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Jund 'Em Out (playtest)
   ( 3)
Sorcery
Retrace (Sorry, no room for reminder text.) Choose one at random. Create a copy of the chosen card. You may cast the copy without paying its mana cost. • Abrupt Decay • Blightning • Bloodbraid Elf • Lightning Bolt • Liliana of the Veil • Tarmogoyf
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Kabira Outrider
  ( 4)
Creature — Human Warrior
(3/3)
When this creature enters, target creature gets +1/+1 until end of turn for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Kavu Scout
  ( 3)
Creature — Kavu Scout
(0/2)
Domain — This creature gets +1/+0 for each basic land type among lands you control.
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Kilnmouth Dragon
   ( 7)
Creature — Dragon
(5/5)
Amplify 3 <I>(As this creature enters, put three +1/+1 counters on it for each Dragon card you reveal in your hand.)</I> Flying : This creature deals damage equal to the number of +1/+1 counters on it to any target.
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Kirri, Talented Sprout
    ( 4)
Legendary Creature — Plant Druid
(0/3)
Other Plants and Treefolk you control get +2/+0. At the beginning of each of your postcombat main phases, return target Plant, Treefolk, or land card from your graveyard to your hand.
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Kjeldoran Outrider
  ( 2)
Creature — Human Soldier
(2/2)
: This creature gets +0/+1 until end of turn.
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Knockout Blow
  ( 3)
Instant
This spell costs less to cast if it targets a red creature. Knockout Blow deals 4 damage to target attacking or blocking creature and you gain 2 life.
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Knockout Maneuver
  ( 3)
Sorcery
Put a +1/+1 counter on target creature you control, then it deals damage equal to its power to target creature an opponent controls.
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Kodama of the South Tree
   ( 4)
Legendary Creature — Spirit
(4/4)
Whenever you cast a Spirit or Arcane spell, each other creature you control gets +1/+1 and gains trample until end of turn.
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Kor Outfitter
  ( 2)
Creature — Kor Soldier
(2/2)
When this creature enters, you may attach target Equipment you control to target creature you control.
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Kruin Outlaw
   ( 3)
Creature — Human Rogue Werewolf
(2/2)
First strike At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Lantern Scout
  ( 3)
Creature — Human Scout Ally
(3/2)
Rally — Whenever this creature or another Ally you control enters, creatures you control gain lifelink until end of turn.
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Lash Out
  ( 2)
Instant
Lash Out deals 3 damage to target creature. Clash with an opponent. If you win, Lash Out deals 3 damage to that creature's controller. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
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Llanowar Scout
  ( 2)
Creature — Elf Scout
(1/3)
: You may put a land card from your hand onto the battlefield.
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Lookout's Dispersal
  ( 3)
Instant
This spell costs less to cast if you control a Pirate. Counter target spell unless its controller pays .
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Lukka, Coppercoat Outcast
   ( 5)
Legendary Planeswalker — Lukka
(5)
+1: Exile the top three cards of your library. Creature cards exiled this way gain "You may cast this card from exile as long as you control a Lukka planeswalker." −2: Exile target creature you control, then reveal cards from the top of your library until you reveal a creature card with greater mana value. Put that card onto the battlefield and the rest on the bottom of your library in a random order. −7: Each creature you control deals damage equal to its power to each opponent.
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Maestros' Totally Safe Hideout (playtest)
( 0)
Land
Land casualty 2 (As this land enters, you may sacrifice a creature with power 2 or greater. If you do, create a token that's a copy of this land.) Maestros' Totally Safe Hideout enters the battlefield tapped. : Add , , or .
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Magda, Brazen Outlaw
  ( 2)
Legendary Creature — Dwarf Berserker
(2/1)
Other Dwarves you control get +1/+0. Whenever a Dwarf you control becomes tapped, create a Treasure token. Sacrifice five Treasures: Search your library for an artifact or Dragon card, put that card onto the battlefield, then shuffle.
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Mardu Outrider
   ( 3)
Creature — Orc Warrior
(5/5)
As an additional cost to cast this spell, discard a card.
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Mardu Scout
  ( 2)
Creature — Goblin Scout
(3/1)
Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Meddling Youths
   ( 5)
Creature — Human Detective
(4/5)
Haste Whenever you attack with three or more creatures, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Melira, Sylvok Outcast
  ( 2)
Legendary Creature — Human Scout
(2/2)
You can't get poison counters. Creatures you control can't have -1/-1 counters put on them. Creatures your opponents control lose infect.
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Merfolk Skyscout
   ( 4)
Creature — Merfolk Scout
(2/3)
Flying Whenever this creature attacks or blocks, untap target permanent.
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Meria's Outrider
  ( 5)
Creature — Elf Archer
(4/4)
Reach Domain — When this creature enters, it deals damage to each opponent equal to the number of basic land types among lands you control.
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Migratory Route
   ( 5)
Sorcery
Create four 1/1 white Bird creature tokens with flying. Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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Mouth to Mouth
  ( 4)
Sorcery
Choose target opponent and target creature they control. You and that player have a breath-holding contest. If you win, you gain control of that creature.
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Night Market Lookout
 ( 1)
Creature — Human Rogue
(1/1)
Whenever this creature becomes tapped, each opponent loses 1 life and you gain 1 life.
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No Way Out
  ( 3)
Sorcery
Target opponent discards two cards. You create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
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Nuclear Fallout
   ( 2)
Sorcery
Each creature gets twice -X/-X until end of turn. Each player gets X rad counters.
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Numai Outcast
  ( 4)
Creature — Human Samurai
(1/1)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) , Pay 5 life: Regenerate this creature.
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Odric's Outrider
  ( 4)
Creature — Human Knight
(2/4)
Whenever this creature or another creature you control dies, put a +1/+1 counter on target creature you control.
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Offalsnout
  ( 3)
Creature — Elemental
(2/2)
Flash When this creature leaves the battlefield, exile target card from a graveyard. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Olivia, Opulent Outlaw
    ( 4)
Legendary Creature — Vampire Assassin
(3/3)
Flying, lifelink Whenever one or more outlaws you control deal combat damage to a player, create a Treasure token. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) , Sacrifice two Treasures: Put two +1/+1 counters on each creature you control. Activate only as a sorcery.
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Otherworldly Outburst
 ( 1)
Instant
Target creature gets +1/+0 until end of turn. When that creature dies this turn, create a 3/2 colorless Eldrazi Horror creature token.
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Out Cold
  ( 4)
Instant
This spell can't be countered. (This includes by the ward ability.) Tap up to two target creatures and put a stun counter on each of them. Investigate. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Out of Air
   ( 4)
Instant
This spell costs less to cast if it targets a creature spell. Counter target spell.
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Out of Bounds
  ( 4)
Instant
Assist (Another player can pay up to of this spell's cost.) Counter target spell.
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Out of the Tombs
  ( 3)
Enchantment
At the beginning of your upkeep, put two eon counters on this enchantment, then mill cards equal to the number of eon counters on it. If you would draw a card while your library has no cards in it, instead return a creature card from your graveyard to the battlefield. If you can't, you lose the game.
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Out of the Way
  ( 4)
Instant
This spell costs less to cast if it targets a green permanent. Return target nonland permanent an opponent controls to its owner's hand. Draw a card.
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Out of Time
   ( 3)
Enchantment
When this enchantment enters, untap all creatures, then those creatures phase out until this enchantment leaves the battlefield. Put a time counter on this enchantment for each creature that phased out this way. Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
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Outbreak
  ( 4)
Sorcery
You may discard a Swamp card rather than pay this spell's mana cost. Choose a creature type. All creatures of that type get -1/-1 until end of turn.
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Outcaster Greenblade
  ( 3)
Creature — Human Mercenary
(1/2)
When this creature enters, search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle. This creature gets +1/+1 for each Desert you control.
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Outcaster Trailblazer
  ( 3)
Creature — Human Druid
(4/2)
When this creature enters, add one mana of any color. Whenever another creature you control with power 4 or greater enters, draw a card. Plot  (You may pay  and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Outflank
 ( 1)
Instant
Outflank deals damage to target attacking or blocking creature equal to the number of creatures you control.
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Outland Boar
   ( 4)
Creature — Boar
(4/4)
This creature can't be blocked by creatures with power 2 or less.
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Outland Colossus
   ( 5)
Creature — Giant
(6/6)
Renown 6 (When this creature deals combat damage to a player, if it isn't renowned, put six +1/+1 counters on it and it becomes renowned.) This creature can't be blocked by more than one creature.
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Outland Liberator
  ( 2)
Creature — Human Werewolf
(2/2)
, Sacrifice this creature: Destroy target artifact or enchantment.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Outlaw Medic
  ( 2)
Creature — Human Rogue
(1/3)
Lifelink When this creature dies, draw a card.
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Outlaws' Fury
  ( 3)
Instant
Creatures you control get +2/+0 until end of turn. If you control an outlaw, exile the top card of your library. Until the end of your next turn, you may play that card. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
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Outlaws' Merriment
    ( 4)
Enchantment
At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics. • 3/1 Human Warrior with trample and haste. • 2/1 Human Cleric with lifelink and haste. • 1/2 Human Rogue with haste and "When this token enters, it deals 1 damage to any target."
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Outmaneuver
  ( 1)
Instant
X target blocked creatures assign their combat damage this turn as though they weren't blocked.
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Outmuscle
  ( 4)
Sorcery
Put a +1/+1 counter on target creature you control, then it fights target creature you don't control. (Each deals damage equal to its power to the other.) Adamant — If at least three green mana was spent to cast this spell, the creature you control gains indestructible until end of turn.
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Outnumber
 ( 1)
Instant
Outnumber deals damage to target creature equal to the number of creatures you control.
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Outpace Oblivion
  ( 3)
Enchantment
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.) When this enchantment enters, it deals 5 damage to up to one target creature or planeswalker. , Sacrifice this enchantment: It deals 2 damage to each player who doesn't have max speed.
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Outpost Siege
  ( 4)
Enchantment
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
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Outrage Shaman
   ( 5)
Creature — Goblin Shaman
(2/2)
Chroma — When this creature enters, it deals damage to target creature equal to the number of red mana symbols in the mana costs of permanents you control.
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Outrageous Robbery
   ( 2)
Instant
Target opponent exiles the top X cards of their library face down. You may look at and play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any type to cast it.
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Outrider en-Kor
  ( 3)
Creature — Kor Rebel Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) : The next 1 damage that would be dealt to this creature this turn is dealt to target creature you control instead.
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Outrider of Jhess
  ( 4)
Creature — Human Knight
(2/2)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Outwit
 ( 1)
Instant
Counter target spell that targets a player.
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Paradoxical Outcome
  ( 4)
Instant
Return any number of target nonland, nontoken permanents you control to their owners' hands. Draw a card for each card returned to your hand this way.
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Peema Outrider
   ( 4)
Creature — Elf Artificer
(3/3)
Trample Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
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Phyresis Outbreak
  ( 3)
Sorcery
Each opponent gets a poison counter. Then each creature your opponents control gets -1/-1 until end of turn for each poison counter its controller has.
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Pompous Gadabout
  ( 3)
Creature — Human Citizen
(4/2)
During your turn, this creature has hexproof. This creature can't be blocked by creatures that don't have a name.
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Rahilda, Feral Outlaw
( 0)
Legendary Creature — — Werewolf
(2/2)
Double strike When Rahilda, Feral Outlaw deals combat damage to a player, exile a nonland card from their library at random. During any turn you attacked with a Wolf or Werewolf, you may cast that card and you may spend mana as though it were mana of any color to cast that spell. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Rakdos Roustabout
   ( 3)
Creature — Ogre Warrior
(3/2)
Whenever this creature becomes blocked, it deals 1 damage to the player or planeswalker it's attacking.
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Ral's Outburst
   ( 4)
Instant
Ral's Outburst deals 3 damage to any target. Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
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Rappelling Scouts
   ( 4)
Creature — Human Rebel Scout
(1/4)
Flying  : This creature gains protection from the color of your choice until end of turn.
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Rat Out
 ( 1)
Instant
Up to one target creature gets -1/-1 until end of turn. You create a 1/1 black Rat creature token with "This token can't block."
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Reroute
  ( 2)
Instant
Change the target of target activated ability with a single target. (Mana abilities can't be targeted.) Draw a card.
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River Herald Scout
  ( 2)
Creature — Merfolk Scout
(1/2)
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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Roadside Blowout
  ( 3)
Sorcery
This spell costs less to cast if it targets a permanent with mana value 1. Return target creature or Vehicle an opponent controls to its owner's hand. Draw a card.
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Roamer's Routine
  ( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. 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 , where X is its power. Then exile this spell.)
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Root Out
  ( 3)
Sorcery
Destroy target artifact or enchantment. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Rosie Cotton of South Lane
  ( 3)
Legendary Creature — Halfling Peasant
(1/1)
When Rosie Cotton enters, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.") Whenever you create a token, put a +1/+1 counter on target creature you control other than Rosie Cotton.
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Rottenmouth Viper
  ( 6)
Creature — Elemental Snake
(6/6)
As an additional cost to cast this spell, you may sacrifice any number of nonland permanents. This spell costs less to cast for each permanent sacrificed this way. Whenever this creature enters or attacks, put a blight counter on it. Then for each blight counter on it, each opponent loses 4 life unless that player sacrifices a nonland permanent of their choice or discards a card.
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Rout
   ( 5)
Sorcery
You may cast this spell as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) Destroy all creatures. They can't be regenerated.
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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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Rustmouth Ogre
   ( 6)
Creature — Ogre
(5/4)
Whenever this creature deals combat damage to a player, you may destroy target artifact that player controls.
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Sabertooth Outrider
  ( 4)
Creature — Human Warrior
(4/2)
Trample Formidable — Whenever this creature attacks, if creatures you control have total power 8 or greater, this creature gains first strike until end of turn.
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Sakura-Tribe Scout
 ( 1)
Creature — Snake Shaman Scout
(1/1)
: You may put a land card from your hand onto the battlefield.
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Salvage Scout
 ( 1)
Creature — Human Scout
(1/1)
, Sacrifice this creature: Return target artifact card from your graveyard to your hand.
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Samwise the Stouthearted
  ( 2)
Legendary Creature — Halfling Peasant
(2/1)
Flash When Samwise enters, choose up to one target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand. Then the Ring tempts you.
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Sand Scout
  ( 2)
Creature — Human Scout
(2/2)
When this creature enters, if an opponent controls more lands than you, search your library for a Desert card, put it onto the battlefield tapped, then shuffle. Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.
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Sandskitter Outrider
  ( 4)
Creature — Goblin Soldier
(2/1)
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, it endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
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Sandsteppe Outcast
  ( 3)
Creature — Human Warrior
(2/1)
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Create a 1/1 white Spirit creature token with flying.
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Saprazzan Outrigger
  ( 4)
Creature — Merfolk
(5/5)
When this creature attacks or blocks, put it on top of its owner's library at end of combat.
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Scout the Borders
  ( 3)
Sorcery
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
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