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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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An-Zerrin Ruins
   ( 4)
Enchantment
As this enchantment enters, choose a creature type. Creatures of the chosen type don't untap during their controllers' untap steps.
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Apex Altisaur
   ( 9)
Creature — Dinosaur
(10/10)
When this creature enters, it fights up to one target creature you don't control. Enrage — Whenever this creature is dealt damage, it fights up to one target creature you don't control.
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Aphetto Runecaster
  ( 4)
Creature — Human Wizard
(2/3)
Whenever a permanent is turned face up, you may draw a card.
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Aphetto Vulture
   ( 6)
Creature — Zombie Bird
(3/2)
Flying When this creature dies, you may put target Zombie card from your graveyard on top of your library.
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Apocalypse Runner
   ( 4)
Artifact — Vehicle
(6/5)
: Target creature you control with power 2 or less gains lifelink until end of turn and can't be blocked this turn.
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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Apostle of Purifying Light
  ( 2)
Creature — Human Cleric
(2/1)
Protection from black (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything black.) : Exile target card from a graveyard.
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Appeal // Authority (Appeal)
 ( 1)
Sorcery
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of creatures you control.
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Apple of Eden, Isu Relic
 ( 4)
Legendary Artifact
, Pay 4 life, Sacrifice Apple of Eden: Look at target opponent's hand and exile those cards face down. You may play those cards this turn, and mana of any type can be spent to cast them. Until end of turn, whenever you play a land or cast a spell this way, its owner draws a card. At the beginning of the next end step, return the exiled cards to their owner's hand. Activate only as a sorcery.
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Applied Aeronautics
( 0)
Artifact — Contraption
Whenever you crank this Contraption, until end of turn, target creature gets +1/+0, gains flying, and becomes an artifact in addition to its other types.
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Approach of the Second Sun
  ( 7)
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
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Aquamoeba
  ( 2)
Creature — Elemental Beast
(1/3)
Discard a card: Switch this creature's power and toughness until end of turn.
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Aquamorph Entity
   ( 4)
Creature — Shapeshifter
(*/*)
As this creature enters or is turned face up, it becomes your choice of 5/1 or 1/5. Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Aquastrand Spider
  ( 2)
Creature — Spider Mutant
(0/0)
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) : Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
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Aquatic Alchemist
  ( 2)
Creature — Elemental
(1/3)
Whenever you cast your first instant or sorcery spell each turn, this creature gets +2/+0 until end of turn.
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Aquatic Incursion
  ( 4)
Enchantment
When this enchantment enters, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.)  : Target Merfolk can't be blocked this turn.
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Sea Hag (Aquatic Ingress)
  ( 3)
Instant — Adventure
Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn. (Then exile this card. You may cast the creature later from exile.)
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Aqueous Form
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked. Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Aquitect's Will
 ( 1)
Kindred Sorcery — Merfolk
Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.
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Arachnus Spinner
  ( 6)
Creature — Spider
(5/7)
Reach Tap an untapped Spider you control: Search your graveyard and/or library for a card named Arachnus Web and put it onto the battlefield attached to target creature. If you search your library this way, shuffle.
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Arachnus Web
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy this Aura.
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Aradesh, the Founder
  ( 3)
Legendary Creature — Human Soldier
(1/4)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
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Aragorn, Hornburg Hero
    ( 4)
Legendary Creature — Human Soldier
(4/4)
Attacking creatures you control have first strike and renown 1. (When a creature with renown 1 deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever a renowned creature you control deals combat damage to a player, double the number of +1/+1 counters on it.
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Aragorn, the Uniter
    ( 4)
Legendary Creature — Human Noble
(5/5)
Whenever you cast a white spell, create a 1/1 white Human Soldier creature token. Whenever you cast a blue spell, scry 2. Whenever you cast a red spell, Aragorn deals 3 damage to target opponent. Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
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Arashin Sunshield
  ( 4)
Creature — Human Warrior
(3/4)
When this creature enters, exile up to two target cards from a single graveyard. , : Tap target creature.
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Araumi of the Dead Tide
   ( 3)
Legendary Creature — Merfolk Wizard
(1/4)
, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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Arborea Pegasus
  ( 4)
Creature — Pegasus
(2/3)
Flying When this creature enters, target creature gets +1/+1 and gains flying until end of turn.
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Arboretum Elemental
   ( 9)
Creature — Elemental
(7/5)
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.) Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Arc Runner
  ( 3)
Creature — Elemental Ox
(5/1)
Haste (This creature can attack and as soon as it comes under your control.) At the beginning of the end step, sacrifice this creature.
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Arcane Infusion
  ( 2)
Instant
Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Arcane Subtraction
  ( 2)
Instant
Target creature gets -4/-0 until end of turn. 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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Arcanum Wings
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has flying. Aura swap  ( : Exchange this Aura with an Aura card in your hand.)
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Arcbound Bruiser
 ( 5)
Artifact Creature — Golem
(0/0)
Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Condor
   ( 4)
Artifact Creature — Bird
(0/0)
Flying Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Whenever another artifact you control enters, target creature an opponent controls gets -1/-1 until end of turn.
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Arcbound Crusher
 ( 4)
Artifact Creature — Juggernaut
(0/0)
Trample Whenever another artifact enters, put a +1/+1 counter on this creature. Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Fiend
 ( 6)
Artifact Creature — Horror
(0/0)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto this creature. Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Hybrid
 ( 4)
Artifact Creature — Beast
(0/0)
Haste Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Javelineer
 ( 1)
Artifact Creature — Soldier
(0/1)
, Remove X +1/+1 counters from this creature: It deals X damage to target attacking or blocking creature.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Lancer
 ( 7)
Artifact Creature — Beast
(0/0)
First strike Modular 4 (This creature enters with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Mouser
 ( 1)
Artifact Creature — Cat
(0/0)
Lifelink Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Overseer
 ( 8)
Artifact Creature — Golem
(0/0)
At the beginning of your upkeep, put a +1/+1 counter on each creature you control with modular. Modular 6 (This creature enters with six +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Prototype
  ( 2)
Artifact Creature — Assembly-Worker
(0/0)
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Ravager
 ( 2)
Artifact Creature — Beast
(0/0)
Sacrifice an artifact: Put a +1/+1 counter on this creature. Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Reclaimer
 ( 4)
Artifact Creature — Golem
(0/0)
Remove a +1/+1 counter from this creature: Put target artifact card from your graveyard on top of your library. Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Shikari
   ( 3)
Artifact Creature — Cat Soldier
(0/0)
First strike When this creature enters, put a +1/+1 counter on each other artifact creature you control. Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Slasher
  ( 5)
Artifact Creature — Cat
(0/0)
Modular 4 (This creature enters with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Riot (This creature enters with your choice of an additional +1/+1 counter or haste.)
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Arcbound Slith
 ( 2)
Artifact Creature — Slith
(0/0)
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Stinger
 ( 2)
Artifact Creature — Insect
(0/0)
Flying Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Tracker
  ( 3)
Artifact Creature — Dog
(0/0)
Menace Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Whenever you cast a spell other than your first spell each turn, put a +1/+1 counter on this creature.
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Arcbound Wanderer
 ( 6)
Artifact Creature — Golem
(0/0)
Modular—Sunburst (This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Whelp
  ( 4)
Artifact Creature — Dragon
(0/0)
Flying : This creature gets +1/+0 until end of turn.
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Worker
 ( 1)
Artifact Creature — Construct
(0/0)
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcee, Acrobatic Coupe
( 0)
Legendary Artifact — Vehicle
(2/2)
Living metal (During your turn, this Vehicle is also a creature.) Whenever you cast a spell that targets one or more creatures or Vehicles you control, put that many +1/+1 counters on Arcee. Convert Arcee.
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Archangel of Thune
   ( 5)
Creature — Angel
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1 counter on each creature you control.
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Archdemon of Unx
   ( 7)
Creature — Demon
(6/6)
Flying, trample At the beginning of your upkeep, sacrifice a non-Zombie creature, then create a 2/2 black Zombie creature token.
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Archdruid's Charm
   ( 3)
Instant
Choose one — • Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle. • Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control. • Exile target artifact or enchantment.
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Archetype of Courage
   ( 3)
Enchantment Creature — Human Soldier
(2/2)
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
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Archetype of Endurance
   ( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Archghoul of Thraben
  ( 3)
Creature — Zombie Cleric
(3/2)
Whenever this creature or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
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Architect of the Untamed
  ( 3)
Creature — Elf Artificer Druid
(2/3)
Landfall — Whenever a land you control enters, you get (an energy counter). Pay eight : Create a 6/6 colorless Beast artifact creature token.
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Archive Haunt
( 0)
Creature — Spirit Wizard
(2/1)
Flying Whenever this creature attacks, draw a card, then discard a card. If Archive Haunt would be put into a graveyard from anywhere, exile it instead.
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Archmage Emeritus
   ( 4)
Creature — Human Wizard
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
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Archmage of Runes
   ( 5)
Creature — Giant Wizard
(3/6)
Instant and sorcery spells you cast cost less to cast. Whenever you cast an instant or sorcery spell, draw a card.
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Archon of Absolution
  ( 4)
Creature — Archon
(3/2)
Flying Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.) Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
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Archon of Cruelty
   ( 8)
Creature — Archon
(6/6)
Flying Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
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Archon of Justice
   ( 5)
Creature — Archon
(4/4)
Flying When this creature dies, exile target permanent.
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Archon of Sun's Grace
   ( 4)
Creature — Archon
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Pegasus creatures you control have lifelink. Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
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Archon of the Triumvirate
   ( 7)
Creature — Archon
(4/5)
Flying Whenever this creature attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
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Arcum Dagsson
  ( 4)
Legendary Creature — Human Artificer
(2/2)
: Target artifact creature's controller sacrifices it. That player may search their library for a noncreature artifact card, put it onto the battlefield, then shuffle.
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Arcum's Astrolabe
 ( 1)
Snow Artifact
( can be paid with one mana from a snow source.) When this artifact enters, draw a card. , : Add one mana of any color.
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Arcum's Sleigh
 ( 1)
Artifact
, : Target creature gains vigilance until end of turn. Activate only during combat and only if defending player controls a snow land.
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Arcus Acolyte
  ( 2)
Creature — Human Cleric Archer
(2/2)
Reach, lifelink Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each other creature you control without a +1/+1 counter on it has outlast .
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Ardent Dustspeaker
  ( 5)
Creature — Minotaur Shaman
(3/4)
Whenever this creature attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.
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Ardent Recruit
 ( 1)
Creature — Human Soldier
(1/1)
Metalcraft — This creature gets +2/+2 as long as you control three or more artifacts.
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Virtue of Loyalty (Ardenvale Fealty)
  ( 2)
Instant — Adventure
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the enchantment later from exile.)
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Argent Mutation
  ( 3)
Instant
Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card.
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Argentum Armor
 ( 6)
Artifact — Equipment
Equipped creature gets +6/+6. Whenever equipped creature attacks, destroy target permanent. Equip 
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Argentum Masticore
 ( 5)
Artifact Creature — Phyrexian Masticore
(5/5)
First strike, protection from multicolored At the beginning of your upkeep, sacrifice this creature unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
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Argoth, Sanctum of Nature
( 0)
Land
This land enters tapped unless you control a legendary green creature. : Add .
  , : Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery.
(Melds with Titania, Voice of Gaea.)
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Argothian Opportunist
  ( 3)
Creature — Human Scout
(3/2)
When this creature enters, create a tapped Powerstone token. (It's an artifact with " : Add . This mana can't be spent to cast a nonartifact spell.")
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Argothian Wurm
  ( 4)
Creature — Wurm
(6/6)
Trample When this creature enters, any player may sacrifice a land of their choice. If a player does, put this creature on top of its owner's library.
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Arguel's Blood Fast
  ( 2)
Legendary Enchantment
 , Pay 2 life: Draw a card.
At the beginning of your upkeep, if you have 5 or less life, you may transform Arguel's Blood Fast.
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Arixmethes, Slumbering Isle
   ( 4)
Legendary Creature — Kraken
(12/12)
Arixmethes enters tapped with five slumber counters on it. As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) Whenever you cast a spell, you may remove a slumber counter from Arixmethes. : Add  .
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Arjun, the Shifting Flame
   ( 6)
Legendary Creature — Sphinx Wizard
(5/5)
Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
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Arlinn, the Moon's Fury
( 0)
Legendary Planeswalker — Arlinn
(4)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) +2: Add  . 0: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
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Armada Wurm
     ( 6)
Creature — Wurm
(5/5)
Trample When this creature enters, create a 5/5 green Wurm creature token with trample.
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Armasaur Guide
  ( 5)
Creature — Dinosaur
(4/4)
Vigilance (Attacking doesn't cause this creature to tap.) Whenever you attack with three or more creatures, put a +1/+1 counter on target creature you control.
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Armed // Dangerous (Armed)
  ( 2)
Sorcery
Target creature gets +1/+1 and gains double strike until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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