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Ruin Rat
  ( 2)
Creature — Rat
(1/1)
Deathtouch When this creature dies, exile target card from an opponent's graveyard.
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Ruination
  ( 4)
Sorcery
Destroy all nonbasic lands.
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Ruination Guide
  ( 3)
Creature — Eldrazi Drone
(3/2)
Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) Other colorless creatures you control get +1/+0.
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Ruination Rioter
  ( 2)
Creature — Human Berserker
(2/2)
When this creature dies, you may have it deal damage to any target equal to the number of land cards in your graveyard.
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Ruin-Lurker Bat
 ( 1)
Creature — Bat
(1/1)
Flying, lifelink At the beginning of your end step, if you descended this turn, scry 1. (You descended if a permanent card was put into your graveyard from anywhere.)
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Ruinous Gremlin
 ( 1)
Creature — Gremlin
(1/1)
 , Sacrifice this creature: Destroy target artifact.
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Ruinous Intrusion
  ( 4)
Instant
Exile target artifact or enchantment. Put X +1/+1 counters on target creature you control, where X is the mana value of the permanent exiled this way.
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Ruinous Minotaur
   ( 3)
Creature — Minotaur Warrior
(5/2)
Whenever this creature deals damage to an opponent, sacrifice a land.
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Ruins of Oran-Rief
( 0)
Land
This land enters tapped. : Add . ( represents colorless mana.)
: Put a +1/+1 counter on target colorless creature that entered this turn.
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Ruins Recluse
  ( 2)
Creature — Spider
(1/1)
Reach, deathtouch  : Put a +1/+1 counter on this creature.
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Rukarumel, Biologist
     ( 5)
Legendary Creature — Human Wizard
(3/3)
As Rukarumel enters, choose a creature type. Slivers you control and nontoken creatures you control are the chosen type in addition to their other creature types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield. , : Create a 1/1 colorless Sliver creature token.
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Rukh Egg
  ( 4)
Creature — Bird Egg
(0/3)
When this creature dies, create a 4/4 red Bird creature token with flying at the beginning of the next end step.
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Rule of Law
  ( 3)
Enchantment
Each player can't cast more than one spell each turn.
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Rules Lawyer
   ( 5)
Artifact Creature — Cyborg Advisor
(1/1)
State-based actions don't apply to you or other permanents you control. (You don't lose the game due to having 0 or less life or drawing from an empty library. Your creatures aren't destroyed due to damage or deathtouch and aren't put into a graveyard due to having 0 or less toughness. Your planeswalkers aren't put into a graveyard if they have 0 loyalty. You don't put a legendary permanent into a graveyard if you control two with the same name. Counters aren't removed from your permanents due to game rules. Permanents you control attached or combined illegally remain on the battlefield. For complete rules and regulations, see rule 704.)
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Rulik Mons, Warren Chief
    ( 4)
Legendary Creature — Goblin
(3/3)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Rulik Mons attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you didn't put a card onto the battlefield this way, create a 1/1 red Goblin creature token.
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Rumbleweed
  ( 11)
Creature — Plant Elemental
(8/8)
This spell costs less to cast for each land card in your graveyard. Vigilance, reach, trample When this creature enters, other creatures you control get +3/+3 and gain trample until end of turn.
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Rumbling Aftershocks
  ( 5)
Enchantment
Whenever you cast a kicked spell, you may have this enchantment deal damage to any target equal to the number of times that spell was kicked.
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Rumbling Crescendo
   ( 5)
Enchantment
At the beginning of your upkeep, you may put a verse counter on this enchantment. , Sacrifice this enchantment: Destroy up to X target lands, where X is the number of verse counters on this enchantment.
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Rumbling Rockslide
  ( 4)
Sorcery
Rumbling Rockslide deals damage to target creature equal to the number of lands you control.
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Rumbling Ruin
  ( 6)
Creature — Elemental
(6/6)
When this creature enters, count the number of +1/+1 counters on creatures you control. Creatures your opponents control with power less than or equal to that number can't block this turn.
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Rumbling Sentry
   ( 5)
Creature — Giant
(3/6)
When this creature enters, scry 1.
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Rumbling Slum
    ( 4)
Creature — Elemental
(5/5)
At the beginning of your upkeep, this creature deals 1 damage to each player.
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Rummaging Goblin
  ( 3)
Creature — Goblin Rogue
(1/1)
, Discard a card: Draw a card.
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Rummaging Wizard
  ( 4)
Creature — Human Wizard
(2/2)
 : Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
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Rumor Gatherer
   ( 3)
Creature — Elf Wizard
(2/1)
Alliance — Whenever another creature you control enters, scry 1. If this is the second time this ability has resolved this turn, draw a card instead.
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Hit // Run (Run)
   ( 5)
Instant
Attacking creatures you control get +1/+0 until end of turn for each other attacking creature.
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Run Afoul
 ( 1)
Instant
Target opponent sacrifices a creature of their choice with flying.
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Run Aground
  ( 4)
Instant
Put target artifact or creature on top of its owner's library.
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Run Amok
  ( 2)
Instant
Target attacking creature gets +3/+3 and gains trample until end of turn.
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Run Ashore
   ( 6)
Instant
Choose one or both — • The owner of target nonland permanent puts it on their choice of the top or bottom of their library. • Return target nonland permanent to its owner's hand.
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Run Away Together
  ( 2)
Instant
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
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Run for Your Life
  ( 2)
Instant
One or two target creatures each gain haste until end of turn. They can't be blocked this turn except by creatures with haste. Escape—  , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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Run Out of Town
  ( 4)
Instant
The owner of target nonland permanent puts it on their choice of the top or bottom of their library.
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Run Over
  ( 2)
Instant
This spell costs less to cast if it targets a Mount or Vehicle you control. Target creature you control deals damage equal to its power to target creature an opponent controls.
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Run Wild
 ( 1)
Instant
Until end of turn, target creature gains trample and " : Regenerate this creature."
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Runadi, Behemoth Caller
  ( 3)
Legendary Creature — Cat Shaman
(1/3)
Whenever you cast a creature spell with mana value 5 or greater, that creature enters with X additional +1/+1 counters on it, where X is its mana value minus 4. Creatures you control with three or more +1/+1 counters on them have haste. : Add .
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Runaway Boulder
 ( 6)
Artifact
Flash When this artifact enters, it deals 6 damage to target creature an opponent controls. Cycling ( , Discard this card: Draw a card.)
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Runaway Carriage
 ( 4)
Artifact Creature — Construct
(5/6)
Trample When this creature attacks or blocks, sacrifice it at end of combat.
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Runaway Growth
  ( 4)
Enchantment — — Aura
Starting intensity 1 Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional amount of equal to Runaway Growth's intensity, then perpetually increase its intensity by 1.
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Runaway Steam-Kin
  ( 2)
Creature — Elemental
(1/1)
Whenever you cast a red spell, if this creature has fewer than three +1/+1 counters on it, put a +1/+1 counter on this creature. Remove three +1/+1 counters from this creature: Add   .
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Runaway Trash-Bot
 ( 3)
Artifact Creature — Construct
(0/4)
Trample This creature gets +1/+0 for each artifact and/or enchantment card in your graveyard.
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Rundvelt Hordemaster
  ( 2)
Creature — Goblin Warrior
(1/1)
Other Goblins you control get +1/+1. Whenever this creature or another Goblin you control dies, exile the top card of your library. If it's a Goblin creature card, you may cast that card until the end of your next turn.
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Rune of Flight
  ( 2)
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has flying. As long as enchanted permanent is an Equipment, it has "Equipped creature has flying."
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Rune of Might
  ( 2)
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+1 and has trample. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
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Rune of Mortality
  ( 2)
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has deathtouch. As long as enchanted permanent is an Equipment, it has "Equipped creature has deathtouch."
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Rune of Protection: Artifacts
  ( 2)
Enchantment
: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.
Cycling ( , Discard this card: Draw a card.)
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Rune of Protection: Black
  ( 2)
Enchantment
: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
Cycling ( , Discard this card: Draw a card.)
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Rune of Protection: Blue
  ( 2)
Enchantment
: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
Cycling ( , Discard this card: Draw a card.)
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Rune of Protection: Green
  ( 2)
Enchantment
: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
Cycling ( , Discard this card: Draw a card.)
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Rune of Protection: Lands
  ( 2)
Enchantment
: The next time a land source of your choice would deal damage to you this turn, prevent that damage.
Cycling ( , Discard this card: Draw a card.)
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Rune of Protection: Red
  ( 2)
Enchantment
: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Cycling ( , Discard this card: Draw a card.)
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Rune of Protection: White
  ( 2)
Enchantment
: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Cycling ( , Discard this card: Draw a card.)
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Rune of Speed
  ( 2)
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+0 and has haste. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+0 and has haste."
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Rune of Sustenance
  ( 2)
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has lifelink. As long as enchanted permanent is an Equipment, it has "Equipped creature has lifelink."
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Rune Snag
  ( 2)
Instant
Counter target spell unless its controller pays plus an additional for each card named Rune Snag in each graveyard.
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Runeboggle
  ( 3)
Instant
Counter target spell unless its controller pays . Draw a card.
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Rune-Brand Juggler
  ( 2)
Creature — Human Shaman
(2/2)
When this creature enters, suspect up to one target creature you control. (A suspected creature has menace and can't block.)   , Sacrifice a suspected creature: Target creature gets -5/-5 until end of turn.
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Rune-Cervin Rider
  ( 4)
Creature — Elf Knight
(2/2)
Flying  : This creature gets +1/+1 until end of turn.
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Runechanter's Pike
 ( 2)
Artifact — Equipment
Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard. Equip 
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Runed Arch
 ( 3)
Artifact
This artifact enters tapped. , , Sacrifice this artifact: X target creatures with power 2 or less can't be blocked this turn.
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Runed Crown
 ( 3)
Artifact — Equipment
When this Equipment enters, you may search your library, hand, and/or graveyard for a Rune card and put it onto the battlefield attached to this Equipment. If you search your library this way, shuffle. Equipped creature gets +1/+1. Equip 
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Runed Halo
  ( 2)
Enchantment
As this enchantment enters, choose a card name. You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)
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Runed Servitor
 ( 2)
Artifact Creature — Construct
(2/2)
When this creature dies, each player draws a card.
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Runed Stalactite
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+1 and is every creature type. Equip 
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Runed Terror (playtest)
 ( 6)
Artifact Creature — — Elemental Champion
(6/6)
Instead of taking turns as normal, players take their phases sequentially. (For example, you take your beginning phase as the active player, then the next player in turn order becomes the active player and takes their beginning phase. After each player had a beginning phase, do the same for first main, combat phase, second main, ending phase, and then beginning phase again. If this creature leaves the battlefield, the active player continues their turn as normal.)
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Runeflare Trap
   ( 6)
Instant — Trap
If an opponent drew three or more cards this turn, you may pay rather than pay this spell's mana cost. Runeflare Trap deals damage to target player equal to the number of cards in that player's hand.
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Runeforge Champion
  ( 3)
Creature — Dwarf Warrior
(2/3)
When this creature enters, you may search your library and/or graveyard for a Rune card, reveal it, and put it into your hand. If you search your library this way, shuffle. You may pay rather than pay the mana cost for Rune spells you cast.
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Runehorn Hellkite
  ( 6)
Creature — Dragon
(5/5)
Flying  , Exile this card from your graveyard: Each player discards their hand, then draws seven cards.
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Runes of the Deus
  ( 5)
Enchantment — Aura
Enchant creature As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.) As long as enchanted creature is green, it gets +1/+1 and has trample.
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Runescale Stormbrood
  ( 4)
Creature — Dragon
(2/4)
Flying Whenever you cast a noncreature spell or a Dragon spell, this creature gets +2/+0 until end of turn.
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Rune-Scarred Demon
   ( 7)
Creature — Demon
(6/6)
Flying When this creature enters, search your library for a card, put it into your hand, then shuffle.
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Rune-Sealed Wall
  ( 3)
Artifact Creature — Wall
(0/6)
Defender : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Runesword
 ( 6)
Artifact
, : Target attacking creature gets +2/+0 until end of turn. When that creature leaves the battlefield this turn, sacrifice this artifact. If the creature deals damage to a creature this turn, the creature dealt damage can't be regenerated this turn. If a creature dealt damage by the targeted creature would die this turn, exile that creature instead.
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Runewing
  ( 4)
Creature — Bird
(2/2)
Flying When this creature dies, draw a card.
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Runic Armasaur
   ( 3)
Creature — Dinosaur
(2/5)
Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.
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Runic Repetition
  ( 3)
Sorcery
Return target exiled card with flashback you own to your hand.
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Runic Shot
 ( 1)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Destroy target tapped creature. If this spell was kicked, scry 2.
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Runner's Bane
  ( 2)
Enchantment — Aura
Enchant creature with power 3 or less When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Runo Stromkirk
   ( 3)
Legendary Creature — Vampire Cleric
(1/4)
Flying When Runo enters, put up to one target creature card from your graveyard on top of your library. At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If a creature card with mana value 6 or greater is revealed this way, transform Runo.
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Rupture
  ( 3)
Sorcery
Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player.
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Rupture Spire
( 0)
Land
This land enters tapped. When this land enters, sacrifice it unless you pay . : Add one mana of any color.
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Rural Recruit
  ( 4)
Creature — Human Peasant
(1/1)
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) When this creature enters, create a 3/1 green Boar creature token.
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Ruric Thar, the Unbowed
   ( 6)
Legendary Creature — Ogre Warrior
(6/6)
Vigilance, reach Ruric Thar attacks each combat if able. Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.
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Rush of Adrenaline
 ( 1)
Instant
Target creature gets +2/+1 and gains trample until end of turn.
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Rush of Battle
  ( 4)
Sorcery
Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)
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Rush of Blood
  ( 3)
Instant
Target creature gets +X/+0 until end of turn, where X is its power.
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Rush of Dread
   ( 3)
Sorcery
Spree (Choose one or more additional costs.) + — Target opponent sacrifices half the creatures they control of their choice, rounded up. + — Target opponent discards half the cards in their hand, rounded up. + — Target opponent loses half their life, rounded up.
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Rush of Knowledge
  ( 5)
Sorcery
Draw cards equal to the greatest mana value among permanents you control.
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Rush of Vitality
  ( 2)
Instant
Target creature gets +1/+0 and gains lifelink and indestructible until end of turn. (Damage dealt by that creature also causes its controller to gain that much life, and it can't be destroyed by damage or effects that say "destroy.")
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