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Explosive Derailment
 ( 1)
Instant
Spree (Choose one or more additional costs.) + — Explosive Derailment deals 4 damage to target creature. + — Destroy target artifact.
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Explosive Entry
  ( 2)
Sorcery
Destroy up to one target artifact. Put a +1/+1 counter on up to one target creature.
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Explosive Getaway
   ( 5)
Sorcery
Exile up to one target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step. Explosive Getaway deals 4 damage to each creature.
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Explosive Growth
 ( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Target creature gets +2/+2 until end of turn. If this spell was kicked, that creature gets +5/+5 until end of turn instead.
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Explosive Revelation
   ( 5)
Sorcery
Choose any target. Reveal cards from the top of your library until you reveal a nonland card. Explosive Revelation deals damage equal to that card's mana value to that permanent or player. Put the nonland card into your hand and the rest on the bottom of your library in any order.
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Explosive Singularity
   ( 10)
Sorcery
As an additional cost to cast this spell, you may tap any number of untapped creatures you control. This spell costs less to cast for each creature tapped this way. Explosive Singularity deals 10 damage to any target.
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Explosive Vegetation
  ( 4)
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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Expose Evil
  ( 2)
Instant
Tap up to two target creatures. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Expose the Culprit
  ( 2)
Instant
Choose one or both — • Turn target face-down creature face up. • Exile any number of face-up creatures you control with disguise in a face-down pile, shuffle that pile, then cloak them. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
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Expressive Iteration
  ( 2)
Sorcery
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
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Expropriate
   ( 9)
Sorcery
Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
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Expunge
  ( 3)
Instant
Destroy target nonartifact, nonblack creature. It can't be regenerated. Cycling ( , Discard this card: Draw a card.)
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Extirpate
 ( 1)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles.
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Extraction Specialist
  ( 3)
Creature — Human Rogue
(3/2)
Lifelink When this creature enters, return target creature card with mana value 2 or less from your graveyard to the battlefield. That creature can't attack or block for as long as you control this creature.
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Extraplanar Lens
 ( 3)
Artifact
Imprint — When this artifact enters, you may exile target land you control. Whenever a land with the same name as the exiled card is tapped for mana, its controller adds one mana of any type that land produced.
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Extravagant Replication
   ( 6)
Enchantment
At the beginning of your upkeep, create a token that's a copy of another target nonland permanent you control.
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Extravagant Spirit
  ( 4)
Creature — Spirit
(4/4)
Flying At the beginning of your upkeep, sacrifice this creature unless you pay for each card in your hand.
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Eye Spy
 ( 1)
Sorcery
Look at the top card of target player's library. You may put that card into their graveyard.
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Ezuri, Claw of Progress
   ( 4)
Legendary Creature — Phyrexian Elf Warrior
(3/3)
Whenever a creature you control with power 2 or less enters, you get an experience counter. At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is the number of experience counters you have.
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Ezuri, Stalker of Spheres
   ( 4)
Legendary Creature — Phyrexian Elf Warrior
(3/3)
When Ezuri enters, you may pay . If you do, proliferate twice. Whenever you proliferate, draw a card.
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Ezuri's Predation
    ( 8)
Sorcery
For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.
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Fabled Passage
( 0)
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
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Faces of the Past
  ( 3)
Enchantment
Whenever a creature dies, tap all untapped creatures that share a creature type with it or untap all tapped creatures that share a creature type with it.
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Fading Hope
 ( 1)
Instant
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Faerie Impostor
 ( 1)
Creature — Faerie Rogue
(2/1)
Flying When this creature enters, sacrifice it unless you return another creature you control to its owner's hand.
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Faerie Slumber Party
   ( 6)
Sorcery
Return all creatures to their owners' hands. For each opponent who controlled a creature returned this way, you create two 1/1 blue Faerie creature tokens with flying and "This token can block only creatures with flying."
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Failed Inspection
   ( 4)
Instant
Counter target spell. Draw a card, then discard a card.
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Fairgrounds Patrol
  ( 2)
Creature — Human Soldier
(2/1)
 , Exile this card from your graveyard: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only as a sorcery.
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Fairgrounds Trumpeter
  ( 3)
Creature — Elephant
(2/2)
At the beginning of each end step, if a +1/+1 counter was put on a permanent under your control this turn, put a +1/+1 counter on this creature.
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Faithbearer Paladin
  ( 5)
Creature — Human Knight
(3/4)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Faithful Disciple
  ( 2)
Creature — — Human Cleric
(2/2)
Vigilance When Faithful Disciple dies, draft a card from Faithful Disciple's spellbook.
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Faithful Pikemaster
  ( 4)
Creature — Rhino Monk Soldier
(3/4)
When this creature enters, 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.) As long as it's your turn, this creature has first strike.
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Falco Spara, Pactweaver
    ( 4)
Legendary Creature — Bird Demon
(3/3)
Flying, trample Falco Spara enters with a shield counter on it. You may look at the top card of your library any time. You may cast spells from the top of your library by removing a counter from a creature you control in addition to paying their other costs.
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Falconer Adept
  ( 4)
Creature — Human Soldier
(2/3)
Whenever this creature attacks, create a 1/1 white Bird creature token with flying that's tapped and attacking.
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Falkenrath Perforator
  ( 2)
Creature — Vampire
(2/1)
Whenever this creature attacks, it deals 1 damage to defending player.
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Falkenrath Pit Fighter
 ( 1)
Creature — Vampire Warrior
(2/1)
 , Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn.
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Fall of the Impostor
   ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put a +1/+1 counter on up to one target creature. III — Exile a creature with the greatest power among creatures target opponent controls.
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False Peace
 ( 1)
Sorcery
Target player skips all combat phases of their next turn.
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False Prophet
   ( 4)
Creature — Human Cleric
(2/2)
When this creature dies, exile all creatures.
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Famished Paladin
  ( 2)
Creature — Vampire Knight
(3/3)
This creature doesn't untap during your untap step. Whenever you gain life, untap this creature.
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Fang of the Pack
  ( 6)
Creature — Wolf
(5/3)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.)
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Fangkeeper's Familiar
    ( 4)
Creature — Snake
(3/3)
Flash When this creature enters, choose one — • You gain 3 life and surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) • Destroy target enchantment. • Counter target creature spell.
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Fangorn, Tree Shepherd
    ( 7)
Legendary Creature — Treefolk
(4/10)
Treefolk you control have vigilance. Whenever one or more Treefolk you control attack, add twice that much . You don't lose unspent green mana as steps and phases end.
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Fangren Pathcutter
   ( 6)
Creature — Beast
(4/6)
Whenever this creature attacks, attacking creatures gain trample until end of turn.
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Faramir, Prince of Ithilien
   ( 4)
Legendary Creature — Human Noble
(3/3)
At the beginning of your end step, choose an opponent. At the beginning of that player's next end step, you draw a card if they didn't attack you that turn. Otherwise, create three 1/1 white Human Soldier creature tokens.
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Farbog Explorer
  ( 3)
Creature — Human Scout
(2/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Farid, Enterprising Salvager
  ( 3)
Legendary Creature — Human Soldier
(3/3)
Whenever a nontoken artifact you control is put into a graveyard from the battlefield, create a colorless artifact token named Scrap.  , Sacrifice an artifact: Choose one —
• Put a +1/+1 counter on Farid. It gains menace until end of turn. • Goad target creature. • Discard a card, then draw a card.
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Farsight Adept
  ( 3)
Creature — Kor Wizard
(3/3)
When this creature enters, you and target opponent each draw a card.
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Fatal Push
 ( 1)
Instant
Destroy target creature if it has mana value 2 or less. Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.
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Fatespinner
   ( 3)
Creature — Human Wizard
(1/2)
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
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Fathom Fleet Captain
  ( 2)
Creature — Human Pirate
(2/1)
Menace Whenever this creature attacks, if you control another nontoken Pirate, you may pay . If you do, create a 2/2 black Pirate creature token with menace.
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Favored Hoplite
 ( 1)
Creature — Human Soldier
(1/2)
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature and prevent all damage that would be dealt to it this turn.
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Fblthp, Lost on the Range
   ( 3)
Legendary Creature — Homunculus
(1/1)
Ward  You may look at the top card of your library any time. The top card of your library has plot. The plot cost is equal to its mana cost. You may plot nonland cards from the top of your library.
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Fblthp, the Lost
  ( 2)
Legendary Creature — Homunculus
(1/1)
When Fblthp enters, draw a card. If it entered from your library or was cast from your library, draw two cards instead. When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
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Fear of Exposure
  ( 3)
Enchantment Creature — Nightmare
(5/4)
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control. Trample
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Fear of Impostors
   ( 3)
Enchantment Creature — Nightmare
(3/2)
Flash When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
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Fear of Sleep Paralysis
  ( 6)
Enchantment Creature — Nightmare
(6/6)
Flying Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
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Fearless Pup
 ( 1)
Creature — Wolf
(1/1)
First strike Boast —  : This creature gets +2/+0 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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Fearsome Temper
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has " : Target creature can't block this creature this turn."
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Fearsome Whelp
  ( 2)
Creature — — Dragon
(1/1)
Flying At the beginning of your end step, each Dragon card in your hand perpetually gains "This spell costs less to cast."
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Feed the Pack
  ( 6)
Enchantment
At the beginning of your end step, you may sacrifice a nontoken creature. If you do, create X 2/2 green Wolf creature tokens, where X is the sacrificed creature's toughness.
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Felhide Petrifier
  ( 3)
Creature — Minotaur Warrior
(2/3)
Deathtouch Other Minotaur creatures you control have deathtouch.
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Felhide Spiritbinder
  ( 4)
Creature — Minotaur Shaman
(3/4)
Inspired — Whenever this creature becomes untapped, you may pay  . If you do, create a token that's a copy of another target creature, except it's an enchantment in addition to its other types. It gains haste. Exile it at the beginning of the next end step.
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Fell Flagship
 ( 3)
Artifact — Vehicle
(3/3)
Pirates you control get +1/+0. Whenever this Vehicle deals combat damage to a player, that player discards a card. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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Fell Shepherd
   ( 7)
Creature — Avatar
(8/6)
Whenever this creature deals combat damage to a player, you may return to your hand all creature cards that were put into your graveyard from the battlefield this turn. , Sacrifice another creature: Target creature gets -2/-2 until end of turn.
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Fell Specter
  ( 4)
Creature — Specter
(1/3)
Flying When this creature enters, target opponent discards a card. Whenever an opponent discards a card, that player loses 2 life.
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Fell the Pheasant
  ( 2)
Instant
Fell the Pheasant deals 5 damage to target creature with flying. Create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Fendeep Summoner
  ( 5)
Creature — Treefolk Shaman
(3/5)
: Up to two target Swamps each become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn.
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Feral Prowler
  ( 2)
Creature — Cat
(1/3)
When this creature dies, draw a card.
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Ferocious Pup
  ( 3)
Creature — Wolf
(0/1)
When this creature enters, create a 2/2 green Wolf creature token.
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Ferropede
 ( 3)
Artifact Creature — Insect
(1/1)
This creature can't be blocked. Whenever this creature deals combat damage to a player, you may remove a counter from target permanent.
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Beanstalk Giant (Fertile Footsteps)
  ( 3)
Sorcery — Adventure
Search your library for a basic land card, put it onto the battlefield, then shuffle. (Then exile this card. You may cast the creature later from exile.)
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Fervent Champion
 ( 1)
Creature — Human Knight
(1/1)
First strike, haste Whenever this creature attacks, another target attacking Knight you control gets +1/+0 until end of turn. Equip abilities you activate that target this creature cost less to activate.
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Fervent Paincaster
  ( 3)
Creature — Human Wizard
(3/1)
: This creature deals 1 damage to target player or planeswalker.
, Exert this creature: It deals 1 damage to target creature. (An exerted creature won't untap during your next untap step.)
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Festercreep
  ( 2)
Creature — Elemental
(0/0)
This creature enters with a +1/+1 counter on it.  , Remove a +1/+1 counter from this creature: All other creatures get -1/-1 until end of turn.
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Fetching Garden (playtest)
( 0)
Land — — Forest Plains
( : Add or .) Fetching Garden enters the battlefield tapped if it was played from your hand.
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Fetid Imp
  ( 2)
Creature — Imp
(1/2)
Flying : This creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Fevered Suspicion
   ( 8)
Sorcery
Each opponent exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among those nonland cards without paying their mana costs. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Field Trip
  ( 3)
Sorcery
Search your library for a basic Forest card, put that card onto the battlefield tapped, then shuffle. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Fieldmist Borderpost
   ( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. This artifact enters tapped. : Add or .
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Field-Tested Frying Pan
  ( 3)
Artifact — Equipment
When this Equipment enters, create a Food token, then create a 1/1 white Halfling creature token and attach this Equipment to it. Equipped creature has "Whenever you gain life, this creature gets +X/+X until end of turn, where X is the amount of life you gained." Equip 
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Fiendish Panda
   ( 4)
Creature — Bear Demon
(3/2)
Whenever you gain life, put a +1/+1 counter on this creature. When this creature dies, return another target non-Bear creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield.
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Fiendslayer Paladin
   ( 3)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) This creature can't be the target of black or red spells your opponents control.
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Fierce Empath
  ( 3)
Creature — Elf
(1/1)
When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
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Fierce Guardianship
  ( 3)
Instant
If you control a commander, you may cast this spell without paying its mana cost. Counter target noncreature spell.
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