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Aphetto Vulture
   ( 6)
Creature — Zombie Bird
(3/2)
Flying When Aphetto Vulture dies, you may put target Zombie card from your graveyard on top of your library.
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Apocalypse Hydra
   ( 2)
Creature — Hydra
(0/0)
Apocalypse Hydra enters the battlefield with X +1/+1 counters on it. If X is 5 or more, it enters the battlefield with an additional X +1/+1 counters on it.  , Remove a +1/+1 counter from Apocalypse Hydra: It deals 1 damage to any target.
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Apostle of Purifying Light
  ( 2)
Creature — Human Cleric
(2/1)
Protection from black (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything black.) : Exile target card from a graveyard.
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Apothecary Geist
  ( 4)
Creature — Spirit
(2/3)
Flying When Apothecary Geist enters the battlefield, if you control another Spirit, you gain 3 life.
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Apothecary Initiate
 ( 1)
Creature — Kithkin Cleric
(1/1)
Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.
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Appeal // Authority (Appeal)
 ( 1)
Sorcery
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of creatures you control.
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Appetite for Brains
 ( 1)
Sorcery
Target opponent reveals their hand. You choose a card from it with converted mana cost 4 or greater and exile that card.
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Applied Aeronautics
( 0)
Artifact — Contraption
Whenever you crank Applied Aeronautics, until end of turn, target creature gets +1/+0, gains flying, and becomes an artifact in addition to its other types.
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Apprentice Necromancer
  ( 2)
Creature — Zombie Wizard
(1/1)
, , Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
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Apprentice Sorcerer
  ( 3)
Creature — Human Wizard
(1/1)
: Apprentice Sorcerer deals 1 damage to any target. Activate this ability only during your turn, before attackers are declared.
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Approach of the Second Sun
  ( 7)
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
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Aquamorph Entity
   ( 4)
Creature — Shapeshifter
(*/*)
As Aquamorph Entity enters the battlefield or is turned face up, it becomes your choice of 5/1 or 1/5. Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Aquastrand Spider
  ( 2)
Creature — Spider Mutant
(0/0)
Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) : Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
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Aquatic Incursion
  ( 4)
Enchantment
When Aquatic Incursion enters the battlefield, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.)  : Target Merfolk can't be blocked this turn.
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Aqueous Form
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked. Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Araba Mothrider
  ( 2)
Creature — Human Samurai
(1/1)
Flying Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Arachnoform
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has reach, and is every creature type.
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Arachnogenesis
  ( 3)
Instant
Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
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Arachnoid
 ( 6)
Artifact Creature — Spider
(2/6)
Reach (This creature can block creatures with flying.)
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Arachnus Spinner
  ( 6)
Creature — Spider
(5/7)
Reach Tap an untapped Spider you control: Search your graveyard and/or library for a card named Arachnus Web and put it onto the battlefield attached to target creature. If you search your library this way, shuffle it.
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Arachnus Web
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy Arachnus Web.
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Aradara Express
 ( 5)
Artifact — Vehicle
(8/6)
Menace Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
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Arahbo, Roar of the World
   ( 5)
Legendary Creature — Cat Avatar
(5/5)
Eminence — At the beginning of combat on your turn, if Arahbo, Roar of the World is in the command zone or on the battlefield, another target Cat you control gets +3/+3 until end of turn. Whenever another Cat you control attacks, you may pay   . If you do, it gains trample and gets +X/+X until end of turn, where X is its power.
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Arashin Cleric
  ( 2)
Creature — Human Cleric
(1/3)
When Arashin Cleric enters the battlefield, you gain 3 life.
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Arashin Foremost
   ( 3)
Creature — Human Warrior
(2/2)
Double strike Whenever Arashin Foremost enters the battlefield or attacks, another target Warrior creature you control gains double strike until end of turn.
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Arashin Sovereign
   ( 7)
Creature — Dragon
(6/6)
Flying When Arashin Sovereign dies, you may put it on the top or bottom of its owner's library.
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Arashin War Beast
   ( 7)
Creature — Beast
(6/6)
Whenever Arashin War Beast deals combat damage to one or more blocking creatures, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Arasta of the Endless Web
   ( 4)
Legendary Enchantment Creature — Spider
(3/5)
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
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Araumi of the Dead Tide
   ( 3)
Legendary Creature — Merfolk Wizard
(1/4)
, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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Arbiter of Knollridge
  ( 7)
Creature — Giant Wizard
(5/5)
Vigilance When Arbiter of Knollridge enters the battlefield, each player's life total becomes the highest life total among all players.
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Arbiter of the Ideal
   ( 6)
Creature — Sphinx
(4/5)
Flying Inspired — Whenever Arbiter of the Ideal becomes untapped, reveal the top card of your library. If it's an artifact, creature, or land card, you may put it onto the battlefield with a manifestation counter on it. That permanent is an enchantment in addition to its other types.
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Arbor Armament
 ( 1)
Instant
Put a +1/+1 counter on target creature. That creature gains reach until end of turn.
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Arbor Elf
 ( 1)
Creature — Elf Druid
(1/1)
: Untap target Forest.
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Arborback Stomper
   ( 5)
Creature — Beast
(5/4)
Trample When Arborback Stomper enters the battlefield, you gain 5 life.
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Arboreal Grazer
 ( 1)
Creature — Beast
(0/3)
Reach When Arboreal Grazer enters the battlefield, you may put a land card from your hand onto the battlefield tapped.
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Arboretum Elemental
   ( 9)
Creature — Elemental
(7/5)
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.) Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Arboria
   ( 4)
World Enchantment
Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.
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Arc Lightning
  ( 3)
Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
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Arc Mage
  ( 3)
Creature — Human Spellshaper
(2/2)
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Arc Runner
  ( 3)
Creature — Elemental Ox
(5/1)
Haste (This creature can attack and as soon as it comes under your control.) At the beginning of the end step, sacrifice Arc Runner.
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Arc Trail
  ( 2)
Sorcery
Arc Trail deals 2 damage to any target and 1 damage to another target.
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Arcades, the Strategist
    ( 4)
Legendary Creature — Elder Dragon
(3/5)
Flying, vigilance Whenever a creature with defender enters the battlefield under your control, draw a card. Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
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Arcane Adaptation
  ( 3)
Enchantment
As Arcane Adaptation enters the battlefield, 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 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 Arcane Artisan leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
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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 Flight
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.
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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 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 Arcane Savant enters the battlefield, 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 Arcane Spyglass.
Remove three charge counters from Arcane Spyglass: Draw a card.
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Arcane Teachings
  ( 3)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield 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 Arcanist's Owl enters the battlefield, 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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Arcbond
  ( 3)
Instant
Choose target creature. Whenever that creature is dealt damage this turn, it deals that much damage to each other creature and each player.
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Arcbound Bruiser
 ( 5)
Artifact Creature — Golem
(0/0)
Modular 3 (This creature enters the battlefield with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Crusher
 ( 4)
Artifact Creature — Juggernaut
(0/0)
Trample Whenever another artifact enters the battlefield, put a +1/+1 counter on Arcbound Crusher. Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Fiend
 ( 6)
Artifact Creature — Horror
(0/0)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto Arcbound Fiend. Modular 3 (This creature enters the battlefield with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Hybrid
 ( 4)
Artifact Creature — Beast
(0/0)
Haste Modular 2 (This creature enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Lancer
 ( 7)
Artifact Creature — Beast
(0/0)
First strike Modular 4 (This creature enters the battlefield 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 Overseer
 ( 8)
Artifact Creature — Golem
(0/0)
At the beginning of your upkeep, put a +1/+1 counter on each creature with modular you control. Modular 6 (This creature enters the battlefield with six +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Ravager
 ( 2)
Artifact Creature — Beast
(0/0)
Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager. Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Reclaimer
 ( 4)
Artifact Creature — Golem
(0/0)
Remove a +1/+1 counter from Arcbound Reclaimer: Put target artifact card from your graveyard on top of your library. Modular 2 (This creature enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Slith
 ( 2)
Artifact Creature — Slith
(0/0)
Whenever Arcbound Slith deals combat damage to a player, put a +1/+1 counter on it. Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Stinger
 ( 2)
Artifact Creature — Insect
(0/0)
Flying Modular 1 (This creature enters the battlefield with a +1/+1 counter 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 the battlefield 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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Arcbound Worker
 ( 1)
Artifact Creature — Construct
(0/0)
Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arch of Orazca
( 0)
Land
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) : Add .
, : Draw a card. Activate this ability only if you have the city's blessing.
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Archaeological Dig
( 0)
Land
: Add .
, Sacrifice Archaeological Dig: Add one mana of any color.
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Archaeomancer
   ( 4)
Creature — Human Wizard
(1/2)
When Archaeomancer enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
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Archaeomender
  ( 3)
Creature — Human Wizard
(2/3)
When Archaeomender enters the battlefield, return target artifact card from your graveyard to your hand.
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Archangel Avacyn
   ( 5)
Legendary Creature — Angel
(4/4)
Flash Flying, vigilance When Archangel Avacyn enters the battlefield, 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 of Strife
   ( 7)
Creature — Angel
(6/6)
Flying As Archangel of Strife enters the battlefield, 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 Archangel of Tithes is untapped, creatures can't attack you or a planeswalker you control unless their controller pays for each of those creatures. As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays for each of those creatures.
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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 Greed
( 0)
Creature — Demon
(9/9)
Flying, trample At the beginning of your upkeep, sacrifice a Human. If you can't, tap Archdemon of Greed and it deals 9 damage to you.
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Archdemon of Paliano
   ( 4)
Creature — Demon
(5/4)
Draft Archdemon of Paliano face up. As long as Archdemon of Paliano 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 Archdemon of Paliano face down. (You may look at cards as you draft them.) Flying
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Archdemon of Unx
   ( 7)
Creature — Demon
(6/6)
Flying, trample At the beginning of your upkeep, sacrifice a non-Zombie creature, then create a 2/2 black Zombie creature token.
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Archelos, Lagoon Mystic
    ( 4)
Legendary Creature — Turtle Shaman
(2/4)
As long as Archelos, Lagoon Mystic is tapped, other permanents enter the battlefield tapped. As long as Archelos is untapped, other permanents enter the battlefield untapped.
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Archers of Qarsi
  ( 4)
Creature — Naga Archer
(5/2)
Defender Reach (This creature can block creatures with flying.)
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Archers' Parapet
  ( 2)
Creature — Wall
(0/5)
Defender  , : Each opponent loses 1 life.
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Archery Training
 ( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an arrow counter on Archery Training. Enchanted creature has " : This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
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Archetype of Aggression
   ( 3)
Enchantment Creature — Human Warrior
(3/2)
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
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Archetype of Courage
   ( 3)
Enchantment Creature — Human Soldier
(2/2)
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
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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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Archetype of Finality
   ( 6)
Enchantment Creature — Gorgon
(2/3)
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
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Archetype of Imagination
   ( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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