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Accomplished Automaton
 ( 7)
Artifact Creature — Construct
(5/7)
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
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Adaptive Automaton
 ( 3)
Artifact Creature — Construct
(2/2)
As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. Other creatures you control of the chosen type get +1/+1.
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Aegis Automaton
 ( 2)
Artifact Creature — Construct
(0/3)
 : Return another target creature you control to its owner's hand.
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Alchor's Tomb
 ( 4)
Artifact
, : Target permanent you control becomes the color of your choice. <I>(This effect lasts indefinitely.)</I>
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Angel's Tomb
 ( 3)
Artifact
Whenever a creature you control enters, you may have this artifact become a 3/3 white Angel artifact creature with flying until end of turn.
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Apothecary Stomper
   ( 6)
Creature — Elephant
(4/4)
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, choose one — • Put two +1/+1 counters on target creature you control. • You gain 4 life.
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Arborback Stomper
   ( 5)
Creature — Beast
(5/4)
Trample When this creature enters, you gain 5 life.
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Armory Automaton
 ( 3)
Artifact Creature — Construct
(2/2)
Whenever this creature enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)
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Atomize
   ( 4)
Instant
Destroy target nonland permanent. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Atomwheel Acrobats
  ( 4)
Creature — Elf Performer
(3/2)
Whenever you roll a 1 or 2, put that many +1/+1 counters on this creature.  : Roll a six-sided die.
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Augmenting Automaton
 ( 1)
Artifact Creature — Construct
(1/1)
 : This creature gets +1/+1 until end of turn.
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Automated Artificer
 ( 2)
Artifact Creature — Artificer
(1/3)
: Add . Spend this mana only to activate an ability or cast an artifact spell.
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Automatic Librarian
 ( 3)
Artifact Creature — Construct
(3/2)
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Beacon of Tomorrows
   ( 8)
Sorcery
Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library.
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Blitz Automaton
 ( 7)
Artifact Creature — Construct
(6/4)
Haste //PRT-Prototype_Mech//  
Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 3/2
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Bonecrusher Giant
  ( 3)
Creature — Giant
(4/3)
Whenever this creature becomes the target of a spell, this creature deals 2 damage to that spell's controller.
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Bottomless Pit
   ( 3)
Enchantment
At the beginning of each player's upkeep, that player discards a card at random.
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Bottomless Pool // Locker Room (Bottomless Pool)
 ( 1)
Enchantment — Room
When you unlock this door, return up to one target creature to its owner's hand. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Bottomless Vault
( 0)
Land
This land enters tapped. You may choose not to untap this land during your untap step. At the beginning of your upkeep, if this land is tapped, put a storage counter on it. , Remove any number of storage counters from this land: Add for each storage counter removed this way.
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Canoptek Tomb Sentinel
 ( 4)
Artifact Creature — Insect
(4/3)
Vigilance Exile Cannon — When this creature enters from a graveyard, exile up to one target nonland permanent. Unearth ( : Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Cavern Stomper
   ( 6)
Creature — Dinosaur
(7/7)
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)  : This creature can't be blocked by creatures with power 2 or less this turn.
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Circu, Dimir Lobotomist
   ( 4)
Legendary Creature — Human Wizard
(2/3)
Whenever you cast a blue spell, exile the top card of target player's library. Whenever you cast a black spell, exile the top card of target player's library. Your opponents can't cast spells with the same name as a card exiled with Circu.
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Complex Automaton
 ( 4)
Artifact Creature — Golem
(4/4)
At the beginning of your upkeep, if you control seven or more permanents, return this creature to its owner's hand.
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Curse of the Bloody Tome
  ( 3)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player mills two cards.
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Customs Depot
  ( 2)
Enchantment
Whenever you cast a creature spell, you may pay . If you do, draw a card, then discard a card.
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Cyclopean Tomb
 ( 4)
Artifact
, : Put a mire counter on target non-Swamp land. That land is a Swamp for as long as it has a mire counter on it. Activate only during your upkeep.
When this artifact is put into a graveyard from the battlefield, at the beginning of each of your upkeeps for the rest of the game, remove all mire counters from a land that a mire counter was put onto with this artifact but that a mire counter has not been removed from with this artifact.
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Demolition Stomper
 ( 6)
Artifact — Vehicle
(10/7)
This Vehicle can't be blocked by creatures with power 2 or less. Crew 5 (Tap any number of creatures you control with total power 5 or more: This Vehicle becomes an artifact creature until end of turn.)
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Desecrated Tomb
 ( 3)
Artifact
Whenever one or more creature cards leave your graveyard, create a 1/1 black Bat creature token with flying.
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Dinotomaton
  ( 4)
Artifact Creature — Dinosaur Gnome
(4/3)
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, target creature you control gains menace until end of turn.
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Disentomb
 ( 1)
Sorcery
Return target creature card from your graveyard to your hand.
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Dissatisfied Customer
  ( 3)
Creature — Vampire Guest
(2/1)
Flying, haste When this creature enters, roll a six-sided die. If the result is 3 or less, you lose that much life.
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Dovin's Automaton
 ( 4)
Artifact Creature — Homunculus
(3/3)
As long as you control a Dovin planeswalker, this creature gets +2/+2 and has vigilance. (Attacking doesn't cause it to tap.)
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Drag to the Bottom
   ( 4)
Sorcery
Domain — Each creature gets -X/-X until end of turn, where X is 1 plus the number of basic land types among lands you control.
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Emmessi Tome
 ( 4)
Artifact
, : Draw two cards, then discard a card.
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Entomb
 ( 1)
Instant
Search your library for a card, put that card into your graveyard, then shuffle.
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Entomber Exarch
   ( 4)
Creature — Phyrexian Cleric
(2/2)
When this creature enters, choose one — • Return target creature card from your graveyard to your hand. • Target opponent reveals their hand. You choose a noncreature card from it. That player discards that card.
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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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Final-Word Phantom
  ( 3)
Creature — Spirit Detective
(1/4)
Flash Flying During each opponent's end step, you may cast spells as though they had flash.
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Flockchaser Phantom
   ( 6)
Creature — Spirit
(5/5)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Flying, vigilance Whenever this creature attacks, the next spell you cast this turn has convoke.
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Fool's Tome
 ( 4)
Artifact
, : Draw a card. Activate only if you have no cards in hand.
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Footbottom Feast
  ( 3)
Instant
Put any number of target creature cards from your graveyard on top of your library. Draw a card.
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Gigantomancer
  ( 8)
Creature — Human Shaman
(1/1)
: Target creature you control has base power and toughness 7/7 until end of turn.
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Gitaxian Anatomist
  ( 4)
Creature — Phyrexian Wizard
(2/5)
When this creature enters, you may tap it. If you do, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Glimpse of Tomorrow
( 0)
Sorcery
Suspend 3—  Shuffle all permanents you own into your library, then reveal that many cards from the top of your library. Put all non-Aura permanent cards revealed this way onto the battlefield, then do the same for Aura cards, then put the rest on the bottom of your library in a random order.
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Goblin Flectomancer
   ( 3)
Creature — Goblin Wizard
(2/2)
Sacrifice this creature: You may change the targets of target instant or sorcery spell.
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Goblin Tomb Raider
 ( 1)
Creature — Goblin Pirate
(1/2)
As long as you control an artifact, this creature gets +1/+0 and has haste.
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Gorex, the Tombshell
   ( 8)
Legendary Creature — Zombie Turtle
(4/4)
As an additional cost to cast this spell, you may exile any number of creature cards from your graveyard. This spell costs less to cast for each card exiled this way. Deathtouch Whenever Gorex attacks or dies, choose a card at random exiled with Gorex and put that card into its owner's hand.
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Grasp of Phantoms
  ( 4)
Sorcery
Put target creature on top of its owner's library. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Guardian Automaton
 ( 4)
Artifact Creature — Construct
(3/3)
When this creature dies, you gain 3 life.
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Hecatomb
   ( 3)
Enchantment
When this enchantment enters, sacrifice this enchantment unless you sacrifice four creatures. Tap an untapped Swamp you control: This enchantment deals 1 damage to any target.
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Hopping Automaton
 ( 3)
Artifact Creature — Construct
(2/2)
: This creature gets -1/-1 and gains flying until end of turn.
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Indrik Stomphowler
  ( 5)
Creature — Beast
(4/4)
When this creature enters, destroy target artifact or enchantment.
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Infernal Phantom
  ( 4)
Creature — Spirit
(2/3)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +2/+0 until end of turn. When this creature dies, it deals damage equal to its power to any target.
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Jalum Tome
 ( 3)
Artifact
, : Draw a card, then discard a card.
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Jangling Automaton
 ( 3)
Artifact Creature — Construct
(3/2)
Whenever this creature attacks, untap all creatures defending player controls.
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Jushi Apprentice
  ( 2)
Creature — Human Wizard
(1/2)
 , : Draw a card. If you have nine or more cards in hand, flip this creature.
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Kazandu Stomper
  ( 6)
Creature — Beast
(6/5)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) When this creature enters, return up to two lands you control to their owner's hand.
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Leyline Phantom
  ( 5)
Creature — Illusion
(5/5)
When this creature deals combat damage, return it to its owner's hand. (Return it only if it survived combat.)
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Lich's Tomb
 ( 4)
Artifact
You don't lose the game for having 0 or less life. Whenever you lose life, sacrifice a permanent for each 1 life you lost. (Damage causes loss of life.)
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Lingering Phantom
  ( 6)
Creature — Spirit
(5/4)
Whenever you cast a historic spell, you may pay . If you do, return this card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
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Lobotomy
   ( 4)
Sorcery
Target player reveals their hand, then you choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles.
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Bottomless Pool // Locker Room (Locker Room)
  ( 5)
Enchantment — Room
Whenever one or more creatures you control deal combat damage to a player, draw a card. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Luminous Phantom
( 0)
Creature — Spirit Cleric
(1/1)
Flying Whenever another creature you control leaves the battlefield, you gain 1 life. If Luminous Phantom would be put into a graveyard from anywhere, exile it instead.
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Lurking Automaton
 ( 5)
Artifact Creature — Construct
(0/0)
Reveal this card as you draft it and note how many cards you've drafted this draft round, including this card. This creature enters with X +1/+1 counters on it, where X is the highest number you noted for cards named Lurking Automaton.
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Mangara's Tome
 ( 5)
Artifact
When this artifact enters, search your library for five cards, exile them in a face-down pile, and shuffle that pile. Then shuffle your library. : The next time you would draw a card this turn, instead put the top card of the exiled pile into its owner's hand.
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March from the Tomb
   ( 5)
Sorcery
Return any number of target Ally creature cards with total mana value 8 or less from your graveyard to the battlefield.
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Marketwatch Phantom
  ( 2)
Creature — Spirit Detective
(2/2)
Whenever another creature you control with power 2 or less enters, this creature gains flying until end of turn.
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Martyrs' Tomb
   ( 4)
Enchantment
Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn.
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Mazemind Tome
 ( 2)
Artifact
, Put a page counter on this artifact: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
, , Put a page counter on this artifact: Draw a card.
When there are four or more page counters on this artifact, exile it. If you do, you gain 4 life.
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Mindless Automaton
 ( 4)
Artifact Creature — Construct
(0/0)
This creature enters with two +1/+1 counters on it. , Discard a card: Put a +1/+1 counter on this creature.
Remove two +1/+1 counters from this creature: Draw a card.
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My First Tome
 ( 3)
Artifact
, : Say the flavor text on a card in your hand. Target opponent guesses that card's name. You may reveal that card. If you do and they guessed wrong, you draw a card.
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Octomancer
   ( 5)
Creature — Frog Druid
(3/3)
Gift an Octopus (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create an 8/8 blue Octopus creature token.) At the beginning of each end step, create a token that's a copy of target creature token that entered the battlefield this turn.
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Out of the Tombs
  ( 3)
Enchantment
At the beginning of your upkeep, put two eon counters on this enchantment, then mill cards equal to the number of eon counters on it. If you would draw a card while your library has no cards in it, instead return a creature card from your graveyard to the battlefield. If you can't, you lose the game.
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Overgrown Tomb
( 0)
Land — Swamp Forest
( : Add or .) As this land enters, you may pay 2 life. If you don't, it enters tapped.
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Oviya, Automech Artisan
  ( 4)
Legendary Creature — Human Artificer
(1/2)
Each creature that's attacking one of your opponents has trample. , : You may put a creature or Vehicle card from your hand onto the battlefield. If you put an artifact onto the battlefield this way, put two +1/+1 counters on it.
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Patchwork Automaton
 ( 2)
Artifact Creature — Construct
(1/1)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Whenever you cast an artifact spell, put a +1/+1 counter on this creature.
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Phantom Beast
  ( 4)
Creature — Illusion Beast
(4/5)
When this creature becomes the target of a spell or ability, sacrifice it.
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Phantom Blade
  ( 5)
Artifact — Equipment
When this Equipment enters, attach it to up to one target creature you control. Destroy up to one other target creature. Equipped creature gets +1/+1 and has menace. (It can't be blocked except by two or more creatures.) Equip 
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Phantom Carriage
   ( 6)
Creature — Spirit
(4/4)
Flying When this creature enters, you may search your library for a card with flashback or disturb, put it into your graveyard, then shuffle.
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Phantom Centaur
   ( 4)
Creature — Centaur Spirit
(2/0)
Protection from black This creature enters with three +1/+1 counters on it. If damage would be dealt to this creature, prevent that damage. Remove a +1/+1 counter from this creature.
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Phantom Flock
   ( 5)
Creature — Bird Soldier Spirit
(0/0)
Flying This creature enters with three +1/+1 counters on it. If damage would be dealt to this creature, prevent that damage. Remove a +1/+1 counter from this creature.
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Phantom General
  ( 4)
Creature — Spirit Soldier
(2/3)
Creature tokens you control get +1/+1.
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Phantom Interference
 ( 1)
Instant
Spree (Choose one or more additional costs.) + — Create a 2/2 white Spirit creature token with flying. + — Counter target spell unless its controller pays .
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Phantom Nantuko
  ( 3)
Creature — Insect Spirit
(0/0)
Trample This creature enters with two +1/+1 counters on it. If damage would be dealt to this creature, prevent that damage. Remove a +1/+1 counter from this creature. : Put a +1/+1 counter on this creature.
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Phantom Ninja
   ( 3)
Creature — Illusion Ninja
(2/2)
This creature can't be blocked.
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Phantom Nishoba
   ( 7)
Creature — Cat Beast Spirit
(0/0)
Trample This creature enters with seven +1/+1 counters on it. Whenever this creature deals damage, you gain that much life. If damage would be dealt to this creature, prevent that damage. Remove a +1/+1 counter from this creature.
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Phantom Nomad
  ( 2)
Creature — Spirit Nomad
(0/0)
This creature enters with two +1/+1 counters on it. If damage would be dealt to this creature, prevent that damage. Remove a +1/+1 counter from this creature.
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Phantom Steed
  ( 4)
Creature — Horse Illusion
(4/3)
Flash When this creature enters, exile another target creature you control until this creature leaves the battlefield. Whenever this creature attacks, create a tapped and attacking token that's a copy of the exiled card, except it's an Illusion in addition to its other types. Sacrifice that token at end of combat.
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Phantom Tiger
  ( 3)
Creature — Cat Spirit
(1/0)
This creature enters with two +1/+1 counters on it. If damage would be dealt to this creature, prevent that damage. Remove a +1/+1 counter from this creature.
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Phantom Warrior
   ( 3)
Creature — Illusion Warrior
(2/2)
This creature can't be blocked.
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