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Everquill Phoenix
( 4)
Creature — Phoenix
(4/4)
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.) Flying Whenever this creature mutates, create a red artifact token named Feather with ", Sacrifice Feather: Return target Phoenix card from your graveyard to the battlefield tapped."
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Evershrike
( 5)
Creature — Elemental Spirit
(2/2)
Flying Evershrike gets +2/+2 for each Aura attached to it. : Return Evershrike from your graveyard to the battlefield. You may put an Aura card with mana value X or less from your hand onto the battlefield attached to it. If you don't, exile Evershrike.
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Ever-Watching Threshold
( 3)
Enchantment
Whenever an opponent attacks, if they attacked you and/or a planeswalker you control, draw a card.
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Everybody Lives!
( 2)
Instant
All creatures gain hexproof and indestructible until end of turn. Players gain hexproof until end of turn. Players can't lose life this turn and players can't lose the game or win the game this turn.
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Everything Comes to Dust
( 10)
Sorcery
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.) Exile all creatures except those that share a creature type with a creature that convoked this spell, all artifacts, and all enchantments.
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Everythingamajig (Everythingamajig (e))
( 5)
Artifact
Sacrifice a land: You gain 2 life. Sacrifice a creature: Add . , Discard a card: Search your library for a card that shares a complete word in its name with the name of the discarded card, reveal it, put it into your hand, then shuffle.
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Everythingamajig (Everythingamajig (f))
( 8)
Artifact
, : Scry 2. , , Pay 1 life: Create a 0/1 white Goat creature token. , , Sacrifice Everythingamajig: Choose target player. At the beginning of the next end step, exchange life totals with that player, exchange control of all permanents you and that player control, and exchange cards in your hands, cards in your libraries, and cards in your graveyards.
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Evidence Examiner
( 2)
Creature — Merfolk Detective
(2/2)
At the beginning of combat on your turn, you may collect evidence 4. (Exile cards with total mana value 4 or greater from your graveyard.) Whenever you collect evidence, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Evie Frye
( 2)
Legendary Creature — Human Assassin
(2/1)
Partner with Jacob Frye (When this creature enters, target player may put Jacob into their hand from their library, then shuffle.) , : Draw a card, then discard a card. When you discard a creature card this way, target creature you control can't be blocked this turn.
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Evil Boros Charm (playtest)
( 2)
Instant
Choose one — • CARDNAME deals 2 damage to any target and you gain 2 life. • Unblocked attacking creatures get +1/+0 until end of turn. • Create a 1/1 colorless Spirit creature token with lifelink and haste.
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Evil Eye of Orms-by-Gore
( 5)
Creature — Eye
(3/6)
Non-Eye creatures you control can't attack. Evil Eye of Orms-by-Gore can't be blocked except by Walls.
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Evil Eye of Urborg
( 5)
Creature — Eye
(6/3)
Non-Eye creatures you control can't attack. Whenever Evil Eye of Urborg becomes blocked by a creature, destroy that creature.
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Evil Presence
( 1)
Enchantment — Aura
Enchant land Enchanted land is a Swamp.
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Evincar's Justice
( 4)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Evincar's Justice deals 2 damage to each creature and each player.
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Eviscerator
( 5)
Creature — Phyrexian Horror
(5/5)
Protection from white When Eviscerator enters, you lose 5 life.
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Eviscerator's Insight
( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards. Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
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Evolution Charm
( 2)
Instant
Choose one — • Search your library for a basic land card, reveal it, put it into your hand, then shuffle. • Return target creature card from your graveyard to your hand. • Target creature gains flying until end of turn.
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Evolution Sage
( 3)
Creature — Elf Druid
(3/2)
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Evolution Witness
( 3)
Creature — Elf Shaman Mutant
(2/1)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on Evolution Witness, return target permanent card from your graveyard to your hand.
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Evolutionary Escalation
( 2)
Enchantment
At the beginning of your upkeep, put three +1/+1 counters on target creature you control and three +1/+1 counters on target creature an opponent controls.
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Evolutionary Leap
( 2)
Enchantment
, Sacrifice a creature: Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Evolved Spinoderm
( 4)
Creature — Phyrexian Beast
(5/5)
Evolved Spinoderm enters with four oil counters on it. Evolved Spinoderm has trample as long as it has two or fewer oil counters on it. Otherwise, it has hexproof. At the beginning of your upkeep, remove an oil counter from Evolved Spinoderm. Then if it has no oil counters on it, sacrifice it.
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Evolving Adaptive
( 1)
Creature — Phyrexian Warrior
(0/0)
Evolving Adaptive enters with an oil counter on it. Evolving Adaptive gets +1/+1 for each oil counter on it. Whenever another creature you control enters, if that creature has greater power or toughness than Evolving Adaptive, put an oil counter on Evolving Adaptive.
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Evolving Door
( 3)
Artifact
, , Sacrifice a creature: Count the colors of the sacrificed creature, then search your library for a creature card that's exactly that many colors plus one. Exile that card, then shuffle. You may cast the exiled card. Activate only as a sorcery.
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Evolving Wilds
( 0)
Land
, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Evra, Halcyon Witness
( 6)
Legendary Creature — Avatar
(4/4)
Lifelink : Exchange your life total with Evra, Halcyon Witness's power.
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Exalted Angel
( 6)
Creature — Angel
(4/5)
Flying Whenever Exalted Angel deals damage, you gain that much life. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Exalted Dragon
( 6)
Creature — Dragon
(5/5)
Flying Exalted Dragon can't attack unless you sacrifice a land. (This cost is paid as attackers are declared.)
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Exalted Flamer of Tzeentch
( 4)
Creature — Demon
(2/4)
Sorcerous Inspiration — At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. Fire of Tzeentch — Whenever you cast an instant or sorcery spell, Exalted Flamer of Tzeentch deals 1 damage to each opponent.
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Exava, Rakdos Blood Witch
( 4)
Legendary Creature — Human Cleric
(3/3)
First strike, haste Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) Each other creature you control with a +1/+1 counter on it has haste.
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Excalibur, Sword of Eden
( 12)
Legendary Artifact — Equipment
This spell costs less to cast, where X is the total mana value of historic permanents you control. (Artifacts, legendaries, and Sagas are historic.) Equipped creature gets +10/+0 and has vigilance. Equip legendary creature
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Excavated Wall
( 1)
Artifact Creature — Wall
(0/4)
Defender , : Mill a card. (Put the top card of your library into your graveyard.)
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Excavating Anurid
( 5)
Creature — Frog Beast
(4/4)
When Excavating Anurid enters, you may sacrifice a land. If you do, draw a card. Threshold — As long as seven or more cards are in your graveyard, Excavating Anurid gets +1/+1 and has vigilance.
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Excavation
( 2)
Enchantment
, Sacrifice a land: Draw a card. Any player may activate this ability.
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Excavation Explosion
( 3)
Sorcery
Excavation Explosion deals 3 damage to any target. 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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Excavation Mole
( 3)
Creature — Mole
(3/3)
Trample When Excavation Mole enters, mill three cards.
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Excavation Technique
( 4)
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.) Destroy target nonland permanent. Its controller creates two Treasure tokens.
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Excavator
( 2)
Artifact
, Sacrifice a basic land: Target creature gains landwalk of each of the land types of the sacrificed land until end of turn. (It can't be blocked as long as defending player controls a land of any of those types.)
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Indulge // Excess (Excess)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Create a Treasure token for each creature you controlled that dealt combat damage to a player this turn.
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Exchange of Words
( 3)
Enchantment
When Exchange of Words enters, choose two target creatures. For as long as Exchange of Words remains on the battlefield, exchange the text boxes of those creatures.
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Excise
( 1)
Instant
Exile target attacking creature unless its controller pays .
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Excise the Imperfect
( 3)
Instant
Exile target nonland permanent. Its controller incubates X, where X is its mana value. (They create an Incubator token with X +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Exclude
( 3)
Instant
Counter target creature spell. Draw a card.
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Exclusion Mage
( 3)
Creature — Human Wizard
(2/2)
When Exclusion Mage enters, return target creature an opponent controls to its owner's hand.
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Exclusion Ritual
( 6)
Enchantment
Imprint — When Exclusion Ritual enters, exile target nonland permanent. Players can't cast spells with the same name as the exiled card.
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Excommunicate
( 3)
Sorcery
Put target creature on top of its owner's library.
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Excoriate
( 4)
Sorcery
Exile target tapped creature.
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Excruciator
( 8)
Creature — Avatar
(7/7)
Damage that would be dealt by Excruciator can't be prevented.
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Execute
( 3)
Instant
Destroy target white creature. It can't be regenerated. Draw a card.
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Executioner's Hood
( 2)
Artifact — Equipment
Equipped creature has intimidate. (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Executioner's Swing
( 2)
Instant
Target creature that dealt damage this turn gets -5/-5 until end of turn.
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Exemplar of Strength
( 2)
Creature — Human Warrior
(4/4)
When Exemplar of Strength enters, put three -1/-1 counters on target creature you control. Whenever Exemplar of Strength attacks, remove a -1/-1 counter from it. If you do, you gain 1 life.
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Exert Influence
( 5)
Sorcery
Converge — Gain control of target creature if its power is less than or equal to the number of colors of mana spent to cast this spell.
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Exhaustion
( 3)
Sorcery
Creatures and lands target opponent controls don't untap during their next untap step.
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Exhibition Magician
( 3)
Creature — Human Wizard
(2/1)
When Exhibition Magician enters, choose one — • Create a 1/1 green and white Citizen creature token. • Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Exhilarating Elocution
( 4)
Sorcery
Put two +1/+1 counters on target creature you control. Other creatures you control get +1/+1 until end of turn.
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Exhume
( 2)
Sorcery
Each player puts a creature card from their graveyard onto the battlefield.
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Exhumer Thrull
( 6)
Creature — Thrull
(3/3)
Haunt (When this creature dies, exile it haunting target creature.) When Exhumer Thrull enters or the creature it haunts dies, return target creature card from your graveyard to your hand.
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Exile
( 3)
Instant
Exile target nonwhite attacking creature. You gain life equal to its toughness.
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Exile into Darkness
( 5)
Sorcery
Target player sacrifices a creature with mana value 3 or less. At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Exile into Darkness from your graveyard to your hand.
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Exiled Boggart
( 2)
Creature — Goblin Rogue
(2/2)
When Exiled Boggart dies, discard a card.
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Exiled Doomsayer
( 2)
Creature — Human Cleric
(1/2)
All morph costs cost more. (This doesn't affect the cost to cast creature spells face down.)
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Exit Specialist
( 2)
Creature — Human Detective
(2/1)
Exit Specialist can't be blocked by creatures with power 3 or greater. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.) When Exit Specialist is turned face up, return another target creature to its owner's hand.
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Exit Through the Grift Shop
( 3)
Sorcery
Yell "Who wants a souvenir?" and announce the name of a nonland card in your graveyard. Each player in an Un-game who can hear you may bid life. You start the bidding at 0. The high bidder loses life equal to the high bid. They copy the card and may cast the copy without paying its mana cost. If you didn't win the bid, you gain life equal to the high bid and create that many Treasure tokens.
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Exocrine
( 3)
Creature — Tyranid
(2/2)
Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Bio-plasmic Barrage — When Exocrine enters, it deals X damage to each player and each other creature.
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Exorcise
( 2)
Sorcery
Exile target artifact, enchantment, or creature with power 4 or greater.
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Exorcist
( 2)
Creature — Human Cleric
(1/1)
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Exoskeletal Armor
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards.
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Exotic Curse
( 3)
Enchantment — Aura
Enchant creature Domain — Enchanted creature gets -1/-1 for each basic land type among lands you control.
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Exotic Disease
( 5)
Sorcery
Domain — Target player loses X life and you gain X life, where X is the number of basic land types among lands you control.
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Exotic Orchard
( 0)
Land
: Add one mana of any color that a land an opponent controls could produce.
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Exotic Pets
( 3)
Instant
Create two 1/1 blue Fish creature tokens with "This creature can't be blocked." Then for each kind of counter among creatures you control, put a counter of that kind on either of those tokens.
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Expand the Sphere
( 4)
Sorcery
Look at the top six cards of your library. Put up to two land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. If you put fewer than two lands onto the battlefield this way, proliferate a number of times equal to the difference. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Expanded Anatomy
( 3)
Sorcery — Lesson
Put two +1/+1 counters on target creature. It gains vigilance until end of turn.
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Expanding Ooze
( 3)
Creature — Ooze
(3/3)
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever Expanding Ooze attacks, put a +1/+1 counter on target modified creature you control. (Equipment, Auras you control, and counters are modifications.)
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Expedite
( 1)
Instant
Target creature gains haste until end of turn. Draw a card.
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Expedited Inheritance
( 2)
Enchantment
Whenever a creature is dealt damage, its controller may exile that many cards from the top of their library. They may play those cards until the end of their next turn.
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Expedition Champion
( 3)
Creature — Human Warrior
(2/3)
Expedition Champion gets +2/+0 as long as you control another Warrior.
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Expedition Diviner
( 4)
Creature — Merfolk Wizard
(3/2)
Flying As long as you control another Wizard, Expedition Diviner has "When this creature dies, draw a card."
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Expedition Healer
( 2)
Creature — Kor Cleric
(2/2)
Vigilance Expedition Healer has lifelink as long as you control another Cleric.
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Expedition Lookout
( 2)
Creature — Merfolk Rogue
(2/3)
Defender As long as an opponent has eight or more cards in their graveyard, Expedition Lookout can attack as though it didn't have defender and it can't be blocked.
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Expedition Map
( 1)
Artifact
, , Sacrifice Expedition Map: Search your library for a land card, reveal it, put it into your hand, then shuffle.
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Expedition Raptor
( 5)
Creature — Bird
(2/2)
Flying When Expedition Raptor enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
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Expedition Skulker
( 2)
Creature — Vampire Rogue
(2/2)
Expedition Skulker has deathtouch as long as you control another Rogue.
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Expedition Supplier
( 3)
Creature — — Human Warrior
(2/2)
Whenever Expedition Supplier or another Human enters the battlefield under your control, conjure a card named Utility Knife onto the battlefield. This ability triggers only once each turn.
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Expel
( 3)
Instant
Exile target tapped creature.
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Expel from Orazca
( 2)
Instant
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Return target nonland permanent to its owner's hand. If you have the city's blessing, you may put that permanent on top of its owner's library instead.
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Expel the Interlopers
( 5)
Sorcery
Choose a number between 0 and 10. Destroy all creatures with power greater than or equal to the chosen number.
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