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Lurking Arynx
  ( 5)
Creature — Cat Beast
(3/5)
Formidable —  : Target creature blocks this creature this turn if able. Activate only if creatures you control have total power 8 or greater.
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Lurking Automaton
 ( 5)
Artifact Creature — Construct
(0/0)
Reveal this card as you draft it and note how many cards you've drafted this draft round, including this card. This creature enters with X +1/+1 counters on it, where X is the highest number you noted for cards named Lurking Automaton.
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Lurking Chupacabra
  ( 4)
Creature — Beast Horror
(2/3)
Whenever a creature you control explores, target creature an opponent controls gets -2/-2 until end of turn.
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Lurking Crocodile
  ( 3)
Creature — Crocodile
(2/2)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.) Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Lurking Deadeye
  ( 4)
Creature — Human Assassin
(4/2)
Flash When this creature enters, destroy target creature that was dealt damage this turn.
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Lurking Evil
   ( 3)
Enchantment
Pay half your life, rounded up: This enchantment becomes a 4/4 Phyrexian Horror creature with flying.
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Lurking Green Dragon
  ( 4)
Creature — Dragon
(4/4)
Flying This creature can't attack unless defending player controls a creature with flying.
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Lurking Jackals
 ( 1)
Enchantment
When an opponent has 10 or less life, if this permanent is an enchantment, it becomes a 3/2 Jackal creature.
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Lurking Nightstalker
  ( 2)
Creature — Nightstalker
(1/1)
Whenever this creature attacks, it gets +2/+0 until end of turn.
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Lurking Predators
   ( 6)
Enchantment
Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.
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Lurking Roper
  ( 3)
Creature — Horror
(4/5)
This creature doesn't untap during your untap step. Whenever you gain life, untap this creature.
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Lurking Skirge
  ( 2)
Enchantment
When a creature is put into an opponent's graveyard from the battlefield, if this permanent is an enchantment, it becomes a 3/2 Phyrexian Imp creature with flying.
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Lurrus of the Dream-Den
   ( 3)
Legendary Creature — Cat Nightmare
(3/2)
Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Lifelink Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
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Lush Growth
 ( 1)
Enchantment — Aura
Enchant land Enchanted land is a Mountain, Forest, and Plains.
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Lush Oasis
( 0)
Land — Desert
This land enters tapped. When this land enters, it deals 1 damage to target opponent. : Add or .
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Lush Portico
( 0)
Land — Forest Plains
( : Add or .) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Lust for War
  ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature becomes tapped, this Aura deals 3 damage to that creature's controller. Enchanted creature attacks each combat if able.
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Lutri, Pauper Otter (playtest)
   ( 5)
Legendary Creature — — Elemental Otter
(3/4)
Companion — Your starting deck contains no cards with a <b>silver</b>, <b>gold</b>, <b>orange</b>, or <b>purple</b> expansion symbol. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) When Lutri, Pauper Otter enters the battlefield, discard your hand, then draw three cards.
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Lutri, the Spellchaser
   ( 3)
Legendary Creature — Elemental Otter
(3/2)
Companion — Each nonland card in your starting deck has a different name. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Flash When Lutri enters, if you cast it, copy target instant or sorcery spell you control. You may choose new targets for the copy.
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Lux Artillery
 ( 4)
Artifact
Whenever you cast an artifact creature spell, it gains sunburst. (It enters with a +1/+1 counter on it for each color of mana spent to cast it.) At the beginning of your end step, if there are thirty or more counters among artifacts and creatures you control, this artifact deals 10 damage to each opponent.
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Lux Cannon
 ( 4)
Artifact
: Put a charge counter on this artifact.
, Remove three charge counters from this artifact: Destroy target permanent.
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Luxa River Shrine
 ( 3)
Artifact
, : You gain 1 life. Put a brick counter on this artifact.
: You gain 2 life. Activate only if there are three or more brick counters on this artifact.
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Luxior, Giada's Gift
 ( 1)
Legendary Artifact — Equipment
Equipped creature gets +1/+1 for each counter on it. Equipped permanent isn't a planeswalker and is a creature in addition to its other types. (Loyalty abilities can still be activated.) Equip planeswalker  Equip 
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Luxior, Ignited (playtest)
 ( 4)
Legendary Artifact Planeswalker — — Equipment Luxior
(1)
Equipped creature gets +1/+1 for each counter on Luxior, Ignited. +1: Attach this Equipment to up to one target creature you control. −2: Equipped creature gets +2/+2 and gains double strike until end of turn.
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Luxurious Libation
  ( 1)
Instant
Target creature gets +X/+X until end of turn. Create a 1/1 green and white Citizen creature token.
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Luxurious Locomotive
 ( 5)
Artifact — Vehicle
(6/5)
Whenever this Vehicle attacks, create a Treasure token for each creature that crewed it this turn. (They're artifacts with " , Sacrifice this token: Add one mana of any color.") Crew 1. Activate only once each turn. (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Luxury Suite
( 0)
Land
This land enters tapped unless you have two or more opponents. : Add or .
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Lychguard
  ( 3)
Artifact Creature — Necron
(2/3)
Guardian Protocols —  , Sacrifice this creature: Return all legendary creature cards from your graveyard to your hand.
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Lydia Frye
  ( 3)
Legendary Creature — Human Assassin
(3/2)
Lydia Frye can't be blocked by creatures with power 3 or greater. At the beginning of your end step, surveil X, where X is the number of tapped Assassins you control. (Look at the top X cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Lyev Decree
  ( 2)
Sorcery
Detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
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Lyev Skyknight
   ( 3)
Creature — Human Knight
(3/1)
Flying When this creature enters, detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
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Lymph Sliver
  ( 5)
Creature — Sliver
(3/3)
All Sliver creatures have absorb 1. (If a source would deal damage to a Sliver, prevent 1 of that damage.)
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Lynde, Cheerful Tormentor
    ( 4)
Legendary Creature — Human Warlock
(2/4)
Deathtouch Whenever a Curse is put into your graveyard from the battlefield, return it to the battlefield attached to you at the beginning of the next end step. At the beginning of your upkeep, you may attach a Curse attached to you to one of your opponents. If you do, draw two cards.
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Lynx
  ( 2)
Creature — Cat
(2/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Lyra Dawnbringer
   ( 5)
Legendary Creature — Angel
(5/5)
Flying First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Other Angels you control get +1/+1 and have lifelink.
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Lys Alana Bowmaster
  ( 3)
Creature — Elf Archer
(2/2)
Reach Whenever you cast an Elf spell, you may have this creature deal 2 damage to target creature with flying.
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Lys Alana Huntmaster
   ( 4)
Creature — Elf Warrior
(3/3)
Whenever you cast an Elf spell, you may create a 1/1 green Elf Warrior creature token.
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Lys Alana Scarblade
  ( 3)
Creature — Elf Assassin
(1/1)
, Discard an Elf card: Target creature gets -X/-X until end of turn, where X is the number of Elves you control.
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Lyzolda, the Blood Witch
   ( 3)
Legendary Creature — Human Cleric
(3/1)
, Sacrifice a creature: Lyzolda deals 2 damage to any target if the sacrificed creature was red. Draw a card if the sacrificed creature was black.
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Ma Chao, Western Warrior
   ( 5)
Legendary Creature — Human Soldier Warrior
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Ma Chao attacks alone, it can't be blocked this combat.
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Maalfeld Twins
  ( 6)
Creature — Zombie
(4/4)
When this creature dies, create two 2/2 black Zombie creature tokens.
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Mabel, Heir to Cragflame
   ( 3)
Legendary Creature — Mouse Soldier
(3/3)
Other Mice you control get +1/+1. When Mabel enters, create Cragflame, a legendary colorless Equipment artifact token with "Equipped creature gets +1/+1 and has vigilance, trample, and haste" and equip .
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Mabel's Mettle
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Up to one other target creature gets +1/+1 until end of turn.
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Macabre Mockery
   ( 4)
Instant
Put target creature card from an opponent's graveyard onto the battlefield under your control. It gets +2/+0 and gains haste until end of turn. Sacrifice it at the beginning of the next end step.
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Macabre Reconstruction
  ( 4)
Sorcery
This spell costs less to cast if a creature card was put into your graveyard from anywhere this turn. Return up to two target creature cards from your graveyard to your hand.
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Macabre Waltz
  ( 2)
Sorcery
Return up to two target creature cards from your graveyard to your hand, then discard a card.
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MacCready, Lamplight Mayor
  ( 2)
Legendary Creature — Human Advisor
(1/3)
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.) Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
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Mace of Disruption
  ( 2)
Artifact — — Equipment
Equipped creature gets +0/+2 and has protection from Demons and from Devils. Whenever equipped creature attacks, it perpetually gets +1/+0 if it has the same name as another creature you control or a creature card in your graveyard. Equip 
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Mace of the Valiant
  ( 3)
Artifact — Equipment
Equipped creature gets +1/+1 for each charge counter on this Equipment and has vigilance. (Attacking doesn't cause it to tap.) Whenever a creature you control enters, put a charge counter on this Equipment. Equip 
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Macetail Hystrodon
  ( 7)
Creature — Beast
(4/4)
First strike, haste Cycling ( , Discard this card: Draw a card.)
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Machinate
   ( 3)
Instant
Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.
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Machine Over Matter
  ( 2)
Instant
This spell costs less to cast if you control an artifact creature. Return target nonland permanent to its owner's hand.
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Mad Auntie
  ( 3)
Creature — Goblin Shaman
(2/2)
Other Goblin creatures you control get +1/+1. : Regenerate another target Goblin.
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Mad Dog
  ( 2)
Creature — Dog
(2/2)
At the beginning of your end step, if this creature didn't attack or come under your control this turn, sacrifice it.
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Mad Prophet
  ( 4)
Creature — Human Shaman
(2/2)
Haste , Discard a card: Draw a card.
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Mad Ratter
  ( 4)
Creature — Goblin
(1/2)
Whenever you draw your second card each turn, create two 1/1 black Rat creature tokens.
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Mad Science Fair Project
 ( 3)
Artifact
: Roll a six-sided die. On a 3 or lower,
target player adds . Otherwise, that player adds one mana of any color they choose.
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Madame Vastra
   ( 4)
Legendary Creature — Lizard Detective
(3/3)
Partner with Jenny Flint (When this creature enters, target player may put Jenny Flint into their hand from their library, then shuffle.) Madame Vastra must be blocked if able. Whenever a creature dealt damage by Madame Vastra this turn dies, create a Clue token and a Food token.
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Madblind Mountain
( 0)
Land — Mountain
( : Add .) This land enters tapped. , : Shuffle your library. Activate only if you control two or more red permanents.
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Madcap Experiment
  ( 4)
Sorcery
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. Madcap Experiment deals damage to you equal to the number of cards revealed this way.
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Madcap Skills
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+0 and has menace.
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Maddening Cacophony
  ( 2)
Sorcery
Kicker   Each opponent mills eight cards. If this spell was kicked, instead each opponent mills half their library, rounded up.
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Maddening Hex
   ( 3)
Enchantment — Aura Curse
Enchant player Whenever enchanted player casts a noncreature spell, roll a d6. This Aura deals damage to that player equal to the result. Then attach this Aura to another one of your opponents chosen at random.
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Maddening Imp
  ( 3)
Creature — Imp
(1/1)
Flying : Non-Wall creatures the active player controls attack this turn if able. At the beginning of the next end step, destroy each of those creatures that didn't attack this turn. Activate only during an opponent's turn and only before combat.
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Maddening Wind
  ( 3)
Enchantment — Aura
Enchant creature Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of the upkeep of enchanted creature's controller, this Aura deals 2 damage to that player.
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Madlands (playtest)
( 0)
Land
Madlands enters the battlefield tapped. : Add or .
Madness (If you discard this card, discard it into exile. When you do, play it for its madness cost or put it into your graveyard. You can play a land only during your turn and only if you have an available land play remaining.)
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Madrush Cyclops
    ( 4)
Creature — Cyclops Warrior
(3/4)
Creatures you control have haste.
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Maelstrom Archangel
     ( 5)
Creature — Angel
(5/5)
Flying Whenever this creature deals combat damage to a player, you may cast a spell from your hand without paying its mana cost.
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Maelstrom Colossus
 ( 8)
Artifact Creature — Golem
(7/7)
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.)
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Maelstrom Djinn
  ( 8)
Creature — Djinn
(5/6)
Flying Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, put two time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
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Maelstrom Muse
    ( 4)
Creature — Djinn Wizard
(2/4)
Flying Whenever this creature attacks, the next instant or sorcery spell you cast this turn costs less to cast, where X is this creature's power as this ability resolves.
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Maelstrom Pulse
   ( 3)
Sorcery
Destroy target nonland permanent and all other permanents with the same name as that permanent.
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Maelstrom Wanderer
    ( 8)
Legendary Creature — Elemental
(7/5)
Creatures you control have haste. Cascade, 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. Then do it again.)
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Maestros Ascendancy
   ( 3)
Enchantment
Once during each of your turns, you may cast an instant or sorcery spell from your graveyard by sacrificing a creature in addition to paying its other costs. If a spell cast this way would be put into your graveyard, exile it instead.
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Maestros Charm
   ( 3)
Instant
Choose one — • Look at the top five cards of your library. Put one of those cards into your hand and the rest into your graveyard. • Each opponent loses 3 life and you gain 3 life. • Maestros Charm deals 5 damage to target creature or planeswalker.
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Maestros Confluence
    ( 6)
Sorcery
Choose three. You may choose the same mode more than once. • Return target monocolored instant or sorcery card from your graveyard to your hand. • Target creature gets -3/-3 until end of turn. • Goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
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Maestros Diabolist
   ( 3)
Creature — Vampire Warrior
(1/4)
Deathtouch, haste Whenever this creature attacks, if you don't control a Devil token, create a tapped and attacking 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
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Maestros Initiate
  ( 3)
Creature — Human Citizen
(3/1)
 , Exile this card from your graveyard: Draw two cards, then discard a card.
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Maestros Theater
( 0)
Land
When this land enters, sacrifice it. When you do, search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
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Maestros' Totally Safe Hideout (playtest)
( 0)
Land
Land casualty 2 (As this land enters, you may sacrifice a creature with power 2 or greater. If you do, create a token that's a copy of this land.) Maestros' Totally Safe Hideout enters the battlefield tapped. : Add , , or .
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Maga, Traitor to Mortals
    ( 3)
Legendary Creature — Human Wizard
(0/0)
Maga enters with X +1/+1 counters on it. When Maga enters, target player loses life equal to the number of +1/+1 counters on it.
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Magda, Brazen Outlaw
  ( 2)
Legendary Creature — Dwarf Berserker
(2/1)
Other Dwarves you control get +1/+0. Whenever a Dwarf you control becomes tapped, create a Treasure token. Sacrifice five Treasures: Search your library for an artifact or Dragon card, put that card onto the battlefield, then shuffle.
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Magda, the Hoardmaster
  ( 2)
Legendary Creature — Dwarf Berserker
(2/2)
Whenever you commit a crime, create a tapped Treasure token. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Sacrifice three Treasures: Create a 4/4 red Scorpion Dragon creature token with flying and haste. Activate only as a sorcery.
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Mage Duel
  ( 3)
Sorcery
This spell costs less to cast if you've cast another instant or sorcery spell this turn. Target creature you control gets +1/+2 until end of turn. Then it fights target creature you don't control. (Each deals damage equal to its power to the other.)
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Mage Hunter
  ( 4)
Creature — Horror
(3/4)
Whenever an opponent casts or copies an instant or sorcery spell, they lose 1 life.
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Mage Hunters' Onslaught
   ( 4)
Sorcery
Destroy target creature or planeswalker. Whenever a creature blocks this turn, its controller loses 1 life.
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Mage il-Vec
  ( 3)
Creature — Human Wizard
(2/2)
, Discard a card at random: This creature deals 1 damage to any target.
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Mage Slayer
   ( 3)
Artifact — Equipment
Whenever equipped creature attacks, it deals damage equal to its power to the player or planeswalker it's attacking. Equip 
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Magebane Armor
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+4 and loses flying. Prevent all noncombat damage that would be dealt to equipped creature. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Magebane Lizard
  ( 2)
Creature — Lizard
(1/4)
Whenever a player casts a noncreature spell, this creature deals damage to that player equal to the number of noncreature spells they've cast this turn.
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Magefire Wings
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and has flying.
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Mage-Ring Bully
  ( 2)
Creature — Human Warrior
(2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) This creature attacks each combat if able.
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Mage-Ring Responder
 ( 7)
Artifact Creature — Golem
(7/7)
This creature doesn't untap during your untap step. : Untap this creature.
Whenever this creature attacks, it deals 7 damage to target creature defending player controls.
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