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Molimo, Maro-Sorcerer
( 7)
Legendary Creature — Elemental
(*/*)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control.
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Mortal Flesh Is Weak
( 0)
Scheme
When you set this scheme in motion, each opponent's life total becomes the lowest life total among your opponents.
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Mosswort Bridge
( 0)
Land
Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) Mosswort Bridge enters the battlefield tapped. : Add . , : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
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My Crushing Masterstroke
( 0)
Scheme
When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner this turn if able.
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My Genius Knows No Bounds
( 0)
Scheme
When you set this scheme in motion, you may pay . If you do, you gain X life and draw X cards.
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My Undead Horde Awakens
( 0)
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, you may put target creature card from an opponent's graveyard onto the battlefield under your control. When a creature put onto the battlefield with this scheme dies, abandon this scheme.
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My Wish Is Your Command
( 0)
Scheme
When you set this scheme in motion, each opponent reveals their hand. You may choose a noncreature, nonland card revealed this way and cast it without paying its mana cost.
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Nature Demands an Offering
( 0)
Scheme
When you set this scheme in motion, target opponent chooses a creature you don't control and puts it on top of its owner's library, then repeats this process for an artifact, an enchantment, and a land. Then the owner of each permanent chosen this way shuffles.
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Nature Shields Its Own
( 0)
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.) Whenever a creature attacks and isn't blocked, if you're the defending player, create a 0/1 green Plant creature token that's blocking that creature. When four or more creatures attack you, abandon this scheme at end of combat.
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Nothing Can Stop Me Now
( 0)
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.) If a source an opponent controls would deal damage to you, prevent 1 of that damage. At the beginning of each end step, if you've been dealt 5 or more damage this turn, abandon this scheme.
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Oblivion Ring
( 3)
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent. When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Only Blood Ends Your Nightmares
( 0)
Scheme
When you set this scheme in motion, each opponent sacrifices a creature. Then each opponent who didn't sacrifice a creature discards two cards.
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Pale Recluse
( 6)
Creature — Spider
(4/5)
Reach (This creature can block creatures with flying.) Forestcycling , plainscycling (, Discard this card: Search your library for a Forest or Plains card, reveal it, put it into your hand, then shuffle.)
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Path to Exile
( 1)
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Plains
( 0)
Basic Land — Plains
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Plummet
( 2)
Instant
Destroy target creature with flying.
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Primal Command
( 5)
Sorcery
Choose two — • Target player gains 7 life. • Put target noncreature permanent on top of its owner's library. • Target player shuffles their graveyard into their library. • Search your library for a creature card, reveal it, put it into your hand, then shuffle.
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Rakdos Carnarium
( 0)
Land
Rakdos Carnarium enters the battlefield tapped. When Rakdos Carnarium enters the battlefield, return a land you control to its owner's hand. : Add .
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Rancor
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and has trample. When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
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Realms Befitting My Majesty
( 0)
Scheme
When you set this scheme in motion, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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Reanimate
( 1)
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its mana value.
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Reassembling Skeleton
( 2)
Creature — Skeleton Warrior
(1/1)
: Return Reassembling Skeleton from your graveyard to the battlefield tapped.
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Roots of All Evil
( 0)
Scheme
When you set this scheme in motion, create five 1/1 green Saproling creature tokens.
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Rotted Ones, Lay Siege
( 0)
Scheme
When you set this scheme in motion, for each opponent, create a 2/2 black Zombie creature token that attacks that player each combat if able.
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Ryusei, the Falling Star
( 6)
Legendary Creature — Dragon Spirit
(5/5)
Flying When Ryusei, the Falling Star dies, it deals 5 damage to each creature without flying.
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Sakura-Tribe Elder
( 2)
Creature — Snake Shaman
(1/1)
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Sanctum Gargoyle
( 4)
Artifact Creature — Gargoyle
(2/3)
Flying When Sanctum Gargoyle enters the battlefield, you may return target artifact card from your graveyard to your hand.
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Savage Twister
( 2)
Sorcery
Savage Twister deals X damage to each creature.
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Scion of Darkness
( 8)
Creature — Avatar
(6/6)
Trample Whenever Scion of Darkness deals combat damage to a player, you may put target creature card from that player's graveyard onto the battlefield under your control. Cycling (, Discard this card: Draw a card.)
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Secluded Steppe
( 0)
Land
Secluded Steppe enters the battlefield tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Shinen of Life's Roar
( 2)
Creature — Spirit
(1/2)
All creatures able to block Shinen of Life's Roar do so. Channel — , Discard Shinen of Life's Roar: All creatures able to block target creature this turn do so.
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Shriekmaw
( 5)
Creature — Elemental
(3/2)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When Shriekmaw enters the battlefield, destroy target nonartifact, nonblack creature. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
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Sign in Blood
( 2)
Sorcery
Target player draws two cards and loses 2 life.
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Skirk Commando
( 3)
Creature — Goblin
(2/1)
Whenever Skirk Commando deals combat damage to a player, you may have it deal 2 damage to target creature that player controls. 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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Skirk Marauder
( 2)
Creature — Goblin
(2/1)
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 Skirk Marauder is turned face up, it deals 2 damage to any target.
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Skullcage
( 4)
Artifact
At the beginning of each opponent's upkeep, Skullcage deals 2 damage to that player unless they have exactly three or exactly four cards in hand.
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Sorcerer's Strongbox
( 4)
Artifact
, : Flip a coin. If you win the flip, sacrifice Sorcerer's Strongbox and draw three cards.
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Spider Umbra
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has reach. (It can block creatures with flying.) Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Spin into Myth
( 5)
Instant
Put target creature on top of its owner's library, then fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)
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Sun Droplet
( 2)
Artifact
Whenever you're dealt damage, put that many charge counters on Sun Droplet. At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.
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Sundering Titan
( 8)
Artifact Creature — Golem
(7/10)
When Sundering Titan enters or leaves the battlefield, choose a land of each basic land type, then destroy those lands.
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Surrender Your Thoughts
( 0)
Scheme
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, that player discards four cards. If the player chooses others, each of your other opponents discards two cards.
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Swamp
( 0)
Basic Land — Swamp
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Synod Centurion
( 4)
Artifact Creature — Construct
(4/4)
When you control no other artifacts, sacrifice Synod Centurion.
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Synod Sanctum
( 1)
Artifact
, : Exile target permanent you control. , Sacrifice Synod Sanctum: Return all cards exiled with Synod Sanctum to the battlefield under your control.
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Taurean Mauler
( 3)
Creature — Shapeshifter
(2/2)
Changeling (This card is every creature type.) Whenever an opponent casts a spell, you may put a +1/+1 counter on Taurean Mauler.
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Terminate
( 2)
Instant
Destroy target creature. It can't be regenerated.
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Terramorphic Expanse
( 0)
Land
, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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The Dead Shall Serve
( 0)
Scheme
When you set this scheme in motion, for each opponent, put up to one target creature card from that player's graveyard onto the battlefield under your control. Each of those creatures attacks its owner each combat if able.
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The Fate of the Flammable
( 0)
Scheme
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, this scheme deals 6 damage to that player. If the player chooses others, this scheme deals 3 damage to each of your other opponents.
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The Iron Guardian Stirs
( 0)
Scheme
When you set this scheme in motion, create a 4/6 colorless Golem artifact creature token.
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The Very Soil Shall Shake
( 0)
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.) Creatures you control get +2/+2 and have trample. When a creature you control dies, abandon this scheme.
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Thelonite Hermit
( 4)
Creature — Elf Shaman
(1/1)
All Saprolings get +1/+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 Thelonite Hermit is turned face up, create four 1/1 green Saproling creature tokens.
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Thunderstaff
( 3)
Artifact
As long as Thunderstaff is untapped, if a creature would deal combat damage to you, prevent 1 of that damage. , : Attacking creatures get +1/+0 until end of turn.
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Tooth, Claw, and Tail
( 0)
Scheme
When you set this scheme in motion, destroy up to three target nonland permanents.
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Tranquil Thicket
( 0)
Land
Tranquil Thicket enters the battlefield tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Twisted Abomination
( 6)
Creature — Zombie Mutant
(5/3)
: Regenerate Twisted Abomination. (The next time this creature would be destroyed, instead tap it, remove it from combat, and heal all damage on it.) Swampcycling (, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
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Two-Headed Dragon
( 6)
Creature — Dragon
(4/4)
Flying Menace (This creature can't be blocked except by two or more creatures.) Two-Headed Dragon can block an additional creature each combat. : Two-Headed Dragon gets +2/+0 until end of turn.
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Vampiric Dragon
( 8)
Creature — Vampire Dragon
(5/5)
Flying Whenever a creature dealt damage by Vampiric Dragon this turn dies, put a +1/+1 counter on Vampiric Dragon. : Vampiric Dragon deals 1 damage to target creature.
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Verdeloth the Ancient
( 6)
Legendary Creature — Treefolk
(4/7)
Kicker (You may pay an additional as you cast this spell.) Saproling creatures and other Treefolk creatures get +1/+1. When Verdeloth the Ancient enters the battlefield, if it was kicked, create X 1/1 green Saproling creature tokens.
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Volcanic Fallout
( 3)
Instant
This spell can't be countered. Volcanic Fallout deals 2 damage to each creature and each player.
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Wall of Roots
( 2)
Creature — Plant Wall
(0/5)
Defender Put a -0/-1 counter on Wall of Roots: Add . Activate only once each turn.
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Which of You Burns Brightest?
( 0)
Scheme
When you set this scheme in motion, you may pay . If you do, this scheme deals X damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls.
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Wickerbough Elder
( 4)
Creature — Treefolk Shaman
(4/4)
Wickerbough Elder enters the battlefield with a -1/-1 counter on it. , Remove a -1/-1 counter from Wickerbough Elder: Destroy target artifact or enchantment.
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Yavimaya Dryad
( 3)
Creature — Dryad
(2/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) When Yavimaya Dryad enters the battlefield, you may search your library for a Forest card, put it onto the battlefield tapped under target player's control, then shuffle.
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Your Fate Is Thrice Sealed
( 0)
Scheme
When you set this scheme in motion, reveal the top three cards of your library. Put all land cards revealed this way onto the battlefield and the rest into your hand.
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Your Puny Minds Cannot Fathom
( 0)
Scheme
When you set this scheme in motion, draw four cards. You have no maximum hand size until your next turn.
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Your Will Is Not Your Own
( 0)
Scheme
When you set this scheme in motion, gain control of target creature an opponent controls until end of turn. Untap that creature. It gets +3/+3 and gains trample and haste until end of turn.
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Zombie Infestation
( 2)
Enchantment
Discard two cards: Create a 2/2 black Zombie creature token.
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Zombify
( 4)
Sorcery
Return target creature card from your graveyard to the battlefield.
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