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Surgical Suite // Hospital Room (Hospital Room)
  ( 4)
Enchantment — Room
Whenever you attack, put a +1/+1 counter on target attacking creature. (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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Host of the Hereafter
   ( 4)
Creature — Zombie Warlock
(2/2)
This creature enters with two +1/+1 counters on it. Whenever this creature or another creature you control dies, if it had counters on it, put its counters on up to one target creature you control.
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Hostage Taker
   ( 4)
Creature — Human Pirate
(2/3)
When this creature enters, exile another target creature or artifact until this creature leaves the battlefield. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
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Hostile Desert
( 0)
Land — Desert
: Add .
, Exile a land card from your graveyard: This land becomes a 3/4 Elemental creature until end of turn. It's still a land.
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Hostile Investigator
  ( 4)
Creature — Ogre Rogue Detective
(4/3)
When this creature enters, target opponent discards a card. Whenever one or more players discard one or more cards, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Hostile Minotaur
  ( 4)
Creature — Minotaur
(3/3)
Haste (This creature can attack and as soon as it comes under your control.)
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Hostile Negotiations
  ( 4)
Instant
Exile the top three cards of your library in a face-down pile, then exile the top three cards of your library in another face-down pile. Look at the cards in each pile, then turn a pile of your choice face up. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. You lose 3 life.
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Hostile Realm
  ( 3)
Enchantment — Aura
Enchant land Enchanted land has " : Target creature can't block this turn."
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Hostile Takeover
    ( 5)
Sorcery
Up to one target creature has base power and toughness 1/1 until end of turn. Up to one other target creature has base power and toughness 4/4 until end of turn. Then Hostile Takeover deals 3 damage to each creature.
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Hostility
    ( 6)
Creature — Elemental Incarnation
(6/6)
Haste If a spell you control would deal damage to an opponent, prevent that damage. Create a 3/1 red Elemental Shaman creature token with haste for each 1 damage prevented this way. When Hostility is put into a graveyard from anywhere, shuffle it into its owner's library.
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Hot Fix
   ( 6)
Sorcery
You have ten seconds to look at and rearrange the cards in your library. At the end of those ten seconds, if you're touching one or more of those cards, shuffle.
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Hot Pursuit
  ( 2)
Enchantment
When this enchantment enters, suspect target creature an opponent controls. As long as this enchantment remains on the battlefield, that creature is also goaded. At the beginning of combat on your turn, if two or more players have lost the game, gain control of all goaded and/or suspected creatures until end of turn. Untap them. They gain haste until end of turn.
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Hot Soup
 ( 1)
Artifact — Equipment
Equipped creature can't be blocked. Whenever equipped creature is dealt damage, destroy it. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Hot Springs
  ( 2)
Enchantment — Aura
Enchant land you control Enchanted land has " : Prevent the next 1 damage that would be dealt to any target this turn."
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Hotfoot Gnome
  ( 3)
Artifact Creature — Gnome
(3/1)
Haste : Another target creature gains haste until end of turn.
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Hotheaded Giant
  ( 4)
Creature — Giant Warrior
(4/4)
Haste This creature enters with two -1/-1 counters on it unless you've cast another red spell this turn.
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Hotshot Investigators
  ( 6)
Creature — Vedalken Detective
(4/4)
When this creature enters, return up to one other target creature to its owner's hand. If you controlled it, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Hotshot Mechanic
 ( 1)
Artifact Creature — Fox Pilot
(2/1)
This creature crews Vehicles as though its power were 2 greater.
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Hound of Griselbrand
   ( 4)
Creature — Elemental Dog
(2/2)
Double strike 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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Hound of the Farbogs
  ( 5)
Creature — Zombie Dog
(5/3)
Delirium — This creature has menace as long as there are four or more card types among cards in your graveyard. (A creature with menace can't be blocked except by two or more creatures.)
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Hound Tamer
  ( 3)
Creature — Human Werewolf
(3/3)
Trample  : Put a +1/+1 counter on target creature.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Hour of Devastation
   ( 5)
Sorcery
All creatures lose indestructible until end of turn. Hour of Devastation deals 5 damage to each creature and each non-Bolas planeswalker.
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Hour of Glory
  ( 4)
Instant
Exile target creature. If that creature was a God, its controller reveals their hand and exiles all cards from it with the same name as that creature.
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Hour of Need
  ( 3)
Instant
Strive — This spell costs  more to cast for each target beyond the first. Exile any number of target creatures. For each creature exiled this way, its controller creates a 4/4 blue Sphinx creature token with flying.
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Hour of Promise
  ( 5)
Sorcery
Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. Then if you control three or more Deserts, create two 2/2 black Zombie creature tokens.
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Hour of Reckoning
    ( 7)
Sorcery
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.) Destroy all nontoken creatures.
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Hour of Revelation
    ( 6)
Sorcery
This spell costs less to cast if there are ten or more nonland permanents on the battlefield. Destroy all nonland permanents.
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Hour of Victory
  ( 3)
Enchantment
Start your engines When this enchantment enters, create a 2/2 black Zombie creature token. Max speed —  , Sacrifice this enchantment: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
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Hourglass of the Lost
  ( 3)
Artifact
: Add . Put a time counter on this artifact.
, Remove X time counters from this artifact and exile it: Return each nonland permanent card with mana value X from your graveyard to the battlefield. Activate only as a sorcery.
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House Cartographer
  ( 2)
Creature — Human Scout Survivor
(2/2)
Survival — At the beginning of your second main phase, if this creature is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Hoverguard Observer
   ( 4)
Creature — Drone
(3/3)
Flying This creature can block only creatures with flying.
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Hoverguard Sweepers
   ( 8)
Creature — Drone
(5/6)
Flying When this creature enters, you may return up to two target creatures to their owners' hands.
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Hovermyr
 ( 2)
Artifact Creature — Myr
(1/2)
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Hoverstone Pilgrim
 ( 5)
Artifact Creature — Golem
(2/5)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) : Put target card from a graveyard on the bottom of its owner's library.
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How Is This a Par Three?!
   ( 4)
Enchantment
Whenever you cast a spell, you may have target player mill X cards, where X is the number of words in that spell's name.
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Howl of the Horde
  ( 3)
Sorcery
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Raid — If you attacked this turn, when you next cast an instant or sorcery spell this turn, copy that spell an additional time. You may choose new targets for the copy.
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Howl of the Hunt
  ( 3)
Enchantment — Aura
Flash Enchant creature When this Aura enters, if enchanted creature is a Wolf or Werewolf, untap that creature. Enchanted creature gets +2/+2 and has vigilance.
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Howlgeist
  ( 6)
Creature — Spirit Wolf
(4/2)
Creatures with power less than this creature's power can't block it. 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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Howling Banshee
   ( 4)
Creature — Spirit
(3/3)
Flying When this creature enters, each player loses 3 life.
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Howling Chorus
( 0)
Creature — Eldrazi Werewolf
(3/5)
Creatures with power less than this creature's power can't block it. Whenever this creature deals combat damage to a player, create a 3/2 colorless Eldrazi Horror creature token.
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Howling Fury
  ( 3)
Sorcery
Target creature gets +4/+0 until end of turn.
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Howling Gale
  ( 2)
Instant
Howling Gale deals 1 damage to each creature with flying and each player. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Howling Galefang
   ( 4)
Creature — Beast
(4/4)
Vigilance This creature has haste as long as you own a card in exile that has an Adventure.
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Howling Giant
   ( 7)
Creature — Giant Druid
(5/5)
Reach (This creature can block creatures with flying.) When this creature enters, create two 2/2 green Wolf creature tokens.
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Howling Golem
 ( 3)
Artifact Creature — Golem
(2/3)
Whenever this creature attacks or blocks, each player draws a card.
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Howling Mine
 ( 2)
Artifact
At the beginning of each player's draw step, if this artifact is untapped, that player draws an additional card.
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Howling Moon
  ( 3)
Enchantment
At the beginning of combat on your turn, target Wolf or Werewolf you control gets +2/+2 until end of turn. Whenever an opponent casts their second spell each turn, create a 2/2 green Wolf creature token.
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Howling Wolf
   ( 4)
Creature — Wolf
(2/2)
When this creature enters, you may search your library for up to three cards named Howling Wolf, reveal them, put them into your hand, then shuffle.
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Howlpack Alpha
( 0)
Creature — Werewolf
(3/3)
Each other creature you control that's a Werewolf or a Wolf gets +1/+1. At the beginning of your end step, create a 2/2 green Wolf creature token. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Howlpack Avenger
( 0)
Creature — Werewolf
(4/4)
Whenever a permanent you control is dealt damage, this creature deals that much damage to any target.  : This creature gets +2/+0 until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Howlpack of Estwald
( 0)
Creature — Werewolf
(4/6)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Howlpack Piper
  ( 4)
Creature — Human Werewolf
(2/2)
This spell can't be countered.  , : You may put a creature card from your hand onto the battlefield. If it's a Wolf or Werewolf, untap this creature. Activate only as a sorcery.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Howlpack Resurgence
  ( 3)
Enchantment
Flash Each creature you control that's a Wolf or a Werewolf gets +1/+1 and has trample.
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Howlpack Wolf
  ( 3)
Creature — Wolf
(3/3)
This creature can't block unless you control another Wolf or Werewolf.
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Howlsquad Heavy
  ( 3)
Creature — Goblin Mercenary
(2/3)
Start your engines Other Goblins you control have haste. At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token attacks this combat if able. Max speed — : Add for each Goblin you control.
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Howltooth Hollow
( 0)
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. : Add .
, : You may play the exiled card without paying its mana cost if each player has no cards in hand.
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Hua Tuo, Honored Physician
   ( 3)
Legendary Creature — Human
(1/2)
: Put target creature card from your graveyard on top of your library. Activate only during your turn, before attackers are declared.
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Huang Zhong, Shu General
   ( 4)
Legendary Creature — Human Soldier
(2/3)
Huang Zhong can't be blocked by more than one creature.
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Huatli, Dinosaur Knight
   ( 6)
Legendary Planeswalker — Huatli
(4)
+2: Put two +1/+1 counters on up to one target Dinosaur you control. −3: Target Dinosaur you control deals damage equal to its power to target creature you don't control. −7: Dinosaurs you control get +4/+4 until end of turn.
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Huatli, Poet of Unity
  ( 3)
Legendary Creature — Human Warrior Bard
(2/3)
When Huatli enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.   : Exile Huatli, then return her to the battlefield transformed under her owner's control. Activate only as a sorcery.
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Huatli, Radiant Champion
   ( 4)
Legendary Planeswalker — Huatli
(3)
+1: Put a loyalty counter on Huatli for each creature you control. −1: Target creature gets +X/+X until end of turn, where X is the number of creatures you control. −8: You get an emblem with "Whenever a creature you control enters, you may draw a card."
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Huatli, the Sun's Heart
  ( 3)
Legendary Planeswalker — Huatli
(7)
Each creature you control assigns combat damage equal to its toughness rather than its power. −3: You gain life equal to the greatest toughness among creatures you control.
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Huatli, Warrior Poet
   ( 5)
Legendary Planeswalker — Huatli
(3)
+2: You gain life equal to the greatest power among creatures you control. 0: Create a 3/3 green Dinosaur creature token with trample. −X: Huatli deals X damage divided as you choose among any number of target creatures. Creatures dealt damage this way can't block this turn.
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Huatli's Final Strike
  ( 3)
Instant
Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature an opponent controls.
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Huatli's Raptor
  ( 2)
Creature — Dinosaur
(2/3)
Vigilance When this creature enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Huatli's Snubhorn
  ( 2)
Creature — Dinosaur
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Huatli's Spurring
 ( 1)
Instant
Target creature gets +2/+0 until end of turn. If you control a Huatli planeswalker, that creature gets +4/+0 until end of turn instead.
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Hubris
  ( 2)
Instant
Return target creature and all Auras attached to it to their owners' hands.
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Huddle Up
  ( 3)
Sorcery
Assist (Another player can pay up to of this spell's cost.) Two target players each draw a card.
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Hugs, Grisly Guardian
     ( 4)
Legendary Creature — Badger Warrior
(5/5)
Trample When Hugs enters, exile the top X cards of your library. Until the end of your next turn, you may play those cards. You may play an additional land on each of your turns.
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Hulking Metamorph
 ( 9)
Artifact Creature — Shapeshifter
(7/7)
You may have this creature enter as a copy of an artifact or creature you control, except it's an artifact creature in addition to its other types, and its power and toughness are equal to this creature's power and toughness. //PRT-Prototype_Mech//   
Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 3/3
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Hulking Ogre
  ( 3)
Creature — Ogre
(3/3)
This creature can't block.
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Hulking Raptor
   ( 4)
Creature — Dinosaur
(5/3)
Ward  At the beginning of your first main phase, add  .
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Hull Breach
  ( 2)
Sorcery
Choose one — • Destroy target artifact. • Destroy target enchantment. • Destroy target artifact and target enchantment.
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Hullbreacher
  ( 3)
Creature — Merfolk Pirate
(3/2)
Flash If an opponent would draw a card except the first one they draw in each of their draw steps, instead you create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Hullbreaker Horror
   ( 7)
Creature — Kraken Horror
(7/8)
Flash This spell can't be countered. Whenever you cast a spell, choose up to one — • Return target spell you don't control to its owner's hand. • Return target nonland permanent to its owner's hand.
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Hulldrifter
   ( 5)
Artifact — Vehicle
(3/2)
Flying When this Vehicle enters, draw two cards. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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Hum of the Radix
   ( 4)
Enchantment
Each artifact spell costs more to cast for each artifact its controller controls.
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Humble
  ( 2)
Instant
Until end of turn, target creature loses all abilities and has base power and toughness 0/1.
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Humble Budoka
  ( 2)
Creature — Human Monk
(2/2)
Shroud (This creature can't be the target of spells or abilities.)
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Humble Defector
  ( 2)
Creature — Human Rogue
(2/1)
: Draw two cards. Target opponent gains control of this creature. Activate only during your turn.
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Humble Naturalist
  ( 2)
Creature — Human Druid
(1/3)
: Add one mana of any color. Spend this mana only to cast a creature spell.
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Humble the Brute
  ( 5)
Instant
Destroy target creature with power 4 or greater. Investigate.(Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Humbler of Mortals
   ( 6)
Enchantment Creature — Elemental
(5/5)
Constellation — Whenever this creature or another enchantment you control enters, creatures you control gain trample until end of turn.
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Humbling Elder
 ( 1)
Creature — Human Monk
(1/2)
Flash When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.
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Humiliate
  ( 2)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Put a +1/+1 counter on a creature you control.
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