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Abandoned Outpost
( 0)
Land
This land enters tapped. : Add .
, Sacrifice this land: Add one mana of any color.
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About Face
 ( 1)
Instant
Switch target creature's power and toughness until end of turn.
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Advance Scout
  ( 2)
Creature — Human Soldier Scout
(1/1)
First strike : Target creature gains first strike until end of turn.
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Aetherspouts
   ( 5)
Instant
For each attacking creature, its owner puts it on their choice of the top or bottom of their library.
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Agency Outfitter
   ( 6)
Creature — Sphinx Detective
(4/3)
Flying When this creature enters, you may search your graveyard, hand and/or library for a card named Magnifying Glass and/or a card named Thinking Cap and put them onto the battlefield. If you search your library this way, shuffle.
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All-Out Assault
    ( 5)
Enchantment
Creatures you control get +1/+1 and have deathtouch. When this enchantment enters, if it's your main phase, there is an additional combat phase after this phase followed by an additional main phase. When you next attack this turn, untap each creature you control.
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Amrou Scout
  ( 2)
Creature — Kithkin Rebel Scout
(2/1)
, : 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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Arrogant Outlaw
  ( 3)
Creature — Vampire Noble
(3/2)
When this creature enters, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life.
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Ashmouth Blade
( 0)
Artifact — Equipment
Equipped creature gets +3/+3 and has first strike. Equip 
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Ashmouth Dragon
( 0)
Creature — Dragon
(4/4)
Flying Whenever you cast an instant or sorcery spell, this creature deals 2 damage to any target.
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Ashmouth Hound
  ( 2)
Creature — Elemental Dog
(2/1)
Whenever this creature blocks or becomes blocked by a creature, this creature deals 1 damage to that creature.
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Balthor the Stout
   ( 3)
Legendary Creature — Dwarf Barbarian
(2/2)
Other Barbarian creatures get +1/+1. : Another target Barbarian creature gets +1/+0 until end of turn.
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Barbarian Outcast
  ( 2)
Creature — Human Barbarian Beast
(2/2)
When you control no Swamps, sacrifice this creature.
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Blot Out
  ( 3)
Instant
Target opponent exiles a creature or planeswalker they control with the greatest mana value among creatures and planeswalkers they control.
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Blot Out the Sky
   ( 2)
Sorcery
Create X tapped 2/1 white and black Inkling creature tokens with flying. If X is 6 or more, destroy all noncreature, nonland permanents.
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Boreal Outrider
  ( 3)
Snow Creature — Elf Warrior
(3/2)
Whenever you cast a creature spell, if of any of that spell's colors was spent to cast it, that creature enters with an additional +1/+1 counter on it. ( is mana from a snow source.)
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Break Out
  ( 2)
Sorcery
Look at the top six cards of your library. You may reveal a creature card from among them. If that card has mana value 2 or less, you may put it onto the battlefield and it gains haste until end of turn. If you didn't put the revealed card onto the battlefield this way, put it into your hand. Put the rest on the bottom of your library in a random order.
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Brion Stoutarm
   ( 4)
Legendary Creature — Giant Warrior
(4/4)
Lifelink , , Sacrifice another creature: Brion Stoutarm deals damage equal to the sacrificed creature's power to target player or planeswalker.
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Brokers Hideout
( 0)
Land
When this land enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
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Brotherhood Outcast
  ( 3)
Creature — Human Soldier
(3/2)
When this creature enters, choose one — • Return target Aura or Equipment card with mana value 3 or less from your graveyard to the battlefield. • Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
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Burnout
  ( 2)
Instant
Counter target instant spell if it's blue. Draw a card at the beginning of the next turn's upkeep.
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Burnout Bashtronaut
 ( 1)
Creature — Goblin Warrior
(1/1)
Menace 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.) : This creature gets +1/+0 until end of turn.
Max speed — This creature has double strike.
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Cast Out
  ( 4)
Enchantment
Flash When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Cycling ( , Discard this card: Draw a card.)
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Cenote Scout
 ( 1)
Creature — Merfolk Scout
(1/1)
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Cephalid Scout
  ( 2)
Creature — Octopus Wizard Scout
(1/1)
Flying  , Sacrifice a land: Draw a card.
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Chalk Outline
  ( 4)
Enchantment
Whenever one or more creature cards leave your graveyard, create a 2/2 white and blue Detective creature token, then investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Chandra's Outburst
   ( 5)
Sorcery
Chandra's Outburst deals 4 damage to target player or planeswalker. Search your library and/or graveyard for a card named Chandra, Bold Pyromancer, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Chandra's Outrage
   ( 4)
Instant
Chandra's Outrage deals 4 damage to target creature and 2 damage to that creature's controller.
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Changeling Outcast
 ( 1)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) This creature can't block and can't be blocked.
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Circuitous Route
  ( 4)
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
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Claws Out
   ( 5)
Instant
This spell costs less to cast for each Cat you control. Creatures you control get +2/+2 until end of turn.
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Cliffside Lookout
 ( 1)
Creature — Kor Scout Ally
(1/1)
 : Creatures you control get +1/+1 until end of turn.
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Clifftop Lookout
  ( 3)
Creature — Frog Scout
(1/2)
Reach When this creature enters, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
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Cloistered Youth
  ( 2)
Creature — Human
(1/1)
At the beginning of your upkeep, you may transform this creature.
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Clout of the Dominus
 ( 1)
Enchantment — Aura
Enchant creature As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.) As long as enchanted creature is red, it gets +1/+1 and has haste.
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Copperhorn Scout
 ( 1)
Creature — Elf Scout
(1/1)
Whenever this creature attacks, untap each other creature you control.
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Courageous Outrider
  ( 4)
Creature — Human Scout
(3/4)
When this creature enters, look at the top four cards of your library. You may reveal a Human card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Deathbonnet Sprout
 ( 1)
Creature — Fungus
(1/1)
At the beginning of your upkeep, mill a card. Then if there are three or more creature cards in your graveyard, transform this creature. (To mill a card, put the top card of your library into your graveyard.)
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Deathsprout
    ( 4)
Instant
Destroy target creature. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Delney, Streetwise Lookout
  ( 3)
Legendary Creature — Human Scout
(2/2)
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
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Demonlord of Ashmouth
   ( 4)
Creature — Demon
(5/4)
Flying When this creature enters, exile it unless you sacrifice another creature. 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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Deranged Outcast
  ( 2)
Creature — Human Rogue
(2/1)
 , Sacrifice a Human: Put two +1/+1 counters on target creature.
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Devout Chaplain
  ( 3)
Creature — Human Cleric
(2/2)
, Tap two untapped Humans you control: Exile target artifact or enchantment.
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Devout Decree
  ( 2)
Sorcery
Exile target creature or planeswalker that's black or red. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Devout Harpist
 ( 1)
Creature — Human
(1/1)
: Destroy target Aura attached to a creature.
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Devout Invocation
  ( 7)
Sorcery
Tap any number of untapped creatures you control. Create a 4/4 white Angel creature token with flying for each creature tapped this way.
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Devout Lightcaster
   ( 3)
Creature — Kor Cleric
(2/2)
Protection from black When this creature enters, exile target black permanent.
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Devout Monk
 ( 1)
Creature — Human Monk Cleric
(1/1)
When this creature enters, you gain 1 life.
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Don't Worry About It (playtest)
   ( 3)
Enchantment — — Aura
Enchant card in your hand (This Aura remains on the battlefield. If you play enchanted card or it otherwise leaves your hand, put this Aura into the graveyard.) Enchanted card costs less to cast. When you cast enchanted card, copy it.
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Dragonmaster Outcast
 ( 1)
Creature — Human Shaman
(1/1)
At the beginning of your upkeep, if you control six or more lands, create a 5/5 red Dragon creature token with flying.
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Dunerider Outlaw
  ( 2)
Creature — Human Rebel Rogue
(1/1)
Protection from green At the beginning of each end step, if this creature dealt damage to an opponent this turn, put a +1/+1 counter on it.
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Eager Trufflesnout
  ( 3)
Creature — Boar
(4/2)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever this creature deals combat damage to a player, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Elvish Lookout
 ( 1)
Creature — Elf
(1/1)
Shroud (This creature can't be the target of spells or abilities.)
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Elvish Scout
 ( 1)
Creature — Elf Scout
(1/1)
, : Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.
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Embermouth Sentinel
 ( 2)
Artifact Creature — Chimera
(2/1)
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top. If you control a Dragon, put that card onto the battlefield tapped instead.
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Enslaved Scout
  ( 3)
Creature — Goblin Scout
(2/2)
: This creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
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Escape Routes
  ( 3)
Enchantment
 : Return target white or black creature you control to its owner's hand.
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Expedition Lookout
  ( 2)
Creature — Merfolk Rogue
(2/3)
Defender As long as an opponent has eight or more cards in their graveyard, this creature can attack as though it didn't have defender and it can't be blocked.
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Far Out
  ( 3)
Enchantment
Rather than choose the indicated number of modes for spells and abilities you control, you may choose one or more modes. You can't choose any mode more than once.
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Fear of Missing Out
  ( 2)
Enchantment Creature — Nightmare
(2/3)
When this creature enters, discard a card, then draw a card. Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
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Mouth // Feed (Feed)
  ( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw a card for each creature you control with power 3 or greater.
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Filter Out
   ( 3)
Instant
Return all noncreature, nonland permanents to their owners' hands.
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Flame-Kin War Scout
  ( 4)
Creature — Elemental Scout
(2/4)
When another creature enters, sacrifice this creature. If you do, this creature deals 4 damage to that creature.
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Freestrider Lookout
  ( 3)
Creature — Human Rogue
(3/3)
Reach Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Fungal Sprouting
  ( 4)
Sorcery
Create X 1/1 green Saproling creature tokens, where X is the greatest power among creatures you control.
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Get Out
  ( 2)
Instant
Choose one — • Counter target creature or enchantment spell. • Return one or two target creatures and/or enchantments you own to your hand.
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Ghouls' Night Out
   ( 5)
Sorcery
For each player, choose a creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're black Zombies in addition to their other colors and types and they gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
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Gladecover Scout
 ( 1)
Creature — Elf Scout
(1/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Goblin Lookout
  ( 2)
Creature — Goblin
(1/2)
, Sacrifice a Goblin: Goblin creatures get +2/+0 until end of turn.
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Goblin Scouts
   ( 5)
Sorcery
Create three 1/1 red Goblin Scout creature tokens with mountainwalk. (They can't be blocked as long as defending player controls a Mountain.)
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Goldbug, Scrappy Scout
( 0)
Legendary Artifact — Vehicle
(1/3)
Living metal (During your turn, this Vehicle is also a creature.) Human spells you control can't be countered. Whenever Goldbug and at least one Human attack, draw a card and convert Goldbug.
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Grim Roustabout
  ( 2)
Creature — Skeleton Warrior
(1/1)
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)  : Regenerate this creature.
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Grizzled Outcasts
  ( 5)
Creature — Human Werewolf
(4/4)
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Hardy Outlander
  ( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
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Honorable Scout
 ( 1)
Creature — Human Soldier Scout
(1/1)
When this creature enters, you gain 2 life for each black and/or red creature target opponent controls.
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Hyrax Tower Scout
  ( 3)
Creature — Human Scout
(3/3)
When this creature enters, untap target creature.
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Icatian Scout
 ( 1)
Creature — Human Soldier Scout
(1/1)
, : Target creature gains first strike until end of turn.
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Ice Out
   ( 3)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) This spell costs less to cast if it's bargained. Counter target spell.
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Ikiral Outrider
  ( 2)
Creature — Human Soldier
(1/2)
Level up ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 2/6 Vigilance LEVEL 4+ 3/10 Vigilance
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Incorrigible Youths
   ( 5)
Creature — Vampire
(4/3)
Haste (This creature can attack and as soon as it comes under your control.) Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Inner Calm, Outer Strength
  ( 3)
Instant — Arcane
Target creature gets +X/+X until end of turn, where X is the number of cards in your hand.
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Inside Out
  ( 2)
Instant
Switch target creature's power and toughness until end of turn. Draw a card.
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Intrepid Outlander
  ( 2)
Creature — Orc Ranger
(2/3)
Reach Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
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Intrepid Trufflesnout
  ( 2)
Creature — Boar
(3/1)
Whenever this creature attacks alone, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Jeskai Windscout
  ( 3)
Creature — Bird Scout
(2/1)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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