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Altar of Dementia
 ( 2)
Artifact
Sacrifice a creature: Target player mills cards equal to the sacrificed creature's power.
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Order of Midnight (Alter Fate)
  ( 2)
Sorcery — Adventure
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
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Alter Reality
  ( 2)
Instant
Change the text of target spell or permanent by replacing all instances of one color word with another. (This effect lasts indefinitely.) Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Always Watching
   ( 3)
Enchantment
Nontoken creatures you control get +1/+1 and have vigilance.
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Amalia Benavides Aguirre
  ( 2)
Legendary Creature — Vampire Scout
(2/2)
Ward—Pay 3 life. Whenever you gain life, Amalia Benavides Aguirre explores. Then destroy all other creatures if its power is exactly 20. (To have this creature explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Amaranthine Wall
 ( 4)
Artifact Creature — Wall
(0/6)
Defender : This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Ambassador Blorpityblorpboop
   ( 5)
Legendary Creature — Alien Advisor Guest
(3/3)
When Ambassador Blorpityblorpboop enters, you get   , then you may put a sticker on a nonland permanent you own. At the beginning of each combat, you may have Ambassador Blorpityblorpboop's base power become equal to the total power of all stickers on permanents you control and its base toughness become equal to those stickers' total toughness.
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Amber Gristle O'Maul
  ( 4)
Legendary Creature — Dwarf Cleric
(3/3)
Haste Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked. Choose a Background (You can have a Background as a second commander.)
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Amber Prison
 ( 4)
Artifact
You may choose not to untap this artifact during your untap step. , : Tap target artifact, creature, or land. That permanent doesn't untap during its controller's untap step for as long as this artifact remains tapped.
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Ambiguity
   ( 4)
Enchantment
Whenever a player plays a spell that counters a spell that has been played or a player plays a spell that comes into play with counters, that player may counter the next spell played or put an additional counter on a permanent that has already been played, but not countered.
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Ambitious Aetherborn
  ( 5)
Creature — Aetherborn Artificer
(4/3)
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
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Ambitious Assault
  ( 3)
Instant
Creatures you control get +2/+0 until end of turn. If you control a modified creature, draw a card. (Equipment, Auras you control, and counters are modifications.)
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Ambitious Dragonborn
  ( 4)
Creature — Dragon Barbarian
(0/0)
This creature enters with X +1/+1 counters on it, where X is the greatest power among creatures you control and creature cards in your graveyard.
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Ambitious Farmhand
  ( 2)
Creature — Human Peasant
(1/1)
When this creature enters, you may search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. Coven —   : Transform this creature. Activate only if you control three or more creatures with different powers.
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Ambling Stormshell
   ( 5)
Creature — Turtle
(5/9)
Ward  Whenever this creature attacks, put three stun counters on it and draw three cards. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you cast a Turtle spell, untap this creature.
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Ambulatory Edifice
  ( 3)
Artifact Creature — Phyrexian Construct
(3/2)
When this creature enters, you may pay 2 life. When you do, target creature gets -1/-1 until end of turn.
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Ambush Gigapede
   ( 6)
Creature — Insect
(6/2)
Flash When this creature enters, target creature an opponent controls gets -2/-2 until end of turn.
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Ambush Krotiq
  ( 6)
Creature — Insect
(5/5)
Trample When this creature enters, return another creature you control to its owner's hand.
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Aminatou, the Fateshifter
   ( 3)
Legendary Planeswalker — Aminatou
(3)
+1: Draw a card, then put a card from your hand on top of your library. −1: Exile another target permanent you own, then return it to the battlefield under your control. −6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction. Aminatou, the Fateshifter can be your commander.
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Aminatou, Veil Piercer
    ( 4)
Legendary Creature — Human Wizard
(2/4)
At the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by . (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Aminatou's Augury
   ( 8)
Sorcery
Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
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Ammit Eternal
  ( 3)
Creature — Zombie Crocodile Demon
(5/5)
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) Whenever an opponent casts a spell, put a -1/-1 counter on this creature. Whenever this creature deals combat damage to a player, remove all -1/-1 counters from it.
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Amnesia
    ( 6)
Sorcery
Target player reveals their hand and discards all nonland cards.
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Amoeboid Changeling
  ( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) : Target creature gains all creature types until end of turn.
: Target creature loses all creature types until end of turn.
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Amphibian Downpour
  ( 3)
Enchantment — Aura
Flash Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.) Enchant creature Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
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Amphibious Kavu
  ( 3)
Creature — Kavu
(2/2)
Whenever this creature blocks or becomes blocked by one or more blue and/or black creatures, this creature gets +3/+3 until end of turn.
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Amphin Pathmage
  ( 4)
Creature — Salamander Wizard
(3/2)
 : Target creature can't be blocked this turn.
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Amplifire
   ( 4)
Creature — Elemental
(1/1)
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Until your next turn, this creature's base power becomes twice that card's power and its base toughness becomes twice that card's toughness. Put the revealed cards on the bottom of your library in a random order.
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Ampryn Tactician
   ( 4)
Creature — Human Soldier
(3/3)
When this creature enters, creatures you control get +1/+1 until end of turn.
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Amrou Kithkin
  ( 2)
Creature — Kithkin
(1/1)
This creature can't be blocked by creatures with power 3 or greater.
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Amulet of Safekeeping
 ( 2)
Artifact
Whenever you become the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays . Creature tokens get -1/-0.
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Amulet of Unmaking
 ( 5)
Artifact
, , Exile this artifact: Exile target artifact, creature, or land. Activate only as a sorcery.
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Amulet of Vigor
 ( 1)
Artifact
Whenever a permanent you control enters tapped, untap it.
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An Incident Has Occurred
  ( 2)
Sorcery
Choose one or both — • Destroy target creature with flying. • Destroy target Attraction. (It's put into its owner's junkyard.) You may apologize. If you do, you gain 3 life.
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An Unearthly Child
   ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Reveal cards from the top of your library until you reveal a Doctor card, a card with doctor's companion, or a Vehicle card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Anafenza, Kin-Tree Spirit
  ( 2)
Legendary Creature — Spirit Soldier
(2/2)
Whenever another nontoken creature you control enters, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Anafenza, Unyielding Lineage
  ( 3)
Legendary Creature — Spirit Soldier
(2/2)
Flash First strike Whenever another nontoken creature you control dies, Anafenza endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
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Anara, Wolvid Familiar
  ( 4)
Legendary Creature — Wolf Beast
(4/4)
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.) Partner (You can have two commanders if both have partner.)
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Anarchist
  ( 5)
Creature — Human Wizard
(2/2)
When this creature enters, you may return target sorcery card from your graveyard to your hand.
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Anax and Cymede & Kynaios and Tiro (playtest)
     ( 5)
Legendary Creature — — Human Soldier
(3/8)
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede & Kynaios and Tiro, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.
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Anax, Hardened in the Forge
   ( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Anax's power is equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.) Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This token can't block." If the creature had power 4 or greater, create two of those tokens instead.
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Ancestors' Aid
  ( 2)
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Ancestral Hot Dog Minotaur
( 0)
Stickers
2 — Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.) 3 — Flying 2 — 1/4 5 — 8/6
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Ancestral Memories
    ( 5)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
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Ancestral Vision
( 0)
Sorcery
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Target player draws three cards.
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Anchor to Reality
   ( 4)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
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Ancient Amphitheater
( 0)
Land
As this land enters, you may reveal a Giant card from your hand. If you don't, this land enters tapped. : Add or .
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Ancient Animus
  ( 2)
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
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Ancient Brass Dragon
   ( 7)
Creature — Elder Dragon
(7/6)
Flying Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
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Ancient Bronze Dragon
   ( 7)
Creature — Elder Dragon
(7/7)
Flying Whenever this creature deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
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Ancient Cellarspawn
   ( 3)
Enchantment Creature — Horror
(3/3)
Each spell you cast that's a Demon, Horror, or Nightmare costs less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.
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Ancient Copper Dragon
   ( 6)
Creature — Elder Dragon
(6/5)
Flying Whenever this creature deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
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Ancient Cornucopia
  ( 3)
Artifact
Whenever you cast a spell that's one or more colors, you may gain 1 life for each of that spell's colors. Do this only once each turn. : Add one mana of any color.
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Ancient Excavation
   ( 4)
Instant
Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way. Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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Ancient Gold Dragon
   ( 7)
Creature — Elder Dragon
(7/10)
Flying Whenever this creature deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
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Ancient Greenwarden
   ( 6)
Creature — Elemental
(5/7)
Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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Ancient Grudge
  ( 2)
Instant
Destroy target artifact. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Ancient Hellkite
    ( 7)
Creature — Dragon
(6/6)
Flying : This creature deals 1 damage to target creature defending player controls. Activate only if this creature is attacking.
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Ancient Hydra
  ( 5)
Creature — Hydra
(5/1)
Fading 5 (This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) , Remove a fade counter from this creature: It deals 1 damage to any target.
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Ancient Imperiosaur
   ( 7)
Creature — Dinosaur
(6/6)
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.) Trample, ward  This creature enters with two +1/+1 counters on it for each creature that convoked it.
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Ancient Kavu
  ( 4)
Creature — Kavu
(3/3)
: This creature becomes colorless until end of turn.
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Ancient Lumberknot
   ( 4)
Creature — Treefolk
(1/4)
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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Ancient Ooze
   ( 7)
Creature — Ooze
(*/*)
Ancient Ooze's power and toughness are each equal to the total mana value of other creatures you control.
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Ancient Runes
  ( 3)
Enchantment
At the beginning of each player's upkeep, this enchantment deals damage to that player equal to the number of artifacts they control.
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Ancient Silver Dragon
   ( 8)
Creature — Elder Dragon
(8/8)
Flying Whenever this creature deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
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Ancient Silverback
   ( 6)
Creature — Ape
(6/5)
: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Ancient Spider
   ( 4)
Creature — Spider
(2/5)
First strike; reach (This creature can block creatures with flying.)
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Ancient Stirrings
 ( 1)
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
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Ancient Stone Idol
 ( 10)
Artifact Creature — Golem
(12/12)
Flash This spell costs less to cast for each attacking creature. Trample When this creature dies, create a 6/12 colorless Construct artifact creature token with trample.
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Ancient Vendetta
  ( 4)
Sorcery
Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. Then that player shuffles.
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Ancient Ziggurat
( 0)
Land
: Add one mana of any color. Spend this mana only to cast a creature spell.
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Andradite Leech
  ( 3)
Creature — Leech
(2/2)
Black spells you cast cost more to cast. : This creature gets +1/+1 until end of turn.
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Andúril, Flame of the West
 ( 3)
Legendary Artifact — Equipment
Equipped creature gets +3/+1. Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking. Equip 
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Andúril, Narsil Reforged
 ( 2)
Legendary Artifact — Equipment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip 
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Anep, Vizier of Hazoret
  ( 3)
Legendary Creature — Jackal Warrior
(4/2)
Trample You may exert Anep as it attacks. When you do, exile the top two cards of your library. Until the end of your next turn, you may play those cards. (An exerted creature won't untap during your next untap step.)
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Angel of Deliverance
   ( 8)
Creature — Angel
(6/6)
Flying Delirium — Whenever this creature deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
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Angel of Despair
     ( 7)
Creature — Angel
(5/5)
Flying When this creature enters, destroy target permanent.
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Angel of Destiny
   ( 5)
Creature — Angel Cleric
(2/6)
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.
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Angel of Finality
  ( 4)
Creature — Angel
(3/4)
Flying When this creature enters, exile target player's graveyard.
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Angel of Flight Alabaster
  ( 5)
Creature — Angel
(4/4)
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
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Angel of Glory's Rise
   ( 7)
Creature — Angel
(4/6)
Flying When this creature enters, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
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