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Humility
   ( 4)
Enchantment
All creatures lose all abilities and have base power and toughness 1/1.
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Humming-
( 0)
Creature — Bird
(+2/+3)
Flying Whenever you attack with two or more creatures, Augment  ( , Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
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Humongulus
  ( 5)
Creature — Homunculus
(2/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Hunding Gjornersen
    ( 6)
Legendary Creature — Human Warrior
(5/4)
Rampage 1 <I>(Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)</I>
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Hundred-Battle Veteran
  ( 4)
Creature — Zombie Warrior
(4/2)
As long as there are three or more different kinds of counters among creatures you control, this creature gets +2/+4. You may cast this card from your graveyard. If you do, it enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
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Hundred-Handed One
   ( 4)
Creature — Giant
(3/5)
Vigilance    : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
As long as this creature is monstrous, it has reach and can block an additional ninety-nine creatures each combat.
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Hundred-Talon Kami
  ( 5)
Creature — Spirit
(2/3)
Flying 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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Hundred-Talon Strike
 ( 1)
Instant — Arcane
Target creature gets +1/+0 and gains first strike until end of turn. Splice onto Arcane—Tap an untapped white creature you control. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Hundroog
  ( 7)
Creature — Beast
(4/7)
Cycling ( , Discard this card: Draw a card.)
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Hunger of the Howlpack
 ( 1)
Instant
Put a +1/+1 counter on target creature. Morbid — Put three +1/+1 counters on that creature instead if a creature died this turn.
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Hunger of the Nim
  ( 2)
Sorcery
Target creature gets +1/+0 until end of turn for each artifact you control.
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Hungering Hydra
  ( 1)
Creature — Hydra
(0/0)
This creature enters with X +1/+1 counters on it. This creature can't be blocked by more than one creature. Whenever this creature is dealt damage, put that many +1/+1 counters on it. (It must survive the damage to get the counters.)
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Hungering Yeti
  ( 5)
Creature — Yeti
(4/4)
As long as you control a green or blue permanent, you may cast this spell as though it had flash. (You may cast it any time you could cast an instant.)
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Hungry Flames
  ( 3)
Instant
Hungry Flames deals 3 damage to target creature and 2 damage to target player or planeswalker.
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Hungry for More
  ( 2)
Sorcery
Create a 3/1 black and red Vampire creature token with trample, lifelink, and haste. Sacrifice it at the beginning of the next end step. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Hungry Ghoul
  ( 2)
Creature — Zombie
(2/2)
, Sacrifice another creature: Put a +1/+1 counter on this creature.
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Hungry Hungry Heifer
  ( 3)
Creature — Cow
(3/3)
At the beginning of your upkeep, you may remove a counter from a permanent you control. If you don't, sacrifice this creature.
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Hungry Lynx
  ( 2)
Creature — Cat
(2/2)
Cats you control have protection from Rats. (They can't be blocked, targeted, or dealt damage by Rats.) At the beginning of your end step, target opponent creates a 1/1 black Rat creature token with deathtouch. Whenever a Rat dies, put a +1/+1 counter on each Cat you control.
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Hungry Megasloth
  ( 3)
Creature — Sloth Beast
(3/3)
Reach (This creature can block creatures with flying.) , : Put a +1/+1 counter on this creature.
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Hungry Ridgewolf
  ( 2)
Creature — Wolf
(2/2)
As long as you control another Wolf or Werewolf, this creature gets +1/+0 and has trample.
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Hungry Spriggan
  ( 3)
Creature — Goblin Warrior
(1/1)
Trample Whenever this creature attacks, it gets +3/+3 until end of turn.
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Hunt Down
 ( 1)
Sorcery
Target creature blocks target creature this turn if able.
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Hunt for Specimens
  ( 2)
Sorcery
Create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life." Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Hunt the Hunter
 ( 1)
Sorcery
Target green creature you control gets +2/+2 until end of turn. It fights target green creature an opponent controls.
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Hunt the Weak
  ( 4)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
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Hunted Bonebrute
  ( 3)
Creature — Skeleton Beast
(6/2)
Menace When this creature enters, target opponent creates two 1/1 white Dog creature tokens. When this creature dies, each opponent loses 3 life. Disguise  
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Hunted by The Family
   ( 7)
Sorcery
Choose up to four target creatures you don't control. For each of them, that creature's controller faces a villainous choice — That creature becomes a 1/1 white Human creature and loses all abilities, or you create a token that's a copy of it.
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Hunted Dragon
   ( 5)
Creature — Dragon
(6/6)
Flying, haste When this creature enters, target opponent creates three 2/2 white Knight creature tokens with first strike.
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Hunted Ghoul
 ( 1)
Creature — Zombie
(1/2)
This creature can't block Humans.
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Hunted Horror
  ( 2)
Creature — Horror
(7/7)
Trample When this creature enters, target opponent creates two 3/3 green Centaur creature tokens with protection from black.
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Hunted Lammasu
   ( 4)
Creature — Lammasu
(5/5)
Flying When this creature enters, target opponent creates a 4/4 black Horror creature token.
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Hunted Nightmare
   ( 3)
Creature — Nightmare
(4/5)
Menace When this creature enters, target opponent puts a deathtouch counter on a creature they control.
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Hunted Phantasm
   ( 3)
Creature — Spirit
(4/6)
This creature can't be blocked. When this creature enters, target opponent creates five 1/1 red Goblin creature tokens.
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Hunted Troll
   ( 4)
Creature — Troll Warrior
(8/4)
When this creature enters, target opponent creates four 1/1 blue Faerie creature tokens with flying. : Regenerate this creature.
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Hunted Witness
 ( 1)
Creature — Human
(1/1)
When this creature dies, create a 1/1 white Soldier creature token with lifelink.
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Hunted Wumpus
  ( 4)
Creature — Beast
(6/6)
When this creature enters, each other player may put a creature card from their hand onto the battlefield.
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Hunter of Eyeblights
   ( 5)
Creature — Elf Assassin
(3/3)
When this creature enters, put a +1/+1 counter on target creature you don't control.  , : Destroy target creature with a counter on it.
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Hunter Sliver
  ( 2)
Creature — Sliver
(1/1)
All Sliver creatures have provoke. (Whenever a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.)
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Hunter's Ambush
  ( 3)
Instant
Prevent all combat damage that would be dealt by nongreen creatures this turn.
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Hunter's Blowgun
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+1. Equipped creature has deathtouch during your turn. Otherwise, it has reach. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Hunter's Bow
  ( 2)
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. That creature deals damage equal to its power to up to one target creature you don't control. Equipped creature has reach and ward . Equip 
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Hunter's Edge
  ( 4)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature you don't control.
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Hunters' Feast
  ( 4)
Sorcery
Any number of target players each gain 6 life.
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Hunter's Insight
  ( 3)
Instant
Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.
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Hunter's Mark
  ( 4)
Instant
This spell costs less to cast if it targets a blue permanent you don't control. This spell can't be countered. Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control.
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Hunter's Prowess
  ( 5)
Sorcery
Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."
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Hunter's Talent
  ( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.  : Level 2
//Level_2// Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.  : Level 3
//Level_3// At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
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Hunting Cheetah
  ( 3)
Creature — Cat
(2/3)
Whenever this creature deals damage to an opponent, you may search your library for a Forest card, reveal that card, put it into your hand, then shuffle.
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Hunting Drake
  ( 5)
Creature — Drake
(2/2)
Flying When this creature enters, put target red or green creature on top of its owner's library.
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Hunting Grounds
  ( 2)
Enchantment
Threshold — As long as seven or more cards are in your graveyard, this enchantment has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."
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Hunting Moa
  ( 3)
Creature — Bird Beast
(3/2)
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 or dies, put a +1/+1 counter on target creature.
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Hunting Pack
   ( 7)
Instant
Create a 4/4 green Beast creature token. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Hunting Velociraptor
  ( 3)
Creature — Dinosaur
(3/2)
First strike Dinosaur spells you cast have prowl  . (You may cast a spell for its prowl cost if you dealt combat damage to a player this turn with a creature with any of its creature types.)
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Hunting Wilds
  ( 4)
Sorcery
Kicker  (You may pay an additional  as you cast this spell.) Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle. If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
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Huntmaster Liger
  ( 4)
Creature — Cat
(3/4)
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, other creatures you control get +X/+X until end of turn, where X is the number of times this creature has mutated.
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Huntmaster of the Fells
   ( 4)
Creature — Human Werewolf
(2/2)
Whenever this creature enters or transforms into Huntmaster of the Fells, create a 2/2 green Wolf creature token and you gain 2 life. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Hurkyl, Master Wizard
   ( 3)
Legendary Creature — Human Wizard Advisor
(2/4)
At the beginning of your end step, if you've cast a noncreature spell this turn, reveal the top five cards of your library. For each card type among noncreature spells you've cast this turn, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
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Hurkyl's Final Meditation
    ( 7)
Instant
During turns other than yours, this spell costs more to cast. Return all nonland permanents to their owners' hands. End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Hurkyl's Recall
  ( 2)
Instant
Return all artifacts target player owns to their hand.
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Hurl into History
   ( 5)
Instant
Counter target artifact or creature spell. Discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Hurl Through Hell
   ( 4)
Instant
Exile target creature. Until the end of your next turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
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Hurler Cyclops
   ( 5)
Creature — Cyclops
(5/4)
, Sacrifice another creature: This creature deals 1 damage to any target.
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Hurloon Battle Hymn
  ( 3)
Instant
Kicker (You may pay an additional as you cast this spell.) Hurloon Battle Hymn deals 4 damage to target creature or planeswalker. If this spell was kicked, you gain 4 life.
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Hurloon Shaman
   ( 3)
Creature — Minotaur Shaman
(2/3)
When this creature dies, each player sacrifices a land of their choice.
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Hurloon Wrangler
  ( 3)
Creature — Minotaur
(2/2)
Denimwalk (This creature can't be blocked as long as defending player is wearing denim.)
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Hurly-Burly
  ( 2)
Sorcery
Choose one — • Hurly-Burly deals 1 damage to each creature without flying. • Hurly-Burly deals 1 damage to each creature with flying.
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Hurr Jackal
 ( 1)
Creature — Jackal
(1/1)
: Target creature can't be regenerated this turn.
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Hurricane
  ( 1)
Sorcery
Hurricane deals X damage to each creature with flying and each player.
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Hurska Sweet-Tooth
  ( 3)
Legendary Creature — Bear
(3/3)
Whenever Hurska attacks, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.") Whenever you gain life, you may pay . When you do, target creature gets +X/+X until end of turn, where X is the amount of life you gained.
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Hush
  ( 4)
Sorcery
Destroy all enchantments. Cycling ( , Discard this card: Draw a card.)
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Hushbringer
  ( 2)
Creature — Faerie
(1/2)
Flying, lifelink Creatures entering or dying don't cause abilities to trigger.
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Hushwing Gryff
  ( 3)
Creature — Hippogriff
(2/1)
Flash Flying Creatures entering don't cause abilities to trigger.
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Huskburster Swarm
  ( 8)
Creature — Elemental Insect
(6/6)
This spell costs less to cast for each creature card you own in exile and in your graveyard. Menace, deathtouch
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Hussar Patrol
   ( 4)
Creature — Human Knight
(2/4)
Flash (You may cast this spell any time you could cast an instant.) Vigilance
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Hyalopterous Lemure
  ( 5)
Creature — Spirit
(4/3)
: This creature gets -1/-0 and gains flying until end of turn.
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Hydra Broodmaster
   ( 6)
Creature — Hydra
(7/7)
  : Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, create X X/X green Hydra creature tokens.
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Hydra Omnivore
   ( 6)
Creature — Hydra
(8/8)
Whenever this creature deals combat damage to an opponent, it deals that much damage to each other opponent.
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Hydra Trainer
  ( 2)
Creature — Human Warrior
(1/1)
You may exert this creature as it attacks. When you do, target creature gets +X/+X until end of turn, where X is the number of counters on permanents you control. (An exerted creature won't untap during your next untap step.)  : Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
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Hydradoodle
    ( 2)
Creature — Hydra Dog
(0/0)
As this creature enters, roll X six-sided dice. This creature enters with a number of +1/+1 counters on it equal to the total of those results. Reach, trample
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Hydra's Growth
  ( 3)
Enchantment — Aura
Enchant creature When this Aura enters, put a +1/+1 counter on enchanted creature. At the beginning of your upkeep, double the number of +1/+1 counters on enchanted creature.
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Hydroblast
 ( 1)
Instant
Choose one — • Counter target spell if it's red. • Destroy target permanent if it's red.
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Hydroelectric Specimen
  ( 3)
Creature — Weird
(1/4)
Flash When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature.
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Hydroform
  ( 2)
Instant
Target land becomes a 3/3 Elemental creature with flying until end of turn. It's still a land.
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Hydroid Krasis
   ( 2)
Creature — Jellyfish Hydra Beast
(0/0)
When you cast this spell, you gain half X life and draw half X cards. Round down each time. Flying, trample This creature enters with X +1/+1 counters on it.
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Hydrolash
  ( 3)
Instant
Attacking creatures get -2/-0 until end of turn. Draw a card.
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Hydromorph Guardian
  ( 3)
Creature — Elemental
(2/2)
, Sacrifice this creature: Counter target spell that targets a creature you control.
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Hydromorph Gull
   ( 5)
Creature — Elemental Bird
(3/3)
Flying , Sacrifice this creature: Counter target spell that targets a creature you control.
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Hydrosurge
 ( 1)
Instant
Target creature gets -5/-0 until end of turn.
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Hyena Umbra
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has first strike. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Hylda of the Icy Crown
   ( 4)
Legendary Creature — Human Warlock
(3/4)
Whenever you tap an untapped creature an opponent controls, you may pay . When you do, choose one — • Create a 4/4 white and blue Elemental creature token. • Put a +1/+1 counter on each creature you control. • Scry 2, then draw a card.
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Hymn of Rebirth
   ( 5)
Sorcery
Put target creature card from a graveyard onto the battlefield under your control.
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