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Armillary Sphere
 ( 2)
Artifact
, , Sacrifice this artifact: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
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Arming Gala
   ( 5)
Enchantment
At the beginning of your end step, creatures you control and creature cards in your hand, library, and graveyard perpetually get +1/+1.
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Armix, Filigree Thrasher
  ( 3)
Legendary Artifact Creature — Golem
(3/2)
Whenever Armix attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard. Partner (You can have two commanders if both have partner.)
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Armor of Faith
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. : Enchanted creature gets +0/+1 until end of turn.
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Armor Sliver
  ( 3)
Creature — Sliver
(2/2)
All Sliver creatures have " : This creature gets +0/+1 until end of turn."
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Armored Ascension
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying.
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Armored Kincaller
  ( 3)
Creature — Dinosaur
(3/3)
When this creature enters, you may reveal a Dinosaur card from your hand. If you do or if you control another Dinosaur, you gain 3 life.
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Armory Mice
  ( 2)
Creature — Mouse
(3/1)
Celebration — This creature gets +0/+2 as long as two or more nonland permanents entered the battlefield under your control this turn.
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Armory of Iroas
 ( 2)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Armory Paladin
   ( 3)
Creature — Human Knight
(3/3)
Trample Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
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Arna Kennerüd, Skycaptain
    ( 5)
Legendary Creature — Human Knight
(4/4)
Flying, lifelink Ward—Discard a card. Whenever a modified creature you control attacks, double the number of each kind of counter on it. Then for each nontoken permanent attached to it, create a token that's a copy of that permanent attached to that creature.
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Arni Brokenbrow
  ( 3)
Legendary Creature — Human Berserker
(3/3)
Haste Boast — : You may change Arni's base power to 1 plus the greatest power among other creatures you control until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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Arni Metalbrow
  ( 3)
Legendary Creature — Human Berserker
(3/3)
Whenever a creature you control attacks or a creature you control enters attacking, you may pay  . If you do, you may put a creature card with mana value less than that creature's mana value from your hand onto the battlefield tapped and attacking.
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Arni Slays the Troll
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add . Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.
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Arno Dorian
   ( 4)
Legendary Creature — Human Assassin
(3/3)
Deathtouch Other Assassins you control get +2/+0. Disguise  (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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Aron, Benalia's Ruin
   ( 3)
Legendary Creature — Phyrexian Human
(3/3)
Menace (This creature can't be blocked except by two or more creatures.)  , , Sacrifice another creature: Put a +1/+1 counter on each creature you control.
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Arrester's Admonition
  ( 3)
Instant
Return target creature to its owner's hand. Addendum — If you cast this spell during your main phase, draw a card.
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Arrows of Justice
  ( 3)
Instant
Arrows of Justice deals 4 damage to target attacking or blocking creature.
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Art Appreciation
  ( 2)
Sorcery
Put an art sticker on a nonland permanent you own. Then ask a person outside the game to rate its new art on a scale from 1 to 5, where 5 is the best. When they rate the art, up to that many target creatures can't block this turn.
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Arterial Alchemy
  ( 3)
Enchantment
When this enchantment enters, create a Blood token for each opponent you have. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Arterial Flow
   ( 3)
Sorcery
Each opponent discards two cards. If you control a Vampire, each opponent loses 2 life and you gain 2 life.
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Arthur, Marigold Knight
    ( 5)
Legendary Creature — Mouse Knight
(4/5)
Haste Whenever Arthur and at least one other creature attack, look at the top six cards of your library. You may put a creature card from among them onto the battlefield tapped and attacking. Put the rest on the bottom of your library in a random order. Return that creature to its owner's hand at end of combat.
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Artifact Mutation
  ( 2)
Instant
Destroy target artifact. It can't be regenerated. Create X 1/1 green Saproling creature tokens, where X is that artifact's mana value.
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Artifact Possession
  ( 3)
Enchantment — Aura
Enchant artifact Whenever enchanted artifact becomes tapped or a player activates an ability of enchanted artifact without in its activation cost, this Aura deals 2 damage to that artifact's controller.
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Artifact Ward
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by artifact creatures. Prevent all damage that would be dealt to enchanted creature by artifact sources. Enchanted creature can't be the target of abilities from artifact sources.
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Artificer Class
  ( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) The first artifact spell you cast each turn costs less to cast.  : Level 2
//Level_2// When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.  : Level 3
//Level_3// At the beginning of your end step, create a token that's a copy of target artifact you control.
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Artificer's Assistant
 ( 1)
Creature — Bird
(1/1)
Flying Whenever you cast a historic spell, scry 1. (Artifacts, legendaries, and Sagas are historic. To scry 1, look at the top card of your library, then you may put that card on the bottom.)
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Artificer's Hex
 ( 1)
Enchantment — Aura
Enchant Equipment At the beginning of your upkeep, if enchanted Equipment is attached to a creature, destroy that creature.
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Artificer's Intuition
  ( 2)
Enchantment
, Discard an artifact card: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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Artificial Evolution
 ( 1)
Instant
Change the text of target spell or permanent by replacing all instances of one creature type with another. The new creature type can't be Wall. (This effect lasts indefinitely.)
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Artillerize
  ( 4)
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Artillerize deals 5 damage to any target.
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Artillery Blast
  ( 2)
Instant
Domain — Artillery Blast deals X damage to target tapped creature, where X is 1 plus the number of basic land types among lands you control.
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Artillery Enthusiast
 ( 1)
Creature — — Goblin Artificer
(1/1)
Modified creatures you control have menace. (Equipment, Auras you control, and counters are modifications.) When Artillery Enthusiast enters the battlefield, you may discard a card. If you do, seek a card with mana value equal to that card's mana value. (To seek a card, put one at random from your library into your hand.)
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Artisan of Forms
  ( 2)
Creature — Human Wizard
(1/1)
Heroic — Whenever you cast a spell that targets this creature, you may have this creature become a copy of target creature, except it has this ability.
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Artisan of Kozilek
 ( 9)
Creature — Eldrazi
(10/9)
When you cast this spell, you may return target creature card from your graveyard to the battlefield. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
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Artisan's Sorrow
  ( 4)
Instant
Destroy target artifact or enchantment. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Artistic Refusal
   ( 6)
Instant
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.) Choose one or both — • Counter target spell. • Draw two cards, then discard a card.
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Artist's Talent
  ( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.  : Level 2
//Level_2// Noncreature spells you cast cost less to cast.  : Level 3
//Level_3// If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
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Arvinox, the Mind Flail
    ( 7)
Legendary Enchantment Creature — Horror
(9/9)
Arvinox isn't a creature unless you control three or more permanents you don't own. At the beginning of your end step, exile the bottom card of each opponent's library face down. For as long as those cards remain exiled, you may look at them, you may cast permanent spells from among them, and you may spend mana as though it were mana of any color to cast those spells.
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Arwen Undómiel
  ( 2)
Legendary Creature — Elf Noble
(2/2)
Whenever you scry, put a +1/+1 counter on target creature.   : Scry 2.
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Arwen's Gift
  ( 4)
Sorcery
This spell costs less to cast if you control two or more legendary creatures. Scry 2, then draw two cards.
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As Luck Would Have It
 ( 1)
Enchantment
Hexproof Whenever you roll a die, put a number of luck counters on this enchantment equal to the result. Then if there are 100 or more luck counters on this enchantment, you win the game. (Count both rolls if you reroll a die.)
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Asari Captain
   ( 5)
Creature — Human Samurai
(4/3)
Haste Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control.
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Ascendant Evincar
   ( 6)
Legendary Creature — Phyrexian Vampire Noble
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) Other black creatures get +1/+1. Nonblack creatures get -1/-1.
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Ascending Aven
   ( 4)
Creature — Bird Soldier
(3/2)
Flying This creature can block only creatures with flying. Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Asceticism
   ( 5)
Enchantment
Creatures you control have hexproof.  : Regenerate target creature. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Ashaya, Soul of the Wild
   ( 5)
Legendary Creature — Elemental
(*/*)
Ashaya's power and toughness are each equal to the number of lands you control. Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
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Ashcloud Phoenix
   ( 4)
Creature — Phoenix
(4/1)
Flying When this creature dies, return it to the battlefield face down under your control. Morph   (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, it deals 2 damage to each player.
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Ashen Monstrosity
   ( 7)
Creature — Spirit
(7/4)
Haste This creature attacks each combat if able.
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Ashen Rider
     ( 8)
Creature — Archon
(5/5)
Flying When this creature enters or dies, exile target permanent.
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Ashenmoor Liege
    ( 4)
Creature — Elemental Knight
(4/1)
Other black creatures you control get +1/+1. Other red creatures you control get +1/+1. Whenever this creature becomes the target of a spell or ability an opponent controls, that player loses 4 life.
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Ashen-Skin Zubera
  ( 2)
Creature — Zubera Spirit
(1/2)
When this creature dies, target opponent discards a card for each Zubera that died this turn.
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Ashiok, Dream Render
   ( 3)
Legendary Planeswalker — Ashiok
(5)
Spells and abilities your opponents control can't cause their controller to search their library. −1: Target player mills four cards. Then exile each opponent's graveyard.
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Ashiok, Nightmare Muse
   ( 5)
Legendary Planeswalker — Ashiok
(5)
+1: Create a 2/3 blue and black Nightmare creature token with "Whenever this token attacks or blocks, each opponent exiles the top two cards of their library." −3: Return target nonland permanent to its owner's hand, then that player exiles a card from their hand. −7: You may cast up to three spells from among face-up cards your opponents own from exile without paying their mana costs.
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Ashiok, Nightmare Weaver
   ( 3)
Legendary Planeswalker — Ashiok
(3)
+2: Exile the top three cards of target opponent's library. −X: Put a creature card with mana value X exiled with Ashiok onto the battlefield under your control. That creature is a Nightmare in addition to its other types. −10: Exile all cards from all opponents' hands and graveyards.
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Ashiok, Sculptor of Fears
   ( 6)
Legendary Planeswalker — Ashiok
(4)
+2: Draw a card. Each player mills two cards. −5: Put target creature card from a graveyard onto the battlefield under your control. −11: Gain control of all creatures target opponent controls.
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Ashiok, Wicked Manipulator
   ( 5)
Legendary Planeswalker — Ashiok
(5)
If you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead. +1: Look at the top two cards of your library. Exile one of them and put the other into your hand. −2: Create two 1/1 black Nightmare creature tokens with "At the beginning of combat on your turn, if a card was put into exile this turn, put a +1/+1 counter on this token." −7: Target player exiles the top X cards of their library, where X is the total mana value of cards you own in exile.
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Ashiok's Adept
  ( 3)
Creature — Human Wizard
(1/3)
Heroic — Whenever you cast a spell that targets this creature, each opponent discards a card.
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Ashiok's Erasure
   ( 4)
Enchantment
Flash When this enchantment enters, exile target spell. Your opponents can't cast spells with the same name as the exiled card. When this enchantment leaves the battlefield, return the exiled card to its owner's hand.
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Ashiok's Forerunner
   ( 5)
Creature — Human Wizard
(3/3)
Flash When this creature enters, you may search your library and/or graveyard for a card named Ashiok, Sculptor of Fears, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Ashiok's Reaper
  ( 4)
Creature — Nightmare
(3/3)
Whenever an enchantment you control is put into a graveyard from the battlefield, draw a card.
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Ashiok's Skulker
  ( 5)
Creature — Nightmare
(3/5)
 : This creature can't be blocked this turn.
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Ashling the Pilgrim
  ( 2)
Legendary Creature — Elemental Shaman
(1/1)
 : Put a +1/+1 counter on Ashling. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling, and it deals that much damage to each creature and each player.
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Ashling, the Extinguisher
   ( 4)
Legendary Creature — Elemental Shaman
(4/4)
Whenever Ashling deals combat damage to a player, choose target creature that player controls. The player sacrifices that creature.
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Ashling's Prerogative
  ( 2)
Enchantment
As this enchantment enters, choose odd or even. (Zero is even.) Each creature with mana value of the chosen quality has haste. Each creature without mana value of the chosen quality enters tapped.
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Ashnod the Uncaring
    ( 5)
Legendary Creature — Human Artificer
(1/4)
Deathtouch Whenever you activate an ability of an artifact or creature that isn't a mana ability, if one or more permanents were sacrificed to activate it, you may copy that ability. You may choose new targets for the copy. (Sacrificing an artifact for mana to activate an ability doesn't count.)
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Ashnod, Flesh Mechanist
 ( 1)
Legendary Creature — Human Artificer
(1/1)
Deathtouch Whenever Ashnod attacks, you may sacrifice another creature. If you do, create a tapped Powerstone token. , Exile a creature card from your graveyard: Create a tapped 3/3 colorless Zombie artifact creature token.
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Ashnod's Cylix
 ( 2)
Artifact
, : Target player looks at the top three cards of their library, puts one of them back on top of their library, then exiles the rest.
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Ashnod's Intervention
 ( 1)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies or is put into exile from the battlefield, return it to its owner's hand."
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Ashroot Animist
   ( 4)
Creature — Lizard Druid
(4/4)
Trample Whenever this creature attacks, another target creature you control gains trample and gets +X/+X until end of turn, where X is this creature's power.
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Asinine Antics
   ( 4)
Sorcery
You may cast this spell as though it had flash if you pay more to cast it. For each creature your opponents control, create a Cursed Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)
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Asmira, Holy Avenger
   ( 4)
Legendary Creature — Human Cleric
(2/3)
Flying At the beginning of each end step, put a +1/+1 counter on Asmira for each creature put into your graveyard from the battlefield this turn.
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Asmodeus the Archfiend
   ( 6)
Legendary Creature — Devil God
(6/6)
Binding Contract — If you would draw a card, exile the top card of your library face down instead.   : Draw seven cards.
: Return all cards exiled with Asmodeus to their owner's hand and you lose that much life.
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Asmoranomardicadaistinaculdacar
( 0)
Legendary Creature — Human Wizard
(3/3)
As long as you've discarded a card this turn, you may pay to cast this spell. When Asmoranomardicadaistinaculdacar enters, you may search your library for a card named The Underworld Cookbook, reveal it, put it into your hand, then shuffle. Sacrifice two Foods: Target creature deals 6 damage to itself.
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Aspect of Manticore
  ( 3)
Enchantment — Aura
Flash Enchant creature When this Aura enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +2/+0.
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Asphyxiate
   ( 3)
Sorcery
Destroy target untapped creature.
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Aspirant's Ascent
 ( 1)
Instant
Until end of turn, target creature gets +1/+3 and gains flying and toxic 1. (Players dealt combat damage by that creature also get a poison counter.)
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Aspiring Aeronaut
  ( 4)
Creature — Human Artificer
(1/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) When this creature enters, create a 1/1 colorless Thopter artifact creature token with flying.
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Aspiring Champion
  ( 4)
Creature — Astartes Warrior
(3/3)
Menace Ruinous Ascension — When this creature deals combat damage to a player, sacrifice it. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield, then shuffle the rest into your library. If that creature is a Demon, it deals damage equal to its power to each opponent.
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Ass Whuppin'
   ( 3)
Sorcery
Destroy target silver-bordered or acorn permanent in any game you can see from your seat.
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Assassin Den
  ( 4)
Creature — Wall
(2/4)
Defender (This creature can't attack.)  : Put a +1/+1 counter on target creature you control. It can't be blocked this turn. Activate only as a sorcery.
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Assassin Gauntlet
  ( 3)
Artifact — Equipment
When this Equipment enters, attach it to up to one target creature you control. Tap all creatures target opponent controls. Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, draw a card, then discard a card." Equip 
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Assassin Initiate
 ( 1)
Creature — Human Assassin
(1/1)
: This creature gains your choice of flying, deathtouch, or lifelink until end of turn.
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