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Elusive Otter
 ( 1)
Creature — Otter
(1/1)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Creatures with power less than this creature's power can't block it.
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Elven Warhounds
  ( 4)
Creature — Dog
(2/2)
Whenever this creature becomes blocked by a creature, put that creature on top of its owner's library.
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Elvish Hexhunter
 ( 1)
Creature — Elf Shaman
(1/1)
, , Sacrifice this creature: Destroy target enchantment.
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Embrace the Unknown
  ( 3)
Sorcery
Exile the top two cards of your library. Until the end of your next turn, you may play those cards. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Emerge Unscathed
 ( 1)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Emergent Haunting
  ( 2)
Enchantment
At the beginning of your end step, if you haven't cast a spell from your hand this turn and this enchantment isn't a creature, it becomes a 3/3 Spirit creature with flying in addition to its other types.  : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Emissary of Sunrise
  ( 3)
Creature — Human Cleric
(2/1)
First strike When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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End-Raze Forerunners
    ( 8)
Creature — Boar
(7/7)
Vigilance, trample, haste When this creature enters, other creatures you control get +2/+2 and gain vigilance and trample until end of turn.
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Enter the Dungeon
  ( 2)
Sorcery
Players play a Magic subgame under the table, starting at 5 life and using their libraries as their decks. The winner searches their library for two cards, puts those cards into their hand, then shuffles.
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Enter the Unknown
 ( 1)
Sorcery
Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) You may play an additional land this turn.
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Beluna's Gatekeeper (Entry Denied)
  ( 2)
Sorcery — Adventure
Return target creature you don't control with mana value 3 or less to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
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Erestor of the Council
   ( 3)
Legendary Creature — Elf Noble
(2/4)
Whenever players finish voting, each opponent who voted for a choice you voted for creates a Treasure token. You scry X, where X is the number of opponents who voted for a choice you didn't vote for. Draw a card.
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Escape Tunnel
( 0)
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
, Sacrifice this land: Target creature with power 2 or less can't be blocked this turn.
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Eunuchs' Intrigues
  ( 3)
Sorcery
Target opponent chooses a creature they control. Other creatures they control can't block this turn.
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Evereth, Viceroy of Plunder
  ( 3)
Legendary Creature — Vampire Soldier
(2/2)
Flying Sacrifice another creature or artifact: Put a +1/+1 counter on Evereth. If the sacrificed permanent was a Treasure, Evereth gains lifelink until end of turn. Activate only as a sorcery. When Evereth dies, you may pay  . When you do, Evereth deals damage equal to its power to each opponent.
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Excommunicate
  ( 3)
Sorcery
Put target creature on top of its owner's library.
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Explore the Underdark
  ( 5)
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle. You take the initiative.
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Expunge
  ( 3)
Instant
Destroy target nonartifact, nonblack creature. It can't be regenerated. Cycling ( , Discard this card: Draw a card.)
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Faerie Tauntings
  ( 3)
Kindred Enchantment — Faerie
Whenever you cast a spell during an opponent's turn, you may have each opponent lose 1 life.
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Fairgrounds Patrol
  ( 2)
Creature — Human Soldier
(2/1)
 , Exile this card from your graveyard: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only as a sorcery.
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Fairgrounds Trumpeter
  ( 3)
Creature — Elephant
(2/2)
At the beginning of each end step, if a +1/+1 counter was put on a permanent under your control this turn, put a +1/+1 counter on this creature.
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Fairgrounds Warden
  ( 3)
Creature — Dwarf Soldier
(1/3)
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield.
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Faith Unbroken
  ( 4)
Enchantment — Aura
Enchant creature you control When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. Enchanted creature gets +2/+2.
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Faithbound Judge
   ( 3)
Creature — Spirit Soldier
(4/4)
Defender, flying, vigilance At the beginning of your upkeep, if this creature has two or fewer judgment counters on it, put a judgment counter on it. As long as this creature has three or more judgment counters on it, it can attack as though it didn't have defender. Disturb   
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Familiar Ground
  ( 3)
Enchantment
Each creature you control can't be blocked by more than one creature.
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Family Reunion
  ( 2)
Instant
Choose one — • Creatures you control get +1/+1 until end of turn. • Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
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Far Fortune, End Boss
   ( 4)
Legendary Creature — Human Mercenary
(4/5)
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.) Whenever you attack, Far Fortune deals 1 damage to each opponent. Max speed — If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
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Fate Unraveler
  ( 4)
Enchantment Creature — Hag
(3/4)
Whenever an opponent draws a card, this creature deals 1 damage to that player.
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Fauna Shaman
  ( 2)
Creature — Elf Shaman
(2/2)
, , Discard a creature card: Search your library for a creature card, reveal it, put it into your hand, then shuffle.
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Faunsbane Troll
   ( 4)
Creature — Troll
(4/4)
When this creature enters, create a Monster Role token attached to it. (Enchanted creature gets +1/+1 and has trample.) , Sacrifice an Aura attached to this creature: This creature fights target creature you don't control. If that creature would die this turn, exile it instead. Activate only as a sorcery.
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Fear of Being Hunted
   ( 3)
Enchantment Creature — Nightmare
(4/2)
Haste This creature must be blocked if able.
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Fecund Greenshell
   ( 5)
Creature — Elemental Turtle
(4/6)
Reach As long as you control ten or more lands, creatures you control get +2/+2. Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
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Fecundity
  ( 3)
Enchantment
Whenever a creature dies, that creature's controller may draw a card.
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Feral Encounter
  ( 2)
Sorcery
Look at the top five cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card this turn. At the beginning of the next combat phase this turn, target creature you control deals damage equal to its power to up to one target creature you don't control.
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Fertile Ground
  ( 2)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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Festering Wound
  ( 2)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an infection counter on this Aura. At the beginning of the upkeep of enchanted creature's controller, this Aura deals X damage to that player, where X is the number of infection counters on this Aura.
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Festive Funeral
  ( 5)
Instant
Target creature gets -X/-X until end of turn, where X is the number of cards in your graveyard.
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Fiend Hunter
   ( 3)
Creature — Human Cleric
(1/3)
When this creature enters, you may exile another target creature. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Fiery Hellhound
   ( 3)
Creature — Elemental Dog
(2/2)
: This creature gets +1/+0 until end of turn.
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Final Fortune
  ( 2)
Instant
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Final Punishment
   ( 5)
Sorcery
Target player loses life equal to the damage already dealt to that player this turn.
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Fires of Mount Doom
  ( 3)
Legendary Enchantment
When Fires of Mount Doom enters, it deals 2 damage to target creature an opponent controls. Destroy all Equipment attached to that creature.  : Exile the top card of your library. You may play that card this turn. When you play a card this way, Fires of Mount Doom deals 2 damage to each player.
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Fires of Undeath
  ( 3)
Instant
Fires of Undeath deals 2 damage to any target. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Firesong and Sunspeaker
   ( 6)
Legendary Creature — Minotaur Cleric
(4/6)
Red instant and sorcery spells you control have lifelink. Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
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Firkraag, Cunning Instigator
   ( 5)
Legendary Creature — Dragon
(3/3)
Flying, haste Whenever one or more Dragons you control attack an opponent, goad target creature that player controls. Whenever a creature deals combat damage to one of your opponents, if that creature had to attack this combat, you put a +1/+1 counter on Firkraag and you draw a card.
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Five Hundred Year Diary
  ( 4)
Legendary Artifact — Clue
Five Hundred Year Diary enters tapped. : Add for each Clue you control.
, Sacrifice Five Hundred Year Diary: Draw a card.
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Five-Finger Discount
   ( 6)
Sorcery
Put target nonland permanent into your hand. You may spend mana as though it were mana of any color the next time you cast that card.
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Flayer of the Hatebound
  ( 6)
Creature — Devil
(4/2)
Undying (When this creature 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.) Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target.
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Flourishing Hunter
   ( 6)
Creature — Wolf Spirit
(6/6)
When this creature enters, you gain life equal to the greatest toughness among other creatures you control.
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Fludge, Gunk Guardian (playtest)
   ( 5)
Legendary Creature — — Slug Ooze
(5/5)
Whenever Fludge, Gunk Guardian or another Slug, Ooze, Fungus, or Mutant enters the battlefield under your control, each opponent shuffles three Gunk cards into their library. (Gunk is a colorless sorcery card with no mana cost that has cycling .)
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Flunk
  ( 2)
Instant
Target creature gets -X/-X until end of turn, where X is 7 minus the number of cards in that creature's controller's hand.
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Focused Funambulist
  ( 2)
Creature — Human Performer
(2/1)
Flash As this creature enters, you may put an art sticker on the empty side of the balancing pole. When you do, ask a person outside the game "Does this look balanced?" If they say yes, you may tap or untap target creature.
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Fodder Launch
  ( 4)
Kindred Sorcery — Goblin
As an additional cost to cast this spell, sacrifice a Goblin. Target creature gets -5/-5 until end of turn. Fodder Launch deals 5 damage to that creature's controller.
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Forerunner of Slaughter
  ( 2)
Creature — Eldrazi Drone
(3/2)
Devoid (This card has no color.) : Target colorless creature gains haste until end of turn.
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Forerunner of the Coalition
  ( 3)
Creature — Human Pirate
(2/2)
When this creature enters, you may search your library for a Pirate card, reveal it, then shuffle and put that card on top. Whenever another Pirate you control enters, each opponent loses 1 life.
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Forerunner of the Empire
  ( 4)
Creature — Human Soldier
(1/3)
When this creature enters, you may search your library for a Dinosaur card, reveal it, then shuffle and put that card on top. Whenever a Dinosaur you control enters, you may have this creature deal 1 damage to each creature.
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Forerunner of the Heralds
  ( 4)
Creature — Merfolk Scout
(3/2)
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk you control enters, put a +1/+1 counter on this creature.
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Forerunner of the Legion
  ( 3)
Creature — Vampire Knight
(2/2)
When this creature enters, you may search your library for a Vampire card, reveal it, then shuffle and put that card on top. Whenever another Vampire you control enters, target creature gets +1/+1 until end of turn.
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Forever Young
  ( 2)
Sorcery
Put any number of target creature cards from your graveyard on top of your library. Draw a card.
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Form of the Approach of the Second Sun
  ( 5)
Enchantment
When this enchantment enters, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head. When you draw yourself, you win the game. When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
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Fortunate Few
   ( 5)
Sorcery
Choose a nonland permanent you don't control, then each other player chooses a nonland permanent they don't control that hasn't been chosen this way. Destroy all other nonland permanents.
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Fortune Teller's Talent
 ( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) You may look at the top card of your library any time.  : Level 2
//Level_2// As long as you've cast a spell this turn, you may play cards from the top of your library.  : Level 3
//Level_3// Spells you cast from anywhere other than your hand cost less to cast.
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Fortune Thief
  ( 5)
Creature — Human Rogue
(0/1)
Damage that would reduce your life total to less than 1 reduces it to 1 instead. 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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Fortune, Loyal Steed
  ( 3)
Legendary Creature — Beast Mount
(2/4)
When Fortune enters, scry 2. Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control. Saddle 1
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Fortune's Favor
  ( 4)
Instant
Target opponent looks at the top four cards of your library and separates them into a face-down pile and a face-up pile. Put one pile into your hand and the other into your graveyard.
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Found Footage
 ( 1)
Artifact — Clue
You may look at face-down creatures your opponents control any time. , Sacrifice this artifact: Surveil 2, then draw a card. (To 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.)
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Foundation Breaker
  ( 4)
Creature — Elemental
(2/2)
When this creature enters, you may destroy target artifact or enchantment. Evoke  (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Founding the Third Path
  ( 2)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost. II — Target player mills four cards. III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
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Foundry Assembler
 ( 5)
Artifact Creature — Assembly-Worker
(3/3)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
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Foundry Beetle
  ( 2)
Artifact Creature — — Equipment Insect
(2/2)
First strike Equipped creature has first strike. At the beginning of your upkeep, a random artifact card in your hand perpetually gains "This spell costs less to cast." Reconfigure ( : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Foundry Champion
   ( 6)
Creature — Elemental Soldier
(4/4)
When this creature enters, it deals damage to any target equal to the number of creatures you control. : This creature gets +1/+0 until end of turn.
: This creature gets +0/+1 until end of turn.
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Foundry Helix
   ( 3)
Instant
As an additional cost to cast this spell, sacrifice a permanent. Foundry Helix deals 4 damage to any target. If the sacrificed permanent was an artifact, you gain 4 life.
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Foundry Hornet
  ( 4)
Creature — Insect
(2/3)
Flying When this creature enters, if you control a creature with a +1/+1 counter on it, creatures your opponents control get -1/-1 until end of turn.
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Foundry Inspector
 ( 3)
Artifact Creature — Construct
(3/2)
Artifact spells you cast cost less to cast.
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Foundry Screecher
  ( 3)
Creature — Bat
(2/1)
Flying This creature gets +1/+0 as long as you control an artifact.
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Foundry Street Denizen
 ( 1)
Creature — Goblin Warrior
(1/1)
Whenever another red creature you control enters, this creature gets +1/+0 until end of turn.
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Fountain of Cho
( 0)
Land
This land enters tapped. : Put a storage counter on this land.
, Remove any number of storage counters from this land: Add for each storage counter removed this way.
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Fountain of Ichor
 ( 3)
Artifact
: Add one mana of any color.
: This artifact becomes a 3/3 Dinosaur artifact creature until end of turn.
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Fountain of Renewal
 ( 1)
Artifact
At the beginning of your upkeep, you gain 1 life. , Sacrifice this artifact: Draw a card.
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Fountain Watch
   ( 5)
Creature — Human Cleric
(2/4)
Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.)
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