Rampage — At the beginning of combat on your turn, choose an opponent at random. Knight Rampager attacks that player this combat if able. When Knight Rampager dies, it deals 4 damage to target opponent chosen at random.
|
|
|
Knight-Captain of Eos
( 5)
Creature — Human Knight
(2/2)
When Knight-Captain of Eos enters, create two 1/1 white Soldier creature tokens. , Sacrifice a Soldier: Prevent all combat damage that would be dealt this turn.
|
|
|
Knighted Myr
( 3)
Artifact Creature — Myr Knight
(2/2)
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on Knighted Myr, it gains double strike until end of turn.
|
|
|
Knight-Errant of Eos
( 5)
Creature — Human Knight
(4/4)
Convoke When Knight-Errant of Eos enters, look at the top six cards of your library. You may reveal up to two creature cards with mana value X or less from among them, where X is the number of creatures that convoked Knight-Errant of Eos. Put the revealed cards into your hand, then shuffle.
|
|
|
Knightfisher
( 5)
Creature — Bird Knight
(4/5)
Flying Whenever another nontoken Bird you control enters, create a 1/1 blue Fish creature token.
|
|
|
Knights' Charge
( 3)
Enchantment
Whenever a Knight you control attacks, each opponent loses 1 life and you gain 1 life. , Sacrifice Knights' Charge: Return all Knight creature cards from your graveyard to the battlefield.
|
|
|
Knights of the Black Rose
( 5)
Creature — Human Knight
(4/4)
When Knights of the Black Rose enters, you become the monarch. Whenever an opponent becomes the monarch, if you were the monarch as the turn began, that player loses 2 life and you gain 2 life.
|
|
|
Knight's Pledge
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2.
|
|
|
Knollspine Dragon
( 7)
Creature — Dragon
(7/5)
Flying When Knollspine Dragon enters, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn.
|
|
|
Knollspine Invocation
( 3)
Enchantment
, Discard a card with mana value X: Knollspine Invocation deals X damage to any target.
|
|
|
Knotvine Paladin
( 2)
Creature — Human Knight
(2/2)
Whenever Knotvine Paladin attacks, it gets +1/+1 until end of turn for each untapped creature you control.
|
|
|
Knowledge and Power
( 5)
Enchantment
Whenever you scry, you may pay . If you do, Knowledge and Power deals 2 damage to any target.
|
|
|
Knowledge Exploitation
( 7)
Kindred Sorcery — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Search target opponent's library for an instant or sorcery card. You may cast that card without paying its mana cost. Then that player shuffles.
|
|
|
Knowledge Is Power
( 5)
Enchantment
Creatures you control get +X/+X, where X is the number of cards you've drawn this turn.
|
|
|
Knowledge Pool
( 6)
Artifact
Imprint — When Knowledge Pool enters, each player exiles the top three cards of their library. Whenever a player casts a spell from their hand, that player exiles it. If the player does, they may cast a spell from among other cards exiled with Knowledge Pool without paying its mana cost.
|
|
|
Knowledge Vault
( 4)
Artifact
, : Exile the top card of your library face down. : Sacrifice Knowledge Vault. If you do, discard your hand, then put all cards exiled with Knowledge Vault into their owner's hand. When Knowledge Vault leaves the battlefield, put all cards exiled with Knowledge Vault into their owner's graveyard.
|
|
|
Knucklebone Witch
( 1)
Creature — Goblin Shaman
(1/1)
Whenever a Goblin you control is put into a graveyard from the battlefield, you may put a +1/+1 counter on Knucklebone Witch.
|
|
|
Kobold Drill Sergeant
( 2)
Creature — Kobold Soldier
(1/2)
Other Kobold creatures you control get +0/+1 and have trample.
|
|
|
Kobold Overlord
( 2)
Creature — Kobold
(1/2)
First strike Other Kobold creatures you control have first strike.
|
|
|
Kobold Taskmaster
( 2)
Creature — Kobold
(1/2)
Other Kobold creatures you control get +1/+0.
|
|
|
Kobold Warcaller
( 1)
Creature — — Kobold
(1/1)
: Choose a creature card in your hand. It perpetually gains haste.
|
|
|
Kodama of the Center Tree
( 5)
Legendary Creature — Spirit
(*/*)
Kodama of the Center Tree's power and toughness are each equal to the number of Spirits you control. Kodama of the Center Tree has soulshift X, where X is the number of Spirits you control. (When this creature dies, you may return target Spirit card with mana value X or less from your graveyard to your hand.)
|
|
|
Kodama of the East Tree
( 6)
Legendary Creature — Spirit
(6/6)
Reach Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield. Partner (You can have two commanders if both have partner.)
|
|
|
Kodama of the North Tree
( 5)
Legendary Creature — Spirit
(6/4)
Trample Shroud (This creature can't be the target of spells or abilities.)
|
|
|
Kodama of the South Tree
( 4)
Legendary Creature — Spirit
(4/4)
Whenever you cast a Spirit or Arcane spell, each other creature you control gets +1/+1 and gains trample until end of turn.
|
|
|
Kodama of the West Tree
( 3)
Legendary Creature — Spirit
(3/3)
Reach Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.) Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
|
|
|
Kodama's Reach
( 3)
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
|
|
|
Kogla, the Titan Ape
( 6)
Legendary Creature — Ape
(7/6)
When Kogla, the Titan Ape enters, it fights up to one target creature you don't control. Whenever Kogla attacks, destroy target artifact or enchantment defending player controls. : Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
|
|
|
Kokusho, the Evening Star
( 6)
Legendary Creature — Dragon Spirit
(5/5)
Flying When Kokusho, the Evening Star dies, each opponent loses 5 life. You gain life equal to the life lost this way.
|
|
|
Kolaghan Forerunners
( 3)
Creature — Human Berserker
(*/3)
Trample Kolaghan Forerunners's power is equal to the number of creatures you control. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
|
|
|
Kolaghan Skirmisher
( 2)
Creature — Human Warrior
(2/2)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
|
|
|
Kolaghan Stormsinger
( 1)
Creature — Human Shaman
(1/1)
Haste Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Kolaghan Stormsinger is turned face up, target creature gains haste until end of turn.
|
|
|
Kolaghan Warmonger
( 3)
Creature — Ogre Warrior
(3/2)
Haste Whenever Kolaghan Warmonger attacks, look at the top six cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
|
|
|
Kolaghan, the Storm's Fury
( 5)
Legendary Creature — Dragon
(4/5)
Flying Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
|
|
|
Koll, the Forgemaster
( 2)
Legendary Creature — Dwarf Warrior
(2/2)
Whenever another nontoken creature you control dies, if it was enchanted or equipped, return it to its owner's hand. Creature tokens you control that are enchanted or equipped get +1/+1.
|
|
|
Koma, Cosmos Serpent
( 7)
Legendary Creature — Serpent
(6/6)
This spell can't be countered. At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil. Sacrifice another Serpent: Choose one — • Tap target permanent. Its activated abilities can't be activated this turn. • Koma, Cosmos Serpent gains indestructible until end of turn.
|
|
|
Koma, World-Eater
( 7)
Legendary Creature — Serpent
(8/12)
This spell can't be countered. Trample, ward Whenever Koma deals combat damage to a player, create four 3/3 blue Serpent creature tokens named Koma's Coil.
|
|
|
Komainu Battle Armor
( 3)
Artifact Creature — Equipment Dog
(2/2)
Menace Equipped creature gets +2/+2 and has menace. Whenever Komainu Battle Armor or equipped creature deals combat damage to a player, goad each creature that player controls. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
|
|
|
Kona, Rescue Beastie
( 4)
Legendary Creature — Beast Survivor
(4/3)
Survival — At the beginning of your second main phase, if Kona, Rescue Beastie is tapped, you may put a permanent card from your hand onto the battlefield.
|
|
|
Konda, Lord of Eiganjo
( 7)
Legendary Creature — Human Samurai
(3/3)
Vigilance, indestructible Bushido 5 (Whenever this creature blocks or becomes blocked, it gets +5/+5 until end of turn.)
|
|
|
Konda's Banner
( 2)
Legendary Artifact — Equipment
Konda's Banner can be attached only to a legendary creature. Creatures that share a color with equipped creature get +1/+1. Creatures that share a creature type with equipped creature get +1/+1. Equip
|
|
|
Kopala, Warden of Waves
( 3)
Legendary Creature — Merfolk Wizard
(2/2)
Spells your opponents cast that target a Merfolk you control cost more to cast. Abilities your opponents activate that target a Merfolk you control cost more to activate.
|
|
|
Kor Aeronaut
( 2)
Creature — Kor Soldier
(2/2)
Kicker (You may pay an additional as you cast this spell.) Flying When Kor Aeronaut enters, if it was kicked, target creature gains flying until end of turn.
|
|
|
Kor Blademaster
( 2)
Creature — Kor Warrior
(1/1)
Double strike Equipped Warriors you control have double strike.
|
|
|
Kor Bladewhirl
( 2)
Creature — Kor Soldier Ally
(2/2)
Rally — Whenever Kor Bladewhirl or another Ally you control enters, creatures you control gain first strike until end of turn.
|
|
|
Kor Cartographer
( 4)
Creature — Kor Scout
(2/2)
When Kor Cartographer enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
|
|
|
Kor Celebrant
( 3)
Creature — Kor Cleric
(1/4)
Whenever Kor Celebrant or another creature you control enters, you gain 1 life.
|
|
|
Kor Dirge
( 3)
Instant
All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead.
|
|
|
Kor Duelist
( 1)
Creature — Kor Soldier
(1/1)
As long as Kor Duelist is equipped, it has double strike. (It deals both first-strike and regular combat damage.)
|
|
|
Kor Entanglers
( 5)
Creature — Kor Soldier Ally
(3/4)
Rally — Whenever Kor Entanglers or another Ally you control enters, tap target creature an opponent controls.
|
|
|
Kor Firewalker
( 2)
Creature — Kor Soldier
(2/2)
Protection from red Whenever a player casts a red spell, you may gain 1 life.
|
|
|
Kor Halberd
( 1)
Artifact — Equipment
Equipped creature gets +1/+1 and has vigilance. Equip (: Attach to target creature you control. Equip only as a sorcery.)
|
|
|
Kor Hookmaster
( 3)
Creature — Kor Soldier
(2/2)
When Kor Hookmaster enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
|
|
|
Kor Line-Slinger
( 2)
Creature — Kor Scout
(0/1)
: Tap target creature with power 3 or less.
|
|
|
Kor Outfitter
( 2)
Creature — Kor Soldier
(2/2)
When Kor Outfitter enters, you may attach target Equipment you control to target creature you control.
|
|
|
Kor Sanctifiers
( 3)
Creature — Kor Cleric
(2/3)
Kicker (You may pay an additional as you cast this spell.) When Kor Sanctifiers enters, if it was kicked, destroy target artifact or enchantment.
|
|
|
Kor Scythemaster
( 3)
Creature — Kor Soldier Ally
(3/1)
Kor Scythemaster has first strike as long as it's attacking.
|
|
|
Kor Sky Climber
( 3)
Creature — Kor Soldier Ally
(3/2)
: Kor Sky Climber gains flying until end of turn.
|
|
|
Kor Skyfisher
( 2)
Creature — Kor Soldier
(2/3)
Flying When Kor Skyfisher enters, return a permanent you control to its owner's hand.
|
|
|