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Argivian Avenger
 ( 6)
Artifact Creature — Shapeshifter
(5/5)
: Until end of turn, this creature gets -1/-1 and gains your choice of flying, vigilance, deathtouch, or haste.
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Argivian Blacksmith
   ( 3)
Creature — Human Artificer
(2/2)
: Prevent the next 2 damage that would be dealt to target artifact creature this turn.
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Argivian Cavalier
  ( 3)
Creature — Orc Knight
(2/2)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) When this creature enters, create a 1/1 white Soldier creature token.
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Argivian Find
 ( 1)
Instant
Return target artifact or enchantment card from your graveyard to your hand.
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Argivian Phalanx
  ( 6)
Creature — Human Kor Soldier
(4/4)
Affinity for creatures (This spell costs less to cast for each creature you control.) Vigilance (Attacking doesn't cause this creature to tap.)
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Argivian Restoration
   ( 4)
Sorcery
Return target artifact card from your graveyard to the battlefield.
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Argoth, Sanctum of Nature
( 0)
Land
This land enters tapped unless you control a legendary green creature. : Add .
  , : Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery.
(Melds with Titania, Voice of Gaea.)
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Argothian Enchantress
  ( 2)
Creature — Human Druid
(0/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.
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Argothian Opportunist
  ( 3)
Creature — Human Scout
(3/2)
When this creature enters, create a tapped Powerstone token. (It's an artifact with " : Add . This mana can't be spent to cast a nonartifact spell.")
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Argothian Pixies
  ( 2)
Creature — Faerie
(2/1)
This creature can't be blocked by artifact creatures. Prevent all damage that would be dealt to this creature by artifact creatures.
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Argothian Sprite
  ( 2)
Creature — Faerie
(2/2)
This creature can't be blocked by artifact creatures. : Put two +1/+1 counters on this creature.
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Argothian Treefolk
   ( 5)
Creature — Treefolk
(3/5)
Prevent all damage that would be dealt to this creature by artifact sources.
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Argothian Wurm
  ( 4)
Creature — Wurm
(6/6)
Trample When this creature enters, any player may sacrifice a land of their choice. If a player does, put this creature on top of its owner's library.
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Arguel's Blood Fast
  ( 2)
Legendary Enchantment
 , Pay 2 life: Draw a card.
At the beginning of your upkeep, if you have 5 or less life, you may transform Arguel's Blood Fast.
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Aria of Flame
  ( 3)
Enchantment
When this enchantment enters, each opponent gains 10 life. Whenever you cast an instant or sorcery spell, put a verse counter on this enchantment, then it deals damage equal to the number of verse counters on it to target player or planeswalker.
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Arid Archway
( 0)
Land — Desert
This land enters tapped. When this land enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) : Add  .
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Arid Mesa
( 0)
Land
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
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Arisen Gorgon
   ( 3)
Creature — Zombie Gorgon
(3/3)
This creature has deathtouch as long as you control a Liliana planeswalker. (Any amount of damage this deals to a creature is enough to destroy it.)
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Arixmethes, Slumbering Isle
   ( 4)
Legendary Creature — Kraken
(12/12)
Arixmethes enters tapped with five slumber counters on it. As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) Whenever you cast a spell, you may remove a slumber counter from Arixmethes. : Add  .
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Arjun, the Shifting Flame
   ( 6)
Legendary Creature — Sphinx Wizard
(5/5)
Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
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Ark of Blight
 ( 2)
Artifact
, , Sacrifice this artifact: Destroy target land.
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Arlinn Kord
   ( 4)
Legendary Planeswalker — Arlinn
(3)
+1: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste. 0: Create a 2/2 green Wolf creature token. Transform Arlinn Kord.
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Arlinn, Embraced by the Moon
( 0)
Legendary Planeswalker — Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn. −1: Arlinn deals 3 damage to any target. Transform Arlinn. −6: You get an emblem with "Creatures you control have haste and ‘ : This creature deals damage equal to its power to any target.'"
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Arlinn, the Moon's Fury
( 0)
Legendary Planeswalker — Arlinn
(4)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) +2: Add  . 0: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
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Arlinn, the Pack's Hope
   ( 4)
Legendary Planeswalker — Arlinn
(4)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.) +1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it. −3: Create two 2/2 green Wolf creature tokens.
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Arlinn, Voice of the Pack
   ( 6)
Legendary Planeswalker — Arlinn
(7)
Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
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Arlinn's Wolf
  ( 3)
Creature — Wolf
(3/2)
This creature can't be blocked by creatures with power 2 or less.
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Arm the Cathars
   ( 3)
Sorcery
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
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Arm with Æther (Arm with Aether)
  ( 3)
Sorcery
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."
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Armada Wurm
     ( 6)
Creature — Wurm
(5/5)
Trample When this creature enters, create a 5/5 green Wurm creature token with trample.
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Armadillo Cloak
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.
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Armageddon Clock
 ( 6)
Artifact
At the beginning of your upkeep, put a doom counter on this artifact. At the beginning of your draw step, this artifact deals damage equal to the number of doom counters on it to each player. : Remove a doom counter from this artifact. Any player may activate this ability but only during any upkeep step.
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Armament Corps
    ( 5)
Creature — Human Soldier
(4/4)
When this creature enters, distribute two +1/+1 counters among one or two target creatures you control.
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Armament Dragon
    ( 6)
Creature — Dragon
(3/4)
Flying When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures you control.
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Armament Master
  ( 2)
Creature — Kor Soldier
(2/2)
Other Kor creatures you control get +2/+2 for each Equipment attached to this creature.
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Armament of Nyx
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)
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Armasaur Guide
  ( 5)
Creature — Dinosaur
(4/4)
Vigilance (Attacking doesn't cause this creature to tap.) Whenever you attack with three or more creatures, put a +1/+1 counter on target creature you control.
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Armed // Dangerous (Armed)
  ( 2)
Sorcery
Target creature gets +1/+1 and gains double strike until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Armed and Armored
  ( 2)
Instant
Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
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Armed Response
  ( 3)
Instant
Armed Response deals damage to target attacking creature equal to the number of Equipment you control.
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Armed with Proof
  ( 3)
Enchantment
When this enchantment enters, investigate twice. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") Clues you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Armillary Sphere
 ( 2)
Artifact
, , Sacrifice this artifact: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
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Arming Gala
   ( 5)
Enchantment
At the beginning of your end step, creatures you control and creature cards in your hand, library, and graveyard perpetually get +1/+1.
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Armix, Filigree Thrasher
  ( 3)
Legendary Artifact Creature — Golem
(3/2)
Whenever Armix attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard. Partner (You can have two commanders if both have partner.)
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Arm-Mounted Anchor
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has menace. Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card. Equip . This ability costs less to activate if you have one or fewer cards in hand.
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Armor of Faith
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. : Enchanted creature gets +0/+1 until end of turn.
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Armor of Shadows
 ( 1)
Instant
Until end of turn, target creature gets +1/+0 and gains indestructible. (Damage and effects that say "destroy" don't destroy it.)
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Armor of Thorns
  ( 2)
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant nonblack creature Enchanted creature gets +2/+2.
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Armor Sliver
  ( 3)
Creature — Sliver
(2/2)
All Sliver creatures have " : This creature gets +0/+1 until end of turn."
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Armor Thrull
  ( 3)
Creature — Thrull
(1/3)
, Sacrifice this creature: Put a +1/+2 counter on target creature.
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Armorcraft Judge
  ( 4)
Creature — Elf Artificer
(3/3)
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
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Armored Ascension
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying.
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Armored Galleon
  ( 5)
Creature — Human Pirate
(5/4)
This creature can't attack unless defending player controls an Island.
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Armored Kincaller
  ( 3)
Creature — Dinosaur
(3/3)
When this creature enters, you may reveal a Dinosaur card from your hand. If you do or if you control another Dinosaur, you gain 3 life.
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Armored Scrapgorger
  ( 2)
Creature — Phyrexian Beast
(0/3)
This creature gets +3/+0 as long as it has three or more oil counters on it. : Add one mana of any color.
Whenever this creature becomes tapped, exile target card from a graveyard and put an oil counter on this creature.
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Armored Skaab
  ( 3)
Creature — Zombie Warrior
(1/4)
When this creature enters, mill four cards.
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Armored Skyhunter
  ( 4)
Creature — Cat Knight
(3/3)
Flying Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
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Armored Transport
 ( 3)
Artifact Creature — Construct
(2/1)
Prevent all combat damage that would be dealt to this creature by creatures blocking it.
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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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Armory Guard
  ( 4)
Creature — Giant Soldier
(2/5)
This creature has vigilance as long as you control a Gate.
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Armory Mice
  ( 2)
Creature — Mouse
(3/1)
Celebration — This creature gets +0/+2 as long as two or more nonland permanents entered the battlefield under your control this turn.
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Armory of Iroas
 ( 2)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Armory Paladin
   ( 3)
Creature — Human Knight
(3/3)
Trample Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
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Armory Veteran
  ( 2)
Creature — Orc Warrior
(2/2)
As long as this creature is equipped, it has menace. (It can't be blocked except by two or more creatures.)
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Arms Dealer
  ( 3)
Creature — Goblin Rogue
(1/1)
 , Sacrifice a Goblin: This creature deals 4 damage to target creature.
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Arms Depot
( 0)
Artifact — Contraption
Whenever you crank this Contraption, put two +1/+1 counters on target creature.
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Arms of Hadar
  ( 4)
Sorcery
Creatures target player controls get -2/-2 until end of turn.
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Arms Race
  ( 4)
Enchantment
 : You may put an artifact card from your hand onto the battlefield. That artifact gains haste. Sacrifice it at the beginning of the next end step.
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Arms Scavenger
  ( 2)
Creature — — Human Warrior
(2/2)
At the beginning of your upkeep, draft a card from Arms Scavenger's spellbook, then exile it. Until end of turn, you may play that card.
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Army Ants
   ( 3)
Creature — Insect
(1/1)
, Sacrifice a land: Destroy target land.
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Army of Allah
   ( 3)
Instant
Attacking creatures get +2/+0 until end of turn.
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Arna Kennerüd, Skycaptain
    ( 5)
Legendary Creature — Human Knight
(4/4)
Flying, lifelink Ward—Discard a card. Whenever a modified creature you control attacks, double the number of each kind of counter on it. Then for each nontoken permanent attached to it, create a token that's a copy of that permanent attached to that creature.
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Arni Brokenbrow
  ( 3)
Legendary Creature — Human Berserker
(3/3)
Haste Boast — : You may change Arni's base power to 1 plus the greatest power among other creatures you control until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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Arni Metalbrow
  ( 3)
Legendary Creature — Human Berserker
(3/3)
Whenever a creature you control attacks or a creature you control enters attacking, you may pay  . If you do, you may put a creature card with mana value less than that creature's mana value from your hand onto the battlefield tapped and attacking.
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Arni Slays the Troll
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add . Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.
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Arnjlot's Ascent
   ( 3)
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.) : Target creature gains flying until end of turn.
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Arno Dorian
   ( 4)
Legendary Creature — Human Assassin
(3/3)
Deathtouch Other Assassins you control get +2/+0. Disguise  (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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Aron, Benalia's Ruin
   ( 3)
Legendary Creature — Phyrexian Human
(3/3)
Menace (This creature can't be blocked except by two or more creatures.)  , , Sacrifice another creature: Put a +1/+1 counter on each creature you control.
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Arrest
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated.
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Arrester's Admonition
  ( 3)
Instant
Return target creature to its owner's hand. Addendum — If you cast this spell during your main phase, draw a card.
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Arrester's Zeal
 ( 1)
Instant
Target creature gets +2/+2 until end of turn. Addendum — If you cast this spell during your main phase, that creature gains flying until end of turn.
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Arrogant Bloodlord
   ( 3)
Creature — Vampire Knight
(4/4)
Whenever this creature blocks or becomes blocked by a creature with power 1 or less, destroy this creature at end of combat.
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Arrogant Outlaw
  ( 3)
Creature — Vampire Noble
(3/2)
When this creature enters, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life.
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Arrogant Poet
  ( 2)
Creature — Human Warlock
(2/1)
Whenever this creature attacks, you may pay 2 life. If you do, it gains flying until end of turn.
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