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Halving Season (playtest)
  ( 5)
Enchantment
If an opponent would create one or more tokens, they create half that many of each of those kinds of tokens instead, rounded down. If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
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Hama Pashar, Ruin Seeker
   ( 3)
Legendary Creature — Human Wizard
(2/3)
Room abilities of dungeons you own trigger an additional time.
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Hamlet Captain
  ( 2)
Creature — Human Warrior
(2/2)
Whenever this creature attacks or blocks, other Humans you control get +1/+1 until end of turn.
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Hamlet Glutton
   ( 7)
Creature — Giant
(6/6)
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) This spell costs less to cast if it's bargained. Trample When this creature enters, you gain 3 life.
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Hamlet Vanguard
  ( 3)
Creature — Human Warrior
(1/1)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) This creature enters with two +1/+1 counters on it for each other nontoken Human you control.
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Hamletback Goliath
  ( 7)
Creature — Giant Warrior
(6/6)
Whenever another creature enters, you may put X +1/+1 counters on this creature, where X is that creature's power.
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Hammer Dropper
   ( 4)
Creature — Giant Soldier
(5/2)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
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Hammer Helper
  ( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature and roll a six-sided die. Until end of turn, it gains haste and gets +X/+0, where X is the result.
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Hammer Jammer
  ( 4)
Creature — Goblin Warrior
(0/0)
As this creature enters, roll a six-sided die. This creature enters with a number of +1/+1 counters on it equal to the result. Whenever you roll a die, remove all +1/+1 counters from this creature, then put a number of +1/+1 counters on it equal to the result.
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Hammer of Nazahn
 ( 4)
Legendary Artifact — Equipment
Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control. Equipped creature gets +2/+0 and has indestructible. Equip 
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Hammer of Purphoros
   ( 3)
Legendary Enchantment Artifact
Creatures you control have haste.  , , Sacrifice a land: Create a 3/3 colorless Golem enchantment artifact creature token.
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Hammer of Ruin
 ( 2)
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, you may destroy target Equipment that player controls. Equip 
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Hammerfest Boomtacular
   ( 5)
Enchantment
Whenever you cast a spell with a Goblin Explosioneers watermark, this enchantment deals 2 damage to any target.
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Hammerfist Giant
   ( 6)
Creature — Giant Warrior
(5/4)
: This creature deals 4 damage to each creature without flying and each player.
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Hammerhand
 ( 1)
Enchantment — Aura
Enchant creature When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.
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Hammerhead Shark
  ( 2)
Creature — Shark
(2/3)
This creature can't attack unless defending player controls an Island.
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Hammerhead Tyrant
   ( 6)
Creature — Dragon
(6/6)
Flying Whenever you cast a spell, return up to one target nonland permanent an opponent controls with mana value less than or equal to that spell's mana value to its owner's hand.
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Hammerheim
( 0)
Legendary Land
: Add .
: Target creature loses all landwalk abilities until end of turn.
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Hammerheim Deadeye
  ( 4)
Creature — Giant Warrior
(3/3)
Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, destroy target creature with flying.
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Hammers of Moradin
  ( 3)
Creature — Dwarf Cleric
(3/3)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Whenever this creature attacks, for each opponent, tap up to one target creature that player controls.
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Hampering Snare
  ( 2)
Instant
Creatures your opponents control get -2/-0 until end of turn. Cycling ( , Discard this card: Draw a card.)
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Hamza, Guardian of Arashin
   ( 6)
Legendary Creature — Elephant Warrior
(5/5)
This spell costs less to cast for each creature you control with a +1/+1 counter on it. Creature spells you cast cost less to cast for each creature you control with a +1/+1 counter on it.
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Hana Kami
 ( 1)
Creature — Spirit
(1/1)
 , Sacrifice this creature: Return target Arcane card from your graveyard to your hand.
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Hanabi Blast
   ( 3)
Instant
Hanabi Blast deals 2 damage to any target. Return Hanabi Blast to its owner's hand, then discard a card at random.
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Hancock, Ghoulish Mayor
  ( 3)
Legendary Creature — Zombie Mutant Advisor
(2/1)
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Hand of Cruelty
  ( 2)
Creature — Human Samurai
(2/2)
Protection from white Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Hand of Emrakul
 ( 9)
Creature — Eldrazi
(7/7)
You may sacrifice four Eldrazi Spawn rather than pay this spell's mana cost. Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
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Hand of Honor
  ( 2)
Creature — Human Samurai
(2/2)
Protection from black Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Hand of Justice
  ( 6)
Creature — Avatar
(2/6)
, Tap three untapped white creatures you control: Destroy target creature.
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Hand of Silumgar
  ( 2)
Creature — Human Warrior
(2/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Hand of the Praetors
  ( 4)
Creature — Phyrexian Zombie
(3/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Other creatures you control with infect get +1/+1. Whenever you cast a creature spell with infect, target player gets a poison counter.
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Hand of Vecna
 ( 3)
Legendary Artifact — Equipment
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand. Equip—Pay 1 life for each card in your hand. Equip 
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Hand That Feeds
  ( 2)
Creature — Mutant
(2/2)
Delirium — Whenever this creature attacks while there are four or more card types among cards in your graveyard, it gets +2/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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Hand to Hand
  ( 3)
Enchantment
During combat, players can't cast instant spells or activate abilities that aren't mana abilities.
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Handcuffs
   ( 5)
Enchantment
As this enchantment enters, choose a player. When the chosen player's hands aren't touching each other, sacrifice this enchantment and that player sacrifices three permanents.
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Hands of Binding
  ( 2)
Sorcery
Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Handy Dandy Clone Machine
 ( 3)
Artifact
, : Create a 2/2 colorless Homunculus creature token. It must be represented by a unique hand and two fingers at all times, or it ceases to exist.
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Hangar Scrounger
  ( 3)
Creature — Dwarf Pilot
(2/1)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Whenever this creature becomes tapped, you may discard a card. If you do, draw a card.
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Hangarback Walker
  ( 0)
Artifact Creature — Construct
(0/0)
This creature enters with X +1/+1 counters on it. When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on this creature. , : Put a +1/+1 counter on this creature.
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Hanged Executioner
  ( 3)
Creature — Spirit
(1/1)
Flying When this creature enters, create a 1/1 white Spirit creature token with flying.  , Exile this creature: Exile target creature.
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Hangman
 ( 1)
Creature — Human Villain
(1/1)
As this creature enters, secretly note a word with six to eight letters. : Target player who doesn't control this creature guesses the noted word or an unguessed letter in that word. If they guess wrong, put a +1/+1 counter on this creature. Any player may activate this ability.
When a player guesses the noted word or all of its letters, sacrifice this creature.
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Hankyu
 ( 1)
Artifact — Equipment
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Hanna's Custody
  ( 3)
Enchantment
All artifacts have shroud. (They can't be the targets of spells or abilities.)
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Hans Eriksson
   ( 4)
Legendary Creature — Human Scout
(1/4)
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
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Hanweir Garrison
  ( 3)
Creature — Human Soldier
(2/3)
Whenever this creature attacks, create two 1/1 red Human creature tokens that are tapped and attacking. (Melds with Hanweir Battlements.)
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Hanweir Lancer
  ( 3)
Creature — Human Knight
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, both creatures have first strike.
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Hanweir Militia Captain
  ( 2)
Creature — Human Soldier
(2/2)
At the beginning of your upkeep, if you control four or more creatures, transform this creature.
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Hanweir Watchkeep
  ( 3)
Creature — Human Warrior Werewolf
(1/5)
Defender At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Hanweir, the Writhing Township
( 0)
Legendary Creature — Eldrazi Ooze
(7/4)
Trample, haste Whenever Hanweir attacks, create two 3/2 colorless Eldrazi Horror creature tokens that are tapped and attacking.
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Hapatra, Vizier of Poisons
  ( 2)
Legendary Creature — Human Cleric
(2/2)
Whenever Hapatra deals combat damage to a player, you may put a -1/-1 counter on target creature. Whenever you put one or more -1/-1 counters on a creature, create a 1/1 green Snake creature token with deathtouch.
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Hapatra's Mark
 ( 1)
Instant
Target creature you control gains hexproof until end of turn. Remove all -1/-1 counters from it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Haphazard Bombardment
  ( 6)
Enchantment
When this enchantment enters, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
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Hapless Researcher
 ( 1)
Creature — Human Wizard
(1/1)
Sacrifice this creature: Draw a card, then discard a card.
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Happily Ever After
  ( 3)
Enchantment
When this enchantment enters, each player gains 5 life and draws a card. At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
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Happy Dead Squirrel
( 0)
Stickers
2 — : Add  . Spend this mana only to cast noncreature spells. 3 — Infect (This permanent deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) 2 — 3/2 4 — 4/7
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Harabaz Druid
  ( 2)
Creature — Human Druid Ally
(0/1)
: Add X mana of any one color, where X is the number of Allies you control.
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Haradrim Spearmaster
  ( 3)
Creature — Human Warrior
(2/3)
Reach At the beginning of combat on your turn, another target creature you control gets +1/+0 until end of turn.
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Harald Unites the Elves
   ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield. II — Put a +1/+1 counter on each Elf you control. III — Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.
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Harald, King of Skemfar
   ( 3)
Legendary Creature — Elf Warrior
(3/2)
Menace (This creature can't be blocked except by two or more creatures.) When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Harbin, Vanguard Aviator
  ( 2)
Legendary Creature — Human Soldier
(3/2)
Flying Whenever you attack with five or more Soldiers, creatures you control get +1/+1 and gain flying until end of turn.
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Harbinger of Night
   ( 4)
Creature — Spirit
(2/3)
At the beginning of your upkeep, put a -1/-1 counter on each creature.
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Harbinger of Spring
  ( 5)
Creature — Spirit
(2/1)
Protection from non-Spirit creatures Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
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Harbinger of the Hunt
   ( 5)
Creature — Dragon
(5/3)
Flying  : This creature deals 1 damage to each creature without flying.
 : This creature deals 1 damage to each other creature with flying.
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Harbinger of the Tides
  ( 2)
Creature — Merfolk Wizard
(2/2)
You may cast this card as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
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Harbor Bandit
  ( 3)
Creature — Human Rogue
(2/2)
This creature gets +1/+1 as long as you control an Island.  : This creature can't be blocked this turn.
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Harbor Guardian
   ( 4)
Creature — Gargoyle
(3/4)
Reach (This creature can block creatures with flying.) Whenever this creature attacks, defending player may draw a card.
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Harbor Serpent
   ( 6)
Creature — Serpent
(5/5)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) This creature can't attack unless there are five or more Islands on the battlefield.
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Hard Cover
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and has " : Draw a card, then discard a card."
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Hard Evidence
 ( 1)
Sorcery
Create a 0/3 blue Crab creature token. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Hard Hat Area
( 0)
Artifact — Contraption
Whenever you crank this Contraption, roll two six-sided dice. This Contraption assembles a number of Contraptions equal to the difference between those results. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Hardbristle Bandit
  ( 2)
Creature — Plant Rogue
(1/1)
: Add one mana of any color.
Whenever you commit a crime, untap this creature. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Hardened Berserker
  ( 3)
Creature — Human Berserker
(3/2)
Whenever this creature attacks, the next spell you cast this turn costs less to cast.
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Hardened Escort
  ( 3)
Creature — Human Soldier
(2/4)
Whenever this creature attacks, another target creature you control gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Hardened Scales
 ( 1)
Enchantment
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
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Hard-Hitting Question
 ( 1)
Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
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Hardy Outlander
  ( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
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Hardy Veteran
  ( 2)
Creature — Human Warrior
(2/2)
During your turn, this creature gets +0/+2.
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Hare Apparent
  ( 2)
Creature — Rabbit Noble
(2/2)
When this creature enters, create a number of 1/1 white Rabbit creature tokens equal to the number of other creatures you control named Hare Apparent. A deck can have any number of cards named Hare Apparent.
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Pollen-Shield Hare (Hare Raising)
 ( 1)
Sorcery — Adventure
Target creature you control gains vigilance and gets +X/+X until end of turn, where X is the number of creatures you control.
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Harmattan Efreet
   ( 4)
Creature — Efreet
(2/2)
Flying   : Target creature gains flying until end of turn.
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Harmless Assault
   ( 4)
Instant
Prevent all combat damage that would be dealt this turn by attacking creatures.
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Harmless Offering
  ( 3)
Sorcery
Target opponent gains control of target permanent you control.
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Harmonic Prodigy
  ( 2)
Creature — Human Wizard
(1/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) If an ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
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Harmonic Sliver
   ( 3)
Creature — Sliver
(1/1)
All Slivers have "When this permanent enters, destroy target artifact or enchantment."
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Harmonious Archon
   ( 6)
Creature — Archon
(4/5)
Flying Non-Archon creatures have base power and toughness 3/3. When this creature enters, create two 1/1 white Human creature tokens.
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Harmonious Emergence
  ( 4)
Enchantment — Aura
Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice this Aura and that land gains indestructible until end of turn.
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Harmony of Nature
  ( 3)
Sorcery
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.
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Harm's Way
 ( 1)
Instant
The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.
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Harness by Force
   ( 3)
Sorcery
Strive — This spell costs  more to cast for each target beyond the first. Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn.
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