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Azusa, Lost but Seeking
  ( 3)
Legendary Creature — Human Monk
(1/2)
You may play two additional lands on each of your turns.
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B.F.M. (Big Furry Monster)
( 0)
Creature — The Biggest, Baddest, Nastiest,
You must cast both B.F.M. cards to put leaves the battlefield, sacrifice the other. B.F.M. can't be blocked except by three or
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Baaallerina
  ( 4)
Creature — Sheep Performer
(3/3)
Flying When this creature enters, you may put a name sticker on a nonland permanent you own.  : Another target creature with a name sticker on it gains flying until end of turn.
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Baba Lysaga, Night Witch
   ( 3)
Legendary Creature — Human Warlock
(3/3)
, Sacrifice up to three permanents: If there were three or more card types among the sacrificed permanents, each opponent loses 3 life, you gain 3 life, and you draw three cards.
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Back from the Brink
   ( 6)
Enchantment
Exile a creature card from your graveyard and pay its mana cost: Create a token that's a copy of that card. Activate only as a sorcery.
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Back in Town
   ( 3)
Sorcery
Return X target outlaw creature cards from your graveyard to the battlefield. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
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Back to Basics
  ( 3)
Enchantment
Nonbasic lands don't untap during their controllers' untap steps.
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Backdraft Hellkite
   ( 5)
Creature — Dragon
(4/4)
Flying Whenever this creature attacks, each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
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Backfire
 ( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals damage to you, this Aura deals that much damage to that creature's controller.
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Backslide
  ( 2)
Instant
Turn target creature with a morph ability face down. Cycling ( , Discard this card: Draw a card.)
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Backstreet Bruiser
  ( 2)
Creature — Octopus Rogue
(3/3)
Defender As long as there are two or more counters among creatures you control, this creature can attack as though it didn't have defender.
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Backwoods Survivalists
  ( 4)
Creature — Human Warrior
(4/3)
Delirium — This creature gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
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Bad River
( 0)
Land
This land enters tapped. , Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
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Badlands Revival
   ( 5)
Sorcery
Return up to one target creature card from your graveyard to the battlefield. Return up to one target permanent card from your graveyard to your hand.
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Baeloth Barrityl, Entertainer
  ( 5)
Legendary Creature — Elf Shaman
(2/5)
Creatures your opponents control with power less than Baeloth Barrityl's power are goaded. (They attack each combat if able and attack a player other than you if able.) Whenever a goaded attacking or blocking creature dies, you create a Treasure token. Choose a Background (You can have a Background as a second commander.)
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Baffling End
  ( 2)
Enchantment
When this enchantment enters, exile target creature an opponent controls with mana value 3 or less. When this enchantment leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.
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Bag of Devouring
 ( 1)
Artifact
Whenever you sacrifice another nontoken artifact or creature, exile it. , , Sacrifice another artifact or creature: Draw a card.
, , Sacrifice this artifact: Roll a d10. Return up to X cards from among cards exiled with this artifact to their owners' hands, where X is the result.
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Bag of Holding
 ( 1)
Artifact
Whenever you discard a card, exile that card from your graveyard. , : Draw a card, then discard a card.
, , Sacrifice this artifact: Return all cards exiled with this artifact to their owner's hand.
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Baird, Argivian Recruiter
  ( 2)
Legendary Creature — Human Soldier
(2/2)
At the beginning of your end step, if you control a creature with power greater than its base power, create a 1/1 white Soldier creature token.
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Baird, Steward of Argive
   ( 4)
Legendary Creature — Human Soldier
(2/4)
Vigilance Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
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Baithook Angler
  ( 2)
Creature — Human Peasant
(2/1)
Disturb  (You may cast this card from your graveyard transformed for its disturb cost.)
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Baki's Curse
   ( 4)
Sorcery
Baki's Curse deals 2 damage to each creature for each Aura attached to that creature.
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Bala Ged Scorpion
  ( 4)
Creature — Scorpion
(2/3)
When this creature enters, you may destroy target creature with power 1 or less.
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Bala Ged Thief
  ( 4)
Creature — Human Rogue Ally
(2/2)
Whenever this creature or another Ally you control enters, target player reveals a number of cards from their hand equal to the number of Allies you control. You choose one of them. That player discards that card.
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Balan, Wandering Knight
   ( 4)
Legendary Creature — Cat Knight
(3/3)
First strike Balan has double strike as long as two or more Equipment are attached to it.  : Attach all Equipment you control to Balan.
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Balancing Act
   ( 4)
Sorcery
Each player chooses a number of permanents they control equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way.
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Baldin, Century Herdmaster
   ( 6)
Legendary Creature — Human Warrior
(0/7)
During your turn, each creature assigns combat damage equal to its toughness rather than its power. Whenever Baldin attacks, up to one hundred target creatures each get +0/+X until end of turn, where X is the number of cards in your hand.
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Balduvian Atrocity
  ( 3)
Creature — Phyrexian Berserker
(2/3)
Kicker (You may pay an additional as you cast this spell.) Menace When this creature enters, if it was kicked, return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains haste. Sacrifice it at the beginning of the next end step.
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Balduvian Berserker
  ( 3)
Creature — Kor Berserker
(1/3)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) When this creature dies, it deals damage equal to its power to any target.
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Balduvian Conjurer
  ( 2)
Creature — Human Wizard
(0/2)
: Target snow land becomes a 2/2 creature until end of turn. It's still a land.
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Balduvian Dead
  ( 4)
Creature — Zombie
(2/3)
 , Exile a creature card from your graveyard: Create a 3/1 black and red Graveborn creature token with haste. Sacrifice it at the beginning of the next end step.
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Balduvian Fallen
  ( 4)
Creature — Zombie
(3/5)
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever this creature's cumulative upkeep is paid, it gets +1/+0 until end of turn for each or spent this way.
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Balduvian Frostwaker
  ( 3)
Creature — Human Wizard
(1/1)
, : Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.
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Balduvian Horde
   ( 4)
Creature — Human Barbarian
(5/5)
When this creature enters, sacrifice it unless you discard a card at random.
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Balduvian Hydra
   ( 2)
Creature — Hydra
(0/1)
This creature enters with X +1/+0 counters on it. Remove a +1/+0 counter from this creature: Prevent the next 1 damage that would be dealt to it this turn.   : Put a +1/+0 counter on this creature. Activate only during your upkeep.
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Balduvian Rage
  ( 1)
Instant
Target attacking creature gets +X/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep.
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Balduvian Shaman
 ( 1)
Creature — Human Cleric Shaman
(1/1)
: Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. (For example, you may change "black creatures can't attack" to "blue creatures can't attack.") That enchantment gains "Cumulative upkeep ." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
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Balduvian Warlord
  ( 4)
Creature — Human Barbarian
(3/2)
: Remove target blocking creature from combat. Creatures it was blocking that hadn't become blocked by another creature this combat become unblocked, then it blocks an attacking creature of your choice. Activate only during the declare blockers step.
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Balduvian War-Makers
  ( 5)
Creature — Human Barbarian
(3/3)
Haste Rampage 1 <I>(Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)</I>
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Balefire Dragon
   ( 7)
Creature — Dragon
(6/6)
Flying Whenever this creature deals combat damage to a player, it deals that much damage to each creature that player controls.
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Balefire Liege
    ( 5)
Creature — Spirit Horror
(2/4)
Other red creatures you control get +1/+1. Other white creatures you control get +1/+1. Whenever you cast a red spell, this creature deals 3 damage to target player or planeswalker. Whenever you cast a white spell, you gain 3 life.
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Baleful Ammit
  ( 3)
Creature — Crocodile Demon
(4/3)
Lifelink When this creature enters, put a -1/-1 counter on target creature you control.
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Baleful Eidolon
  ( 2)
Enchantment Creature — Spirit
(1/1)
Bestow  (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Enchanted creature gets +1/+1 and has deathtouch.
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Baleful Strix
  ( 2)
Artifact Creature — Bird
(1/1)
Flying, deathtouch When this creature enters, draw a card.
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Ball Lightning
   ( 3)
Creature — Elemental
(6/1)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Haste (This creature can attack and as soon as it comes under your control.) At the beginning of the end step, sacrifice this creature.
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Ballista Charger
 ( 5)
Artifact — Vehicle
(6/6)
Whenever this Vehicle attacks, it deals 1 damage to any target. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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Ballista Watcher
   ( 4)
Creature — Human Soldier Werewolf
(4/3)
 , : This creature deals 1 damage to any target.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Ballista Wielder
( 0)
Creature — Werewolf
(5/5)
 : This creature deals 1 damage to any target. A creature dealt damage this way can't block this turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Balm of Restoration
 ( 2)
Artifact
, , Sacrifice this artifact: Choose one —
• You gain 2 life. • Prevent the next 2 damage that would be dealt to any target this turn.
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Balmor, Battlemage Captain
  ( 2)
Legendary Creature — Bird Wizard
(1/3)
Flying Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 and gain trample until end of turn.
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Balshan Beguiler
  ( 3)
Creature — Human Wizard
(1/1)
Whenever this creature deals combat damage to a player, that player reveals the top two cards of their library. You choose one of those cards and put it into their graveyard.
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Balshan Griffin
   ( 5)
Creature — Griffin
(3/2)
Flying  , Discard a card: Return this creature to its owner's hand.
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Balthor the Defiled
   ( 4)
Legendary Creature — Zombie Dwarf
(2/2)
Minion creatures get +1/+1.   , Exile Balthor: Each player returns all black and all red creature cards from their graveyard to the battlefield.
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Bamboozling Beeble
 ( 1)
Creature — Beeble
(1/1)
Protection from Robots , : The next time target player would roll one or more dice this turn, instead they roll that many dice plus one and you choose one of those rolls to ignore.
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Banding Sliver (playtest)
   ( 5)
Creature — — Sliver
(3/3)
All Slivers have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Bandit's Haul
 ( 3)
Artifact
Whenever you commit a crime, put a loot counter on this artifact. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) : Add one mana of any color.
, , Remove two loot counters from this artifact: Draw a card.
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Bandit's Talent
  ( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, each opponent discards two cards unless they discard a nonland card. : Level 2
//Level_2// At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, they lose 2 life.  : Level 3
//Level_3// At the beginning of your draw step, draw an additional card for each opponent who has one or fewer cards in hand.
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Bane of Hanweir
( 0)
Creature — Werewolf
(5/5)
This creature attacks each combat if able. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Banefire
  ( 1)
Sorcery
Banefire deals X damage to any target. If X is 5 or more, this spell can't be countered and the damage can't be prevented.
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Bane's Contingency
   ( 3)
Instant
Counter target spell. If that spell targets a commander you control, instead counter that spell, scry 2, then draw a card.
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Bane's Invoker
  ( 2)
Creature — Human Cleric
(2/2)
Wind Walk — : Up to two target creatures each get +2/+2 and gain flying until end of turn.
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Baneslayer Aspirant (playtest)
  ( 2)
Creature — — Human Soldier
(2/2)
CARDNAME gets +3/+3 and has flying, first strike, and lifelink as long as you have one or more emblems.
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Banewasp Affliction
  ( 2)
Enchantment — Aura
Enchant creature When enchanted creature dies, that creature's controller loses life equal to its toughness.
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Banewhip Punisher
  ( 3)
Creature — Human Warrior
(2/2)
When this creature enters, you may put a -1/-1 counter on target creature. , Sacrifice this creature: Destroy target creature that has a -1/-1 counter on it.
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Banish from Edoras
  ( 5)
Sorcery
This spell costs less to cast if it targets a tapped creature. Exile target creature.
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Banish into Fable
   ( 6)
Instant
When you cast this spell from your hand, copy it if you control an artifact, then copy it if you control an enchantment. You may choose new targets for the copies. Return target nonland permanent to its owner's hand. You create a 2/2 white Knight creature token with vigilance.
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Banish to Another Universe
  ( 5)
Enchantment
Affinity for historic permanents (This spell costs less to cast for each artifact, legendary, and/or Saga permanent you control.) When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
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Banisher Priest
   ( 3)
Creature — Human Cleric
(2/2)
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield.
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Guardian Naga (Banishing Coils)
  ( 3)
Instant — Adventure
Exile target artifact or enchantment. (Then exile this card. You may cast the creature later from exile.)
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Banishing Knack
 ( 1)
Instant
Until end of turn, target creature gains " : Return target nonland permanent to its owner's hand."
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Banishing Light
  ( 3)
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
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Banishing Slash
  ( 2)
Sorcery
Destroy up to one target artifact, enchantment, or tapped creature. Then if you control an artifact and an enchantment, create a 2/2 white Samurai creature token with vigilance.
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Banishing Stroke
  ( 6)
Instant
Put target artifact, creature, or enchantment on the bottom of its owner's library. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Banishment
  ( 4)
Enchantment
Flash When this enchantment enters, exile target nonland permanent an opponent controls and all other nonland permanents your opponents control with the same name as that permanent until this enchantment leaves the battlefield.
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Banishment Decree
   ( 5)
Instant
Put target artifact, creature, or enchantment on top of its owner's library.
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Bankrupt in Blood
  ( 2)
Sorcery
As an additional cost to cast this spell, sacrifice two creatures. Draw three cards.
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Banner of Kinship
 ( 5)
Artifact
As this artifact enters, choose a creature type. This artifact enters with a fellowship counter on it for each creature you control of the chosen type. Creatures you control of the chosen type get +1/+1 for each fellowship counter on this artifact.
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Banners Raised
 ( 1)
Instant
Creatures you control get +1/+0 until end of turn.
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Banshee of the Dread Choir
   ( 5)
Creature — Spirit
(4/4)
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 deals combat damage to a player, that player discards a card.
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Baral and Kari Zev
   ( 3)
Legendary Creature — Human
(2/4)
First strike, menace Whenever you cast your first instant or sorcery spell each turn, you may cast a spell with lesser mana value that shares a card type with it from your hand without paying its mana cost. If you don't, create First Mate Ragavan, a legendary 2/1 red Monkey Pirate creature token. It gains haste until end of turn.
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Baral, Chief of Compliance
  ( 2)
Legendary Creature — Human Wizard
(1/3)
Instant and sorcery spells you cast cost less to cast. Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.
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Baral's Expertise
   ( 5)
Sorcery
Return up to three target artifacts and/or creatures to their owners' hands. You may cast a spell with mana value 4 or less from your hand without paying its mana cost.
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Barbara Wright
  ( 2)
Legendary Creature — Human Advisor
(1/3)
History Teacher — Sagas you control have read ahead. (As a Saga enters, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.) Doctor's companion (You can have two commanders if the other is the Doctor.)
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Barbarian Bully
  ( 3)
Creature — Human Barbarian
(2/2)
Discard a card at random: This creature gets +2/+2 until end of turn unless a player has this creature deal 4 damage to them. Activate only once each turn.
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Barbarian Class
 ( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.  : Level 2
//Level_2// Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.  : Level 3
//Level_3// Creatures you control have haste.
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Barbarian General
  ( 5)
Creature — Human Barbarian Soldier
(3/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Barbarian Lunatic
  ( 3)
Creature — Human Barbarian
(2/1)
 , Sacrifice this creature: It deals 2 damage to target creature.
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