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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 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 Commander
   ( 5)
Creature — Elf
(2/2)
Forests you control are 1/1 green Elf creatures that are still lands.  , Sacrifice an Elf: Target creature gets +3/+3 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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Ambush Paratrooper
  ( 2)
Creature — Human Soldier
(1/2)
Flash Flying : Creatures you control get +1/+1 until end of turn.
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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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Amonkhet Raceway
( 0)
Land
Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) : Add .
Max speed — : Target creature gains haste until end of turn.
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Amorphous Axe
 ( 2)
Artifact — Equipment
Equipped creature gets +3/+0 and is every creature type. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Amped Raptor
  ( 2)
Creature — Dinosaur
(2/1)
First strike When this creature enters, you get  (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of equal to its mana value rather than paying its mana cost.
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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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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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Amrou Scout
  ( 2)
Creature — Kithkin Rebel Scout
(2/1)
, : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
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Amrou Seekers
  ( 3)
Creature — Kithkin Rebel
(2/2)
This creature can't be blocked except by artifact creatures and/or white creatures.
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Amulet of Kroog
 ( 2)
Artifact
, : Prevent the next 1 damage that would be dealt to any target this turn.
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Amulet of Vigor
 ( 1)
Artifact
Whenever a permanent you control enters tapped, untap it.
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Amzu, Swarm's Hunger
   ( 5)
Legendary Creature — Insect Shaman
(3/3)
Flying, menace Other Insects you control have menace. Whenever one or more cards leave your graveyard, you may create a 1/1 black and green Insect creature token, then put a number of +1/+1 counters on it equal to the greatest mana value among those cards. Do this only once each turn.
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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 Offer You Can't Refuse
 ( 1)
Instant
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
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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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Ana Sanctuary
  ( 3)
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
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Anaba Ancestor
  ( 2)
Creature — Minotaur Spirit
(1/1)
: Another target Minotaur creature gets +1/+1 until end of turn.
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Anaba Bodyguard
  ( 4)
Creature — Minotaur
(2/3)
First strike (This creature deals combat damage before creatures without first strike.)
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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, the Foremost
   ( 3)
Legendary Creature — Human Soldier
(4/4)
Whenever Anafenza attacks, put a +1/+1 counter on another target tapped creature you control. If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
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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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Anarchy
   ( 4)
Sorcery
Destroy all white permanents.
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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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Ancestor Dragon
   ( 6)
Creature — Dragon
(5/6)
Flying Whenever one or more creatures you control attack, you gain 1 life for each attacking creature.
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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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Ancestor's Chosen
   ( 7)
Creature — Human Cleric
(4/4)
First strike (This creature deals combat damage before creatures without first strike.) When this creature enters, you gain 1 life for each card in your graveyard.
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Ancestor's Embrace
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has lifelink. If Ancestor's Embrace would be put into a graveyard from anywhere, exile it instead.
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Ancestor's Prophet
  ( 5)
Creature — Human Cleric
(1/5)
Tap five untapped Clerics you control: You gain 10 life.
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Ancestral Anger
 ( 1)
Sorcery
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card.
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Ancestral Blade
  ( 2)
Artifact — Equipment
When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it. Equipped creature gets +1/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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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 Katana
  ( 2)
Artifact — Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay . When you do, attach this Equipment to it. Equipped creature gets +2/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Ancestral Knowledge
  ( 2)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this enchantment enters, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order. When this enchantment leaves the battlefield, shuffle your library.
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Ancestral Mask
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
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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 Statue
 ( 4)
Artifact Creature — Golem
(3/4)
When this creature enters, return a nonland permanent you control to its owner's hand.
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Ancestral Vengeance
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, put a +1/+1 counter on target creature you control. Enchanted creature gets -1/-1.
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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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Anchor to the Aether
  ( 3)
Sorcery
Put target creature on top of its owner's library. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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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 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 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 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 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 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 Ziggurat
( 0)
Land
: Add one mana of any color. Spend this mana only to cast a creature spell.
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And They Shall Know No Fear
  ( 2)
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
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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 Eternal Dawn
  ( 3)
Creature — — Angel
(2/4)
Flying When Angel of Eternal Dawn enters the battlefield, it becomes day. It can't become night. Your opponents can't cast spells with mana value greater than the number of turns they have begun.
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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 Fury
   ( 6)
Creature — Angel
(3/5)
Flying When this creature dies, you may shuffle it into its owner's library.
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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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Angel of Grace
   ( 5)
Creature — Angel
(5/4)
Flash Flying When this creature enters, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.   , Exile this card from your graveyard: Your life total becomes 10.
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