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Atla Palani, Nest Tender
    ( 4)
Legendary Creature — Human Shaman
(2/3)
, : Create a 0/1 green Egg creature token with defender.
Whenever an Egg you control dies, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
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Atraxa, Grand Unifier
     ( 7)
Legendary Creature — Phyrexian Angel
(7/7)
Flying, vigilance, deathtouch, lifelink When Atraxa enters, reveal the top ten cards of your library. For each card type, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order. (Artifact, battle, creature, enchantment, instant, land, planeswalker, and sorcery are card types.)
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Atraxa's Skitterfang
 ( 3)
Artifact Creature — Phyrexian Insect
(2/2)
This creature enters with three oil counters on it. At the beginning of combat on your turn, you may remove an oil counter from this creature. When you do, target creature you control gains your choice of flying, vigilance, deathtouch, or lifelink until end of turn.
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Attendant of Vraska
   ( 3)
Creature — Zombie Soldier
(3/3)
When this creature dies, if you control a Vraska planeswalker, you gain life equal to this creature's power.
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Atzocan Archer
  ( 3)
Creature — Human Archer
(1/4)
Reach When this creature enters, you may have it fight another target creature. (Each deals damage equal to its power to the other.)
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Atzocan Seer
   ( 3)
Creature — Human Druid
(2/3)
: Add one mana of any color.
Sacrifice this creature: Return target Dinosaur card from your graveyard to your hand.
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Audience with Trostani
  ( 3)
Sorcery
Create a 0/1 green Plant creature token, then draw cards equal to the number of differently named creature tokens you control.
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Augusta, Dean of Order
  ( 3)
Legendary Creature — Human Cleric
(1/3)
Other tapped creatures you control get +1/+0. Other untapped creatures you control get +0/+1. Whenever you attack, untap each creature you control, then tap any number of creatures you control.
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Auramancer
  ( 3)
Creature — Human Wizard
(2/2)
When this creature enters, you may return target enchantment card from your graveyard to your hand.
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Auramancer's Guise
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.
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Auspicious Ancestor
  ( 4)
Creature — Human Cleric
(2/3)
When this creature dies, you gain 3 life. Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.
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Austere Command
   ( 6)
Sorcery
Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater.
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Automatic Librarian
 ( 3)
Artifact Creature — Construct
(3/2)
When this creature enters, 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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Avacyn, Angel of Hope
    ( 8)
Legendary Creature — Angel
(8/8)
Flying, vigilance, indestructible Other permanents you control have indestructible.
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Avacynian Missionaries
  ( 4)
Creature — Human Cleric
(3/3)
At the beginning of your end step, if this creature is equipped, transform it.
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Avacynian Priest
  ( 2)
Creature — Human Cleric
(1/2)
, : Tap target non-Human creature.
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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 this creature enters, destroy target land.
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Avalanche Tusker
    ( 5)
Creature — Elephant Warrior
(6/4)
Whenever this creature attacks, target creature defending player controls blocks it this combat if able.
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Aveline de Grandpré
   ( 4)
Legendary Creature — Human Assassin
(3/3)
Deathtouch Whenever a creature you control with deathtouch deals combat damage to a player, put that many +1/+1 counters on that creature. 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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Aven Mimeomancer
   ( 3)
Creature — Bird Wizard
(3/1)
Flying At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature has base power and toughness 3/1 and has flying for as long as it has a feather counter on it.
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Aven Tactician
  ( 5)
Creature — Bird Soldier
(2/3)
Flying When this creature enters, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Avenging Angel
   ( 5)
Creature — Angel
(3/3)
Flying When this creature dies, you may put it on top of its owner's library.
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Avian Changeling
  ( 3)
Creature — Shapeshifter
(2/2)
Changeling (This card is every creature type.) Flying
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Avian Oddity
  ( 4)
Creature — Bird
(2/4)
Flying Cycling  ( , Discard this card: Draw a card.) When you cycle this card, put a flying counter on target creature you control.
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Aviary Mechanic
  ( 2)
Creature — Dwarf Artificer
(2/2)
When this creature enters, you may return another permanent you control to its owner's hand.
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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 Sky Tyrant
  ( 4)
Enchantment
When a source an opponent controls deals damage to you, sacrifice this enchantment. If you do, create a 5/5 red Dragon creature token with flying.
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Axebane Ferox
   ( 4)
Creature — Beast
(4/4)
Deathtouch, haste Ward—Collect evidence 4. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player exiles cards with total mana value 4 or greater from their graveyard.)
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Axebane Guardian
  ( 3)
Creature — Human Druid
(0/3)
Defender : Add X mana in any combination of colors, where X is the number of creatures you control with defender.
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Axgard Artisan
  ( 2)
Creature — Dwarf Artificer
(2/1)
Whenever one or more +1/+1 counters are put on this creature for the first time each turn, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Aya of Alexandria
   ( 4)
Legendary Creature — Human Assassin
(4/3)
Menace, lifelink Whenever a historic creature you control deals combat damage to a player, create a 1/1 black Assassin creature token with menace. (Artifacts, legendaries, and Sagas are historic.)
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Ayesha Tanaka
    ( 4)
Legendary Creature — Human Artificer
(2/2)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) : Counter target activated ability from an artifact source unless that ability's controller pays . (Mana abilities can't be targeted.)
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Ayesha Tanaka, Armorer
   ( 5)
Legendary Creature — Human Artificer
(2/4)
Whenever Ayesha Tanaka attacks, look at the top four cards of your library. You may put any number of artifact cards with mana value less than or equal to Ayesha Tanaka's power from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. Ayesha Tanaka can't be blocked as long as defending player controls three or more artifacts.
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Azorius Chancery
( 0)
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. : Add  .
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Azusa's Many Journeys
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — You may play an additional land this turn. II — You gain 3 life. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Badlands Revival
   ( 5)
Sorcery
Return up to one target creature card from your graveyard to the battlefield. Return up to one target permanent card from your graveyard to your hand.
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Baird, Argivian Recruiter
  ( 2)
Legendary Creature — Human Soldier
(2/2)
At the beginning of your end step, if you control a creature with power greater than its base power, create a 1/1 white Soldier creature token.
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Baithook Angler
  ( 2)
Creature — Human Peasant
(2/1)
Disturb  (You may cast this card from your graveyard transformed for its disturb cost.)
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Bakersbane Duo
  ( 2)
Creature — Squirrel Raccoon
(2/2)
When this creature enters, create a Food token. Whenever you expend 4, this creature gets +1/+1 until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
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Balan, Wandering Knight
   ( 4)
Legendary Creature — Cat Knight
(3/3)
First strike Balan has double strike as long as two or more Equipment are attached to it.  : Attach all Equipment you control to Balan.
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Balance
  ( 2)
Sorcery
Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
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Balance of Power
   ( 5)
Sorcery
If target opponent has more cards in hand than you, draw cards equal to the difference.
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Balancing Act
   ( 4)
Sorcery
Each player chooses a number of permanents they control equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way.
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Balduvian Atrocity
  ( 3)
Creature — Phyrexian Berserker
(2/3)
Kicker (You may pay an additional as you cast this spell.) Menace When this creature enters, if it was kicked, return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains haste. Sacrifice it at the beginning of the next end step.
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Balduvian Berserker
  ( 3)
Creature — Kor Berserker
(1/3)
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 dies, it deals damage equal to its power to any target.
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Balduvian Conjurer
  ( 2)
Creature — Human Wizard
(0/2)
: Target snow land becomes a 2/2 creature until end of turn. It's still a land.
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Balduvian Dead
  ( 4)
Creature — Zombie
(2/3)
 , Exile a creature card from your graveyard: Create a 3/1 black and red Graveborn creature token with haste. Sacrifice it at the beginning of the next end step.
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Balduvian Fallen
  ( 4)
Creature — Zombie
(3/5)
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.) Whenever this creature's cumulative upkeep is paid, it gets +1/+0 until end of turn for each or spent this way.
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Balduvian Frostwaker
  ( 3)
Creature — Human Wizard
(1/1)
, : Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.
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Balduvian Horde
   ( 4)
Creature — Human Barbarian
(5/5)
When this creature enters, sacrifice it unless you discard a card at random.
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Balduvian Hydra
   ( 2)
Creature — Hydra
(0/1)
This creature enters with X +1/+0 counters on it. Remove a +1/+0 counter from this creature: Prevent the next 1 damage that would be dealt to it this turn.   : Put a +1/+0 counter on this creature. Activate only during your upkeep.
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Balduvian Rage
  ( 1)
Instant
Target attacking creature gets +X/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep.
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Balduvian Shaman
 ( 1)
Creature — Human Cleric Shaman
(1/1)
: Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. (For example, you may change "black creatures can't attack" to "blue creatures can't attack.") That enchantment gains "Cumulative upkeep ." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
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Balduvian Warlord
  ( 4)
Creature — Human Barbarian
(3/2)
: Remove target blocking creature from combat. Creatures it was blocking that hadn't become blocked by another creature this combat become unblocked, then it blocks an attacking creature of your choice. Activate only during the declare blockers step.
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Balduvian War-Makers
  ( 5)
Creature — Human Barbarian
(3/3)
Haste Rampage 1 <I>(Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)</I>
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Balloon Stand
( 0)
Artifact — — Attraction
Visit — Choose one. • Create a 1/1 red Balloon creature token with flying. • Sacrifice a Balloon. If you do, target creature gains flying until end of turn.
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Balloon Stand (Balloon Stand (a))
( 0)
Artifact — Attraction
Visit — Choose one. • Create a 1/1 red Balloon creature token with flying. • Sacrifice a Balloon. If you do, target creature gains flying until end of turn. Lights — 2, 6
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Balloon Stand (Balloon Stand (b))
( 0)
Artifact — Attraction
Visit — Choose one. • Create a 1/1 red Balloon creature token with flying. • Sacrifice a Balloon. If you do, target creature gains flying until end of turn. Lights — 3, 6
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Balloon Stand (Balloon Stand (c))
( 0)
Artifact — Attraction
Visit — Choose one. • Create a 1/1 red Balloon creature token with flying. • Sacrifice a Balloon. If you do, target creature gains flying until end of turn. Lights — 4, 6
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Balloon Stand (Balloon Stand (d))
( 0)
Artifact — Attraction
Visit — Choose one. • Create a 1/1 red Balloon creature token with flying. • Sacrifice a Balloon. If you do, target creature gains flying until end of turn. Lights — 5, 6
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Ballyrush Banneret
  ( 2)
Creature — Kithkin Soldier
(2/1)
Kithkin spells and Soldier spells you cast cost less to cast.
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Balshan Beguiler
  ( 3)
Creature — Human Wizard
(1/1)
Whenever this creature deals combat damage to a player, that player reveals the top two cards of their library. You choose one of those cards and put it into their graveyard.
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Balshan Collaborator
  ( 4)
Creature — Bird Soldier
(2/2)
Flying : This creature gets +1/+1 until end of turn.
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Balshan Griffin
   ( 5)
Creature — Griffin
(3/2)
Flying  , Discard a card: Return this creature to its owner's hand.
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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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Bandage
 ( 1)
Instant
Prevent the next 1 damage that would be dealt to any target this turn. Draw a card.
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Banding Sliver (playtest)
   ( 5)
Creature — — Sliver
(3/3)
All Slivers have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Bandit's Haul
 ( 3)
Artifact
Whenever you commit a crime, put a loot counter on this artifact. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) : Add one mana of any color.
, , Remove two loot counters from this artifact: Draw a card.
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Bandit's Talent
  ( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, each opponent discards two cards unless they discard a nonland card. : Level 2
//Level_2// At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, they lose 2 life.  : Level 3
//Level_3// At the beginning of your draw step, draw an additional card for each opponent who has one or fewer cards in hand.
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Bane Alley Broker
   ( 3)
Creature — Human Rogue
(0/3)
: Draw a card, then exile a card from your hand face down.
You may look at cards exiled with this creature.  , : Return a card exiled with this creature to its owner's hand.
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Bane of Bala Ged
 ( 7)
Creature — Eldrazi
(7/5)
Whenever this creature attacks, defending player exiles two permanents they control.
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Bane of Hanweir
( 0)
Creature — Werewolf
(5/5)
This creature attacks each combat if able. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Bane of Progress
   ( 6)
Creature — Elemental
(2/2)
When this creature enters, destroy all artifacts and enchantments. Put a +1/+1 counter on this creature for each permanent destroyed this way.
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Bane, Lord of Darkness
    ( 4)
Legendary Creature — God
(5/2)
As long as your life total is less than or equal to half your starting life total, Bane has indestructible. Whenever another nontoken creature you control dies, target opponent may have you draw a card. If they don't, you may put a creature card with equal or lesser toughness from your hand onto the battlefield.
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Baneblade Scoundrel
  ( 4)
Creature — Human Rogue Werewolf
(4/3)
Whenever this creature becomes blocked, each creature blocking it gets -1/-1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Baneclaw Marauder
( 0)
Creature — Werewolf
(5/4)
Whenever this creature becomes blocked, each creature blocking it gets -1/-1 until end of turn. Whenever a creature blocking this creature dies, that creature's controller loses 1 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Banefire
  ( 1)
Sorcery
Banefire deals X damage to any target. If X is 5 or more, this spell can't be countered and the damage can't be prevented.
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Baneful Omen
    ( 7)
Enchantment
At the beginning of your end step, you may reveal the top card of your library. If you do, each opponent loses life equal to that card's mana value.
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Bane's Contingency
   ( 3)
Instant
Counter target spell. If that spell targets a commander you control, instead counter that spell, scry 2, then draw a card.
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Bane's Invoker
  ( 2)
Creature — Human Cleric
(2/2)
Wind Walk — : Up to two target creatures each get +2/+2 and gain flying until end of turn.
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Baneslayer Angel
   ( 5)
Creature — Angel
(5/5)
Flying, first strike, lifelink, protection from Demons and from Dragons
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Baneslayer Aspirant (playtest)
  ( 2)
Creature — — Human Soldier
(2/2)
CARDNAME gets +3/+3 and has flying, first strike, and lifelink as long as you have one or more emblems.
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Banewasp Affliction
  ( 2)
Enchantment — Aura
Enchant creature When enchanted creature dies, that creature's controller loses life equal to its toughness.
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