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Bloodsworn Knight
( 0)
Creature — Vampire Knight
(*/*)
Bloodsworn Knight's power and toughness are each equal to the number of creature cards in your graveyard. , Discard a card: Bloodsworn Knight gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
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Body Double
( 5)
Creature — Shapeshifter
(0/0)
You may have Body Double enter as a copy of any creature card in a graveyard.
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Body of Knowledge
( 5)
Creature — Avatar
(*/*)
Body of Knowledge's power and toughness are each equal to the number of cards in your hand. You have no maximum hand size. Whenever Body of Knowledge is dealt damage, draw that many cards.
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Bond Beetle
( 1)
Creature — Insect
(0/1)
When Bond Beetle enters, put a +1/+1 counter on target creature.
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Bonded Fetch
( 3)
Creature — Homunculus
(0/2)
Defender, haste : Draw a card, then discard a card.
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Boneyard Wurm
( 2)
Creature — Wurm
(*/*)
Boneyard Wurm's power and toughness are each equal to the number of creature cards in your graveyard.
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Boomstacker
( 3)
Creature — Goblin Artificer
(0/0)
As Boomstacker enters and whenever it attacks, stack two dice on top of it. (All dice must be stacked vertically, one on top of another.) Boomstacker gets +1/+1 for each die in its stack. Boomstacker attacks each combat if able. When the stack falls, sacrifice Boomstacker.
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Boss's Chauffeur
( 5)
Creature — Elf Citizen
(0/0)
Boss's Chauffeur enters with a number of +1/+1 counters on it equal to one plus the number of other creatures you control. Alliance — Whenever another creature you control enters, put a +1/+1 counter on Boss's Chauffeur. When Boss's Chauffeur dies, create a 1/1 green and white Citizen creature token for each +1/+1 counter on it.
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Botanical Brawler
( 2)
Creature — Elemental Warrior
(0/0)
Trample Botanical Brawler enters with two +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another permanent you control, if it's the first time +1/+1 counters have been put on that permanent this turn, put a +1/+1 counter on Botanical Brawler.
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Bramble Creeper
( 5)
Creature — Elemental
(0/3)
Whenever Bramble Creeper attacks, it gets +5/+0 until end of turn.
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Branch of Boseiju
( 0)
Enchantment Creature — Plant
(0/0)
Reach Branch of Boseiju gets +1/+1 for each land you control.
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Brokers Initiate
( 1)
Creature — Cat Citizen
(0/4)
: Brokers Initiate has base power and toughness 5/5 until end of turn.
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Bronze Guardian
( 5)
Artifact Creature — Golem
(*/5)
Double strike Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Other artifacts you control have ward . Bronze Guardian's power is equal to the number of artifacts you control.
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Broodstar
( 10)
Creature — Beast
(*/*)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Flying Broodstar's power and toughness are each equal to the number of artifacts you control.
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Brotherhood Vertibird
( 3)
Artifact — Vehicle
(*/4)
Flying Brotherhood Vertibird's power is equal to the number of artifacts you control. Crew 2 (Tap any number of creatures you control with total power 2 or greater: This Vehicle becomes an artifact creature until end of turn.)
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Burrowguard Mentor
( 2)
Creature — Rabbit Soldier
(*/*)
Trample Burrowguard Mentor's power and toughness are each equal to the number of creatures you control.
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Callaphe, Beloved of the Sea
( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Callaphe's power is equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.) Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
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Caller of the Hunt
( 3)
Creature — Human
(*/*)
As an additional cost to cast this spell, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures of the chosen type on the battlefield.
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Camel
( 1)
Creature — Camel
(0/1)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) As long as Camel is attacking, prevent all damage Deserts would deal to Camel and to creatures banded with Camel.
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Cantivore
( 3)
Creature — Lhurgoyf
(*/*)
Vigilance Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.
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Canyon Crab
( 2)
Creature — Crab
(0/5)
: Canyon Crab gets +2/-2 until end of turn. At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card, then discard a card.
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Capricopian
( 1)
Creature — Goat Hydra
(0/0)
Capricopian enters with X +1/+1 counters on it. : Put a +1/+1 counter on Capricopian, then you may reselect which player Capricopian is attacking. Only the player Capricopian is attacking may activate this ability and only during the declare attackers step. (It can't attack its controller.)
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Carrion Ants
( 4)
Creature — Insect
(0/1)
: Carrion Ants gets +1/+1 until end of turn.
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Carrion Grub
( 4)
Creature — Insect
(0/5)
Carrion Grub gets +X/+0, where X is the greatest power among creature cards in your graveyard. When Carrion Grub enters, mill four cards. (Put the top four cards of your library into your graveyard.)
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Cathedral Membrane
( 2)
Artifact Creature — Phyrexian Wall
(0/3)
( can be paid with either or 2 life.) Defender When Cathedral Membrane dies during combat, it deals 6 damage to each creature it blocked this combat.
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Cavern Crawler
( 3)
Creature — Insect
(0/3)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) : Cavern Crawler gets +1/-1 until end of turn.
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Cemetery Gate
( 3)
Creature — Wall
(0/5)
Defender (This creature can't attack.) Protection from black
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Centaur's Herald
( 1)
Creature — Elf Scout
(0/1)
, Sacrifice Centaur's Herald: Create a 3/3 green Centaur creature token.
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Cephalopod Sentry
( 4)
Artifact Creature — Phyrexian Squid
(*/5)
Flying Cephalopod Sentry's power is equal to the number of artifacts you control.
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Chameleon Spirit
( 4)
Creature — Illusion Spirit
(*/*)
As Chameleon Spirit enters, choose a color. Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control.
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Chaotic Goo
( 4)
Creature — Ooze
(0/0)
Chaotic Goo enters with three +1/+1 counters on it. At the beginning of your upkeep, you may flip a coin. If you win the flip, put a +1/+1 counter on Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo.
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Charix, the Raging Isle
( 4)
Legendary Creature — Leviathan Crab
(0/17)
Spells your opponents cast that target Charix, the Raging Isle cost more to cast. : Charix gets +X/-X until end of turn, where X is the number of Islands you control.
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Chicken Egg
( 2)
Creature — Egg
(0/1)
At the beginning of your upkeep, roll a six-sided die. If you roll a 6, sacrifice Chicken Egg and create a 4/4 red Giant Bird creature token.
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Chimney Goyf (playtest)
( 5)
Creature — — Lhurgoyf Imp
(*/*+1)
Flying CARDNAME's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. When CARDNAME dies, target opponent puts a card from their hand on top of their library.
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Cinder Pyromancer
( 3)
Creature — Elemental Shaman
(0/1)
: Cinder Pyromancer deals 1 damage to target player or planeswalker. Whenever you cast a red spell, you may untap Cinder Pyromancer.
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Civilized Scholar
( 3)
Creature — Human Advisor
(0/1)
: Draw a card, then discard a card. If a creature card is discarded this way, untap Civilized Scholar, then transform it.
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Clever Impersonator
( 4)
Creature — Shapeshifter
(0/0)
You may have Clever Impersonator enter as a copy of any nonland permanent on the battlefield.
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Clever Lumimancer
( 1)
Creature — Human Wizard
(0/1)
Magecraft — Whenever you cast or copy an instant or sorcery spell, Clever Lumimancer gets +2/+2 until end of turn.
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Clockwork Avian
( 5)
Artifact Creature — Bird
(0/4)
Flying Clockwork Avian enters with four +1/+0 counters on it. At end of combat, if Clockwork Avian attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Avian. This ability can't cause the total number of +1/+0 counters on Clockwork Avian to be greater than four. Activate only during your upkeep.
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Clockwork Beast
( 6)
Artifact Creature — Beast
(0/4)
Clockwork Beast enters with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Activate only during your upkeep.
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Clockwork Beetle
( 1)
Artifact Creature — Insect
(0/0)
Clockwork Beetle enters with two +1/+1 counters on it. Whenever Clockwork Beetle attacks or blocks, remove a +1/+1 counter from it at end of combat.
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Clockwork Condor
( 4)
Artifact Creature — Bird
(0/0)
Flying Clockwork Condor enters with three +1/+1 counters on it. Whenever Clockwork Condor attacks or blocks, remove a +1/+1 counter from it at end of combat.
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Clockwork Dragon
( 7)
Artifact Creature — Dragon
(0/0)
Flying Clockwork Dragon enters with six +1/+1 counters on it. Whenever Clockwork Dragon attacks or blocks, remove a +1/+1 counter from it at end of combat. : Put a +1/+1 counter on Clockwork Dragon.
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Clockwork Hydra
( 5)
Artifact Creature — Hydra
(0/0)
Clockwork Hydra enters with four +1/+1 counters on it. Whenever Clockwork Hydra attacks or blocks, remove a +1/+1 counter from it. If you do, Clockwork Hydra deals 1 damage to any target. : Put a +1/+1 counter on Clockwork Hydra.
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Clockwork Steed
( 4)
Artifact Creature — Horse
(0/3)
Clockwork Steed enters with four +1/+0 counters on it. Clockwork Steed can't be blocked by artifact creatures. At end of combat, if Clockwork Steed attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Activate only during your upkeep.
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Clockwork Swarm
( 4)
Artifact Creature — Insect
(0/3)
Clockwork Swarm enters with four +1/+0 counters on it. Clockwork Swarm can't be blocked by Walls. At end of combat, if Clockwork Swarm attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Swarm. This ability can't cause the total number of +1/+0 counters on Clockwork Swarm to be greater than four. Activate only during your upkeep.
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Clockwork Vorrac
( 5)
Artifact Creature — Boar Beast
(0/0)
Trample Clockwork Vorrac enters with four +1/+1 counters on it. Whenever Clockwork Vorrac attacks or blocks, remove a +1/+1 counter from it at end of combat. : Put a +1/+1 counter on Clockwork Vorrac.
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Cloister Gargoyle
( 3)
Artifact Creature — Gargoyle
(0/4)
When Cloister Gargoyle enters, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
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Clone
( 4)
Creature — Shapeshifter
(0/0)
You may have Clone enter as a copy of any creature on the battlefield.
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Cloudfin Raptor
( 1)
Creature — Bird Mutant
(0/1)
Flying Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
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Cognivore
( 8)
Creature — Lhurgoyf
(*/*)
Flying Cognivore's power and toughness are each equal to the number of instant cards in all graveyards.
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Cogwork Grinder
( 6)
Artifact Creature — Construct
(0/0)
Draft Cogwork Grinder face up. As you draft a card, you may remove it from the draft face down. (Those cards aren't in your card pool.) Cogwork Grinder enters with X +1/+1 counters on it, where X is the number of cards you removed from the draft with cards named Cogwork Grinder.
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Coiling Woodworm
( 3)
Creature — Insect Worm
(*/1)
Coiling Woodworm's power is equal to the number of Forests on the battlefield.
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Combat Medic
( 3)
Creature — Human Cleric Soldier
(0/2)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Concealing Curtains
( 1)
Creature — Wall
(0/4)
Defender : Transform Concealing Curtains. Activate only as a sorcery.
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Consulate Skygate
( 2)
Artifact Creature — Wall
(0/4)
Defender Reach (This creature can block creatures with flying.)
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Consuming Aberration
( 5)
Creature — Horror
(*/*)
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards. Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
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Consuming Blob
( 5)
Creature — Ooze
(*/*+1)
Consuming Blob's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1. At the beginning of your end step, create a green Ooze creature token with "This creature's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1."
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Contortionist Troupe
( 1)
Creature — Human
(0/0)
Contortionist Troupe enters with X +1/+1 counters on it. Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a +1/+1 counter on target creature you control.
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Control Win Condition (playtest)
( 6)
Creature — — Whale
(*/*)
This spell can't be countered. Shroud CARDNAME's power and toughness are each equal to the number of turns you've taken this game. (If this is in your deck, please keep track of your turns. This means you, Mark.)
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Converter Beast
( 4)
Creature — Phyrexian Beast
(0/1)
When Converter Beast enters, incubate 5. (Create an Incubator token with five +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Copycrook
( 4)
Creature — Shapeshifter Rogue
(0/0)
You may have Copycrook enter as a copy of any creature on the battlefield, except it has "Whenever this creature attacks, 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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Coram, the Undertaker
( 4)
Legendary Creature — Human Warrior
(0/5)
Coram, the Undertaker gets +X/+0, where X is the greatest power among creature cards in all graveyards. Whenever Coram attacks, each player mills a card. During each of your turns, you may play a land and cast a spell from among cards in graveyards that were put there from libraries this turn.
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Corrupted Shapeshifter
( 4)
Creature — Eldrazi Shapeshifter
(*/*)
Devoid (This card has no color.) As Corrupted Shapeshifter enters, it becomes your choice of a 3/3 creature with flying, a 2/5 creature with vigilance, or a 0/12 creature with defender.
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Crackling Drake
( 4)
Creature — Drake
(*/4)
Flying Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard. When Crackling Drake enters, draw a card.
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Crashing Drawbridge
( 2)
Artifact Creature — Wall
(0/4)
Defender : Creatures you control gain haste until end of turn.
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Crenellated Wall
( 4)
Artifact Creature — Wall
(0/4)
Defender (This creature can't attack.) : Target creature gets +0/+4 until end of turn.
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Crovax the Cursed
( 4)
Legendary Creature — Vampire Noble
(0/0)
Crovax the Cursed enters with four +1/+1 counters on it. At the beginning of your upkeep, you may sacrifice a creature. If you do, put a +1/+1 counter on Crovax. If you don't, remove a +1/+1 counter from Crovax. : Crovax gains flying until end of turn.
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Crowd of Cinders
( 4)
Creature — Elemental
(*/*)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Crowd of Cinders's power and toughness are each equal to the number of black permanents you control.
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Cruel Somnophage
( 2)
Creature — Nightmare
(*/*)
Cruel Somnophage's power and toughness are each equal to the number of creature cards in all graveyards.
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Crusader of Odric
( 3)
Creature — Human Soldier
(*/*)
Crusader of Odric's power and toughness are each equal to the number of creatures you control.
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Cryptborn Horror
( 3)
Creature — Horror
(0/0)
Trample Cryptborn Horror enters with X +1/+1 counters on it, where X is the total life lost by your opponents this turn.
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Cryptic Trilobite
( 0)
Creature — Trilobite
(0/0)
Cryptic Trilobite enters with X +1/+1 counters on it. Remove a +1/+1 counter from Cryptic Trilobite: Add . Spend this mana only to activate abilities. , : Put a +1/+1 counter on Cryptic Trilobite.
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Cultivator Colossus
( 7)
Creature — Plant Beast
(*/*)
Trample Cultivator Colossus's power and toughness are each equal to the number of lands you control. When Cultivator Colossus enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
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Cunning Sparkmage
( 3)
Creature — Human Shaman
(0/1)
Haste : Cunning Sparkmage deals 1 damage to any target.
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Custodi Soulbinders
( 4)
Creature — Human Cleric
(0/0)
Custodi Soulbinders enters with X +1/+1 counters on it, where X is the number of other creatures on the battlefield. , Remove a +1/+1 counter from Custodi Soulbinders: Create a 1/1 white Spirit creature token with flying.
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Cybernetica Datasmith
( 3)
Artifact Creature — Human Artificer
(0/1)
Protection from Robots Field Reprogramming — , : Target player draws a card. Another target player creates a 4/4 colorless Robot artifact creature token with "This creature can't block."
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Cytoplast Manipulator
( 4)
Creature — Human Wizard Mutant
(0/0)
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) , : Gain control of target creature with a +1/+1 counter on it for as long as Cytoplast Manipulator remains on the battlefield.
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Cytoplast Root-Kin
( 4)
Creature — Elemental Mutant
(0/0)
Graft 4 (This creature enters with four +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) When Cytoplast Root-Kin enters, put a +1/+1 counter on each other creature you control with a +1/+1 counter on it. : Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.
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Cytospawn Shambler
( 7)
Creature — Elemental Mutant
(0/0)
Graft 6 (This creature enters with six +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) : Target creature with a +1/+1 counter on it gains trample until end of turn.
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Dack's Duplicate
( 4)
Creature — Shapeshifter
(0/0)
You may have Dack's Duplicate enter as a copy of any creature on the battlefield, except it has haste and dethrone. (Whenever it attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
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Daghatar the Adamant
( 4)
Legendary Creature — Human Warrior
(0/0)
Vigilance Daghatar the Adamant enters with four +1/+1 counters on it. : Move a +1/+1 counter from target creature onto a second target creature.
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Dakmor Sorceress
( 6)
Creature — Human Wizard
(*/4)
Dakmor Sorceress's power is equal to the number of Swamps you control.
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Darksteel Juggernaut
( 5)
Artifact Creature — Juggernaut
(*/*)
Indestructible Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control. Darksteel Juggernaut attacks each combat if able.
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Darksteel Myr
( 3)
Artifact Creature — Myr
(0/1)
Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Dauntless Dourbark
( 4)
Creature — Treefolk Warrior
(*/*)
Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control. Dauntless Dourbark has trample as long as you control another Treefolk.
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Dauthi Warlord
( 2)
Creature — Dauthi Soldier
(*/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Warlord's power is equal to the number of creatures on the battlefield with shadow.
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Dawnfluke
( 4)
Creature — Elemental
(0/3)
Flash When Dawnfluke enters, prevent the next 3 damage that would be dealt to any target this turn. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Dawnhart Mentor
( 3)
Creature — Human Warlock
(0/4)
When Dawnhart Mentor enters, create a 1/1 white Human creature token. Coven — : Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.
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Deathknell Kami
( 2)
Creature — Spirit
(0/1)
Flying : Deathknell Kami gets +1/+1 until end of turn. Sacrifice it at the beginning of the next end step. Soulshift 1 (When this creature dies, you may return target Spirit card with mana value 1 or less from your graveyard to your hand.)
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