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Viashino Sandstalker
   ( 3)
Creature — Lizard Warrior
(4/2)
Haste (This creature can attack and as soon as it comes under your control.) At the beginning of the end step, return this creature to its owner's hand. (Return it only if it's on the battlefield.)
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Viashino Sandswimmer
   ( 4)
Creature — Lizard
(3/2)
: Flip a coin. If you win the flip, return this creature to its owner's hand. If you lose the flip, sacrifice this creature.
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Viashino Shanktail
  ( 4)
Creature — Lizard Warrior
(3/1)
First strike Bloodrush —  , Discard this card: Target attacking creature gets +3/+1 and gains first strike until end of turn.
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Viashino Skeleton
  ( 4)
Creature — Lizard Skeleton
(2/1)
 , Discard a card: Regenerate this creature.
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Viashino Slasher
  ( 2)
Creature — Lizard Warrior
(1/2)
: This creature gets +1/-1 until end of turn.
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Viashino Slaughtermaster
  ( 2)
Creature — Lizard Warrior
(1/1)
Double strike  : This creature gets +1/+1 until end of turn. Activate only once each turn.
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Viashino Spearhunter
  ( 3)
Creature — Lizard Warrior
(2/1)
First strike (This creature deals combat damage before creatures without first strike.)
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Viashino Weaponsmith
  ( 4)
Creature — Lizard
(2/2)
Whenever this creature becomes blocked by a creature, this creature gets +2/+2 until end of turn.
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Viashivan Dragon
     ( 6)
Creature — Dragon
(4/4)
Flying : This creature gets +1/+0 until end of turn.
: This creature gets +0/+1 until end of turn.
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Vibrating Sphere
 ( 4)
Artifact
During your turn, creatures you control get +2/+0. During turns other than yours, creatures you control get -0/-2.
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Vicious Battlerager
  ( 4)
Creature — Dwarf Barbarian
(1/5)
When this creature enters, you take the initiative. Spiked Retribution — Whenever this creature becomes blocked by a creature, that creature's controller loses 5 life.
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Vicious Betrayal
   ( 5)
Sorcery
As an additional cost to cast this spell, sacrifice any number of creatures. Target creature gets +2/+2 until end of turn for each creature sacrificed this way.
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Vicious Clown
  ( 3)
Creature — Human Clown
(2/3)
Whenever another creature you control with power 2 or less enters, this creature gets +2/+0 until end of turn.
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Vicious Conquistador
 ( 1)
Creature — Vampire Soldier
(1/2)
Whenever this creature attacks, each opponent loses 1 life.
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Vicious Hunger
  ( 2)
Sorcery
Vicious Hunger deals 2 damage to target creature and you gain 2 life.
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Vicious Kavu
   ( 3)
Creature — Kavu
(2/2)
Whenever this creature attacks, it gets +2/+0 until end of turn.
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Vicious Offering
  ( 2)
Instant
Kicker—Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you cast this spell.) Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -5/-5 until end of turn instead.
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Vicious Rumors
 ( 1)
Sorcery
Vicious Rumors deals 1 damage to each opponent. Each opponent discards a card, then mills a card. You gain 1 life.
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Vicious Shadows
  ( 7)
Enchantment
Whenever a creature dies, you may have this enchantment deal damage to target player equal to the number of cards in that player's hand.
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Viconia, Drow Apostate
  ( 3)
Legendary Creature — Elf Cleric
(2/3)
At the beginning of your upkeep, if there are four or more creature cards in your graveyard, return a creature card at random from your graveyard to your hand. Choose a Background (You can have a Background as a second commander.)
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Victim of Night
  ( 2)
Instant
Destroy target non-Vampire, non-Werewolf, non-Zombie creature.
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Victimize
  ( 3)
Sorcery
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
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Victor, Valgavoth's Seneschal
   ( 3)
Legendary Creature — Human Warlock
(3/3)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 2 if this is the first time this ability has resolved this turn. If it's the second time, each opponent discards a card. If it's the third time, put a creature card from a graveyard onto the battlefield under your control.
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Onward // Victory (Victory)
  ( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature gains double strike until end of turn.
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Victory Chimes
 ( 3)
Artifact
Untap this artifact during each other player's untap step. : A player of your choice adds .
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Victory's Envoy
   ( 5)
Creature — Human Cleric
(3/3)
At the beginning of your upkeep, put a +1/+1 counter on each other creature you control.
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Victory's Herald
    ( 6)
Creature — Angel
(4/4)
Flying Whenever this creature attacks, attacking creatures gain flying and lifelink until end of turn.
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Victual Sliver
  ( 2)
Creature — Sliver
(2/2)
All Slivers have " , Sacrifice this permanent: You gain 4 life."
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View from Above
  ( 2)
Instant
Target creature gains flying until end of turn. If you control a white permanent, return View from Above to its owner's hand.
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Viewpoint Synchronization
  ( 5)
Sorcery
Freerunning  (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.) Search your library for up to three basic land cards and reveal them. Put two of them onto the battlefield tapped and the other into your hand, then shuffle.
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Vigean Graftmage
  ( 3)
Creature — Vedalken Wizard Mutant
(0/0)
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)  : Untap target creature with a +1/+1 counter on it.
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Vigean Hydropon
   ( 3)
Creature — Plant Mutant
(0/0)
Graft 5 (This creature enters with five +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) This creature can't attack or block.
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Vigean Intuition
   ( 5)
Instant
Choose a card type, then reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard. (Artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery are card types.)
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Vigil for the Lost
  ( 4)
Enchantment
Whenever a creature you control dies, you may pay . If you do, you gain X life.
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Vigilance
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has vigilance. (Attacking doesn't cause it to tap.)
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Vigilant Baloth
   ( 5)
Creature — Beast
(5/5)
Vigilance (Attacking doesn't cause this creature to tap.)
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Vigilant Drake
  ( 5)
Creature — Drake
(3/3)
Flying  : Untap this creature.
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Vigilant Martyr
 ( 1)
Creature — Human Cleric
(1/1)
Sacrifice this creature: Regenerate target creature.  , , Sacrifice this creature: Counter target spell that targets an enchantment.
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Vigilant Sentry
   ( 3)
Creature — Human Nomad
(2/2)
Threshold — As long as seven or more cards are in your graveyard, this creature gets +1/+1 and has " : Target attacking or blocking creature gets +3/+3 until end of turn."
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Vigilante Justice
  ( 4)
Enchantment
Whenever a Human you control enters, this enchantment deals 1 damage to any target.
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Vigor
    ( 6)
Creature — Elemental Incarnation
(6/6)
Trample If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way. When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
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Vigor Mortis
   ( 4)
Sorcery
Return target creature card from your graveyard to the battlefield. If was spent to cast this spell, that creature enters with an additional +1/+1 counter on it.
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Vigorous Charge
 ( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Target creature gains trample until end of turn. Whenever that creature deals combat damage this turn, if this spell was kicked, you gain life equal to that damage.
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Vigorspore Wurm
  ( 6)
Creature — Wurm
(6/4)
Undergrowth — When this creature enters, target creature gains vigilance and gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. This creature can't be blocked by more than one creature.
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Vihaan, Goldwaker
   ( 3)
Legendary Creature — Dwarf Warlock
(3/3)
Other outlaws you control have vigilance and haste. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) At the beginning of combat on your turn, you may have Treasures you control become 3/3 Construct Assassin artifact creatures in addition to their other types until end of turn.
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Vildin-Pack Alpha
( 0)
Creature — Werewolf
(4/3)
Whenever a Werewolf you control enters, you may transform it. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Vildin-Pack Outcast
  ( 5)
Creature — Werewolf Horror
(4/4)
Trample : This creature gets +1/-1 until end of turn.
  : Transform this creature.
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Vile Aggregate
  ( 3)
Creature — Eldrazi Drone
(*/5)
Devoid (This card has no color.) Vile Aggregate's power is equal to the number of colorless creatures you control. Trample Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.)
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Vile Bile
  ( 2)
Creature — Ooze
(2{1/2}/2{1/2})
Whenever a player's skin or fingernail touches this creature, that player loses 2 life.
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Vile Consumption
   ( 3)
Enchantment
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1 life."
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Vile Deacon
   ( 4)
Creature — Human Cleric
(2/2)
Whenever this creature attacks, it gets +X/+X until end of turn, where X is the number of Clerics on the battlefield.
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Vile Entomber
   ( 4)
Creature — Zombie Warlock
(2/2)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When this creature enters, search your library for a card, put that card into your graveyard, then shuffle.
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Vile Manifestation
  ( 2)
Creature — Horror
(0/4)
This creature gets +1/+0 for each card with cycling in your graveyard. Cycling ( , Discard this card: Draw a card.)
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Vile Mutilator
   ( 7)
Creature — Demon
(6/5)
As an additional cost to cast this spell, sacrifice a creature or enchantment. Flying, trample When this creature enters, each opponent sacrifices a nontoken enchantment of their choice, then sacrifices a nontoken creature of their choice.
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Vile Rebirth
 ( 1)
Instant
Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
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Vile Redeemer
  ( 3)
Creature — Eldrazi
(3/3)
Devoid (This card has no color.) Flash When you cast this spell, you may pay . If you do, create a 1/1 colorless Eldrazi Scion creature token for each nontoken creature that died under your control this turn. Those tokens have "Sacrifice this token: Add ."
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Vile Requiem
   ( 4)
Enchantment
At the beginning of your upkeep, you may put a verse counter on this enchantment.  , Sacrifice this enchantment: Destroy up to X target nonblack creatures, where X is the number of verse counters on this enchantment. They can't be regenerated.
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Vilespawn Spider
  ( 2)
Creature — Spider
(2/3)
Reach At the beginning of your upkeep, mill a card. (Put the top card of your library into your graveyard.)   , , Sacrifice this creature: Create a 1/1 green Insect creature token for each creature card in your graveyard. Activate only as a sorcery.
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Vilis, Broker of Blood
    ( 8)
Legendary Creature — Demon
(8/8)
Flying , Pay 2 life: Target creature gets -1/-1 until end of turn.
Whenever you lose life, draw that many cards. (Damage causes loss of life.)
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Village Bell-Ringer
  ( 3)
Creature — Human Scout
(1/4)
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, untap all creatures you control.
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Village Cannibals
  ( 3)
Creature — Human
(2/2)
Whenever another Human creature dies, put a +1/+1 counter on this creature.
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Village Elder
 ( 1)
Creature — Human Druid
(1/1)
, , Sacrifice a Forest: Regenerate target creature.
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Village Ironsmith
  ( 2)
Creature — Human Werewolf
(1/1)
First strike At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Village Messenger
 ( 1)
Creature — Human Werewolf
(1/1)
Haste At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Village Reavers
( 0)
Creature — Werewolf
(5/4)
Wolves and Werewolves you control have haste. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Village Rites
 ( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Draw two cards.
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Village Survivors
  ( 5)
Creature — Human
(4/5)
Vigilance Fateful hour — As long as you have 5 or less life, other creatures you control have vigilance.
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Village Watch
  ( 5)
Creature — Human Werewolf
(4/3)
Haste Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Villagers of Estwald
  ( 3)
Creature — Human Werewolf
(2/3)
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Villainous Ogre
  ( 3)
Creature — Ogre Warrior
(3/2)
This creature can't block. As long as you control a Demon, this creature has " : Regenerate this creature."
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Villainous Wealth
    ( 3)
Sorcery
Target opponent exiles the top X cards of their library. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
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Vindicate
   ( 3)
Sorcery
Destroy target permanent.
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Vindictive Flamestoker
 ( 1)
Creature — Phyrexian Wizard
(1/2)
Whenever you cast a noncreature spell, put an oil counter on this creature.  , Sacrifice this creature: Discard your hand, then draw four cards. This ability costs less to activate for each oil counter on this creature.
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Vindictive Lich
  ( 4)
Creature — Zombie Wizard
(4/1)
When this creature dies, choose one or more. Each mode must target a different player. • Target opponent sacrifices a creature of their choice. • Target opponent discards two cards. • Target opponent loses 5 life.
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Vindictive Mob
   ( 6)
Creature — Human Berserker
(5/5)
When this creature enters, sacrifice a creature. This creature can't be blocked by Saprolings.
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Vindictive Vampire
  ( 4)
Creature — Vampire
(2/3)
Whenever another creature you control dies, this creature deals 1 damage to each opponent and you gain 1 life.
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Vine Dryad
  ( 4)
Creature — Dryad
(1/3)
You may exile a green card from your hand rather than pay this spell's mana cost. Flash Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Vine Gecko
  ( 2)
Creature — Elemental Lizard
(2/2)
The first kicked spell you cast each turn costs less to cast. Whenever you cast a kicked spell, put a +1/+1 counter on this creature.
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Vine Kami
  ( 7)
Creature — Spirit
(4/4)
Menace (This creature can't be blocked except by two or more creatures.) Soulshift 6 (When this creature dies, you may return target Spirit card with mana value 6 or less from your graveyard to your hand.)
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Vine Mare
   ( 4)
Creature — Elemental Horse
(5/3)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) This creature can't be blocked by black creatures.
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Vine Snare
  ( 3)
Instant
Prevent all combat damage that would be dealt this turn by creatures with power 4 or less.
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Vine Trellis
  ( 2)
Creature — Plant Wall
(0/4)
Defender (This creature can't attack.) : Add .
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Vineglimmer Snarl
( 0)
Land
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped. : Add or .
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Vinelasher Kudzu
  ( 2)
Creature — Plant
(1/1)
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.
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Vinereap Mentor
  ( 2)
Creature — Squirrel Druid
(3/2)
When this creature enters or dies, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Vines of the Recluse
 ( 1)
Instant
Target creature gets +1/+2 and gains reach until end of turn. Untap it. (A creature with reach can block creatures with flying.)
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Vines of Vastwood
 ( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Target creature can't be the target of spells or abilities your opponents control this turn. If this spell was kicked, that creature gets +4/+4 until end of turn.
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Vineshaper Mystic
  ( 3)
Creature — Merfolk Shaman
(1/3)
When this creature enters, put a +1/+1 counter on each of up to two target Merfolk you control.
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Vineweft
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1.  : Return this card from your graveyard to your hand.
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Vintara Elephant
  ( 5)
Creature — Elephant
(4/3)
Trample : This creature loses trample until end of turn. Any player may activate this ability.
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Vintara Snapper
  ( 2)
Creature — Turtle
(2/2)
This creature has shroud as long as you control no untapped lands. (It can't be the target of spells or abilities.)
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Violent Impact
  ( 4)
Sorcery
Destroy target artifact or land. Cycling ( , Discard this card: Draw a card.)
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Violent Outburst
   ( 3)
Instant
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.) Creatures you control get +1/+0 until end of turn.
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Violent Urge
 ( 1)
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Delirium — If there are four or more card types among cards in your graveyard, that creature gains double strike until end of turn.
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Violet Pall
  ( 5)
Kindred Instant — Faerie
Destroy target nonblack creature. Create a 1/1 black Faerie Rogue creature token with flying.
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