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Hammerheim Deadeye
  ( 4)
Creature — Giant Warrior
(3/3)
Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, destroy target creature with flying.
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Hammers of Moradin
  ( 3)
Creature — Dwarf Cleric
(3/3)
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.) Whenever this creature attacks, for each opponent, tap up to one target creature that player controls.
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Hamza, Guardian of Arashin
   ( 6)
Legendary Creature — Elephant Warrior
(5/5)
This spell costs less to cast for each creature you control with a +1/+1 counter on it. Creature spells you cast cost less to cast for each creature you control with a +1/+1 counter on it.
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Hand of Cruelty
  ( 2)
Creature — Human Samurai
(2/2)
Protection from white Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Hand of Emrakul
 ( 9)
Creature — Eldrazi
(7/7)
You may sacrifice four Eldrazi Spawn rather than pay this spell's mana cost. Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
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Hand of Honor
  ( 2)
Creature — Human Samurai
(2/2)
Protection from black Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Hand of Justice
  ( 6)
Creature — Avatar
(2/6)
, Tap three untapped white creatures you control: Destroy target creature.
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Hand of Silumgar
  ( 2)
Creature — Human Warrior
(2/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Hand of the Praetors
  ( 4)
Creature — Phyrexian Zombie
(3/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Other creatures you control with infect get +1/+1. Whenever you cast a creature spell with infect, target player gets a poison counter.
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Hand of Vecna
 ( 3)
Legendary Artifact — Equipment
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand. Equip—Pay 1 life for each card in your hand. Equip 
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Hand That Feeds
  ( 2)
Creature — Mutant
(2/2)
Delirium — Whenever this creature attacks while there are four or more card types among cards in your graveyard, it gets +2/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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Hand to Hand
  ( 3)
Enchantment
During combat, players can't cast instant spells or activate abilities that aren't mana abilities.
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Handcuffs
   ( 5)
Enchantment
As this enchantment enters, choose a player. When the chosen player's hands aren't touching each other, sacrifice this enchantment and that player sacrifices three permanents.
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Hands of Binding
  ( 2)
Sorcery
Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Handy Dandy Clone Machine
 ( 3)
Artifact
, : Create a 2/2 colorless Homunculus creature token. It must be represented by a unique hand and two fingers at all times, or it ceases to exist.
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Hanged Executioner
  ( 3)
Creature — Spirit
(1/1)
Flying When this creature enters, create a 1/1 white Spirit creature token with flying.  , Exile this creature: Exile target creature.
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Hanna's Custody
  ( 3)
Enchantment
All artifacts have shroud. (They can't be the targets of spells or abilities.)
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Haphazard Bombardment
  ( 6)
Enchantment
When this enchantment enters, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
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Happy Dead Squirrel
( 0)
Stickers
2 — : Add  . Spend this mana only to cast noncreature spells. 3 — Infect (This permanent deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) 2 — 3/2 4 — 4/7
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Harabaz Druid
  ( 2)
Creature — Human Druid Ally
(0/1)
: Add X mana of any one color, where X is the number of Allies you control.
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Haradrim Spearmaster
  ( 3)
Creature — Human Warrior
(2/3)
Reach At the beginning of combat on your turn, another target creature you control gets +1/+0 until end of turn.
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Harald Unites the Elves
   ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield. II — Put a +1/+1 counter on each Elf you control. III — Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.
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Harald, King of Skemfar
   ( 3)
Legendary Creature — Elf Warrior
(3/2)
Menace (This creature can't be blocked except by two or more creatures.) When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Harbin, Vanguard Aviator
  ( 2)
Legendary Creature — Human Soldier
(3/2)
Flying Whenever you attack with five or more Soldiers, creatures you control get +1/+1 and gain flying until end of turn.
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Harbinger of the Tides
  ( 2)
Creature — Merfolk Wizard
(2/2)
You may cast this card as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
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Harbor Bandit
  ( 3)
Creature — Human Rogue
(2/2)
This creature gets +1/+1 as long as you control an Island.  : This creature can't be blocked this turn.
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Harbor Guardian
   ( 4)
Creature — Gargoyle
(3/4)
Reach (This creature can block creatures with flying.) Whenever this creature attacks, defending player may draw a card.
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Hard Cover
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and has " : Draw a card, then discard a card."
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Hard Evidence
 ( 1)
Sorcery
Create a 0/3 blue Crab creature token. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Hard Hat Area
( 0)
Artifact — Contraption
Whenever you crank this Contraption, roll two six-sided dice. This Contraption assembles a number of Contraptions equal to the difference between those results. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Hardbristle Bandit
  ( 2)
Creature — Plant Rogue
(1/1)
: Add one mana of any color.
Whenever you commit a crime, untap this creature. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Hardened Berserker
  ( 3)
Creature — Human Berserker
(3/2)
Whenever this creature attacks, the next spell you cast this turn costs less to cast.
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Hardened Escort
  ( 3)
Creature — Human Soldier
(2/4)
Whenever this creature attacks, another target creature you control gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Hardened Scales
 ( 1)
Enchantment
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
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Hard-Hitting Question
 ( 1)
Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
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Hardy Outlander
  ( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
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Hardy Veteran
  ( 2)
Creature — Human Warrior
(2/2)
During your turn, this creature gets +0/+2.
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Pollen-Shield Hare (Hare Raising)
 ( 1)
Sorcery — Adventure
Target creature you control gains vigilance and gets +X/+X until end of turn, where X is the number of creatures you control.
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Harmonic Prodigy
  ( 2)
Creature — Human Wizard
(1/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) If an ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
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Harnessed Snubhorn
  ( 4)
Creature — Dinosaur
(2/5)
Vigilance Whenever this creature deals combat damage to a player, return target artifact or enchantment card from your graveyard to the battlefield.
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Harold and Bob, First Numens
  ( 3)
Legendary Creature — Treefolk Mutant
(3/3)
Vigilance, reach When Harold and Bob dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has ‘ : Add three mana of any one color. You get two rad counters.'" Harold and Bob loses all other abilities.
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Harried Dronesmith
  ( 4)
Creature — Human Artificer
(2/3)
At the beginning of combat on your turn, create a 1/1 colorless Thopter artifact creature token with flying. It gains haste until end of turn. Sacrifice it at the beginning of your next end step.
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Harried Spearguard
 ( 1)
Creature — Human Soldier
(1/1)
Haste When this creature dies, create a 1/1 black Rat creature token with "This token can't block."
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Harsh Deceiver
  ( 4)
Creature — Spirit
(1/4)
: Look at the top card of your library.
: Reveal the top card of your library. If it's a land card, untap this creature and it gets +1/+1 until end of turn. Activate only once each turn.
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Harsh Judgment
   ( 4)
Enchantment
As this enchantment enters, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.
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Harvest Hand
 ( 3)
Artifact Creature — Scarecrow
(2/2)
When this creature dies, return it to the battlefield transformed under your control.
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Harvester Druid
  ( 2)
Creature — Human Druid
(1/1)
: Add one mana of any color that a land you control could produce.
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Harvestguard Alseids
  ( 3)
Enchantment Creature — Nymph
(2/3)
Constellation — Whenever this creature or another enchantment you control enters, prevent all damage that would be dealt to target creature this turn.
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Harvesttide Assailant
( 0)
Creature — Werewolf
(4/4)
Trample Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Harvesttide Infiltrator
  ( 3)
Creature — Human Werewolf
(3/2)
Trample Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Harvesttide Sentry
  ( 2)
Creature — Human Warrior
(3/1)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature can't be blocked by creatures with power 2 or less this turn.
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Hatchery Spider
   ( 7)
Creature — Spider
(5/7)
Reach Undergrowth — When you cast this spell, reveal the top X cards of your library, where X is the number of creature cards in your graveyard. You may put a green permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Hateful Eidolon
 ( 1)
Enchantment Creature — Spirit
(1/2)
Lifelink Whenever an enchanted creature dies, draw a card for each Aura you controlled that was attached to it.
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Hatred
   ( 5)
Instant
As an additional cost to cast this spell, pay X life. Target creature gets +X/+0 until end of turn.
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Haughty Djinn
   ( 3)
Creature — Djinn
(*/4)
Flying Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard. Instant and sorcery spells you cast cost less to cast.
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Haunt of the Dead Marshes
 ( 1)
Creature — Nightmare Elf
(1/1)
When this creature enters, scry 1.  : Return this card from your graveyard to the battlefield tapped. Activate only if you control a legendary creature.
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Haunted Angel
  ( 3)
Creature — Angel
(3/3)
Flying When this creature dies, exile it and each other player creates a 3/3 black Angel creature token with flying.
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Haunted Cadaver
  ( 4)
Creature — Zombie
(2/2)
Whenever this creature deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards. Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Haunted Cloak
 ( 3)
Artifact — Equipment
Equipped creature has vigilance, trample, and haste. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Haunted Crossroads
  ( 3)
Enchantment
: Put target creature card from your graveyard on top of your library.
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Haunted Dead
  ( 4)
Creature — Zombie
(2/2)
When this creature enters, create a 1/1 white Spirit creature token with flying.  , Discard two cards: Return this card from your graveyard to the battlefield tapped.
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Haunted Hellride
   ( 3)
Artifact — Vehicle
(3/3)
Whenever you attack, target creature you control gets +1/+0 and gains deathtouch until end of turn. Untap it. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Haunted House (Haunted House (a))
( 0)
Artifact — Attraction
Visit — Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of your next end step. Lights — 3, 6
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Haunted House (Haunted House (b))
( 0)
Artifact — Attraction
Visit — Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of your next end step. Lights — 4, 6
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Haunted Library
  ( 2)
Enchantment
Whenever a creature an opponent controls dies, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
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Haunted Mire
( 0)
Land — Swamp Forest
( : Add or .) This land enters tapped.
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Haunted One
  ( 3)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature becomes tapped, it and other creatures you control that share a creature type with it each get +2/+0 and gain undying until end of turn." (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Haunted Plate Mail
 ( 4)
Artifact — Equipment
Equipped creature gets +4/+4. : Until end of turn, this permanent becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Haunted Ridge
( 0)
Land
This land enters tapped unless you control two or more other lands. : Add or .
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Haunting Wind
  ( 4)
Enchantment
Whenever an artifact becomes tapped or a player activates an artifact's ability without in its activation cost, this enchantment deals 1 damage to that artifact's controller.
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Hauntwoods Shrieker
   ( 3)
Creature — Beast Mutant
(3/3)
Whenever this creature attacks, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)  : Reveal target face-down permanent. If it's a creature card, you may turn it face up.
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Devouring Sugarmaw (Have for Dinner)
  ( 2)
Instant — Adventure
Create a 1/1 white Human creature token and a Food token. (Then exile this card. You may cast the creature later from exile.)
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Havenwood Wurm
  ( 7)
Creature — Wurm
(5/6)
Flash (You may cast this spell any time you could cast an instant.) Trample
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Havoc Demon
   ( 7)
Creature — Demon
(5/5)
Flying When this creature dies, all creatures get -5/-5 until end of turn.
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Havoc Devils
   ( 4)
Creature — Devil
(4/3)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Hazard of the Dunes
  ( 4)
Creature — Wurm
(4/4)
Trample, reach Exhaust —  : Put three +1/+1 counters on this creature. (Activate each exhaust ability only once.)
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Hazardous Blast
  ( 4)
Sorcery
Hazardous Blast deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn.
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Hazardroot Herbalist
  ( 3)
Creature — Rabbit Druid
(1/4)
Whenever you attack, target creature you control gets +1/+0 until end of turn. If that creature is a token, it also gains deathtouch until end of turn.
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Hazezon, Shaper of Sand
   ( 3)
Legendary Creature — Human Warrior
(3/3)
Desertwalk (This creature can't be blocked as long as defending player controls a Desert.) You may play Desert lands from your graveyard. Whenever a Desert you control enters, create two 1/1 red, green, and white Sand Warrior creature tokens.
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Hazmat Suit (Used)
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has menace. Whenever a player's skin or fingernail touches enchanted creature, that player loses 2 life.
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Hazoret, Godseeker
  ( 2)
Legendary Creature — God
(5/3)
Indestructible, haste 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.) , : Target creature with power 2 or less can't be blocked this turn.
Hazoret can't attack or block unless you have max speed.
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Hazoret's Undying Fury
   ( 6)
Sorcery
Shuffle your library, then exile the top four cards. You may cast any number of spells with mana value 5 or less from among them without paying their mana costs. Lands you control don't untap during your next untap step.
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Head Banger
( 0)
Artifact — Contraption
Whenever you crank this Contraption, target creature must be blocked this turn if able.
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Head Games
   ( 5)
Sorcery
Target opponent puts the cards from their hand on top of their library. Search that player's library for that many cards. The player puts those cards into their hand, then shuffles.
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Head of the Homestead
   ( 5)
Creature — Rabbit Citizen
(3/2)
When this creature enters, create two 1/1 white Rabbit creature tokens.
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