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Beast Hunt
  ( 4)
Sorcery
Reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard.
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Beast of Burden
 ( 6)
Artifact Creature — Golem
(*/*)
Beast of Burden's power and toughness are each equal to the number of creatures on the battlefield.
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Beast Walkers
   ( 3)
Creature — Human Beast Soldier
(2/2)
: Beast Walkers gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Beast Whisperer
   ( 4)
Creature — Elf Druid
(2/3)
Whenever you cast a creature spell, draw a card.
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Beast Within
  ( 3)
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
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Beastbreaker of Bala Ged
  ( 2)
Creature — Human Warrior
(2/2)
Level up  ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 4/4 LEVEL 4+ 6/6 Trample
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Beastcaller Savant
  ( 2)
Creature — Elf Shaman Ally
(1/1)
Haste : Add one mana of any color. Spend this mana only to cast a creature spell.
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Beastmaster Ascension
  ( 3)
Enchantment
Whenever a creature you control attacks, you may put a quest counter on Beastmaster Ascension. As long as Beastmaster Ascension has seven or more quest counters on it, creatures you control get +5/+5.
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Beastmaster's Magemark
  ( 3)
Enchantment — Aura
Enchant creature Creatures you control that are enchanted get +1/+1. Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
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Beasts of Bogardan
  ( 5)
Creature — Beast
(3/3)
Protection from red Beasts of Bogardan gets +1/+1 as long as an opponent controls a nontoken white permanent.
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Beck // Call (Beck)
  ( 2)
Sorcery
Whenever a creature enters the battlefield this turn, you may draw a card. Fuse (You may cast one or both halves of this card from your hand.)
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Beckon Apparition
 ( 1)
Instant
Exile target card from a graveyard. Create a 1/1 white and black Spirit creature token with flying.
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Become Immense
  ( 6)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Target creature gets +6/+6 until end of turn.
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Bedevil
   ( 3)
Instant
Destroy target artifact, creature, or planeswalker.
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Bedlam Reveler
   ( 8)
Creature — Devil Horror
(3/4)
This spell costs less to cast for each instant and sorcery card in your graveyard. Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Bedlam Reveler enters the battlefield, discard your hand, then draw three cards.
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Bee Sting
  ( 4)
Sorcery
Bee Sting deals 2 damage to any target.
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Bee-Bee Gun
( 0)
Artifact — Contraption
Whenever you crank Bee-Bee Gun, until end of turn, target creature gains " : This creature fights another target creature."
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Beetleback Chief
   ( 4)
Creature — Goblin Warrior
(2/2)
When Beetleback Chief enters the battlefield, create two 1/1 red Goblin creature tokens.
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Befoul
   ( 4)
Sorcery
Destroy target land or nonblack creature. It can't be regenerated.
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Befuddle
  ( 3)
Instant
Target creature gets -4/-0 until end of turn. Draw a card.
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Beguiler of Wills
   ( 5)
Creature — Human Wizard
(1/1)
: Gain control of target creature with power less than or equal to the number of creatures you control.
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Behemoth Sledge
   ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has trample and lifelink. Equip 
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Behind the Scenes
  ( 3)
Enchantment
Creatures you control have skulk. (They can't be blocked by creatures with greater power.)  : Creatures you control get +1/+1 until end of turn.
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Behold the Beyond
   ( 7)
Sorcery
Discard your hand. Search your library for three cards and put those cards into your hand. Then shuffle your library.
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Belbe, Corrupted Observer
  ( 2)
Legendary Creature — Zombie Elf
(2/2)
At the beginning of each player's postcombat main phase, that player adds  for each of your opponents who lost life this turn. (Damage causes loss of life.)
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Belbe's Armor
 ( 3)
Artifact
, : Target creature gets -X/+X until end of turn.
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Belbe's Percher
  ( 3)
Creature — Bird
(2/2)
Flying Belbe's Percher can block only creatures with flying.
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Belbe's Portal
 ( 5)
Artifact
As Belbe's Portal enters the battlefield, choose a creature type. , : You may put a creature card of the chosen type from your hand onto the battlefield.
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Belfry Spirit
   ( 5)
Creature — Spirit
(1/1)
Flying Haunt (When this creature dies, exile it haunting target creature.) When Belfry Spirit enters the battlefield or the creature it haunts dies, create two 1/1 black Bat creature tokens with flying.
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Reason // Believe (Believe)
  ( 5)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Look at the top card of your library. You may put it onto the battlefield if it's a creature card. If you don't, put it into your hand.
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Bell Borca, Spectral Sergeant
   ( 4)
Legendary Creature — Spirit Soldier
(*/5)
Note the converted mana cost of each card as it's put into exile. Bell Borca, Spectral Sergeant's power is equal to the greatest number noted for it this turn. At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
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Belle of the Brawl
  ( 3)
Creature — Human Knight
(3/2)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Belle of the Brawl attacks, other Knights you control get +1/+0 until end of turn.
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Belligerent Brontodon
   ( 7)
Creature — Dinosaur
(4/6)
Each creature you control assigns combat damage equal to its toughness rather than its power.
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Belligerent Hatchling
  ( 4)
Creature — Elemental
(6/6)
First strike Belligerent Hatchling enters the battlefield with four -1/-1 counters on it. Whenever you cast a red spell, remove a -1/-1 counter from Belligerent Hatchling. Whenever you cast a white spell, remove a -1/-1 counter from Belligerent Hatchling.
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Belligerent Sliver
  ( 3)
Creature — Sliver
(2/2)
Sliver creatures you control have menace. (They can't be blocked except by two or more creatures.)
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Belligerent Whiptail
  ( 4)
Creature — Wurm
(4/2)
Landfall — Whenever a land enters the battlefield under your control, Belligerent Whiptail gains first strike until end of turn.
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Bellowing Aegisaur
  ( 6)
Creature — Dinosaur
(3/5)
Enrage — Whenever Bellowing Aegisaur is dealt damage, put a +1/+1 counter on each other creature you control.
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Bellowing Elk
  ( 4)
Creature — Elk
(4/2)
As long as you had another creature enter the battlefield under your control this turn, Bellowing Elk has trample and indestructible.
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Bellowing Fiend
  ( 5)
Creature — Spirit
(3/3)
Flying Whenever Bellowing Fiend deals damage to a creature, Bellowing Fiend deals 3 damage to that creature's controller and 3 damage to you.
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Bellowing Saddlebrute
  ( 4)
Creature — Orc Warrior
(4/5)
Raid — When Bellowing Saddlebrute enters the battlefield, you lose 4 life unless you attacked this turn.
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Bellowing Tanglewurm
   ( 5)
Creature — Wurm
(4/4)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Other green creatures you control have intimidate.
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Bellows Lizard
 ( 1)
Creature — Lizard
(1/1)
 : Bellows Lizard gets +1/+0 until end of turn.
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Belltoll Dragon
  ( 6)
Creature — Dragon
(3/3)
Flying, hexproof Megamorph   (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Belltoll Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control.
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Belltower Sphinx
  ( 5)
Creature — Sphinx
(2/5)
Flying Whenever a source deals damage to Belltower Sphinx, that source's controller mills that many cards.
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Beloved Princess
 ( 1)
Creature — Human Noble
(1/1)
Lifelink Beloved Princess can't be blocked by creatures with power 3 or greater.
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Benalish Cavalry
  ( 2)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
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Benalish Hero
 ( 1)
Creature — Human Soldier
(1/1)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Benalish Honor Guard
  ( 2)
Creature — Human Knight
(2/2)
Benalish Honor Guard gets +1/+0 for each legendary creature you control.
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Benalish Infantry
  ( 3)
Creature — Human Soldier
(1/3)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Benalish Knight
  ( 3)
Creature — Human Knight
(2/2)
Flash (You may cast this spell any time you could cast an instant.) First strike (This creature deals combat damage before creatures without first strike.)
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Benalish Marshal
   ( 3)
Creature — Human Knight
(3/3)
Other creatures you control get +1/+1.
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Benalish Veteran
  ( 3)
Creature — Human Soldier
(2/2)
Whenever Benalish Veteran attacks, it gets +1/+1 until end of turn.
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Ben-Ben, Akki Hermit
   ( 4)
Legendary Creature — Goblin Shaman
(1/1)
: Ben-Ben, Akki Hermit deals damage to target attacking creature equal to the number of untapped Mountains you control.
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Bend or Break
  ( 4)
Sorcery
Each player separates all nontoken lands they control into two piles. For each player, one of their piles is chosen by one of their opponents of their choice. Destroy all lands in the chosen piles. Tap all lands in the other piles.
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Beneath the Sands
  ( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Cycling ( , Discard this card: Draw a card.)
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Benediction of Moons
 ( 1)
Sorcery
You gain 1 life for each player. Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.) When the creature Benediction of Moons haunts dies, you gain 1 life for each player.
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Benefaction of Rhonas
  ( 3)
Sorcery
Reveal the top five cards of your library. You may put a creature card and/or an enchantment card from among them into your hand. Put the rest into your graveyard.
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Benefactor's Draught
  ( 2)
Instant
Untap all creatures. Until end of turn, whenever a creature an opponent controls blocks, draw a card. Draw a card.
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Benevolent Ancestor
  ( 3)
Creature — Spirit
(0/4)
Defender (This creature can't attack.) : Prevent the next 1 damage that would be dealt to any target this turn.
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Benevolent Blessing
  ( 2)
Enchantment — Aura
Flash Enchant creature As Benevolent Blessing enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Auras and Equipment you control that are already attached to it.
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Benevolent Bodyguard
 ( 1)
Creature — Human Cleric
(1/1)
Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn.
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Benevolent Offering
  ( 4)
Instant
Choose an opponent. You and that player each create three 1/1 white Spirit creature tokens with flying. Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature they control.
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Benevolent Unicorn
  ( 2)
Creature — Unicorn
(1/2)
If a spell would deal damage to a permanent or player, it deals that much damage minus 1 to that permanent or player instead.
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Benthic Behemoth
    ( 8)
Creature — Serpent
(7/6)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Benthic Biomancer
 ( 1)
Creature — Merfolk Wizard Mutant
(1/1)
 : Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on Benthic Biomancer, draw a card, then discard a card.
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Benthic Djinn
   ( 4)
Creature — Djinn
(5/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) At the beginning of your upkeep, you lose 2 life.
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Benthic Explorers
  ( 4)
Creature — Merfolk Scout
(2/4)
, Untap a tapped land an opponent controls: Add one mana of any type that land could produce.
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Benthic Giant
  ( 6)
Creature — Giant
(4/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Benthic Infiltrator
  ( 3)
Creature — Eldrazi Drone
(1/4)
Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) Benthic Infiltrator can't be blocked.
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Benthicore
  ( 7)
Creature — Elemental
(5/5)
When Benthicore enters the battlefield, create two 1/1 blue Merfolk Wizard creature tokens. Tap two untapped Merfolk you control: Untap Benthicore. It gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Bequeathal
 ( 1)
Enchantment — Aura
Enchant creature When enchanted creature dies, you draw two cards.
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Bereavement
  ( 2)
Enchantment
Whenever a green creature dies, its controller discards a card.
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Berserk
 ( 1)
Instant
Cast this spell only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.
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Berserk Murlodont
  ( 5)
Creature — Beast
(3/3)
Whenever a Beast becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
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Beseech the Queen
   ( 6)
Sorcery
( can be paid with any two mana or with . This card's converted mana cost is 6.) Search your library for a card with converted mana cost less than or equal to the number of lands you control, reveal it, and put it into your hand. Then shuffle your library.
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Besmirch
   ( 3)
Sorcery
Until end of turn, gain control of target creature and it gains haste. Untap and goad that creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
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Bestial Fury
  ( 3)
Enchantment — Aura
Enchant creature When Bestial Fury enters the battlefield, draw a card at the beginning of the next turn's upkeep. Whenever enchanted creature becomes blocked, it gets +4/+0 and gains trample until end of turn.
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Bestial Menace
   ( 5)
Sorcery
Create a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token.
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Betrayal
 ( 1)
Enchantment — Aura
Enchant creature an opponent controls Whenever enchanted creature becomes tapped, you draw a card.
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Betrayal of Flesh
  ( 6)
Instant
Choose one — • Destroy target creature. • Return target creature card from your graveyard to the battlefield. Entwine—Sacrifice three lands. (Choose both if you pay the entwine cost.)
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Betrothed of Fire
  ( 2)
Enchantment — Aura
Enchant creature Sacrifice an untapped creature: Enchanted creature gets +2/+0 until end of turn. Sacrifice enchanted creature: Creatures you control get +2/+0 until end of turn.
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Better Than One
  ( 2)
Sorcery
A person outside the game becomes your teammate. (Choose any number of cards in your hand, on top of your library, or on the battlefield under your control. Those cards become your teammate's hand, library, and permanents, respectively.)
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Bewilder
  ( 3)
Instant
Target creature gets -3/-0 until end of turn. Draw a card.
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Beyeen Coast
( 0)
Land
Beyeen Coast enters the battlefield tapped. : Add .
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