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Reaper of Flight Moonsilver
( 5)
Creature — Angel
(3/3)
Flying Delirium — Sacrifice another creature: Reaper of Flight Moonsilver gets +2/+1 until end of turn. Activate only if there are four or more card types among cards in your graveyard.
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Reaper of Night
( 7)
Creature — Specter
(4/5)
Whenever Reaper of Night attacks, if defending player has two or fewer cards in hand, it gains flying until end of turn.
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Reaper of the Wilds
( 4)
Creature — Gorgon
(4/5)
Whenever another creature dies, scry 1. : Reaper of the Wilds gains deathtouch until end of turn. : Reaper of the Wilds gains hexproof until end of turn.
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Reaper's Talisman
( 1)
Artifact — Equipment
Whenever equipped creature attacks, it gains deathtouch until end of turn. Whenever equipped creature attacks alone, defending player loses 2 life and you gain 2 life. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Reaping the Graves
( 3)
Instant
Return target creature card from your graveyard to your hand. 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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Reaping the Rewards
( 1)
Instant
Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) You gain 2 life.
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Reasonable Doubt
( 2)
Instant
Counter target spell unless its controller pays . Suspect up to one target creature. (A suspected creature has menace and can't block.)
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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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Reaver Titan
( 7)
Artifact — Vehicle
(10/10)
Void Shields — Protection from mana value 3 or less Gatling Blaster — Whenever Reaver Titan attacks, it deals 5 damage to each opponent. Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
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Rebbec, Architect of Ascension
( 4)
Legendary Creature — Human Artificer
(3/4)
Artifacts you control have protection from each mana value among artifacts you control. Partner (You can have two commanders if both have partner.)
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Rebellion of the Flamekin
( 4)
Tribal Enchantment — Elemental
Whenever you clash, you may pay . If you do, create a 3/1 red Elemental Shaman creature token. If you won, that token gains haste until end of turn. (This ability triggers after the clash ends.)
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Rebirth
( 6)
Sorcery
Remove Rebirth from your deck before playing if you're not playing for ante. Each player may ante the top card of their library. If a player does, that player's life total becomes 20.
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Rebuff the Wicked
( 1)
Instant
Counter target spell that targets a permanent you control.
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Rebuild the City
( 6)
Sorcery
Choose target land. Create three tokens that are copies of it, except they're 3/3 creatures in addition to their other types and they have vigilance and menace. (They're affected by summoning sickness.)
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Recalibrate
( 2)
Instant
Return target creature to its owner's hand. If you've discarded a card this turn, draw a card.
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Recantation
( 5)
Enchantment
At the beginning of your upkeep, you may put a verse counter on Recantation. , Sacrifice Recantation: Return up to X target permanents to their owners' hands, where X is the number of verse counters on Recantation.
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Reciprocate
( 1)
Instant
Exile target creature that dealt damage to you this turn.
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Reckless Air Strike
( 1)
Sorcery
Choose one — • Reckless Air Strike deals 3 damage to target creature with flying. • Destroy target artifact.
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Reckless Assault
( 4)
Enchantment
, Pay 2 life: Reckless Assault deals 1 damage to any target.
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Reckless Brute
( 3)
Creature — Ogre Warrior
(3/1)
Haste (This creature can attack and as soon as it comes under your control.) Reckless Brute attacks each combat if able.
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Reckless Cohort
( 2)
Creature — Human Warrior Ally
(2/2)
Reckless Cohort attacks each combat if able unless you control another Ally.
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Reckless Detective
( 2)
Creature — Devil Detective
(0/3)
Whenever Reckless Detective attacks, you may sacrifice an artifact or discard a card. If you do, draw a card and Reckless Detective gets +2/+0 until end of turn.
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Reckless Spite
( 3)
Instant
Destroy two target nonblack creatures. You lose 5 life.
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Reckless Stormseeker
( 3)
Creature — Human Werewolf
(2/3)
At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Reckoner Bankbuster
( 2)
Artifact — Vehicle
(4/4)
Reckoner Bankbuster enters the battlefield with three charge counters on it. , , Remove a charge counter from Reckoner Bankbuster: Draw a card. Then if there are no charge counters on Reckoner Bankbuster, create a Treasure token and a 1/1 colorless Pilot creature token with "This creature crews Vehicles as though its power were 2 greater." Crew 3
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Reclaim the Wastes
( 1)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Search your library for a basic land card, reveal it, put it into your hand, then shuffle. If this spell was kicked, search your library for two basic land cards instead of one.
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Reclamation
( 4)
Enchantment
Black creatures can't attack unless their controller sacrifices a land for each black creature they control that's attacking. (This cost is paid as attackers are declared.)
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Reclamation Sage
( 3)
Creature — Elf Shaman
(2/1)
When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment.
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Reclusive Artificer
( 4)
Creature — Human Artificer
(2/3)
Haste (This creature can attack and as soon as it comes under your control.) When Reclusive Artificer enters the battlefield, you may have it deal damage to target creature equal to the number of artifacts you control.
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Reclusive Taxidermist
( 2)
Creature — Human Druid
(1/2)
Reclusive Taxidermist gets +3/+2 as long as there are four or more creature cards in your graveyard. : Add one mana of any color.
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Reclusive Wight
( 4)
Creature — Zombie Minion
(4/4)
At the beginning of your upkeep, if you control another nonland permanent, sacrifice Reclusive Wight.
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Recollect
( 3)
Sorcery
Return target card from your graveyard to your hand.
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Recon Craft Theta
( 4)
Artifact — Vehicle
(4/4)
Flying When Recon Craft Theta enters the battlefield, create a 0/0 blue Alien creature token. Put a +1/+1 counter on it. Whenever Recon Craft Theta attacks, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Crew 2
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Reconstruct History
( 4)
Sorcery
Return up to one target artifact card, up to one target enchantment card, up to one target instant card, up to one target sorcery card, and up to one target planeswalker card from your graveyard to your hand. Exile Reconstruct History.
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Reconstructed Thopter
( 3)
Artifact Creature — Thopter
(2/1)
Flying Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Reconstruction
( 1)
Sorcery
Return target artifact card from your graveyard to your hand.
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Record Store
( 0)
Artifact — Contraption
Whenever you crank Record Store, look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
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Recross the Paths
( 3)
Sorcery
Reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Recruit the Worthy
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Create a 1/1 white Soldier creature token.
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Recruiter of the Guard
( 3)
Creature — Human Soldier
(1/1)
When Recruiter of the Guard enters the battlefield, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
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Recruitment Drive
( 3)
Sorcery
Roll a d20. 1–9 | Create two 1/1 white Soldier creature tokens. 10–19 | Create two 2/2 white Knight creature tokens. 20 | Create three 2/2 white Knight creature tokens.
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Recruitment Officer
( 1)
Creature — Human Soldier
(2/1)
: Look at the top four cards of your library. You may reveal a creature card with mana value 3 or less 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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Recumbent Bliss
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. At the beginning of your upkeep, you may gain 1 life.
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Recuperate
( 4)
Instant
Choose one — • You gain 6 life. • Prevent the next 6 damage that would be dealt to target creature this turn.
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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 only as a sorcery.
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Recycla-bird (playtest)
( 1)
Creature — — Bird
(1/1)
Flying When CARDNAME dies, put a flying counter on target creature you control.
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Red Death, Shipwrecker
( 2)
Legendary Creature — Crab Mutant
(1/3)
Alluring Eyes — : Goad target creature an opponent controls. That player draws a card. You add . (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
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Red Elemental Blast
( 1)
Instant
Choose one — • Counter target blue spell. • Destroy target blue permanent.
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Red Herring (playtest)
( 2)
Creature — — Fish
(2/2)
: Exchange CARDNAME from your hand with a permanent you control on the battlefield or a spell you control on the stack. If that permanent or spell was the target of a spell or ability, change that target to CARDNAME.
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Red Sun's Twilight
( 2)
Sorcery
Destroy up to X target artifacts. If X is 5 or more, for each artifact destroyed this way, create a token that's a copy of it. Those tokens gain haste. Exile them at the beginning of the next end step.
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Red Sun's Zenith
( 1)
Sorcery
Red Sun's Zenith deals X damage to any target. If a creature dealt damage this way would die this turn, exile it instead. Shuffle Red Sun's Zenith into its owner's library.
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Redcap Gutter-Dweller
( 4)
Creature — Goblin Warrior
(3/3)
Menace When Redcap Gutter-Dweller enters the battlefield, create two 1/1 black Rat creature tokens with "This creature can't block." At the beginning of your upkeep, you may sacrifice another creature. If you do, put a +1/+1 counter on Redcap Gutter-Dweller and exile the top card of your library. You may play that card this turn.
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Redcap Thief
( 3)
Creature — Goblin Rogue
(2/3)
When Redcap Thief enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Redeem the Lost
( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Redemption Arc
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has indestructible and is goaded. (It attacks each combat if able and attacks a player other than you if able.) : Exile enchanted creature.
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Redemption Choir
( 4)
Creature — Vampire Cleric
(3/3)
Lifelink Coven — Whenever Redemption Choir enters the battlefield or attacks, if you control three or more creatures with different powers, return target permanent card with mana value 3 or less from your graveyard to the battlefield.
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Redemptor Dreadnought
( 5)
Artifact Creature — Astartes Dreadnought
(4/4)
Fallen Warrior — As an additional cost to cast this spell, you may exile a creature card from your graveyard. Trample Plasma Incinerator — Whenever Redemptor Dreadnought attacks, if a card is exiled with it, it gets +X/+X until end of turn, where X is the power of the exiled card.
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Red-Hot Hottie
( 4)
Creature — Elemental
(2/5)
Whenever Red-Hot Hottie deals damage to a creature, put a third-degree-burn counter on that creature. It gains "At the beginning of each end step, sacrifice this creature unless you scream ‘Aaah' at the top of your lungs."
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Redirect
( 2)
Instant
You may choose new targets for target spell.
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Redrock Sentinel
( 3)
Artifact Creature — Golem
(2/4)
Defender , , Sacrifice a land: Draw a card and create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Redtooth Genealogist
( 3)
Creature — Elf Advisor
(2/3)
When Redtooth Genealogist enters the battlefield, create a Royal Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward .)
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Redtooth Vanguard
( 2)
Creature — Elf Warrior
(3/1)
Trample Whenever an enchantment enters the battlefield under your control, you may pay . If you do, return Redtooth Vanguard from your graveyard to your hand.
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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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Reduce to Ashes
( 5)
Sorcery
Reduce to Ashes deals 5 damage to target creature. If that creature would die this turn, exile it instead.
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Reduce to Dreams
( 5)
Sorcery
Return all artifacts and enchantments to their owners' hands.
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Reduce to Memory
( 3)
Sorcery — Lesson
Exile target nonland permanent. Its controller creates a 3/2 red and white Spirit creature token.
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Reef Pirates
( 3)
Creature — Zombie Pirate
(2/2)
Whenever Reef Pirates deals damage to an opponent, that player mills a card.
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Reenact the Crime
( 4)
Instant
Exile target nonland card in a graveyard that was put there from anywhere this turn. Copy it. You may cast the copy without paying its mana cost.
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Refibrillator
( 0)
Artifact — Contraption
Whenever you crank Refibrillator, return target creature card from your graveyard to your hand.
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Reflect Damage
( 5)
Instant
The next time a source of your choice would deal damage this turn, that damage is dealt to that source's controller instead.
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Reflecting Mirror
( 4)
Artifact
, : Change the target of target spell with a single target if that target is you. The new target must be a player. X is twice the mana value of that spell.
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Reflecting Pool
( 0)
Land
: Add one mana of any type that a land you control could produce.
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Reflection of Kiki-Jiki
( 0)
Enchantment Creature — Goblin Shaman
(2/2)
, : Create a token that's a copy of another target nonlegendary creature you control, except it has haste. Sacrifice it at the beginning of the next end step.
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Reflections of Littjara
( 5)
Enchantment
As Reflections of Littjara enters the battlefield, choose a creature type. Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)
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Reflective Golem
( 3)
Artifact Creature — Golem
(2/3)
Whenever you cast an instant or sorcery spell that targets only Reflective Golem, you may pay . If you do, copy that spell. You may choose new targets for the copy.
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Reflector Mage
( 3)
Creature — Human Wizard
(2/3)
When Reflector Mage enters the battlefield, return target creature an opponent controls to its owner's hand. That creature's owner can't cast spells with the same name as that creature until your next turn.
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Reforge the Soul
( 5)
Sorcery
Each player discards their hand, then draws seven cards. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Refraction Elemental
( 0)
Creature — Elemental
(4/4)
Ward—Pay 2 life. Whenever you cast a spell, Refraction Elemental deals 2 damage to each opponent.
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Refraction Trap
( 4)
Instant — Trap
If an opponent cast a red instant or sorcery spell this turn, you may pay rather than pay this spell's mana cost. Prevent the next 3 damage that a source of your choice would deal to you and/or permanents you control this turn. If damage is prevented this way, Refraction Trap deals that much damage to any target.
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Refuse to Yield
( 2)
Instant
Target creature gets +2/+7 until end of turn. Untap it.
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Regal Behemoth
( 6)
Creature — Dinosaur
(5/5)
Trample When Regal Behemoth enters the battlefield, you become the monarch. Whenever you tap a land for mana while you're the monarch, add an additional one mana of any color.
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Regenerate
( 2)
Instant
Regenerate target creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
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Regeneration
( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) : Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
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Regenerations Restored
( 2)
Enchantment
Vanishing 12 (This enchantment enters the battlefield with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever one or more time counters are removed from Regenerations Restored, scry 1 and you gain 1 life. Then if Regenerations Restored has no time counters on it, exile it. When you do, take an extra turn after this one.
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Regent's Authority
( 1)
Instant
Target creature gets +2/+2 until end of turn. If it's an enchantment creature or legendary creature, instead put a +1/+1 counter on it and it gets +1/+1 until end of turn.
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Regna, the Redeemer
( 6)
Legendary Creature — Angel
(4/4)
Partner with Krav, the Unredeemed (When this creature enters the battlefield, target player may put Krav into their hand from their library, then shuffle.) Flying At the beginning of each end step, if your team gained life this turn, create two 1/1 white Warrior creature tokens.
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Regna's Sanction
( 4)
Sorcery
For each player, choose friend or foe. Each friend puts a +1/+1 counter on each creature they control. Each foe chooses one untapped creature they control, then taps the rest.
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Regrowth
( 2)
Sorcery
Return target card from your graveyard to your hand.
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Reidane, God of the Worthy
( 3)
Legendary Creature — God
(2/3)
Flying, vigilance Snow lands your opponents control enter the battlefield tapped. Noncreature spells your opponents cast with mana value 4 or greater cost more to cast.
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Reign of Terror
( 5)
Sorcery
Destroy all green creatures or all white creatures. They can't be regenerated. You lose 2 life for each creature that died this way.
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Reign of the Pit
( 6)
Sorcery
Each player sacrifices a creature. Create an X/X black Demon creature token with flying, where X is the total power of the creatures sacrificed this way.
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Reincarnation
( 3)
Instant
Choose target creature. When that creature dies this turn, return a creature card from its owner's graveyard to the battlefield under the control of that creature's owner.
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Reinforcements
( 1)
Instant
Put up to three target creature cards from your graveyard on top of your library.
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Reins of the Vinesteed
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. When enchanted creature dies, you may return Reins of the Vinesteed from your graveyard to the battlefield attached to a creature that shares a creature type with that creature.
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Reinterpret
( 4)
Instant
Counter target spell. You may cast a spell with equal or lesser mana value from your hand without paying its mana cost.
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