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Burr Grafter
  ( 4)
Creature — Spirit
(2/2)
Sacrifice Burr Grafter: Target creature gets +2/+2 until end of turn. Soulshift 3 (When this creature dies, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)
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Burrenton Forge-Tender
 ( 1)
Creature — Kithkin Wizard
(1/1)
Protection from red Sacrifice Burrenton Forge-Tender: Prevent all damage a red source of your choice would deal this turn.
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Burrenton Shield-Bearers
  ( 5)
Creature — Kithkin Soldier
(3/3)
Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn.
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Burrowing
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
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Burst Lightning
 ( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Burst Lightning deals 2 damage to any target. If this spell was kicked, it deals 4 damage instead.
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Burst of Speed
 ( 1)
Sorcery
Creatures you control gain haste until end of turn. (They can attack and even if they just came under your control.)
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Bursting Beebles
  ( 3)
Creature — Beeble
(2/2)
Bursting Beebles can't be blocked as long as defending player controls two or more nonland permanents that share an artist.
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Bushi Tenderfoot
 ( 1)
Creature — Human Soldier
(1/1)
When a creature dealt damage by Bushi Tenderfoot this turn dies, flip Bushi Tenderfoot.
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Bushmeat Poacher
  ( 4)
Creature — Human Soldier
(2/4)
, , Sacrifice another creature: You gain life equal to the sacrificed creature's toughness. Draw a card.
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Butcher Ghoul
  ( 2)
Creature — Zombie
(1/1)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Butcher of Malakir
   ( 7)
Creature — Vampire Warrior
(5/4)
Flying Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.
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Butcher of the Horde
    ( 4)
Creature — Demon
(5/4)
Flying Sacrifice another creature: Butcher of the Horde gains your choice of vigilance, lifelink, or haste until end of turn.
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Butcher Orgg
    ( 7)
Creature — Orgg
(6/6)
You may assign Butcher Orgg's combat damage divided as you choose among defending player and/or any number of creatures they control.
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Butcher's Cleaver
 ( 3)
Artifact — Equipment
Equipped creature gets +3/+0. As long as equipped creature is a Human, it has lifelink. Equip 
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Butcher's Glee
  ( 3)
Instant
Target creature gets +3/+0 and gains lifelink until end of turn. Regenerate it. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
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Buzz Buggy
( 0)
Artifact — Contraption
Whenever you crank Buzz Buggy, target creature gets +2/+0 and gains trample until end of turn.
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Buzzing Whack-a-Doodle
 ( 4)
Artifact
As Buzzing Whack-a-Doodle enters the battlefield, you and an opponent each secretly choose Whack or Doodle. Then those choices are revealed. If the choices match, Buzzing Whack-a-Doodle has that ability. Otherwise, it has Buzz. • Whack — : Target player loses 2 life. • Doodle — : You gain 3 life. • Buzz — , : Draw a card.
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By Force
  ( 1)
Sorcery
Destroy X target artifacts.
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Bygone Bishop
  ( 3)
Creature — Spirit Cleric
(2/3)
Flying Whenever you cast a creature spell with converted mana cost 3 or less, investigate. (Create a colorless Clue artifact token with " , Sacrifice this artifact: Draw a card.")
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Byway Courier
  ( 3)
Creature — Human Scout
(3/2)
When Byway Courier dies, investigate. (Create a colorless Clue artifact token with " , Sacrifice this artifact: Draw a card.")
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Cabal Archon
  ( 3)
Creature — Human Cleric
(2/2)
, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life.
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Cabal Conditioning
  ( 7)
Sorcery
Any number of target players each discard a number of cards equal to the highest converted mana cost among permanents you control.
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Cabal Paladin
  ( 4)
Creature — Human Knight
(4/2)
Whenever you cast a historic spell, Cabal Paladin deals 2 damage to each opponent. (Artifacts, legendaries, and Sagas are historic.)
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Cabal Shrine
   ( 3)
Enchantment
Whenever a player casts a spell, that player discards X cards, where X is the number of cards in all graveyards with the same name as that spell.
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Cabal Slaver
  ( 3)
Creature — Human Cleric
(2/1)
Whenever a Goblin deals combat damage to a player, that player discards a card.
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Cabal Therapist
 ( 1)
Creature — Horror
(1/1)
Menace At the beginning of your precombat main phase, you may sacrifice a creature. When you do, choose a nonland card name, then target player reveals their hand and discards all cards with that name.
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Cabal Therapy
 ( 1)
Sorcery
Choose a nonland card name. Target player reveals their hand and discards all cards with that name. Flashback—Sacrifice a creature. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Cabal Trainee
 ( 1)
Creature — Human Minion
(1/1)
Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn.
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Cache Raiders
   ( 5)
Creature — Merfolk Rogue
(4/4)
At the beginning of your upkeep, return a permanent you control to its owner's hand.
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Cached Defenses
  ( 3)
Sorcery
Bolster 3. (Choose a creature with the least toughness among creatures you control and put three +1/+1 counters on it.)
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Cackling Counterpart
   ( 3)
Instant
Create a token that's a copy of target creature you control. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Cackling Fiend
   ( 4)
Creature — Zombie
(2/1)
When Cackling Fiend enters the battlefield, each opponent discards a card.
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Cackling Flames
  ( 4)
Instant
Cackling Flames deals 3 damage to any target. Hellbent — Cackling Flames deals 5 damage instead if you have no cards in hand.
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Cackling Imp
   ( 4)
Creature — Imp
(2/2)
Flying : Target player loses 1 life.
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Cacophodon
  ( 4)
Creature — Dinosaur
(2/5)
Enrage — Whenever Cacophodon is dealt damage, untap target permanent.
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Cadaver Imp
   ( 3)
Creature — Imp
(1/1)
Flying When Cadaver Imp enters the battlefield, you may return target creature card from your graveyard to your hand.
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Cadaverous Knight
  ( 3)
Creature — Zombie Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)   : Regenerate Cadaverous Knight.
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Cage of Hands
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.  : Return Cage of Hands to its owner's hand.
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Caged Sun
 ( 6)
Artifact
As Caged Sun enters the battlefield, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.
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Cagemail
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and can't attack.
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Cairn Wanderer
  ( 5)
Creature — Shapeshifter
(4/4)
Changeling (This card is every creature type.) As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.
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Calciderm
   ( 4)
Creature — Beast
(5/5)
Shroud (This creature can't be the target of spells or abilities.) Vanishing 4 (This creature enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
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Calcite Snapper
   ( 3)
Creature — Turtle
(1/4)
Shroud (This creature can't be the target of spells or abilities.) Landfall — Whenever a land enters the battlefield under your control, you may switch Calcite Snapper's power and toughness until end of turn.
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Calculated Dismissal
  ( 3)
Instant
Counter target spell unless its controller pays . Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
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Calculating Lich
   ( 6)
Creature — Zombie Wizard
(5/5)
Menace Whenever a creature attacks one of your opponents, that player loses 1 life.
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Caldera Hellion
   ( 5)
Creature — Hellion
(3/3)
Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.) When Caldera Hellion enters the battlefield, it deals 3 damage to each creature.
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Caldera Kavu
  ( 3)
Creature — Kavu
(2/2)
 : Caldera Kavu gets +1/+1 until end of turn.
: Caldera Kavu becomes the color of your choice until end of turn.
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Calix, Destiny's Hand
   ( 4)
Legendary Planeswalker — Calix
(4)
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. −3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield. −7: Return all enchantment cards from your graveyard to the battlefield.
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Beck // Call (Call)
   ( 6)
Sorcery
Create four 1/1 white Bird creature tokens with flying. Fuse (You may cast one or both halves of this card from your hand.)
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Call for Blood
  ( 5)
Instant — Arcane
As an additional cost to cast this spell, sacrifice a creature. Target creature gets -X/-X until end of turn, where X is the sacrificed creature's power.
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Call for Unity
   ( 5)
Enchantment
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a unity counter on Call for Unity. Creatures you control get +1/+1 for each unity counter on Call for Unity.
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Call of the Death-Dweller
  ( 3)
Sorcery
Return up to two target creature cards with total converted mana cost 3 or less from your graveyard to the battlefield. Put a deathtouch counter on either of them. Then put a menace counter on either of them.
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Call of the Full Moon
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+2 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of each upkeep, if a player cast two or more spells last turn, sacrifice Call of the Full Moon.
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Call of the Herd
  ( 3)
Sorcery
Create a 3/3 green Elephant creature token. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Call of the Nightwing
   ( 4)
Sorcery
Create a 1/1 blue and black Horror creature token with flying. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Call the Bloodline
  ( 2)
Enchantment
, Discard a card: Create a 1/1 black Vampire Knight creature token with lifelink. Activate this ability only once each turn.
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Call the Cavalry
  ( 4)
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
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Call the Coppercoats
  ( 3)
Instant
Strive — This spell costs  more to cast for each target beyond the first. Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
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Call the Gatewatch
  ( 3)
Sorcery
Search your library for a planeswalker card, reveal it, and put it into your hand. Then shuffle your library.
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Call the Scions
  ( 3)
Sorcery
Devoid (This card has no color.) Create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this creature: Add ."
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Call the Skybreaker
   ( 7)
Sorcery
Create a 5/5 blue and red Elemental creature token with flying. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Call to Arms
  ( 2)
Enchantment
As Call to Arms enters the battlefield, choose a color and an opponent. White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common. When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
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Call to Glory
  ( 2)
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
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Call to Heel
  ( 2)
Instant
Return target creature to its owner's hand. Its controller draws a card.
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Call to Mind
  ( 3)
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
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Call to Serve
  ( 2)
Enchantment — Aura
Enchant nonblack creature Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
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Call to the Feast
   ( 4)
Sorcery
Create three 1/1 white Vampire creature tokens with lifelink.
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Call to the Grave
  ( 5)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature. At the beginning of the end step, if no creatures are on the battlefield, sacrifice Call to the Grave.
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Call to the Kindred
  ( 4)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
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Call to the Netherworld
 ( 1)
Sorcery
Return target black creature card from your graveyard to your hand. 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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Callaphe, Beloved of the Sea
   ( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Callaphe's power is equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.) Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
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Caller of the Claw
  ( 3)
Creature — Elf
(2/2)
Flash When Caller of the Claw enters the battlefield, create a 2/2 green Bear creature token for each nontoken creature put into your graveyard from the battlefield this turn.
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Caller of the Hunt
  ( 3)
Creature — Human
(*/*)
As an additional cost to cast this spell, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures of the chosen type on the battlefield.
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Caller of the Pack
   ( 7)
Creature — Beast
(8/6)
Trample Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Caller of the Untamed
  ( 4)
Creature — Elf Shaman
(2/4)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile a creature card you drafted that isn't in your deck. , : Create a token that's a copy of a card you exiled with cards named Caller of the Untamed. X is the converted mana cost of that card.
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