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Loose in the Park
  ( 2)
Enchantment — — Aura
Enchant land When Loose in the Park enters the battlefield, draw a card, then draft a card from Loose in the Park's spellbook and exile it. : Until end of turn, enchanted land becomes a copy of the exiled card, except it's a land in addition to its other types and it has haste.
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Loose Lips
 ( 1)
Enchantment — Aura
Enchant creature As this Aura enters, choose a sentence with eight or fewer words. Enchanted creature has flying. Whenever enchanted creature deals damage to an opponent, that player may say the chosen sentence. If they don't, you draw two cards.
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Loot Dispute
  ( 4)
Enchantment
When this enchantment enters, you take the initiative and create a Treasure token. Whenever you attack the player who has the initiative, create a Treasure token. Loud Ruckus — Whenever you complete a dungeon, create a 5/5 red Dragon creature token with flying.
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Loot, the Key to Everything
   ( 3)
Legendary Creature — Beast Noble
(1/2)
Ward  At the beginning of your upkeep, exile the top X cards of your library, where X is the number of card types among other nonland permanents you control. You may play those cards this turn.
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Looter il-Kor
  ( 2)
Creature — Kor Rogue
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever this creature deals damage to an opponent, draw a card, then discard a card.
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Loran of the Third Path
  ( 3)
Legendary Creature — Human Artificer
(2/1)
Vigilance When Loran enters, destroy up to one target artifact or enchantment. : You and target opponent each draw a card.
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Loran, Disciple of History
  ( 4)
Legendary Creature — Human Artificer
(3/3)
Whenever Loran or another legendary creature you control enters, return target artifact card from your graveyard to your hand.
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Loran's Escape
 ( 1)
Instant
Target artifact or creature gains hexproof and indestructible until end of turn. Scry 1.
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Lorcan, Warlock Collector
   ( 7)
Legendary Creature — Devil
(6/6)
Flying Whenever a creature card is put into an opponent's graveyard from anywhere, you may pay life equal to its mana value. If you do, put it onto the battlefield under your control. It's a Warlock in addition to its other types. If a Warlock you control would die, exile it instead.
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Lord Magnus
    ( 6)
Legendary Creature — Human Druid
(4/3)
First strike Creatures with plainswalk can be blocked as though they didn't have plainswalk. Creatures with forestwalk can be blocked as though they didn't have forestwalk.
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Lord of Atlantis
  ( 2)
Creature — Merfolk
(2/2)
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
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Lord of Change
  ( 7)
Creature — Demon
(6/6)
Flying, ward  Architect of Deception — When this creature enters, draw three cards.
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Lord of Extinction
   ( 5)
Creature — Elemental
(*/*)
Lord of Extinction's power and toughness are each equal to the number of cards in all graveyards.
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Lord of Lineage
( 0)
Creature — Vampire
(5/5)
Flying Other Vampire creatures you control get +2/+2. : Create a 2/2 black Vampire creature token with flying.
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Lord of Shatterskull Pass
  ( 4)
Creature — Minotaur Shaman
(3/3)
Level up  ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-5 6/6 LEVEL 6+ 6/6 Whenever this creature attacks, it deals 6 damage to each creature defending player controls.
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Lord of the Accursed
  ( 3)
Creature — Zombie
(2/3)
Other Zombies you control get +1/+1.  , : All Zombies gain menace until end of turn.
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Lord of the Forsaken
   ( 6)
Creature — Demon
(6/6)
Flying, trample , Sacrifice another creature: Target player mills three cards.
Pay 1 life: Add . Spend this mana only to cast a spell from your graveyard.
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Lord of the Nazgûl
   ( 5)
Legendary Creature — Wraith Noble
(4/3)
Flying Wraiths you control have protection from Ring-bearers. Whenever you cast an instant or sorcery spell, create a 3/3 black Wraith creature token with menace. Then if you control nine or more Wraiths, Wraiths you control have base power and toughness 9/9 until end of turn.
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Lord of the Pit
    ( 7)
Creature — Demon
(7/7)
Flying, trample At the beginning of your upkeep, sacrifice a creature other than this creature. If you can't, this creature deals 7 damage to you.
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Lord of the Ulvenwald
( 0)
Creature — Werewolf
(3/3)
Other Wolves and Werewolves you control get +1/+1. Whenever this creature attacks, add or . Until end of turn, you don't lose this mana as steps and phases end. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Lord of the Undead
   ( 3)
Creature — Zombie
(2/2)
Other Zombie creatures get +1/+1.  , : Return target Zombie card from your graveyard to your hand.
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Lord of the Unreal
  ( 2)
Creature — Human Wizard
(2/2)
Illusion creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
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Lord of the Void
    ( 7)
Creature — Demon
(7/7)
Flying Whenever this creature deals combat damage to a player, exile the top seven cards of that player's library, then put a creature card from among them onto the battlefield under your control.
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Lord of Tresserhorn
    ( 4)
Legendary Creature — Zombie
(10/4)
When Lord of Tresserhorn enters, you lose 2 life, you sacrifice two creatures, and target opponent draws two cards. : Regenerate Lord of Tresserhorn.
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Lord Skitter, Sewer King
  ( 3)
Legendary Creature — Rat Noble
(3/3)
Whenever another Rat you control enters, exile up to one target card from an opponent's graveyard. At the beginning of combat on your turn, create a 1/1 black Rat creature token with "This token can't block."
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Lord Skitter's Blessing
  ( 2)
Enchantment
When this enchantment enters, create a Wicked Role token attached to target creature you control. (Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.) At the beginning of your draw step, if you control an enchanted creature, you lose 1 life and you draw an additional card.
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Lord Skitter's Butcher
  ( 3)
Creature — Rat Peasant
(2/3)
When this creature enters, choose one — • Create a 1/1 black Rat creature token with "This token can't block." • You may sacrifice another creature. If you do, scry 2, then draw a card. • Creatures you control gain menace until end of turn.
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Lord Windgrace
    ( 5)
Legendary Planeswalker — Windgrace
(5)
+2: Discard a card, then draw a card. If a land card is discarded this way, draw an additional card. −3: Return up to two target land cards from your graveyard to the battlefield. −11: Destroy up to six target nonland permanents, then create six 2/2 green Cat Warrior creature tokens with forestwalk. Lord Windgrace can be your commander.
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Lord Xander, the Collector
    ( 7)
Legendary Creature — Vampire Demon Noble
(6/6)
When Lord Xander enters, target opponent discards half the cards in their hand, rounded down. Whenever Lord Xander attacks, defending player mills half their library, rounded down. When Lord Xander dies, target opponent sacrifices half the nonland permanents they control of their choice, rounded down.
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Lore Broker
  ( 2)
Creature — Human Rogue
(1/2)
: Each player draws a card, then discards a card.
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Lore Drakkis
   ( 3)
Creature — Lizard Beast
(2/3)
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, return target instant or sorcery card from your graveyard to your hand.
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Lore Seeker
 ( 2)
Artifact Creature — Construct
(2/2)
Reveal this card as you draft it. After you draft this card, you may add a booster pack to the draft. (Your next pick is from that booster pack. Pass it to the next player and it's drafted this draft round.)
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Lore Weaver
  ( 4)
Creature — Human Wizard
(2/2)
Partner with Ley Weaver (When this creature enters, target player may put Ley Weaver into their hand from their library, then shuffle.)   : Target player draws two cards.
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Lorehold Apprentice
  ( 2)
Creature — Human Cleric
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, until end of turn, Spirit creatures you control gain " : This creature deals 1 damage to each opponent."
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Lorehold Command
   ( 5)
Instant
Choose two — • Create a 3/2 red and white Spirit creature token. • Creatures you control get +1/+0 and gain indestructible and haste until end of turn. • Lorehold Command deals 3 damage to any target. Target player gains 3 life. • Sacrifice a permanent, then draw two cards.
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Lorehold Excavation
  ( 2)
Enchantment
At the beginning of your end step, mill a card. If a land card was milled this way, you gain 1 life. Otherwise, this enchantment deals 1 damage to each opponent. (To mill a card, put the top card of your library into your graveyard.) , Exile a creature card from your graveyard: Create a tapped 3/2 red and white Spirit creature token.
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Lorehold Pledgemage
   ( 3)
Creature — Kor Shaman
(2/2)
First strike Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gets +1/+0 until end of turn.
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Lorescale Coatl
   ( 3)
Creature — Snake
(2/2)
Whenever you draw a card, put a +1/+1 counter on this creature.
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Lórien Revealed
   ( 5)
Sorcery
Draw three cards. Islandcycling ( , Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
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Lose Calm
  ( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste and menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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Lose Focus
  ( 2)
Instant
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Counter target spell unless its controller pays .
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Lose Hope
 ( 1)
Instant
Target creature gets -1/-1 until end of turn. 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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Losheel, Clockwork Scholar
  ( 3)
Legendary Creature — Elephant Artificer
(2/4)
Prevent all combat damage that would be dealt to attacking artifact creatures you control. Whenever one or more artifact creatures you control enter, draw a card. This ability triggers only once each turn.
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Profit // Loss (Loss)
  ( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Lossarnach Captain
  ( 4)
Creature — Human Soldier
(3/1)
First strike Whenever this creature or another Human you control enters, tap target creature an opponent controls. At the beginning of your upkeep, create a 1/1 white Human Soldier creature token.
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Lost Auramancers
   ( 4)
Creature — Human Wizard
(3/3)
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this creature dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle.
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Lost Hours
  ( 2)
Sorcery
Target player reveals their hand. You choose a nonland card from it. That player puts that card into their library third from the top.
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Lost in a Labyrinth
 ( 1)
Instant
Target creature gets -3/-0 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Lost in the Maze
   ( 2)
Enchantment
Flash When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.) Tapped creatures you control have hexproof.
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Lost in the Mist
   ( 5)
Instant
Counter target spell. Return target permanent to its owner's hand.
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Lost in the Woods
   ( 5)
Enchantment
Whenever a creature attacks you or a planeswalker you control, reveal the top card of your library. If it's a Forest card, remove that creature from combat. Then put the revealed card on the bottom of your library.
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Lost in Thought
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. Its controller may exile three cards from their graveyard for that player to ignore this effect until end of turn.
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Lost Isle Calling
  ( 2)
Enchantment
Whenever you scry, put a verse counter on this enchantment.   , Exile this enchantment: Draw a card for each verse counter on this enchantment. If it had seven or more verse counters on it, take an extra turn after this one. Activate only as a sorcery.
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Lost Jitte
 ( 1)
Legendary Artifact — Equipment
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte. Remove a charge counter from Lost Jitte: Choose one — • Untap target land. • Target creature can't block this turn. • Put a +1/+1 counter on equipped creature. Equip 
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Lost Legacy
   ( 3)
Sorcery
Choose a nonartifact, nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
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Lost Legion
   ( 3)
Creature — Spirit Knight
(2/3)
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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Lost Leonin
  ( 2)
Creature — Phyrexian Cat Soldier
(2/1)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Lost Mine of Phandelver
( 0)
Dungeon
Cave Entrance — Scry 1. (Leads to: Goblin Lair, Mine Tunnels) Goblin Lair — Create a 1/1 red Goblin creature token. (Leads to: Storeroom, Dark Pool) Mine Tunnels — Create a Treasure token. (Leads to: Dark Pool, Fungi Cavern) Storeroom — Put a +1/+1 counter on target creature. (Leads to: Temple of Dumathoin) Dark Pool — Each opponent loses 1 life and you gain 1 life. (Leads to: Temple of Dumathoin) Fungi Cavern — Target creature gets -4/-0 until your next turn. (Leads to: Temple of Dumathoin) Temple of Dumathoin — Draw a card.
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Lost Monarch of Ifnir
  ( 4)
Creature — Zombie Noble
(4/4)
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) Other Zombies you control have afflict 3. At the beginning of your second main phase, if a player was dealt combat damage by a Zombie this turn, mill three cards, then you may return a creature card from your graveyard to your hand.
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Lost Order of Jarkeld
   ( 4)
Creature — Human Knight
(1+*/1+*)
As this creature enters, choose an opponent. Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures the chosen player controls.
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Lost Soul
   ( 3)
Creature — Spirit Minion
(2/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Lost to Legend
  ( 2)
Instant
Put target nonland historic permanent into its owner's library fourth from the top. (Artifacts, legendaries, and Sagas are historic.)
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Lost Vale
( 0)
Land
(Transforms from Dowsing Dagger.) : Add three mana of any one color.
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Lothlórien Blade
 ( 3)
Artifact — Equipment
Whenever equipped creature attacks, it deals damage equal to its power to target creature defending player controls. Equip Elf  Equip 
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Lotho, Corrupt Shirriff
  ( 2)
Legendary Creature — Halfling Rogue
(2/1)
Whenever a player casts their second spell each turn, you lose 1 life and create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Lotleth Giant
  ( 7)
Creature — Zombie Giant
(6/5)
Undergrowth — When this creature enters, it deals 1 damage to target opponent for each creature card in your graveyard.
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Lotleth Troll
  ( 2)
Creature — Zombie Troll
(2/1)
Trample Discard a creature card: Put a +1/+1 counter on this creature. : Regenerate this creature.
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Lotus Bloom
( 0)
Artifact
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) , Sacrifice this artifact: Add three mana of any one color.
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Lotus Blossom
 ( 2)
Artifact
At the beginning of your upkeep, you may put a petal counter on this artifact. , Sacrifice this artifact: Add X mana of any one color, where X is the number of petal counters on this artifact.
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Lotus Cobra
  ( 2)
Creature — Snake
(2/1)
Landfall — Whenever a land you control enters, add one mana of any color.
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Lotus Field
( 0)
Land
Hexproof This land enters tapped. When this land enters, sacrifice two lands. : Add three mana of any one color.
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Lotus Guardian
 ( 7)
Artifact Creature — Dragon
(4/4)
Flying : Add one mana of any color.
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Lotus Path Djinn
  ( 4)
Creature — Djinn Monk
(2/3)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Lotus Petal
 ( 0)
Artifact
, Sacrifice this artifact: Add one mana of any color.
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Lotus Ring
 ( 3)
Artifact — Equipment
Indestructible Equipped creature gets +3/+3 and has vigilance and " , Sacrifice this creature: Add three mana of any one color." Equip 
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Lotus Vale
( 0)
Land
If this land would enter, sacrifice two untapped lands instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard. : Add three mana of any one color.
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Lotus-Eye Mystics
  ( 4)
Creature — Human Monk
(3/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, return target enchantment card from your graveyard to your hand.
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Lotusguard Disciple
  ( 3)
Creature — Bird Cleric
(2/2)
Flying When this creature enters, target creature or Vehicle gains lifelink and indestructible until end of turn.
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Lotuslight Dancers
    ( 5)
Creature — Zombie Bard
(3/6)
Lifelink When this creature enters, search your library for a black card, a green card, and a blue card. Put those cards into your graveyard, then shuffle.
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Louvaq, the Aberrant (playtest)
   ( 4)
Legendary Creature — — Mutant
(3/4)
Protection from modified creatures. (Modified creatures have a power, toughness, or ability different than their printed version.) At the beginning of each player's end step, you may put a +1/+1 counter on target creature that player controls.
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Love Song of Night and Day
  ( 3)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You and target opponent each draw two cards. II — Create a 1/1 white Bird creature token with flying. III — Put a +1/+1 counter on each of up to two target creatures.
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Lovestruck Beast
  ( 3)
Creature — Beast Noble
(5/5)
This creature can't attack unless you control a 1/1 creature.
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Lovisa Coldeyes
   ( 5)
Legendary Creature — Human
(3/3)
Each creature that's a Barbarian, a Warrior, or a Berserker gets +2/+2 and has haste.
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Lowland Basilisk
  ( 3)
Creature — Basilisk
(1/3)
Whenever this creature deals damage to a creature, destroy that creature at end of combat.
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Lowland Oaf
  ( 4)
Creature — Giant Warrior
(3/3)
: Target Goblin creature you control gets +1/+0 and gains flying until end of turn. Sacrifice that creature at the beginning of the next end step.
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Lowland Tracker
  ( 5)
Creature — Human Soldier
(2/2)
First strike Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
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Loxodon Anchorite
   ( 4)
Creature — Elephant Cleric
(2/3)
: Prevent the next 2 damage that would be dealt to any target this turn.
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Loxodon Battle Priest
  ( 5)
Creature — Elephant Cleric
(3/5)
At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control.
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Loxodon Eavesdropper
  ( 4)
Creature — Elephant Detective
(3/3)
When this creature enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") Whenever you draw your second card each turn, this creature gets +1/+1 and gains vigilance until end of turn.
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Loxodon Gatekeeper
   ( 4)
Creature — Elephant Soldier
(2/3)
Artifacts, creatures, and lands your opponents control enter tapped.
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Loxodon Hierarch
   ( 4)
Creature — Elephant Cleric
(4/4)
When this creature enters, you gain 4 life.  , Sacrifice this creature: Regenerate each creature you control.
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