|
Anaba Bodyguard
  ( 4)
Creature — Minotaur
(2/3)
First strike (This creature deals combat damage before creatures without first strike.)
|
|
|
Anaba Shaman
  ( 4)
Creature — Minotaur Shaman
(2/2)
, : This creature deals 1 damage to any target.
|
|
|
Anaconda
  ( 4)
Creature — Snake
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
|
|
|
Anafenza, Kin-Tree Spirit
  ( 2)
Legendary Creature — Spirit Soldier
(2/2)
Whenever another nontoken creature you control enters, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
|
|
|
Anafenza, the Foremost
   ( 3)
Legendary Creature — Human Soldier
(4/4)
Whenever Anafenza attacks, put a +1/+1 counter on another target tapped creature you control. If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
|
|
|
Anafenza, Unyielding Lineage
  ( 3)
Legendary Creature — Spirit Soldier
(2/2)
Flash First strike Whenever another nontoken creature you control dies, Anafenza endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
|
|
|
Analyze the Pollen
 ( 1)
Sorcery
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.) Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
|
|
|
Anara, Wolvid Familiar
  ( 4)
Legendary Creature — Wolf Beast
(4/4)
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.) Partner (You can have two commanders if both have partner.)
|
|
|
Anarchist
  ( 5)
Creature — Human Wizard
(2/2)
When this creature enters, you may return target sorcery card from your graveyard to your hand.
|
|
|
Anarchy
   ( 4)
Sorcery
Destroy all white permanents.
|
|
|
Anax and Cymede
   ( 3)
Legendary Creature — Human Soldier
(3/2)
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.
|
|
|
Anax and Cymede & Kynaios and Tiro (playtest)
     ( 5)
Legendary Creature — — Human Soldier
(3/8)
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede & Kynaios and Tiro, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.
|
|
|
Anax, Hardened in the Forge
   ( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Anax's power is equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.) Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This token can't block." If the creature had power 4 or greater, create two of those tokens instead.
|
|
|
Ancestor Dragon
   ( 6)
Creature — Dragon
(5/6)
Flying Whenever one or more creatures you control attack, you gain 1 life for each attacking creature.
|
|
|
Ancestors' Aid
  ( 2)
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
|
|
|
Ancestor's Chosen
   ( 7)
Creature — Human Cleric
(4/4)
First strike (This creature deals combat damage before creatures without first strike.) When this creature enters, you gain 1 life for each card in your graveyard.
|
|
|
Ancestor's Embrace
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has lifelink. If Ancestor's Embrace would be put into a graveyard from anywhere, exile it instead.
|
|
|
Ancestor's Prophet
  ( 5)
Creature — Human Cleric
(1/5)
Tap five untapped Clerics you control: You gain 10 life.
|
|
|
Ancestral Anger
 ( 1)
Sorcery
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card.
|
|
|
Ancestral Blade
  ( 2)
Artifact — Equipment
When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it. Equipped creature gets +1/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
|
|
|
Ancestral Hot Dog Minotaur
( 0)
Stickers
2 — Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.) 3 — Flying 2 — 1/4 5 — 8/6
|
|
|
Ancestral Katana
  ( 2)
Artifact — Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay . When you do, attach this Equipment to it. Equipped creature gets +2/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
|
|
|
Ancestral Knowledge
  ( 2)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this enchantment enters, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order. When this enchantment leaves the battlefield, shuffle your library.
|
|
|
Ancestral Mask
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
|
|
|
Ancestral Memories
    ( 5)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
|
|
|
Ancestral Statue
 ( 4)
Artifact Creature — Golem
(3/4)
When this creature enters, return a nonland permanent you control to its owner's hand.
|
|
|
Ancestral Vengeance
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, put a +1/+1 counter on target creature you control. Enchanted creature gets -1/-1.
|
|
|
Ancestral Vision
( 0)
Sorcery
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Target player draws three cards.
|
|
|
Anchor to Reality
   ( 4)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
|
|
|
Anchor to the Aether
  ( 3)
Sorcery
Put target creature on top of its owner's library. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
|
|
|
Ancient Amphitheater
( 0)
Land
As this land enters, you may reveal a Giant card from your hand. If you don't, this land enters tapped. : Add or .
|
|
|
Ancient Animus
  ( 2)
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
|
|
|
Ancient Brass Dragon
   ( 7)
Creature — Elder Dragon
(7/6)
Flying Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
|
|
|
Ancient Bronze Dragon
   ( 7)
Creature — Elder Dragon
(7/7)
Flying Whenever this creature deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
|
|
|
Ancient Cellarspawn
   ( 3)
Enchantment Creature — Horror
(3/3)
Each spell you cast that's a Demon, Horror, or Nightmare costs less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.
|
|
|
Ancient Copper Dragon
   ( 6)
Creature — Elder Dragon
(6/5)
Flying Whenever this creature deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
|
|
|
Ancient Cornucopia
  ( 3)
Artifact
Whenever you cast a spell that's one or more colors, you may gain 1 life for each of that spell's colors. Do this only once each turn. : Add one mana of any color.
|
|
|
Ancient Excavation
   ( 4)
Instant
Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way. Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
|
|
|
Ancient Gold Dragon
   ( 7)
Creature — Elder Dragon
(7/10)
Flying Whenever this creature deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
|
|
|
Ancient Greenwarden
   ( 6)
Creature — Elemental
(5/7)
Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
|
|
|
Ancient Grudge
  ( 2)
Instant
Destroy target artifact. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Ancient Hellkite
    ( 7)
Creature — Dragon
(6/6)
Flying : This creature deals 1 damage to target creature defending player controls. Activate only if this creature is attacking.
|
|
|
Ancient Hydra
  ( 5)
Creature — Hydra
(5/1)
Fading 5 (This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) , Remove a fade counter from this creature: It deals 1 damage to any target.
|
|
|
Ancient Imperiosaur
   ( 7)
Creature — Dinosaur
(6/6)
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.) Trample, ward  This creature enters with two +1/+1 counters on it for each creature that convoked it.
|
|
|
Ancient Kavu
  ( 4)
Creature — Kavu
(3/3)
: This creature becomes colorless until end of turn.
|
|
|
Ancient Lumberknot
   ( 4)
Creature — Treefolk
(1/4)
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
|
|
|
Ancient Ooze
   ( 7)
Creature — Ooze
(*/*)
Ancient Ooze's power and toughness are each equal to the total mana value of other creatures you control.
|
|
|
Ancient Runes
  ( 3)
Enchantment
At the beginning of each player's upkeep, this enchantment deals damage to that player equal to the number of artifacts they control.
|
|
|
Ancient Silver Dragon
   ( 8)
Creature — Elder Dragon
(8/8)
Flying Whenever this creature deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
|
|
|
Ancient Silverback
   ( 6)
Creature — Ape
(6/5)
: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
|
|
|
Ancient Spider
   ( 4)
Creature — Spider
(2/5)
First strike; reach (This creature can block creatures with flying.)
|
|
|
Ancient Stirrings
 ( 1)
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
|
|
|
Ancient Stone Idol
 ( 10)
Artifact Creature — Golem
(12/12)
Flash This spell costs less to cast for each attacking creature. Trample When this creature dies, create a 6/12 colorless Construct artifact creature token with trample.
|
|
|
Ancient Vendetta
  ( 4)
Sorcery
Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. Then that player shuffles.
|
|
|
Ancient Ziggurat
( 0)
Land
: Add one mana of any color. Spend this mana only to cast a creature spell.
|
|
|
And They Shall Know No Fear
  ( 2)
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
|
|
|
Andradite Leech
  ( 3)
Creature — Leech
(2/2)
Black spells you cast cost more to cast. : This creature gets +1/+1 until end of turn.
|
|
|
Andúril, Flame of the West
 ( 3)
Legendary Artifact — Equipment
Equipped creature gets +3/+1. Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking. Equip 
|
|
|
Andúril, Narsil Reforged
 ( 2)
Legendary Artifact — Equipment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip 
|
|
|
Anep, Vizier of Hazoret
  ( 3)
Legendary Creature — Jackal Warrior
(4/2)
Trample You may exert Anep as it attacks. When you do, exile the top two cards of your library. Until the end of your next turn, you may play those cards. (An exerted creature won't untap during your next untap step.)
|
|
|
Angel of Deliverance
   ( 8)
Creature — Angel
(6/6)
Flying Delirium — Whenever this creature deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
|
|
|
Angel of Despair
     ( 7)
Creature — Angel
(5/5)
Flying When this creature enters, destroy target permanent.
|
|
|
Angel of Destiny
   ( 5)
Creature — Angel Cleric
(2/6)
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.
|
|
|
Angel of Eternal Dawn
  ( 3)
Creature — — Angel
(2/4)
Flying When Angel of Eternal Dawn enters the battlefield, it becomes day. It can't become night. Your opponents can't cast spells with mana value greater than the number of turns they have begun.
|
|
|
Angel of Finality
  ( 4)
Creature — Angel
(3/4)
Flying When this creature enters, exile target player's graveyard.
|
|
|
Angel of Flight Alabaster
  ( 5)
Creature — Angel
(4/4)
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
|
|
|
Angel of Fury
   ( 6)
Creature — Angel
(3/5)
Flying When this creature dies, you may shuffle it into its owner's library.
|
|
|
Angel of Glory's Rise
   ( 7)
Creature — Angel
(4/6)
Flying When this creature enters, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
|
|
|
Angel of Grace
   ( 5)
Creature — Angel
(5/4)
Flash Flying When this creature enters, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.   , Exile this card from your graveyard: Your life total becomes 10.
|
|
|
Angel of Invention
   ( 5)
Creature — Angel
(2/1)
Flying, vigilance, lifelink Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
|
|
|
Angel of Jubilation
    ( 4)
Creature — Angel
(3/3)
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
|
|
|
Angel of Mercy
  ( 5)
Creature — Angel
(3/3)
Flying When this creature enters, you gain 3 life.
|
|
|
Angel of Renewal
  ( 6)
Creature — Angel Ally
(4/4)
Flying When this creature enters, you gain 1 life for each creature you control.
|
|
|
Angel of Salvation
   ( 8)
Creature — Angel
(5/5)
Flash; 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 When this creature enters, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
|
|
|
Angel of Sanctions
   ( 5)
Creature — Angel
(3/4)
Flying When this creature enters, you may exile target nonland permanent an opponent controls until this creature leaves the battlefield. Embalm  ( , Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
|
|
|
Angel of Serenity
    ( 7)
Creature — Angel
(5/6)
Flying When this creature enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When this creature leaves the battlefield, return the exiled cards to their owners' hands.
|
|
|
Angel of Suffering
   ( 5)
Creature — Nightmare Angel
(5/3)
Flying If damage would be dealt to you, prevent that damage and mill twice that many cards.
|
|
|
Angel of the Dawn
  ( 5)
Creature — Angel
(3/3)
Flying When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
|
|
|
Angel of the Dire Hour
   ( 7)
Creature — Angel
(5/4)
Flash Flying When this creature enters, if you cast it from your hand, exile all attacking creatures.
|
|
|
Angel of the Ruins
   ( 7)
Artifact Creature — Angel
(5/7)
Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling ( , Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
|
|
|
Angel of Unity
  ( 2)
Creature — — Angel Cleric
(1/3)
Flying, lifelink Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1. (A party card or spell is a Cleric, Rogue, Warrior, or Wizard.)
|
|
|