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Angel of Invention
   ( 5)
Creature — Angel
(2/1)
Flying, vigilance, lifelink Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
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Angel of Jubilation
    ( 4)
Creature — Angel
(3/3)
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
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Angel of Salvation
   ( 8)
Creature — Angel
(5/5)
Flash; 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.) Flying When this creature enters, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
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Angel of Sanctions
   ( 5)
Creature — Angel
(3/4)
Flying When this creature enters, you may exile target nonland permanent an opponent controls until this creature leaves the battlefield. Embalm  ( , Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
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Angel of Serenity
    ( 7)
Creature — Angel
(5/6)
Flying When this creature enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When this creature leaves the battlefield, return the exiled cards to their owners' hands.
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Angel of Suffering
   ( 5)
Creature — Nightmare Angel
(5/3)
Flying If damage would be dealt to you, prevent that damage and mill twice that many cards.
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Angel of the Dire Hour
   ( 7)
Creature — Angel
(5/4)
Flash Flying When this creature enters, if you cast it from your hand, exile all attacking creatures.
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Angel of the Ruins
   ( 7)
Artifact Creature — Angel
(5/7)
Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling ( , Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Angel of Unity
  ( 2)
Creature — — Angel Cleric
(1/3)
Flying, lifelink Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1. (A party card or spell is a Cleric, Rogue, Warrior, or Wizard.)
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Angel of Vitality
  ( 3)
Creature — Angel
(2/2)
Flying If you would gain life, you gain that much life plus 1 instead. This creature gets +2/+2 as long as you have 25 or more life.
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Angelfire Crusader
  ( 4)
Creature — Human Soldier Knight
(2/3)
: This creature gets +1/+0 until end of turn.
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Angelfire Ignition
   ( 3)
Sorcery
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Angelheart Vial
 ( 5)
Artifact
Whenever you're dealt damage, you may put that many charge counters on this artifact. , , Remove four charge counters from this artifact: You gain 2 life and draw a card.
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Angelic Aberration
  ( 6)
Creature — Eldrazi Angel
(4/4)
Devoid (This card has no color.) Flying, vigilance When this creature enters, sacrifice any number of creatures each with base power or toughness 1 or less. Create that many 4/4 colorless Eldrazi Angel creature tokens with flying and vigilance.
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Angelic Accord
  ( 4)
Enchantment
At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.
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Angelic Arbiter
   ( 7)
Creature — Angel
(5/6)
Flying Each opponent who cast a spell this turn can't attack with creatures. Each opponent who attacked with a creature this turn can't cast spells.
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Angelic Armaments
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Angelic Ascension
  ( 2)
Instant
Exile target creature or planeswalker. Its controller creates a 4/4 white Angel creature token with flying.
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Angelic Benediction
  ( 4)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may tap target creature.
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Angelic Blessing
  ( 3)
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
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Angelic Captain
   ( 5)
Creature — Angel Ally
(4/3)
Flying Whenever this creature attacks, it gets +1/+1 until end of turn for each other attacking Ally.
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Angelic Chorus
   ( 5)
Enchantment
Whenever a creature you control enters, you gain life equal to its toughness.
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Angelic Cub
  ( 2)
Creature — Cat Angel
(1/1)
Whenever this creature becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it. As long as this creature has three or more +1/+1 counters on it, it has flying.
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Angelic Curator
  ( 2)
Creature — Angel Spirit
(1/1)
Flying, protection from artifacts
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Angelic Destiny
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return this card to its owner's hand.
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Angelic Enforcer
( 0)
Creature — Angel
(*/*)
Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever this creature attacks, double your life total.
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Angelic Exaltation
  ( 4)
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
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Angelic Favor
  ( 4)
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost. Cast this spell only during combat. Create a 4/4 white Angel creature token with flying. Exile it at the beginning of the next end step.
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Angelic Field Marshal
   ( 4)
Creature — Angel
(3/3)
Flying Lieutenant — As long as you control your commander, this creature gets +2/+2 and creatures you control have vigilance.
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Angelic Gift
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has flying.
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Angelic Guardian
   ( 6)
Creature — Angel
(5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever one or more creatures you control attack, they gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Angelic Intervention
  ( 2)
Instant
Target creature or planeswalker you control gains protection from colorless or from the color of your choice until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with that quality.)
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Angelic Observer
  ( 6)
Creature — Angel Advisor
(3/3)
Affinity for Citizens (This spell costs less to cast for each Citizen you control.) Flying
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Angelic Overseer
   ( 5)
Creature — Angel
(5/3)
Flying As long as you control a Human, this creature has hexproof and indestructible.
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Angelic Page
  ( 2)
Creature — Angel Spirit
(1/1)
Flying : Target attacking or blocking creature gets +1/+1 until end of turn.
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Angelic Protector
  ( 4)
Creature — Angel
(2/2)
Flying Whenever this creature becomes the target of a spell or ability, this creature gets +0/+3 until end of turn.
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Angelic Purge
  ( 3)
Sorcery
As an additional cost to cast this spell, sacrifice a permanent. Exile target artifact, creature, or enchantment.
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Angelic Quartermaster
   ( 5)
Creature — Angel Soldier
(3/3)
Flying When this creature enters, put a +1/+1 counter on each of up to two other target creatures.
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Angelic Renewal
  ( 2)
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice this enchantment. If you do, return that card to the battlefield.
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Angelic Reward
   ( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has flying.
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Angelic Rocket
 ( 8)
Host Artifact Creature — Angel
(4/4)
Flying When this creature enters, you may destroy target nonland permanent.
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Angelic Sell-Sword
  ( 5)
Creature — Angel Mercenary
(4/4)
Flying, vigilance Whenever this creature or another nontoken creature you control enters, create a 1/1 red Mercenary creature token with " : Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever this creature attacks, if its power is 6 or greater, draw a card.
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Angelic Shield
  ( 2)
Enchantment
Creatures you control get +0/+1. Sacrifice this enchantment: Return target creature to its owner's hand.
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Angelic Skirmisher
   ( 6)
Creature — Angel
(4/4)
Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
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Angelic Sleuth
  ( 3)
Creature — Angel Advisor
(2/3)
Flying Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate. (Create a Clue artifact token with " , Sacrifice this token: Draw a card.")
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Angelic Voices
   ( 4)
Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
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Angelic Wall
  ( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Flying
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Angrath, Captain of Chaos
   ( 4)
Legendary Planeswalker — Angrath
(5)
Creatures you control have menace. −2: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Angrath, Minotaur Pirate
   ( 6)
Legendary Planeswalker — Angrath
(5)
+2: Angrath deals 1 damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls. −3: Return target Pirate card from your graveyard to the battlefield. −11: Destroy all creatures target opponent controls. Angrath deals damage to that player equal to their total power.
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Angrath, the Flame-Chained
   ( 5)
Legendary Planeswalker — Angrath
(4)
+1: Each opponent discards a card and loses 2 life. −3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less. −8: Each opponent loses life equal to the number of cards in their graveyard.
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An-Havva Inn
   ( 3)
Sorcery
You gain X plus 1 life, where X is the number of green creatures on the battlefield.
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Anhelo, the Painter
   ( 3)
Legendary Creature — Vampire Assassin
(1/3)
Deathtouch The first instant or sorcery spell you cast each turn has casualty 2. (As you cast that spell, you may sacrifice a creature with power 2 or greater. When you do, copy the spell and you may choose new targets for the copy.)
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Anikthea, Hand of Erebos
    ( 5)
Legendary Enchantment Creature — Demigod
(4/4)
Menace Other enchantment creatures you control have menace. Whenever Anikthea enters or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature in addition to its other types.
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Anim Pakal, Thousandth Moon
   ( 3)
Legendary Creature — Human Soldier
(1/2)
Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
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Animal Boneyard
  ( 3)
Enchantment — Aura
Enchant land Enchanted land has " , Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
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Animal Friend
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, create a 1/1 green Squirrel creature token. Put a +1/+1 counter on that token for each Aura and Equipment attached to this creature other than Animal Friend."
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Animal Magnetism
  ( 5)
Sorcery
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
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Animar, Soul of Elements
   ( 3)
Legendary Creature — Elemental
(1/1)
Protection from white and from black Whenever you cast a creature spell, put a +1/+1 counter on Animar. Creature spells you cast cost less to cast for each +1/+1 counter on Animar.
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Animate Artifact
  ( 4)
Enchantment — Aura
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
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Animate Dead
  ( 2)
Enchantment — Aura
Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.
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Animate Graveyard
   ( 5)
Enchantment — Aura
Enchant your graveyard Enchanted graveyard is a creature on the battlefield with base power and toughness each equal to the number of cards in it. It has the text boxes of all creature cards in it. It's still a graveyard. If enchanted graveyard would leave the battlefield, instead exile this Aura.
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Animate Land
 ( 1)
Instant
Until end of turn, target land becomes a 3/3 creature that's still a land.
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Animate Library
   ( 6)
Enchantment — Aura
Enchant your library Enchanted library is an artifact creature on the battlefield with power and toughness each equal to the number of cards in it. It's still a library. If enchanted library would leave the battlefield, exile this Aura instead.
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Animate Object
  ( 5)
Sorcery
You get seven . Choose an inanimate object you own from outside the game. Put a power and toughness sticker on it. You may also put a name sticker, an art sticker, and/or an ability sticker on it. Put it onto the battlefield as a creature token.
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Animate Spell (playtest)
 ( 1)
Enchantment — — Aura
Flash Enchant instant or sorcery spell on the stack When CARDNAME becomes attached to an instant or sorcery, put that card onto the battlefield under its owner's control. It's a creature in addition to its other types with power and toughness each equal to its converted mana cost. When CARDNAME leaves the battlefield, enchanted card's owner sacrifices it unless they cast it.
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Animate Wall
 ( 1)
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
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Animation Module
 ( 1)
Artifact
Whenever one or more +1/+1 counters are put on a permanent you control, you may pay . If you do, create a 1/1 colorless Servo artifact creature token. , : Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
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Animist's Awakening
  ( 1)
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
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Animist's Might
  ( 3)
Sorcery
This spell costs less to cast if it targets a legendary creature you control. Target creature you control deals damage equal to twice its power to target creature or planeswalker you don't control.
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Animus of Night's Reach
( 0)
Enchantment Creature — Spirit
(0/4)
Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of creature cards in defending player's graveyard.
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Animus of Predation
  ( 5)
Creature — Avatar
(4/4)
Draft this card face up. As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.) If you removed a creature card with flying from the draft with cards named Animus of Predation, this creature has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.
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Anje, Maid of Dishonor
   ( 4)
Legendary Creature — Vampire
(4/5)
Whenever Anje and/or one or more other Vampires you control enter, create a Blood token. This ability triggers only once each turn. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.") , Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
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Ankh of Mishra
 ( 2)
Artifact
Whenever a land enters, this artifact deals 2 damage to that land's controller.
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Annie Flash, the Veteran
    ( 6)
Legendary Creature — Human Rogue
(4/5)
Flash When Annie Flash enters, if you cast it, return target permanent card with mana value 3 or less from your graveyard to the battlefield tapped. Whenever Annie Flash becomes tapped, exile the top two cards of your library. You may play those cards this turn.
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Annie Joins Up
    ( 4)
Legendary Enchantment
When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls. If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.
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Annihilate
   ( 5)
Instant
Destroy target nonblack creature. It can't be regenerated. Draw a card.
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Annihilating Fire
   ( 3)
Instant
Annihilating Fire deals 3 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
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Annihilating Glare
 ( 1)
Sorcery
As an additional cost to cast this spell, pay or sacrifice an artifact or creature. Destroy target creature or planeswalker.
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Annoyed Altisaur
   ( 7)
Creature — Dinosaur
(6/5)
Reach, trample 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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Anoint
 ( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent the next 3 damage that would be dealt to target creature this turn.
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Anoint with Affliction
  ( 2)
Instant
Exile target creature if it has mana value 3 or less. Corrupted — Exile that creature instead if its controller has three or more poison counters.
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Anointed Chorister
 ( 1)
Creature — Human Cleric
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)  : This creature gets +3/+3 until end of turn.
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Anointed Deacon
  ( 5)
Creature — Vampire Cleric
(3/3)
At the beginning of combat on your turn, you may have target Vampire get +2/+0 until end of turn.
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Anointed Peacekeeper
  ( 3)
Creature — Human Cleric
(3/3)
Vigilance As this creature enters, look at an opponent's hand, then choose any card name. Spells your opponents cast with the chosen name cost more to cast. Activated abilities of sources with the chosen name cost more to activate unless they're mana abilities.
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Anointed Procession
  ( 4)
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
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Anointer of Champions
 ( 1)
Creature — Human Cleric
(1/1)
: Target attacking creature gets +1/+1 until end of turn.
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Anointer of Valor
  ( 6)
Creature — Angel
(3/5)
Flying Whenever a creature attacks, you may pay . When you do, put a +1/+1 counter on that creature.
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Anowon, the Ruin Sage
   ( 5)
Legendary Creature — Vampire Shaman
(4/3)
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
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Anowon, the Ruin Thief
   ( 4)
Legendary Creature — Vampire Rogue
(2/4)
Other Rogues you control get +1/+1. Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)
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