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Arcane Adaptation
  ( 3)
Enchantment
As this enchantment 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.
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Arcane Archery
  ( 3)
Instant
Target creature gets +3/+3 and gains reach and trample until end of turn. You get a boon with "When you cast your next creature spell, that creature enters the battlefield with an additional +1/+1 counter, reach counter, and trample counter on it."
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Arcane Artisan
  ( 3)
Creature — Human Wizard
(0/3)
 , : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card.
When this creature leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
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Arcane Bombardment
   ( 6)
Enchantment
Whenever you cast your first instant or sorcery spell each turn, exile an instant or sorcery card at random from your graveyard. Then copy each card exiled with this enchantment. You may cast any number of the copies without paying their mana costs.
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Arcane Denial
  ( 2)
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.
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Arcane Endeavor
   ( 7)
Sorcery
Roll two d8 and choose one result. Draw cards equal to that result. Then you may cast an instant or sorcery spell with mana value less than or equal to the other result from your hand without paying its mana cost.
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Arcane Epiphany
   ( 5)
Instant
This spell costs less to cast if you control a Wizard. Draw three cards.
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Arcane Flight
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.
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Arcane Heist
   ( 4)
Sorcery
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead. 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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Arcane Infusion
  ( 2)
Instant
Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Arcane Investigator
  ( 2)
Creature — Elf Wizard
(2/1)
Search the Room —  : Roll a d20. 1–9 | Draw a card. 10–20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Arcane Laboratory
  ( 3)
Enchantment
Each player can't cast more than one spell each turn.
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Arcane Melee
  ( 5)
Enchantment
Instant and sorcery spells cost less to cast.
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Arcane Proxy
 ( 7)
Artifact Creature — Wizard
(4/3)
When this creature enters, if you cast it, exile target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard. Copy that card. You may cast the copy without paying its mana cost. //PRT-Prototype_Mech//   
Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 2/1
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Arcane Savant
   ( 5)
Creature — Human Wizard
(3/3)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile an instant or sorcery card you drafted that isn't in your deck. When this creature enters, copy a card you exiled with cards named Arcane Savant. You may cast the copy without paying its mana cost.
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Arcane Signet
 ( 2)
Artifact
: Add one mana of any color in your commander's color identity.
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Arcane Spyglass
 ( 4)
Artifact
, , Sacrifice a land: Draw a card and put a charge counter on this artifact.
Remove three charge counters from this artifact: Draw a card.
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Arcane Subtraction
  ( 2)
Instant
Target creature gets -4/-0 until end of turn. 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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Arcane Teachings
  ( 3)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature gets +2/+2 and has " : This creature deals 1 damage to any target."
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Arcanist's Owl
    ( 4)
Artifact Creature — Bird
(3/3)
Flying When this creature enters, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Arcanum Wings
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has flying. Aura swap  ( : Exchange this Aura with an Aura card in your hand.)
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Arcbound Lancer
 ( 7)
Artifact Creature — Beast
(0/0)
First strike Modular 4 (This creature enters with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Wanderer
 ( 6)
Artifact Creature — Golem
(0/0)
Modular—Sunburst (This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Archaeomancer
   ( 4)
Creature — Human Wizard
(1/2)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
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Archaeomancer's Map
  ( 3)
Artifact
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
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Archangel Avacyn
   ( 5)
Legendary Creature — Angel
(4/4)
Flash Flying, vigilance When Archangel Avacyn enters, creatures you control gain indestructible until end of turn. When a non-Angel creature you control dies, transform Archangel Avacyn at the beginning of the next upkeep.
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Archangel Elspeth
   ( 4)
Legendary Planeswalker — Elspeth
(4)
+1: Create a 1/1 white Soldier creature token with lifelink. −2: Put two +1/+1 counters on target creature. It becomes an Angel in addition to its other types and gains flying. −6: Return all nonland permanent cards with mana value 3 or less from your graveyard to the battlefield.
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Archangel of Strife
   ( 7)
Creature — Angel
(6/6)
Flying As this creature enters, each player chooses war or peace. Creatures controlled by players who chose war get +3/+0. Creatures controlled by players who chose peace get +0/+3.
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Archangel of Thune
   ( 5)
Creature — Angel
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1 counter on each creature you control.
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Archangel of Tithes
    ( 4)
Creature — Angel
(3/5)
Flying As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures. As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
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Archangel of Wrath
   ( 4)
Creature — Angel
(3/4)
Kicker and/or (You may pay an additional and/or as you cast this spell.) Flying, lifelink When this creature enters, if it was kicked, it deals 2 damage to any target. When this creature enters, if it was kicked twice, it deals 2 damage to any target.
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Archangel's Light
  ( 8)
Sorcery
You gain 2 life for each card in your graveyard, then shuffle your graveyard into your library.
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Archdemon of Paliano
   ( 4)
Creature — Demon
(5/4)
Draft this card face up. As long as this card is face up during the draft, you can't look at booster packs and must draft cards at random. After you draft three cards this way, turn this card face down. (You may look at cards as you draft them.) Flying
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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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Archway Angel
  ( 6)
Creature — Angel
(3/4)
Flying When this creature enters, you gain 2 life for each Gate you control.
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Arco-Flagellant
  ( 3)
Creature — Human
(3/1)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) This creature can't block. Endurant — Pay 3 life: This creature gains indestructible until end of turn.
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Ardent Electromancer
  ( 3)
Creature — Human Wizard
(3/2)
When this creature enters, add for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Arena of the Ancients
 ( 3)
Artifact
Legendary creatures don't untap during their controllers' untap steps. When this artifact enters, tap all legendary creatures.
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Argivian Avenger
 ( 6)
Artifact Creature — Shapeshifter
(5/5)
: Until end of turn, this creature gets -1/-1 and gains your choice of flying, vigilance, deathtouch, or haste.
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Argivian Blacksmith
   ( 3)
Creature — Human Artificer
(2/2)
: Prevent the next 2 damage that would be dealt to target artifact creature this turn.
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Argivian Cavalier
  ( 3)
Creature — Orc Knight
(2/2)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) When this creature enters, create a 1/1 white Soldier creature token.
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Argivian Find
 ( 1)
Instant
Return target artifact or enchantment card from your graveyard to your hand.
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Argivian Phalanx
  ( 6)
Creature — Human Kor Soldier
(4/4)
Affinity for creatures (This spell costs less to cast for each creature you control.) Vigilance (Attacking doesn't cause this creature to tap.)
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Argivian Restoration
   ( 4)
Sorcery
Return target artifact card from your graveyard to the battlefield.
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Argoth, Sanctum of Nature
( 0)
Land
This land enters tapped unless you control a legendary green creature. : Add .
  , : Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery.
(Melds with Titania, Voice of Gaea.)
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Argothian Enchantress
  ( 2)
Creature — Human Druid
(0/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.
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Argothian Opportunist
  ( 3)
Creature — Human Scout
(3/2)
When this creature enters, create a tapped Powerstone token. (It's an artifact with " : Add . This mana can't be spent to cast a nonartifact spell.")
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Argothian Pixies
  ( 2)
Creature — Faerie
(2/1)
This creature can't be blocked by artifact creatures. Prevent all damage that would be dealt to this creature by artifact creatures.
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Argothian Sprite
  ( 2)
Creature — Faerie
(2/2)
This creature can't be blocked by artifact creatures. : Put two +1/+1 counters on this creature.
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Argothian Treefolk
   ( 5)
Creature — Treefolk
(3/5)
Prevent all damage that would be dealt to this creature by artifact sources.
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Argothian Wurm
  ( 4)
Creature — Wurm
(6/6)
Trample When this creature enters, any player may sacrifice a land of their choice. If a player does, put this creature on top of its owner's library.
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Armed // Dangerous (Armed)
  ( 2)
Sorcery
Target creature gets +1/+1 and gains double strike until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Armed and Armored
  ( 2)
Instant
Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
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Arm-Mounted Anchor
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has menace. Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card. Equip . This ability costs less to activate if you have one or fewer cards in hand.
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Armored Transport
 ( 3)
Artifact Creature — Construct
(2/1)
Prevent all combat damage that would be dealt to this creature by creatures blocking it.
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Armory Veteran
  ( 2)
Creature — Orc Warrior
(2/2)
As long as this creature is equipped, it has menace. (It can't be blocked except by two or more creatures.)
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Army Ants
   ( 3)
Creature — Insect
(1/1)
, Sacrifice a land: Destroy target land.
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Arno Dorian
   ( 4)
Legendary Creature — Human Assassin
(3/3)
Deathtouch Other Assassins you control get +2/+0. Disguise  (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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Arrogant Bloodlord
   ( 3)
Creature — Vampire Knight
(4/4)
Whenever this creature blocks or becomes blocked by a creature with power 1 or less, destroy this creature at end of combat.
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Arrogant Outlaw
  ( 3)
Creature — Vampire Noble
(3/2)
When this creature enters, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life.
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Arrogant Poet
  ( 2)
Creature — Human Warlock
(2/1)
Whenever this creature attacks, you may pay 2 life. If you do, it gains flying until end of turn.
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Arrogant Wurm
   ( 5)
Creature — Wurm
(4/4)
Trample 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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Artful Maneuver
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Artificer's Assistant
 ( 1)
Creature — Bird
(1/1)
Flying Whenever you cast a historic spell, scry 1. (Artifacts, legendaries, and Sagas are historic. To scry 1, look at the top card of your library, then you may put that card on the bottom.)
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Artisan of Forms
  ( 2)
Creature — Human Wizard
(1/1)
Heroic — Whenever you cast a spell that targets this creature, you may have this creature become a copy of target creature, except it has this ability.
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Artisan of Kozilek
 ( 9)
Creature — Eldrazi
(10/9)
When you cast this spell, you may return target creature card from your graveyard to the battlefield. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
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Artisan's Sorrow
  ( 4)
Instant
Destroy target artifact or enchantment. 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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Ascendant Acolyte
  ( 5)
Creature — Human Monk
(1/1)
This creature enters with a +1/+1 counter on it for each +1/+1 counter among other creatures you control. At the beginning of your upkeep, double the number of +1/+1 counters on this creature.
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Ascendant Evincar
   ( 6)
Legendary Creature — Phyrexian Vampire Noble
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) Other black creatures get +1/+1. Nonblack creatures get -1/-1.
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Ascendant Packleader
 ( 1)
Creature — Wolf
(2/1)
This creature enters with a +1/+1 counter on it if you control a permanent with mana value 4 or greater. Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on this creature.
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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.
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Ashiok, Wicked Manipulator
   ( 5)
Legendary Planeswalker — Ashiok
(5)
If you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead. +1: Look at the top two cards of your library. Exile one of them and put the other into your hand. −2: Create two 1/1 black Nightmare creature tokens with "At the beginning of combat on your turn, if a card was put into exile this turn, put a +1/+1 counter on this token." −7: Target player exiles the top X cards of their library, where X is the total mana value of cards you own in exile.
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Ashnod, Flesh Mechanist
 ( 1)
Legendary Creature — Human Artificer
(1/1)
Deathtouch Whenever Ashnod attacks, you may sacrifice another creature. If you do, create a tapped Powerstone token. , Exile a creature card from your graveyard: Create a tapped 3/3 colorless Zombie artifact creature token.
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Ashnod's Transmogrant
 ( 1)
Artifact
, Sacrifice this artifact: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types.
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Ashroot Animist
   ( 4)
Creature — Lizard Druid
(4/4)
Trample Whenever this creature attacks, another target creature you control gains trample and gets +X/+X until end of turn, where X is this creature's power.
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Asinine Antics
   ( 4)
Sorcery
You may cast this spell as though it had flash if you pay more to cast it. For each creature your opponents control, create a Cursed Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)
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Asmoranomardicadaistinaculdacar
( 0)
Legendary Creature — Human Wizard
(3/3)
As long as you've discarded a card this turn, you may pay to cast this spell. When Asmoranomardicadaistinaculdacar enters, you may search your library for a card named The Underworld Cookbook, reveal it, put it into your hand, then shuffle. Sacrifice two Foods: Target creature deals 6 damage to itself.
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Aspect of Manticore
  ( 3)
Enchantment — Aura
Flash Enchant creature When this Aura enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +2/+0.
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Aspirant's Ascent
 ( 1)
Instant
Until end of turn, target creature gets +1/+3 and gains flying and toxic 1. (Players dealt combat damage by that creature also get a poison counter.)
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Astral Wingspan
  ( 5)
Enchantment — Aura
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Enchant creature When this Aura enters, draw a card. Enchanted creature gets +2/+2 and has flying.
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Atalan Jackal
   ( 3)
Creature — Human Tyranid Scout
(2/2)
Trample, haste Skilled Outrider — Whenever this creature deals combat damage to a player, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Atarka's Command
  ( 2)
Instant
Choose two — • Your opponents can't gain life this turn. • Atarka's Command deals 3 damage to each opponent. • You may put a land card from your hand onto the battlefield. • Creatures you control get +1/+1 and gain reach until end of turn.
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