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Butcher of the Horde
    ( 4)
Creature — Demon
(5/4)
Flying Sacrifice another creature: This creature gains your choice of vigilance, lifelink, or haste until end of turn.
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Butcher Orgg
    ( 7)
Creature — Orgg
(6/6)
You may assign this creature's combat damage divided as you choose among defending player and/or any number of creatures they control.
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Butcher's Cleaver
 ( 3)
Artifact — Equipment
Equipped creature gets +3/+0. As long as equipped creature is a Human, it has lifelink. Equip 
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Butcher's Glee
  ( 3)
Instant
Target creature gets +3/+0 and gains lifelink until end of turn. Regenerate it. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
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Buy Your Silence
  ( 5)
Sorcery
Exile target nonland permanent. Its controller creates a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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By Force
  ( 1)
Sorcery
Destroy X target artifacts.
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Bygone Marvels
  ( 2)
Sorcery
Descend 8 — When you cast this spell, if there are eight or more permanent cards in your graveyard, copy this spell twice. You may choose new targets for the copies. Return target permanent card from your graveyard to your hand. Exile Bygone Marvels.
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Byrke, Long Ear of the Law
   ( 6)
Legendary Creature — Rabbit Soldier
(4/4)
Vigilance When Byrke enters, put a +1/+1 counter on each of up to two target creatures. Whenever a creature you control with a +1/+1 counter on it attacks, double the number of +1/+1 counters on it.
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Byway Barterer
  ( 3)
Creature — Raccoon Rogue
(3/3)
Menace Whenever you expend 4, you may discard your hand. If you do, draw two cards. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
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Byway Courier
  ( 3)
Creature — Human Scout
(3/2)
When this creature dies, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Cabal Archon
  ( 3)
Creature — Human Cleric
(2/2)
, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life.
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Cabal Shrine
   ( 3)
Enchantment
Whenever a player casts a spell, that player discards X cards, where X is the number of cards in all graveyards with the same name as that spell.
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Cabal Slaver
  ( 3)
Creature — Human Cleric
(2/1)
Whenever a Goblin deals combat damage to a player, that player discards a card.
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Cabal Therapist
 ( 1)
Creature — Horror
(1/1)
Menace At the beginning of your first main phase, you may sacrifice a creature. When you do, choose a nonland card name, then target player reveals their hand and discards all cards with that name.
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Cabal Therapy
 ( 1)
Sorcery
Choose a nonland card name. Target player reveals their hand and discards all cards with that name. Flashback—Sacrifice a creature. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Cabal Trainee
 ( 1)
Creature — Human Minion
(1/1)
Sacrifice this creature: Target creature gets -2/-0 until end of turn.
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Cabaretti Ascendancy
   ( 3)
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a creature or planeswalker card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it on the bottom of your library.
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Cabaretti Charm
   ( 3)
Instant
Choose one — • Cabaretti Charm deals damage equal to the number of creatures you control to target creature or planeswalker. • Creatures you control get +1/+1 and gain trample until end of turn. • Create two 1/1 green and white Citizen creature tokens.
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Cabaretti Confluence
    ( 6)
Sorcery
Choose three. You may choose the same mode more than once. • Create a token that's a copy of target creature you control. It gains haste. Sacrifice it at the beginning of the next end step. • Exile target artifact or enchantment. • Creatures target player controls get +1/+1 and gain first strike until end of turn.
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Cabaretti Courtyard
( 0)
Land
When this land enters, sacrifice it. When you do, search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
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Cabaretti Initiate
 ( 1)
Creature — Raccoon Citizen
(1/2)
 : This creature gains double strike until end of turn.
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Cabaretti Revels
   ( 3)
Enchantment
Whenever you cast a creature spell, seek a creature card with lesser mana value, then put it onto the battlefield.
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Cache Grab
  ( 2)
Instant
Mill four cards. You may put a permanent card from among the cards milled this way into your hand. If you control a Squirrel or returned a Squirrel card to your hand this way, create a Food token. (To mill four cards, put the top four cards of your library into your graveyard. A Food token is an artifact with " , , Sacrifice this token: You gain 3 life.")
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Cache Raiders
   ( 5)
Creature — Merfolk Rogue
(4/4)
At the beginning of your upkeep, return a permanent you control to its owner's hand.
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Cackling Counterpart
   ( 3)
Instant
Create a token that's a copy of target creature you control. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Cackling Culprit
( 0)
Creature — Human Rogue
(3/5)
Whenever this creature or another creature you control dies, you gain 1 life.  : This creature gains deathtouch until end of turn.
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Cackling Prowler
  ( 4)
Creature — Hyena Rogue
(4/3)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Morbid — At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on this creature.
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Cackling Slasher
  ( 4)
Creature — Human Assassin
(3/3)
Deathtouch This creature enters with a +1/+1 counter on it if a creature died this turn.
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Cactarantula
   ( 6)
Creature — Plant Spider
(6/5)
This spell costs less to cast if you control a Desert. Reach Whenever this creature becomes the target of a spell or ability an opponent controls, you may draw a card.
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Cactus Preserve
( 0)
Land — Desert
This land enters tapped. : Add one mana of any type that a land you control could produce.
: Until end of turn, this land becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.
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Cactusfolk Sureshot
   ( 4)
Creature — Plant Mercenary
(4/4)
Reach Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) At the beginning of combat on your turn, other creatures you control with power 4 or greater gain trample and haste until end of turn.
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Cadaver Imp
   ( 3)
Creature — Imp
(1/1)
Flying When this creature enters, you may return target creature card from your graveyard to your hand.
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Defiled Crypt // Cadaver Lab (Cadaver Lab)
 ( 1)
Enchantment — Room
When you unlock this door, return target creature card from your graveyard to your hand. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Cadaverous Knight
  ( 3)
Creature — Zombie Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I>   : Regenerate this creature.
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Cadira, Caller of the Small
   ( 3)
Legendary Creature — Orc Ranger
(3/3)
Trample Whenever Cadira deals combat damage to a player, for each token you control, create a 1/1 white Rabbit creature token.
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Cadric, Soul Kindler
   ( 4)
Legendary Creature — Dwarf Wizard
(4/3)
The "legend rule" doesn't apply to tokens you control. Whenever another nontoken legendary permanent you control enters, you may pay . If you do, create a token that's a copy of it. That token gains haste. Sacrifice it at the beginning of the next end step.
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Caduceus, Staff of Hermes
  ( 3)
Legendary Artifact — Equipment
Equipped creature has lifelink. As long as you have 30 or more life, equipped creature gets +5/+5 and has indestructible and "Prevent all damage that would be dealt to this creature." Equip  
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Caesar, Legion's Emperor
    ( 4)
Legendary Creature — Human Soldier
(4/4)
Whenever you attack, you may sacrifice another creature. When you do, choose two — • Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking. • You draw a card and you lose 1 life. • Caesar deals damage equal to the number of creature tokens you control to target opponent.
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Caetus, Sea Tyrant of Segovia
( 0)
Legendary Creature — Serpent
(3/3)
Noncreature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a noncreature spell pays for or one mana of that creature's color.) At the beginning of your end step, untap up to four target creatures.
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Cairn Wanderer
  ( 5)
Creature — Shapeshifter
(4/4)
Changeling (This card is every creature type.) As long as a creature card with flying is in a graveyard, this creature has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.
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Cait, Cage Brawler
  ( 2)
Legendary Creature — Human Warrior
(1/1)
During your turn, Cait has indestructible. Whenever Cait attacks, you and defending player each draw a card, then discard a card. Put two +1/+1 counters on Cait if you discarded the card with the greatest mana value among those cards or tied for greatest.
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Calamity Bearer
   ( 4)
Creature — Giant Berserker
(3/4)
If a Giant source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Calamity of Cinders
   ( 7)
Sorcery
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.) Calamity of Cinders deals 6 damage to each untapped creature.
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Calamity, Galloping Inferno
   ( 6)
Legendary Creature — Horse Mount
(4/6)
Haste Whenever Calamity attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once. Saddle 1
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Calciderm
   ( 4)
Creature — Beast
(5/5)
Shroud (This creature can't be the target of spells or abilities.) Vanishing 4 (This creature enters with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
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Calcite Snapper
   ( 3)
Creature — Turtle
(1/4)
Shroud (This creature can't be the target of spells or abilities.) Landfall — Whenever a land you control enters, you may switch this creature's power and toughness until end of turn.
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Caldaia Guardian
  ( 4)
Creature — Human Soldier
(4/3)
Whenever this creature or another creature you control with mana value 4 or greater dies, create two 1/1 green and white Citizen creature tokens. Blitz  (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Caldaia Strongarm
  ( 5)
Creature — Human Warrior
(2/3)
When this creature enters, put two +1/+1 counters on target creature. Blitz  (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Caldera Hellion
   ( 5)
Creature — Hellion
(3/3)
Devour 1 (As this creature enters, you may sacrifice any number of creatures. It enters with that many +1/+1 counters on it.) When this creature enters, it deals 3 damage to each creature.
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Caldera Kavu
  ( 3)
Creature — Kavu
(2/2)
 : This creature gets +1/+1 until end of turn.
: This creature becomes the color of your choice until end of turn.
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Caldera Pyremaw
   ( 5)
Creature — Dragon
(3/3)
Flying Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature. Then this creature deals damage equal to its power to target opponent.
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Calibrated Blast
  ( 3)
Instant
Reveal cards from the top of your library until you reveal a nonland card. Put the revealed cards on the bottom of your library in a random order. When you reveal a nonland card this way, Calibrated Blast deals damage equal to that card's mana value to any target. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Calim, Djinn Emperor
    ( 6)
Legendary Creature — — Djinn Noble
(5/6)
Flying, ward  Calim's Breath —  , Discard Calim: Tap up to one target nonland permanent. Draw a card. Then you may exile two other cards named Calim, Djinn Emperor from your graveyard. When you do, return Calim from your graveyard to the battlefield tapped. When you discard Calim, conjure a card named Calim, Djinn Emperor into your library seventh from the top.
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Call a Surprise Witness
  ( 2)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Put a flying counter on it. It's a Spirit in addition to its other types.
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Call for Aid
  ( 5)
Sorcery
Gain control of all creatures target opponent controls until end of turn. Untap those creatures. They gain haste until end of turn. You can't attack that player this turn. You can't sacrifice those creatures this turn.
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Call for Blood
  ( 5)
Instant — Arcane
As an additional cost to cast this spell, sacrifice a creature. Target creature gets -X/-X until end of turn, where X is the sacrificed creature's power.
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Call for Unity
   ( 5)
Enchantment
Revolt — At the beginning of your end step, if a permanent left the battlefield under your control this turn, put a unity counter on this enchantment. Creatures you control get +1/+1 for each unity counter on this enchantment.
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Call Forth the Tempest
    ( 8)
Sorcery
Cascade, 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 of your library in a random order. Then do it again.) Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
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Call from the Grave (playtest)
  ( 3)
Sorcery
Put a random creature from a random graveyard into play under your control. Call from the Grave deals to you an amount of damage equal to that creature's casting cost.
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Call In a Professional
  ( 3)
Instant
Players can't gain life this turn. Damage can't be prevented this turn. Call In a Professional deals 3 damage to any target. (Shield counters don't prevent this damage as they're removed.)
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Call of the Death-Dweller
  ( 3)
Sorcery
Return up to two target creature cards with total mana value 3 or less from your graveyard to the battlefield. Put a deathtouch counter on either of them. Then put a menace counter on either of them.
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Call of the Herd
  ( 3)
Sorcery
Create a 3/3 green Elephant creature token. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Call of the Ring
  ( 2)
Enchantment
At the beginning of your upkeep, the Ring tempts you. Whenever you choose a creature as your Ring-bearer, you may pay 2 life. If you do, draw a card.
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Call the Cavalry
  ( 4)
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
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Call the Coppercoats
  ( 3)
Instant
Strive — This spell costs  more to cast for each target beyond the first. Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
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Call the Skybreaker
   ( 7)
Sorcery
Create a 5/5 blue and red Elemental creature token with flying. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Call the Spirit Dragons
     ( 5)
Enchantment
Dragons you control have indestructible. At the beginning of your upkeep, for each color, put a +1/+1 counter on a Dragon you control of that color. If you put +1/+1 counters on five Dragons this way, you win the game.
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Call to Arms
  ( 2)
Enchantment
As this enchantment enters, choose a color and an opponent. White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common. When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice this enchantment.
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Call to Glory
  ( 2)
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
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Call to Serve
  ( 2)
Enchantment — Aura
Enchant nonblack creature Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
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Call to the Grave
  ( 5)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature of their choice. At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment.
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Call to the Kindred
  ( 4)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
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Call to the Netherworld
 ( 1)
Sorcery
Return target black creature card from your graveyard to your hand. 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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Caller of the Claw
  ( 3)
Creature — Elf
(2/2)
Flash When this creature enters, create a 2/2 green Bear creature token for each nontoken creature put into your graveyard from the battlefield this turn.
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Caller of the Hunt
  ( 3)
Creature — Human
(*/*)
As an additional cost to cast this spell, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures of the chosen type on the battlefield.
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Caller of the Pack
   ( 7)
Creature — Beast
(8/6)
Trample Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Caller of the Untamed
  ( 4)
Creature — Elf Shaman
(2/4)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile a creature card you drafted that isn't in your deck. , : Create a token that's a copy of a card you exiled with cards named Caller of the Untamed. X is the mana value of that card.
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Callous Deceiver
  ( 3)
Creature — Spirit
(1/3)
: Look at the top card of your library.
: Reveal the top card of your library. If it's a land card, this creature gets +1/+0 and gains flying until end of turn. Activate only once each turn.
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Callous Oppressor
   ( 3)
Creature — Octopus
(1/2)
You may choose not to untap this creature during your untap step. As this creature enters, an opponent chooses a creature type. : Gain control of target creature that isn't of the chosen type for as long as this creature remains tapped.
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Callous Sell-Sword
  ( 2)
Creature — Human Soldier
(2/2)
This creature enters with a +1/+1 counter on it for each creature that died under your control this turn.
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Callow Jushi
   ( 3)
Creature — Human Wizard
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on this creature. At the beginning of the end step, if there are two or more ki counters on this creature, you may flip it.
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Calming Verse
  ( 4)
Sorcery
Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.
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Caltrops
 ( 3)
Artifact
Whenever a creature attacks, this artifact deals 1 damage to it.
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Camaraderie
   ( 6)
Sorcery
You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.
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Camellia, the Seedmiser
   ( 3)
Legendary Creature — Squirrel Warlock
(3/3)
Menace Other Squirrels you control have menace. Whenever you sacrifice one or more Foods, create a 1/1 green Squirrel creature token. , Forage: Put a +1/+1 counter on each other Squirrel you control. (To forage, exile three cards from your graveyard or sacrifice a Food.)
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