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Ambitious Aetherborn
  ( 5)
Creature — Aetherborn Artificer
(4/3)
Fabricate 1 (When this creature enters the battlefield, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
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Aminatou, the Fateshifter
   ( 3)
Legendary Planeswalker — Aminatou
(3)
+1: Draw a card, then put a card from your hand on top of your library. −1: Exile another target permanent you own, then return it to the battlefield under your control. −6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou, the Fateshifter controlled by the next player in the chosen direction. Aminatou, the Fateshifter can be your commander.
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Anafenza, the Foremost
   ( 3)
Legendary Creature — Human Soldier
(4/4)
Whenever Anafenza, the Foremost attacks, put a +1/+1 counter on another target tapped creature you control. If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
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Anax, Hardened in the Forge
   ( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Anax's power is equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.) Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This creature can't block." If the creature had power 4 or greater, create two of those tokens instead.
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Ancestor's Prophet
  ( 5)
Creature — Human Cleric
(1/5)
Tap five untapped Clerics you control: You gain 10 life.
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Ancient Amphitheater
( 0)
Land
As Ancient Amphitheater enters the battlefield, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater enters the battlefield tapped. : Add or .
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Ancient Hellkite
    ( 7)
Creature — Dragon
(6/6)
Flying : Ancient Hellkite deals 1 damage to target creature defending player controls. Activate this ability only if Ancient Hellkite is attacking.
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Angel of the Dawn
  ( 5)
Creature — Angel
(3/3)
Flying When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
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Angel of the Dire Hour
   ( 7)
Creature — Angel
(5/4)
Flash Flying When Angel of the Dire Hour enters the battlefield, if you cast it from your hand, exile all attacking creatures.
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Angelheart Protector
  ( 3)
Creature — Human Cleric
(3/2)
When Angelheart Protector enters the battlefield, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Angelheart Vial
 ( 5)
Artifact
Whenever you're dealt damage, you may put that many charge counters on Angelheart Vial. , , Remove four charge counters from Angelheart Vial: You gain 2 life and draw a card.
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Angelic Skirmisher
   ( 6)
Creature — Angel
(4/4)
Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
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Angel's Feather
 ( 2)
Artifact
Whenever a player casts a white spell, you may gain 1 life.
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Anger of the Gods
   ( 3)
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
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Angrath, the Flame-Chained
   ( 5)
Legendary Planeswalker — Angrath
(4)
+1: Each opponent discards a card and loses 2 life. −3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has converted mana cost 3 or less. −8: Each opponent loses life equal to the number of cards in their graveyard.
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Angrath's Ambusher
  ( 3)
Creature — Orc Pirate
(2/3)
Angrath's Ambusher gets +2/+0 as long as you control an Angrath planeswalker.
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Anowon, the Ruin Sage
   ( 5)
Legendary Creature — Vampire Shaman
(4/3)
At the beginning of your upkeep, each player sacrifices a non-Vampire creature.
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Anowon, the Ruin Thief
   ( 4)
Legendary Creature — Vampire Rogue
(2/4)
Other Rogues you control get +1/+1. Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)
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Anthem of Rakdos
    ( 5)
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you. Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Anthousa, Setessan Hero
   ( 5)
Legendary Creature — Human Warrior
(4/5)
Heroic — Whenever you cast a spell that targets Anthousa, Setessan Hero, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
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Aphemia, the Cacophony
  ( 2)
Legendary Enchantment Creature — Harpy
(2/1)
Flying At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
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Aphetto Alchemist
  ( 2)
Creature — Human Wizard
(1/2)
: Untap target artifact or creature.
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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Aphetto Dredging
  ( 4)
Sorcery
Return up to three target creature cards of the creature type of your choice from your graveyard to your hand.
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Aphetto Exterminator
  ( 3)
Creature — Human Wizard
(3/1)
Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn.
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Aphetto Grifter
  ( 3)
Creature — Human Wizard
(1/1)
Tap two untapped Wizards you control: Tap target permanent.
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Aphetto Runecaster
  ( 4)
Creature — Human Wizard
(2/3)
Whenever a permanent is turned face up, you may draw a card.
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Aphetto Vulture
   ( 6)
Creature — Zombie Bird
(3/2)
Flying When Aphetto Vulture dies, you may put target Zombie card from your graveyard on top of your library.
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Apothecary Geist
  ( 4)
Creature — Spirit
(2/3)
Flying When Apothecary Geist enters the battlefield, if you control another Spirit, you gain 3 life.
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Apothecary Initiate
 ( 1)
Creature — Kithkin Cleric
(1/1)
Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.
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Approach of the Second Sun
  ( 7)
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
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Arahbo, Roar of the World
   ( 5)
Legendary Creature — Cat Avatar
(5/5)
Eminence — At the beginning of combat on your turn, if Arahbo, Roar of the World is in the command zone or on the battlefield, another target Cat you control gets +3/+3 until end of turn. Whenever another Cat you control attacks, you may pay   . If you do, it gains trample and gets +X/+X until end of turn, where X is its power.
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Arasta of the Endless Web
   ( 4)
Legendary Enchantment Creature — Spider
(3/5)
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
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Araumi of the Dead Tide
   ( 3)
Legendary Creature — Merfolk Wizard
(1/4)
, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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Arbiter of the Ideal
   ( 6)
Creature — Sphinx
(4/5)
Flying Inspired — Whenever Arbiter of the Ideal becomes untapped, reveal the top card of your library. If it's an artifact, creature, or land card, you may put it onto the battlefield with a manifestation counter on it. That permanent is an enchantment in addition to its other types.
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Arcades, the Strategist
    ( 4)
Legendary Creature — Elder Dragon
(3/5)
Flying, vigilance Whenever a creature with defender enters the battlefield under your control, draw a card. Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
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Arcbound Crusher
 ( 4)
Artifact Creature — Juggernaut
(0/0)
Trample Whenever another artifact enters the battlefield, put a +1/+1 counter on Arcbound Crusher. Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Archangel of Tithes
    ( 4)
Creature — Angel
(3/5)
Flying As long as Archangel of Tithes is untapped, creatures can't attack you or a planeswalker you control unless their controller pays for each of those creatures. As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays for each of those creatures.
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Archelos, Lagoon Mystic
    ( 4)
Legendary Creature — Turtle Shaman
(2/4)
As long as Archelos, Lagoon Mystic is tapped, other permanents enter the battlefield tapped. As long as Archelos is untapped, other permanents enter the battlefield untapped.
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Archers of Qarsi
  ( 4)
Creature — Naga Archer
(5/2)
Defender Reach (This creature can block creatures with flying.)
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Archers' Parapet
  ( 2)
Creature — Wall
(0/5)
Defender  , : Each opponent loses 1 life.
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Archery Training
 ( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an arrow counter on Archery Training. Enchanted creature has " : This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
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Archetype of Aggression
   ( 3)
Enchantment Creature — Human Warrior
(3/2)
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
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Archetype of Courage
   ( 3)
Enchantment Creature — Human Soldier
(2/2)
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
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Archetype of Endurance
   ( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Archetype of Finality
   ( 6)
Enchantment Creature — Gorgon
(2/3)
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
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Archetype of Imagination
   ( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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Archon of the Triumvirate
   ( 7)
Creature — Archon
(4/5)
Flying Whenever Archon of the Triumvirate attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
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Arena of the Ancients
 ( 3)
Artifact
Legendary creatures don't untap during their controllers' untap steps. When Arena of the Ancients enters the battlefield, tap all legendary creatures.
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Arixmethes, Slumbering Isle
   ( 4)
Legendary Creature — Kraken
(12/12)
Arixmethes, Slumbering Isle enters the battlefield tapped with five slumber counters on it. As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) Whenever you cast a spell, you may remove a slumber counter from Arixmethes. : Add  .
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Arjun, the Shifting Flame
   ( 6)
Legendary Creature — Sphinx Wizard
(5/5)
Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
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Arlinn, Embraced by the Moon
( 0)
Legendary Planeswalker — Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn. −1: Arlinn, Embraced by the Moon deals 3 damage to any target. Transform Arlinn, Embraced by the Moon. −6: You get an emblem with "Creatures you control have haste and ‘ : This creature deals damage equal to its power to any target.'"
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Arlinn, Voice of the Pack
   ( 6)
Legendary Planeswalker — Arlinn
(7)
Each creature you control that's a Wolf or a Werewolf enters the battlefield with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
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Arm with Æther (Arm with Aether)
  ( 3)
Sorcery
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."
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Armillary Sphere
 ( 2)
Artifact
, , Sacrifice Armillary Sphere: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library.
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Armix, Filigree Thrasher
  ( 3)
Legendary Artifact Creature — Golem
(3/2)
Whenever Armix, Filigree Thrasher attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard. Partner (You can have two commanders if both have partner.)
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Arsenal Thresher
   ( 4)
Artifact Creature — Construct
(2/2)
As Arsenal Thresher enters the battlefield, you may reveal any number of other artifact cards from your hand. Arsenal Thresher enters the battlefield with a +1/+1 counter on it for each card revealed this way.
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Artificer's Hex
 ( 1)
Enchantment — Aura
Enchant Equipment At the beginning of your upkeep, if enchanted Equipment is attached to a creature, destroy that creature.
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Arvad the Cursed
   ( 5)
Legendary Creature — Vampire Knight
(3/3)
Deathtouch, lifelink Other legendary creatures you control get +2/+2.
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Ashaya, Soul of the Wild
   ( 5)
Legendary Creature — Elemental
(*/*)
Ashaya, Soul of the Wild's power and toughness are each equal to the number of lands you control. Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
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Ashen Ghoul
  ( 4)
Creature — Zombie
(3/1)
Haste : Return Ashen Ghoul from your graveyard to the battlefield. Activate this ability only during your upkeep and only if three or more creature cards are above Ashen Ghoul.
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Ashen Monstrosity
   ( 7)
Creature — Spirit
(7/4)
Haste Ashen Monstrosity attacks each combat if able.
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Ashen Powder
   ( 4)
Sorcery
Put target creature card from an opponent's graveyard onto the battlefield under your control.
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Ashen Rider
     ( 8)
Creature — Archon
(5/5)
Flying When Ashen Rider enters the battlefield or dies, exile target permanent.
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Ashenmoor Cohort
  ( 6)
Creature — Elemental Warrior
(4/3)
Ashenmoor Cohort gets +1/+1 as long as you control another black creature.
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Ashenmoor Gouger
   ( 3)
Creature — Elemental Warrior
(4/4)
Ashenmoor Gouger can't block.
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Ashenmoor Liege
    ( 4)
Creature — Elemental Knight
(4/1)
Other black creatures you control get +1/+1. Other red creatures you control get +1/+1. Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life.
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Ashen-Skin Zubera
  ( 2)
Creature — Zubera Spirit
(1/2)
When Ashen-Skin Zubera dies, target opponent discards a card for each Zubera that died this turn.
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Ashes of the Abhorrent
  ( 2)
Enchantment
Players can't cast spells from graveyards or activate abilities of cards in graveyards. Whenever a creature dies, you gain 1 life.
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Ashes of the Fallen
 ( 2)
Artifact
As Ashes of the Fallen enters the battlefield, choose a creature type. Each creature card in your graveyard has the chosen creature type in addition to its other types.
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Ashes to Ashes
   ( 3)
Sorcery
Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.
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Ashling the Pilgrim
  ( 2)
Legendary Creature — Elemental Shaman
(1/1)
 : Put a +1/+1 counter on Ashling the Pilgrim. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling the Pilgrim, and it deals that much damage to each creature and each player.
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Ashling, the Extinguisher
   ( 4)
Legendary Creature — Elemental Shaman
(4/4)
Whenever Ashling, the Extinguisher deals combat damage to a player, choose target creature that player controls. The player sacrifices that creature.
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Assemble the Legion
   ( 5)
Enchantment
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.
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Attended Healer
  ( 4)
Creature — Kor Cleric
(2/3)
Whenever you gain life for the first time each turn, create a 1/1 white Cat creature token.  : Another target Cleric gains lifelink until end of turn.
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Attune with Aether
 ( 1)
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. You get  (two energy counters).
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Atzocan Archer
  ( 3)
Creature — Human Archer
(1/4)
Reach When Atzocan Archer enters the battlefield, you may have it fight another target creature. (Each deals damage equal to its power to the other.)
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Auratouched Mage
  ( 6)
Creature — Human Wizard
(3/3)
When Auratouched Mage enters the battlefield, search your library for an Aura card that could enchant it. If Auratouched Mage is still on the battlefield, put that Aura card onto the battlefield attached to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle your library.
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Aurelia, the Warleader
     ( 6)
Legendary Creature — Angel
(3/4)
Flying, vigilance, haste Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
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Aurochs Herd
  ( 6)
Creature — Aurochs
(4/4)
Trample When Aurochs Herd enters the battlefield, you may search your library for an Aurochs card, reveal it, and put it into your hand. If you do, shuffle your library. Whenever Aurochs Herd attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
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Authority of the Consuls
 ( 1)
Enchantment
Creatures your opponents control enter the battlefield tapped. Whenever a creature enters the battlefield under an opponent's control, you gain 1 life.
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Avacyn, the Purifier
( 0)
Legendary Creature — Angel
(6/5)
Flying When this creature transforms into Avacyn, the Purifier, it deals 3 damage to each other creature and each opponent.
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Avalanche
    ( 4)
Sorcery
Destroy X target snow lands.
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Avalanche Riders
  ( 4)
Creature — Human Nomad
(2/2)
Haste Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Avalanche Riders enters the battlefield, destroy target land.
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Avalanche Tusker
    ( 5)
Creature — Elephant Warrior
(6/4)
Whenever Avalanche Tusker attacks, target creature defending player controls blocks it this combat if able.
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Avatar of the Resolute
  ( 2)
Creature — Avatar
(3/2)
Reach, trample Avatar of the Resolute enters the battlefield with a +1/+1 counter on it for each other creature you control with a +1/+1 counter on it.
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Aven Archer
   ( 5)
Creature — Bird Soldier Archer
(2/2)
Flying  , : Aven Archer deals 2 damage to target attacking or blocking creature.
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Aven Fisher
  ( 4)
Creature — Bird Soldier
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Fisher dies, you may draw a card.
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