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Rakdos's Return
   ( 2)
Sorcery
Rakdos's Return deals X damage to target opponent or planeswalker. That player or that planeswalker's controller discards X cards.
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Ral's Outburst
   ( 4)
Instant
Ral's Outburst deals 3 damage to any target. Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
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Ravager Wurm
    ( 6)
Creature — Wurm
(4/5)
Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.) When Ravager Wurm enters the battlefield, choose up to one — • Ravager Wurm fights target creature you don't control. • Destroy target land with an activated ability that isn't a mana ability.
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Ravaging Riftwurm
   ( 3)
Creature — Wurm
(6/6)
Kicker (You may pay an additional as you cast this spell.) Vanishing 2 (This creature enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) If Ravaging Riftwurm was kicked, it enters the battlefield with three additional time counters on it.
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Ravenous Lindwurm
   ( 6)
Creature — Wurm
(6/6)
When Ravenous Lindwurm enters the battlefield, you gain 4 life.
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Ray of Erasure
 ( 1)
Instant
Target player mills a card. Draw a card at the beginning of the next turn's upkeep.
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Razia's Purification
   ( 6)
Sorcery
Each player chooses three permanents they control, then sacrifices the rest.
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Reckless Wurm
   ( 5)
Creature — Wurm
(4/4)
Trample 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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Recurring Insight
   ( 6)
Sorcery
Draw cards equal to the number of cards in target opponent's hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Recurring Nightmare
  ( 3)
Enchantment
Sacrifice a creature, Return Recurring Nightmare to its owner's hand: Return target creature card from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery.
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Reduce in Stature
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has base power and toughness 0/2.
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Refurbish
  ( 4)
Sorcery
Return target artifact card from your graveyard to the battlefield.
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Regal Leosaur
  ( 2)
Creature — Dinosaur Cat
(2/2)
Mutate   (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, other creatures you control get +2/+1 until end of turn.
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Regisaur Alpha
   ( 5)
Creature — Dinosaur
(4/4)
Other Dinosaurs you control have haste. When Regisaur Alpha enters the battlefield, create a 3/3 green Dinosaur creature token with trample.
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Relentless Pursuit
  ( 3)
Sorcery
Reveal the top four cards of your library. You may put a creature card and/or a land card from among them into your hand. Put the rest into your graveyard.
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Resolute Survivors
   ( 3)
Creature — Human Warrior
(3/3)
You may exert Resolute Survivors as it attacks. (It won't untap during your next untap step.) Whenever you exert a creature, Resolute Survivors deals 1 damage to each opponent and you gain 1 life.
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Resourceful Return
  ( 2)
Sorcery
Return target creature card from your graveyard to your hand. If you control an artifact, draw a card.
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Response // Resurgence (Resurgence)
   ( 5)
Sorcery
Creatures you control gain first strike and vigilance until end of turn. After this main phase, there is an additional combat phase followed by an additional main phase.
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Resurrection
   ( 4)
Sorcery
Return target creature card from your graveyard to the battlefield.
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Never // Return (Return)
  ( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Exile target card from a graveyard. Create a 2/2 black Zombie creature token.
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Return from Extinction
  ( 2)
Sorcery
Choose one — • Return target creature card from your graveyard to your hand. • Return two target creature cards that share a creature type from your graveyard to your hand.
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Return of the Nightstalkers
   ( 7)
Sorcery
Return all Nightstalker permanent cards from your graveyard to the battlefield. Then destroy all Swamps you control.
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Return of the Wildspeaker
  ( 5)
Instant
Choose one — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn.
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Return to Battle
 ( 1)
Sorcery
Return target creature card from your graveyard to your hand.
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Return to Dust
   ( 4)
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
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Return to Nature
  ( 2)
Instant
Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard.
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Return to the Ranks
   ( 2)
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Return X target creature cards with converted mana cost 2 or less from your graveyard to the battlefield.
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Return Upon the Tide
  ( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Elf, create two 1/1 green Elf Warrior creature tokens. 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.)
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Returned Centaur
  ( 4)
Creature — Zombie Centaur
(2/4)
When Returned Centaur enters the battlefield, target player mills four cards.
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Returned Phalanx
  ( 2)
Creature — Zombie Soldier
(3/3)
Defender  : Returned Phalanx can attack this turn as though it didn't have defender.
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Returned Reveler
  ( 2)
Creature — Zombie Satyr
(1/3)
When Returned Reveler dies, each player mills three cards.
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Rhizome Lurcher
   ( 4)
Creature — Fungus Zombie
(2/2)
Undergrowth — Rhizome Lurcher enters the battlefield with a number of +1/+1 counters on it equal to the number of creature cards in your graveyard.
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Righteous Aura
  ( 2)
Enchantment
, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage.
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Righteous Fury
   ( 6)
Sorcery
Destroy all tapped creatures. You gain 2 life for each creature destroyed this way.
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Rimehorn Aurochs
  ( 5)
Snow Creature — Aurochs
(3/3)
Trample Whenever Rimehorn Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.  : Target creature blocks target creature this turn if able. ( can be paid with one mana from a snow permanent.)
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Rishadan Cutpurse
  ( 3)
Creature — Human Pirate
(1/1)
When Rishadan Cutpurse enters the battlefield, each opponent sacrifices a permanent unless they pay .
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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.
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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.
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Riverwise Augur
  ( 4)
Creature — Merfolk Wizard
(2/2)
When Riverwise Augur enters the battlefield, draw three cards, then put two cards from your hand on top of your library in any order.
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Road of Return
  ( 2)
Sorcery
Choose one — • Return target permanent card from your graveyard to your hand. • Put your commander into your hand from the command zone. Entwine (Choose both if you pay the entwine cost.)
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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.)
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Roaring Slagwurm
   ( 7)
Creature — Wurm
(6/4)
Whenever Roaring Slagwurm attacks, tap all artifacts.
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Rocket-Powered Turbo Slug
  ( 4)
Creature — Slug
(3/1)
Super haste (This may attack the turn before you cast it. (You may put this card from your hand onto the battlefield tapped and attacking during your declare attackers step. If you do, you lose the game at the beginning of your next turn's end step unless you pay this card's mana cost during that turn.))
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Rootbreaker Wurm
   ( 7)
Creature — Wurm
(6/6)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Rosemane Centaur
   ( 5)
Creature — Centaur Soldier
(4/4)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Vigilance
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Rotting Regisaur
  ( 3)
Creature — Zombie Dinosaur
(7/6)
At the beginning of your upkeep, discard a card.
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Ruinous Minotaur
   ( 3)
Creature — Minotaur Warrior
(5/2)
Whenever Ruinous Minotaur deals damage to an opponent, sacrifice a land.
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Runic Armasaur
   ( 3)
Creature — Dinosaur
(2/5)
Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.
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Rupture
  ( 3)
Sorcery
Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player.
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Rupture Spire
( 0)
Land
Rupture Spire enters the battlefield tapped. When Rupture Spire enters the battlefield, sacrifice it unless you pay . : Add one mana of any color.
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Ruric Thar, the Unbowed
   ( 6)
Legendary Creature — Ogre Warrior
(6/6)
Vigilance, reach Ruric Thar, the Unbowed attacks each combat if able. Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.
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Sage of Hours
  ( 2)
Creature — Human Wizard
(1/1)
Heroic — Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it. Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one.
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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 your library.
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Sakura-Tribe Scout
 ( 1)
Creature — Snake Shaman Scout
(1/1)
: You may put a land card from your hand onto the battlefield.
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Sakura-Tribe Springcaller
  ( 4)
Creature — Snake Shaman
(2/4)
At the beginning of your upkeep, add . Until end of turn, you don't lose this mana as steps and phases end.
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Samurai Enforcers
   ( 6)
Creature — Human Samurai
(4/4)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
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Samurai of the Pale Curtain
  ( 2)
Creature — Fox Samurai
(2/2)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) If a permanent would be put into a graveyard, exile it instead.
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Sandwurm Convergence
   ( 8)
Enchantment
Creatures with flying can't attack you or planeswalkers you control. At the beginning of your end step, create a 5/5 green Wurm creature token.
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Sangrite Surge
   ( 6)
Sorcery
Target creature gets +3/+3 and gains double strike until end of turn.
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Saproling Burst
  ( 5)
Enchantment
Fading 7 (This enchantment enters the battlefield with seven fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Saproling Burst: Create a green Saproling creature token. It has "This creature's power and toughness are each equal to the number of fade counters on Saproling Burst." When Saproling Burst leaves the battlefield, destroy all tokens created with Saproling Burst. They can't be regenerated.
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Savage Surge
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Untap that creature.
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Scion of the Ur-Dragon
     ( 5)
Legendary Creature — Dragon Avatar
(4/4)
Flying : Search your library for a Dragon permanent card and put it into your graveyard. If you do, Scion of the Ur-Dragon becomes a copy of that card until end of turn. Then shuffle your library.
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Scoria Wurm
  ( 5)
Creature — Wurm
(7/7)
At the beginning of your upkeep, flip a coin. If you lose the flip, return Scoria Wurm to its owner's hand.
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Scour
   ( 4)
Instant
Exile target enchantment. Search its controller's graveyard, hand, and library for all cards with the same name as that enchantment and exile them. Then that player shuffles their library.
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Scour All Possibilities
  ( 2)
Sorcery
Scry 2, then draw a card. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Scour the Laboratory
   ( 6)
Instant
Delirium — This spell costs less to cast if there are four or more card types among cards in your graveyard. Draw three cards.
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Scoured Barrens
( 0)
Land
Scoured Barrens enters the battlefield tapped. When Scoured Barrens enters the battlefield, you gain 1 life. : Add or .
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Scourge of Fleets
   ( 7)
Creature — Kraken
(6/6)
When Scourge of Fleets enters the battlefield, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
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Scourge of Geier Reach
   ( 5)
Creature — Elemental
(3/3)
Scourge of Geier Reach gets +1/+1 for each creature your opponents control.
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Scourge of Kher Ridges
   ( 8)
Creature — Dragon
(6/6)
Flying  : Scourge of Kher Ridges deals 2 damage to each creature without flying.
 : Scourge of Kher Ridges deals 6 damage to each other creature with flying.
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Scourge of Nel Toth
   ( 7)
Creature — Zombie Dragon
(6/6)
Flying You may cast Scourge of Nel Toth from your graveyard by paying  and sacrificing two creatures rather than paying its mana cost.
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Scourge of Numai
  ( 4)
Creature — Demon Spirit
(4/4)
At the beginning of your upkeep, you lose 2 life if you don't control an Ogre.
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Scourge of Skola Vale
  ( 3)
Creature — Hydra
(0/0)
Trample Scourge of Skola Vale enters the battlefield with two +1/+1 counters on it. , Sacrifice another creature: Put a number of +1/+1 counters on Scourge of Skola Vale equal to the sacrificed creature's toughness.
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Scourge of the Nobilis
  ( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is red, it gets +1/+1 and has " : This creature gets +1/+0 until end of turn." As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
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Scourge of the Skyclaves
  ( 2)
Creature — Demon
(*/*)
Kicker   When you cast this spell, if it was kicked, each player loses half their life, rounded up. Scourge of the Skyclaves's power and toughness are each equal to 20 minus the highest life total among players.
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Scourge of the Throne
   ( 6)
Creature — Dragon
(5/5)
Flying Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Whenever Scourge of the Throne attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
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Scourge of Valkas
    ( 5)
Creature — Dragon
(4/4)
Flying Whenever Scourge of Valkas or another Dragon enters the battlefield under your control, it deals X damage to any target, where X is the number of Dragons you control. : Scourge of Valkas gets +1/+0 until end of turn.
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Scourge Servant
  ( 5)
Creature — Zombie
(3/3)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Scourge Wolf
  ( 2)
Creature — Wolf Horror
(2/2)
First strike Delirium — Scourge Wolf has double strike as long as there are four or more card types among cards in your graveyard.
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Scourgemark
  ( 2)
Enchantment — Aura
Enchant creature When Scourgemark enters the battlefield, draw a card. Enchanted creature gets +1/+0.
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Scourglass
   ( 5)
Artifact
, Sacrifice Scourglass: Destroy all permanents except for artifacts and lands. Activate this ability only during your upkeep.
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Scouring Sands
  ( 2)
Sorcery
Scouring Sands deals 1 damage to each creature your opponents control. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Screaming Fury
  ( 3)
Sorcery
Target creature gets +5/+0 and gains haste until end of turn.
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Search for Survivors
  ( 3)
Sorcery
Reorder your graveyard at random. An opponent chooses a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, exile it.
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Secure the Scene
  ( 5)
Sorcery
Exile target nonland permanent. Its controller creates a 1/1 white Soldier creature token.
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Security Blockade
  ( 3)
Enchantment — Aura
Enchant land When Security Blockade enters the battlefield, create a 2/2 white Knight creature token with vigilance. Enchanted land has " : Prevent the next 1 damage that would be dealt to you this turn."
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Security Detail
  ( 4)
Enchantment
 : Create a 1/1 white Soldier creature token. Activate this ability only if you control no creatures and only once each turn.
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Segmented Wurm
   ( 5)
Creature — Wurm
(5/5)
Whenever Segmented Wurm becomes the target of a spell or ability, put a -1/-1 counter on it.
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Seismic Rupture
  ( 3)
Sorcery
Seismic Rupture deals 2 damage to each creature without flying.
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