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You Come to the Gnoll Camp
  ( 2)
Instant
Choose one — • Intimidate Them — Up to two target creatures can't block this turn. • Fend Them Off — Target creature gets +3/+1 until end of turn.
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You Compleat Me (playtest)
   ( 3)
Sorcery
If your life total is greater than 10, it becomes 10. For the rest of the game, your maximum life total is 10. You get an emblem with "Pay 2 life: Add one mana of any color" and "At the beginning of your upkeep, you draw a card and you lose 1 life."
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You Find a Cursed Idol
  ( 2)
Sorcery
Choose one — • Smash It — Destroy target artifact. • Lift the Curse — Destroy target enchantment. • Steal Its Eyes — Create a Treasure token and venture into the dungeon. (Enter the first room or advance to the next room.)
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You Find Some Prisoners
  ( 2)
Instant
Choose one — • Break Their Chains — Destroy target artifact. • Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.
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You Find the Villains' Lair
   ( 3)
Instant
Choose one — • Foil Their Scheme — Counter target spell. • Learn Their Secrets — Draw two cards, then discard two cards.
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You Happen On a Glade
  ( 3)
Instant
Choose one — • Journey On — Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. • Make Camp — Return target permanent card from your graveyard to your hand.
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You Hear Something on Watch
  ( 2)
Instant
Choose one — • Rouse the Party — Creatures you control get +1/+1 until end of turn. • Set Off Traps — This spell deals 5 damage to target attacking creature.
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You Line Up the Shot
 ( 1)
Instant
Choose one — • Aim for the Wyvern — Conjure a card named Plummet into your hand. • Aim for the Cursed Amulet — Conjure a card named Naturalize into your hand. • Fire a Warning Shot — Draw a card.
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You Look Upon the Tarrasque
  ( 5)
Instant
Choose one — • Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn. • Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
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You Meet in a Tavern
   ( 4)
Sorcery
Choose one — • Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. • Start a Brawl — Creatures you control get +2/+2 until end of turn.
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You See a Guard Approach
 ( 1)
Instant
Choose one — • Distract the Guard — Tap target creature. • Hide — Target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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You See a Pair of Goblins
  ( 3)
Instant
Choose one — • Charge Them — Creatures you control get +2/+0 until end of turn. • Befriend Them — Create two 1/1 red Goblin creature tokens.
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Young Deathclaws
   ( 4)
Creature — Lizard Mutant
(4/2)
Menace (This creature can't be blocked except by two or more creatures.) Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card's power on target creature. Scavenge only as a sorcery.)
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Young Necromancer
  ( 5)
Creature — Human Warlock
(2/3)
When this creature enters, you may exile two cards from your graveyard. When you do, return target creature card from your graveyard to the battlefield.
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Young Pyromancer
  ( 2)
Creature — Human Shaman
(2/1)
Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.
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Young Wolf
 ( 1)
Creature — Wolf
(1/1)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Your Temple Is Under Attack
  ( 3)
Instant
Choose one — • Pray for Protection — Creatures you control gain indestructible until end of turn. • Strike a Deal — You and target opponent each draw two cards.
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Your Wish Is My Command (playtest)
  ( 2)
Sorcery
You may cast an instant or sorcery spell from your sideboard. If you cast a modal spell this way, you may choose an additional mode. (A modal spell lets you choose one or more modes from a bulleted list.)
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You're Ambushed on the Road
 ( 1)
Instant
Choose one — • Make a Retreat — Return target creature you control to its owner's hand. • Stand and Fight — Target creature gets +1/+3 until end of turn.
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You're Confronted by Robbers
  ( 4)
Instant
Choose one — • Stall for Time — Tap up to three target creatures. • Call for Aid — Create three 1/1 white Soldier creature tokens.
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You're in Command (playtest)
  ( 2)
Sorcery
Choose target creature you own and control. That creature becomes your Commander. Any other Commanders you have are no longer your Commander. (That creature starts with a commander tax of .)
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Youthful Scholar
  ( 4)
Creature — Human Wizard
(2/2)
When this creature dies, draw two cards.
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Youthful Valkyrie
  ( 2)
Creature — Angel
(1/3)
Flying Whenever another Angel you control enters, put a +1/+1 counter on this creature.
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You've Been Caught Stealing
  ( 2)
Sorcery
Choose one — • Threaten the Merchant — Each creature blocks this turn if able. • Bribe the Guards — You create a Treasure token for each opponent who was dealt damage this turn. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Horn of Valhalla (Ysgard's Call)
   ( 2)
Sorcery — Adventure
Create X 1/1 white Soldier creature tokens. (Then exile this card. You may cast the artifact later from exile.)
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Yuan Shao, the Indecisive
  ( 5)
Legendary Creature — Human Soldier
(2/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Each creature you control can't be blocked by more than one creature.
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Yuan Shao's Infantry
  ( 4)
Creature — Human Soldier
(2/2)
Whenever this creature attacks alone, this creature can't be blocked this combat.
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Yuan-Ti Fang-Blade
  ( 3)
Creature — Snake Rogue
(2/2)
Deathtouch Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
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Yuan-Ti Malison
  ( 2)
Creature — Snake Rogue
(2/1)
This creature can't be blocked as long as it's attacking alone. Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
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Yuan-Ti Scaleshield
  ( 3)
Instant
Permanents you control gain hexproof and indestructible until end of turn. Seek a creature card if an opponent has cast a spell with mana value 3 or less this turn.
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Yuki-Onna
  ( 4)
Creature — Spirit
(3/1)
When this creature enters, destroy target artifact. Whenever you cast a Spirit or Arcane spell, you may return this creature to its owner's hand.
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Yukora, the Prisoner
   ( 4)
Legendary Creature — Demon Spirit
(5/5)
When Yukora leaves the battlefield, sacrifice all non-Ogre creatures you control.
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Yuma, Proud Protector
    ( 8)
Legendary Creature — Human Ranger
(6/6)
This spell costs less to cast for each land card in your graveyard. Whenever Yuma enters or attacks, you may sacrifice a land. If you do, draw a card. Whenever a Desert card is put into your graveyard from anywhere, create a 4/2 green Plant Warrior creature token with reach.
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Yusri, Fortune's Flame
   ( 3)
Legendary Creature — Efreet
(2/3)
Flying Whenever Yusri attacks, choose a number between 1 and 5. Flip that many coins. For each flip you win, draw a card. For each flip you lose, Yusri deals 2 damage to you. If you won five flips this way, you may cast spells from your hand this turn without paying their mana costs.
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Zabaz, the Glimmerwasp
 ( 1)
Legendary Artifact Creature — Insect
(0/0)
Modular 1 If a modular triggered ability would put one or more +1/+1 counters on a creature you control, that many plus one +1/+1 counters are put on it instead. : Destroy target artifact you control.
: Zabaz gains flying until end of turn.
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Zacama, Primal Calamity
    ( 9)
Legendary Creature — Elder Dinosaur
(9/9)
Vigilance, reach, trample When Zacama enters, if you cast it, untap all lands you control.  : Zacama deals 3 damage to target creature.
 : Destroy target artifact or enchantment.
 : You gain 3 life.
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Zada, Hedron Grinder
  ( 4)
Legendary Creature — Goblin Ally
(3/3)
Whenever you cast an instant or sorcery spell that targets only Zada, copy that spell for each other creature you control that the spell could target. Each copy targets a different one of those creatures.
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Zada's Commando
  ( 2)
Creature — Goblin Archer Ally
(2/1)
First strike Cohort — , Tap an untapped Ally you control: This creature deals 1 damage to target opponent or planeswalker.
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Zaffai, Thunder Conductor
   ( 4)
Legendary Creature — Human Shaman
(1/4)
Magecraft — Whenever you cast or copy an instant or sorcery spell, scry 1. If that spell's mana value is 5 or greater, create a 4/4 blue and red Elemental creature token. If that spell's mana value is 10 or greater, Zaffai deals 10 damage to an opponent chosen at random.
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Zagoth Mamba
 ( 1)
Creature — Nightmare Snake
(1/1)
Whenever this creature mutates, target creature an opponent controls gets -2/-2 until end of turn.
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Zagras, Thief of Heartbeats
   ( 6)
Legendary Creature — Vampire Rogue
(4/4)
This spell costs less to cast for each creature in your party. Flying, deathtouch, haste Other creatures you control have deathtouch. Whenever a creature you control deals combat damage to a planeswalker, destroy that planeswalker.
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Zahid, Djinn of the Lamp
   ( 6)
Legendary Creature — Djinn
(5/6)
You may pay  and tap an untapped artifact you control rather than pay this spell's mana cost. Flying
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Zahur, Glory's Past
  ( 2)
Legendary Creature — Zombie Cat Warrior
(3/2)
Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) Sacrifice another creature: Surveil 1. Activate only once each turn. Max speed — Whenever a nontoken creature you control dies, create a tapped 2/2 black Zombie creature token.
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Zalto, Fire Giant Duke
   ( 5)
Legendary Creature — Giant Barbarian
(7/3)
Trample Whenever Zalto is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
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Zamriel, Seraph of Steel
   ( 4)
Legendary Creature — Angel
(3/4)
Flying During your turn, equipped creatures you control have indestructible.
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Zanam Djinn
  ( 6)
Creature — Djinn
(5/6)
Flying This creature gets -2/-2 as long as blue is the most common color among all permanents or is tied for most common.
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Zap
  ( 3)
Instant
Zap deals 1 damage to any target. Draw a card.
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Zar Ojanen, Scion of Efrava
   ( 5)
Legendary Creature — Cat Warrior
(4/4)
Domain — Whenever Zar Ojanen becomes tapped, put a +1/+1 counter on each creature you control with toughness less than the number of basic land types among lands you control.
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Zara, Renegade Recruiter
   ( 5)
Legendary Creature — Human Pirate
(4/3)
Flying Whenever Zara attacks, look at defending player's hand. You may put a creature card from it onto the battlefield under your control tapped and attacking that player or a planeswalker they control. Return that creature to its owner's hand at the beginning of the next end step.
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Zareth San, the Trickster
   ( 5)
Legendary Creature — Merfolk Rogue
(4/4)
Flash   , Return an unblocked attacking Rogue you control to its owner's hand: Put this card from your hand onto the battlefield tapped and attacking.
Whenever Zareth San deals combat damage to a player, you may put target permanent card from that player's graveyard onto the battlefield under your control.
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Zariel, Archduke of Avernus
   ( 4)
Legendary Planeswalker — Zariel
(4)
+1: Creatures you control get +1/+0 and gain haste until end of turn. 0: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target." −6: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
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Zaxara, the Exemplary
    ( 4)
Legendary Creature — Nightmare Hydra
(2/3)
Deathtouch : Add two mana of any one color.
Whenever you cast a spell with in its mana cost, create a 0/0 green Hydra creature token, then put X +1/+1 counters on it.
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Zealot il-Vec
  ( 3)
Creature — Human Rebel
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever this creature attacks and isn't blocked, you may have it deal 1 damage to target creature. If you do, prevent all combat damage this creature would deal this turn.
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Zealot of the God-Pharaoh
  ( 4)
Creature — Minotaur Archer
(4/3)
 : This creature deals 2 damage to target opponent or planeswalker.
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Zealot's Conviction
 ( 1)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +1/+1. Corrupted — As long as an opponent has three or more poison counters, enchanted creature gets an additional +1/+0 and has first strike.
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Zealots en-Dal
  ( 4)
Creature — Human Soldier
(2/4)
At the beginning of your upkeep, if all nonland permanents you control are white, you gain 1 life.
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Zealous Conscripts
  ( 5)
Creature — Human Warrior
(3/3)
Haste When this creature enters, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.
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Zealous Inquisitor
  ( 3)
Creature — Human Cleric
(2/2)
 : The next 1 damage that would be dealt to this creature this turn is dealt to target creature instead.
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Zealous Persecution
  ( 2)
Instant
Until end of turn, creatures you control get +1/+1 and creatures your opponents control get -1/-1.
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Zealous Strike
  ( 2)
Instant
Target creature gets +2/+2 and gains first strike until end of turn.
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Zebra Unicorn
   ( 4)
Creature — Unicorn
(2/2)
Whenever this creature deals damage, you gain that much life.
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Zegana, Utopian Speaker
   ( 4)
Legendary Creature — Merfolk Wizard
(4/4)
When Zegana enters, if you control another creature with a +1/+1 counter on it, draw a card.   : Adapt 4. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
Each creature you control with a +1/+1 counter on it has trample.
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Zektar Shrine Expedition
  ( 2)
Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment. Remove three quest counters from this enchantment and sacrifice it: Create a 7/1 red Elemental creature token with trample and haste. Exile it at the beginning of the next end step.
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Zellix, Sanity Flayer
  ( 3)
Legendary Creature — Horror
(2/3)
Hive Mind — Whenever a player mills one or more creature cards, you create a 1/1 black Horror creature token. , : Target player mills three cards.
Choose a Background (You can have a Background as a second commander.)
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Zelyon Sword
 ( 3)
Artifact
You may choose not to untap this artifact during your untap step. , : Target creature gets +2/+0 for as long as this artifact remains tapped.
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Zendikar Farguide
  ( 5)
Creature — Elemental
(3/3)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Zendikar Incarnate
   ( 4)
Creature — Elemental
(*/4)
Zendikar Incarnate's power is equal to the number of lands you control.
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Zendikar Resurgent
   ( 7)
Enchantment
Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.) Whenever you cast a creature spell, draw a card.
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Zendikar's Roil
   ( 5)
Enchantment
Landfall — Whenever a land you control enters, create a 2/2 green Elemental creature token.
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Zenith Chronicler
 ( 2)
Artifact Creature — Phyrexian Construct
(3/1)
Whenever a player casts their first multicolored spell each turn, each other player draws a card.
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Zenith Festival
   ( 2)
Sorcery
Exile the top X cards of your library. You may play them until the end of your next turn. Harmonize   (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
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Zenith Flare
   ( 4)
Instant
Zenith Flare deals X damage to any target and you gain X life, where X is the number of cards with a cycling ability in your graveyard.
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Zenith Seeker
  ( 4)
Creature — Bird Wizard
(2/2)
Flying Whenever you cycle or discard a card, target creature gains flying until end of turn.
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Zephid
   ( 6)
Creature — Illusion
(3/4)
Flying Shroud (This creature can't be the target of spells or abilities.)
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Zephid's Embrace
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying and shroud. (It can't be the target of spells or abilities.)
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Zephyr Boots
 ( 1)
Artifact — Equipment
Equipped creature has flying. Whenever equipped creature deals combat damage to a player, draw a card, then discard a card. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Zephyr Charge
  ( 2)
Enchantment
 : Target creature gains flying until end of turn.
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Zephyr Net
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has defender and flying.
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Zephyr Scribe
  ( 3)
Creature — Human Monk
(2/1)
, : Draw a card, then discard a card.
Whenever you cast a noncreature spell, untap this creature.
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Zephyr Sentinel
  ( 2)
Creature — Human Soldier
(2/1)
Flash Flying When this creature enters, return up to one other target creature you control to its owner's hand. If it was a Soldier, put a +1/+1 counter on this creature.
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Zephyr Singer
   ( 4)
Creature — Siren Pirate
(3/4)
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.) Flying, vigilance When this creature enters, put a flying counter on each creature that convoked it.
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Zephyr Spirit
  ( 6)
Creature — Spirit
(0/6)
When this creature blocks, return it to its owner's hand.
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Zephyr Winder
  ( 2)
Creature — Elemental
(2/1)
Flying Whenever this creature deals combat damage to a player, untap up to one target creature.
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