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Amber Gristle O'Maul
  ( 4)
Legendary Creature — Dwarf Cleric
(3/3)
Haste Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked. Choose a Background (You can have a Background as a second commander.)
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Ambiguity
   ( 4)
Enchantment
Whenever a player plays a spell that counters a spell that has been played or a player plays a spell that comes into play with counters, that player may counter the next spell played or put an additional counter on a permanent that has already been played, but not countered.
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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 Assault
  ( 3)
Instant
Creatures you control get +2/+0 until end of turn. If you control a modified creature, draw a card. (Equipment, Auras you control, and counters are modifications.)
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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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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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Ambuscade
  ( 3)
Instant
Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature an opponent controls.
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Ambuscade Shaman
  ( 3)
Creature — Orc Shaman
(2/2)
Whenever this creature or another creature you control enters, that creature gets +2/+2 until end of turn. Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Ambush
  ( 4)
Instant
Blocking creatures gain first strike 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 Gigapede
   ( 6)
Creature — Insect
(6/2)
Flash When this creature enters, target creature an opponent controls gets -2/-2 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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Ambush Wolf
  ( 3)
Creature — Wolf
(4/2)
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, exile up to one target card from a graveyard.
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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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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 Up
  ( 6)
Sorcery
This spell costs less to cast for each electrical socket in a wall or floor you can see from your seat. Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +3/+0 and gains haste.
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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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Amphibious Kavu
  ( 3)
Creature — Kavu
(2/2)
Whenever this creature blocks or becomes blocked by one or more blue and/or black creatures, this creature gets +3/+3 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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Amugaba
   ( 7)
Creature — Illusion
(6/6)
Flying  , Discard a card: Return this creature to its owner's hand.
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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 Quoz
 ( 6)
Artifact
Remove this card from your deck before playing if you're not playing for ante. , Sacrifice this artifact: Target opponent may ante the top card of their library. If they don't, you flip a coin. If you win the flip, that player loses the game. If you lose the flip, you lose the game. Activate only during your upkeep.
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Amulet of Safekeeping
 ( 2)
Artifact
Whenever you become the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays . Creature tokens get -1/-0.
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Amulet of Unmaking
 ( 5)
Artifact
, , Exile this artifact: Exile target artifact, creature, or land. Activate only as a sorcery.
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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 Bodyguard
  ( 4)
Creature — Minotaur
(2/3)
First strike (This creature deals combat damage before creatures without first strike.)
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Anafenza, Unyielding Lineage
  ( 3)
Legendary Creature — Spirit Soldier
(2/2)
Flash First strike Whenever another nontoken creature you control dies, Anafenza endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
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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 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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Ancient Animus
  ( 2)
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
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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 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 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 Kavu
  ( 4)
Creature — Kavu
(3/3)
: This creature becomes colorless until end of turn.
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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 Ziggurat
( 0)
Land
: Add one mana of any color. Spend this mana only to cast a creature spell.
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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 Jubilation
    ( 4)
Creature — Angel
(3/3)
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
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Angel of Suffering
   ( 5)
Creature — Nightmare Angel
(5/3)
Flying If damage would be dealt to you, prevent that damage and mill twice that many cards.
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Angel of the Dire Hour
   ( 7)
Creature — Angel
(5/4)
Flash Flying When this creature enters, if you cast it from your hand, exile all attacking creatures.
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Angel of the Ruins
   ( 7)
Artifact Creature — Angel
(5/7)
Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling ( , Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Angel of Unity
  ( 2)
Creature — — Angel Cleric
(1/3)
Flying, lifelink Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1. (A party card or spell is a Cleric, Rogue, Warrior, or Wizard.)
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Angelfire Crusader
  ( 4)
Creature — Human Soldier Knight
(2/3)
: This creature gets +1/+0 until end of turn.
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Angelic Chorus
   ( 5)
Enchantment
Whenever a creature you control enters, you gain life equal to its toughness.
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Angelic Cub
  ( 2)
Creature — Cat Angel
(1/1)
Whenever this creature becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it. As long as this creature has three or more +1/+1 counters on it, it has flying.
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Angelic Curator
  ( 2)
Creature — Angel Spirit
(1/1)
Flying, protection from artifacts
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Angelic 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 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 Sleuth
  ( 3)
Creature — Angel Advisor
(2/3)
Flying Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate. (Create a Clue artifact token with " , Sacrifice this token: Draw a card.")
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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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Angler Turtle
   ( 7)
Creature — Turtle
(5/7)
Hexproof Creatures your opponents control attack each combat if able.
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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'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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Anim Pakal, Thousandth Moon
   ( 3)
Legendary Creature — Human Soldier
(1/2)
Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
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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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Animation Module
 ( 1)
Artifact
Whenever one or more +1/+1 counters are put on a permanent you control, you may pay . If you do, create a 1/1 colorless Servo artifact creature token. , : Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
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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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Annie Joins Up
    ( 4)
Legendary Enchantment
When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls. If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.
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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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Annul
 ( 1)
Instant
Counter target artifact or enchantment spell.
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Anodet Lurker
 ( 5)
Artifact Creature — Construct
(3/3)
When this creature dies, you gain 3 life.
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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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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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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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