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Busted!
  ( 2)
Instant
Counter target spell unless its controller pays , where X is the number of words in the name with the most words among permanents you control.
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Butch DeLoria, Tunnel Snake
  ( 2)
Legendary Creature — Human Rogue
(2/2)
Menace (This creature can't be blocked except by two or more creatures.) Tunnel Snakes Rule — Whenever Butch DeLoria attacks, it gets +1/+1 until end of turn for each other Rogue and/or Snake you control.  : Put a menace counter on another target creature. It becomes a Rogue in addition to its other types.
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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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Buzzing Whack-a-Doodle
 ( 4)
Artifact
As this artifact enters, you and an opponent each secretly choose Whack or Doodle. Then those choices are revealed. If the choices match, this artifact has that ability. Otherwise, it has Buzz. • Whack — : Target player loses 2 life. • Doodle — : You gain 3 life. • Buzz — , : Draw a card.
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Cabal Conditioning
  ( 7)
Sorcery
Any number of target players each discard a number of cards equal to the greatest mana value among permanents you control.
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Cabal Paladin
  ( 4)
Creature — Human Knight
(4/2)
Whenever you cast a historic spell, this creature deals 2 damage to each opponent. (Artifacts, legendaries, and Sagas are historic.)
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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 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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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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Cached Defenses
  ( 3)
Sorcery
Bolster 3. (Choose a creature with the least toughness among creatures you control and put three +1/+1 counters on it.)
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Cackling Fiend
   ( 4)
Creature — Zombie
(2/1)
When this creature enters, each opponent discards a card.
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Cacophodon
  ( 4)
Creature — Dinosaur
(2/5)
Enrage — Whenever this creature is dealt damage, untap target permanent.
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Cacophony Unleashed
   ( 7)
Enchantment
When this enchantment enters, if you cast it, destroy all nonenchantment creatures. Whenever this enchantment or another enchantment you control enters, until end of turn, this enchantment becomes a legendary 6/6 Nightmare God creature with menace and deathtouch. It's still an enchantment.
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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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Cage of Hands
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.  : Return this Aura to its owner's hand.
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Caged Sun
 ( 6)
Artifact
As this artifact enters, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.
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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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Calamitous Tide
   ( 6)
Sorcery
Return up to two target creatures to their owners' hands. Draw two cards, then discard a card.
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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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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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Calculated Dismissal
  ( 3)
Instant
Counter target spell unless its controller pays . Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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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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Calix, Destiny's Hand
   ( 4)
Legendary Planeswalker — Calix
(4)
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. −3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield. −7: Return all enchantment cards from your graveyard to the battlefield.
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Calix, Guided by Fate
   ( 3)
Legendary Enchantment Creature — Human Druid
(2/2)
Constellation — Whenever Calix or another enchantment you control enters, put a +1/+1 counter on target creature. Whenever Calix or an enchanted creature you control deals combat damage to a player, you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn.
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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 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 the Bloodline
  ( 2)
Enchantment
, Discard a card: Create a 1/1 black Vampire Knight creature token with lifelink. Activate only once each turn.
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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 Mind
  ( 3)
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
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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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Call to the Void
  ( 5)
Sorcery
Each player secretly chooses a creature they control and a creature they don't control. Then those choices are revealed. Destroy each creature chosen this way.
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Callaphe, Beloved of the Sea
   ( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Callaphe's power is equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.) Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
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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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Callidus Assassin
   ( 6)
Creature — Human Shapeshifter Assassin
(3/3)
Flash Polymorphine — You may have this creature enter tapped as a copy of any creature on the battlefield, except it has "When this creature enters, destroy up to one other target creature with the same name as this creature."
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Callous Bloodmage
  ( 3)
Creature — Vampire Warlock
(2/1)
When this creature enters, choose one — • Create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life." • You draw a card and you lose 1 life. • Exile target player's graveyard.
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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 Dismissal
  ( 2)
Sorcery
Return target nonland permanent to its owner's hand. Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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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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Calming Licid
  ( 3)
Creature — Licid
(2/2)
, : This creature loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect.
Enchanted creature can't attack.
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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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Campus Guide
 ( 2)
Artifact Creature — Golem
(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.
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Canal Dredger
 ( 4)
Artifact Creature — Construct
(1/5)
Draft this card face up. Each player passes the last card from each booster pack to a player who drafted a card named Canal Dredger. : Put target card from your graveyard on the bottom of your library.
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Candlegrove Witch
  ( 2)
Creature — Human Warlock
(2/2)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains flying until end of turn.
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Candlekeep Inspiration
  ( 5)
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
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Candlekeep Sage
  ( 3)
Legendary Enchantment — Background
Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."
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Candlelight Vigil
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+2 and has vigilance.
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Candlelit Cavalry
  ( 5)
Creature — Human Knight
(5/5)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains trample until end of turn.
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Candles' Glow
  ( 2)
Instant — Arcane
Prevent the next 3 damage that would be dealt to any target this turn. You gain life equal to the damage prevented this way. Splice onto Arcane  (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Candles of Leng
 ( 2)
Artifact
, : Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card.
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Candlestick
 ( 1)
Artifact — Clue Equipment
Equipped creature gets +1/+1 and has "Whenever this creature attacks, surveil 2." (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) , Sacrifice this Equipment: Draw a card.
Equip 
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Candletrap
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has defender. Prevent all combat damage that would be dealt by enchanted creature. Coven —  , Sacrifice this Aura: Exile enchanted creature. Activate only if you control three or more creatures with different powers.
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Candy Grapple
  ( 2)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Target creature gets -3/-3 until end of turn. If this spell was bargained, that creature gets -5/-5 until end of turn instead.
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Candy Trail
 ( 1)
Artifact — Food Clue
When this artifact enters, scry 2. , , Sacrifice this artifact: You gain 3 life and draw a card.
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Canonized in Blood
  ( 2)
Enchantment
At the beginning of your end step, if you descended this turn, put a +1/+1 counter on target creature you control. (You descended if a permanent card was put into your graveyard from anywhere.)   , Sacrifice this enchantment: Create a 4/3 white and black Vampire Demon creature token with flying.
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Canoptek Spyder
 ( 5)
Artifact Creature — Spider
(4/4)
Flying Fabricator Claw Array — Whenever another nontoken artifact creature or Vehicle you control enters, draw a card.
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Canopy Dragon
   ( 6)
Creature — Dragon
(4/4)
Trample  : This creature gains flying and loses trample until end of turn.
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Canopy Spider
  ( 2)
Creature — Spider
(1/3)
Reach (This creature can block creatures with flying.)
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Canyon Drake
   ( 4)
Creature — Drake
(1/2)
Flying , Discard a card at random: This creature gets +2/+0 until end of turn.
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Canyon Wildcat
  ( 2)
Creature — Cat
(2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Cao Cao, Lord of Wei
   ( 5)
Legendary Creature — Human Soldier
(3/3)
: Target opponent discards two cards. Activate only during your turn, before attackers are declared.
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Cao Ren, Wei Commander
   ( 4)
Legendary Creature — Human Soldier Warrior
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Cao Ren enters, you lose 3 life.
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Capashen Standard
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. , Sacrifice this Aura: Draw a card.
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Captain N'ghathrod
   ( 5)
Legendary Creature — Horror Pirate
(3/6)
Horrors you control have menace. Whenever a Horror you control deals combat damage to a player, that player mills that many cards. At the beginning of your end step, choose target artifact or creature card in an opponent's graveyard that was put there from their library this turn. Put it onto the battlefield under your control.
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Captain Storm, Cosmium Raider
  ( 2)
Legendary Creature — Human Pirate
(2/2)
Whenever an artifact you control enters, put a +1/+1 counter on target Pirate you control.
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Captive Audience
   ( 7)
Enchantment
This enchantment enters under the control of an opponent of your choice. At the beginning of your upkeep, choose one that hasn't been chosen — • Your life total becomes 4. • Discard your hand. • Each opponent creates five 2/2 black Zombie creature tokens.
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Captured by Lagacs
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When this Aura enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
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Captured by the Consulate
  ( 4)
Enchantment — Aura
Enchant creature you don't control Enchanted creature can't attack. Whenever an opponent casts a spell, if it has a single target, change the target to enchanted creature if able.
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Captured Sunlight
   ( 4)
Sorcery
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 in a random order.) You gain 4 life.
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Caradora, Heart of Alacria
   ( 4)
Legendary Creature — Human Knight
(4/2)
When Caradora enters, you may search your library for a Mount or Vehicle card, reveal it, put it into your hand, then shuffle. If one or more +1/+1 counters would be put on a creature or Vehicle you control, that many plus one +1/+1 counters are put on it instead.
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Caravan Hurda
  ( 5)
Creature — Giant
(1/5)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Cardboard Carapace
  ( 6)
Enchantment — Aura
Enchant creature For each other card named Cardboard Carapace you have with you outside the game, enchanted creature gets +1/+1.
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Cardpecker
  ( 2)
Creature — Bird
(1{1/2}/1)
Flying Gotcha — If an opponent touches the table with their hand, you may say "Gotcha" When you do, return this card from your graveyard to your hand.
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Careful Consideration
   ( 4)
Instant
Target player draws four cards, then discards three cards. If you cast this spell during your main phase, instead that player draws four cards, then discards two cards.
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Careful Study
 ( 1)
Sorcery
Draw two cards, then discard two cards.
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Carnage Gladiator
   ( 4)
Creature — Skeleton Warrior
(4/2)
Whenever a creature blocks, that creature's controller loses 1 life.   : Regenerate this creature.
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Carnassid
   ( 6)
Creature — Beast
(5/4)
Trample  : Regenerate this creature.
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