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Devouring Sugarmaw
( 4)
Creature — Horror
(6/6)
Menace, trample At the beginning of your upkeep, you may sacrifice an artifact, enchantment, or token. If you don't, tap Devouring Sugarmaw.
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Devouring Swarm
( 3)
Creature — Insect
(2/1)
Flying Sacrifice a creature: Devouring Swarm gets +1/+1 until end of turn.
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Devouring Tendrils
( 2)
Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control. When the permanent you don't control dies this turn, you gain 2 life.
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Disappearing Act
( 3)
Instant
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Counter target spell.
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Disciple of the Ring
( 5)
Creature — Human Wizard
(3/4)
, Exile an instant or sorcery card from your graveyard: Choose one — • Counter target noncreature spell unless its controller pays . • Disciple of the Ring gets +1/+1 until end of turn. • Tap target creature. • Untap target creature.
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Divine Offering
( 2)
Instant
Destroy target artifact. You gain life equal to its mana value.
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Domineering Will
( 4)
Instant
Target player gains control of up to three target nonattacking creatures until end of turn. Untap those creatures. They block this turn if able.
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Domri, Chaos Bringer
( 4)
Legendary Planeswalker — Domri
(5)
+1: Add or . If that mana is spent on a creature spell, it gains riot. (It enters the battlefield with your choice of a +1/+1 counter or haste.) −3: Look at the top four cards of your library. You may reveal up to two creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. −8: You get an emblem with "At the beginning of each end step, create a 4/4 red and green Beast creature token with trample."
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Dreadbringer Lampads
( 5)
Enchantment Creature — Nymph
(4/2)
Constellation — Whenever Dreadbringer Lampads or another enchantment enters the battlefield under your control, target creature gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Endbringer
( 6)
Creature — Eldrazi
(5/5)
Untap Endbringer during each other player's untap step. : Endbringer deals 1 damage to any target. , : Target creature can't attack or block this turn. , : Draw a card.
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Endbringer's Revel
( 3)
Enchantment
: Return target creature card from a graveyard to its owner's hand. Any player may activate this ability but only as a sorcery.
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Enduring Angel
( 5)
Creature — Angel
(3/3)
Flying, double strike You have hexproof. If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn't transform this way, you lose the game.
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Enduring Bondwarden
( 1)
Creature — Human Scout
(0/1)
Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) When this creature dies, put its counters on target creature you control.
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Enduring Ideal
( 7)
Sorcery
Search your library for an enchantment card, put it onto the battlefield, then shuffle. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
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Enduring Renewal
( 4)
Enchantment
Play with your hand revealed. If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card. Whenever a creature is put into your graveyard from the battlefield, return it to your hand.
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Enduring Scalelord
( 6)
Creature — Dragon
(4/4)
Flying Whenever one or more +1/+1 counters are put on another creature you control, you may put a +1/+1 counter on Enduring Scalelord.
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Enduring Victory
( 5)
Instant
Destroy target attacking or blocking creature. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Ensnaring Bridge
( 3)
Artifact
Creatures with power greater than the number of cards in your hand can't attack.
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Breaking // Entering (Entering)
( 6)
Sorcery
Put a creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Ephara, Ever-Sheltering
( 0)
Legendary Enchantment Creature — God
(4/4)
Ephara, Ever-Sheltering has lifelink and indestructible as long as you control at least three other enchantments. Whenever another enchantment enters the battlefield under your control, draw a card.
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Etched Host Doombringer
( 5)
Creature — Phyrexian Demon
(3/5)
When Etched Host Doombringer enters the battlefield, choose one — • Target opponent loses 2 life and you gain 2 life. • Choose target battle. If an opponent protects it, remove three defense counters from it. Otherwise, put three defense counters on it.
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Fae Offering
( 3)
Enchantment
At the beginning of each end step, if you've cast both a creature spell and a noncreature spell this turn, create a Clue token, a Food token, and a Treasure token.
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Fanatical Offering
( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards and create a Map token. (It's an artifact with ", , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.")
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Far Wanderings
( 3)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Threshold — If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
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Festering Evil
( 5)
Enchantment
At the beginning of your upkeep, Festering Evil deals 1 damage to each creature and each player. , Sacrifice Festering Evil: It deals 3 damage to each creature and each player.
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Festering Goblin
( 1)
Creature — Zombie Goblin
(1/1)
When Festering Goblin dies, target creature gets -1/-1 until end of turn.
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Festering Mummy
( 1)
Creature — Zombie
(1/1)
When Festering Mummy dies, you may put a -1/-1 counter on target creature.
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Festering Newt
( 1)
Creature — Salamander
(1/1)
When Festering Newt dies, target creature an opponent controls gets -1/-1 until end of turn. That creature gets -4/-4 instead if you control a creature named Bogbrew Witch.
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Festering Wound
( 2)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an infection counter on Festering Wound. At the beginning of the upkeep of enchanted creature's controller, Festering Wound deals X damage to that player, where X is the number of infection counters on Festering Wound.
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Flameshadow Conjuring
( 4)
Enchantment
Whenever a nontoken creature enters the battlefield under your control, you may pay . If you do, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
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Flaring Flame-Kin
( 3)
Creature — Elemental Warrior
(2/2)
As long as Flaring Flame-Kin is enchanted, it gets +2/+2, has trample, and has ": Flaring Flame-Kin gets +1/+0 until end of turn."
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Flaring Pain
( 2)
Instant
Damage can't be prevented this turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Flickering Spirit
( 4)
Creature — Spirit
(2/2)
Flying : Exile Flickering Spirit, then return it to the battlefield under its owner's control.
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Flickering Ward
( 1)
Enchantment — Aura
Enchant creature As Flickering Ward enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Flickering Ward. : Return Flickering Ward to its owner's hand.
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Floodbringer
( 2)
Creature — Moonfolk Wizard
(1/2)
Flying , Return a land you control to its owner's hand: Tap target land.
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Flowering Field
( 2)
Enchantment — Aura
Enchant land Enchanted land has ": Prevent the next 1 damage that would be dealt to any target this turn."
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Flowering Lumberknot
( 4)
Creature — Treefolk
(5/5)
Flowering Lumberknot can't attack or block unless it's paired with a creature with soulbond.
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Flowering of the White Tree
( 2)
Legendary Enchantment
Legendary creatures you control get +2/+1 and have ward . Nonlegendary creatures you control get +1/+1.
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Formless Nurturing
( 4)
Sorcery
Manifest the top card of your library, then put a +1/+1 counter on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Fracturing Gust
( 5)
Instant
Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.
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Full Flowering
( 1)
Sorcery
Populate X times. (To populate, create a token that's a copy of a creature token you control. Do this X times.)
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Gathering Throng
( 3)
Creature — Human Citizen
(3/1)
When Gathering Throng enters the battlefield, you may search your library for any number of cards named Gathering Throng, reveal them, put them into your hand, then shuffle.
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Gerrymandering
( 3)
Sorcery
Exile all lands. Give each player a number of those cards chosen at random equal to the number of those cards the player controlled. Each player returns those cards to the battlefield under their control.
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Gibbering Barricade
( 3)
Creature — Nightmare Wall
(2/4)
Defender , Sacrifice a creature: You gain 1 life and draw a card.
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Gibbering Descent
( 6)
Enchantment
At the beginning of each player's upkeep, that player loses 1 life and discards a card. Hellbent — Skip your upkeep step if you have no cards in hand. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Gibbering Fiend
( 2)
Creature — Devil
(2/1)
When Gibbering Fiend enters the battlefield, it deals 1 damage to each opponent. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, Gibbering Fiend deals 1 damage to that player.
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Gibbering Hyenas
( 3)
Creature — Hyena
(3/2)
Gibbering Hyenas can't block black creatures.
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Gibbering Kami
( 4)
Creature — Spirit
(2/2)
Flying Soulshift 3 (When this creature dies, you may return target Spirit card with mana value 3 or less from your graveyard to your hand.)
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Gimli of the Glittering Caves
( 3)
Legendary Creature — Dwarf Warrior
(1/1)
Double strike Whenever another legendary creature enters the battlefield under your control, put a +1/+1 counter on Gimli of the Glittering Caves. Whenever Gimli deals combat damage to a player, create a Treasure token.
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Glamdring
( 2)
Legendary Artifact — Equipment
Equipped creature has first strike and gets +1/+0 for each instant and sorcery card in your graveyard. Whenever equipped creature deals combat damage to a player, you may cast an instant or sorcery spell from your hand with mana value less than or equal to that damage without paying its mana cost. Equip
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Glaring Aegis
( 1)
Enchantment — Aura
Enchant creature When Glaring Aegis enters the battlefield, tap target creature an opponent controls. Enchanted creature gets +1/+3.
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Glaring Spotlight
( 1)
Artifact
Creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof. , Sacrifice Glaring Spotlight: Creatures you control gain hexproof until end of turn and can't be blocked this turn.
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Glimmering Angel
( 4)
Creature — Angel
(2/2)
Flying : Glimmering Angel gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Glittering Frost
( 3)
Snow Enchantment — Aura
Enchant land Enchanted land is snow. Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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Glittering Lion
( 3)
Creature — Cat
(2/2)
Prevent all damage that would be dealt to Glittering Lion. : Until end of turn, Glittering Lion loses "Prevent all damage that would be dealt to Glittering Lion." Any player may activate this ability.
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Glittering Lynx
( 1)
Creature — Cat
(1/1)
Prevent all damage that would be dealt to Glittering Lynx. : Until end of turn, Glittering Lynx loses "Prevent all damage that would be dealt to Glittering Lynx." Any player may activate this ability.
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Glittering Stockpile
( 3)
Artifact — Treasure
: Add . Put a stash counter on Glittering Stockpile. , Sacrifice Glittering Stockpile: Add X mana of any one color, where X is the number of stash counters on Glittering Stockpile.
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Glittering Wish
( 2)
Sorcery
You may reveal a multicolored card you own from outside the game and put it into your hand. Exile Glittering Wish.
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Glorifier of Suffering
( 3)
Creature — Vampire Soldier
(3/2)
When Glorifier of Suffering enters the battlefield, you may sacrifice another creature or artifact. When you do, put a +1/+1 counter on each of up to two target creatures.
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Glorybringer
( 5)
Creature — Dragon
(4/4)
Flying, haste You may exert Glorybringer as it attacks. When you do, it deals 4 damage to target non-Dragon creature an opponent controls. (An exerted creature won't untap during your next untap step.)
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Glowering Rogon
( 6)
Creature — Beast
(4/4)
Amplify 1 <I>(As this creature enters the battlefield, put a +1/+1 counter on it for each Beast card you reveal in your hand.)</I>
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Goblin Gathering
( 3)
Sorcery
Create a number of 1/1 red Goblin creature tokens equal to two plus the number of cards named Goblin Gathering in your graveyard.
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Goblin Ringleader
( 4)
Creature — Goblin
(2/2)
Haste (This creature can attack and as soon as it comes under your control.) When Goblin Ringleader enters the battlefield, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Goring Ceratops
( 7)
Creature — Dinosaur
(3/3)
Double strike Whenever Goring Ceratops attacks, other creatures you control gain double strike until end of turn.
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Goring Warplow
( 6)
Artifact Creature — Construct
(5/4)
Deathtouch //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 1/1
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Grim Flowering
( 6)
Sorcery
Draw a card for each creature card in your graveyard.
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Grothama, All-Devouring
( 5)
Legendary Creature — Wurm
(10/8)
Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring." When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
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Hakka, Whispering Raven
( 2)
Legendary Creature — Bird
(2/3)
Flying Whenever Hakka, Whispering Raven deals combat damage to a player, return it to its owner's hand, then scry 2.
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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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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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Harmless Offering
( 3)
Sorcery
Target opponent gains control of target permanent you control.
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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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Heartbeat of Spring
( 3)
Enchantment
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
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Hidden Strings
( 2)
Sorcery
You may tap or untap target permanent, then you may tap or untap another target permanent. 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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Hindering Light
( 2)
Instant
Counter target spell that targets you or a permanent you control. Draw a card.
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Hindering Touch
( 4)
Instant
Counter target spell unless its controller pays . Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Hive Stirrings
( 3)
Sorcery
Create two 1/1 colorless Sliver creature tokens.
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Hot Springs
( 2)
Enchantment — Aura
Enchant land you control Enchanted land has ": Prevent the next 1 damage that would be dealt to any target this turn."
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Huatli's Spurring
( 1)
Instant
Target creature gets +2/+0 until end of turn. If you control a Huatli planeswalker, that creature gets +4/+0 until end of turn instead.
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Hungering Hydra
( 1)
Creature — Hydra
(0/0)
Hungering Hydra enters the battlefield with X +1/+1 counters on it. Hungering Hydra can't be blocked by more than one creature. Whenever Hungering Hydra is dealt damage, put that many +1/+1 counters on it. (It must survive the damage to get the counters.)
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Hungering Yeti
( 5)
Creature — Yeti
(4/4)
As long as you control a green or blue permanent, you may cast Hungering Yeti as though it had flash. (You may cast it any time you could cast an instant.)
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Hushbringer
( 2)
Creature — Faerie
(1/2)
Flying, lifelink Creatures entering the battlefield or dying don't cause abilities to trigger.
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Ichor Wellspring
( 2)
Artifact
When Ichor Wellspring enters the battlefield or is put into a graveyard from the battlefield, draw a card.
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Infernal Offering
( 5)
Sorcery
Choose an opponent. You and that player each sacrifice a creature. Each player who sacrificed a creature this way draws two cards. Choose an opponent. Return a creature card from your graveyard to the battlefield, then that player returns a creature card from their graveyard to the battlefield.
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Infernal Scarring
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and has "When this creature dies, draw a card."
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Inspired Tinkering
( 5)
Sorcery
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. Create three Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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Inspiring Bard
( 4)
Creature — Elf Bard
(3/3)
When Inspiring Bard enters the battlefield, choose one — • Bardic Inspiration — Target creature gets +2/+2 until end of turn. • Song of Rest — You gain 3 life.
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Inspiring Call
( 3)
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Inspiring Captain
( 4)
Creature — Human Knight
(3/3)
When Inspiring Captain enters the battlefield, creatures you control get +1/+1 until end of turn.
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Inspiring Cleric
( 3)
Creature — Vampire Cleric
(3/2)
When Inspiring Cleric enters the battlefield, you gain 4 life.
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Inspiring Commander
( 6)
Creature — Human Soldier
(1/4)
Whenever another creature with power 2 or less enters the battlefield under your control, you gain 1 life and draw a card.
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Inspiring Leader
( 3)
Legendary Enchantment — Background
Commander creatures you own have "Creature tokens you control get +2/+2."
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Inspiring Overseer
( 3)
Creature — Angel Cleric
(2/1)
Flying When Inspiring Overseer enters the battlefield, you gain 1 life and draw a card.
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Inspiring Roar
( 4)
Sorcery
Put a +1/+1 counter on each creature you control.
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