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Arcbound Shikari
( 3)
Artifact Creature — Cat Soldier
(0/0)
First strike When Arcbound Shikari enters, put a +1/+1 counter on each other artifact creature you control. Modular 2 (This creature enters 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 Slasher
( 5)
Artifact Creature — Cat
(0/0)
Modular 4 (This creature enters with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Riot (This creature enters with your choice of an additional +1/+1 counter or haste.)
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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 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 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 Tracker
( 3)
Artifact Creature — Dog
(0/0)
Menace Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Whenever you cast a spell other than your first spell each turn, put a +1/+1 counter on Arcbound Tracker.
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Arcbound Wanderer
( 6)
Artifact Creature — Golem
(0/0)
Modular—Sunburst (This creature enters 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 Whelp
( 4)
Artifact Creature — Dragon
(0/0)
Flying : Arcbound Whelp gets +1/+0 until end of turn. Modular 2 (This creature enters 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 Worker
( 1)
Artifact Creature — Construct
(0/0)
Modular 1 (This creature enters 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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Archaeomancer
( 4)
Creature — Human Wizard
(1/2)
When Archaeomancer enters, 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, 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, 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, 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 planeswalkers 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 of Wrath
( 4)
Creature — Angel
(3/4)
Kicker and/or (You may pay an additional and/or as you cast this spell.) Flying, lifelink When Archangel of Wrath enters, if it was kicked, it deals 2 damage to any target. When Archangel of Wrath enters, if it was kicked twice, it deals 2 damage to any target.
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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 tapped. As long as Archelos is untapped, other permanents enter untapped.
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Archers of Qarsi
( 4)
Creature — Snake 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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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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Archfiend of Depravity
( 5)
Creature — Demon
(5/4)
Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
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Archfiend of Despair
( 8)
Creature — Demon
(6/6)
Flying Your opponents can't gain life. At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)
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Archfiend of Ifnir
( 5)
Creature — Demon
(5/4)
Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling (, Discard this card: Draw a card.)
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Archfiend of Spite
( 7)
Creature — Demon
(6/6)
Flying Whenever a source an opponent controls deals damage to Archfiend of Spite, that source's controller loses that much life unless they sacrifice that many permanents of their choice. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Archfiend of the Dross
( 4)
Creature — Phyrexian Demon
(6/6)
Flying Archfiend of the Dross enters with four oil counters on it. At the beginning of your upkeep, remove an oil counter from Archfiend of the Dross. Then if it has no oil counters on it, you lose the game. Whenever a creature an opponent controls dies, its controller loses 2 life.
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Archfiend's Vessel
( 1)
Creature — Human Cleric
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When Archfiend's Vessel enters, if it entered from your graveyard or you cast it from your graveyard, exile it. If you do, create a 5/5 black Demon creature token with flying.
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Archghoul of Thraben
( 3)
Creature — Zombie Cleric
(3/2)
Whenever Archghoul of Thraben or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
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Archipelagore
( 7)
Creature — Leviathan
(7/7)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.
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Architect of Restoration
( 0)
Enchantment Creature — Fox Monk
(3/4)
Vigilance Whenever Architect of Restoration attacks or blocks, create a 1/1 colorless Spirit creature token.
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Architect of the Untamed
( 3)
Creature — Elf Artificer Druid
(2/3)
Landfall — Whenever a land you control enters, you get (an energy counter). Pay eight : Create a 6/6 colorless Beast artifact creature token.
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Architects of Will
( 4)
Artifact Creature — Human Wizard
(3/3)
When Architects of Will enters, look at the top three cards of target player's library, then put them back in any order. Cycling (, Discard this card: Draw a card.)
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Archive Dragon
( 6)
Creature — Dragon Wizard
(4/6)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When Archive Dragon enters, scry 2.
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Archive Haunt
( 0)
Creature — Spirit Wizard
(2/1)
Flying Whenever Archive Haunt attacks, draw a card, then discard a card. If Archive Haunt would be put into a graveyard from anywhere, exile it instead.
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Archivist
( 4)
Creature — Human Wizard
(1/1)
: Draw a card.
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Archivist of Gondor
( 3)
Creature — Human Advisor
(2/3)
When your commander deals combat damage to a player, if there is no monarch, you become the monarch. At the beginning of the monarch's end step, that player draws a card.
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Archivist of Oghma
( 2)
Creature — Halfling Cleric
(2/2)
Flash Whenever an opponent searches their library, you gain 1 life and draw a card.
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Archmage Emeritus
( 4)
Creature — Human Wizard
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
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Archmage of Echoes
( 5)
Creature — Faerie Wizard
(4/4)
Flying, ward Whenever you cast a Faerie or Wizard permanent spell, copy it. (The copy becomes a token.)
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Archmage of Runes
( 5)
Creature — Giant Wizard
(3/6)
Instant and sorcery spells you cast cost less to cast. Whenever you cast an instant or sorcery spell, draw a card.
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Archmage's Newt
( 2)
Creature — Salamander Mount
(2/2)
Whenever Archmage's Newt deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback until end of turn instead if Archmage's Newt is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.) Saddle 3
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Archon of Absolution
( 4)
Creature — Archon
(3/2)
Flying Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.) Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
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Archon of Coronation
( 6)
Creature — Archon
(5/5)
Flying When Archon of Coronation enters, you become the monarch. As long as you're the monarch, damage doesn't cause you to lose life. (When a creature deals combat damage to you, its controller still becomes the monarch.)
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Archon of Cruelty
( 8)
Creature — Archon
(6/6)
Flying Whenever Archon of Cruelty enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
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Archon of Emeria
( 3)
Creature — Archon
(2/3)
Flying Each player can't cast more than one spell each turn. Nonbasic lands your opponents control enter tapped.
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Archon of Falling Stars
( 6)
Creature — Archon
(4/4)
Flying When Archon of Falling Stars dies, you may return target enchantment card from your graveyard to the battlefield.
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Archon of Justice
( 5)
Creature — Archon
(4/4)
Flying When Archon of Justice dies, exile target permanent.
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Archon of Redemption
( 5)
Creature — Archon
(3/4)
Flying Whenever Archon of Redemption or another creature you control with flying enters, you may gain life equal to that creature's power.
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Archon of Sun's Grace
( 4)
Creature — Archon
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Pegasus creatures you control have lifelink. Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
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Archon of the Triumvirate
( 7)
Creature — Archon
(4/5)
Flying Whenever Archon of the Triumvirate attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
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Archon of the Wild Rose
( 4)
Creature — Archon
(4/4)
Flying Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
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Archon of Valor's Reach
( 6)
Creature — Archon
(5/6)
Flying, vigilance, trample As Archon of Valor's Reach enters, choose artifact, enchantment, instant, sorcery, or planeswalker. Players can't cast spells of the chosen type.
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Archpriest of Iona
( 1)
Creature — Human Cleric
(*/2)
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
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Archpriest of Shadows
( 5)
Creature — Human Warlock
(4/4)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.) Deathtouch Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
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Archway Angel
( 6)
Creature — Angel
(3/4)
Flying When this creature enters, you gain 2 life for each Gate you control.
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Archwing Dragon
( 4)
Creature — Dragon
(4/4)
Flying, haste At the beginning of the end step, return Archwing Dragon to its owner's hand.
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Arclight Phoenix
( 4)
Creature — Phoenix
(3/2)
Flying, haste At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return Arclight Phoenix from your graveyard to the battlefield.
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Arco-Flagellant
( 3)
Creature — Human
(3/1)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) Arco-Flagellant can't block. Endurant — Pay 3 life: Arco-Flagellant gains indestructible until end of turn.
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Arc-Slogger
( 5)
Creature — Beast
(4/5)
, Exile the top ten cards of your library: Arc-Slogger deals 2 damage to any target.
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Arctic Aven
( 3)
Creature — Bird Wizard
(2/1)
Flying Arctic Aven gets +1/+1 as long as you control a Plains. : Arctic Aven gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
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Arctic Foxes
( 2)
Creature — Fox
(1/1)
Arctic Foxes can't be blocked by creatures with power 2 or greater as long as defending player controls a snow land.
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Arctic Merfolk
( 2)
Creature — Merfolk
(1/1)
Kicker—Return a creature you control to its owner's hand. <I>(You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.)</I> If Arctic Merfolk was kicked, it enters with a +1/+1 counter on it.
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Arctic Nishoba
( 6)
Creature — Cat Warrior
(6/6)
Trample Cumulative upkeep or (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.) When Arctic Nishoba dies, you gain 2 life for each age counter on it.
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Arctic Wolves
( 5)
Creature — Wolf
(4/5)
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.) When Arctic Wolves enters, draw a card.
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Arcum Dagsson
( 4)
Legendary Creature — Human Artificer
(2/2)
: Target artifact creature's controller sacrifices it. That player may search their library for a noncreature artifact card, put it onto the battlefield, then shuffle.
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Arcus Acolyte
( 2)
Creature — Human Cleric Archer
(2/2)
Reach, lifelink Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each other creature you control without a +1/+1 counter on it has outlast .
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Ardenn, Intrepid Archaeologist
( 3)
Legendary Creature — Kor Scout
(2/2)
At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player. Partner (You can have two commanders if both have partner.)
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Ardent Dustspeaker
( 5)
Creature — Minotaur Shaman
(3/4)
Whenever Ardent Dustspeaker attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.
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Ardent Electromancer
( 3)
Creature — Human Wizard
(3/2)
When Ardent Electromancer enters, add for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Ardent Elementalist
( 4)
Creature — Human Shaman
(2/1)
When Ardent Elementalist enters, return target instant or sorcery card from your graveyard to your hand.
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Ardent Recruit
( 1)
Creature — Human Soldier
(1/1)
Metalcraft — Ardent Recruit gets +2/+2 as long as you control three or more artifacts.
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Ardent Soldier
( 2)
Creature — Human Soldier
(1/2)
Kicker (You may pay an additional as you cast this spell.) Vigilance If Ardent Soldier was kicked, it enters with a +1/+1 counter on it.
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Ardenvale Paladin
( 4)
Creature — Human Knight
(2/5)
Adamant — If at least three white mana was spent to cast this spell, Ardenvale Paladin enters with a +1/+1 counter on it.
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Ardoz, Cobbler of War
( 2)
Legendary Creature — Goblin Shaman
(1/1)
Haste Whenever Ardoz, Cobbler of War or another creature you control enters, that creature gets +2/+0 until end of turn. : Create a 1/1 red Goblin creature token with haste. Activate only as a sorcery.
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Arena Athlete
( 2)
Creature — Human
(2/1)
Heroic — Whenever you cast a spell that targets Arena Athlete, target creature an opponent controls can't block this turn.
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Arena Rector
( 4)
Creature — Human Cleric
(1/2)
When Arena Rector dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle.
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Arena Trickster
( 4)
Creature — Human Shaman
(3/3)
Whenever you cast your first spell during each opponent's turn, put a +1/+1 counter on Arena Trickster.
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Argent Sphinx
( 4)
Creature — Sphinx
(4/3)
Flying Metalcraft — : Exile Argent Sphinx. Return it to the battlefield under your control at the beginning of the next end step. Activate only if you control three or more artifacts.
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Argentum Masticore
( 5)
Artifact Creature — Phyrexian Masticore
(5/5)
First strike, protection from multicolored At the beginning of your upkeep, sacrifice Argentum Masticore unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
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Argivian Avenger
( 6)
Artifact Creature — Shapeshifter
(5/5)
: Until end of turn, Argivian Avenger gets -1/-1 and gains your choice of flying, vigilance, deathtouch, or haste.
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Argivian Blacksmith
( 3)
Creature — Human Artificer
(2/2)
: Prevent the next 2 damage that would be dealt to target artifact creature this turn.
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Argivian Cavalier
( 3)
Creature — Orc Knight
(2/2)
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 Argivian Cavalier enters, create a 1/1 white Soldier creature token.
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Argivian Phalanx
( 6)
Creature — Human Kor Soldier
(4/4)
This spell costs less to cast for each creature you control. Vigilance (Attacking doesn't cause this creature to tap.)
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Argothian Enchantress
( 2)
Creature — Human Druid
(0/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.
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Argothian Opportunist
( 3)
Creature — Human Scout
(3/2)
When Argothian Opportunist enters, create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Argothian Pixies
( 2)
Creature — Faerie
(2/1)
Argothian Pixies can't be blocked by artifact creatures. Prevent all damage that would be dealt to Argothian Pixies by artifact creatures.
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Argothian Sprite
( 2)
Creature — Faerie
(2/2)
Argothian Sprite can't be blocked by artifact creatures. : Put two +1/+1 counters on Argothian Sprite.
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