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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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Balan, Wandering Knight
( 4)
Legendary Creature — Cat Knight
(3/3)
First strike Balan, Wandering Knight 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 Balduvian Atrocity enters the battlefield, 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 Balduvian Berserker 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 Balduvian Fallen'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 Balduvian Horde enters the battlefield, sacrifice it unless you discard a card at random.
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Balduvian Hydra
( 2)
Creature — Hydra
(0/1)
Balduvian Hydra enters the battlefield with X +1/+0 counters on it. Remove a +1/+0 counter from Balduvian Hydra: Prevent the next 1 damage that would be dealt to Balduvian Hydra this turn. : Put a +1/+0 counter on Balduvian Hydra. 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 Balshan Beguiler 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 : Balshan Collaborator gets +1/+1 until end of turn.
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Balshan Griffin
( 5)
Creature — Griffin
(3/2)
Flying , Discard a card: Return Balshan Griffin 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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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 Bane Alley Broker. , : Return a card exiled with Bane Alley Broker to its owner's hand.
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Bane of Bala Ged
( 7)
Creature — Eldrazi
(7/5)
Whenever Bane of Bala Ged attacks, defending player exiles two permanents they control.
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Bane of Hanweir
( 0)
Creature — Werewolf
(5/5)
Bane of Hanweir attacks each combat if able. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Bane of Hanweir.
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Bane of Progress
( 6)
Creature — Elemental
(2/2)
When Bane of Progress enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter on Bane of Progress 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, Lord of Darkness 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 Baneblade Scoundrel 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 Baneclaw Marauder becomes blocked, each creature blocking it gets -1/-1 until end of turn. Whenever a creature blocking Baneclaw Marauder 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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Banewhip Punisher
( 3)
Creature — Human Warrior
(2/2)
When Banewhip Punisher enters the battlefield, you may put a -1/-1 counter on target creature. , Sacrifice Banewhip Punisher: Destroy target creature that has a -1/-1 counter on it.
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Banish from Edoras
( 5)
Sorcery
This spell costs less to cast if it targets a tapped creature. Exile target creature.
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Banish into Fable
( 6)
Instant
When you cast this spell from your hand, copy it if you control an artifact, then copy it if you control an enchantment. You may choose new targets for the copies. Return target nonland permanent to its owner's hand. You create a 2/2 white Knight creature token with vigilance.
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Banish to Another Universe
( 5)
Enchantment
Affinity for historic permanents (This spell costs less to cast for each artifact, legendary, and/or Saga permanent you control.) When Banish to Another Universe enters the battlefield, exile target nonland permanent an opponent controls until Banish to Another Universe leaves the battlefield.
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Banisher Priest
( 3)
Creature — Human Cleric
(2/2)
When Banisher Priest enters the battlefield, exile target creature an opponent controls until Banisher Priest leaves the battlefield. (That creature returns under its owner's control.)
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Guardian Naga (Banishing Coils)
( 3)
Instant — Adventure
Exile target artifact or enchantment. (Then exile this card. You may cast the creature later from exile.)
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Banishing Knack
( 1)
Instant
Until end of turn, target creature gains ": Return target nonland permanent to its owner's hand."
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Banishing Light
( 3)
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield.
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Banishing Slash
( 2)
Sorcery
Destroy up to one target artifact, enchantment, or tapped creature. Then if you control an artifact and an enchantment, create a 2/2 white Samurai creature token with vigilance.
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Banishing Stroke
( 6)
Instant
Put target artifact, creature, or enchantment on the bottom of its owner's library. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Banishment
( 4)
Enchantment
Flash When Banishment enters the battlefield, exile target nonland permanent an opponent controls and all other nonland permanents your opponents control with the same name as that permanent until Banishment leaves the battlefield.
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Banishment Decree
( 5)
Instant
Put target artifact, creature, or enchantment on top of its owner's library.
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Bank Job
( 3)
Enchantment
At the beginning of your upkeep, exile the bottom creature card of your library. You may cast that card this turn. At the beginning of the next end step, if that card is still exiled, put it into your graveyard and create a Treasure token.
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Bankrupt in Blood
( 2)
Sorcery
As an additional cost to cast this spell, sacrifice two creatures. Draw three cards.
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Banners Raised
( 1)
Instant
Creatures you control get +1/+0 until end of turn.
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Banquet Guests
( 2)
Creature — Halfling Citizen
(0/0)
Affinity for Food (This spell costs less to cast for each Food you control.) Trample Banquet Guests enters the battlefield with twice X +1/+1 counters on it. , Sacrifice a Food: Banquet Guests gains indestructible until end of turn.
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Banshee of the Dread Choir
( 5)
Creature — Spirit
(4/4)
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.) Whenever Banshee of the Dread Choir deals combat damage to a player, that player discards a card.
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Banshee's Blade
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 for each charge counter on Banshee's Blade. Whenever equipped creature deals combat damage, put a charge counter on Banshee's Blade. Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
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Bant Charm
( 3)
Instant
Choose one — • Destroy target artifact. • Put target creature on the bottom of its owner's library. • Counter target instant spell.
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Bant Sureblade
( 2)
Creature — Human Soldier
(2/1)
As long as you control another multicolored permanent, Bant Sureblade gets +1/+1 and has first strike.
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Baral and Kari Zev
( 3)
Legendary Creature — Human
(2/4)
First strike, menace Whenever you cast your first instant or sorcery spell each turn, you may cast a spell with lesser mana value that shares a card type with it from your hand without paying its mana cost. If you don't, create First Mate Ragavan, a legendary 2/1 red Monkey Pirate creature token. It gains haste until end of turn.
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Baral, Chief of Compliance
( 2)
Legendary Creature — Human Wizard
(1/3)
Instant and sorcery spells you cast cost less to cast. Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.
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Barbarian Bully
( 3)
Creature — Human Barbarian
(2/2)
Discard a card at random: Barbarian Bully gets +2/+2 until end of turn unless a player has Barbarian Bully deal 4 damage to them. Activate only once each turn.
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Barbarian Class
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. : Level 2 //Level_2// Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn. : Level 3 //Level_3// Creatures you control have haste.
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Barbarian General
( 5)
Creature — Human Barbarian Soldier
(3/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Barbarian Lunatic
( 3)
Creature — Human Barbarian
(2/1)
, Sacrifice Barbarian Lunatic: It deals 2 damage to target creature.
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Barbarian Outcast
( 2)
Creature — Human Barbarian Beast
(2/2)
When you control no Swamps, sacrifice Barbarian Outcast.
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Barbarian Riftcutter
( 5)
Creature — Human Barbarian
(3/3)
, Sacrifice Barbarian Riftcutter: Destroy target land.
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Barbed Sextant
( 1)
Artifact
, , Sacrifice Barbed Sextant: Add one mana of any color. Draw a card at the beginning of the next turn's upkeep.
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Barging Sergeant
( 5)
Creature — Minotaur Soldier
(4/2)
Haste Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
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Barracks of the Thousand
( 0)
Legendary Artifact Land
(Transforms from Thousand Moons Smithy.) : Add . Whenever you cast an artifact or creature spell using mana produced by Barracks of the Thousand, create a white Gnome Soldier artifact creature token with "This creature's power and toughness are each equal to the number of artifacts and/or creatures you control."
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Barrage Tyrant
( 5)
Creature — Eldrazi
(5/3)
Devoid (This card has no color.) , Sacrifice another colorless creature: Barrage Tyrant deals damage equal to the sacrificed creature's power to any target.
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Barrel Down Sokenzan
( 3)
Instant — Arcane
Sweep — Return any number of Mountains you control to their owner's hand. Barrel Down Sokenzan deals damage to target creature equal to twice the number of Mountains returned this way.
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Barrin, Tolarian Archmage
( 3)
Legendary Creature — Human Wizard
(2/2)
When Barrin, Tolarian Archmage enters the battlefield, return up to one other target creature or planeswalker to its owner's hand. At the beginning of your end step, if a permanent was put into your hand from the battlefield this turn, draw a card.
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Barrowin of Clan Undurr
( 4)
Legendary Creature — Dwarf Cleric
(3/3)
When Barrowin of Clan Undurr enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) Whenever Barrowin of Clan Undurr attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
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Bartizan Bats
( 4)
Creature — Bat
(3/1)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Basandra, Battle Seraph
( 5)
Legendary Creature — Angel
(4/4)
Flying Players can't cast spells during combat. : Target creature attacks this turn if able.
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Basri's Lieutenant
( 4)
Creature — Human Knight
(3/4)
Vigilance, protection from multicolored When Basri's Lieutenant enters the battlefield, put a +1/+1 counter on target creature you control. Whenever Basri's Lieutenant or another creature you control dies, if it had a +1/+1 counter on it, create a 2/2 white Knight creature token with vigilance.
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