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Brushwagg
( 3)
Creature — Brushwagg
(3/2)
Whenever Brushwagg blocks or becomes blocked, it gets -2/+2 until end of turn.
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Brutal Deceiver
( 3)
Creature — Spirit
(2/2)
: Look at the top card of your library. : Reveal the top card of your library. If it's a land card, Brutal Deceiver gets +1/+0 and gains first strike until end of turn. Activate only once each turn.
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Brute Force
( 1)
Instant
Target creature gets +3/+3 until end of turn.
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Brute Strength
( 2)
Instant
Target creature gets +3/+1 and gains trample until end of turn.
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Brute Suit
( 3)
Artifact — Vehicle
(4/3)
Vigilance Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Aquatic Alchemist (Bubble Up)
( 3)
Sorcery — Adventure
Put target instant or sorcery card from your graveyard on top of your library. (Then exile this card. You may cast the creature later from exile.)
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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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Buccaneer's Bravado
( 2)
Instant
Choose one — • Target creature gets +1/+1 and gains first strike until end of turn. • Target Pirate gets +1/+1 and gains double strike until end of turn.
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Budoka Pupil
( 3)
Creature — Human Monk
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Budoka Pupil. At the beginning of the end step, if there are two or more ki counters on Budoka Pupil, you may flip it.
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Built to Last
( 1)
Instant
Target creature gets +2/+2 until end of turn. If it's an artifact creature, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Built to Smash
( 1)
Instant
Target attacking creature gets +3/+3 until end of turn. If it's an artifact creature, it gains trample until end of turn.
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Bull Aurochs
( 2)
Creature — Aurochs
(2/1)
Trample Whenever Bull Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
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Bull Rush
( 1)
Instant
Target creature gets +2/+0 until end of turn.
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Bull-Rush Bruiser
( 4)
Creature — Minotaur Warrior
(4/3)
Whenever Bull-Rush Bruiser attacks, if your team controls another Warrior, Bull-Rush Bruiser gains first strike until end of turn.
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Bull's Strength
( 2)
Instant
Target creature gets +2/+2 and gains trample until end of turn. Untap it.
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Burdened Aerialist
( 3)
Creature — Human Pirate
(3/1)
When Burdened Aerialist enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Whenever you sacrifice a token, Burdened Aerialist gains flying until end of turn.
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Burlfist Oak
( 4)
Creature — Treefolk
(2/3)
Whenever you draw a card, Burlfist Oak gets +2/+2 until end of turn.
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Turn // Burn (Burn)
( 2)
Instant
Burn deals 2 damage to any target. Fuse (You may cast one or both halves of this card from your hand.)
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Burn Bright
( 3)
Instant
Creatures you control get +2/+0 until end of turn.
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Burn Down the House
( 5)
Sorcery
Choose one — • Burn Down the House deals 5 damage to each creature and each planeswalker. • Create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." They gain haste until end of turn.
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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 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 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 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 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-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-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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Burr Grafter
( 4)
Creature — Spirit
(2/2)
Sacrifice Burr Grafter: Target creature gets +2/+2 until end of turn. Soulshift 3 (When this creature dies, you may return target Spirit card with mana value 3 or less from your graveyard to your hand.)
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Burrenton Shield-Bearers
( 5)
Creature — Kithkin Soldier
(3/3)
Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn.
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Burrog Befuddler
( 2)
Creature — Frog Wizard
(2/1)
Flash When Burrog Befuddler enters the battlefield, target creature an opponent controls gets -1/-0 until end of turn.
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Burst of Speed
( 1)
Sorcery
Creatures you control gain haste until end of turn. (They can attack and even if they just came under your control.)
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Bushi Tenderfoot
( 1)
Creature — Human Soldier
(1/1)
When a creature dealt damage by Bushi Tenderfoot this turn dies, flip Bushi Tenderfoot.
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Hustle // Bustle (Bustle)
( 6)
Sorcery
Creatures you control get +2/+2 and gain trample until end of turn. You may turn a creature you control face up.
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Butch DeLoria, Tunnel Snake
( 2)
Legendary Creature — Human Rogue
(2/2)
Menace (This creature can't be blocked except by two or more creatures.) Tunnel Snakes Rule — Whenever Butch DeLoria, Tunnel Snake attacks, it gets +1/+1 until end of turn for each other Rogue and/or Snake you control. : Put a menace counter on another target creature. It becomes a Rogue in addition to its other types.
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Butcher of the Horde
( 4)
Creature — Demon
(5/4)
Flying Sacrifice another creature: Butcher of the Horde gains your choice of vigilance, lifelink, or haste until end of turn.
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Butcher's Glee
( 3)
Instant
Target creature gets +3/+0 and gains lifelink until end of turn. Regenerate it. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
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Buzz Buggy
( 0)
Artifact — Contraption
Whenever you crank Buzz Buggy, target creature gets +2/+0 and gains trample until end of turn.
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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 Trainee
( 1)
Creature — Human Minion
(1/1)
Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn.
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Cabaretti Charm
( 3)
Instant
Choose one — • Cabaretti Charm deals damage equal to the number of creatures you control to target creature or planeswalker. • Creatures you control get +1/+1 and gain trample until end of turn. • Create two 1/1 green and white Citizen creature tokens.
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Cabaretti Confluence
( 6)
Sorcery
Choose three. You may choose the same mode more than once. • Create a token that's a copy of target creature you control. It gains haste. Sacrifice it at the beginning of the next end step. • Exile target artifact or enchantment. • Creatures target player controls get +1/+1 and gain first strike 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 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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Cacophony Unleashed
( 7)
Enchantment
When Cacophony Unleashed enters the battlefield, if you cast it, destroy all nonenchantment creatures. Whenever Cacophony Unleashed or another enchantment enters the battlefield under your control, until end of turn, Cacophony Unleashed becomes a legendary 6/6 Nightmare God creature with menace and deathtouch. It's still an enchantment.
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Cactus Preserve
( 0)
Land — Desert
Cactus Preserve enters the battlefield tapped. : Add one mana of any type that a land you control could produce. : Until end of turn, Cactus Preserve becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.
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Cactusfolk Sureshot
( 4)
Creature — Plant Mercenary
(4/4)
Reach Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) At the beginning of combat on your turn, other creatures you control with power 4 or greater gain trample and haste until end of turn.
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Cadaverous Knight
( 3)
Creature — Zombie Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> : Regenerate Cadaverous Knight.
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Calcite Snapper
( 3)
Creature — Turtle
(1/4)
Shroud (This creature can't be the target of spells or abilities.) Landfall — Whenever a land enters the battlefield under your control, you may switch Calcite Snapper's power and toughness until end of turn.
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Caldera Kavu
( 3)
Creature — Kavu
(2/2)
: Caldera Kavu gets +1/+1 until end of turn. : Caldera Kavu becomes the color of your choice until end of turn.
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Call for Aid
( 5)
Sorcery
Gain control of all creatures target opponent controls until end of turn. Untap those creatures. They gain haste until end of turn. You can't attack that player this turn. You can't sacrifice those creatures this turn.
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Call for Blood
( 5)
Instant — Arcane
As an additional cost to cast this spell, sacrifice a creature. Target creature gets -X/-X until end of turn, where X is the sacrificed creature's power.
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Call to Glory
( 2)
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
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Callous Deceiver
( 3)
Creature — Spirit
(1/3)
: Look at the top card of your library. : Reveal the top card of your library. If it's a land card, Callous Deceiver gets +1/+0 and gains flying until end of turn. Activate only once each turn.
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Camaraderie
( 6)
Sorcery
You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.
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Campus Renovation
( 5)
Sorcery
Return up to one target artifact or enchantment card from your graveyard to the battlefield. Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
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Candlegrove Witch
( 2)
Creature — Human Warlock
(2/2)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlegrove Witch gains flying until end of turn.
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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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Candlelit Cavalry
( 5)
Creature — Human Knight
(5/5)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlelit Cavalry gains trample until end of turn.
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Candy Grapple
( 2)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Target creature gets -3/-3 until end of turn. If this spell was bargained, that creature gets -5/-5 until end of turn instead.
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Canopy Baloth
( 4)
Creature — Beast
(4/3)
Landfall — Whenever a land enters the battlefield under your control, Canopy Baloth gets +2/+2 until end of turn.
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Canopy Claws
( 1)
Instant
Target creature loses flying until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Canopy Crawler
( 4)
Creature — Beast
(2/2)
Amplify 1 <I>(As this creature enters the battlefield, put a +1/+1 counter on it for each Beast card you reveal in your hand.)</I> : Target creature gets +1/+1 until end of turn for each +1/+1 counter on Canopy Crawler.
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Canopy Dragon
( 6)
Creature — Dragon
(4/4)
Trample : Canopy Dragon gains flying and loses trample until end of turn.
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Canyon Crab
( 2)
Creature — Crab
(0/5)
: Canyon Crab gets +2/-2 until end of turn. At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card, then discard a card.
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Canyon Drake
( 4)
Creature — Drake
(1/2)
Flying , Discard a card at random: Canyon Drake gets +2/+0 until end of turn.
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Canyon Jerboa
( 3)
Creature — Mouse
(1/2)
Landfall — Whenever a land enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
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Capashen Knight
( 2)
Creature — Human Knight
(1/1)
First strike (This creature deals combat damage before creatures without first strike.) : Capashen Knight gets +1/+0 until end of turn.
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Capashen Templar
( 3)
Creature — Human Knight
(2/2)
: Capashen Templar gets +0/+1 until end of turn.
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Capenna Express
( 4)
Artifact — Vehicle
(6/6)
Sacrifice a Treasure: Capenna Express becomes an artifact creature until end of turn. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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capital offense
( 4)
instant
target creature gets -x/-x until end of turn, where x is the number of times a capital letter appears in its rules text. (ignore reminder text and flavor text.)
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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 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 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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Captivating Crew
( 4)
Creature — Human Pirate
(4/3)
: Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery.
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Captive Flame
( 3)
Enchantment
: Target creature gets +1/+0 until end of turn.
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Careening Mine Cart
( 3)
Artifact — Vehicle
(3/3)
Whenever Careening Mine Cart attacks, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Carnival Barker
( 3)
Creature — Dog Employee
(3/3)
: You have thirty seconds to laud a creature you control to any people outside the game. Until end of turn, that creature gains trample and haste and gets +X/+0, where X is the number of those people who applauded. Activate only as a sorcery and only once.
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Carrion Ants
( 4)
Creature — Insect
(0/1)
: Carrion Ants gets +1/+1 until end of turn.
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Carrion Howler
( 4)
Creature — Zombie Wolf
(2/2)
Pay 1 life: Carrion Howler gets +2/-1 until end of turn.
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Cartel Aristocrat
( 2)
Creature — Human Advisor
(2/2)
Sacrifice another creature: Cartel Aristocrat gains protection from the color of your choice until end of turn.
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Case of the Shattered Pact
( 2)
Enchantment — Case
When this Case enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
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Case of the Trampled Garden
( 3)
Enchantment — Case
When this Case enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control. To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
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Case of the Uneaten Feast
( 1)
Enchantment — Case
Whenever a creature enters the battlefield under your control, you gain 1 life. To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
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Catacomb Dragon
( 6)
Creature — Dragon
(4/4)
Flying Whenever Catacomb Dragon becomes blocked by a nonartifact, non-Dragon creature, that creature gets -X/-0 until end of turn, where X is half the creature's power, rounded down.
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Catch // Release (Catch)
( 3)
Sorcery
Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Cathar's Companion
( 3)
Creature — Dog
(3/1)
Whenever you cast a noncreature spell, Cathar's Companion gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Cathedral of War
( 0)
Land
Cathedral of War enters the battlefield tapped. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) : Add .
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Caught Red-Handed
( 5)
Instant
This spell can't be countered. (This includes by the ward ability.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Suspect it. (It has menace and can't block.)
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Cauldron Haze
( 2)
Instant
Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Cauldron of Souls
( 5)
Artifact
: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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