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Brooding Saurian
( 4)
Creature — Lizard
(4/4)
At the beginning of each end step, each player gains control of all nontoken permanents they own.
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Brudiclad, Telchor Engineer
( 6)
Legendary Artifact Creature — Phyrexian Artificer
(4/4)
Creature tokens you control have haste. At the beginning of combat on your turn, create a 2/1 blue Phyrexian Myr artifact creature token. Then you may choose a token you control. If you do, each other token you control becomes a copy of that token.
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Bruna, the Fading Light
( 7)
Legendary Creature — Angel Horror
(5/7)
When you cast this spell, you may return target Angel or Human creature card from your graveyard to the battlefield. Flying, vigilance (Melds with Gisela, the Broken Blade.)
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Bruse Tarl, Roving Rancher
( 4)
Legendary Creature — Human Warrior
(4/3)
Oxen you control have double strike. Whenever Bruse Tarl, Roving Rancher enters the battlefield or attacks, exile the top card of your library. If it's a land card, create a 2/2 white Ox creature token. Otherwise, you may cast it until the end of your next turn.
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Brushstroke Paintermage
( 4)
Creature — Human Wizard
(2/3)
: Target permanent's artist becomes the artist of your choice until end of turn.
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Bubbling Beebles
( 5)
Creature — Beeble
(3/3)
Bubbling Beebles can't be blocked as long as defending player controls an enchantment.
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Bubbling Muck
( 1)
Sorcery
Until end of turn, whenever a player taps a Swamp for mana, that player adds an additional .
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Bumbling Pangolin
( 4)
Host Creature — Pangolin Beast
(2/2)
When this creature enters the battlefield, you may destroy target artifact.
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Bump in the Night
( 1)
Sorcery
Target opponent loses 3 life. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Burgeoning
( 1)
Enchantment
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
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Buried in the Garden
( 4)
Enchantment — Aura
Enchant land When Buried in the Garden enters the battlefield, exile target nonland permanent you don't control until Buried in the Garden leaves the battlefield. Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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Burn from Within
( 1)
Sorcery
Burn from Within deals X damage to any target. If a creature is dealt damage this way, it loses indestructible until end of turn. If that creature would die this turn, exile it instead.
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Burning Anger
( 5)
Enchantment — Aura
Enchant creature Enchanted creature has ": This creature deals damage equal to its power to any target."
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Burning Cinder Fury of Crimson Chaos Fire
( 4)
Enchantment
Whenever any player taps a permanent, that player choose one of their opponents. The chosen player gains control of that permanent at the beginning of the next end step. At the beginning of each player's end step, if that player didn't tap any nonland permanents that turn, Burning Cinder Fury of Crimson Chaos Fire deals 3 damage to that player.
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Burning Cloak
( 1)
Sorcery
Target creature gets +2/+0 until end of turn. Burning Cloak deals 2 damage to that creature.
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Burning Earth
( 4)
Enchantment
Whenever a player taps a nonbasic land for mana, Burning Earth deals 1 damage to that player.
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Burning Fields
( 5)
Sorcery
Burning Fields deals 5 damage to target opponent or planeswalker.
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Burning Hands
( 2)
Instant
Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead.
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Burning Inquiry
( 1)
Sorcery
Each player draws three cards, then discards three cards at random.
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Burning of Xinye
( 6)
Sorcery
You destroy four lands you control, then target opponent destroys four lands they control. Then Burning of Xinye deals 4 damage to each creature.
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Burning Oil
( 2)
Instant
Burning Oil deals 3 damage to target attacking or blocking creature. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Burning Prophet
( 2)
Creature — Human Wizard
(1/3)
Whenever you cast a noncreature spell, Burning Prophet gets +1/+0 until end of turn, then scry 1.
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Burning Sands
( 5)
Enchantment
Whenever a creature dies, that creature's controller sacrifices a land.
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Burning Shield Askari
( 3)
Creature — Human Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> : Burning Shield Askari gains first strike until end of turn.
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Burning Sun Cavalry
( 2)
Creature — Human Knight
(2/2)
Whenever Burning Sun Cavalry attacks or blocks while you control a Dinosaur, Burning Sun Cavalry gets +1/+1 until end of turn.
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Burning Sun's Avatar
( 6)
Creature — Dinosaur Avatar
(6/6)
When Burning Sun's Avatar enters the battlefield, it deals 3 damage to target opponent or planeswalker and 3 damage to up to one target creature.
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Burning Sun's Fury
( 2)
Instant
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.) Up to two target creatures each get +2/+0 and gain haste until end of turn.
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Burning Vengeance
( 3)
Enchantment
Whenever you cast a spell from your graveyard, Burning Vengeance deals 2 damage to any target.
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Burning Wish
( 2)
Sorcery
You may reveal a sorcery card you own from outside the game and put it into your hand. Exile Burning Wish.
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Burning-Eye Zubera
( 4)
Creature — Zubera Spirit
(3/3)
When Burning-Eye Zubera dies, if 4 or more damage was dealt to it this turn, Burning-Eye Zubera deals 3 damage to any target.
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Burning-Fist Minotaur
( 2)
Creature — Minotaur Wizard
(2/1)
First strike , Discard a card: Burning-Fist Minotaur gets +2/+0 until end of turn.
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Burning-Rune Demon
( 6)
Creature — Demon Berserker
(6/6)
Flying When Burning-Rune Demon enters the battlefield, you may search your library for exactly two cards not named Burning-Rune Demon that have different names. If you do, reveal those cards. An opponent chooses one of them. Put the chosen card into your hand and the other into your graveyard, then shuffle.
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Burning-Tree Bloodscale
( 4)
Creature — Viashino Berserker
(2/2)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) : Target creature can't block Burning-Tree Bloodscale this turn. : Target creature blocks Burning-Tree Bloodscale this turn if able.
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Burning-Tree Emissary
( 2)
Creature — Human Shaman
(2/2)
When Burning-Tree Emissary enters the battlefield, add .
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Burning-Tree Shaman
( 3)
Creature — Centaur Shaman
(3/4)
Whenever a player activates an ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player.
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Burning-Tree Vandal
( 3)
Creature — Human Rogue
(2/1)
Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.) Whenever Burning-Tree Vandal attacks, you may discard a card. If you do, draw a card.
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Burning-Yard Trainer
( 5)
Creature — Human Knight
(3/3)
Trample, haste When Burning-Yard Trainer enters the battlefield, another target Knight you control gets +2/+2 and gains trample and haste until end of turn.
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Burnt Offering
( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Add X mana in any combination of and/or , where X is the sacrificed creature's mana value.
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Burrowing
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
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Burrowing Razormaw
( 3)
Creature — Beast
(4/2)
When Burrowing Razormaw dies, mill four cards. (Put the top four cards of your library into your graveyard.)
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Burst Lightning
( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Burst Lightning deals 2 damage to any target. If this spell was kicked, it deals 4 damage instead.
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Bursting Beebles
( 3)
Creature — Beeble
(2/2)
Bursting Beebles can't be blocked as long as defending player controls two or more nonland permanents that share an artist.
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Bury in Books
( 5)
Instant
This spell costs less to cast if it targets an attacking creature. Put target creature into its owner's library second from the top.
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Buzzing Whack-a-Doodle
( 4)
Artifact
As Buzzing Whack-a-Doodle enters the battlefield, you and an opponent each secretly choose Whack or Doodle. Then those choices are revealed. If the choices match, Buzzing Whack-a-Doodle has that ability. Otherwise, it has Buzz. • Whack — : Target player loses 2 life. • Doodle — : You gain 3 life. • Buzz — , : Draw a card.
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By Invitation Only
( 5)
Sorcery
Choose a number between 0 and 13. Each player sacrifices that many creatures.
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Cabal Conditioning
( 7)
Sorcery
Any number of target players each discard a number of cards equal to the highest mana value among permanents you control.
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Cabal Initiate
( 2)
Creature — Human Warlock
(2/1)
Discard a card: Cabal Initiate gains lifelink until end of turn. Threshold — Cabal Initiate gets +1/+2 as long as seven or more cards are in your graveyard.
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Cabal Paladin
( 4)
Creature — Human Knight
(4/2)
Whenever you cast a historic spell, Cabal Paladin deals 2 damage to each opponent. (Artifacts, legendaries, and Sagas are historic.)
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Cabal Shrine
( 3)
Enchantment
Whenever a player casts a spell, that player discards X cards, where X is the number of cards in all graveyards with the same name as that spell.
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Cabal Trainee
( 1)
Creature — Human Minion
(1/1)
Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn.
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Cabaretti Initiate
( 1)
Creature — Raccoon Citizen
(1/2)
: Cabaretti Initiate gains double strike until end of turn.
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Cackling Counterpart
( 3)
Instant
Create a token that's a copy of target creature you control. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Cackling Culprit
( 0)
Creature — Human Rogue
(3/5)
Whenever Cackling Culprit or another creature you control dies, you gain 1 life. : Cackling Culprit gains deathtouch until end of turn.
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Cackling Fiend
( 4)
Creature — Zombie
(2/1)
When Cackling Fiend enters the battlefield, each opponent discards a card.
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Cackling Flames
( 4)
Instant
Cackling Flames deals 3 damage to any target. Hellbent — Cackling Flames deals 5 damage instead if you have no cards in hand.
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Cackling Imp
( 4)
Creature — Imp
(2/2)
Flying : Target player loses 1 life.
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Cadric, Soul Kindler
( 4)
Legendary Creature — Dwarf Wizard
(4/3)
The "legend rule" doesn't apply to tokens you control. Whenever another nontoken legendary permanent enters the battlefield under your control, you may pay . If you do, create a token that's a copy of it. That token gains haste. Sacrifice it at the beginning of the next end step.
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Calamitous Cave-In
( 4)
Sorcery
Calamitous Cave-In deals X damage to each creature and each planeswalker, where X is the number of Caves you control plus the number of Cave cards in your graveyard.
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Calamity, Galloping Inferno
( 6)
Legendary Creature — Horse Mount
(4/6)
Haste Whenever Calamity, Galloping Inferno attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once. Saddle 1
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Calculating Lich
( 6)
Creature — Zombie Wizard
(5/5)
Menace Whenever a creature attacks one of your opponents, that player loses 1 life.
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Calim, Djinn Emperor
( 6)
Legendary Creature — — Djinn Noble
(5/6)
Flying, ward Calim's Breath — , Discard Calim: Tap up to one target nonland permanent. Draw a card. Then you may exile two other cards named Calim, Djinn Emperor from your graveyard. When you do, return Calim from your graveyard to the battlefield tapped. When you discard Calim, conjure a card named Calim, Djinn Emperor into your library seventh from the top.
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Calix, Destiny's Hand
( 4)
Legendary Planeswalker — Calix
(4)
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. −3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield. −7: Return all enchantment cards from your graveyard to the battlefield.
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Call In a Professional
( 3)
Instant
Players can't gain life this turn. Damage can't be prevented this turn. Call In a Professional deals 3 damage to any target. (Shield counters don't prevent this damage as they're removed.)
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Call of the Nightwing
( 4)
Sorcery
Create a 1/1 blue and black Horror creature token with flying. 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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Call of the Ring
( 2)
Enchantment
At the beginning of your upkeep, the Ring tempts you. Whenever you choose a creature as your Ring-bearer, you may pay 2 life. If you do, draw a card.
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Call the Bloodline
( 2)
Enchantment
, Discard a card: Create a 1/1 black Vampire Knight creature token with lifelink. Activate only once each turn.
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Call to Mind
( 3)
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
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Call to the Kindred
( 4)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
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Callidus Assassin
( 6)
Creature — Human Shapeshifter Assassin
(3/3)
Flash Polymorphine — You may have Callidus Assassin enter the battlefield tapped as a copy of any creature on the battlefield, except it has "When this creature enters the battlefield, destroy up to one other target creature with the same name as this creature."
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Callow Jushi
( 3)
Creature — Human Wizard
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Callow Jushi. At the beginning of the end step, if there are two or more ki counters on Callow Jushi, you may flip it.
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Calming Licid
( 3)
Creature — Licid
(2/2)
, : Calming Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect. Enchanted creature can't attack.
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Calming Verse
( 4)
Sorcery
Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.
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Candlekeep Inspiration
( 5)
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
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Canker Abomination
( 4)
Creature — Treefolk Horror
(6/6)
As Canker Abomination enters the battlefield, choose an opponent. Canker Abomination enters the battlefield with a -1/-1 counter on it for each creature that player controls.
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Canonized in Blood
( 2)
Enchantment
At the beginning of your end step, if you descended this turn, put a +1/+1 counter on target creature you control. (You descended if a permanent card was put into your graveyard from anywhere.) , Sacrifice Canonized in Blood: Create a 4/3 white and black Vampire Demon creature token with flying.
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Canoptek Tomb Sentinel
( 4)
Artifact Creature — Insect
(4/3)
Vigilance Exile Cannon — When Canoptek Tomb Sentinel enters the battlefield from a graveyard, exile up to one target nonland permanent. Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Captain Eberhart
( 2)
Legendary Creature — — Human Soldier
(1/1)
Double strike Spells cast from among cards you drew this turn cost less to cast. Spells cast from among cards your opponents drew this turn cost more to cast.
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Captain Lannery Storm
( 3)
Legendary Creature — Human Pirate
(2/2)
Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
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Captain N'ghathrod
( 5)
Legendary Creature — Horror Pirate
(3/6)
Horrors you control have menace. Whenever a Horror you control deals combat damage to a player, that player mills that many cards. At the beginning of your end step, choose target artifact or creature card in an opponent's graveyard that was put there from their library this turn. Put it onto the battlefield under your control.
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Captain of the Mists
( 3)
Creature — Human Wizard
(2/3)
Whenever another Human enters the battlefield under your control, untap Captain of the Mists. , : You may tap or untap target permanent.
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Captain of the Watch
( 6)
Creature — Human Soldier
(3/3)
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When Captain of the Watch enters the battlefield, create three 1/1 white Soldier creature tokens.
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Captain of Umbar
( 3)
Creature — Human Pirate
(2/3)
, : Draw a card, then discard a card.
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Captain Rex Nebula
( 3)
Legendary Creature — Human Pilot Employee
(2/2)
At the beginning of combat on your turn, choose target nonland permanent you control. Until end of turn, it becomes a Vehicle artifact with base power and toughness each equal to its mana value, and it gains crew 2 and "Crash Land — Whenever this Vehicle deals damage, roll a six-sided die. If the result is equal to this Vehicle's mana value, sacrifice this Vehicle, then it deals that much damage to any target."
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Captain Ripley Vance
( 3)
Legendary Creature — Human Pirate
(3/2)
Whenever you cast your third spell each turn, put a +1/+1 counter on Captain Ripley Vance, then it deals damage equal to its power to any target.
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Captain Sisay
( 4)
Legendary Creature — Human Soldier
(2/2)
: Search your library for a legendary card, reveal that card, put it into your hand, then shuffle.
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Captain Storm, Cosmium Raider
( 2)
Legendary Creature — Human Pirate
(2/2)
Whenever an artifact enters the battlefield under your control, put a +1/+1 counter on target Pirate you control.
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Captain Vargus Wrath
( 2)
Legendary Creature — Orc Pirate
(1/1)
Whenever Captain Vargus Wrath attacks, Pirates you control get +1/+1 until end of turn for each time you've cast a commander from the command zone this game.
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Captain's Call
( 4)
Sorcery
Create three 1/1 white Soldier creature tokens.
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Captain's Claws
( 2)
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature attacks, create a 1/1 white Kor Ally creature token that's tapped and attacking. Equip
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