|
Riphook Raider
( 0)
Creature — Werewolf
(6/4)
Riphook Raider can't be blocked by creatures with power 2 or less. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
|
|
|
Ripples of Undeath
( 2)
Enchantment
At the beginning of your precombat 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.
|
|
|
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.
|
|
|
Riptide Chronologist
( 5)
Creature — Human Wizard
(1/3)
, Sacrifice Riptide Chronologist: Untap all creatures of the creature type of your choice.
|
|
|
Rise and Shine
( 2)
Sorcery
Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on each artifact that became a creature this way. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
|
|
|
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.
|
|
|
Rise from the Tides
( 6)
Sorcery
Create a tapped 2/2 black Zombie creature token for each instant and sorcery card in your graveyard.
|
|
|
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.)
|
|
|
Rise of the Dark Realms
( 9)
Sorcery
Put all creature cards from all graveyards onto the battlefield under your control.
|
|
|
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.)
|
|
|
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.
|
|
|
Rise of the Hobgoblins
( 2)
Enchantment
When Rise of the Hobgoblins enters the battlefield, 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.
|
|
|
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.
|
|
|
Rishadan Airship
( 3)
Creature — Human Pirate
(3/1)
Flying Rishadan Airship can block only creatures with flying.
|
|
|
Rishadan Brigand
( 5)
Creature — Human Pirate
(3/2)
Flying When Rishadan Brigand enters the battlefield, each opponent sacrifices a permanent unless they pay . Rishadan Brigand can block only creatures with flying.
|
|
|
Rishadan Cutpurse
( 3)
Creature — Human Pirate
(1/1)
When Rishadan Cutpurse enters the battlefield, each opponent sacrifices a permanent unless they pay .
|
|
|
Rishadan Dockhand
( 1)
Creature — Merfolk
(1/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) , : Tap target land.
|
|
|
Rishadan Footpad
( 4)
Creature — Human Pirate
(2/2)
When Rishadan Footpad enters the battlefield, each opponent sacrifices a permanent unless they pay .
|
|
|
Rishadan Pawnshop
( 2)
Artifact
, : Shuffle target nontoken permanent you control into its owner's library.
|
|
|
Rishkar, Peema Renegade
( 3)
Legendary Creature — Elf Druid
(2/2)
When Rishkar, Peema Renegade enters the battlefield, put a +1/+1 counter on each of up to two target creatures. Each creature you control with a counter on it has ": Add ."
|
|
|
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.
|
|
|
Rising of the Day
( 3)
Enchantment
Creatures you control have haste. Legendary creatures you control get +1/+0.
|
|
|
Rite of Harmony
( 2)
Instant
Whenever a creature or enchantment enters the battlefield under your control this turn, draw a card. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
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."
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
Ritual of the Machine
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Gain control of target nonartifact, nonblack creature.
|
|
|
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.
|
|
|
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."
|
|
|
River Herald Guide
( 3)
Creature — Merfolk Scout
(3/1)
Vigilance When River Herald Guide enters the battlefield, 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.)
|
|
|
River Herald Scout
( 2)
Creature — Merfolk Scout
(1/2)
When River Herald Scout enters the battlefield, 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.)
|
|
|
River Heralds' Boon
( 2)
Instant
Put a +1/+1 counter on target creature and a +1/+1 counter on up to one target Merfolk.
|
|
|
River Hoopoe
( 2)
Creature — Bird
(1/3)
Flying : You gain 2 life and draw a card.
|
|
|
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.)
|
|
|
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.
|
|
|
Roalesk, Apex Hybrid
( 5)
Legendary Creature — Human Mutant
(4/5)
Flying, trample When Roalesk, Apex Hybrid enters the battlefield, put two +1/+1 counters on another target creature you control. When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
|
|
|
Roaming Ghostlight
( 5)
Creature — Spirit
(3/2)
Flying When Roaming Ghostlight enters the battlefield, return up to one target non-Spirit creature to its owner's hand.
|
|
|
Roaming Throne
( 4)
Artifact Creature — Golem
(4/4)
Ward As Roaming Throne enters the battlefield, 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.
|
|
|
Roar of Challenge
( 3)
Sorcery
All creatures able to block target creature this turn do so. Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
|
|
|
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.
|
|
|
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.
|
|
|
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.)
|
|
|
Roar of the Wurm
( 7)
Sorcery
Create a 6/6 green Wurm creature token. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Roaring Earth
( 2)
Enchantment
Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on target creature or Vehicle you control. Channel — , Discard Roaring Earth: Put X +1/+1 counters on target land you control. It becomes a 0/0 green Spirit creature with haste. It's still a land.
|
|
|
Rob the Archives
( 2)
Sorcery
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.) Exile the top two cards of your library. You may play those cards this turn.
|
|
|
Crystal Dragon (Rob the Hoard)
( 2)
Sorcery — Adventure
Return target artifact, enchantment, or legendary card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
|
|
|
Robber of the Rich
( 2)
Creature — Human Archer Rogue
(2/2)
Reach, haste Whenever Robber of the Rich attacks, if defending player has more cards in hand than you, exile the top card of their library. During any turn you attacked with a Rogue, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
|
|
|
Robe of the Archmagi
( 3)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you draw that many cards. Equip Equip Shaman, Warlock, or Wizard
|
|
|
Roc Charger
( 3)
Creature — Bird
(1/3)
Flying Whenever Roc Charger attacks, target attacking creature without flying gains flying until end of turn.
|
|
|
Roc Hatchling
( 1)
Creature — Bird
(0/1)
Roc Hatchling enters the battlefield with four shell counters on it. At the beginning of your upkeep, remove a shell counter from Roc Hatchling. As long as Roc Hatchling has no shell counters on it, it gets +3/+2 and has flying.
|
|
|
Rocco, Street Chef
( 3)
Legendary Creature — Elf Druid
(2/4)
At the beginning of your end step, each player exiles the top card of their library. Until your next end step, each player may play the card they exiled this way. Whenever a player plays a land from exile or casts a spell from exile, you put a +1/+1 counter on target creature and create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
|
|
|
Rock Hydra
( 2)
Creature — Hydra
(0/0)
Rock Hydra enters the battlefield with X +1/+1 counters on it. For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. : Prevent the next 1 damage that would be dealt to Rock Hydra this turn. : Put a +1/+1 counter on Rock Hydra. Activate only during your upkeep.
|
|
|
Rocket Launcher
( 4)
Artifact
: Rocket Launcher deals 1 damage to any target. Destroy Rocket Launcher at the beginning of the next end step. Activate only if you've controlled Rocket Launcher continuously since the beginning of your most recent turn.
|
|
|
Rockslide Ambush
( 2)
Sorcery
Rockslide Ambush deals damage to target creature equal to the number of Mountains you control.
|
|
|
Rograkh, Son of Rohgahh
( 0)
Legendary Creature — Kobold Warrior
(0/1)
First strike, menace, trample Partner (You can have two commanders if both have partner.)
|
|
|
Rogue Elephant
( 1)
Creature — Elephant
(3/3)
When Rogue Elephant enters the battlefield, sacrifice it unless you sacrifice a Forest.
|
|
|
Rohgahh, Kher Keep Overlord
( 5)
Legendary Creature — Kobold Warrior
(4/4)
Other Kobolds you control get +2/+2. Whenever you cast a Kobold spell, you may pay . If you do, create a 4/4 red Dragon creature token with flying. Whenever you cast a Dragon spell, create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
|
|
|
Rohirrim Chargers
( 4)
Creature — Human Knight
(4/4)
You may exert Rohirrim Chargers as it attacks. (It won't untap during your next untap step.) Whenever you exert a creature, reveal cards from the top of your library until you reveal an Equipment card. Put that card onto the battlefield attached to that creature, then put the rest on the bottom of your library in a random order.
|
|
|
Rohirrim Lancer
( 1)
Creature — Human Knight
(1/1)
Menace (This creature can't be blocked except by two or more creatures.) When Rohirrim Lancer dies, the Ring tempts you.
|
|
|
Roil Cartographer
( 2)
Creature — Merfolk Rogue
(1/3)
Landfall — Whenever a land enters the battlefield under your control, you get (an energy counter). , Pay six : Draw three cards.
|
|
|
Roiling Regrowth
( 3)
Instant
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
|
|
|
Rolling Earthquake
( 1)
Sorcery
Rolling Earthquake deals X damage to each creature without horsemanship and each player.
|
|
|
Rolling Thunder
( 2)
Sorcery
Rolling Thunder deals X damage divided as you choose among any number of targets.
|
|
|
Rona, Sheoldred's Faithful
( 4)
Legendary Creature — Human Wizard
(3/4)
Whenever you cast an instant or sorcery spell, each opponent loses 1 life. You may cast Rona, Sheoldred's Faithful from your graveyard by discarding two cards in addition to paying its other costs.
|
|
|
Ronin Houndmaster
( 3)
Creature — Human Samurai
(2/2)
Haste Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
|
|
|
Ronom Hulk
( 5)
Creature — Beast
(5/6)
Protection from snow 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.)
|
|
|
Roofstalker Wight
( 2)
Creature — Zombie
(2/1)
: Roofstalker Wight gains flying until end of turn.
|
|
|
Roon of the Hidden Realm
( 5)
Legendary Creature — Rhino Soldier
(4/4)
Vigilance, trample , : Exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
|
|
|
Rootha, Mercurial Artist
( 3)
Legendary Creature — Orc Shaman
(1/4)
, Return Rootha, Mercurial Artist to its owner's hand: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
|
|
|
Rooting Moloch
( 5)
Creature — Lizard
(4/4)
When Rooting Moloch enters the battlefield, exile target card with a cycling ability from your graveyard. Until the end of your next turn, you may play that card. Cycling (, Discard this card: Draw a card.)
|
|
|
Rootpath Purifier
( 4)
Creature — Elf Druid
(3/4)
Lands you control and land cards in your library are basic.
|
|
|
Rootwater Hunter
( 3)
Creature — Merfolk
(1/1)
: Rootwater Hunter deals 1 damage to any target.
|
|
|
Rootwater Matriarch
( 4)
Creature — Merfolk
(2/3)
: Gain control of target creature for as long as that creature is enchanted.
|
|
|
Rootwater Shaman
( 3)
Creature — Merfolk Shaman
(2/2)
You may cast Aura spells with enchant creature as though they had flash.
|
|
|
Rootwater Thief
( 2)
Creature — Merfolk Rogue
(1/2)
: Rootwater Thief gains flying until end of turn. Whenever Rootwater Thief deals combat damage to a player, you may pay . If you do, search that player's library for a card and exile it, then the player shuffles.
|
|
|
Rose, Cutthroat Raider
( 4)
Legendary Artifact Creature — Robot
(3/2)
First strike Raid — At end of combat on your turn, if you attacked this turn, create a Junk token for each opponent you attacked. (It's an artifact with ", Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") Whenever you sacrifice a Junk, add .
|
|
|
Rosecot Knight
( 5)
Creature — Human Knight
(3/4)
Vigilance When Rosecot Knight enters the battlefield, look at the top six cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, put a +1/+1 counter on Rosecot Knight.
|
|
|
Rosethorn Halberd
( 1)
Artifact — Equipment
When Rosethorn Halberd enters the battlefield, attach it to target non-Human creature you control. Equipped creature gets +2/+1. Equip (: Attach to target creature you control. Equip only as a sorcery.)
|
|
|
Roshan, Hidden Magister
( 4)
Legendary Creature — Human Assassin
(4/4)
Other creatures you control are Assassins in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield. Face-down creatures you control have menace. Whenever a permanent you control is turned face up, you draw a card and you lose 1 life.
|
|
|