|
Leyline of the Meek
( 4)
Enchantment
If Leyline of the Meek is in your opening hand, you may begin the game with it on the battlefield. Creature tokens get +1/+1.
|
|
|
Leyline of the Void
( 4)
Enchantment
If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield. If a card would be put into an opponent's graveyard from anywhere, exile it instead.
|
|
|
Leyline of Transformation
( 4)
Enchantment
If Leyline of Transformation is in your opening hand, you may begin the game with it on the battlefield. As Leyline of Transformation enters, choose a creature type. Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
|
|
|
Leyline of Vitality
( 4)
Enchantment
If Leyline of Vitality is in your opening hand, you may begin the game with it on the battlefield. Creatures you control get +0/+1. Whenever a creature you control enters, you may gain 1 life.
|
|
|
Leyline Surge
( 0)
Enchantment
At the beginning of your upkeep, you may put a permanent card from your hand onto the battlefield.
|
|
|
Liability
( 3)
Enchantment
Whenever a nontoken permanent is put into a player's graveyard from the battlefield, that player loses 1 life.
|
|
|
Lich
( 4)
Enchantment
As Lich enters, you lose life equal to your life total. You don't lose the game for having 0 or less life. If you would gain life, draw that many cards instead. Whenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game. When Lich is put into a graveyard from the battlefield, you lose the game.
|
|
|
Lich's Duel Mastery (playtest)
( 6)
Legendary Enchantment
Hexproof When Lich's Duel Mastery enters the battlefield, exile the top five cards of your library face down as shields. If you would lose life, instead put one of your shields into your hand. If you can't, sacrifice Lich's Duel Mastery. When Lich's Duel Mastery leaves the battlefield, you lose the game.
|
|
|
Lich's Mastery
( 6)
Legendary Enchantment
Hexproof You can't lose the game. Whenever you gain life, draw that many cards. Whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard. When Lich's Mastery leaves the battlefield, you lose the game.
|
|
|
Life and Limb
( 4)
Enchantment
All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types. (They're affected by summoning sickness.)
|
|
|
Life Finds a Way
( 3)
Enchantment
Whenever a nontoken creature you control with power 4 or greater enters, populate. (Create a token that's a copy of a creature token you control.)
|
|
|
Life Insurance
( 5)
Enchantment
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.) Whenever a nontoken creature dies, you lose 1 life and create a Treasure token.
|
|
|
Life of Toshiro Umezawa
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Choose one — • Target creature gets +2/+2 until end of turn. • Target creature gets -1/-1 until end of turn. • You gain 2 life. III — Exile this Saga, then return it to the battlefield transformed under your control.
|
|
|
Lifeblood
( 4)
Enchantment
Whenever a Mountain an opponent controls becomes tapped, you gain 1 life.
|
|
|
Lifeforce
( 2)
Enchantment
: Counter target black spell.
|
|
|
Lifegift
( 3)
Enchantment
Whenever a land enters, you may gain 1 life.
|
|
|
Lifelink
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
|
|
|
Lifetap
( 2)
Enchantment
Whenever a Forest an opponent controls becomes tapped, you gain 1 life.
|
|
|
Light from Within
( 4)
Enchantment
Chroma — Each creature you control gets +1/+1 for each white mana symbol in its mana cost.
|
|
|
Light of Day
( 4)
Enchantment
Black creatures can't attack or block.
|
|
|
Light of Promise
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."
|
|
|
Light of Sanction
( 3)
Enchantment
Prevent all damage that would be dealt to creatures you control by sources you control.
|
|
|
Lightform
( 3)
Enchantment
When Lightform enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Lightform to 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.) Enchanted creature has flying and lifelink.
|
|
|
Lightmine Field
( 4)
Enchantment
Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.
|
|
|
Lightning Cloud
( 4)
Enchantment
Whenever a player casts a red spell, you may pay . If you do, Lightning Cloud deals 1 damage to any target.
|
|
|
Lightning Diadem
( 6)
Enchantment — Aura
Enchant creature When Lightning Diadem enters, it deals 2 damage to any target. Enchanted creature gets +2/+2.
|
|
|
Lightning Prowess
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has haste and ": This creature deals 1 damage to any target."
|
|
|
Lightning Reflexes
( 2)
Enchantment — Aura
You may cast Lightning Reflexes as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature gets +1/+0 and has first strike.
|
|
|
Lightning Rift
( 2)
Enchantment
Whenever a player cycles a card, you may pay . If you do, Lightning Rift deals 2 damage to any target.
|
|
|
Lightning Talons
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+0 and has first strike. (It deals combat damage before creatures without first strike.)
|
|
|
Lightshield Array
( 0)
Enchantment
At the beginning of your end step, put a +1/+1 counter on each creature that attacked this turn. Sacrifice Lightshield Array: Creatures you control gain hexproof and indestructible until end of turn.
|
|
|
Lignify
( 2)
Kindred Enchantment — Treefolk Aura
Enchant creature Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
|
|
|
Likeness of the Seeker
( 0)
Enchantment Creature — Human Monk
(3/3)
Whenever Likeness of the Seeker becomes blocked, untap up to three lands you control.
|
|
|
Liliana's Caress
( 2)
Enchantment
Whenever an opponent discards a card, that player loses 2 life.
|
|
|
Liliana's Contract
( 5)
Enchantment
When Liliana's Contract enters, you draw four cards and you lose 4 life. At the beginning of your upkeep, if you control four or more Demons with different names, you win the game.
|
|
|
Liliana's Mastery
( 5)
Enchantment
Zombies you control get +1/+1. When Liliana's Mastery enters, create two 2/2 black Zombie creature tokens.
|
|
|
Liliana's Other Contract (double-faced)(playtest)
( 5)
Enchantment
When Liliana's Other Contract enters the battlefield, you draw three cards and you lose 3 life. If you would lose the game, instead exile Liliana's Other Contract, then return it to the battlefield transformed under your control. -- Liliana's Undead Minion Legendary Planeswalker — You 5 loyalty You can't lose the game. +1: Each opponent loses 1 life. −4: Destroy target creature.
|
|
|
Liliana's Talent
( 2)
Enchantment — Aura
Enchant planeswalker Enchanted planeswalker has "−8: Put all creature cards from all graveyards onto the battlefield under your control." Whenever a creature deals damage to enchanted planeswalker, destroy that creature.
|
|
|
Lilting Refrain
( 2)
Enchantment
At the beginning of your upkeep, you may put a verse counter on Lilting Refrain. Sacrifice Lilting Refrain: Counter target spell unless its controller pays , where X is the number of verse counters on Lilting Refrain.
|
|
|
Lim-Dûl's Hex
( 2)
Enchantment
At the beginning of your upkeep, for each player, Lim-Dûl's Hex deals 1 damage to that player unless they pay or .
|
|
|
Limited Resources
( 1)
Enchantment
When Limited Resources enters, each player chooses five lands they control and sacrifices the rest. Players can't play lands as long as ten or more lands are on the battlefield.
|
|
|
Lingering Death
( 2)
Enchantment — Aura
Enchant creature At the beginning of the end step of enchanted creature's controller, that player sacrifices that creature.
|
|
|
Lingering Mirage
( 2)
Enchantment — Aura
Enchant land Enchanted land is an Island. Cycling (, Discard this card: Draw a card.)
|
|
|
Lion Umbra
( 2)
Enchantment — Aura
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.) Enchanted creature gets +3/+3 and has vigilance and reach. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
|
|
|
Lionheart Glimmer
( 5)
Enchantment Creature — Cat Glimmer
(2/5)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Whenever you attack, creatures you control get +1/+1 until end of turn.
|
|
|
Lithoform Blight
( 2)
Enchantment — Aura
Enchant land When Lithoform Blight enters, draw a card. Enchanted land loses all land types and abilities and has ": Add " and ", Pay 1 life: Add one mana of any color."
|
|
|
Living Artifact
( 1)
Enchantment — Aura
Enchant artifact Whenever you're dealt damage, put that many vitality counters on Living Artifact. At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life.
|
|
|
Living Breakthrough
( 0)
Enchantment Creature — Moonfolk
(3/3)
Flying Whenever you cast a spell, your opponents can't cast spells with the same mana value as that spell until your next turn.
|
|
|
Living Lands
( 4)
Enchantment
All Forests are 1/1 creatures that are still lands.
|
|
|
Living Plane
( 4)
World Enchantment
All lands are 1/1 creatures that are still lands.
|
|
|
Living Terrain
( 4)
Enchantment — Aura
Enchant land Enchanted land is a 5/6 green Treefolk creature that's still a land.
|
|
|
Locked in the Cemetery
( 2)
Enchantment — Aura
Enchant creature When Locked in the Cemetery enters, if there are five or more cards in your graveyard, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
|
|
|
Bottomless Pool // Locker Room (Locker Room)
( 5)
Enchantment — Room
Whenever one or more creatures you control deal combat damage to a player, draw a card. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
|
|
|
Long List of the Ents
( 1)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.) I, II, III, IV, V, VI — Note a creature type that hasn't been noted for Long List of the Ents. When you next cast a creature spell of that type this turn, that creature enters with an additional +1/+1 counter on it.
|
|
|
Look at Me, I'm R&D
( 3)
Enchantment
As Look at Me, I'm R&D comes into play, choose a number and a second number one higher or one lower than that number. All instances of the first chosen number on permanents, spells, and cards in any zone are the second chosen number.
|
|
|
Loose in the Park
( 2)
Enchantment — — Aura
Enchant land When Loose in the Park enters the battlefield, draw a card, then draft a card from Loose in the Park's spellbook and exile it. : Until end of turn, enchanted land becomes a copy of the exiled card, except it's a land in addition to its other types and it has haste.
|
|
|
Loose Lips
( 1)
Enchantment — Aura
Enchant creature As Loose Lips enters, choose a sentence with eight or fewer words. Enchanted creature has flying. Whenever enchanted creature deals damage to an opponent, that player may say the chosen sentence. If they don't, you draw two cards.
|
|
|
Loot Dispute
( 4)
Enchantment
When Loot Dispute enters, you take the initiative and create a Treasure token. Whenever you attack the player who has the initiative, create a Treasure token. Loud Ruckus — Whenever you complete a dungeon, create a 5/5 red Dragon creature token with flying.
|
|
|
Lord Skitter's Blessing
( 2)
Enchantment
When Lord Skitter's Blessing enters, create a Wicked Role token attached to target creature you control. (Enchanted creature gets +1/+1. When this Aura is put into a graveyard, each opponent loses 1 life.) At the beginning of your draw step, if you control an enchanted creature, you lose 1 life and you draw an additional card.
|
|
|
Lorehold Excavation
( 2)
Enchantment
At the beginning of your end step, mill a card. If a land card was milled this way, you gain 1 life. Otherwise, Lorehold Excavation deals 1 damage to each opponent. (To mill a card, put the top card of your library into your graveyard.) , Exile a creature card from your graveyard: Create a tapped 3/2 red and white Spirit creature token.
|
|
|
Lost in the Maze
( 2)
Enchantment
Flash When Lost in the Maze enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.) Tapped creatures you control have hexproof.
|
|
|
Lost in the Woods
( 5)
Enchantment
Whenever a creature attacks you or a planeswalker you control, reveal the top card of your library. If it's a Forest card, remove that creature from combat. Then put the revealed card on the bottom of your library.
|
|
|
Lost in Thought
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. Its controller may exile three cards from their graveyard for that player to ignore this effect until end of turn.
|
|
|
Lost Isle Calling
( 2)
Enchantment
Whenever you scry, put a verse counter on Lost Isle Calling. , Exile Lost Isle Calling: Draw a card for each verse counter on Lost Isle Calling. If it had seven or more verse counters on it, take an extra turn after this one. Activate only as a sorcery.
|
|
|
Love Song of Night and Day
( 3)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You and target opponent each draw two cards. II — Create a 1/1 white Bird creature token with flying. III — Put a +1/+1 counter on each of up to two target creatures.
|
|
|
Luminarch Ascension
( 2)
Enchantment
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss of life.) : Create a 4/4 white Angel creature token with flying. Activate only if Luminarch Ascension has four or more quest counters on it.
|
|
|
Luminous Bonds
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.
|
|
|
Luminous Wake
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks or blocks, you gain 4 life.
|
|
|
Lumithread Field
( 2)
Enchantment
Creatures you control get +0/+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.)
|
|
|
Lunar Convocation
( 2)
Enchantment
At the beginning of your end step, if you gained life this turn, each opponent loses 1 life. At the beginning of your end step, if you gained and lost life this turn, create a 1/1 black Bat creature token with flying. , Pay 2 life: Draw a card.
|
|
|
Lunar Force
( 3)
Enchantment
When an opponent casts a spell, sacrifice Lunar Force and counter that spell.
|
|
|
Lunarch Mantle
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has ", Sacrifice a permanent: This creature gains flying until end of turn."
|
|
|
Lure
( 3)
Enchantment — Aura
Enchant creature All creatures able to block enchanted creature do so.
|
|
|
Lurking Evil
( 3)
Enchantment
Pay half your life, rounded up: Lurking Evil becomes a 4/4 Phyrexian Horror creature with flying.
|
|
|
Lurking Jackals
( 1)
Enchantment
When an opponent has 10 or less life, if Lurking Jackals is an enchantment, it becomes a 3/2 Jackal creature.
|
|
|
Lurking Predators
( 6)
Enchantment
Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.
|
|
|
Lurking Skirge
( 2)
Enchantment
When a creature is put into an opponent's graveyard from the battlefield, if Lurking Skirge is an enchantment, Lurking Skirge becomes a 3/2 Phyrexian Imp creature with flying.
|
|
|
Lush Growth
( 1)
Enchantment — Aura
Enchant land Enchanted land is a Mountain, Forest, and Plains.
|
|
|
Lust for War
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature becomes tapped, Lust for War deals 3 damage to that creature's controller. Enchanted creature attacks each combat if able.
|
|
|
Madcap Skills
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+0 and has menace.
|
|
|
Maddening Hex
( 3)
Enchantment — Aura Curse
Enchant player Whenever enchanted player casts a noncreature spell, roll a d6. Maddening Hex deals damage to that player equal to the result. Then attach Maddening Hex to another one of your opponents chosen at random.
|
|
|
Maddening Wind
( 3)
Enchantment — Aura
Enchant creature Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of the upkeep of enchanted creature's controller, Maddening Wind deals 2 damage to that player.
|
|
|
Maestros Ascendancy
( 3)
Enchantment
Once during each of your turns, you may cast an instant or sorcery spell from your graveyard by sacrificing a creature in addition to paying its other costs. If a spell cast this way would be put into your graveyard, exile it instead.
|
|
|
Magefire Wings
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and has flying.
|
|
|
Mageta's Boon
( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +1/+2.
|
|
|
Maggot Therapy
( 3)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +2/-2.
|
|
|
Magic Word
( 3)
Enchantment — Aura
Enchant creature As Magic Word enters, choose a word. Whisper the chosen word: Tap enchanted creature.
|
|
|
Magma Vein
( 3)
Enchantment
, Sacrifice a land: Magma Vein deals 1 damage to each creature without flying.
|
|
|
Magmatic Core
( 4)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of your end step, Magmatic Core deals X damage divided as you choose among any number of target creatures, where X is the number of age counters on it.
|
|
|
Magnetic Mountain
( 3)
Enchantment
Blue creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
|
|
|
Make a ________ Splash
( 3)
Enchantment
Flash When this enchantment enters, you may put a name sticker on it. Whenever you put a sticker on this enchantment, tap up to X target creatures, where X is the number of u's in name stickers on this enchantment.
|
|
|
Makeshift Binding
( 3)
Enchantment
When Makeshift Binding enters, exile target creature an opponent controls until Makeshift Binding leaves the battlefield. You gain 2 life.
|
|
|
Makeshift Munitions
( 2)
Enchantment
, Sacrifice an artifact or creature: Makeshift Munitions deals 1 damage to any target.
|
|
|
Malfunction
( 4)
Enchantment — Aura
Enchant artifact or creature When Malfunction enters, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step.
|
|
|
Malicious Intent
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has ": Target creature can't block this turn."
|
|
|