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Akki Underling
  ( 2)
Creature — Goblin Warrior
(2/1)
As long as you have seven or more cards in hand, this creature gets +2/+1 and has first strike.
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Akki Underminer
  ( 4)
Creature — Goblin Rogue Shaman
(1/1)
Whenever this creature deals combat damage to a player, that player sacrifices a permanent of their choice.
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Akki War Paint
 ( 1)
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets +2/+1.
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Akoum Battlesinger
  ( 2)
Creature — Human Berserker Ally
(1/1)
Haste Whenever this creature or another Ally you control enters, you may have Ally creatures you control get +1/+0 until end of turn.
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Akoum Firebird
   ( 4)
Creature — Phoenix
(3/3)
Flying, haste This creature attacks each combat if able. Landfall — Whenever a land you control enters, you may pay   . If you do, return this card from your graveyard to the battlefield.
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Akoum Hellkite
   ( 6)
Creature — Dragon
(4/4)
Flying Landfall — Whenever a land you control enters, this creature deals 1 damage to any target. If that land is a Mountain, this creature deals 2 damage instead.
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Akrasan Squire
 ( 1)
Creature — Human Soldier
(1/1)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Akroan Conscriptor
  ( 5)
Creature — Human Shaman
(3/2)
Heroic — Whenever you cast a spell that targets this creature, gain control of another target creature until end of turn. Untap that creature. It gains haste until end of turn.
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Akroan Hoplite
  ( 2)
Creature — Human Soldier
(1/2)
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of attacking creatures you control.
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Akroan Line Breaker
  ( 3)
Creature — Human Warrior
(2/1)
Heroic — Whenever you cast a spell that targets this creature, this creature gets +2/+0 and gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Akroma, Vision of Ixidor
   ( 7)
Legendary Creature — Angel
(6/6)
Flying, first strike, vigilance, trample At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner. Partner
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Akroma's Blessing
  ( 3)
Instant
Choose a color. Creatures you control gain protection from the chosen color until end of turn. Cycling ( , Discard this card: Draw a card.)
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Akroma's Memorial
 ( 7)
Legendary Artifact
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
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Akroma's Will
  ( 4)
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Creatures you control gain flying, vigilance, and double strike until end of turn. • Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
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Akron Legionnaire
   ( 8)
Creature — Giant Soldier
(8/4)
Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.
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Aku Djinn
   ( 5)
Creature — Djinn
(5/6)
Trample At the beginning of your upkeep, put a +1/+1 counter on each creature each opponent controls.
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Alabaster Host Intercessor
  ( 6)
Creature — Phyrexian Samurai
(3/4)
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield. Plainscycling ( , Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Alabaster Potion
   ( 2)
Instant
Choose one — • Target player gains X life. • Prevent the next X damage that would be dealt to any target this turn.
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Alaborn Cavalier
   ( 4)
Creature — Human Knight
(2/2)
Whenever this creature attacks, you may tap target creature.
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Alacrian Armory
  ( 4)
Artifact
Creatures you control get +0/+1 and have vigilance. At the beginning of combat on your turn, choose up to one target Mount or Vehicle you control. Until end of turn, that permanent becomes saddled if it's a Mount and becomes an artifact creature if it's a Vehicle.
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Alacrian Jaguar
  ( 5)
Creature — Cat Mount
(4/4)
Vigilance Whenever this creature attacks while saddled, it gets +2/+2 until end of turn. Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Aladdin
   ( 4)
Creature — Human Rogue
(1/1)
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Aladdin's Lamp
 ( 10)
Artifact
, : The next time you would draw a card this turn, instead look at the top X cards of your library, put all but one of them on the bottom of your library in a random order, then draw a card. X can't be 0.
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Aladdin's Ring
 ( 8)
Artifact
, : This artifact deals 4 damage to any target.
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Alania, Divergent Storm
   ( 5)
Legendary Creature — Otter Wizard
(3/5)
Whenever you cast a spell, if it's the first instant spell, the first sorcery spell, or the first Otter spell other than Alania you've cast this turn, you may have target opponent draw a card. If you do, copy that spell. You may choose new targets for the copy.
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Alania's Pathmaker
  ( 4)
Creature — Otter Wizard
(4/2)
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card.
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Alberix, the Trade Planet (playtest)
   ( 4)
World Enchantment
Planet (When this permanent enters, exile the top five cards of your library as its resources.) Trade Routes — At the beginning of your precombat main phase, choose one — • Discard a card. If you do, put two of Alberix's resources into its owner's hand. • Exile the top card of your library as a resource.
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Alchemist's Assistant
  ( 2)
Creature — Monkey
(2/1)
Lifelink Renew —  , Exile this card from your graveyard: Put a lifelink counter on target creature. Activate only as a sorcery.
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Alchemist's Gambit
   ( 3)
Sorcery
Cleave    (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Take an extra turn after this one. During that turn, damage can't be prevented. At the beginning of that turn's end step, you lose the game. Exile Alchemist's Gambit.
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Alchemist's Gift
 ( 1)
Instant
Target creature gets +1/+1 and gains your choice of deathtouch or lifelink until end of turn. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it. Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
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Alchemist's Greeting
  ( 5)
Sorcery
Alchemist's Greeting deals 4 damage to target creature. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Alchemist's Retrieval
 ( 1)
Instant
Cleave  (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Return target nonland permanent you control to its owner's hand.
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Alchemist's Talent
  ( 4)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, create two tapped Treasure tokens.  : Level 2
//Level_2// Treasures you control have " , Sacrifice this artifact: Add two mana of any one color."  : Level 3
//Level_3// Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
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Alchemist's Vial
 ( 2)
Artifact
When this artifact enters, draw a card. , , Sacrifice this artifact: Target creature can't attack or block this turn.
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Alela, Cunning Conqueror
   ( 4)
Legendary Creature — Faerie Warlock
(2/4)
Flying Whenever you cast your first spell during each opponent's turn, create a 1/1 black Faerie Rogue creature token with flying. Whenever one or more Faeries you control deal combat damage to a player, goad target creature that player controls.
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Alena, Kessig Trapper
  ( 5)
Legendary Creature — Human Scout
(4/3)
First strike : Add an amount of equal to the greatest power among creatures you control that entered this turn.
Partner (You can have two commanders if both have partner.)
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Alesha, Who Smiles at Death
  ( 3)
Legendary Creature — Human Warrior
(3/2)
First strike Whenever Alesha attacks, you may pay  . If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.
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Alexander Clamilton
  ( 3)
Legendary Creature — Clamfolk Advisor Rebel
(0/4)
Whenever you cast a wordy spell, scry 2. (A spell is wordy if it has four or more lines of rules text.)  , : Choose target creature you don't control. Reveal the top card of your library. Alexander Clamilton gets +X/+0 until end of turn, where X is the number of lines of rules text of the revealed card. Alexander Clamilton fights that creature.
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Alexios, Deimos of Kosmos
  ( 4)
Legendary Creature — Human Berserker
(4/4)
Trample Alexios attacks each combat if able, can't be sacrificed, and can't attack its owner. At the beginning of each player's upkeep, that player gains control of Alexios, untaps it, and puts a +1/+1 counter on it. It gains haste until end of turn.
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Alexi's Cloak
  ( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.)
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Algae Gharial
  ( 4)
Creature — Crocodile
(1/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever another creature dies, you may put a +1/+1 counter on this creature.
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Alhammarret, High Arbiter
   ( 7)
Legendary Creature — Sphinx
(5/5)
Flying As Alhammarret enters, each opponent reveals their hand. You choose the name of a nonland card revealed this way. Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).
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Alhammarret's Archive
 ( 5)
Legendary Artifact
If you would gain life, you gain twice that much life instead. If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
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Alharu, Solemn Ritualist
  ( 5)
Legendary Creature — Human Monk
(3/3)
When Alharu enters, put a +1/+1 counter on each of up to two other target creatures. Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Spirit creature token with flying. Partner (You can have two commanders if both have partner.)
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Ali Baba
 ( 1)
Creature — Human Rogue
(1/1)
: Tap target Wall.
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Ali from Cairo
   ( 4)
Creature — Human
(0/1)
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Aliban's Tower
  ( 2)
Instant
Target blocking creature gets +3/+1 until end of turn.
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Alibou, Ancient Witness
   ( 5)
Legendary Artifact Creature — Golem
(4/5)
Other artifact creatures you control have haste. Whenever one or more artifact creatures you control attack, Alibou deals X damage to any target and you scry X, where X is the number of tapped artifacts you control.
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Aligned Heart
  ( 3)
Enchantment
Flurry — Whenever you cast your second spell each turn, put a rally counter on this enchantment. Then create a 1/1 white Monk creature token with prowess for each rally counter on it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
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Aligned Hedron Network
 ( 4)
Artifact
When this artifact enters, exile all creatures with power 5 or greater until this artifact leaves the battlefield. (Those creatures return under their owners' control.)
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Alirios, Enraptured
  ( 3)
Legendary Creature — Human
(2/3)
Alirios enters tapped. Alirios doesn't untap during your untap step if you control a Reflection. When Alirios enters, create a 3/2 blue Reflection creature token.
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Alistair, the Brigadier
    ( 4)
Legendary Creature — Human Soldier
(3/3)
Whenever you cast a historic spell, create a 1/1 white Soldier creature token. (Artifacts, legendaries, and Sagas are historic.) Whenever Alistair attacks, you may pay . If you do, creatures you control get +X/+X until end of turn, where X is the number of historic permanents you control.
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Alive // Well (Alive)
  ( 4)
Sorcery
Create a 3/3 green Centaur creature token. Fuse (You may cast one or both halves of this card from your hand.)
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All Is Dust
 ( 7)
Kindred Sorcery — Eldrazi
Each player sacrifices all permanents they control that are one or more colors.
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All of History, All at Once
   ( 4)
Sorcery
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.) Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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All That Glitters
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
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All Will Be One
   ( 5)
Enchantment
Whenever you put one or more counters on a permanent or player, this enchantment deals that much damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.
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Alley Evasion
 ( 1)
Instant
Choose one — • Target creature you control gets +1/+2 until end of turn. • Return target creature you control to its owner's hand.
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Alley Grifters
   ( 3)
Creature — Human Mercenary
(2/2)
Whenever this creature becomes blocked, defending player discards a card.
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Alliance of Arms
 ( 1)
Sorcery
Join forces — Starting with you, each player may pay any amount of mana. Each player creates X 1/1 white Soldier creature tokens, where X is the total amount of mana paid this way.
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Allied Assault
  ( 3)
Instant
Up to two target creatures each get +X/+X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Allied Strategies
  ( 5)
Sorcery
Domain — Target player draws a card for each basic land type among lands they control.
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Allosaurus Rider
   ( 7)
Creature — Elf Warrior
(1+*/1+*)
You may exile two green cards from your hand rather than pay this spell's mana cost. Allosaurus Rider's power and toughness are each equal to 1 plus the number of lands you control.
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Alloy Animist
 ( 1)
Creature — Human Druid
(1/1)
 : Until end of turn, target noncreature artifact you control becomes a 4/4 artifact creature.
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All-Seeing Arbiter
   ( 6)
Creature — Avatar
(5/4)
Flying Whenever this creature enters or attacks, draw two cards, then discard a card. Whenever you discard a card, target creature an opponent controls gets -X/-0 until your next turn, where X is the number of different mana values among cards in your graveyard.
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All-Star Kicker (playtest)
  ( 2)
Creature — — Orc Athlete
(2/2)
Assist kicker (You and up to one other player can spend mana to pay this kicker cost.) When All-Star Kicker enters the battlefield, your team may pass the ball. Then if All-Star Kicker was kicked, creatures your team controls get +1/+1 and gain haste until end of turn. (To pass the ball, one of the players on your team gives a permanent or card in hand to another player on your team.)
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Alluring Scent
   ( 3)
Sorcery
All creatures able to block target creature this turn do so.
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Alluring Siren
  ( 2)
Creature — Siren
(1/1)
: Target creature an opponent controls attacks you this turn if able.
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Alluring Suitor
  ( 3)
Creature — Vampire
(2/3)
When you attack with exactly two creatures, transform this creature.
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Almighty Brushwagg
 ( 1)
Creature — Brushwagg
(1/1)
Trample  : This creature gets +3/+3 until end of turn.
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Alms of the Vein
  ( 3)
Sorcery
Target opponent loses 3 life and you gain 3 life. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Aloe Alchemist
  ( 2)
Creature — Plant Warlock
(3/2)
Trample When this card becomes plotted, target creature gets +3/+2 and gains trample until end of turn. Plot  (You may pay  and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Alora, Merry Thief
  ( 3)
Legendary Creature — Halfling Rogue
(3/2)
Whenever you attack, up to one target attacking creature can't be blocked this turn. Return that creature to its owner's hand at the beginning of the next end step. Choose a Background (You can have a Background as a second commander.)
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Alpha Authority
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has hexproof and can't be blocked by more than one creature.
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Alpine Guide
  ( 3)
Snow Creature — Human Scout
(3/3)
When this creature enters, you may search your library for a Mountain card, put that card onto the battlefield tapped, then shuffle. This creature attacks each combat if able. When this creature leaves the battlefield, sacrifice a Mountain.
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Alpine Houndmaster
  ( 2)
Creature — Human Warrior
(2/2)
When this creature enters, you may search your library for a card named Alpine Watchdog and/or a card named Igneous Cur, reveal them, put them into your hand, then shuffle. Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of other attacking creatures.
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Alpine Meadow
( 0)
Snow Land — Mountain Plains
( : Add or .) This land enters tapped.
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Alpine Moon
 ( 1)
Enchantment
As this enchantment enters, choose a nonbasic land card name. Lands your opponents control with the chosen name lose all land types and abilities, and they gain " : Add one mana of any color."
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Alpine Watchdog
  ( 2)
Creature — Dog
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Alseid of Life's Bounty
 ( 1)
Enchantment Creature — Nymph
(1/1)
Lifelink , Sacrifice this creature: Target creature or enchantment you control gains protection from the color of your choice until end of turn.
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Altaïr Ibn-La'Ahad
   ( 3)
Legendary Creature — Human Assassin
(3/3)
First strike Whenever Altaïr attacks, exile up to one target Assassin creature card from your graveyard with a memory counter on it. Then for each creature card you own in exile with a memory counter on it, create a tapped and attacking token that's a copy of it. Exile those tokens at end of combat.
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Altanak, the Thrice-Called
   ( 7)
Legendary Creature — Insect Beast
(9/9)
Trample Whenever Altanak becomes the target of a spell or ability an opponent controls, draw a card.  , Discard this card: Return target land card from your graveyard to the battlefield tapped.
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Altar of Bhaal
  ( 2)
Artifact
 , , Exile a creature you control: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
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