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The Monumental Facade
( 0)
Land — Sphere
This land enters with two oil counters on it. : Add .
, Remove an oil counter from this land: Put an oil counter on target artifact or creature you control. Activate only as a sorcery.
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The Most Dangerous Gamer
   ( 4)
Legendary Creature — Human Gamer Guest
(2/2)
Deathtouch Whenever The Most Dangerous Gamer enters or attacks, open an Attraction. Whenever you open an Attraction, put a +1/+1 counter on The Most Dangerous Gamer. Whenever you claim the prize of an Attraction, destroy target permanent.
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The Myriad Pools
( 0)
Legendary Artifact Land
(Transforms from The Everflowing Well.) : Add .
Whenever you cast a permanent spell using mana produced by The Myriad Pools, up to one other target permanent you control becomes a copy of that spell until end of turn.
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The Night of the Doctor
   ( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.) I — Destroy all creatures. II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
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The Ninth Doctor
   ( 3)
Legendary Creature — Time Lord Doctor
(2/4)
Haste Into the TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step.
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The Odd Acorn Gang
   ( 5)
Legendary Creature — Squirrel Warrior
(5/5)
Menace, trample, reach Squirrels you control have " : Target Squirrel gets +2/+2 and gains trample until end of turn. Activate only as a sorcery." Whenever one or more Squirrels you control deal combat damage to a player, draw a card.
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The Pandorica
  ( 3)
Legendary Artifact
You may choose not to untap The Pandorica during your untap step.  , : Untap another target nonland permanent, then it phases out. It can't phase in for as long as The Pandorica remains tapped. When The Pandorica becomes untapped or leaves the battlefield, that permanent phases in. Activate only as a sorcery.
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The Peregrine Dynamo
 ( 3)
Legendary Artifact Creature — Construct
(1/5)
Haste , : Copy target activated or triggered ability you control from another legendary source that's not a commander. You may choose new targets for the copy. (Mana abilities can't be targeted.)
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The Pride of Hull Clade
  ( 11)
Legendary Creature — Crocodile Elk Turtle
(2/15)
This spell costs less to cast, where X is the total toughness of creatures you control. Defender   : Until end of turn, target creature you control gets +1/+0, gains "Whenever this creature deals combat damage to a player, draw cards equal to its toughness," and can attack as though it didn't have defender.
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The Prydwen, Steel Flagship
   ( 6)
Legendary Artifact — Vehicle
(6/6)
Flying Whenever another nontoken artifact you control enters, create a 2/2 white Human Knight creature token with "This token gets +2/+2 as long as an artifact entered the battlefield under your control this turn." Crew 2
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The Red Terror
  ( 4)
Legendary Creature — Tyranid
(4/3)
Advanced Species — Whenever a red source you control deals damage to one or more permanents and/or players, put a +1/+1 counter on The Red Terror.
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The Rollercrusher Ride
   ( 3)
Legendary Enchantment
Delirium — If a source you control would deal noncombat damage to a permanent or player while there are four or more card types among cards in your graveyard, it deals double that damage instead. When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
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The Scarab God
   ( 5)
Legendary Creature — God
(5/5)
At the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control.   : Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.
When The Scarab God dies, return it to its owner's hand at the beginning of the next end step.
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The Scorpion God
   ( 5)
Legendary Creature — God
(6/5)
Whenever a creature with a -1/-1 counter on it dies, draw a card.   : Put a -1/-1 counter on another target creature.
When The Scorpion God dies, return it to its owner's hand at the beginning of the next end step.
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The Sea Devils
  ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a 2/2 green Alien Salamander creature token with islandwalk. (It can't be blocked as long as defending player controls an Island.) III — Until end of turn, whenever a Salamander deals combat damage to a player, it deals that much damage to target creature that player controls.
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The Second Doctor
   ( 4)
Legendary Creature — Time Lord Doctor
(2/4)
Players have no maximum hand size. How Civil of You — At the beginning of your end step, each player may draw a card. Each opponent who does can't attack you or permanents you control during their next turn.
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The Seedcore
( 0)
Land — Sphere
: Add .
: Add one mana of any color. Spend this mana only to cast Phyrexian creature spells.
Corrupted — : Target 1/1 creature gets +2/+1 until end of turn. Activate only if an opponent has three or more poison counters.
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The Seventh Doctor
   ( 5)
Legendary Creature — Time Lord Doctor
(3/6)
Whenever The Seventh Doctor attacks, choose a card in your hand. Defending player guesses whether that card's mana value is greater than the number of artifacts you control. If they guessed wrong, you may cast it without paying its mana cost. If you don't cast a spell this way, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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The Shattered States Era
  ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. II — Creatures you control get +1/+0 until end of turn. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Sixth Doctor
   ( 6)
Legendary Creature — Time Lord Doctor
(3/3)
Time Lord's Prerogative — Whenever you cast a historic spell, copy it, except the copy isn't legendary. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic. A copy of a permanent spell becomes a token.)
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The Sound of Drums
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature is goaded. If enchanted creature would deal combat damage to a permanent or player, it deals double that damage instead.  : Return this card from your graveyard to your hand.
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The Spear of Leonidas
  ( 3)
Legendary Artifact — Equipment
Whenever equipped creature attacks, choose one — • Bull Rush — It gains double strike until end of turn. • Summon — Create Phobos, a legendary 3/2 red Horse creature token. • Revelation — Discard two cards, then draw two cards. Equip 
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The Speed Demon
   ( 5)
Legendary Creature — Demon
(5/5)
Flying, trample 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.) At the beginning of your end step, you draw X cards and lose X life, where X is your speed.
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The Superlatorium (The Superlatorium (d))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the cleanest," "the hungriest," or "the strangest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice this Attraction and open an Attraction. Lights — 3, 4, 6
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The Swarmlord
    ( 6)
Legendary Creature — Tyranid
(5/5)
Rapid Regeneration — The Swarmlord enters with two +1/+1 counters on it for each time you've cast your commander from the command zone this game. Xenos Cunning — Whenever a creature you control with a counter on it dies, draw a card.
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The Tenth Doctor
   ( 5)
Legendary Creature — Time Lord Doctor
(3/5)
Allons-y — Whenever you attack, exile cards from the top of your library until you exile a nonland card. Put three time counters on it. If it doesn't have suspend, it gains suspend. Timey-Wimey — : Time travel three times. Activate only as a sorcery. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter. Then do it two more times.)
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The Third Doctor
   ( 4)
Legendary Creature — Time Lord Doctor
(2/2)
Trample The Third Doctor gets +1/+1 for each noncreature token you control. When The Third Doctor enters, create your choice of a Clue token, a Food token, or a Treasure token.
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The Thirteenth Doctor
   ( 3)
Legendary Creature — Time Lord Doctor
(2/2)
Paradox — Whenever you cast a spell from anywhere other than your hand, put a +1/+1 counter on target creature. Team TARDIS — At the beginning of your end step, untap each creature you control with a counter on it.
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The Trickster-God's Heist
   ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may exchange control of two target creatures. II — You may exchange control of two target nonbasic, noncreature permanents that share a card type. III — Target player loses 3 life and you gain 3 life.
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The Twelfth Doctor
   ( 5)
Legendary Creature — Time Lord Doctor
(4/4)
The first spell you cast from anywhere other than your hand each turn has demonstrate. (When you cast that spell, you may copy it. If you do, choose an opponent to also copy it. A copy of a permanent spell becomes a token.) Whenever you copy a spell, put a +1/+1 counter on The Twelfth Doctor.
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The Ur-Dragon
      ( 9)
Legendary Creature — Dragon Avatar
(10/10)
Eminence — As long as The Ur-Dragon is in the command zone or on the battlefield, other Dragon spells you cast cost less to cast. Flying Whenever one or more Dragons you control attack, draw that many cards, then you may put a permanent card from your hand onto the battlefield.
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The Valeyard
    ( 5)
Legendary Creature — Time Lord Noble
(4/5)
If an opponent would face a villainous choice, they face that choice an additional time. (They can make the same or different choices.) While voting, you may vote an additional time.
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The Wanderer
  ( 4)
Legendary Planeswalker
(5)
Prevent all noncombat damage that would be dealt to you and other permanents you control. −2: Exile target creature with power 4 or greater.
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The Wandering Emperor
   ( 4)
Legendary Planeswalker
(3)
Flash As long as The Wandering Emperor entered this turn, you may activate her loyalty abilities any time you could cast an instant. +1: Put a +1/+1 counter on up to one target creature. It gains first strike until end of turn. −1: Create a 2/2 white Samurai creature token with vigilance. −2: Exile target tapped creature. You gain 2 life.
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The Wandering Rescuer
   ( 5)
Legendary Creature — Human Samurai Noble
(3/4)
Flash 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.) Double strike Other tapped creatures you control have hexproof.
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The War Doctor
   ( 4)
Legendary Creature — Time Lord Doctor
(3/5)
Whenever one or more other permanents phase out and whenever one or more other cards are put into exile from anywhere, put a time counter on The War Doctor. Whenever The War Doctor attacks, it deals damage equal to the number of time counters on it to any target. If a creature dealt damage this way would die this turn, exile it instead.
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The Weatherseed Treaty
  ( 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 — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. II — Create a 1/1 green Saproling creature token. III — Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
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The Wedding of River Song
  ( 3)
Sorcery
Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don't have suspend gain suspend. Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
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The World Spell
   ( 7)
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, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. III — Put up to two non-Saga permanent cards from your hand onto the battlefield.
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The Wretched
   ( 5)
Creature — Demon
(2/5)
At end of combat, gain control of all creatures blocking this creature for as long as you control this creature.
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Theft of Dreams
  ( 3)
Sorcery
Draw a card for each tapped creature target opponent controls.
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Thelon of Havenwood
  ( 2)
Legendary Creature — Elf Druid
(2/2)
Each Fungus creature gets +1/+1 for each spore counter on it.  , Exile a Fungus card from a graveyard: Put a spore counter on each Fungus on the battlefield.
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Théoden, King of Rohan
   ( 3)
Legendary Creature — Human Noble
(2/3)
Whenever Théoden or another Human you control enters, target creature gains double strike until end of turn.
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Theoretical Duplication
  ( 3)
Instant
Whenever a nontoken creature an opponent controls enters this turn, create a token that's a copy of that creature.
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There (split card)(playtest)
 ( 1)
Instant — — Lesson
Exile target creature you control, then return it to the battlefield under its owner's control. -- They're   Instant — Lesson Up to three target creatures can't be blocked this turn. -- Their   Instant — Lesson Target opponent gains control of target creature you control.
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There and Back Again
   ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Up to one target creature can't block for as long as you control this Saga. The Ring tempts you. II — Search your library for a Mountain card, put it onto the battlefield, then shuffle. III — Create Smaug, a legendary 6/6 red Dragon creature token with flying, haste, and "When Smaug dies, create fourteen Treasure tokens."
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Thermal Glider
  ( 3)
Creature — Human Rebel
(2/1)
Flying, protection from red
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Thermopod
  ( 5)
Snow Creature — Slug
(4/3)
: This creature gains haste until end of turn. ( can be paid with one mana from a snow source.)
Sacrifice a creature: Add .
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Thick-Skinned Goblin
  ( 2)
Creature — Goblin Shaman
(2/1)
You may pay rather than pay the echo cost for permanents you control. : This creature gains protection from red until end of turn.
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Thief of Blood
   ( 6)
Creature — Vampire
(1/1)
Flying As this creature enters, remove all counters from all permanents. This creature enters with a +1/+1 counter on it for each counter removed this way.
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Thieves' Guild Enforcer
 ( 1)
Creature — Human Rogue
(1/1)
Flash Whenever this creature or another Rogue you control enters, each opponent mills two cards. As long as an opponent has eight or more cards in their graveyard, this creature gets +2/+1 and has deathtouch.
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Thieving Skydiver
  ( 2)
Creature — Merfolk Rogue
(2/1)
Kicker . X can't be 0. (You may pay an additional as you cast this spell.) Flying When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
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Thing from the Deep
    ( 9)
Creature — Leviathan
(9/9)
Whenever this creature attacks, sacrifice it unless you sacrifice an Island.
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Third Path Iconoclast
  ( 2)
Creature — Human Monk
(2/1)
Whenever you cast a noncreature spell, create a 1/1 colorless Soldier artifact creature token.
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Thirst for Discovery
  ( 3)
Instant
Draw three cards. Then discard two cards unless you discard a basic land card.
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Thirst for Knowledge
  ( 3)
Instant
Draw three cards. Then discard two cards unless you discard an artifact card.
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Thirsting Shade
 ( 1)
Creature — Shade
(1/1)
Lifelink  : This creature gets +1/+1 until end of turn.
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This Is How It Ends
  ( 4)
Instant
Target creature's owner shuffles it into their library, then faces a villainous choice — They lose 5 life, or they shuffle another creature they own into their library.
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Thistledown Duo
  ( 3)
Creature — Kithkin Soldier Wizard
(2/2)
Whenever you cast a white spell, this creature gets +1/+1 until end of turn. Whenever you cast a blue spell, this creature gains flying until end of turn.
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Thistledown Liege
    ( 4)
Creature — Kithkin Knight
(1/3)
Flash Other white creatures you control get +1/+1. Other blue creatures you control get +1/+1.
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Thistledown Players
  ( 3)
Creature — Mouse Bard
(3/3)
Whenever this creature attacks, untap target nonland permanent.
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Thopter Foundry
  ( 2)
Artifact
, Sacrifice a nontoken artifact: Create a 1/1 blue Thopter artifact creature token with flying. You gain 1 life.
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Thopter Squadron
 ( 5)
Artifact Creature — Thopter
(0/0)
Flying This creature enters with three +1/+1 counters on it. , Remove a +1/+1 counter from this creature: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only as a sorcery.
, Sacrifice another Thopter: Put a +1/+1 counter on this creature. Activate only as a sorcery.
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Thorn Thallid
   ( 3)
Creature — Fungus
(2/2)
At the beginning of your upkeep, put a spore counter on this creature. Remove three spore counters from this creature: It deals 1 damage to any target.
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Thorned Moloch
  ( 3)
Creature — Lizard
(2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) This creature has first strike as long as it's attacking.
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Thornplate Intimidator
  ( 4)
Creature — Rat Rogue
(4/3)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature enters, target opponent loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card.
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Thornweald Archer
  ( 2)
Creature — Elf Archer
(2/1)
Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Thornwind Faeries
   ( 3)
Creature — Faerie
(1/1)
Flying : This creature deals 1 damage to any target.
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Thornwood Falls
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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Thought Devourer
   ( 4)
Creature — Beast
(4/4)
Flying Your maximum hand size is reduced by four.
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Thought Dissector
 ( 4)
Artifact
, : Target opponent reveals cards from the top of their library until an artifact card or X cards are revealed, whichever comes first. If an artifact card is revealed this way, put it onto the battlefield under your control and sacrifice this artifact. Put the rest of the revealed cards into that player's graveyard.
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Thought Distortion
   ( 6)
Sorcery
This spell can't be countered. Target opponent reveals their hand. Exile all noncreature, nonland cards from that player's hand and graveyard.
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Thoughtbind
  ( 3)
Instant
Counter target spell with mana value 4 or less.
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Thoughtbound Phantasm
 ( 1)
Creature — Spirit
(2/2)
Defender Whenever you surveil, put a +1/+1 counter on this creature. As long as this creature has three or more +1/+1 counters on it, it can attack as though it didn't have defender.
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Thoughtbound Primoc
  ( 3)
Creature — Bird Beast
(2/3)
Flying At the beginning of your upkeep, if a player controls more Wizards than each other player, the player who controls the most Wizards gains control of this creature.
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Thoughtrender Lamia
   ( 6)
Enchantment Creature — Lamia
(5/3)
Constellation — Whenever this creature or another enchantment you control enters, each opponent discards a card.
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Thousand Moons Crackshot
  ( 2)
Creature — Human Soldier
(2/2)
Whenever this creature attacks, you may pay  . When you do, tap target creature.
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Thousand Moons Infantry
  ( 3)
Creature — Human Soldier
(2/4)
Untap this creature during each other player's untap step.
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Thousand Moons Smithy
   ( 4)
Legendary Artifact
When Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control." At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
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Thousand Winds
   ( 6)
Creature — Elemental
(5/6)
Flying 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, return all other tapped creatures to their owners' hands.
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Thousand-legged Kami
   ( 8)
Creature — Spirit
(6/6)
Soulshift 7 (When this creature dies, you may return target Spirit card with mana value 7 or less from your graveyard to your hand.)
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Thousand-Year Elixir
 ( 3)
Artifact
You may activate abilities of creatures you control as though those creatures had haste. , : Untap target creature.
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Thousand-Year Storm
   ( 6)
Enchantment
Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.
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Thraben Doomsayer
   ( 3)
Creature — Human Cleric
(2/2)
: Create a 1/1 white Human creature token.
Fateful hour — As long as you have 5 or less life, other creatures you control get +2/+2.
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Thraben Foulbloods
  ( 3)
Creature — Zombie Dog
(3/2)
Delirium — This creature gets +1/+1 and has menace as long as there are four or more card types among cards in your graveyard. (A creature with menace can't be blocked except by two or more creatures.)
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