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Hampering Snare
( 2)
Instant
Creatures your opponents control get -2/-0 until end of turn. Cycling (, Discard this card: Draw a card.)
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Hamza, Guardian of Arashin
( 6)
Legendary Creature — Elephant Warrior
(5/5)
This spell costs less to cast for each creature you control with a +1/+1 counter on it. Creature spells you cast cost less to cast for each creature you control with a +1/+1 counter on it.
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Hana Kami
( 1)
Creature — Spirit
(1/1)
, Sacrifice Hana Kami: Return target Arcane card from your graveyard to your hand.
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Hanabi Blast
( 3)
Instant
Hanabi Blast deals 2 damage to any target. Return Hanabi Blast to its owner's hand, then discard a card at random.
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Hancock, Ghoulish Mayor
( 3)
Legendary Creature — Zombie Mutant Advisor
(2/1)
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock, Ghoulish Mayor. Undying (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.)
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Hand of Justice
( 6)
Creature — Avatar
(2/6)
, Tap three untapped white creatures you control: Destroy target creature.
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Hand of Silumgar
( 2)
Creature — Human Warrior
(2/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Hands of Binding
( 2)
Sorcery
Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Handy Dandy Clone Machine
( 3)
Artifact
, : Create a 2/2 colorless Homunculus creature token. It must be represented by a unique hand and two fingers at all times, or it ceases to exist.
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Hanged Executioner
( 3)
Creature — Spirit
(1/1)
Flying When Hanged Executioner enters, create a 1/1 white Spirit creature token with flying. , Exile Hanged Executioner: Exile target creature.
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Hans Eriksson
( 4)
Legendary Creature — Human Scout
(1/4)
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
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Hanweir Garrison
( 3)
Creature — Human Soldier
(2/3)
Whenever Hanweir Garrison attacks, create two 1/1 red Human creature tokens that are tapped and attacking. (Melds with Hanweir Battlements.)
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Hanweir Lancer
( 3)
Creature — Human Knight
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Hanweir Lancer is paired with another creature, both creatures have first strike.
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Hanweir Militia Captain
( 2)
Creature — Human Soldier
(2/2)
At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain.
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Hanweir Watchkeep
( 3)
Creature — Human Warrior Werewolf
(1/5)
Defender At the beginning of each upkeep, if no spells were cast last turn, transform Hanweir Watchkeep.
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Hanweir, the Writhing Township
( 0)
Legendary Creature — Eldrazi Ooze
(7/4)
Trample, haste Whenever Hanweir, the Writhing Township attacks, create two 3/2 colorless Eldrazi Horror creature tokens that are tapped and attacking.
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Hapatra, Vizier of Poisons
( 2)
Legendary Creature — Human Cleric
(2/2)
Whenever Hapatra, Vizier of Poisons deals combat damage to a player, you may put a -1/-1 counter on target creature. Whenever you put one or more -1/-1 counters on a creature, create a 1/1 green Snake creature token with deathtouch.
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Happily Ever After
( 3)
Enchantment
When Happily Ever After enters, each player gains 5 life and draws a card. At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
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Happy Dead Squirrel
( 0)
Stickers
2 — : Add . Spend this mana only to cast noncreature spells. 3 — Infect (This permanent deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) 2 — 3/2 4 — 4/7
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Harabaz Druid
( 2)
Creature — Human Druid Ally
(0/1)
: Add X mana of any one color, where X is the number of Allies you control.
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Haradrim Spearmaster
( 3)
Creature — Human Warrior
(2/3)
Reach At the beginning of combat on your turn, another target creature you control gets +1/+0 until end of turn.
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Harald Unites the Elves
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield. II — Put a +1/+1 counter on each Elf you control. III — Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.
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Harald, King of Skemfar
( 3)
Legendary Creature — Elf Warrior
(3/2)
Menace (This creature can't be blocked except by two or more creatures.) When Harald, King of Skemfar enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Harbin, Vanguard Aviator
( 2)
Legendary Creature — Human Soldier
(3/2)
Flying Whenever you attack with five or more Soldiers, creatures you control get +1/+1 and gain flying until end of turn.
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Harbinger of Night
( 4)
Creature — Spirit
(2/3)
At the beginning of your upkeep, put a -1/-1 counter on each creature.
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Harbinger of Spring
( 5)
Creature — Spirit
(2/1)
Protection from non-Spirit creatures Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
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Harbinger of the Hunt
( 5)
Creature — Dragon
(5/3)
Flying : Harbinger of the Hunt deals 1 damage to each creature without flying. : Harbinger of the Hunt deals 1 damage to each other creature with flying.
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Harbinger of the Tides
( 2)
Creature — Merfolk Wizard
(2/2)
You may cast Harbinger of the Tides as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) When Harbinger of the Tides enters, you may return target tapped creature an opponent controls to its owner's hand.
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Harbor Bandit
( 3)
Creature — Human Rogue
(2/2)
Harbor Bandit gets +1/+1 as long as you control an Island. : Harbor Bandit can't be blocked this turn.
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Harbor Guardian
( 4)
Creature — Gargoyle
(3/4)
Reach (This creature can block creatures with flying.) Whenever Harbor Guardian attacks, defending player may draw a card.
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Hard Evidence
( 1)
Sorcery
Create a 0/3 blue Crab creature token. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Hardbristle Bandit
( 2)
Creature — Plant Rogue
(1/1)
: Add one mana of any color. Whenever you commit a crime, untap Hardbristle Bandit. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Hard-Hitting Question
( 1)
Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
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Pollen-Shield Hare (Hare Raising)
( 1)
Sorcery — Adventure
Target creature you control gains vigilance and gets +X/+X until end of turn, where X is the number of creatures you control.
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Harmless Offering
( 3)
Sorcery
Target opponent gains control of target permanent you control.
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Harmonic Prodigy
( 2)
Creature — Human Wizard
(1/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) If an ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
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Harmonic Sliver
( 3)
Creature — Sliver
(1/1)
All Slivers have "When this permanent enters, destroy target artifact or enchantment."
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Harmonious Archon
( 6)
Creature — Archon
(4/5)
Flying Non-Archon creatures have base power and toughness 3/3. When Harmonious Archon enters, create two 1/1 white Human creature tokens.
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Harmonious Emergence
( 4)
Enchantment — Aura
Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
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Harold and Bob, First Numens
( 3)
Legendary Creature — Treefolk Mutant
(3/3)
Vigilance, reach When Harold and Bob, First Numens dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has ‘: Add three mana of any one color. You get two rad counters.'" Harold and Bob loses all other abilities.
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Harper Recruiter
( 3)
Creature — Human Warrior
(3/1)
Flying Whenever Harper Recruiter attacks, look at the top four cards of your library. You may reveal a Cleric card, a Rogue card, a Warrior card, and/or a Wizard card from among them and put those cards into your hand. Put the rest on the bottom of your library in a random order.
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Harpoon Sniper
( 3)
Creature — Merfolk Archer
(2/2)
, : Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.
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Harried Dronesmith
( 4)
Creature — Human Artificer
(2/3)
At the beginning of combat on your turn, create a 1/1 colorless Thopter artifact creature token with flying. It gains haste until end of turn. Sacrifice it at the beginning of your next end step.
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Harried Spearguard
( 1)
Creature — Human Soldier
(1/1)
Haste When Harried Spearguard dies, create a 1/1 black Rat creature token with "This creature can't block."
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Harrier Griffin
( 6)
Creature — Griffin
(3/3)
Flying At the beginning of your upkeep, tap target creature.
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Harrier Strix
( 1)
Creature — Bird
(1/1)
Flying When Harrier Strix enters, tap target permanent. : Draw a card, then discard a card.
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Harsh Deceiver
( 4)
Creature — Spirit
(1/4)
: Look at the top card of your library. : Reveal the top card of your library. If it's a land card, untap Harsh Deceiver and it gets +1/+1 until end of turn. Activate only once each turn.
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Harsh Justice
( 3)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. This turn, whenever an attacking creature deals combat damage to you, it deals that much damage to its controller.
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Harsh Scrutiny
( 1)
Sorcery
Target opponent reveals their hand. You choose a creature card from it. That player discards that card. Scry 1.
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Reaper of Night (Harvest Fear)
( 4)
Sorcery — Adventure
Target opponent discards two cards. (Then exile this card. You may cast the creature later from exile.)
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Harvest Gwyllion
( 4)
Creature — Hag
(2/4)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Harvester Druid
( 2)
Creature — Human Druid
(1/1)
: Add one mana of any color that a land you control could produce.
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Harvester of Misery
( 5)
Creature — Spirit
(5/4)
Menace When Harvester of Misery enters, other creatures get -2/-2 until end of turn. , Discard Harvester of Misery: Target creature gets -2/-2 until end of turn.
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Harvestguard Alseids
( 3)
Enchantment Creature — Nymph
(2/3)
Constellation — Whenever Harvestguard Alseids or another enchantment you control enters, prevent all damage that would be dealt to target creature this turn.
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Harvestrite Host
( 3)
Creature — Rabbit Citizen
(3/3)
Whenever Harvestrite Host or another Rabbit you control enters, target creature you control gets +1/+0 until end of turn. Then draw a card if this is the second time this ability has resolved this turn.
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Harvesttide Assailant
( 0)
Creature — Werewolf
(4/4)
Trample Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Harvesttide Infiltrator
( 3)
Creature — Human Werewolf
(3/2)
Trample Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Harvesttide Sentry
( 2)
Creature — Human Warrior
(3/1)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Harvesttide Sentry can't be blocked by creatures with power 2 or less this turn.
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Hat Trick
( 2)
Instant
Target blocking or blocked creature you control gets +1/+1 and gains first strike until end of turn. If it has a hat, it gains double strike until end of turn. If you and that creature each have a hat, the creature gains triple strike until end of turn.
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Hatchery Sliver
( 2)
Creature — Sliver
(2/2)
Replicate (When you cast this spell, copy it for each time you paid its replicate cost.) Each Sliver spell you cast has replicate. The replicate cost is equal to its mana cost. (A copy of a permanent spell becomes a token.)
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Hatchery Spider
( 7)
Creature — Spider
(5/7)
Reach Undergrowth — When you cast this spell, reveal the top X cards of your library, where X is the number of creature cards in your graveyard. You may put a green permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Hatching Plans
( 2)
Enchantment
When Hatching Plans is put into a graveyard from the battlefield, draw three cards.
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Hate Mirage
( 4)
Sorcery
Choose up to two target creatures you don't control. For each of those creatures, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
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Hateful Eidolon
( 1)
Enchantment Creature — Spirit
(1/2)
Lifelink Whenever an enchanted creature dies, draw a card for each Aura you controlled that was attached to it.
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Haughty Djinn
( 3)
Creature — Djinn
(*/4)
Flying Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard. Instant and sorcery spells you cast cost less to cast.
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Hauken's Insight
( 0)
Legendary Enchantment
At the beginning of your upkeep, exile the top card of your library face down. You may look at that card for as long as it remains exiled. Once during each of your turns, you may play a land or cast a spell from among the cards exiled with this permanent without paying its mana cost.
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Haunted Library
( 2)
Enchantment
Whenever a creature an opponent controls dies, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
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Haunted Mire
( 0)
Land — Swamp Forest
(: Add or .) Haunted Mire enters tapped.
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Haunted Plate Mail
( 4)
Artifact — Equipment
Equipped creature gets +4/+4. : Until end of turn, Haunted Plate Mail becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Haunted Ridge
( 0)
Land
Haunted Ridge enters tapped unless you control two or more other lands. : Add or .
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Haunting Apparition
( 3)
Creature — Spirit
(1+*/2)
Flying As Haunting Apparition enters, choose an opponent. Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard.
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Haunting Echoes
( 5)
Sorcery
Exile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles.
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Haunting Figment
( 2)
Creature — Illusion
(2/1)
Vigilance Haunting Figment can't be blocked as long as you've cast an instant or sorcery spell this turn.
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Haunting Hymn
( 6)
Instant
Target player discards two cards. If you cast this spell during your main phase, that player discards four cards instead.
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Haunting Imitation
( 3)
Sorcery
Each player reveals the top card of their library. For each creature card revealed this way, create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. If no creature cards were revealed this way, return Haunting Imitation to its owner's hand.
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Haunting Misery
( 3)
Sorcery
As an additional cost to cast this spell, exile X creature cards from your graveyard. Haunting Misery deals X damage to target player or planeswalker.
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Haunting Wind
( 4)
Enchantment
Whenever an artifact becomes tapped or a player activates an artifact's ability without in its activation cost, Haunting Wind deals 1 damage to that artifact's controller.
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Hauntwoods Shrieker
( 3)
Creature — Beast Mutant
(3/3)
Whenever Hauntwoods Shrieker attacks, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) : Reveal target face-down permanent. If it's a creature card, you may turn it face up.
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Devouring Sugarmaw (Have for Dinner)
( 2)
Instant — Adventure
Create a 1/1 white Human creature token and a Food token. (Then exile this card. You may cast the creature later from exile.)
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Havengul Lich
( 5)
Creature — Zombie Wizard
(4/4)
: You may cast target creature card in a graveyard this turn. When you cast it this turn, Havengul Lich gains all activated abilities of that card until end of turn.
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Havengul Vampire
( 4)
Creature — Vampire
(2/2)
Whenever Havengul Vampire deals combat damage to a player, put a +1/+1 counter on it. Whenever another creature dies, put a +1/+1 counter on Havengul Vampire.
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Havi, the All-Father
( 6)
Legendary Creature — God Warrior
(6/6)
Havi, the All-Father has indestructible as long as there are four or more historic cards in your graveyard. (Artifacts, legendaries, and Sagas are historic.) Sage Project — Whenever Havi or another legendary creature you control dies, return target legendary creature card with lesser mana value from your graveyard to the battlefield tapped.
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Havoc Devils
( 4)
Creature — Devil
(4/3)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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