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Battle-Rage Blessing
  ( 2)
Instant
Target creature gains deathtouch and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Battle-Scarred Goblin
  ( 2)
Creature — Goblin Warrior
(2/2)
Whenever this creature becomes blocked, it deals 1 damage to each creature blocking it.
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Battletide Alchemist
   ( 5)
Creature — Kithkin Cleric
(3/4)
If a source would deal damage to a player, you may prevent X of that damage, where X is the number of Clerics you control.
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Battlewing Mystic
  ( 2)
Creature — Bird Wizard
(2/1)
Kicker (You may pay an additional as you cast this spell.) Flying When this creature enters, if it was kicked, discard your hand, then draw two cards.
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Battlewise Aven
  ( 4)
Creature — Bird Soldier
(2/2)
Flying Threshold — As long as seven or more cards are in your graveyard, this creature gets +1/+1 and has first strike.
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Battlewise Hoplite
  ( 2)
Creature — Human Soldier
(2/2)
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature, then scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
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Battlewise Valor
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Beacon of Creation
  ( 4)
Sorcery
Create a 1/1 green Insect creature token for each Forest you control. Shuffle Beacon of Creation into its owner's library.
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Beacon of Destiny
  ( 2)
Creature — Human Cleric
(1/3)
: The next time a source of your choice would deal damage to you this turn, that damage is dealt to this creature instead.
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Beacon of Destruction
   ( 5)
Instant
Beacon of Destruction deals 5 damage to any target. Shuffle Beacon of Destruction into its owner's library.
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Beacon of Immortality
  ( 6)
Instant
Double target player's life total. Shuffle Beacon of Immortality into its owner's library.
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Beaming Defiance
  ( 2)
Instant
Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Beamsplitter Mage
  ( 2)
Creature — Vedalken Wizard
(2/2)
Whenever you cast an instant or sorcery spell that targets only this creature, if you control one or more other creatures that spell could target, choose one of those creatures. Copy that spell. The copy targets the chosen creature.
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Beamtown Beatstick
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.) Whenever equipped creature deals combat damage to a player or battle, create a Treasure token. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Beanstalk Giant
  ( 7)
Creature — Giant
(*/*)
Beanstalk Giant's power and toughness are each equal to the number of lands you control.
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Bear with Set's Mechanic (playtest)
  ( 2)
Creature — — Bear
(2/2)
Vigilance Aggressive (During your turn, there is an additional combat phase after the first, and only creatures with aggressive may attack during it.)
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Bearer of Overwhelming Truths
( 0)
Creature — Human Wizard
(3/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature deals combat damage to a player, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Bearer of Silence
  ( 2)
Creature — Eldrazi
(2/1)
Devoid (This card has no color.) When you cast this spell, you may pay  . If you do, target opponent sacrifices a creature. ( represents colorless mana.) Flying This creature can't block.
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Bear's Companion
    ( 5)
Creature — Human Warrior
(2/2)
When this creature enters, create a 4/4 green Bear creature token.
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Beast Whisperer
   ( 4)
Creature — Elf Druid
(2/3)
Whenever you cast a creature spell, draw a card.
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Beast Within
  ( 3)
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
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Beastie Beatdown
  ( 2)
Sorcery
Choose target creature you control and target creature an opponent controls. Delirium — If there are four or more card types among cards in your graveyard, put two +1/+1 counters on the creature you control. The creature you control deals damage equal to its power to the creature an opponent controls.
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Beast-Kin Ranger
  ( 3)
Creature — Elf Ranger
(3/3)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever another creature you control enters, this creature gets +1/+0 until end of turn.
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Beastmaster Ascension
  ( 3)
Enchantment
Whenever a creature you control attacks, you may put a quest counter on this enchantment. As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5.
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Beastrider Vanguard
  ( 2)
Creature — Human Knight
(2/2)
 : Look at the top three cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Bellowing Bruiser (Beat a Path)
  ( 3)
Sorcery — Adventure
Up to two target creatures can't block this turn. (Then exile this card. You may cast the creature later from exile.)
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Beckon Apparition
 ( 1)
Instant
Exile target card from a graveyard. Create a 1/1 white and black Spirit creature token with flying.
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Beckoning Will-o'-Wisp
  ( 3)
Creature — Spirit
(1/3)
Flying Lure the Unwary — At the beginning of combat on your turn, choose an opponent. Creatures attacking the last chosen player get +1/+0.
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Become Immense
  ( 6)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Target creature gets +6/+6 until end of turn.
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Become the Pilot
   ( 5)
Enchantment — Aura
Enchant noncommander creature You control enchanted creature. Enchanted creature gets +2/+2 and can't be blocked unless it's attacking its owner or a permanent its owner controls.
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Bedevil
   ( 3)
Instant
Destroy target artifact, creature, or planeswalker.
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Bedhead Beastie
   ( 6)
Creature — Beast
(5/6)
Menace (This creature can't be blocked except by two or more creatures.) Mountaincycling ( , Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
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Bedrock Tortoise
  ( 4)
Creature — Turtle
(0/6)
During your turn, creatures you control have hexproof. Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
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Bee Sting
  ( 4)
Sorcery
Bee Sting deals 2 damage to any target.
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Beetleback Chief
   ( 4)
Creature — Goblin Warrior
(2/2)
When this creature enters, create two 1/1 red Goblin creature tokens.
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Befriending the Moths
  ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Target creature you control gets +1/+1 and gains flying until end of turn. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Begin Anew
    ( 4)
Sorcery
Destroy all creatures. Creature cards in your hand perpetually get +1/+1.
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Beguiler of Wills
   ( 5)
Creature — Human Wizard
(1/1)
: Gain control of target creature with power less than or equal to the number of creatures you control.
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Behind the Mask
 ( 1)
Instant
As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.) Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/3. If evidence was collected, it has base power and toughness 1/1 until end of turn instead.
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Behind the Scenes
  ( 3)
Enchantment
Creatures you control have skulk. (They can't be blocked by creatures with greater power.)  : Creatures you control get +1/+1 until end of turn.
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Behold the Multiverse
  ( 4)
Instant
Scry 2, then draw two cards. Foretell  (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Beledros Witherbloom
   ( 7)
Legendary Creature — Elder Dragon
(4/4)
Flying At the beginning of each upkeep, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life." Pay 10 life: Untap all lands you control. Activate only once each turn.
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Belfry Spirit
   ( 5)
Creature — Spirit
(1/1)
Flying Haunt (When this creature dies, exile it haunting target creature.) When this creature enters or the creature it haunts dies, create two 1/1 black Bat creature tokens with flying.
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Reason // Believe (Believe)
  ( 5)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Look at the top card of your library. You may put it onto the battlefield if it's a creature card. If you don't, put it into your hand.
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Belisarius Cawl
   ( 4)
Legendary Artifact Creature — Human
(2/4)
Ultima Founding — , Tap two untapped artifacts you control: Create a 2/2 white Astartes Warrior creature token with vigilance. Master of Machines — , Tap X untapped creatures you control: Look at the top X cards of your library. You may reveal an artifact 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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Belligerent Brontodon
   ( 7)
Creature — Dinosaur
(4/6)
Each creature you control assigns combat damage equal to its toughness rather than its power.
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Belligerent Guest
  ( 3)
Creature — Vampire
(3/2)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever this creature deals combat damage to a player, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
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Belligerent Hatchling
  ( 4)
Creature — Elemental
(6/6)
First strike This creature enters with four -1/-1 counters on it. Whenever you cast a red spell, remove a -1/-1 counter from this creature. Whenever you cast a white spell, remove a -1/-1 counter from this creature.
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Belligerent of the Ball
  ( 3)
Creature — Ogre Warrior
(3/3)
Celebration — At the beginning of combat on your turn, if two or more nonland permanents entered the battlefield under your control this turn, target creature you control gets +1/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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Belligerent Regisaur
( 0)
Creature — Dinosaur
(4/3)
Trample Whenever you cast a spell, this creature gains indestructible until end of turn.
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Belligerent Sliver
  ( 3)
Creature — Sliver
(2/2)
Sliver creatures you control have menace. (They can't be blocked except by two or more creatures.)
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Belligerent Whiptail
  ( 4)
Creature — Wurm
(4/2)
Landfall — Whenever a land you control enters, this creature gains first strike until end of turn.
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Belligerent Yearling
  ( 2)
Creature — Dinosaur
(3/2)
Trample Whenever another Dinosaur you control enters, you may have this creature's base power become equal to that creature's power until end of turn.
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Bellowing Aegisaur
  ( 6)
Creature — Dinosaur
(3/5)
Enrage — Whenever this creature is dealt damage, put a +1/+1 counter on each other creature you control.
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Bellowing Crier
  ( 2)
Creature — Frog Advisor
(2/1)
When this creature enters, draw a card, then discard a card.
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Bellowing Elk
  ( 4)
Creature — Elk
(4/2)
As long as you had another creature enter the battlefield under your control this turn, this creature has trample and indestructible.
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Bellowing Fiend
  ( 5)
Creature — Spirit
(3/3)
Flying Whenever this creature deals damage to a creature, this creature deals 3 damage to that creature's controller and 3 damage to you.
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Bellowing Mauler
  ( 5)
Creature — Ogre Warrior
(4/6)
At the beginning of your end step, each player loses 4 life unless they sacrifice a nontoken creature of their choice.
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Bellowing Saddlebrute
  ( 4)
Creature — Orc Warrior
(4/5)
Raid — When this creature enters, you lose 4 life unless you attacked this turn.
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Bellowing Tanglewurm
   ( 5)
Creature — Wurm
(4/4)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Other green creatures you control have intimidate.
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Bellows Lizard
 ( 1)
Creature — Lizard
(1/1)
 : This creature gets +1/+0 until end of turn.
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Belltower Sphinx
  ( 5)
Creature — Sphinx
(2/5)
Flying Whenever a source deals damage to this creature, that source's controller mills that many cards.
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Beloved Princess
 ( 1)
Creature — Human Noble
(1/1)
Lifelink This creature can't be blocked by creatures with power 3 or greater.
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Belt of Giant Strength
  ( 2)
Artifact — Equipment
Equipped creature has base power and toughness 10/10. Equip . This ability costs less to activate, where X is the power of the creature it targets.
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Beluna Grandsquall
   ( 3)
Legendary Creature — Giant Noble
(4/4)
Trample Permanent spells you cast that have an Adventure cost less to cast.
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Benalish Cavalry
  ( 2)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
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Benalish Commander
  ( 4)
Creature — Human Soldier
(*/*)
Benalish Commander's power and toughness are each equal to the number of Soldiers you control. Suspend X—  . X can't be 0. Whenever a time counter is removed from this card while it's exiled, create a 1/1 white Soldier creature token.
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Benalish Faithbonder
  ( 2)
Creature — Human Cleric
(1/3)
Vigilance 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.)
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Benalish Hero
 ( 1)
Creature — Human Soldier
(1/1)
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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Benalish Honor Guard
  ( 2)
Creature — Human Knight
(2/2)
This creature gets +1/+0 for each legendary creature you control.
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Benalish Infantry
  ( 3)
Creature — Human Soldier
(1/3)
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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Benalish Knight
  ( 3)
Creature — Human Knight
(2/2)
Flash (You may cast this spell any time you could cast an instant.) First strike (This creature deals combat damage before creatures without first strike.)
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Benalish Marshal
   ( 3)
Creature — Human Knight
(3/3)
Other creatures you control get +1/+1.
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Benalish Partisan
  ( 2)
Creature — — Human Soldier
(1/2)
Lifelink Whenever you cycle another card, you may pay  . If you do, return Benalish Partisan from your graveyard to the battlefield tapped and it perpetually gets +1/+0. Cycling  
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Benalish Sleeper
  ( 2)
Creature — Phyrexian Human Soldier
(3/1)
Kicker (You may pay an additional as you cast this spell.) When this creature enters, if it was kicked, each player sacrifices a creature of their choice.
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Benalish Veteran
  ( 3)
Creature — Human Soldier
(2/2)
Whenever this creature attacks, it gets +1/+1 until end of turn.
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Ben-Ben, Akki Hermit
   ( 4)
Legendary Creature — Goblin Shaman
(1/1)
: Ben-Ben deals damage to target attacking creature equal to the number of untapped Mountains you control.
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Benediction of Moons
 ( 1)
Sorcery
You gain 1 life for each player. Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.) When the creature this card haunts dies, you gain 1 life for each player.
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Benefaction of Rhonas
  ( 3)
Sorcery
Reveal the top five cards of your library. You may put a creature card and/or an enchantment card from among them into your hand. Put the rest into your graveyard.
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Benevolent Blessing
  ( 2)
Enchantment — Aura
Flash Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Auras and Equipment you control that are already attached to it.
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Benevolent Geist
( 0)
Creature — Spirit Wizard
(2/2)
Flying Noncreature spells you control can't be countered. If Benevolent Geist would be put into a graveyard from anywhere, exile it instead.
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Benevolent Offering
  ( 4)
Instant
Choose an opponent. You and that player each create three 1/1 white Spirit creature tokens with flying. Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature they control.
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Benevolent Unicorn
  ( 2)
Creature — Unicorn
(1/2)
If a spell would deal damage to a permanent or player, it deals that much damage minus 1 to that permanent or player instead.
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Bennie Bracks, Zoologist
  ( 4)
Legendary Creature — Elf Druid
(3/2)
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.) At the beginning of each end step, if you created a token this turn, draw a card.
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Benthic Anomaly
  ( 7)
Creature — Eldrazi Serpent
(7/8)
Devoid (This card has no color.) When you cast this spell, for each opponent, choose a creature that player controls. Create a token that's a copy of one of those creatures, except its power is equal to the total power of those creatures, its toughness is equal to the total toughness of those creatures, and it's a colorless Eldrazi creature.
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Benthic Behemoth
    ( 8)
Creature — Serpent
(7/6)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Benthic Biomancer
 ( 1)
Creature — Merfolk Wizard Mutant
(1/1)
 : Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, draw a card, then discard a card.
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Benthic Criminologists
  ( 5)
Creature — Merfolk Wizard
(4/5)
Whenever this creature enters or attacks, you may sacrifice an artifact. If you do, draw a card.
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