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Rakshasa Gravecaller
( 5)
Creature — Demon
(3/6)
Exploit (When this creature enters, you may sacrifice a creature.) When Rakshasa Gravecaller exploits a creature, create two 2/2 black Zombie creature tokens.
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Rakshasa Vizier
( 5)
Creature — Demon
(4/4)
Whenever one or more cards are put into exile from your graveyard, put that many +1/+1 counters on Rakshasa Vizier.
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Rakshasa's Secret
( 3)
Sorcery
Target opponent discards two cards. You mill two cards.
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Ral and the Implicit Maze
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Ral and the Implicit Maze deals 2 damage to each creature and planeswalker your opponents control. II — You may discard a card. If you do, exile the top two cards of your library. You may play them until the end of your next turn. III — Create a Spellgorger Weird token. (It's a 2/2 Weird creature with "Whenever you cast a noncreature spell, put a +1/+1 counter on Spellgorger Weird.")
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Ral Zarek
( 4)
Legendary Planeswalker — Ral
(4)
+1: Tap target permanent, then untap another target permanent. −2: Ral Zarek deals 3 damage to any target. −7: Flip five coins. Take an extra turn after this one for each coin that comes up heads.
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Ral, Caller of Storms
( 6)
Legendary Planeswalker — Ral
(4)
+1: Draw a card. −2: Ral, Caller of Storms deals 3 damage divided as you choose among one, two, or three targets. −7: Draw seven cards. Ral, Caller of Storms deals 7 damage to each creature your opponents control.
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Ral, Izzet Viceroy
( 5)
Legendary Planeswalker — Ral
(5)
+1: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard. −3: Ral, Izzet Viceroy deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard. −8: You get an emblem with "Whenever you cast an instant or sorcery spell, this emblem deals 4 damage to any target and you draw two cards."
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Ral, Leyline Prodigy
( 0)
Legendary Planeswalker — Ral
(2)
Ral, Leyline Prodigy enters with an additional loyalty counter on him for each instant and sorcery spell you've cast this turn. +1: Until your next turn, instant and sorcery spells you cast cost less to cast. −2: Ral deals 2 damage divided as you choose among one or two targets. Draw a card if you control a blue permanent other than Ral. −8: Exile the top eight cards of your library. You may cast instant and sorcery spells from among them this turn without paying their mana costs.
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Ral, Monsoon Mage
( 2)
Legendary Creature — Human Wizard
(1/3)
Instant and sorcery spells you cast cost less to cast. Whenever you cast an instant or sorcery spell during your turn, flip a coin. If you lose the flip, Ral, Monsoon Mage deals 1 damage to you. If you win the flip, you may exile Ral. If you do, return him to the battlefield transformed under his owner's control.
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Rally at the Hornburg
( 2)
Sorcery
Create two 1/1 white Human Soldier creature tokens. Humans you control gain haste until end of turn.
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Rally for the Throne
( 3)
Instant
Create two 1/1 white Human creature tokens. Adamant — If at least three white mana was spent to cast this spell, you gain 1 life for each creature you control.
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Rally Maneuver
( 3)
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Up to one other target creature gets +0/+2 and gains lifelink until end of turn.
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Rally the Ancestors
( 2)
Instant
Return each creature card with mana value X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors.
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Rally the Forces
( 3)
Instant
Attacking creatures get +1/+0 and gain first strike until end of turn.
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Rally the Galadhrim
( 4)
Sorcery
Create a token that's a copy of target creature you control. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
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Rally the Horde
( 6)
Sorcery
Exile the top card of your library. Exile the top card of your library. Exile the top card of your library. If the last card exiled isn't a land card, repeat this process. Create a 1/1 red Warrior creature token for each nonland card exiled this way.
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Rally the Peasants
( 3)
Instant
Creatures you control get +2/+0 until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Rally the Ranks
( 2)
Enchantment
As Rally the Ranks enters, choose a creature type. Creatures you control of the chosen type get +1/+1.
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Rally the Righteous
( 3)
Instant
Radiance — Untap target creature and each other creature that shares a color with it. Those creatures get +2/+0 until end of turn.
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Rally the Troops
( 1)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Untap all creatures you control.
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Rally to Battle
( 4)
Instant
Creatures you control get +1/+3 until end of turn. Untap them.
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Ral's Dispersal
( 5)
Instant
Return target creature to its owner's hand. You may search your library and/or graveyard for a card named Ral, Caller of Storms, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Ral's Staticaster
( 4)
Creature — Lizard Wizard
(3/3)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever Ral's Staticaster attacks, if you control a Ral planeswalker, Ral's Staticaster gets +1/+0 for each card in your hand until end of turn.
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Ramirez DePietro, Pillager
( 4)
Legendary Creature — Human Pirate
(4/3)
When Ramirez DePietro, Pillager enters, you lose 2 life and create two Treasure tokens. Whenever one or more Pirates you control deal combat damage to a player, exile the top card of that player's library. You may cast that card for as long as it remains exiled.
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Rammas Echor, Ancient Shield
( 4)
Legendary Artifact
Whenever you cast your second spell each turn, draw a card, then create a 0/3 white Wall creature token with defender. At the beginning of combat on your turn, creatures you control with defender gain exalted until end of turn. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
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Ramosian Greatsword
( 5)
Artifact — Equipment
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.) Equipped creature gets +3/+1 and has trample. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Ramosian Lieutenant
( 2)
Creature — Human Rebel
(1/2)
, : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
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Ramosian Revivalist
( 4)
Creature — Human Rebel Cleric
(2/2)
, : Return target Rebel permanent card with mana value 5 or less from your graveyard to the battlefield.
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Ramosian Sergeant
( 1)
Creature — Human Rebel
(1/1)
, : Search your library for a Rebel permanent card with mana value 2 or less, put it onto the battlefield, then shuffle.
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Rampage of the Clans
( 4)
Instant
Destroy all artifacts and enchantments. For each permanent destroyed this way, its controller creates a 3/3 green Centaur creature token.
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Rampage of the Valkyries
( 5)
Enchantment
When Rampage of the Valkyries enters, create a 4/4 white Angel creature token with flying and vigilance. Whenever an Angel you control dies, each other player sacrifices a creature.
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Rampaging Ceratops
( 5)
Creature — Dinosaur
(5/4)
Rampaging Ceratops can't be blocked except by three or more creatures.
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Rampaging Ferocidon
( 3)
Creature — Dinosaur
(3/3)
Menace Players can't gain life. Whenever another creature enters, Rampaging Ferocidon deals 1 damage to that creature's controller.
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Rampaging Geoderm
( 4)
Creature — Dinosaur Beast
(3/3)
Trample, haste Whenever you attack, target attacking creature gets +1/+1 until end of turn. If it's attacking a battle, put a +1/+1 counter on it instead.
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Rampaging Monument
( 4)
Artifact Creature — Cleric
(0/0)
Trample Rampaging Monument enters with three +1/+1 counters on it. Whenever you cast a multicolored spell, put a +1/+1 counter on Rampaging Monument.
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Rampaging Rendhorn
( 5)
Creature — Beast
(4/4)
Riot (This creature enters with your choice of a +1/+1 counter or haste.)
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Rampaging Soulrager
( 3)
Creature — Spirit
(1/4)
Rampaging Soulrager gets +3/+0 as long as there are two or more unlocked doors among Rooms you control.
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Rampaging Spiketail
( 6)
Creature — Dinosaur
(5/6)
When Rampaging Spiketail enters, target creature you control gets +2/+0 and gains indestructible until end of turn. Swampcycling (, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
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Rampaging Werewolf
( 0)
Creature — Werewolf
(6/4)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Rampaging Werewolf.
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Rampant Elephant
( 4)
Creature — Elephant
(2/2)
: Target creature blocks Rampant Elephant this turn if able.
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Rampant Rejuvenator
( 4)
Creature — Plant Hydra
(0/0)
Rampant Rejuvenator enters with two +1/+1 counters on it. When Rampant Rejuvenator dies, search your library for up to X basic land cards, where X is Rampant Rejuvenator's power, put them onto the battlefield, then shuffle.
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Rampart Crawler
( 1)
Creature — Lizard Mercenary
(1/1)
Rampart Crawler can't be blocked by Walls.
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Rampart Smasher
( 4)
Creature — Giant
(5/5)
Rampart Smasher can't be blocked by Knights or Walls.
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Ramroller
( 3)
Artifact Creature — Juggernaut
(2/3)
Ramroller attacks each combat if able. Ramroller gets +2/+0 as long as you control another artifact.
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Ramses, Assassin Lord
( 4)
Legendary Creature — Human Assassin
(4/4)
Deathtouch Other Assassins you control get +1/+1. Whenever a player loses the game, if they were attacked this turn by an Assassin you controlled, you win the game.
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Ramunap Excavator
( 3)
Creature — Snake Cleric
(2/3)
You may play lands from your graveyard.
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Ranar the Ever-Watchful
( 4)
Legendary Creature — Spirit Warrior
(2/3)
Flying, vigilance The first card you foretell each turn costs to foretell. Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying.
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Rancid Earth
( 3)
Sorcery
Destroy target land. Threshold — If seven or more cards are in your graveyard, instead destroy that land and Rancid Earth deals 1 damage to each creature and each player.
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Ranger Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Ranger Class enters, create a 2/2 green Wolf creature token. : Level 2 //Level_2// Whenever you attack, put a +1/+1 counter on target attacking creature. : Level 3 //Level_3// You may look at the top card of your library any time. You may cast creature spells from the top of your library.
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Ranger en-Vec
( 3)
Creature — Human Soldier Archer Ranger
(2/2)
First strike : Regenerate Ranger en-Vec.
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Ranger of Eos
( 4)
Creature — Human Soldier Ranger
(3/2)
When Ranger of Eos enters, you may search your library for up to two creature cards with mana value 1 or less, reveal them, put them into your hand, then shuffle.
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Ranger Squadron
( 6)
Creature — — Cat Ranger
(3/4)
Flying, double team (When this creature attacks, conjure a duplicate into your hand, then both of them perpetually lose double team.)
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Ranger-Captain of Eos
( 3)
Creature — Human Soldier Ranger
(3/3)
When Ranger-Captain of Eos enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle. Sacrifice Ranger-Captain of Eos: Your opponents can't cast noncreature spells this turn.
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Ranger's Firebrand
( 1)
Sorcery
Ranger's Firebrand deals 2 damage to any target. The Ring tempts you.
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Ranger's Guile
( 1)
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Ranger's Hawk
( 1)
Creature — Bird
(1/1)
Flying , , Tap another untapped creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
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Ranger's Longbow
( 2)
Artifact — Equipment
Equipped creature gets +2/+1 and has reach. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Rangers of Ithilien
( 4)
Creature — Human Ranger
(3/3)
Vigilance When Rangers of Ithilien enters, gain control of up to one target creature with lesser power for as long as you control Rangers of Ithilien. Then the Ring tempts you.
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Ranger's Path
( 4)
Sorcery
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
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Rank and File
( 4)
Creature — Zombie
(3/3)
When Rank and File enters, green creatures get -1/-1 until end of turn.
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Rank Officer
( 4)
Creature — Zombie Soldier
(3/1)
When Rank Officer enters, you may discard a card. If you do, create a 2/2 black Zombie creature token. , , Exile a creature card from your graveyard: Each opponent loses 2 life.
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Rankle and Torbran
( 5)
Legendary Creature — Faerie Dwarf
(3/4)
Flying, first strike, haste Whenever Rankle and Torbran deals combat damage to a player or battle, choose any number — • Each player creates a Treasure token. • Each player sacrifices a creature. • If a source would deal damage to a player or battle this turn, it deals that much damage plus 2 instead.
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Rankle, Master of Pranks
( 4)
Legendary Creature — Faerie Rogue
(3/3)
Flying, haste Whenever Rankle, Master of Pranks deals combat damage to a player, choose any number — • Each player discards a card. • Each player loses 1 life and draws a card. • Each player sacrifices a creature.
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Rankle's Prank
( 4)
Sorcery
Choose one or more — • Each player discards two cards. • Each player loses 4 life. • Each player sacrifices two creatures.
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Ransack the Lab
( 2)
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
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Ransom Note
( 1)
Artifact — Clue
When Ransom Note enters, surveil 1. , Sacrifice Ransom Note: Choose one — • Cloak the top card of your library. • Goad target creature. • Draw a card.
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Rapacious Guest
( 3)
Creature — Halfling Citizen
(2/2)
Menace Whenever one or more creatures you control deal combat damage to a player, create a Food token. Whenever you sacrifice a Food, put a +1/+1 counter on Rapacious Guest. When Rapacious Guest leaves the battlefield, target opponent loses life equal to its power.
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Rapacious One
( 6)
Creature — Eldrazi Drone
(5/4)
Trample Whenever Rapacious One deals combat damage to a player, create that many 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this creature: Add ."
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Raphael, Fiendish Savior
( 5)
Legendary Creature — Devil Noble
(4/4)
Flying Other Demons, Devils, Imps, and Tieflings you control get +1/+1 and have lifelink. At the beginning of each end step, if a creature card was put into your graveyard from anywhere this turn, create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."
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Rapid Augmenter
( 3)
Creature — Otter Artificer
(1/3)
Haste Whenever another creature you control with base power 1 enters, it gains haste until end of turn. Whenever another creature you control enters, if it wasn't cast, put a +1/+1 counter on Rapid Augmenter and Rapid Augmenter can't be blocked this turn.
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Rapid Decay
( 2)
Instant
Exile up to three target cards from a single graveyard. Cycling (, Discard this card: Draw a card.)
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Rapid Fire
( 4)
Instant
Cast this spell only before blockers are declared. Target creature gains first strike until end of turn. If it doesn't have rampage, that creature gains rampage 2 until end of turn. (Whenever the creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)
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Rapid Prototyper
( 0)
Artifact — Contraption
Whenever you crank Rapid Prototyper, create an X/X colorless Construct artifact creature token, where X is the number of artifacts you control.
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Rappelling Scouts
( 4)
Creature — Human Rebel Scout
(1/4)
Flying : Rappelling Scouts gains protection from the color of your choice until end of turn.
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Rare-B-Gone
( 4)
Sorcery
Each player sacrifices all permanents that are rare or mythic rare, then each player reveals their hand and discards all cards that are rare or mythic rare.
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Rashida Scalebane
( 5)
Legendary Creature — Human Soldier
(3/4)
: Destroy target attacking or blocking Dragon. It can't be regenerated. You gain life equal to its power.
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Rashka the Slayer
( 5)
Legendary Creature — Human Archer
(3/3)
Reach (This creature can block creatures with flying.) Whenever Rashka the Slayer blocks one or more black creatures, Rashka gets +1/+2 until end of turn.
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Rashmi, Eternities Crafter
( 4)
Legendary Creature — Elf Druid
(2/3)
Whenever you cast your first spell each turn, reveal the top card of your library. You may cast it without paying its mana cost if it's a spell with lesser mana value. If you don't cast it, put it into your hand.
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Rasputin Dreamweaver
( 6)
Legendary Creature — Human Wizard
(4/1)
Rasputin Dreamweaver enters with seven dream counters on it. Remove a dream counter from Rasputin: Add . Remove a dream counter from Rasputin: Prevent the next 1 damage that would be dealt to Rasputin this turn. At the beginning of your upkeep, if Rasputin started the turn untapped, put a dream counter on it. Rasputin can't have more than seven dream counters on it.
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Rasputin, the Oneiromancer
( 3)
Legendary Creature — Human Wizard
(4/1)
When Rasputin, the Oneiromancer enters, put a dream counter on it for each opponent you have. Each opponent creates a 1/1 red Goblin creature token. , Remove one or more dream counters from Rasputin: Add that much . , Remove a dream counter from Rasputin: Create a 2/2 white Knight creature token with protection from red.
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Rassilon, the War President
( 5)
Legendary Creature — Time Lord Noble
(3/4)
At the beginning of your upkeep, you lose 2 life and exile the top card of your library. You may play that card for as long as it remains exiled. Each noncreature spell you cast from exile has conspire. (As you cast that spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)
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Rat in the Hat
( 1)
Creature — Rat Rogue
(1/2)
, Sacrifice Rat in the Hat: Until end of turn, you may cast target creature card that has a hat from your graveyard.
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Ratcatcher
( 6)
Creature — Ogre Rogue
(4/4)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, you may search your library for a Rat card, reveal it, put it into your hand, then shuffle.
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Ratcatcher Trainee
( 2)
Creature — Human Peasant
(2/1)
During your turn, Ratcatcher Trainee has first strike.
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Ratchet Bomb
( 2)
Artifact
: Put a charge counter on Ratchet Bomb. , Sacrifice Ratchet Bomb: Destroy each nonland permanent with mana value equal to the number of charge counters on Ratchet Bomb.
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Ratchet, Field Medic
( 3)
Legendary Artifact Creature — Robot
(2/4)
More Than Meets the Eye (You may cast this card converted for .) Lifelink Whenever you gain life, you may convert Ratchet. When you do, return target artifact card with mana value less than or equal to the amount of life you gained this turn from your graveyard to the battlefield tapped.
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Ratchet, Rescue Racer
( 0)
Legendary Artifact — Vehicle
(1/4)
Living metal (During your turn, this Vehicle is also a creature.) Lifelink Whenever one or more nontoken artifacts you control are put into a graveyard from the battlefield, convert Ratchet. This ability triggers only once each turn.
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Rathi Fiend
( 4)
Creature — Phyrexian Horror Mercenary
(2/2)
When Rathi Fiend enters, each player loses 3 life. , : Search your library for a Mercenary permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
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Rathi Trapper
( 2)
Creature — Human Rebel Rogue
(1/2)
, : Tap target creature.
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Rats' Feast
( 1)
Sorcery
Exile X target cards from a single graveyard.
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Rattleback Apothecary
( 3)
Creature — Gorgon Warlock
(3/2)
Deathtouch Whenever you commit a crime, target creature you control gains your choice of menace or lifelink until end of turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Rattleblaze Scarecrow
( 6)
Artifact Creature — Scarecrow
(5/3)
Rattleblaze Scarecrow has persist as long as you control a black creature. (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) Rattleblaze Scarecrow has haste as long as you control a red creature.
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Rattlechains
( 2)
Creature — Spirit
(2/1)
Flash Flying When Rattlechains enters, target Spirit gains hexproof until end of turn. You may cast Spirit spells as though they had flash.
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