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Expedition Map
( 1)
Artifact
, , Sacrifice Expedition Map: Search your library for a land card, reveal it, put it into your hand, then shuffle.
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Expel from Orazca
( 2)
Instant
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Return target nonland permanent to its owner's hand. If you have the city's blessing, you may put that permanent on top of its owner's library instead.
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Experiment One
( 1)
Creature — Human Ooze
(1/1)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Remove two +1/+1 counters from Experiment One: Regenerate Experiment One. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Experimental Aviator
( 5)
Creature — Human Artificer
(0/3)
Flying When Experimental Aviator enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
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Experimental Confectioner
( 3)
Creature — Human Peasant
(2/3)
When Experimental Confectioner enters, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") Whenever you sacrifice a Food, create a 1/1 black Rat creature token with "This creature can't block."
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Experimental Overload
( 4)
Sorcery
Create an X/X blue and red Weird creature token, where X is the number of instant and sorcery cards in your graveyard. Then you may return an instant or sorcery card from your graveyard to your hand. Exile Experimental Overload.
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Experimental Pilot
( 1)
Creature — — Human Pilot
(1/1)
Ward , Discard two cards: Draft a card from Experimental Pilot's spellbook. Experimental Pilot crews Vehicles as though its power were 2 greater.
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Expert-Level Safe
( 2)
Artifact
When Expert-Level Safe enters, exile the top two cards of your library face down. , : You and target opponent each secretly choose 1, 2, or 3. Then those choices are revealed. If they match, sacrifice Expert-Level Safe and put all cards exiled with it into their owners' hands. Otherwise, exile the top card of your library face down.
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Explore
( 2)
Sorcery
You may play an additional land this turn. Draw a card.
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Explore the Underdark
( 5)
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle. You take the initiative.
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Explorer's Cache
( 2)
Artifact
Explorer's Cache enters with two +1/+1 counters on it. Whenever a creature you control with a +1/+1 counter on it dies, put a +1/+1 counter on Explorer's Cache. : Move a +1/+1 counter from Explorer's Cache onto target creature. Activate only as a sorcery.
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Explorer's Scope
( 1)
Artifact — Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Explosion of Riches
( 6)
Sorcery
Draw a card, then each other player may draw a card. Whenever a card is drawn this way, Explosion of Riches deals 5 damage to target opponent chosen at random from among your opponents.
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Amethyst Dragon (Explosive Crystal)
( 5)
Sorcery — Adventure
Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)
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Explosive Revelation
( 5)
Sorcery
Choose any target. Reveal cards from the top of your library until you reveal a nonland card. Explosive Revelation deals damage equal to that card's mana value to that permanent or player. Put the nonland card into your hand and the rest on the bottom of your library in any order.
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Explosive Vegetation
( 4)
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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Expose the Culprit
( 2)
Instant
Choose one or both — • Turn target face-down creature face up. • Exile any number of face-up creatures you control with disguise in a face-down pile, shuffle that pile, then cloak them. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
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Expressive Iteration
( 2)
Sorcery
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
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Exsanguinate
( 2)
Sorcery
Each opponent loses X life. You gain life equal to the life lost this way.
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Exterminate!
( 3)
Sorcery
Replicate—Tap an untapped Dalek you control. (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Destroy target creature. Its controller loses 3 life.
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Extra Arms
( 5)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, it deals 2 damage to any target.
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Extract from Darkness
( 5)
Sorcery
Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control.
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Extricator of Flesh
( 0)
Creature — Eldrazi Horror
(3/5)
Eldrazi you control have vigilance. , , Sacrifice a non-Eldrazi creature: Create a 3/2 colorless Eldrazi Horror creature token.
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Extricator of Sin
( 3)
Creature — Human Cleric
(0/3)
When Extricator of Sin enters, you may sacrifice another permanent. If you do, create a 3/2 colorless Eldrazi Horror creature token. Delirium — At the beginning of your upkeep, if there are four or more card types among cards in your graveyard, transform Extricator of Sin.
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Extruder
( 4)
Artifact Creature — Juggernaut
(4/3)
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.) Sacrifice an artifact: Put a +1/+1 counter on target creature.
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Exuberant Firestoker
( 3)
Creature — Human Druid Shaman
(1/1)
At the beginning of your end step, if you control a creature with power 5 or greater, you may have Exuberant Firestoker deal 2 damage to target player or planeswalker. : Add .
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Exuberant Fuseling
( 1)
Creature — Phyrexian Goblin Warrior
(0/1)
Trample Exuberant Fuseling gets +1/+0 for each oil counter on it. When Exuberant Fuseling enters and whenever another creature or artifact you control is put into a graveyard from the battlefield, put an oil counter on Exuberant Fuseling.
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Exuberant Wolfbear
( 4)
Creature — Wolf Bear
(4/4)
Whenever Exuberant Wolfbear attacks, you may change the base power and toughness of target Human you control to Exuberant Wolfbear's power and toughness until end of turn.
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Eye for an Eye
( 2)
Instant
The next time a source of your choice would deal damage to you this turn, instead that source deals that much damage to you and Eye for an Eye deals that much damage to that source's controller.
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Eye Spy
( 1)
Sorcery
Look at the top card of target player's library. You may put that card into their graveyard.
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Eye to Eye
( 3)
Instant
You and target creature's controller have a staring contest. If you win, destroy that creature.
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Eyes Everywhere
( 3)
Enchantment
At the beginning of your upkeep, scry 1. : Exchange control of Eyes Everywhere and target nonland permanent. Activate only as a sorcery.
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Eyes of the Watcher
( 3)
Enchantment
Whenever you cast an instant or sorcery spell, you may pay . If you do, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Eyetwitch
( 1)
Creature — Eye Bat
(1/1)
Flying When Eyetwitch dies, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Ezio, Brash Novice
( 2)
Legendary Creature — Human
(1/1)
Whenever Ezio, Brash Novice attacks, put a +1/+1 counter on it. As long as Ezio has two or more counters on it, it has first strike and is an Assassin in addition to its other types.
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Fabricate
( 3)
Sorcery
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
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Face of Divinity
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. As long as another Aura is attached to enchanted creature, it has first strike and lifelink.
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Face of Fear
( 6)
Creature — Horror
(3/4)
, Discard a card: Face of Fear gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Face to Face
( 2)
Sorcery
You and target opponent play a best two-out-of-three Rock, Paper, Scissors match. If you win, Face to Face deals 5 damage to that player.
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Faceless Butcher
( 4)
Creature — Nightmare Horror
(2/3)
When Faceless Butcher enters, exile another target creature. When Faceless Butcher leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Faceless Devourer
( 3)
Creature — Nightmare Horror
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) When Faceless Devourer enters, exile another target creature with shadow. When Faceless Devourer leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Fact or Fiction
( 4)
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
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Fade from Memory
( 1)
Instant
Exile target card from a graveyard. Cycling (, Discard this card: Draw a card.)
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Fading Hope
( 1)
Instant
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Fae Flight
( 2)
Enchantment — Aura
Flash Enchant creature When Fae Flight enters, enchanted creature gains hexproof until end of turn. Enchanted creature gets +1/+0 and has flying.
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Fae Offering
( 3)
Enchantment
At the beginning of each end step, if you've cast both a creature spell and a noncreature spell this turn, create a Clue token, a Food token, and a Treasure token.
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Faerie Conclave
( 0)
Land
Faerie Conclave enters tapped. : Add . : Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
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Faerie Dreamthief
( 1)
Creature — Faerie Warlock
(1/1)
Flying When Faerie Dreamthief enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) , Exile Faerie Dreamthief from your graveyard: You draw a card and you lose 1 life.
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Faerie Fencing
( 1)
Instant
Target creature gets -X/-X until end of turn. That creature gets an additional -3/-3 until end of turn if you controlled a Faerie as you cast this spell.
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Faerie Harbinger
( 4)
Creature — Faerie Wizard
(2/2)
Flash Flying When Faerie Harbinger enters, you may search your library for a Faerie card, reveal it, then shuffle and put that card on top.
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Faerie Impostor
( 1)
Creature — Faerie Rogue
(2/1)
Flying When Faerie Impostor enters, sacrifice it unless you return another creature you control to its owner's hand.
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Faerie Noble
( 3)
Creature — Faerie Noble
(1/2)
Flying Other Faerie creatures you control get +0/+1. : Other Faerie creatures you control get +1/+0 until end of turn.
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Faerie Swarm
( 4)
Creature — Faerie
(*/*)
Flying Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.
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Faerie Tauntings
( 3)
Kindred Enchantment — Faerie
Whenever you cast a spell during an opponent's turn, you may have each opponent lose 1 life.
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Faerie Vandal
( 2)
Creature — Faerie Rogue
(1/2)
Flash Flying Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal.
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Fairgrounds Trumpeter
( 3)
Creature — Elephant
(2/2)
At the beginning of each end step, if a +1/+1 counter was put on a permanent under your control this turn, put a +1/+1 counter on Fairgrounds Trumpeter.
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Fairgrounds Warden
( 3)
Creature — Dwarf Soldier
(1/3)
When Fairgrounds Warden enters, exile target creature an opponent controls until Fairgrounds Warden leaves the battlefield.
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Faith of the Devoted
( 3)
Enchantment
Whenever you cycle or discard a card, you may pay . If you do, each opponent loses 2 life and you gain 2 life.
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Faith Unbroken
( 4)
Enchantment — Aura
Enchant creature you control When Faith Unbroken enters, exile target creature an opponent controls until Faith Unbroken leaves the battlefield. Enchanted creature gets +2/+2.
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Faithful Disciple
( 2)
Creature — — Human Cleric
(2/2)
Vigilance When Faithful Disciple dies, draft a card from Faithful Disciple's spellbook.
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Faithful Mending
( 2)
Instant
You gain 2 life, draw two cards, then discard two cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Faithful Squire
( 3)
Creature — Human Soldier
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Faithful Squire. At the beginning of the end step, if there are two or more ki counters on Faithful Squire, you may flip it.
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Faith's Fetters
( 4)
Enchantment — Aura
Enchant permanent When Faith's Fetters enters, you gain 4 life. Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
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Faith's Shield
( 1)
Instant
Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
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Falconer Adept
( 4)
Creature — Human Soldier
(2/3)
Whenever Falconer Adept attacks, create a 1/1 white Bird creature token with flying that's tapped and attacking.
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Falkenrath Exterminator
( 2)
Creature — Vampire Archer
(1/1)
Whenever Falkenrath Exterminator deals combat damage to a player, put a +1/+1 counter on it. : Falkenrath Exterminator deals damage to target creature equal to the number of +1/+1 counters on Falkenrath Exterminator.
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Falkenrath Noble
( 4)
Creature — Vampire Noble
(2/2)
Flying Whenever Falkenrath Noble or another creature dies, target player loses 1 life and you gain 1 life.
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Rise // Fall (Fall)
( 2)
Sorcery
Target player reveals two cards at random from their hand, then discards each nonland card revealed this way.
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Fall of the First Civilization
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You and target opponent each draw two cards. II — Exile target artifact an opponent controls. III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.
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Fall of the Impostor
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put a +1/+1 counter on up to one target creature. III — Exile a creature with the greatest power among creatures target opponent controls.
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Fallaji Dragon Engine
( 8)
Artifact Creature — Dragon
(5/5)
Flying : Fallaji Dragon Engine gets +1/+0 until end of turn. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 1/3
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Fallaji Vanguard
( 4)
Creature — Human Soldier
(2/3)
First strike Whenever Fallaji Vanguard or another creature you control enters, target creature gets +2/+0 until end of turn.
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Fallen Angel
( 5)
Creature — Angel
(3/3)
Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.
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Fallen Ferromancer
( 4)
Creature — Phyrexian Human Shaman
(1/1)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) , : Fallen Ferromancer deals 1 damage to any target.
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Fallen Ideal
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn." When Fallen Ideal is put into a graveyard from the battlefield, return Fallen Ideal to its owner's hand.
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Fallow Earth
( 3)
Sorcery
Put target land on top of its owner's library.
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Fallow Wurm
( 3)
Creature — Wurm
(4/4)
When Fallow Wurm enters, sacrifice it unless you discard a land card.
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Fallowsage
( 4)
Creature — Merfolk Wizard
(2/2)
Whenever Fallowsage becomes tapped, you may draw a card.
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False Defeat
( 4)
Sorcery
Return target creature card from your graveyard to the battlefield.
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False Demise
( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, return that card to the battlefield under your control.
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False Mourning
( 1)
Sorcery
Put target card from your graveyard on top of your library.
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False Peace
( 1)
Sorcery
Target player skips all combat phases of their next turn.
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Falthis, Shadowcat Familiar
( 3)
Legendary Creature — Nightmare Cat
(2/2)
Commanders you control have menace and deathtouch. Partner (You can have two commanders if both have partner.)
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Claim // Fame (Fame)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature gets +2/+0 and gains haste until end of turn.
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Familiar Ground
( 3)
Enchantment
Each creature you control can't be blocked by more than one creature.
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Familiar's Ruse
( 2)
Instant
As an additional cost to cast this spell, return a creature you control to its owner's hand. Counter target spell.
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Famine
( 5)
Sorcery
Famine deals 3 damage to each creature and each player.
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Famished Ghoul
( 4)
Creature — Zombie
(3/2)
, Sacrifice Famished Ghoul: Exile up to two target cards from a single graveyard.
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Famished Paladin
( 2)
Creature — Vampire Knight
(3/3)
Famished Paladin doesn't untap during your untap step. Whenever you gain life, untap Famished Paladin.
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Fanatic of Mogis
( 4)
Creature — Minotaur Shaman
(4/2)
When Fanatic of Mogis enters, it deals damage to each opponent equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
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Fanatic of Xenagos
( 3)
Creature — Centaur Warrior
(3/3)
Trample Tribute 1 (As this creature enters, an opponent of your choice may put a +1/+1 counter on it.) When Fanatic of Xenagos enters, if tribute wasn't paid, it gets +1/+1 and gains haste until end of turn.
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Fanatical Fever
( 4)
Instant
Target creature gets +3/+0 and gains trample until end of turn.
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Fang of the Pack
( 6)
Creature — Wolf
(5/3)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.)
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