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Etchings of the Chosen
   ( 3)
Enchantment
As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+1. , Sacrifice a creature of the chosen type: Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Ether Well
  ( 4)
Instant
Put target creature on top of its owner's library. If that creature is red, you may put it on the bottom of its owner's library instead.
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Ethercaste Knight
  ( 2)
Artifact Creature — Human Knight
(1/3)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Ethereal Absolution
   ( 6)
Enchantment
Creatures you control get +1/+1. Creatures your opponents control get -1/-1.   : Exile target card from an opponent's graveyard. If it was a creature card, you create a 1/1 white and black Spirit creature token with flying.
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Ethereal Ambush
   ( 5)
Instant
Manifest the top two cards of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Ethereal Armor
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
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Ethereal Champion
    ( 5)
Creature — Avatar
(3/4)
Pay 1 life: Prevent the next 1 damage that would be dealt to this creature this turn.
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Ethereal Elk
   ( 5)
Creature — Elk Spirit
(3/3)
Trample When this creature enters, you may search your library and/or graveyard for a card named Vivien, Nature's Avenger, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Ethereal Escort
  ( 3)
Creature — — Spirit
(3/3)
Lifelink Whenever Ethereal Escort enters the battlefield or attacks, choose a card in your hand. It perpetually gains lifelink.
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Ethereal Forager
   ( 6)
Creature — Elemental Whale
(3/3)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Flying Whenever this creature attacks, you may return an instant or sorcery card exiled with this creature to its owner's hand.
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Ethereal Grasp
  ( 3)
Instant
Tap target creature. That creature perpetually gains "This creature doesn't untap during your untap step" and " : Untap this creature."
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Ethereal Haze
 ( 1)
Instant — Arcane
Prevent all damage that would be dealt by creatures this turn.
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Ethereal Investigator
  ( 4)
Creature — Spirit
(2/3)
Flying When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
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Ethereal Valkyrie
   ( 6)
Creature — Spirit Angel
(4/4)
Flying Whenever this creature enters or attacks, draw a card, then exile a card from your hand face down. It becomes foretold. Its foretell cost is its mana cost reduced by . (On a later turn, you may cast it for its foretell cost, even if this creature has left the battlefield.)
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Ethereal Whiskergill
  ( 4)
Creature — Elemental
(4/3)
Flying This creature can't attack unless defending player controls an Island.
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Etherium Pteramander
 ( 1)
Artifact Creature — Salamander Drake
(1/1)
Flying This creature can block only creatures with flying.  : Adapt 4. This ability costs less to activate for each other artifact you control. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
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Etherium Sculptor
  ( 2)
Artifact Creature — Vedalken Artificer
(1/2)
Artifact spells you cast cost less to cast.
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Etherium Spinner
  ( 3)
Artifact Creature — Human Wizard
(2/1)
Whenever you cast a spell with mana value 4 or greater, create a 1/1 colorless Thopter artifact creature token with flying.
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Etherium-Horn Sorcerer
   ( 6)
Artifact Creature — Minotaur Wizard
(3/6)
  : Return this creature to its owner's hand.
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.)
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Ethersworn Canonist
  ( 2)
Artifact Creature — Human Cleric
(2/2)
Each player who has cast a nonartifact spell this turn can't cast additional nonartifact spells.
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Ethersworn Shieldmage
   ( 3)
Artifact Creature — Vedalken Wizard
(2/2)
Flash When this creature enters, prevent all damage that would be dealt to artifact creatures this turn.
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Ethersworn Sphinx
   ( 9)
Artifact Creature — Sphinx
(4/4)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Flying Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card with lesser mana value. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Etherwrought Page
    ( 4)
Artifact
At the beginning of your upkeep, choose one — • You gain 2 life. • Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) • Each opponent loses 1 life.
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Etrata, the Silencer
   ( 4)
Legendary Creature — Vampire Assassin
(3/5)
Etrata can't be blocked. Whenever Etrata deals combat damage to a player, exile target creature that player controls and put a hit counter on that card. That player loses the game if they own three or more exiled cards with hit counters on them. Etrata's owner shuffles Etrata into their library.
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Eutropia the Twice-Favored
   ( 3)
Legendary Creature — Human Wizard
(2/2)
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on target creature. That creature gains flying until end of turn.
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Evangel of Heliod
   ( 6)
Creature — Human Cleric
(1/3)
When this creature enters, create a number of 1/1 white Soldier creature tokens equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
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Evangel of Synthesis
  ( 2)
Creature — Phyrexian Human Cleric
(2/3)
When this creature enters, draw a card, then discard a card. As long as you've drawn two or more cards this turn, this creature gets +1/+0 and has menace.
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Evelyn, the Covetous
    ( 5)
Legendary Creature — Vampire Rogue
(2/5)
Flash Whenever Evelyn or another Vampire you control enters, exile the top card of each player's library with a collection counter on it. Once each turn, you may play a card from exile with a collection counter on it if it was exiled by an ability you controlled, and you may spend mana as though it were mana of any color to cast it.
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Even the Odds
  ( 3)
Instant
Cast this spell only if you control fewer creatures than each opponent. Create three 1/1 white Soldier creature tokens.
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Excise the Imperfect
   ( 3)
Instant
Exile target nonland permanent. Its controller incubates X, where X is its mana value. (They create an Incubator token with X +1/+1 counters on it and " : Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
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Exit Through the Grift Shop
  ( 3)
Sorcery
Yell "Who wants a souvenir?" and announce the name of a nonland card in your graveyard. Each player in an Un-game who can hear you may bid life. You start the bidding at 0. The high bidder loses life equal to the high bid. They copy the card and may cast the copy without paying its mana cost. If you didn't win the bid, you gain life equal to the high bid and create that many Treasure tokens.
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Expand the Sphere
  ( 4)
Sorcery
Look at the top six cards of your library. Put up to two land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. If you put fewer than two lands onto the battlefield this way, proliferate a number of times equal to the difference. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Expedited Inheritance
  ( 2)
Enchantment
Whenever a creature is dealt damage, its controller may exile that many cards from the top of their library. They may play those cards until the end of their next turn.
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Expedition Healer
  ( 2)
Creature — Kor Cleric
(2/2)
Vigilance This creature has lifelink as long as you control another Cleric.
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Expel the Interlopers
   ( 5)
Sorcery
Choose a number between 0 and 10. Destroy all creatures with power greater than or equal to the chosen number.
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Experimental Synthesizer
 ( 1)
Artifact
When this artifact enters or leaves the battlefield, exile the top card of your library. Until end of turn, you may play that card.  , Sacrifice this artifact: Create a 2/2 white Samurai creature token with vigilance. Activate only as a sorcery.
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Explore the Underdark
  ( 5)
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle. You take the initiative.
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Explore the Vastlands
 ( 3)
Sorcery
Each player looks at the top five cards of their library and may reveal a land card and/or an instant or sorcery card from among them. Each player puts the cards they revealed this way into their hand and the rest on the bottom of their library in a random order. Each player gains 3 life.
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Explorer's Cache
  ( 2)
Artifact
This artifact enters with two +1/+1 counters on it. Whenever a creature you control with a +1/+1 counter on it dies, put a +1/+1 counter on this artifact. : Move a +1/+1 counter from this artifact onto target creature. Activate only as a sorcery.
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Explosion of Riches
  ( 6)
Sorcery
Draw a card, then each other player may draw a card. Whenever a card is drawn this way, Explosion of Riches deals 5 damage to target opponent chosen at random from among your opponents.
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Expose the Culprit
  ( 2)
Instant
Choose one or both — • Turn target face-down creature face up. • Exile any number of face-up creatures you control with disguise in a face-down pile, shuffle that pile, then cloak them. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
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Extinguish the Light
   ( 4)
Instant
Destroy target creature or planeswalker. If its mana value was 3 or less, you gain 3 life.
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Extract the Truth
  ( 2)
Sorcery
Choose one — • Target opponent reveals their hand. You may choose a creature, enchantment, or planeswalker card from it. That player discards that card. • Target opponent sacrifices an enchantment of their choice.
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Eye of Nowhere
  ( 2)
Sorcery — Arcane
Return target permanent to its owner's hand.
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Eye of the Storm
   ( 7)
Enchantment
Whenever a player casts an instant or sorcery card, exile it. Then that player copies each instant or sorcery card exiled with this enchantment. For each copy, the player may cast the copy without paying its mana cost.
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Eyeless Watcher
  ( 4)
Creature — Eldrazi Drone
(1/1)
Devoid (This card has no color.) When this creature enters, create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add ."
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Eyes Everywhere
  ( 3)
Enchantment
At the beginning of your upkeep, scry 1.  : Exchange control of this enchantment and target nonland permanent. Activate only as a sorcery.
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Eyes in the Skies
  ( 4)
Instant
Create a 1/1 white Bird creature token with flying, then populate. (Create a token that's a copy of a creature token you control.)
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Eyes of the Watcher
  ( 3)
Enchantment
Whenever you cast an instant or sorcery spell, you may pay . If you do, 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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Eyes of the Wisent
  ( 2)
Kindred Enchantment — Elemental
Whenever an opponent casts a blue spell during your turn, you may create a 4/4 green Elemental creature token.
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Ezuri, Stalker of Spheres
   ( 4)
Legendary Creature — Phyrexian Elf Warrior
(3/3)
When Ezuri enters, you may pay . If you do, proliferate twice. Whenever you proliferate, draw a card.
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Ezuri's Archers
 ( 1)
Creature — Elf Archer
(1/2)
Reach (This creature can block creatures with flying.) Whenever this creature blocks a creature with flying, this creature gets +3/+0 until end of turn.
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Fable of the Mirror-Breaker
  ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Create a 2/2 red Goblin Shaman creature token with "Whenever this token attacks, create a Treasure token." II — You may discard up to two cards. If you do, draw that many cards. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Fabled Hero
   ( 3)
Creature — Human Soldier
(2/2)
Double strike Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on it.
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Faceless Butcher
   ( 4)
Creature — Nightmare Horror
(2/3)
When this creature enters, exile another target creature. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Faces of the Past
  ( 3)
Enchantment
Whenever a creature dies, tap all untapped creatures that share a creature type with it or untap all tapped creatures that share a creature type with it.
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Fae of Wishes
  ( 2)
Creature — Faerie Wizard
(1/4)
Flying  , Discard two cards: Return this creature to its owner's hand.
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Fain, the Broker
  ( 3)
Legendary Creature — Human Warlock
(3/3)
, Sacrifice a creature: Put two +1/+1 counters on target creature.
, Remove a counter from a creature you control: Create a Treasure token.
, Sacrifice an artifact: Create a 2/1 white and black Inkling creature token with flying.
 : Untap Fain.
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Faith Healer
  ( 2)
Creature — Human Cleric
(1/1)
Sacrifice an enchantment: You gain life equal to the sacrificed enchantment's mana value.
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Faith of the Devoted
  ( 3)
Enchantment
Whenever you cycle or discard a card, you may pay . If you do, each opponent loses 2 life and you gain 2 life.
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Faldorn, Dread Wolf Herald
   ( 3)
Legendary Creature — Human Druid
(3/3)
Whenever you cast a spell from exile or a land you control enters from exile, create a 2/2 green Wolf creature token. , , Discard a card: Exile the top card of your library. You may play it this turn.
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Fall of the First Civilization
  ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You and target opponent each draw two cards. II — Exile target artifact an opponent controls. III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.
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Fall of the Hammer
  ( 2)
Instant
Target creature you control deals damage equal to its power to another target creature.
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Fall of the Impostor
   ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put a +1/+1 counter on up to one target creature. III — Exile a creature with the greatest power among creatures target opponent controls.
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Fall of the Thran
  ( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy all lands. II, III — Each player returns two land cards from their graveyard to the battlefield.
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Fall of the Titans
   ( 1)
Instant
Surge  (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Fall of the Titans deals X damage to each of up to two targets.
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False Prophet
   ( 4)
Creature — Human Cleric
(2/2)
When this creature dies, exile all creatures.
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Famished Ghoul
  ( 4)
Creature — Zombie
(3/2)
 , Sacrifice this creature: Exile up to two target cards from a single graveyard.
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Famished Paladin
  ( 2)
Creature — Vampire Knight
(3/3)
This creature doesn't untap during your untap step. Whenever you gain life, untap this creature.
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Fanatic of the Harrowing
  ( 4)
Creature — Human Cleric
(2/2)
When this creature enters, each player discards a card. If you discarded a card this way, draw a card.
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Fang of the Pack
  ( 6)
Creature — Wolf
(5/3)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.)
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Fangorn, Tree Shepherd
    ( 7)
Legendary Creature — Treefolk
(4/10)
Treefolk you control have vigilance. Whenever one or more Treefolk you control attack, add twice that much . You don't lose unspent green mana as steps and phases end.
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Fanning the Flames
   ( 2)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Fanning the Flames deals X damage to any target.
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Fatestitcher
  ( 4)
Creature — Zombie Wizard
(1/2)
: You may tap or untap another target permanent.
Unearth ( : Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Favor of the Mighty
  ( 2)
Kindred Enchantment — Giant
Each creature with the greatest mana value has protection from each color.
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Favor of the Overbeing
  ( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is green, it gets +1/+1 and has vigilance. As long as enchanted creature is blue, it gets +1/+1 and has flying.
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Favor of the Woods
  ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks, you gain 3 life.
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Fblthp, Lost on the Range
   ( 3)
Legendary Creature — Homunculus
(1/1)
Ward  You may look at the top card of your library any time. The top card of your library has plot. The plot cost is equal to its mana cost. You may plot nonland cards from the top of your library.
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Fblthp, the Lost
  ( 2)
Legendary Creature — Homunculus
(1/1)
When Fblthp enters, draw a card. If it entered from your library or was cast from your library, draw two cards instead. When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
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Fealty to the Realm
  ( 5)
Enchantment — Aura
Enchant creature When this Aura enters, you become the monarch. The monarch controls enchanted creature. Enchanted creature attacks each combat if able and can't attack you.
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Fear of the Dark
  ( 5)
Enchantment Creature — Nightmare
(5/5)
Whenever this creature attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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Fearsome Whelp
  ( 2)
Creature — — Dragon
(1/1)
Flying At the beginning of your end step, each Dragon card in your hand perpetually gains "This spell costs less to cast."
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Feast of the Victorious Dead
  ( 2)
Enchantment
At the beginning of your end step, if one or more creatures died this turn, you gain that much life and distribute that many +1/+1 counters among creatures you control.
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Feast on the Fallen
  ( 3)
Enchantment
At the beginning of each upkeep, if an opponent lost life last turn, put a +1/+1 counter on target creature you control.
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Feather of Flight
  ( 2)
Enchantment — Aura
Flash Enchant creature When this Aura enters, draw a card. Enchanted creature gets +1/+0 and has flying.
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Feather, Radiant Arbiter
   ( 3)
Legendary Creature — Angel
(4/3)
Flying, lifelink Whenever you cast a noncreature spell that targets only Feather, you may choose any number of other creatures that spell could target and pay for each of those creatures. If you do, for each of those creatures, copy that spell. The copy targets that creature. (Copies of permanent spells become tokens.)
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Feather, the Redeemed
   ( 3)
Legendary Creature — Angel
(3/4)
Flying Whenever you cast an instant or sorcery spell that targets a creature you control, exile that card instead of putting it into your graveyard as it resolves. If you do, return it to your hand at the beginning of the next end step.
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