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Rakdos Pit Dragon
   ( 4)
Creature — Dragon
(3/3)
 : This creature gains flying until end of turn.
: This creature gets +1/+0 until end of turn.
Hellbent — This creature has double strike as long as you have no cards in hand.
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Rakdos Ringleader
   ( 6)
Creature — Skeleton Warrior
(3/1)
First strike Whenever this creature deals combat damage to a player, that player discards a card at random. : Regenerate this creature.
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Rakdos Riteknife
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+0 for each blood counter on this Equipment and has " , Sacrifice a creature: Put a blood counter on Rakdos Riteknife."  , Sacrifice this Equipment: Target player sacrifices a permanent of their choice for each blood counter on this Equipment.
Equip 
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Rakdos Roustabout
   ( 3)
Creature — Ogre Warrior
(3/2)
Whenever this creature becomes blocked, it deals 1 damage to the player or planeswalker it's attacking.
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Rakdos the Defiler
     ( 6)
Legendary Creature — Demon
(7/6)
Flying, trample Whenever Rakdos attacks, sacrifice half the non-Demon permanents you control, rounded up. Whenever Rakdos deals combat damage to a player, that player sacrifices half the non-Demon permanents they control of their choice, rounded up.
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Rakdos Trumpeter
  ( 2)
Creature — Human Shaman
(1/3)
Menace (This creature can't be blocked except by two or more creatures.)  : This creature gets +2/+0 until end of turn.
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Rakdos, Lord of Riots
    ( 4)
Legendary Creature — Demon
(6/6)
You can't cast Rakdos unless an opponent lost life this turn. Flying, trample Creature spells you cast cost less to cast for each 1 life your opponents have lost this turn.
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Rakdos, Patron of Chaos
   ( 6)
Legendary Creature — Demon
(6/6)
Flying, trample At the beginning of your end step, target opponent may sacrifice two nonland, nontoken permanents of their choice. If they don't, you draw two cards.
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Rakdos, the Muscle
    ( 5)
Legendary Creature — Demon Mercenary
(6/5)
Flying, trample Whenever you sacrifice another creature, exile cards equal to its mana value from the top of target player's library. Until your next end step, you may play those cards, and mana of any type can be spent to cast those spells. Sacrifice another creature: Rakdos gains indestructible until end of turn. Tap it. Activate only once each turn.
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Rakdos, the Showstopper
   ( 6)
Legendary Creature — Demon
(6/6)
Flying, trample When Rakdos enters, flip a coin for each creature that isn't a Demon, Devil, or Imp. Destroy each creature whose coin comes up tails.
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Rakdos's Return
   ( 2)
Sorcery
Rakdos's Return deals X damage to target opponent or planeswalker. That player or that planeswalker's controller discards X cards.
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Raking Canopy
   ( 3)
Enchantment
Whenever a creature with flying attacks you, this enchantment deals 4 damage to it.
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Raking Claws
  ( 2)
Instant
Target creature gains double strike until end of turn. Cycling ( , Discard this card: Draw a card.)
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Rakish Crew
  ( 3)
Enchantment
When this enchantment enters, create a 1/1 red Mercenary creature token with " : Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever an outlaw you control dies, each opponent loses 1 life and you gain 1 life. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
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Rakish Heir
  ( 3)
Creature — Vampire
(2/2)
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
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Rakka Mar
   ( 4)
Legendary Creature — Human Shaman
(2/2)
Haste , : Create a 3/1 red Elemental creature token with haste.
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Raksha Golden Cub
   ( 7)
Legendary Creature — Cat Soldier
(3/4)
Vigilance As long as Raksha Golden Cub is equipped, Cat creatures you control get +2/+2 and have double strike.
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Rakshasa Gravecaller
  ( 5)
Creature — Demon
(3/6)
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, create two 2/2 black Zombie creature tokens.
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Rakshasa Vizier
    ( 5)
Creature — Demon
(4/4)
Whenever one or more cards are put into exile from your graveyard, put that many +1/+1 counters on this creature.
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Rakshasa's Bargain
   ( 6)
Instant
Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard.
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Rakshasa's Disdain
  ( 3)
Instant
Counter target spell unless its controller pays for each card in your graveyard.
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Rakshasa's Secret
  ( 3)
Sorcery
Target opponent discards two cards. You mill two cards.
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Ral and the Implicit Maze
   ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga deals 2 damage to each creature and planeswalker your opponents control. II — You may discard a card. If you do, exile the top two cards of your library. You may play them until the end of your next turn. III — Create a Spellgorger Weird token. (It's a  2/2 Weird creature with "Whenever you cast a noncreature spell, put a +1/+1 counter on Spellgorger Weird.")
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Ral Zarek
   ( 4)
Legendary Planeswalker — Ral
(4)
+1: Tap target permanent, then untap another target permanent. −2: Ral Zarek deals 3 damage to any target. −7: Flip five coins. Take an extra turn after this one for each coin that comes up heads.
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Ral, Caller of Storms
   ( 6)
Legendary Planeswalker — Ral
(4)
+1: Draw a card. −2: Ral deals 3 damage divided as you choose among one, two, or three targets. −7: Draw seven cards. Ral deals 7 damage to each creature your opponents control.
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Ral, Crackling Wit
   ( 4)
Legendary Planeswalker — Ral
(4)
Whenever you cast a noncreature spell, put a loyalty counter on Ral. +1: Create a 1/1 blue and red Otter creature token with prowess. −3: Draw three cards, then discard two cards. −10: Draw three cards. You get an emblem with "Instant and sorcery spells you cast have storm." (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn.)
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Ral, Izzet Viceroy
   ( 5)
Legendary Planeswalker — Ral
(5)
+1: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard. −3: Ral deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard. −8: You get an emblem with "Whenever you cast an instant or sorcery spell, this emblem deals 4 damage to any target and you draw two cards."
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Ral, Leyline Prodigy
( 0)
Legendary Planeswalker — Ral
(2)
Ral enters with an additional loyalty counter on him for each instant and sorcery spell you've cast this turn. +1: Until your next turn, instant and sorcery spells you cast cost less to cast. −2: Ral deals 2 damage divided as you choose among one or two targets. Draw a card if you control a blue permanent other than Ral. −8: Exile the top eight cards of your library. You may cast instant and sorcery spells from among them this turn without paying their mana costs.
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Ral, Monsoon Mage
  ( 2)
Legendary Creature — Human Wizard
(1/3)
Instant and sorcery spells you cast cost less to cast. Whenever you cast an instant or sorcery spell during your turn, flip a coin. If you lose the flip, Ral deals 1 damage to you. If you win the flip, you may exile Ral. If you do, return him to the battlefield transformed under his owner's control.
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Ral, Storm Conduit
   ( 4)
Legendary Planeswalker — Ral
(4)
Whenever you cast or copy an instant or sorcery spell, Ral deals 1 damage to target opponent or planeswalker. +2: Scry 1. −2: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
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Rally
  ( 2)
Instant
Blocking creatures get +1/+1 until end of turn.
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Rally at the Hornburg
  ( 2)
Sorcery
Create two 1/1 white Human Soldier creature tokens. Humans you control gain haste until end of turn.
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Rally for the Throne
  ( 3)
Instant
Create two 1/1 white Human creature tokens. Adamant — If at least three white mana was spent to cast this spell, you gain 1 life for each creature you control.
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Rally Maneuver
  ( 3)
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Up to one other target creature gets +0/+2 and gains lifelink until end of turn.
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Rally of Wings
  ( 2)
Instant
Untap all creatures you control. Creatures you control with flying get +2/+2 until end of turn.
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Rally the Ancestors
   ( 2)
Instant
Return each creature card with mana value X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors.
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Rally the Forces
  ( 3)
Instant
Attacking creatures get +1/+0 and gain first strike until end of turn.
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Rally the Galadhrim
   ( 4)
Sorcery
Create a token that's a copy of target creature you control. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
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Rally the Horde
  ( 6)
Sorcery
Exile the top card of your library. Exile the top card of your library. Exile the top card of your library. If the last card exiled isn't a land card, repeat this process. Create a 1/1 red Warrior creature token for each nonland card exiled this way.
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Rally the Monastery
  ( 4)
Instant
This spell costs less to cast if you've cast another spell this turn. Choose one — • Create two 1/1 white Monk creature tokens with prowess. • Up to two target creatures you control each get +2/+2 until end of turn. • Destroy target creature with power 4 or greater.
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Rally the Peasants
  ( 3)
Instant
Creatures you control get +2/+0 until end of turn. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Rally the Ranks
  ( 2)
Enchantment
As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+1.
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Rally the Righteous
   ( 3)
Instant
Radiance — Untap target creature and each other creature that shares a color with it. Those creatures get +2/+0 until end of turn.
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Rally the Troops
 ( 1)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Untap all creatures you control.
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Rally to Battle
  ( 4)
Instant
Creatures you control get +1/+3 until end of turn. Untap them.
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Rallying Roar
  ( 3)
Instant
Creatures you control get +1/+1 until end of turn. Untap them.
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Ral's Dispersal
   ( 5)
Instant
Return target creature to its owner's hand. You may search your library and/or graveyard for a card named Ral, Caller of Storms, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Ral's Outburst
   ( 4)
Instant
Ral's Outburst deals 3 damage to any target. Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
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Ral's Staticaster
   ( 4)
Creature — Lizard Wizard
(3/3)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever this creature attacks, if you control a Ral planeswalker, this creature gets +1/+0 for each card in your hand until end of turn.
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Ram Through
  ( 2)
Instant
Target creature you control deals damage equal to its power to target creature you don't control. If the creature you control has trample, excess damage is dealt to that creature's controller instead.
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Rambling Possum
  ( 3)
Creature — Possum Mount
(3/3)
Whenever this creature attacks while saddled, it gets +1/+2 until end of turn. Then you may return any number of creatures that saddled it this turn to their owner's hand. Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Rambunctious Mutt
   ( 5)
Creature — Dog
(3/4)
When this creature enters, destroy target artifact or enchantment an opponent controls.
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Ramirez DePietro, Pillager
   ( 4)
Legendary Creature — Human Pirate
(4/3)
When Ramirez DePietro enters, you lose 2 life and create two Treasure tokens. Whenever one or more Pirates you control deal combat damage to a player, exile the top card of that player's library. You may cast that card for as long as it remains exiled.
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Rammas Echor, Ancient Shield
  ( 4)
Legendary Artifact
Whenever you cast your second spell each turn, draw a card, then create a 0/3 white Wall creature token with defender. At the beginning of combat on your turn, creatures you control with defender gain exalted until end of turn. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
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Ramosian Captain
   ( 3)
Creature — Human Rebel
(2/2)
First strike , : Search your library for a Rebel permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
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Ramosian Greatsword
  ( 5)
Artifact — Equipment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Equipped creature gets +3/+1 and has trample. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Ramosian Lieutenant
  ( 2)
Creature — Human Rebel
(1/2)
, : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
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Ramosian Rally
  ( 4)
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost. Creatures you control get +1/+1 until end of turn.
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Ramosian Revivalist
  ( 4)
Creature — Human Rebel Cleric
(2/2)
, : Return target Rebel permanent card with mana value 5 or less from your graveyard to the battlefield.
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Ramosian Sergeant
 ( 1)
Creature — Human Rebel
(1/1)
, : Search your library for a Rebel permanent card with mana value 2 or less, put it onto the battlefield, then shuffle.
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Ramosian Sky Marshal
   ( 5)
Creature — Human Rebel
(3/3)
Flying , : Search your library for a Rebel permanent card with mana value 6 or less, put it onto the battlefield, then shuffle.
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Rampage of the Clans
  ( 4)
Instant
Destroy all artifacts and enchantments. For each permanent destroyed this way, its controller creates a 3/3 green Centaur creature token.
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Rampage of the Valkyries
   ( 5)
Enchantment
When this enchantment enters, create a 4/4 white Angel creature token with flying and vigilance. Whenever an Angel you control dies, each other player sacrifices a creature of their choice.
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Rampaging Aetherhood
  ( 5)
Creature — Snake Hydra
(4/4)
Trample, ward  At the beginning of your upkeep, you get an amount of (energy counters) equal to this creature's power. Then you may pay one or more . If you do, put that many +1/+1 counters on this creature.
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Rampaging Baloths
   ( 6)
Creature — Beast
(6/6)
Trample Landfall — Whenever a land you control enters, you may create a 4/4 green Beast creature token.
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Rampaging Brontodon
   ( 7)
Creature — Dinosaur
(7/7)
Trample Whenever this creature attacks, it gets +1/+1 until end of turn for each land you control.
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Rampaging Ceratops
  ( 5)
Creature — Dinosaur
(5/4)
This creature can't be blocked except by three or more creatures.
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Rampaging Cyclops
  ( 4)
Creature — Cyclops
(4/4)
This creature gets -2/-0 as long as two or more creatures are blocking it.
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Rampaging Ferocidon
  ( 3)
Creature — Dinosaur
(3/3)
Menace Players can't gain life. Whenever another creature enters, this creature deals 1 damage to that creature's controller.
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Rampaging Geoderm
   ( 4)
Creature — Dinosaur Beast
(3/3)
Trample, haste Whenever you attack, target attacking creature gets +1/+1 until end of turn. If it's attacking a battle, put a +1/+1 counter on it instead.
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Rampaging Growth
  ( 4)
Instant
Search your library for a basic land card, put it onto the battlefield, then shuffle. Until end of turn, that land becomes a 4/3 Insect creature with reach and haste. It's still a land.
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Rampaging Hippo
   ( 6)
Creature — Hippo
(5/6)
Trample Cycling ( , Discard this card: Draw a card.)
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Rampaging Monument
 ( 4)
Artifact Creature — Cleric
(0/0)
Trample This creature enters with three +1/+1 counters on it. Whenever you cast a multicolored spell, put a +1/+1 counter on this creature.
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Rampaging Raptor
   ( 4)
Creature — Dinosaur
(4/4)
Trample, haste  : This creature gets +2/+0 until end of turn.
Whenever this creature deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls or battle that player protects.
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Rampaging Rendhorn
  ( 5)
Creature — Beast
(4/4)
Riot (This creature enters with your choice of a +1/+1 counter or haste.)
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Rampaging Soulrager
  ( 3)
Creature — Spirit
(1/4)
This creature gets +3/+0 as long as there are two or more unlocked doors among Rooms you control.
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Rampaging Spiketail
   ( 6)
Creature — Dinosaur
(5/6)
When this creature enters, target creature you control gets +2/+0 and gains indestructible until end of turn. Swampcycling ( , Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
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Rampaging Werewolf
( 0)
Creature — Werewolf
(6/4)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Rampaging Yao Guai
    ( 3)
Creature — Bear Mutant
(2/2)
Vigilance, trample This creature enters with X +1/+1 counters on it. When this creature enters, destroy any number of target artifacts and/or enchantments with total mana value X or less.
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Rampant Elephant
  ( 4)
Creature — Elephant
(2/2)
: Target creature blocks this creature this turn if able.
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Rampant Frogantua
  ( 3)
Creature — Frog
(3/3)
Trample This creature gets +10/+10 for each player who has lost the game. Whenever this creature deals combat damage to a player, you may mill that many cards. Put any number of land cards from among them onto the battlefield tapped.
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Rampant Growth
  ( 2)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Rampant Rejuvenator
  ( 4)
Creature — Plant Hydra
(0/0)
This creature enters with two +1/+1 counters on it. When this creature dies, search your library for up to X basic land cards, where X is this creature's power, put them onto the battlefield, then shuffle.
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Rampart Architect
  ( 4)
Creature — Elephant Advisor
(3/4)
Whenever this creature enters or attacks, create a 1/3 white Wall creature token with defender. Whenever a creature you control with defender dies, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Rampart Crawler
 ( 1)
Creature — Lizard Mercenary
(1/1)
This creature can't be blocked by Walls.
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