|
Liege of the Axe
  ( 4)
Creature — Human Soldier
(2/3)
Vigilance 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, untap it.
|
|
|
Liege of the Hollows
   ( 4)
Creature — Spirit
(3/4)
When this creature dies, each player may pay any amount of mana. Then each player creates a number of 1/1 green Squirrel creature tokens equal to the amount of mana they paid this way.
|
|
|
Liege of the Tangle
   ( 8)
Creature — Elemental
(8/8)
Trample Whenever this creature deals combat damage to a player, you may choose any number of target lands you control and put an awakening counter on each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakening counter on it. They're still lands.
|
|
|
Lier, Disciple of the Drowned
   ( 5)
Legendary Creature — Human Wizard
(3/4)
Spells can't be countered. Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.
|
|
|
Liesa, Shroud of Dusk
    ( 5)
Legendary Creature — Angel
(5/5)
Rather than pay for each previous time you've cast this spell from the command zone this game, pay 2 life that many times. Flying, lifelink Whenever a player casts a spell, they lose 2 life.
|
|
|
Lieutenants of the Guard
  ( 5)
Creature — Human Soldier
(2/2)
Council's dilemma — When this creature enters, starting with you, each player votes for strength or numbers. Put a +1/+1 counter on this creature for each strength vote and create a 1/1 white Soldier creature token for each numbers vote.
|
|
|
Life of the Party
  ( 4)
Creature — Elemental
(0/1)
First strike, trample, haste Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of creatures you control. When this creature enters, if it's not a token, each opponent creates a token that's a copy of it. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
|
|
|
Life of Toshiro Umezawa
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Choose one — • Target creature gets +2/+2 until end of turn. • Target creature gets -1/-1 until end of turn. • You gain 2 life. III — Exile this Saga, then return it to the battlefield transformed under your control.
|
|
|
Light of Day
  ( 4)
Enchantment
Black creatures can't attack or block.
|
|
|
Light of Hope
 ( 1)
Instant
Choose one — • You gain 4 life. • Destroy target enchantment. • Put a +1/+1 counter on target creature.
|
|
|
Light of Promise
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."
|
|
|
Light of Sanction
   ( 3)
Enchantment
Prevent all damage that would be dealt to creatures you control by sources you control.
|
|
|
Light of the Legion
   ( 6)
Creature — Angel
(5/5)
Flying Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) When this creature dies, put a +1/+1 counter on each white creature you control.
|
|
|
Lightkeeper of Emeria
  ( 4)
Creature — Angel
(2/4)
Multikicker (You may pay an additional any number of times as you cast this spell.) Flying When this creature enters, you gain 2 life for each time it was kicked.
|
|
|
Likeness of the Seeker
( 0)
Enchantment Creature — Human Monk
(3/3)
Whenever this creature becomes blocked, untap up to three lands you control.
|
|
|
Liliana of the Veil
   ( 3)
Legendary Planeswalker — Liliana
(3)
+1: Each player discards a card. −2: Target player sacrifices a creature. −6: Separate all permanents target player controls into two piles. That player sacrifices all permanents in the pile of their choice.
|
|
|
Liliana, Waker of the Dead
   ( 4)
Legendary Planeswalker — Liliana
(4)
+1: Each player discards a card. Each opponent who can't loses 3 life. −3: Target creature gets -X/-X until end of turn, where X is the number of cards in your graveyard. −7: You get an emblem with "At the beginning of combat on your turn, put target creature card from a graveyard onto the battlefield under your control. It gains haste."
|
|
|
Limits of Solidarity
  ( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Cycling ( , Discard this card: Draw a card.)
|
|
|
Linvala, Keeper of Silence
   ( 4)
Legendary Creature — Angel
(3/4)
Flying Activated abilities of creatures your opponents control can't be activated.
|
|
|
Linvala, Shield of Sea Gate
   ( 3)
Legendary Creature — Angel Wizard
(3/3)
Flying At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated. Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn.
|
|
|
Lisette, Dean of the Root
   ( 4)
Legendary Creature — Human Druid
(4/4)
Whenever you gain life, you may pay . If you do, put a +1/+1 counter on each creature you control and those creatures gain trample until end of turn.
|
|
|
Lithoform Blight
  ( 2)
Enchantment — Aura
Enchant land When this Aura enters, draw a card. Enchanted land loses all land types and abilities and has " : Add " and " , Pay 1 life: Add one mana of any color."
|
|
|
Liu Bei, Lord of Shu
   ( 5)
Legendary Creature — Human Soldier
(2/4)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Liu Bei gets +2/+2 as long as you control a permanent named Guan Yu, Sainted Warrior or a permanent named Zhang Fei, Fierce Warrior.
|
|
|
Livaan, Cultist of Tiamat
  ( 3)
Legendary Creature — Dragon Shaman
(1/3)
Whenever you cast a noncreature spell, target creature gets +X/+0 until end of turn, where X is that spell's mana value. Choose a Background (You can have a Background as a second commander.)
|
|
|
Lobelia, Defender of Bag End
  ( 3)
Legendary Creature — Halfling Citizen
(2/2)
When Lobelia enters, look at the top card of each opponent's library and exile those cards face down. , Sacrifice an artifact: Choose one —
• Until end of turn, you may play a card exiled with Lobelia without paying its mana cost. • Each opponent loses 2 life and you gain 2 life.
|
|
|
Locket of Yesterdays
 ( 1)
Artifact
Spells you cast cost less to cast for each card with the same name as that spell in your graveyard.
|
|
|
Locus of Enlightenment
( 0)
Legendary Artifact
Locus of Enlightenment has each activated ability of the exiled cards used to craft it. You may activate each of those abilities only once each turn. Whenever you activate an ability that isn't a mana ability, copy it. You may choose new targets for the copy.
|
|
|
Lofty Denial
  ( 2)
Instant
Counter target spell unless its controller pays . If you control a creature with flying, counter that spell unless its controller pays instead.
|
|
|
Lone Wolf of the Natterknolls
( 0)
Creature — Werewolf
(3/5)
Whenever an opponent casts a spell during your turn, draw two cards. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
|
|
|
Long List of the Ents
 ( 1)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.) I, II, III, IV, V, VI — Note a creature type that hasn't been noted for this Saga. When you next cast a creature spell of that type this turn, that creature enters with an additional +1/+1 counter on it.
|
|
|
Loran of the Third Path
  ( 3)
Legendary Creature — Human Artificer
(2/1)
Vigilance When Loran enters, destroy up to one target artifact or enchantment. : You and target opponent each draw a card.
|
|
|
Loran, Disciple of History
  ( 4)
Legendary Creature — Human Artificer
(3/3)
Whenever Loran or another legendary creature you control enters, return target artifact card from your graveyard to your hand.
|
|
|
Lord of Atlantis
  ( 2)
Creature — Merfolk
(2/2)
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
|
|
|
Lord of Change
  ( 7)
Creature — Demon
(6/6)
Flying, ward  Architect of Deception — When this creature enters, draw three cards.
|
|
|
Lord of Extinction
   ( 5)
Creature — Elemental
(*/*)
Lord of Extinction's power and toughness are each equal to the number of cards in all graveyards.
|
|
|
Lord of Lineage
( 0)
Creature — Vampire
(5/5)
Flying Other Vampire creatures you control get +2/+2. : Create a 2/2 black Vampire creature token with flying.
|
|
|
Lord of Shatterskull Pass
  ( 4)
Creature — Minotaur Shaman
(3/3)
Level up  ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-5 6/6 LEVEL 6+ 6/6 Whenever this creature attacks, it deals 6 damage to each creature defending player controls.
|
|
|
Lord of the Accursed
  ( 3)
Creature — Zombie
(2/3)
Other Zombies you control get +1/+1.  , : All Zombies gain menace until end of turn.
|
|
|
Lord of the Forsaken
   ( 6)
Creature — Demon
(6/6)
Flying, trample , Sacrifice another creature: Target player mills three cards.
Pay 1 life: Add . Spend this mana only to cast a spell from your graveyard.
|
|
|
Lord of the Nazgûl
   ( 5)
Legendary Creature — Wraith Noble
(4/3)
Flying Wraiths you control have protection from Ring-bearers. Whenever you cast an instant or sorcery spell, create a 3/3 black Wraith creature token with menace. Then if you control nine or more Wraiths, Wraiths you control have base power and toughness 9/9 until end of turn.
|
|
|
Lord of the Pit
    ( 7)
Creature — Demon
(7/7)
Flying, trample At the beginning of your upkeep, sacrifice a creature other than this creature. If you can't, this creature deals 7 damage to you.
|
|
|
Lord of the Ulvenwald
( 0)
Creature — Werewolf
(3/3)
Other Wolves and Werewolves you control get +1/+1. Whenever this creature attacks, add or . Until end of turn, you don't lose this mana as steps and phases end. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
|
|
|
Lord of the Undead
   ( 3)
Creature — Zombie
(2/2)
Other Zombie creatures get +1/+1.  , : Return target Zombie card from your graveyard to your hand.
|
|
|
Lord of the Unreal
  ( 2)
Creature — Human Wizard
(2/2)
Illusion creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
|
|
|
Lord of the Void
    ( 7)
Creature — Demon
(7/7)
Flying Whenever this creature deals combat damage to a player, exile the top seven cards of that player's library, then put a creature card from among them onto the battlefield under your control.
|
|
|
Lord of Tresserhorn
    ( 4)
Legendary Creature — Zombie
(10/4)
When Lord of Tresserhorn enters, you lose 2 life, you sacrifice two creatures, and target opponent draws two cards. : Regenerate Lord of Tresserhorn.
|
|
|
Profit // Loss (Loss)
  ( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
|
|
|
Lost Mine of Phandelver
( 0)
Dungeon
Cave Entrance — Scry 1. (Leads to: Goblin Lair, Mine Tunnels) Goblin Lair — Create a 1/1 red Goblin creature token. (Leads to: Storeroom, Dark Pool) Mine Tunnels — Create a Treasure token. (Leads to: Dark Pool, Fungi Cavern) Storeroom — Put a +1/+1 counter on target creature. (Leads to: Temple of Dumathoin) Dark Pool — Each opponent loses 1 life and you gain 1 life. (Leads to: Temple of Dumathoin) Fungi Cavern — Target creature gets -4/-0 until your next turn. (Leads to: Temple of Dumathoin) Temple of Dumathoin — Draw a card.
|
|
|
Lost Monarch of Ifnir
  ( 4)
Creature — Zombie Noble
(4/4)
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) Other Zombies you control have afflict 3. At the beginning of your second main phase, if a player was dealt combat damage by a Zombie this turn, mill three cards, then you may return a creature card from your graveyard to your hand.
|
|
|
Lost Order of Jarkeld
   ( 4)
Creature — Human Knight
(1+*/1+*)
As this creature enters, choose an opponent. Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures the chosen player controls.
|
|
|
Love Song of Night and Day
  ( 3)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You and target opponent each draw two cards. II — Create a 1/1 white Bird creature token with flying. III — Put a +1/+1 counter on each of up to two target creatures.
|
|
|
Lucky Offering
 ( 1)
Sorcery
Destroy target artifact with mana value 3 or less. You gain 3 life.
|
|
|
Lumra, Bellow of the Woods
   ( 6)
Legendary Creature — Elemental Bear
(*/*)
Vigilance, reach Lumra's power and toughness are each equal to the number of lands you control. When Lumra enters, mill four cards. Then return all land cards from your graveyard to the battlefield tapped.
|
|
|
Lure of Prey
   ( 4)
Instant
Cast this spell only if an opponent cast a creature spell this turn. You may put a green creature card from your hand onto the battlefield.
|
|
|
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.
|
|
|
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 
|
|
|
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 
|
|
|
Magister of Worth
   ( 6)
Creature — Angel
(4/4)
Flying Will of the council — When this creature enters, starting with you, each player votes for grace or condemnation. If grace gets more votes, each player returns each creature card from their graveyard to the battlefield. If condemnation gets more votes or the vote is tied, destroy all creatures other than this creature.
|
|
|
Magus of the Abyss
  ( 4)
Creature — Human Wizard
(4/3)
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of their choice. It can't be regenerated.
|
|
|
Magus of the Bazaar
  ( 2)
Creature — Human Wizard
(0/1)
: Draw two cards, then discard three cards.
|
|
|
Magus of the Bridge
   ( 3)
Creature — Human Wizard
(4/4)
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 2/2 black Zombie creature token. When a creature is put into an opponent's graveyard from the battlefield, exile this creature.
|
|
|
Magus of the Chains (playtest)
  ( 2)
Creature — — Human Wizard
(2/2)
If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.
|
|
|
Magus of the Disk
   ( 4)
Creature — Human Wizard
(2/4)
This creature enters tapped. , : Destroy all artifacts, creatures, and enchantments.
|
|
|
Magus of the Future
    ( 5)
Creature — Human Wizard
(2/3)
Play with the top card of your library revealed. You may play lands and cast spells from the top of your library.
|
|
|
Magus of the Jar
   ( 5)
Creature — Human Wizard
(3/3)
, Sacrifice this creature: Each player exiles all cards from their hand face down and draws seven cards. At the beginning of the next end step, each player discards their hand and returns to their hand each card they exiled this way.
|
|
|
Magus of the Library
  ( 2)
Creature — Human Wizard
(1/1)
: Add .
: Draw a card. Activate only if you have exactly seven cards in hand.
|
|
|
Magus of the Mirror
   ( 6)
Creature — Human Wizard
(4/2)
, Sacrifice this creature: Exchange life totals with target opponent. Activate only during your upkeep.
|
|
|
Magus of the Moat
   ( 4)
Creature — Human Wizard
(0/3)
Creatures without flying can't attack.
|
|
|
Magus of the Scroll
 ( 1)
Creature — Human Wizard
(1/1)
, : Choose a card name, then reveal a card at random from your hand. If that card has the chosen name, this creature deals 2 damage to any target.
|
|
|
Magus of the Tabernacle
  ( 4)
Creature — Human Wizard
(2/6)
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay ."
|
|
|
Magus of the Vineyard
 ( 1)
Creature — Human Wizard
(1/1)
At the beginning of each player's first main phase, that player adds  .
|
|
|
Man of Measure
   ( 3)
Creature — Human Knight
(2/2)
As long as you're shorter than an opponent, this creature gets +0/+1 and has first strike. As long as you're taller than an opponent, this creature gets +1/+0.
|
|
|
Manacles of Decay
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. : Enchanted creature gets -1/-1 until end of turn.
: Enchanted creature can't block this turn.
|
|
|
Mandate of Abaddon
  ( 4)
Sorcery
Choose target creature you control. Destroy all creatures with power less than that creature's power.
|
|
|
Mandate of Peace
  ( 2)
Instant
Cast this spell only during combat. Your opponents can't cast spells this turn. End the combat phase. (Remove all attackers and blockers from combat. Exile all spells and abilities from the stack, including this spell.)
|
|
|
Mangara of Corondor
   ( 3)
Legendary Creature — Human Wizard
(1/1)
: Exile Mangara and target permanent.
|
|
|
Manticore of the Gauntlet
  ( 5)
Creature — Manticore
(5/4)
When this creature enters, put a -1/-1 counter on target creature you control. This creature deals 3 damage to target opponent or planeswalker.
|
|
|
Mantle of Leadership
  ( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Whenever a creature enters, enchanted creature gets +2/+2 until end of turn.
|
|
|
Mantle of the Ancients
   ( 5)
Enchantment — Aura
Enchant creature you control When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature. Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
|
|
|
Mantle of the Wolf
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4. When this Aura is put into a graveyard from the battlefield, create two 2/2 green Wolf creature tokens.
|
|
|
Mantle of Tides
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+2. Whenever you draw your second card each turn, attach this Equipment to target creature you control. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
|
|
|