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Adrestia
( 3)
Legendary Artifact — Vehicle
(4/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Adrestia attacks, if an Assassin crewed it this turn, draw a card. Adrestia becomes an Assassin in addition to its other types until end of turn. Crew 1
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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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Arbiter of the Ideal
( 6)
Creature — Sphinx
(4/5)
Flying Inspired — Whenever Arbiter of the Ideal becomes untapped, reveal the top card of your library. If it's an artifact, creature, or land card, you may put it onto the battlefield with a manifestation counter on it. That permanent is an enchantment in addition to its other types.
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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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Avalanche Caller
( 2)
Snow Creature — Human Wizard
(1/3)
: Target snow land you control becomes a 4/4 Elemental creature with hexproof and haste until end of turn. It's still a land. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Awakener Druid
( 3)
Creature — Human Druid
(1/1)
When Awakener Druid enters, target Forest becomes a 4/5 green Treefolk creature for as long as Awakener Druid remains on the battlefield. It's still a land.
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Awakening of Vitu-Ghazi
( 5)
Instant
Put nine +1/+1 counters on target land you control. It becomes a legendary 0/0 Elemental creature with haste named Vitu-Ghazi. It's still a land.
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Balduvian Conjurer
( 2)
Creature — Human Wizard
(0/2)
: Target snow land becomes a 2/2 creature until end of turn. It's still a land.
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Balduvian Frostwaker
( 3)
Creature — Human Wizard
(1/1)
, : Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.
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Brave the Wilds
( 1)
Sorcery
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) If this spell was bargained, target land you control becomes a 3/3 Elemental creature with haste that's still a land. Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Brink of Disaster
( 4)
Enchantment — Aura
Enchant creature or land When enchanted permanent becomes tapped, destroy it.
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Builder's Talent
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Builder's Talent enters, create a 0/4 white Wall creature token with defender. : Level 2 //Level_2// Whenever one or more noncreature, nonland permanents you control enter, put a +1/+1 counter on target creature you control. : Level 3 //Level_3// When this Class becomes level 3, return target noncreature, nonland permanent card from your graveyard to the battlefield.
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Cactus Preserve
( 0)
Land — Desert
Cactus Preserve enters tapped. : Add one mana of any type that a land you control could produce. : Until end of turn, Cactus Preserve becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.
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Cave of the Frost Dragon
( 0)
Land
If you control two or more other lands, Cave of the Frost Dragon enters tapped. : Add . : Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
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Cavernous Maw
( 0)
Land — Cave
: Add . : Cavernous Maw becomes a 3/3 Elemental creature until end of turn. It's still a Cave land. Activate only if the number of other Caves you control plus the number of Cave cards in your graveyard is three or greater.
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Chains of Custody
( 3)
Enchantment — Aura
Enchant creature you control When Chains of Custody enters, exile target nonland permanent an opponent controls until Chains of Custody leaves the battlefield. Enchanted creature has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Chicken Troupe
( 2)
Creature — Bird Performer
(2/2)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When Chicken Troupe enters, you get , then you may put a sticker on a nonland permanent you own.
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Chimeric Idol
( 3)
Artifact
: Tap all lands you control. Chimeric Idol becomes a 3/3 Turtle artifact creature until end of turn.
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Constable of the Realm
( 5)
Creature — Giant Soldier
(3/3)
Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.) Whenever one or more +1/+1 counters are put on Constable of the Realm, exile up to one other target nonland permanent until Constable of the Realm leaves the battlefield.
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Cosmium Confluence
( 5)
Sorcery
Choose three. You may choose the same mode more than once. • Search your library for a Cave card, put it onto the battlefield tapped, then shuffle. • Put three +1/+1 counters on a Cave you control. It becomes a 0/0 Elemental creature with haste. It's still a land. • Destroy target enchantment.
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Cyclone Sire
( 5)
Creature — Elemental
(3/4)
Flying When Cyclone Sire dies, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
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Darksteel Garrison
( 2)
Artifact — Fortification
Fortified land has indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters unattached and stays on the battlefield if the land leaves.)
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Den of the Bugbear
( 0)
Land
If you control two or more other lands, Den of the Bugbear enters tapped. : Add . : Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
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Destiny Spinner
( 2)
Enchantment Creature — Human
(2/3)
Creature and enchantment spells you control can't be countered. : Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
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Disturbed Slumber
( 2)
Instant
Until end of turn, target land you control becomes a 4/4 Dinosaur creature with reach and haste. It's still a land. It must be blocked this turn if able.
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Dread Statuary
( 0)
Land
: Add . : Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It's still a land.
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Druid Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land you control enters, you gain 1 life. : Level 2 //Level_2// You may play an additional land on each of your turns. : Level 3 //Level_3// When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
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Elemental Uprising
( 2)
Instant
Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land. It must be blocked this turn if able.
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Ember Swallower
( 4)
Creature — Elemental
(4/5)
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Ember Swallower becomes monstrous, each player sacrifices three lands of their choice.
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Emergent Sequence
( 2)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. That land becomes a 0/0 green and blue Fractal creature that's still a land. Put a +1/+1 counter on it for each land you had enter the battlefield under your control this turn.
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Faerie Conclave
( 0)
Land
Faerie Conclave enters tapped. : Add . : Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
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Forbidding Watchtower
( 0)
Land
Forbidding Watchtower enters tapped. : Add . : Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land.
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Genju of the Cedars
( 1)
Enchantment — Aura
Enchant Forest : Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land. When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand.
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Genju of the Falls
( 1)
Enchantment — Aura
Enchant Island : Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land. When enchanted Island is put into a graveyard, you may return Genju of the Falls from your graveyard to your hand.
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Genju of the Fens
( 1)
Enchantment — Aura
Enchant Swamp : Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with ": This creature gets +1/+1 until end of turn." It's still a land. When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand.
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Genju of the Fields
( 1)
Enchantment — Aura
Enchant Plains : Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, its controller gains that much life." It's still a land. When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand.
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Genju of the Realm
( 5)
Legendary Enchantment — Aura
Enchant land : Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land. When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.
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Genju of the Spires
( 1)
Enchantment — Aura
Enchant Mountain : Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land. When enchanted Mountain is put into a graveyard, you may return Genju of the Spires from your graveyard to your hand.
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Ghitu Encampment
( 0)
Land
Ghitu Encampment enters tapped. : Add . : Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. (It deals combat damage before creatures without first strike.)
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Giant Shark
( 6)
Creature — Shark
(4/4)
Giant Shark can't attack unless defending player controls an Island. Whenever Giant Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Giant Shark gets +2/+0 and gains trample until end of turn. When you control no Islands, sacrifice Giant Shark.
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Glyph Elemental
( 2)
Enchantment Creature — Elemental
(2/2)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Landfall — Whenever a land you control enters, put a +1/+1 counter on Glyph Elemental. Enchanted creature gets +1/+1 for each +1/+1 counter on Glyph Elemental.
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Goblin Flotilla
( 3)
Creature — Goblin
(2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) At the beginning of each combat, unless you pay , whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn.
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Greater Morphling
( 8)
Creature — Shapeshifter
(5/5)
: Greater Morphling gains your choice of banding, bushido 1, double strike, fear, flying, first strike, haste, landwalk of your choice, protection from a color of your choice, provoke, rampage 1, shadow, or trample until end of turn. : Greater Morphling becomes the colors of your choice until end of turn. : Greater Morphling becomes the creature type of your choice until end of turn. : Greater Morphling's expansion symbol becomes the symbol of your choice until end of turn. : Greater Morphling's art becomes by the artist of your choice until end of turn. : Greater Morphling gets +2/-2 or -2/+2 until end of turn. : Untap Greater Morphling.
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Hedge Shredder
( 4)
Artifact — Vehicle
(5/5)
Whenever Hedge Shredder attacks, you may mill two cards. Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Hedge Whisperer
( 1)
Creature — Elf Druid Detective
(0/3)
You may choose not to untap Hedge Whisperer during your untap step. , , Collect evidence 4: Target land you control becomes a 5/5 green Plant Boar creature with haste for as long as Hedge Whisperer remains tapped. It's still a land. Activate only as a sorcery. (To collect evidence 4, exile cards with total mana value 4 or greater from your graveyard.)
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Hidden Herd
( 1)
Enchantment
When an opponent plays a nonbasic land, if Hidden Herd is an enchantment, Hidden Herd becomes a 3/3 Beast creature.
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Hidden Stag
( 2)
Enchantment
Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Elk Beast creature. Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment.
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Hinterland Chef
( 3)
Creature — — Human Scout
(3/3)
When Hinterland Chef enters the battlefield, draft a card from Hinterland Chef's spellbook. It perpetually becomes a Food artifact in addition to its other types and perpetually gains ", , Sacrifice this creature: You gain 3 life."
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Hive of the Eye Tyrant
( 0)
Land
If you control two or more other lands, Hive of the Eye Tyrant enters tapped. : Add . : Until end of turn, Hive of the Eye Tyrant becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.
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Hostile Desert
( 0)
Land — Desert
: Add . , Exile a land card from your graveyard: Hostile Desert becomes a 3/4 Elemental creature until end of turn. It's still a land.
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Hydroform
( 2)
Instant
Target land becomes a 3/3 Elemental creature with flying until end of turn. It's still a land.
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Ignition Team
( 7)
Creature — Goblin Warrior
(0/0)
Ignition Team enters with X +1/+1 counters on it, where X is the number of tapped lands on the battlefield. , Remove a +1/+1 counter from Ignition Team: Target land becomes a 4/4 red Elemental creature until end of turn. It's still a land.
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Illuminator Virtuoso
( 2)
Creature — Human Rogue
(1/1)
Double strike Whenever Illuminator Virtuoso becomes the target of a spell you control, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
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Inkmoth Nexus
( 0)
Land
: Add . : Inkmoth Nexus becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Jolrael, Voice of Zhalfir
( 4)
Legendary Creature — Human Druid
(3/3)
At the beginning of combat on your turn, up to one target land you control becomes an X/X green and blue Bird creature with flying and haste until end of turn, where X is the number of cards in your hand. It's still a land. Whenever a land creature you control deals combat damage to a player, draw a card.
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Kamahl, Heart of Krosa
( 8)
Legendary Creature — Human Druid
(5/5)
At the beginning of combat on your turn, creatures you control get +3/+3 and gain trample until end of turn. : Until end of turn, target land you control becomes a 1/1 Elemental creature with vigilance, indestructible, and haste. It's still a land. Partner (You can have two commanders if both have partner.)
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Kellan Joins Up
( 3)
Legendary Enchantment
When Kellan Joins Up enters, you may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted. (You may cast it as a sorcery on a later turn without paying its mana cost.) Whenever a legendary creature you control enters, put a +1/+1 counter on each creature you control.
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Koth of the Hammer
( 4)
Legendary Planeswalker — Koth
(3)
+1: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It's still a land. −2: Add for each Mountain you control. −5: You get an emblem with "Mountains you control have ‘: This land deals 1 damage to any target.'"
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Lair of the Hydra
( 0)
Land
If you control two or more other lands, Lair of the Hydra enters tapped. : Add . : Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It's still a land. X can't be 0.
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Lifespark Spellbomb
( 1)
Artifact
, Sacrifice Lifespark Spellbomb: Until end of turn, target land becomes a 3/3 creature that's still a land. , Sacrifice Lifespark Spellbomb: Draw a card.
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Llanowar Loamspeaker
( 2)
Creature — Elf Druid
(1/3)
: Add one mana of any color. : Target land you control becomes a 3/3 Elemental creature with haste until end of turn. It's still a land. Activate only as a sorcery.
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March from Velis Vel
( 3)
Sorcery
Choose a nonbasic land type. Each land you control of that type becomes a copy of target creature you control until end of turn and gains 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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Mercurial Transformation
( 2)
Sorcery — Lesson
Until end of turn, target nonland permanent loses all abilities and becomes your choice of a blue Frog creature with base power and toughness 1/1 or a blue Octopus creature with base power and toughness 4/4.
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Mirage Mirror
( 3)
Artifact
: Mirage Mirror becomes a copy of target artifact, creature, enchantment, or land until end of turn.
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Mishra's Factory
( 0)
Land
: Add . : Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land. : Target Assembly-Worker creature gets +1/+1 until end of turn.
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Mishra's Groundbreaker
( 4)
Artifact
, Sacrifice Mishra's Groundbreaker: Target land becomes a 3/3 artifact creature that's still a land. <I>(This effect lasts indefinitely.)</I>
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Mobile Homestead
( 2)
Artifact — Vehicle
(3/3)
Mobile Homestead has haste as long as you control a Mount. Whenever Mobile Homestead attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Monument to Perfection
( 2)
Artifact
, : Search your library for a basic, Sphere, or Locus land card, reveal it, put it into your hand, then shuffle. : Monument to Perfection becomes a 9/9 Phyrexian Construct artifact creature, loses all abilities, and gains indestructible and toxic 9. Activate only if there are nine or more lands with different names among the basic, Sphere, and Locus lands you control.
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Mutavault
( 0)
Land
: Add . : Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.
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Myriad Construct
( 4)
Artifact Creature — Construct
(4/4)
Kicker If Myriad Construct was kicked, it enters with a +1/+1 counter on it for each nonbasic land your opponents control. When Myriad Construct becomes the target of a spell, sacrifice it and create a number of 1/1 colorless Construct artifact creature tokens equal to its power.
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Nadu, Winged Wisdom
( 3)
Legendary Creature — Bird Wizard
(3/4)
Flying Creatures you control have "Whenever this creature becomes the target of a spell or ability, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand. This ability triggers only twice each turn."
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Nissa, Vital Force
( 5)
Legendary Planeswalker — Nissa
(5)
+1: Untap target land you control. Until your next turn, it becomes a 5/5 Elemental creature with haste. It's still a land. −3: Return target permanent card from your graveyard to your hand. −6: You get an emblem with "Whenever a land you control enters, you may draw a card."
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Nissa, Who Shakes the World
( 5)
Legendary Planeswalker — Nissa
(5)
Whenever you tap a Forest for mana, add an additional . +1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land. −8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
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Nissa, Worldwaker
( 5)
Legendary Planeswalker — Nissa
(3)
+1: Target land you control becomes a 4/4 Elemental creature with trample. It's still a land. +1: Untap up to four target Forests. −7: Search your library for any number of basic land cards, put them onto the battlefield, then shuffle. Those lands become 4/4 Elemental creatures with trample. They're still lands.
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Noyan Dar, Roil Shaper
( 5)
Legendary Creature — Merfolk Ally
(4/4)
Whenever you cast an instant or sorcery spell, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
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Obuun, Mul Daya Ancestor
( 4)
Legendary Creature — Elf Spirit
(3/3)
At the beginning of combat on your turn, up to one target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is Obuun's power. It's still a land. Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.
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Oko, the Ringleader
( 4)
Legendary Planeswalker — Oko
(3)
At the beginning of combat on your turn, Oko, the Ringleader becomes a copy of up to one target creature you control until end of turn, except he has hexproof. +1: Draw two cards. If you've committed a crime this turn, discard a card. Otherwise, discard two cards. −1: Create a 3/3 green Elk creature token. −5: For each other nonland permanent you control, create a token that's a copy of that permanent.
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