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Attunement
  ( 3)
Enchantment
Return this enchantment to its owner's hand: Draw three cards, then discard four cards.
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Atzocan Archer
  ( 3)
Creature — Human Archer
(1/4)
Reach When this creature enters, you may have it fight another target creature. (Each deals damage equal to its power to the other.)
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Atzocan Seer
   ( 3)
Creature — Human Druid
(2/3)
: Add one mana of any color.
Sacrifice this creature: Return target Dinosaur card from your graveyard to your hand.
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Audacious Infiltrator
  ( 2)
Creature — Dwarf Rogue
(3/1)
This creature can't be blocked by artifact creatures.
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Audacious Reshapers
  ( 3)
Creature — Human Artificer
(3/3)
, Sacrifice an artifact: Reveal cards from the top of your library until you reveal an artifact card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. This creature deals damage to you equal to the number of cards revealed this way.
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Audacious Swap
  ( 4)
Instant
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.) The owner of target nonenchantment permanent shuffles it into their library, then exiles the top card of their library. If it's a land card, they put it onto the battlefield. Otherwise, they may cast it without paying its mana cost.
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Audacious Thief
  ( 3)
Creature — Human Rogue
(2/2)
Whenever this creature attacks, you draw a card and you lose 1 life.
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Audacity
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) When this Aura is put into a graveyard from the battlefield, draw a card.
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Audience with Trostani
  ( 3)
Sorcery
Create a 0/1 green Plant creature token, then draw cards equal to the number of differently named creature tokens you control.
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Auditore Ambush
   ( 4)
Sorcery
Choose one or both — • Return target creature to its owner's hand. • Target player searches their library and/or graveyard for a card named Ezio, Blade of Vengeance, reveals it, and puts it into their hand. If they search their library this way, they shuffle.
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Auger Spree
   ( 3)
Instant
Target creature gets +4/-4 until end of turn.
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Augmenter Pugilist
   ( 3)
Creature — Troll Druid
(3/3)
Trample As long as you control eight or more lands, this creature gets +5/+5.
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Augmenting Automaton
 ( 1)
Artifact Creature — Construct
(1/1)
 : This creature gets +1/+1 until end of turn.
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Augur il-Vec
  ( 2)
Creature — Human Cleric
(1/3)
Shadow (This creature can block or be blocked by only creatures with shadow.) Sacrifice this creature: You gain 4 life. Activate only during your upkeep.
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Augur of Autumn
   ( 3)
Creature — Human Druid
(2/3)
You may look at the top card of your library any time. You may play lands from the top of your library. Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.
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Augur of Bolas
  ( 2)
Creature — Merfolk Wizard
(1/3)
When this creature enters, look at the top three cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Augur of Skulls
  ( 2)
Creature — Skeleton Wizard
(1/1)
 : Regenerate this creature.
Sacrifice this creature: Target player discards two cards. Activate only during your upkeep.
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Augury Adept
   ( 3)
Creature — Kithkin Wizard
(2/2)
Whenever this creature deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its mana value.
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Augury Owl
  ( 2)
Creature — Bird
(1/1)
Flying When this creature enters, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Augury Raven
  ( 4)
Creature — Bird
(3/3)
Flying Foretell  (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Augusta, Dean of Order
  ( 3)
Legendary Creature — Human Cleric
(1/3)
Other tapped creatures you control get +1/+0. Other untapped creatures you control get +0/+1. Whenever you attack, untap each creature you control, then tap any number of creatures you control.
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Auntie Blyte, Bad Influence
  ( 3)
Legendary Creature — Devil Advisor
(2/2)
Flying Whenever a source you control deals damage to you, put that many +1/+1 counters on Auntie Blyte.  , , Remove X +1/+1 counters from Auntie Blyte: It deals X damage to any target.
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Auntie's Hovel
( 0)
Land
As this land enters, you may reveal a Goblin card from your hand. If you don't, this land enters tapped. : Add or .
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Auntie's Snitch
  ( 3)
Creature — Goblin Rogue
(3/1)
This creature can't block. Prowl  (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) Whenever a Goblin or Rogue you control deals combat damage to a player, if this card is in your graveyard, you may return this card to your hand.
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Aura Barbs
  ( 3)
Instant — Arcane
Each enchantment deals 2 damage to its controller, then each Aura attached to a creature deals 2 damage to the creature it's attached to.
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Aura Blast
  ( 2)
Instant
Destroy target enchantment. Draw a card.
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Aura Extraction
  ( 2)
Instant
Put target enchantment on top of its owner's library. Cycling ( , Discard this card: Draw a card.)
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Aura Finesse
 ( 1)
Instant
Attach target Aura you control to target creature. Draw a card.
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Aura Flux
  ( 3)
Enchantment
Other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay ."
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Aura Fracture
  ( 3)
Enchantment
Sacrifice a land: Destroy target enchantment.
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Aura Gnarlid
  ( 3)
Creature — Beast
(2/2)
Creatures with power less than this creature's power can't block it. This creature gets +1/+1 for each Aura on the battlefield.
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Aura Graft
  ( 2)
Instant
Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant.
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Aura Mutation
  ( 2)
Instant
Destroy target enchantment. Create X 1/1 green Saproling creature tokens, where X is that enchantment's mana value.
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Aura of Dominion
  ( 2)
Enchantment — Aura
Enchant creature , Tap an untapped creature you control: Untap enchanted creature.
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Aura of Silence
   ( 3)
Enchantment
Artifact and enchantment spells your opponents cast cost more to cast. Sacrifice this enchantment: Destroy target artifact or enchantment.
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Aura Shards
   ( 3)
Enchantment
Whenever a creature you control enters, you may destroy target artifact or enchantment.
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Aura Thief
  ( 4)
Creature — Illusion
(2/2)
Flying When this creature dies, you gain control of all enchantments. (You don't get to move Auras.)
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Auramancer
  ( 3)
Creature — Human Wizard
(2/2)
When this creature enters, you may return target enchantment card from your graveyard to your hand.
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Auramancer's Guise
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.
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Auratog
  ( 2)
Creature — Atog
(1/2)
Sacrifice an enchantment: This creature gets +2/+2 until end of turn.
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Auratouched Mage
  ( 6)
Creature — Human Wizard
(3/3)
When this creature enters, search your library for an Aura card that could enchant it. If this creature is still on the battlefield, put that Aura card onto the battlefield attached to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle.
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Aurelia, Exemplar of Justice
   ( 4)
Legendary Creature — Angel
(2/5)
Flying Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) At the beginning of combat on your turn, choose up to one target creature you control. Until end of turn, that creature gets +2/+0, gains trample if it's red, and gains vigilance if it's white.
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Aurelia, the Law Above
   ( 5)
Legendary Creature — Angel
(4/4)
Flying, vigilance, haste Whenever a player attacks with three or more creatures, you draw a card. Whenever a player attacks with five or more creatures, Aurelia deals 3 damage to each of your opponents and you gain 3 life.
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Aurelia, the Warleader
     ( 6)
Legendary Creature — Angel
(3/4)
Flying, vigilance, haste Whenever Aurelia attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
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Aurelia's Fury
   ( 2)
Instant
Aurelia's Fury deals X damage divided as you choose among any number of targets. Tap each creature dealt damage this way. Players dealt damage this way can't cast noncreature spells this turn.
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Aurelia's Vindicator
   ( 4)
Creature — Angel
(4/2)
Flying, lifelink, ward  Disguise    When this creature is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards. When this creature leaves the battlefield, return the exiled cards to their owners' hands.
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Aurification
   ( 4)
Enchantment
Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it is a Wall in addition to its other creature types and has defender. (Those creatures can't attack.) When this enchantment leaves the battlefield, remove all gold counters from all creatures.
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Auriok Bladewarden
  ( 2)
Creature — Human Soldier
(1/1)
: Target creature gets +X/+X until end of turn, where X is this creature's power.
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Auriok Champion
  ( 2)
Creature — Human Cleric
(1/1)
Protection from black and from red Whenever another creature enters, you may gain 1 life.
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Auriok Edgewright
  ( 2)
Creature — Human Soldier
(2/2)
Metalcraft — This creature has double strike as long as you control three or more artifacts.
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Auriok Glaivemaster
 ( 1)
Creature — Human Soldier
(1/1)
As long as this creature is equipped, it gets +1/+1 and has first strike.
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Auriok Replica
 ( 3)
Artifact Creature — Cleric
(2/2)
, Sacrifice this creature: Prevent all damage a source of your choice would deal to you this turn.
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Auriok Salvagers
  ( 4)
Creature — Human Soldier
(2/4)
 : Return target artifact card with mana value 1 or less from your graveyard to your hand.
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Auriok Siege Sled
 ( 6)
Artifact Creature — Juggernaut
(3/5)
: Target artifact creature blocks this creature this turn if able.
: Target artifact creature can't block this creature this turn.
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Auriok Steelshaper
  ( 2)
Creature — Human Soldier
(1/1)
Equip costs you pay cost less. As long as this creature is equipped, each creature you control that's a Soldier or a Knight gets +1/+1.
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Auriok Sunchaser
  ( 2)
Creature — Human Soldier
(1/1)
Metalcraft — As long as you control three or more artifacts, this creature gets +2/+2 and has flying.
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Auriok Survivors
  ( 6)
Creature — Human Soldier
(4/6)
When this creature enters, you may return target Equipment card from your graveyard to the battlefield. If you do, you may attach it to this creature.
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Auriok Windwalker
  ( 4)
Creature — Human Wizard
(2/3)
Flying : Attach target Equipment you control to target creature you control.
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Aurochs
  ( 4)
Creature — Aurochs
(2/3)
Trample Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
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Aurochs Herd
  ( 6)
Creature — Aurochs
(4/4)
Trample When this creature enters, you may search your library for an Aurochs card, reveal it, put it into your hand, then shuffle. Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
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Aurora Champion
  ( 3)
Creature — Elf Warrior
(3/2)
Whenever this creature attacks, if your team controls another Warrior, tap target creature.
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Aurora Eidolon
  ( 4)
Creature — Spirit
(2/2)
, Sacrifice this creature: Prevent the next 3 damage that would be dealt to any target this turn.
Whenever you cast a multicolored spell, you may return this card from your graveyard to your hand.
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Aurora Griffin
  ( 4)
Creature — Griffin
(2/2)
Flying : Target permanent becomes white until end of turn.
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Aurora of Emrakul
( 0)
Creature — Eldrazi Reflection
(1/4)
Flying, deathtouch Whenever this creature attacks, each opponent loses 3 life.
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Aurora Phoenix
   ( 6)
Creature — Phoenix
(5/3)
Flying 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.) Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
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Auspicious Ancestor
  ( 4)
Creature — Human Cleric
(2/3)
When this creature dies, you gain 3 life. Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.
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Auspicious Arrival
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Auspicious Starrix
  ( 5)
Creature — Elk Beast
(6/6)
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, exile cards from the top of your library until you exile X permanent cards, where X is the number of times this creature has mutated. Put those permanent cards onto the battlefield.
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Austere Command
   ( 6)
Sorcery
Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater.
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Autarch Mammoth
   ( 6)
Creature — Elephant Mount
(5/5)
When this creature enters and whenever it attacks while saddled, create a 3/3 green Elephant creature token. Saddle 5 (Tap any number of other creatures you control with total power 5 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Author of Shadows
  ( 5)
Creature — Shade Warlock
(3/3)
When this creature enters, exile all opponents' graveyards. Choose a nonland card exiled this way. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
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Appeal // Authority (Authority)
  ( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Tap up to two target creatures your opponents control. Creatures you control gain vigilance until end of turn.
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Authority of the Consuls
 ( 1)
Enchantment
Creatures your opponents control enter tapped. Whenever a creature an opponent controls enters, you gain 1 life.
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Autograph Book
 ( 2)
Artifact
This artifact enters with a page counter on it for each person who has signed it. , , Remove a page counter from this artifact: Draw a card.
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Auto-Key
( 0)
Artifact — Contraption
Whenever you crank this Contraption, until end of turn, target creature becomes an artifact in addition to its other types and gains " : You gain 3 life."
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Automated Artificer
 ( 2)
Artifact Creature — Artificer
(1/3)
: Add . Spend this mana only to activate an ability or cast an artifact spell.
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Automatic Librarian
 ( 3)
Artifact Creature — Construct
(3/2)
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Auton Soldier
   ( 6)
Artifact Creature — Alien Soldier
(0/0)
You may have this creature enter as a copy of any creature on the battlefield, except it isn't legendary, is an artifact in addition to its other types, and has myriad. (Whenever it 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.)
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Autonomous Assembler
 ( 5)
Artifact Creature — Assembly-Worker
(4/5)
Vigilance , : Put a +1/+1 counter on target Assembly-Worker you control.
//PRT-Prototype_Mech//  
Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 2/2
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Autumn Willow
   ( 6)
Legendary Creature — Avatar
(4/4)
Shroud (This creature can't be the target of spells or abilities.) : Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud.
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Autumnal Gloom
  ( 3)
Enchantment
: Mill a card.
Delirium — At the beginning of your end step, if there are four or more card types among cards in your graveyard, transform this enchantment.
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Autumn's Veil
 ( 1)
Instant
Spells you control can't be countered by blue or black spells this turn, and creatures you control can't be the targets of blue or black spells this turn.
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Avabruck Caretaker
   ( 6)
Creature — Human Werewolf
(4/4)
Hexproof At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Avacyn, Angel of Hope
    ( 8)
Legendary Creature — Angel
(8/8)
Flying, vigilance, indestructible Other permanents you control have indestructible.
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Avacyn, the Purifier
( 0)
Legendary Creature — Angel
(6/5)
Flying When this creature transforms into Avacyn, the Purifier, it deals 3 damage to each other creature and each opponent.
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Avacynian Missionaries
  ( 4)
Creature — Human Cleric
(3/3)
At the beginning of your end step, if this creature is equipped, transform it.
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Avacynian Priest
  ( 2)
Creature — Human Cleric
(1/2)
, : Tap target non-Human creature.
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Avacyn's Collar
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+0 and has vigilance. Whenever equipped creature dies, if it was a Human, create a 1/1 white Spirit creature token with flying. Equip 
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Avacyn's Collar, the Symbol of Her Church (playtest)
  ( 2)
Artifact — — Equipment
Equipped creature can't attack, block, or transform, and its activated abilities can't be activated. Shackle ( : Attach to target creature you don't control. Shackle only as a sorcery.)
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Avacyn's Judgment
  ( 2)
Sorcery
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.) Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
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Avacyn's Memorial
    ( 8)
Legendary Artifact
Indestructible Other legendary permanents you control have indestructible.
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