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Archangel of Thune
   ( 5)
Creature — Angel
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1 counter on each creature you control.
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Archangel of Tithes
    ( 4)
Creature — Angel
(3/5)
Flying As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures. As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
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Archangel of Wrath
   ( 4)
Creature — Angel
(3/4)
Kicker and/or (You may pay an additional and/or as you cast this spell.) Flying, lifelink When this creature enters, if it was kicked, it deals 2 damage to any target. When this creature enters, if it was kicked twice, it deals 2 damage to any target.
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Archangel's Light
  ( 8)
Sorcery
You gain 2 life for each card in your graveyard, then shuffle your graveyard into your library.
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Archdemon of Greed
( 0)
Creature — Demon
(9/9)
Flying, trample At the beginning of your upkeep, sacrifice a Human. If you can't, tap this creature and it deals 9 damage to you.
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Archdemon of Paliano
   ( 4)
Creature — Demon
(5/4)
Draft this card face up. As long as this card is face up during the draft, you can't look at booster packs and must draft cards at random. After you draft three cards this way, turn this card face down. (You may look at cards as you draft them.) Flying
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Archdemon of Unx
   ( 7)
Creature — Demon
(6/6)
Flying, trample At the beginning of your upkeep, sacrifice a non-Zombie creature, then create a 2/2 black Zombie creature token.
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Archdruid's Charm
   ( 3)
Instant
Choose one — • Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle. • Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control. • Exile target artifact or enchantment.
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Archelos, Lagoon Mystic
    ( 4)
Legendary Creature — Turtle Shaman
(2/4)
As long as Archelos is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.
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Archers of Qarsi
  ( 4)
Creature — Snake Archer
(5/2)
Defender Reach (This creature can block creatures with flying.)
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Archers' Parapet
  ( 2)
Creature — Wall
(0/5)
Defender  , : Each opponent loses 1 life.
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Archery Training
 ( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an arrow counter on this Aura. Enchanted creature has " : This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
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Archetype of Aggression
   ( 3)
Enchantment Creature — Human Warrior
(3/2)
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
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Archetype of Courage
   ( 3)
Enchantment Creature — Human Soldier
(2/2)
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
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Archetype of Endurance
   ( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Archetype of Finality
   ( 6)
Enchantment Creature — Gorgon
(2/3)
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
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Archetype of Imagination
   ( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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Archfiend of Depravity
   ( 5)
Creature — Demon
(5/4)
Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
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Archfiend of Despair
   ( 8)
Creature — Demon
(6/6)
Flying Your opponents can't gain life. At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)
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Archfiend of Ifnir
   ( 5)
Creature — Demon
(5/4)
Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling ( , Discard this card: Draw a card.)
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Archfiend of Spite
   ( 7)
Creature — Demon
(6/6)
Flying Whenever a source an opponent controls deals damage to this creature, that source's controller loses that much life unless they sacrifice that many permanents of their choice. Madness   (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Archfiend of the Dross
   ( 4)
Creature — Phyrexian Demon
(6/6)
Flying This creature enters with four oil counters on it. At the beginning of your upkeep, remove an oil counter from this creature. Then if it has no oil counters on it, you lose the game. Whenever a creature an opponent controls dies, its controller loses 2 life.
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Archfiend's Vessel
 ( 1)
Creature — Human Cleric
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, if it entered from your graveyard or you cast it from your graveyard, exile it. If you do, create a 5/5 black Demon creature token with flying.
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Archghoul of Thraben
  ( 3)
Creature — Zombie Cleric
(3/2)
Whenever this creature or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
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Archipelagore
   ( 7)
Creature — Leviathan
(7/7)
Mutate  (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.
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Architect of Restoration
( 0)
Enchantment Creature — Fox Monk
(3/4)
Vigilance Whenever this creature attacks or blocks, create a 1/1 colorless Spirit creature token.
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Architect of the Untamed
  ( 3)
Creature — Elf Artificer Druid
(2/3)
Landfall — Whenever a land you control enters, you get (an energy counter). Pay eight : Create a 6/6 colorless Beast artifact creature token.
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Architects of Will
   ( 4)
Artifact Creature — Human Wizard
(3/3)
When this creature enters, look at the top three cards of target player's library, then put them back in any order. Cycling ( , Discard this card: Draw a card.)
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Archive Dragon
   ( 6)
Creature — Dragon Wizard
(4/6)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When this creature enters, scry 2.
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Archive Haunt
( 0)
Creature — Spirit Wizard
(2/1)
Flying Whenever this creature attacks, draw a card, then discard a card. If Archive Haunt would be put into a graveyard from anywhere, exile it instead.
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Archive Trap
   ( 5)
Instant — Trap
If an opponent searched their library this turn, you may pay rather than pay this spell's mana cost. Target opponent mills thirteen cards.
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Archivist
   ( 4)
Creature — Human Wizard
(1/1)
: Draw a card.
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Archivist of Gondor
  ( 3)
Creature — Human Advisor
(2/3)
When your commander deals combat damage to a player, if there is no monarch, you become the monarch. At the beginning of the monarch's end step, that player draws a card.
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Archivist of Oghma
  ( 2)
Creature — Halfling Cleric
(2/2)
Flash Whenever an opponent searches their library, you gain 1 life and draw a card.
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Archmage Ascension
  ( 3)
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on this enchantment. As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
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Archmage Emeritus
   ( 4)
Creature — Human Wizard
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
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Archmage of Echoes
  ( 5)
Creature — Faerie Wizard
(4/4)
Flying, ward  Whenever you cast a Faerie or Wizard permanent spell, copy it. (The copy becomes a token.)
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Archmage of Runes
   ( 5)
Creature — Giant Wizard
(3/6)
Instant and sorcery spells you cast cost less to cast. Whenever you cast an instant or sorcery spell, draw a card.
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Archmage's Charm
   ( 3)
Instant
Choose one — • Counter target spell. • Target player draws two cards. • Gain control of target nonland permanent with mana value 1 or less.
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Archmage's Newt
  ( 2)
Creature — Salamander Mount
(2/2)
Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback until end of turn instead if this creature is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.) Saddle 3
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Archon of Absolution
  ( 4)
Creature — Archon
(3/2)
Flying Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.) Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
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Archon of Coronation
   ( 6)
Creature — Archon
(5/5)
Flying When this creature enters, you become the monarch. As long as you're the monarch, damage doesn't cause you to lose life. (When a creature deals combat damage to you, its controller still becomes the monarch.)
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Archon of Cruelty
   ( 8)
Creature — Archon
(6/6)
Flying Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
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Archon of Emeria
  ( 3)
Creature — Archon
(2/3)
Flying Each player can't cast more than one spell each turn. Nonbasic lands your opponents control enter tapped.
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Archon of Falling Stars
   ( 6)
Creature — Archon
(4/4)
Flying When this creature dies, you may return target enchantment card from your graveyard to the battlefield.
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Archon of Justice
   ( 5)
Creature — Archon
(4/4)
Flying When this creature dies, exile target permanent.
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Archon of Redemption
   ( 5)
Creature — Archon
(3/4)
Flying Whenever this creature or another creature you control with flying enters, you may gain life equal to that creature's power.
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Archon of Sun's Grace
   ( 4)
Creature — Archon
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Pegasus creatures you control have lifelink. Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
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Archon of the Triumvirate
   ( 7)
Creature — Archon
(4/5)
Flying Whenever this creature attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
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Archon of the Wild Rose
   ( 4)
Creature — Archon
(4/4)
Flying Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
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Archon of Valor's Reach
   ( 6)
Creature — Archon
(5/6)
Flying, vigilance, trample As this creature enters, choose artifact, enchantment, instant, sorcery, or planeswalker. Players can't cast spells of the chosen type.
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Archon's Glory
 ( 1)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Target creature gets +2/+2 until end of turn. If this spell was bargained, that creature also gains flying and lifelink until end of turn.
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Archpriest of Iona
 ( 1)
Creature — Human Cleric
(*/2)
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
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Archpriest of Shadows
   ( 5)
Creature — Human Warlock
(4/4)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.) Deathtouch Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
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Archway Angel
  ( 6)
Creature — Angel
(3/4)
Flying When this creature enters, you gain 2 life for each Gate you control.
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Archway Commons
( 0)
Land
This land enters tapped. When this land enters, sacrifice it unless you pay . : Add one mana of any color.
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Archwing Dragon
   ( 4)
Creature — Dragon
(4/4)
Flying, haste At the beginning of the end step, return this creature to its owner's hand.
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Arclight Phoenix
  ( 4)
Creature — Phoenix
(3/2)
Flying, haste At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return this card from your graveyard to the battlefield.
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Arco-Flagellant
  ( 3)
Creature — Human
(3/1)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) This creature can't block. Endurant — Pay 3 life: This creature gains indestructible until end of turn.
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Arc-Slogger
   ( 5)
Creature — Beast
(4/5)
, Exile the top ten cards of your library: This creature deals 2 damage to any target.
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Arctic Aven
  ( 3)
Creature — Bird Wizard
(2/1)
Flying This creature gets +1/+1 as long as you control a Plains. : This creature gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
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Arctic Flats
( 0)
Snow Land
This land enters tapped. : Add or .
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Arctic Foxes
  ( 2)
Creature — Fox
(1/1)
This creature can't be blocked by creatures with power 2 or greater as long as defending player controls a snow land.
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Arctic Merfolk
  ( 2)
Creature — Merfolk
(1/1)
Kicker—Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.) If this creature was kicked, it enters with a +1/+1 counter on it.
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Arctic Nishoba
  ( 6)
Creature — Cat Warrior
(6/6)
Trample Cumulative upkeep or (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 creature dies, you gain 2 life for each age counter on it.
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Arctic Treeline
( 0)
Snow Land — Forest Plains
( : Add or .) This land enters tapped.
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Arctic Wolves
   ( 5)
Creature — Wolf
(4/5)
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 creature enters, draw a card.
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Arcum Dagsson
  ( 4)
Legendary Creature — Human Artificer
(2/2)
: Target artifact creature's controller sacrifices it. That player may search their library for a noncreature artifact card, put it onto the battlefield, then shuffle.
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Arcum's Astrolabe
 ( 1)
Snow Artifact
( can be paid with one mana from a snow source.) When this artifact enters, draw a card. , : Add one mana of any color.
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Arcum's Sleigh
 ( 1)
Artifact
, : Target creature gains vigilance until end of turn. Activate only during combat and only if defending player controls a snow land.
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Arcus Acolyte
  ( 2)
Creature — Human Cleric Archer
(2/2)
Reach, lifelink Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each other creature you control without a +1/+1 counter on it has outlast .
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Ardenn, Intrepid Archaeologist
  ( 3)
Legendary Creature — Kor Scout
(2/2)
At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player. Partner (You can have two commanders if both have partner.)
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Ardent Dustspeaker
  ( 5)
Creature — Minotaur Shaman
(3/4)
Whenever this creature attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.
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Ardent Electromancer
  ( 3)
Creature — Human Wizard
(3/2)
When this creature enters, add for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Ardent Elementalist
  ( 4)
Creature — Human Shaman
(2/1)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
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Ardent Plea
   ( 3)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Ardent Recruit
 ( 1)
Creature — Human Soldier
(1/1)
Metalcraft — This creature gets +2/+2 as long as you control three or more artifacts.
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Ardent Soldier
  ( 2)
Creature — Human Soldier
(1/2)
Kicker (You may pay an additional as you cast this spell.) Vigilance If this creature was kicked, it enters with a +1/+1 counter on it.
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Virtue of Loyalty (Ardenvale Fealty)
  ( 2)
Instant — Adventure
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the enchantment later from exile.)
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Ardenvale Paladin
  ( 4)
Creature — Human Knight
(2/5)
Adamant — If at least three white mana was spent to cast this spell, this creature enters with a +1/+1 counter on it.
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Ardoz, Cobbler of War
  ( 2)
Legendary Creature — Goblin Shaman
(1/1)
Haste Whenever Ardoz or another creature you control enters, that creature gets +2/+0 until end of turn.  : Create a 1/1 red Goblin creature token with haste. Activate only as a sorcery.
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Arena
( 0)
Land
, : Tap target creature you control and target creature of an opponent's choice they control. Those creatures fight each other. (Each deals damage equal to its power to the other.)
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Arena Athlete
  ( 2)
Creature — Human
(2/1)
Heroic — Whenever you cast a spell that targets this creature, target creature an opponent controls can't block this turn.
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Arena of the Ancients
 ( 3)
Artifact
Legendary creatures don't untap during their controllers' untap steps. When this artifact enters, tap all legendary creatures.
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Arena Rector
  ( 4)
Creature — Human Cleric
(1/2)
When this creature dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle.
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Arena Trickster
  ( 4)
Creature — Human Shaman
(3/3)
Whenever you cast your first spell during each opponent's turn, put a +1/+1 counter on this creature.
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Argent Dais
  ( 2)
Artifact
This artifact enters with two oil counters on it. Whenever two or more creatures attack, put an oil counter on this artifact. , , Remove two oil counters from this artifact: Exile another target nonland permanent. Its controller draws two cards.
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Argent Mutation
  ( 3)
Instant
Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card.
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Argent Sphinx
   ( 4)
Creature — Sphinx
(4/3)
Flying Metalcraft — : Exile this creature. Return it to the battlefield under your control at the beginning of the next end step. Activate only if you control three or more artifacts.
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Argentum Armor
 ( 6)
Artifact — Equipment
Equipped creature gets +6/+6. Whenever equipped creature attacks, destroy target permanent. Equip 
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Argentum Masticore
 ( 5)
Artifact Creature — Phyrexian Masticore
(5/5)
First strike, protection from multicolored At the beginning of your upkeep, sacrifice this creature unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
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