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Arcane Savant
   ( 5)
Creature — Human Wizard
(3/3)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile an instant or sorcery card you drafted that isn't in your deck. When this creature enters, copy a card you exiled with cards named Arcane Savant. You may cast the copy without paying its mana cost.
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Arcane Signet
 ( 2)
Artifact
: Add one mana of any color in your commander's color identity.
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Arcane Subtraction
  ( 2)
Instant
Target creature gets -4/-0 until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Arcane Teachings
  ( 3)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature gets +2/+2 and has " : This creature deals 1 damage to any target."
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Arcanist's Owl
    ( 4)
Artifact Creature — Bird
(3/3)
Flying When this creature enters, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Arcbound Prototype
  ( 2)
Artifact Creature — Assembly-Worker
(0/0)
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 Slith
 ( 2)
Artifact Creature — Slith
(0/0)
Whenever this creature 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 this creature.
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Arcee, Acrobatic Coupe
( 0)
Legendary Artifact — Vehicle
(2/2)
Living metal (During your turn, this Vehicle is also a creature.) Whenever you cast a spell that targets one or more creatures or Vehicles you control, put that many +1/+1 counters on Arcee. Convert Arcee.
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Archangel Elspeth
   ( 4)
Legendary Planeswalker — Elspeth
(4)
+1: Create a 1/1 white Soldier creature token with lifelink. −2: Put two +1/+1 counters on target creature. It becomes an Angel in addition to its other types and gains flying. −6: Return all nonland permanent cards with mana value 3 or less from your graveyard to the battlefield.
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Archangel of Strife
   ( 7)
Creature — Angel
(6/6)
Flying As this creature 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 this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures. As long as this creature 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 this creature enters, if it was kicked, it deals 2 damage to any target. When this creature enters, if it was kicked twice, it deals 2 damage to any target.
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Archangel's Light
  ( 8)
Sorcery
You gain 2 life for each card in your graveyard, then shuffle your graveyard into your library.
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Archelos, Lagoon Mystic
    ( 4)
Legendary Creature — Turtle Shaman
(2/4)
As long as Archelos is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.
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Archers' Parapet
  ( 2)
Creature — Wall
(0/5)
Defender  , : Each opponent loses 1 life.
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Archery Training
 ( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an arrow counter on this Aura. Enchanted creature has " : This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
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Archetype of Aggression
   ( 3)
Enchantment Creature — Human Warrior
(3/2)
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
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Archetype of Courage
   ( 3)
Enchantment Creature — Human Soldier
(2/2)
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
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Archetype of Endurance
   ( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Archetype of Finality
   ( 6)
Enchantment Creature — Gorgon
(2/3)
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
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Archetype of Imagination
   ( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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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 Spite
   ( 7)
Creature — Demon
(6/6)
Flying Whenever a source an opponent controls deals damage to this creature, 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 This creature enters with four oil counters on it. At the beginning of your upkeep, remove an oil counter from this creature. 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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Archghoul of Thraben
  ( 3)
Creature — Zombie Cleric
(3/2)
Whenever this creature 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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Architect of Restoration
( 0)
Enchantment Creature — Fox Monk
(3/4)
Vigilance Whenever this creature 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 this creature 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 Haunt
( 0)
Creature — Spirit Wizard
(2/1)
Flying Whenever this creature 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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Archive Trap
   ( 5)
Instant — Trap
If an opponent searched their library this turn, you may pay rather than pay this spell's mana cost. Target opponent mills thirteen cards.
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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's Newt
  ( 2)
Creature — Salamander Mount
(2/2)
Whenever this creature 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 this creature 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 this creature 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 this creature 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 Falling Stars
   ( 6)
Creature — Archon
(4/4)
Flying When this creature 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 this creature dies, exile target permanent.
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Archon of Redemption
   ( 5)
Creature — Archon
(3/4)
Flying Whenever this creature or another creature you control with flying enters, you may gain life equal to that creature's power.
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Archon of the Triumvirate
   ( 7)
Creature — Archon
(4/5)
Flying Whenever this creature 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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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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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 this card 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.) This creature can't block. Endurant — Pay 3 life: This creature gains indestructible until end of turn.
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Arctic Aven
  ( 3)
Creature — Bird Wizard
(2/1)
Flying This creature gets +1/+1 as long as you control a Plains. : This creature gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
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Arctic Flats
( 0)
Snow Land
This land enters tapped. : Add or .
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Arctic Foxes
  ( 2)
Creature — Fox
(1/1)
This creature 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. (You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.) If this creature 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 this creature dies, you gain 2 life for each age counter on it.
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Arctic Treeline
( 0)
Snow Land — Forest Plains
( : Add or .) This land enters tapped.
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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 this creature enters, draw a card.
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Arcum's Astrolabe
 ( 1)
Snow Artifact
( can be paid with one mana from a snow source.) When this artifact enters, draw a card. , : Add one mana of any color.
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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 this creature 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 this creature 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 this creature enters, return target instant or sorcery card from your graveyard to your hand.
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Ardent Plea
   ( 3)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Ardent Recruit
 ( 1)
Creature — Human Soldier
(1/1)
Metalcraft — This creature 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 this creature was kicked, it enters with a +1/+1 counter on it.
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Virtue of Loyalty (Ardenvale Fealty)
  ( 2)
Instant — Adventure
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the enchantment later from exile.)
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Arena Athlete
  ( 2)
Creature — Human
(2/1)
Heroic — Whenever you cast a spell that targets this creature, target creature an opponent controls can't block this turn.
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Arena of the Ancients
 ( 3)
Artifact
Legendary creatures don't untap during their controllers' untap steps. When this artifact enters, tap all legendary creatures.
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Arena Rector
  ( 4)
Creature — Human Cleric
(1/2)
When this creature 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 this creature.
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Argent Dais
  ( 2)
Artifact
This artifact enters with two oil counters on it. Whenever two or more creatures attack, put an oil counter on this artifact. , , Remove two oil counters from this artifact: Exile another target nonland permanent. Its controller draws two cards.
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Argent Mutation
  ( 3)
Instant
Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card.
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Argent Sphinx
   ( 4)
Creature — Sphinx
(4/3)
Flying Metalcraft — : Exile this creature. 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 Armor
 ( 6)
Artifact — Equipment
Equipped creature gets +6/+6. Whenever equipped creature attacks, destroy target permanent. Equip 
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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 this creature 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 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 Restoration
   ( 4)
Sorcery
Return target artifact card from your graveyard to the battlefield.
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Argoth, Sanctum of Nature
( 0)
Land
This land enters tapped unless you control a legendary green creature. : Add .
  , : Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery.
(Melds with Titania, Voice of Gaea.)
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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 this creature 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)
This creature can't be blocked by artifact creatures. Prevent all damage that would be dealt to this creature by artifact creatures.
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Argothian Sprite
  ( 2)
Creature — Faerie
(2/2)
This creature can't be blocked by artifact creatures. : Put two +1/+1 counters on this creature.
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Argothian Treefolk
   ( 5)
Creature — Treefolk
(3/5)
Prevent all damage that would be dealt to this creature by artifact sources.
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Argothian Wurm
  ( 4)
Creature — Wurm
(6/6)
Trample When this creature enters, any player may sacrifice a land of their choice. If a player does, put this creature on top of its owner's library.
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Arguel's Blood Fast
  ( 2)
Legendary Enchantment
 , Pay 2 life: Draw a card.
At the beginning of your upkeep, if you have 5 or less life, you may transform Arguel's Blood Fast.
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Arixmethes, Slumbering Isle
   ( 4)
Legendary Creature — Kraken
(12/12)
Arixmethes enters tapped with five slumber counters on it. As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) Whenever you cast a spell, you may remove a slumber counter from Arixmethes. : Add  .
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