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Archetype of Courage
( 3)
Enchantment Creature — Human Soldier
(2/2)
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
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Archetype of Endurance
( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Archetype of Finality
( 6)
Enchantment Creature — Gorgon
(2/3)
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
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Archetype of Imagination
( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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Archfiend of the Dross
( 4)
Creature — Phyrexian Demon
(6/6)
Flying Archfiend of the Dross enters the battlefield with four oil counters on it. At the beginning of your upkeep, remove an oil counter from Archfiend of the Dross. Then if it has no oil counters on it, you lose the game. Whenever a creature an opponent controls dies, its controller loses 2 life.
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Architect of the Untamed
( 3)
Creature — Elf Artificer Druid
(2/3)
Landfall — Whenever a land enters the battlefield under your control, you get (an energy counter). Pay eight : Create a 6/6 colorless Beast artifact creature token.
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Archon of the Triumvirate
( 7)
Creature — Archon
(4/5)
Flying Whenever Archon of the Triumvirate attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
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Archon of the Wild Rose
( 4)
Creature — Archon
(4/4)
Flying Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
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Arena of the Ancients
( 3)
Artifact
Legendary creatures don't untap during their controllers' untap steps. When Arena of the Ancients enters the battlefield, tap all legendary creatures.
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Arixmethes, Slumbering Isle
( 4)
Legendary Creature — Kraken
(12/12)
Arixmethes, Slumbering Isle enters the battlefield tapped with five slumber counters on it. As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) Whenever you cast a spell, you may remove a slumber counter from Arixmethes. : Add .
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Arjun, the Shifting Flame
( 6)
Legendary Creature — Sphinx Wizard
(5/5)
Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
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Arlinn, Embraced by the Moon
( 0)
Legendary Planeswalker — Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn. −1: Arlinn, Embraced by the Moon deals 3 damage to any target. Transform Arlinn, Embraced by the Moon. −6: You get an emblem with "Creatures you control have haste and ‘: This creature deals damage equal to its power to any target.'"
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Arlinn, the Moon's Fury
( 0)
Legendary Planeswalker — Arlinn
(4)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) +2: Add . 0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
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Arlinn, the Pack's Hope
( 4)
Legendary Planeswalker — Arlinn
(4)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.) +1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it. −3: Create two 2/2 green Wolf creature tokens.
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Arlinn, Voice of the Pack
( 6)
Legendary Planeswalker — Arlinn
(7)
Each creature you control that's a Wolf or a Werewolf enters the battlefield with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
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Arm the Cathars
( 3)
Sorcery
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
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Arm with Æther (Arm with Aether)
( 3)
Sorcery
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."
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Armillary Sphere
( 2)
Artifact
, , Sacrifice Armillary Sphere: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
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Armix, Filigree Thrasher
( 3)
Legendary Artifact Creature — Golem
(3/2)
Whenever Armix, Filigree Thrasher attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard. Partner (You can have two commanders if both have partner.)
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Arni Slays the Troll
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add . Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.
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Arsenal Thresher
( 4)
Artifact Creature — Construct
(2/2)
As Arsenal Thresher enters the battlefield, you may reveal any number of other artifact cards from your hand. Arsenal Thresher enters the battlefield with a +1/+1 counter on it for each card revealed this way.
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Arterial Alchemy
( 3)
Enchantment
When Arterial Alchemy enters the battlefield, create a Blood token for each opponent you have. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Artificer's Hex
( 1)
Enchantment — Aura
Enchant Equipment At the beginning of your upkeep, if enchanted Equipment is attached to a creature, destroy that creature.
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Arvad the Cursed
( 5)
Legendary Creature — Vampire Knight
(3/3)
Deathtouch, lifelink Other legendary creatures you control get +2/+2.
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Ascent of the Worthy
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead. III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.
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Ash, Party Crasher
( 2)
Legendary Creature — Human Peasant
(2/2)
Haste Celebration — Whenever Ash, Party Crasher attacks, if two or more nonland permanents entered the battlefield under your control this turn, put a +1/+1 counter on Ash.
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Ashad, the Lone Cyberman
( 4)
Legendary Artifact Creature — Cyberman
(3/3)
The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.) Whenever you sacrifice another creature, put a +1/+1 counter on Ashad, the Lone Cyberman.
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Ashaya, Soul of the Wild
( 5)
Legendary Creature — Elemental
(*/*)
Ashaya, Soul of the Wild's power and toughness are each equal to the number of lands you control. Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
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Ashcoat of the Shadow Swarm
( 4)
Legendary Creature — Rat Warlock
(3/4)
Whenever Ashcoat of the Shadow Swarm attacks or blocks, other Rats you control get +X/+X until end of turn, where X is the number of Rats you control. At the beginning of your end step, you may mill four cards. If you do, return up to two Rat creature cards from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
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Ashen Ghoul
( 4)
Creature — Zombie
(3/1)
Haste : Return Ashen Ghoul from your graveyard to the battlefield. Activate only during your upkeep and only if three or more creature cards are above Ashen Ghoul.
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Ashen Monstrosity
( 7)
Creature — Spirit
(7/4)
Haste Ashen Monstrosity attacks each combat if able.
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Ashen Powder
( 4)
Sorcery
Put target creature card from an opponent's graveyard onto the battlefield under your control.
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Ashen Reaper
( 0)
Creature — Zombie Elemental
(2/1)
Menace At the beginning of your end step, put a +1/+1 counter on Ashen Reaper if a permanent was put into a graveyard from the battlefield this turn.
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Ashen Rider
( 8)
Creature — Archon
(5/5)
Flying When Ashen Rider enters the battlefield or dies, exile target permanent.
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Ashenmoor Cohort
( 6)
Creature — Elemental Warrior
(4/3)
Ashenmoor Cohort gets +1/+1 as long as you control another black creature.
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Ashenmoor Gouger
( 3)
Creature — Elemental Warrior
(4/4)
Ashenmoor Gouger can't block.
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Ashenmoor Liege
( 4)
Creature — Elemental Knight
(4/1)
Other black creatures you control get +1/+1. Other red creatures you control get +1/+1. Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life.
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Ashen-Skin Zubera
( 2)
Creature — Zubera Spirit
(1/2)
When Ashen-Skin Zubera dies, target opponent discards a card for each Zubera that died this turn.
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Ashes of the Abhorrent
( 2)
Enchantment
Players can't cast spells from graveyards or activate abilities of cards in graveyards. Whenever a creature dies, you gain 1 life.
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Ashes of the Fallen
( 2)
Artifact
As Ashes of the Fallen enters the battlefield, choose a creature type. Each creature card in your graveyard has the chosen creature type in addition to its other types.
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Ashes to Ashes
( 3)
Sorcery
Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.
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Ashling the Pilgrim
( 2)
Legendary Creature — Elemental Shaman
(1/1)
: Put a +1/+1 counter on Ashling the Pilgrim. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling the Pilgrim, and it deals that much damage to each creature and each player.
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Ashling, the Extinguisher
( 4)
Legendary Creature — Elemental Shaman
(4/4)
Whenever Ashling, the Extinguisher deals combat damage to a player, choose target creature that player controls. The player sacrifices that creature.
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Ashnod the Uncaring
( 5)
Legendary Creature — Human Artificer
(1/4)
Deathtouch Whenever you activate an ability of an artifact or creature that isn't a mana ability, if one or more permanents were sacrificed to activate it, you may copy that ability. You may choose new targets for the copy. (Sacrificing an artifact for mana to activate an ability doesn't count.)
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Asmodeus the Archfiend
( 6)
Legendary Creature — Devil God
(6/6)
Binding Contract — If you would draw a card, exile the top card of your library face down instead. : Draw seven cards. : Return all cards exiled with Asmodeus the Archfiend to their owner's hand and you lose that much life.
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Assemble the Entmoot
( 4)
Enchantment
Creatures you control have reach. Sacrifice Assemble the Entmoot: Create three tapped X/X green Treefolk creature tokens, where X is the amount of life you gained this turn. Put a reach counter on each of them.
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Assemble the Legion
( 5)
Enchantment
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.
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Assemble the Players
( 2)
Enchantment
You may look at the top card of your library any time. Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
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Astarion, the Decadent
( 6)
Legendary Creature — Vampire Elf Rogue
(4/4)
Deathtouch, lifelink At the beginning of your end step, choose one — • Feed — Target opponent loses life equal to the amount of life they lost this turn. • Friends — You gain life equal to the amount of life you gained this turn.
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Atmosphere Surgeon
( 2)
Creature — Phyrexian Wizard
(2/1)
Whenever you cast a noncreature spell, put an oil counter on Atmosphere Surgeon. Remove an oil counter from Atmosphere Surgeon: Target creature gains flying until end of turn. Activate only as a sorcery.
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Atomwheel Acrobats
( 4)
Creature — Elf Performer
(3/2)
Whenever you roll a 1 or 2, put that many +1/+1 counters on Atomwheel Acrobats. : Roll a six-sided die.
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Atsushi, the Blazing Sky
( 4)
Legendary Creature — Dragon Spirit
(4/4)
Flying, trample When Atsushi, the Blazing Sky dies, choose one — • Exile the top two cards of your library. Until the end of your next turn, you may play those cards. • Create three Treasure tokens.
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Attended Healer
( 4)
Creature — Kor Cleric
(2/3)
Whenever you gain life for the first time each turn, create a 1/1 white Cat creature token. : Another target Cleric gains lifelink until end of turn.
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Attune with Aether
( 1)
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You get (two energy counters).
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Atzocan Archer
( 3)
Creature — Human Archer
(1/4)
Reach When Atzocan Archer enters the battlefield, you may have it fight another target creature. (Each deals damage equal to its power to the other.)
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Auratouched Mage
( 6)
Creature — Human Wizard
(3/3)
When Auratouched Mage enters the battlefield, search your library for an Aura card that could enchant it. If Auratouched Mage is still on the battlefield, put that Aura card onto the battlefield attached to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle.
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Aurelia, the Law Above
( 5)
Legendary Creature — Angel
(4/4)
Flying, vigilance, haste Whenever a player attacks with three or more creatures, you draw a card. Whenever a player attacks with five or more creatures, Aurelia, the Law Above deals 3 damage to each of your opponents and you gain 3 life.
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Aurelia, the Warleader
( 6)
Legendary Creature — Angel
(3/4)
Flying, vigilance, haste Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
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Aurochs Herd
( 6)
Creature — Aurochs
(4/4)
Trample When Aurochs Herd enters the battlefield, you may search your library for an Aurochs card, reveal it, put it into your hand, then shuffle. Whenever Aurochs Herd attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
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Authority of the Consuls
( 1)
Enchantment
Creatures your opponents control enter the battlefield tapped. Whenever a creature enters the battlefield under an opponent's control, you gain 1 life.
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Avacyn, the Purifier
( 0)
Legendary Creature — Angel
(6/5)
Flying When this creature transforms into Avacyn, the Purifier, it deals 3 damage to each other creature and each opponent.
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Avalanche
( 4)
Sorcery
Destroy X target snow lands.
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Avalanche Caller
( 2)
Snow Creature — Human Wizard
(1/3)
: Target snow land you control becomes a 4/4 Elemental creature with hexproof and haste until end of turn. It's still a land. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Avalanche Riders
( 4)
Creature — Human Nomad
(2/2)
Haste Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Avalanche Riders enters the battlefield, destroy target land.
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Avalanche Tusker
( 5)
Creature — Elephant Warrior
(6/4)
Whenever Avalanche Tusker attacks, target creature defending player controls blocks it this combat if able.
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Avatar of the Resolute
( 2)
Creature — Avatar
(3/2)
Reach, trample Avatar of the Resolute enters the battlefield with a +1/+1 counter on it for each other creature you control with a +1/+1 counter on it.
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Aven Archer
( 5)
Creature — Bird Soldier Archer
(2/2)
Flying , : Aven Archer deals 2 damage to target attacking or blocking creature.
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Aven Fisher
( 4)
Creature — Bird Soldier
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Fisher dies, you may draw a card.
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Aven Heartstabber
( 2)
Creature — Bird Assassin
(1/1)
Flying As long as there are five or more mana values among cards in your graveyard, Aven Heartstabber gets +2/+2 and has deathtouch. When Aven Heartstabber dies, mill two cards, then draw a card.
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Aven Riftwatcher
( 3)
Creature — Bird Rebel Soldier
(2/3)
Flying Vanishing 3 (This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Aven Riftwatcher enters or leaves the battlefield, you gain 2 life.
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Averna, the Chaos Bloom
( 3)
Legendary Creature — Elemental Shaman
(4/2)
As you cascade, you may put a land card from among the exiled cards onto the battlefield tapped. (Do this after the last card is exiled but before deciding whether to cast a nonland card.)
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Awaken the Ancient
( 4)
Enchantment — Aura
Enchant Mountain Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.
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Awaken the Bear
( 3)
Instant
Target creature gets +3/+3 and gains trample until end of turn.
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Awaken the Blood Avatar
( 8)
Sorcery
As an additional cost to cast this spell, you may sacrifice any number of creatures. This spell costs less to cast for each creature sacrificed this way. Each opponent sacrifices a creature. Create a 3/6 black and red Avatar creature token with haste and "Whenever this creature attacks, it deals 3 damage to each opponent."
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Awaken the Erstwhile
( 5)
Sorcery
Each player discards all the cards in their hand, then creates that many 2/2 black Zombie creature tokens.
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Awaken the Maelstrom
( 0)
Sorcery
Awaken the Maelstrom is all colors. Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.
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Awaken the Sky Tyrant
( 4)
Enchantment
When a source an opponent controls deals damage to you, sacrifice Awaken the Sky Tyrant. If you do, create a 5/5 red Dragon creature token with flying.
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Awaken the Sleeper
( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If it's equipped, you may destroy all Equipment attached to that creature.
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Awaken the Woods
( 2)
Sorcery
Create X 1/1 green Forest Dryad land creature tokens. (They're affected by summoning sickness.)
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Ayumi, the Last Visitor
( 5)
Legendary Creature — Spirit
(7/3)
Legendary landwalk (This creature can't be blocked as long as defending player controls a legendary land.)
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Azorius Herald
( 3)
Creature — Spirit
(2/1)
Azorius Herald can't be blocked. When Azorius Herald enters the battlefield, you gain 4 life. When Azorius Herald enters the battlefield, sacrifice it unless was spent to cast it.
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Back from the Brink
( 6)
Enchantment
Exile a creature card from your graveyard and pay its mana cost: Create a token that's a copy of that card. Activate only as a sorcery.
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Backdraft Hellkite
( 5)
Creature — Dragon
(4/4)
Flying Whenever Backdraft Hellkite attacks, each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
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Bag Check
( 3)
Instant
Counter target spell, then ask a person outside the game if that spell looks dangerous to them. If they say yes, draw a card, then discard a card.
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Ballista Watcher
( 4)
Creature — Human Soldier Werewolf
(4/3)
, : Ballista Watcher deals 1 damage to any target. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Baloth Woodcrasher
( 6)
Creature — Beast
(4/4)
Landfall — Whenever a land enters the battlefield under your control, Baloth Woodcrasher gets +4/+4 and gains trample until end of turn.
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Balthor the Defiled
( 4)
Legendary Creature — Zombie Dwarf
(2/2)
Minion creatures get +1/+1. , Exile Balthor the Defiled: Each player returns all black and all red creature cards from their graveyard to the battlefield.
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Balthor the Stout
( 3)
Legendary Creature — Dwarf Barbarian
(2/2)
Other Barbarian creatures get +1/+1. : Another target Barbarian creature gets +1/+0 until end of turn.
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Bamboo Grove Archer
( 2)
Enchantment Creature — Snake Archer
(3/3)
Defender, reach Channel — , Discard Bamboo Grove Archer: Destroy target creature with flying.
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Band Together
( 3)
Instant
Up to two target creatures you control each deal damage equal to their power to another target creature.
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