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Angel of Destiny
( 5)
Creature — Angel Cleric
(2/6)
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.
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Angel of Eternal Dawn
( 3)
Creature — — Angel
(2/4)
Flying When Angel of Eternal Dawn enters the battlefield, it becomes day. It can't become night. Your opponents can't cast spells with mana value greater than the number of turns they have begun.
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Angel of Finality
( 4)
Creature — Angel
(3/4)
Flying When Angel of Finality enters the battlefield, exile target player's graveyard.
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Angel of Flight Alabaster
( 5)
Creature — Angel
(4/4)
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
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Angel of Fury
( 6)
Creature — Angel
(3/5)
Flying When Angel of Fury dies, you may shuffle it into its owner's library.
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Angel of Glory's Rise
( 7)
Creature — Angel
(4/6)
Flying When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
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Angel of Grace
( 5)
Creature — Angel
(5/4)
Flash Flying When Angel of Grace enters the battlefield, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead. , Exile Angel of Grace from your graveyard: Your life total becomes 10.
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Angel of Invention
( 5)
Creature — Angel
(2/1)
Flying, vigilance, lifelink Fabricate 2 (When this creature enters the battlefield, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
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Angel of Jubilation
( 4)
Creature — Angel
(3/3)
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
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Angel of Mercy
( 5)
Creature — Angel
(3/3)
Flying When Angel of Mercy enters the battlefield, you gain 3 life.
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Angel of Renewal
( 6)
Creature — Angel Ally
(4/4)
Flying When Angel of Renewal enters the battlefield, you gain 1 life for each creature you control.
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Angel of Salvation
( 8)
Creature — Angel
(5/5)
Flash; 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.) Flying When Angel of Salvation enters the battlefield, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
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Angel of Sanctions
( 5)
Creature — Angel
(3/4)
Flying When Angel of Sanctions enters the battlefield, you may exile target nonland permanent an opponent controls until Angel of Sanctions leaves the battlefield. Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
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Angel of Serenity
( 7)
Creature — Angel
(5/6)
Flying When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.
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Angel of Suffering
( 5)
Creature — Nightmare Angel
(5/3)
Flying If damage would be dealt to you, prevent that damage and mill twice that many cards.
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Angel of the Dawn
( 5)
Creature — Angel
(3/3)
Flying When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
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Angel of the Dire Hour
( 7)
Creature — Angel
(5/4)
Flash Flying When Angel of the Dire Hour enters the battlefield, if you cast it from your hand, exile all attacking creatures.
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Angel of the Ruins
( 7)
Artifact Creature — Angel
(5/7)
Flying When Angel of the Ruins enters the battlefield, exile up to two target artifacts and/or enchantments. Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Angel of Unity
( 2)
Creature — — Angel Cleric
(1/3)
Flying, lifelink Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1. (A party card or spell is a Cleric, Rogue, Warrior, or Wizard.)
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Angel of Vitality
( 3)
Creature — Angel
(2/2)
Flying If you would gain life, you gain that much life plus 1 instead. Angel of Vitality gets +2/+2 as long as you have 25 or more life.
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Angelfire Crusader
( 4)
Creature — Human Soldier Knight
(2/3)
: Angelfire Crusader gets +1/+0 until end of turn.
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Angelfire Ignition
( 3)
Sorcery
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Angelheart Protector
( 3)
Creature — Human Cleric
(3/2)
When Angelheart Protector enters the battlefield, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Angelheart Vial
( 5)
Artifact
Whenever you're dealt damage, you may put that many charge counters on Angelheart Vial. , , Remove four charge counters from Angelheart Vial: You gain 2 life and draw a card.
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Angelic Accord
( 4)
Enchantment
At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.
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Angelic Arbiter
( 7)
Creature — Angel
(5/6)
Flying Each opponent who cast a spell this turn can't attack with creatures. Each opponent who attacked with a creature this turn can't cast spells.
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Angelic Armaments
( 3)
Artifact — Equipment
Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Angelic Ascension
( 2)
Instant
Exile target creature or planeswalker. Its controller creates a 4/4 white Angel creature token with flying.
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Angelic Benediction
( 4)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may tap target creature.
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Angelic Blessing
( 3)
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
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Angelic Captain
( 5)
Creature — Angel Ally
(4/3)
Flying Whenever Angelic Captain attacks, it gets +1/+1 until end of turn for each other attacking Ally.
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Angelic Chorus
( 5)
Enchantment
Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
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Angelic Cub
( 2)
Creature — Cat Angel
(1/1)
Whenever Angelic Cub becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it. As long as Angelic Cub has three or more +1/+1 counters on it, it has flying.
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Angelic Curator
( 2)
Creature — Angel Spirit
(1/1)
Flying, protection from artifacts
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Angelic Destiny
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return Angelic Destiny to its owner's hand.
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Angelic Enforcer
( 0)
Creature — Angel
(*/*)
Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever Angelic Enforcer attacks, double your life total.
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Angelic Exaltation
( 4)
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
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Angelic Favor
( 4)
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost. Cast this spell only during combat. Create a 4/4 white Angel creature token with flying. Exile it at the beginning of the next end step.
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Angelic Field Marshal
( 4)
Creature — Angel
(3/3)
Flying Lieutenant — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance.
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Angelic Gift
( 2)
Enchantment — Aura
Enchant creature When Angelic Gift enters the battlefield, draw a card. Enchanted creature has flying.
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Angelic Guardian
( 6)
Creature — Angel
(5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever one or more creatures you control attack, they gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Angelic Intervention
( 2)
Instant
Target creature or planeswalker you control gains protection from colorless or from the color of your choice until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with that quality.)
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Angelic Observer
( 6)
Creature — Angel Advisor
(3/3)
This spell costs less to cast for each Citizen you control. Flying
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Angelic Overseer
( 5)
Creature — Angel
(5/3)
Flying As long as you control a Human, Angelic Overseer has hexproof and indestructible.
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Angelic Page
( 2)
Creature — Angel Spirit
(1/1)
Flying : Target attacking or blocking creature gets +1/+1 until end of turn.
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Angelic Protector
( 4)
Creature — Angel
(2/2)
Flying Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.
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Angelic Purge
( 3)
Sorcery
As an additional cost to cast this spell, sacrifice a permanent. Exile target artifact, creature, or enchantment.
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Angelic Quartermaster
( 5)
Creature — Angel Soldier
(3/3)
Flying When Angelic Quartermaster enters the battlefield, put a +1/+1 counter on each of up to two other target creatures.
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Angelic Renewal
( 2)
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.
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Angelic Reward
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has flying.
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Angelic Rocket
( 8)
Host Artifact Creature — Angel
(4/4)
Flying When this creature enters the battlefield, you may destroy target nonland permanent.
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Angelic Sell-Sword
( 5)
Creature — Angel Mercenary
(4/4)
Flying, vigilance Whenever Angelic Sell-Sword or another nontoken creature enters the battlefield under your control, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever Angelic Sell-Sword attacks, if its power is 6 or greater, draw a card.
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Angelic Shield
( 2)
Enchantment
Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand.
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Angelic Skirmisher
( 6)
Creature — Angel
(4/4)
Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
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Angelic Sleuth
( 3)
Creature — Angel Advisor
(2/3)
Flying Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate. (Create a colorless Clue artifact token with ", Sacrifice this artifact: Draw a card.")
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Angelic Voices
( 4)
Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
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Angelic Wall
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Flying
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Angel's Feather
( 2)
Artifact
Whenever a player casts a white spell, you may gain 1 life.
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Angel's Grace
( 1)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Angel's Tomb
( 3)
Artifact
Whenever a creature enters the battlefield under your control, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.
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Angel's Trumpet
( 3)
Artifact
All creatures have vigilance. At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals damage to the player equal to the number of creatures tapped this way.
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Angelsong
( 2)
Instant
Prevent all combat damage that would be dealt this turn. Cycling (, Discard this card: Draw a card.)
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Anger
( 4)
Creature — Incarnation
(2/2)
Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.
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Anger of the Gods
( 3)
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
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Angler Drake
( 6)
Creature — Drake
(4/4)
Flying When Angler Drake enters the battlefield, you may return target creature to its owner's hand.
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Angler Turtle
( 7)
Creature — Turtle
(5/7)
Hexproof Creatures your opponents control attack each combat if able.
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Angrath, Captain of Chaos
( 4)
Legendary Planeswalker — Angrath
(5)
Creatures you control have menace. −2: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Angrath, Minotaur Pirate
( 6)
Legendary Planeswalker — Angrath
(5)
+2: Angrath, Minotaur Pirate deals 1 damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls. −3: Return target Pirate card from your graveyard to the battlefield. −11: Destroy all creatures target opponent controls. Angrath, Minotaur Pirate deals damage to that player equal to their total power.
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Angrath, the Flame-Chained
( 5)
Legendary Planeswalker — Angrath
(4)
+1: Each opponent discards a card and loses 2 life. −3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less. −8: Each opponent loses life equal to the number of cards in their graveyard.
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Angrath's Ambusher
( 3)
Creature — Orc Pirate
(2/3)
Angrath's Ambusher gets +2/+0 as long as you control an Angrath planeswalker.
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Angrath's Fury
( 5)
Sorcery
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Angrath's Marauders
( 7)
Creature — Human Pirate
(4/4)
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Angrath's Rampage
( 2)
Sorcery
Choose one — • Target player sacrifices an artifact. • Target player sacrifices a creature. • Target player sacrifices a planeswalker.
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Angry Mob
( 4)
Creature — Human
(2+*/2+*)
Trample As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.
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An-Havva Constable
( 3)
Creature — Human
(2/1+*)
An-Havva Constable's toughness is equal to 1 plus the number of green creatures on the battlefield.
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An-Havva Inn
( 3)
Sorcery
You gain X plus 1 life, where X is the number of green creatures on the battlefield.
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Anhelo, the Painter
( 3)
Legendary Creature — Vampire Assassin
(1/3)
Deathtouch The first instant or sorcery spell you cast each turn has casualty 2. (As you cast that spell, you may sacrifice a creature with power 2 or greater. When you do, copy the spell and you may choose new targets for the copy.)
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Anikthea, Hand of Erebos
( 5)
Legendary Enchantment Creature — Demigod
(4/4)
Menace Other enchantment creatures you control have menace. Whenever Anikthea enters the battlefield or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature in addition to its other types.
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Anim Pakal, Thousandth Moon
( 3)
Legendary Creature — Human Soldier
(1/2)
Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
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Animal Boneyard
( 3)
Enchantment — Aura
Enchant land Enchanted land has ", Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
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Animal Friend
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, create a 1/1 green Squirrel creature token. Put a +1/+1 counter on that token for each Aura and Equipment attached to this creature other than Animal Friend."
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Animal Magnetism
( 5)
Sorcery
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
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Animar, Soul of Elements
( 3)
Legendary Creature — Elemental
(1/1)
Protection from white and from black Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements. Creature spells you cast cost less to cast for each +1/+1 counter on Animar.
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Animate Artifact
( 4)
Enchantment — Aura
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
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Animate Dead
( 2)
Enchantment — Aura
Enchant creature card in a graveyard When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.
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Animate Graveyard
( 5)
Enchantment — Aura
Enchant your graveyard Enchanted graveyard is a creature on the battlefield with base power and toughness each equal to the number of cards in it. It has the text boxes of all creature cards in it. It's still a graveyard. If enchanted graveyard would leave the battlefield, instead exile Animate Graveyard.
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Animate Land
( 1)
Instant
Until end of turn, target land becomes a 3/3 creature that's still a land.
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Animate Library
( 6)
Enchantment — Aura
Enchant your library Enchanted library is an artifact creature on the battlefield with power and toughness each equal to the number of cards in it. It's still a library. If enchanted library would leave the battlefield, exile Animate Library instead.
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Animate Object
( 5)
Sorcery
You get seven . Choose an inanimate object you own from outside the game. Put a power and toughness sticker on it. You may also put a name sticker, an art sticker, and/or an ability sticker on it. Put it onto the battlefield as a creature token.
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