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Angel of Mercy
  ( 5)
Creature — Angel
(3/3)
Flying When this creature enters, you gain 3 life.
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Angel of Renewal
  ( 6)
Creature — Angel Ally
(4/4)
Flying When this creature enters, you gain 1 life for each creature you control.
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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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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 Protector
  ( 3)
Creature — Human Cleric
(3/2)
When this creature enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy 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 Chorus
   ( 5)
Enchantment
Whenever a creature you control enters, you gain life equal to its toughness.
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Angelic Curator
  ( 2)
Creature — Angel Spirit
(1/1)
Flying, protection from artifacts
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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 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 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 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 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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Angel's Feather
 ( 2)
Artifact
Whenever a player casts a white spell, you may gain 1 life.
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Angel's Grace
 ( 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.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Angel's Trumpet
 ( 3)
Artifact
All creatures have vigilance. At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. This artifact deals damage to the player equal to the number of creatures tapped this way.
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Anger
  ( 4)
Creature — Incarnation
(2/2)
Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
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Anger of the Gods
   ( 3)
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
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Angler Drake
   ( 6)
Creature — Drake
(4/4)
Flying When this creature enters, you may return target creature to its owner's hand.
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Angler Turtle
   ( 7)
Creature — Turtle
(5/7)
Hexproof Creatures your opponents control attack each combat if able.
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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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Angrath's Ambusher
  ( 3)
Creature — Orc Pirate
(2/3)
This creature gets +2/+0 as long as you control an Angrath planeswalker.
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Angrath's Fury
   ( 5)
Sorcery
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Angrath's Marauders
   ( 7)
Creature — Human Pirate
(4/4)
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Angrath's Rampage
  ( 2)
Sorcery
Choose one — • Target player sacrifices an artifact of their choice. • Target player sacrifices a creature of their choice. • Target player sacrifices a planeswalker of their choice.
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Angry Mob
   ( 4)
Creature — Human
(2+*/2+*)
Trample During your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. During turns other than yours, Angry Mob's power and toughness are each 2.
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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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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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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 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 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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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 Falkenrath
   ( 3)
Legendary Creature — Vampire
(1/3)
Haste , Discard a card: Draw a card.
Whenever you discard a card, if it has madness, untap Anje Falkenrath.
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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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Anje's Ravager
  ( 3)
Creature — Vampire Berserker
(3/3)
This creature attacks each combat if able. Whenever this creature attacks, discard your hand, then draw three cards. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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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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Ankle Shanker
    ( 5)
Creature — Goblin Berserker
(2/2)
Haste Whenever this creature attacks, creatures you control gain first strike and deathtouch until end of turn.
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Annex Sentry
  ( 3)
Artifact Creature — Phyrexian Cleric
(1/4)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature enters, exile target artifact or creature an opponent controls with mana value 3 or less until this creature leaves the battlefield.
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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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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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Anodet Lurker
 ( 5)
Artifact Creature — Construct
(3/3)
When this creature dies, you gain 3 life.
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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 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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Another Chance
  ( 3)
Instant
You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)
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Another Round
    ( 3)
Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
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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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Anrakyr the Traveller
  ( 5)
Legendary Artifact Creature — Necron
(4/4)
Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost.
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Answered Prayers
   ( 3)
Enchantment
Whenever a creature you control enters, you gain 1 life. If this enchantment isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
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Anthem of Rakdos
    ( 5)
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and this enchantment deals 1 damage to you. Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Anthousa, Setessan Hero
   ( 5)
Legendary Creature — Human Warrior
(4/5)
Heroic — Whenever you cast a spell that targets Anthousa, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
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Anthropede
  ( 4)
Creature — Insect
(3/4)
Reach When this creature enters, you may discard a card or pay . When you do, destroy target Room.
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Anthroplasm
   ( 4)
Creature — Shapeshifter
(0/0)
This creature enters with two +1/+1 counters on it. , : Remove all +1/+1 counters from this creature and put X +1/+1 counters on it.
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Anti-Magic Aura
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
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Antique Collector
  ( 2)
Creature — — Human Rogue
(2/2)
Antique Collector can't be blocked by creatures with power 2 or less. When Antique Collector enters the battlefield, creatures you control perpetually gain "When this creature dies, you may shuffle it into its owner's library if it's in your graveyard. If you do, investigate." (Create a colorless Clue artifact token with " , Sacrifice this artifact: Draw a card.")
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Antler Skulkin
 ( 5)
Artifact Creature — Scarecrow
(3/3)
: Target white creature gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Anurid Barkripper
   ( 3)
Creature — Frog Beast
(2/2)
Threshold — This creature gets +2/+2 as long as seven or more cards are in your graveyard.
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Anurid Brushhopper
   ( 3)
Creature — Frog Beast
(3/4)
Discard two cards: Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Anurid Murkdiver
   ( 6)
Creature — Zombie Frog Beast
(4/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Anurid Scavenger
  ( 3)
Creature — Frog Beast
(3/3)
Protection from black At the beginning of your upkeep, sacrifice this creature unless you put a card from your graveyard on the bottom of your library.
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Anurid Swarmsnapper
  ( 3)
Creature — Frog Beast
(1/4)
Reach (This creature can block creatures with flying.)  : This creature can block an additional creature this turn.
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Anvil of Bogardan
 ( 2)
Artifact
Players have no maximum hand size. At the beginning of each player's draw step, that player draws an additional card, then discards a card.
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Anvilwrought Raptor
 ( 4)
Artifact Creature — Bird
(2/1)
Flying First strike (This creature deals combat damage before creatures without first strike.)
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