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Éowyn, Shieldmaiden
    ( 5)
Legendary Creature — Human Knight
(5/4)
First strike At the beginning of combat on your turn, if another Human entered the battlefield under your control this turn, create two 2/2 red Human Knight creature tokens with trample and haste. Then if you control six or more Humans, draw a card.
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Ephara's Warden
  ( 4)
Creature — Human Cleric
(1/2)
: Tap target creature with power 3 or less.
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Epic Downfall
  ( 2)
Sorcery
Exile target creature with mana value 3 or greater.
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Epiphany at the Drownyard
  ( 1)
Instant
Reveal the top X plus one cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
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Erdwal Illuminator
  ( 2)
Creature — Spirit
(1/3)
Flying Whenever you investigate for the first time each turn, investigate an additional time.
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Erdwal Ripper
   ( 3)
Creature — Vampire
(2/1)
Haste Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
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Eriette's Whisper
  ( 4)
Sorcery
Target opponent discards two cards. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
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Erkenbrand, Lord of Westfold
  ( 4)
Legendary Creature — Human Soldier
(3/3)
Whenever Erkenbrand or another Human you control enters, creatures you control get +1/+0 until end of turn.
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Erstwhile Trooper
   ( 3)
Creature — Zombie Soldier
(2/2)
Discard a creature card: This creature gets +2/+2 and gains trample until end of turn. Activate only once each turn.
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Erudite Wizard
  ( 3)
Creature — Human Wizard
(2/3)
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
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Erupting Dreadwolf
( 0)
Creature — Eldrazi Werewolf
(6/4)
Whenever this creature attacks, it deals 2 damage to any target.
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Escape to the Wilds
   ( 5)
Sorcery
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn. You may play an additional land this turn.
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Eshki Dragonclaw
    ( 4)
Legendary Creature — Human Warrior
(4/4)
Vigilance, trample, ward  At the beginning of combat on your turn, if you've cast both a creature spell and a noncreature spell this turn, draw a card and put two +1/+1 counters on Eshki Dragonclaw.
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Esior, Wardwing Familiar
  ( 2)
Legendary Creature — Bird
(1/3)
Flying Spells your opponents cast that target one or more commanders you control cost more to cast. Partner (You can have two commanders if both have partner.)
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Essence of the Wild
    ( 6)
Creature — Avatar
(6/6)
Creatures you control enter as a copy of this creature.
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Essence Warden
 ( 1)
Creature — Elf Shaman
(1/1)
Whenever another creature enters, you gain 1 life.
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Estwald Shieldbasher
  ( 4)
Creature — Human Soldier
(4/2)
Whenever this creature attacks, you may pay . If you do, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Eternal Warrior
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has vigilance.
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Eternal Witness
   ( 3)
Creature — Human Shaman
(2/1)
When this creature enters, you may return target card from your graveyard to your hand.
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Ether Well
  ( 4)
Instant
Put target creature on top of its owner's library. If that creature is red, you may put it on the bottom of its owner's library instead.
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Ethereal Whiskergill
  ( 4)
Creature — Elemental
(4/3)
Flying This creature can't attack unless defending player controls an Island.
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Ethersworn Canonist
  ( 2)
Artifact Creature — Human Cleric
(2/2)
Each player who has cast a nonartifact spell this turn can't cast additional nonartifact spells.
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Ethersworn Shieldmage
   ( 3)
Artifact Creature — Vedalken Wizard
(2/2)
Flash When this creature enters, prevent all damage that would be dealt to artifact creatures this turn.
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Ethersworn Sphinx
   ( 9)
Artifact Creature — Sphinx
(4/4)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Flying Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card with lesser mana value. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Etherwrought Page
    ( 4)
Artifact
At the beginning of your upkeep, choose one — • You gain 2 life. • Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) • Each opponent loses 1 life.
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Ettercap
  ( 5)
Creature — Spider Beast
(2/5)
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Eutropia the Twice-Favored
   ( 3)
Legendary Creature — Human Wizard
(2/2)
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on target creature. That creature gains flying until end of turn.
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Everdawn Champion
   ( 3)
Creature — Human Soldier
(2/2)
Prevent all combat damage that would be dealt to this creature.
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Everflowing Chalice
 ( 0)
Artifact
Multikicker (You may pay an additional any number of times as you cast this spell.) This artifact enters with a charge counter on it for each time it was kicked. : Add for each charge counter on this artifact.
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Ever-Watching Threshold
  ( 3)
Enchantment
Whenever an opponent attacks, if they attacked you and/or a planeswalker you control, draw a card.
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Evolution Witness
  ( 3)
Creature — Elf Shaman Mutant
(2/1)
 : Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Whenever one or more +1/+1 counters are put on this creature, return target permanent card from your graveyard to your hand.
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Evolving Wilds
( 0)
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Evra, Halcyon Witness
   ( 6)
Legendary Creature — Avatar
(4/4)
Lifelink : Exchange your life total with Evra's power.
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Exava, Rakdos Blood Witch
   ( 4)
Legendary Creature — Human Cleric
(3/3)
First strike, haste Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) Each other creature you control with a +1/+1 counter on it has haste.
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Excalibur, Sword of Eden
 ( 12)
Legendary Artifact — Equipment
This spell costs less to cast, where X is the total mana value of historic permanents you control. (Artifacts, legendaries, and Sagas are historic.) Equipped creature gets +10/+0 and has vigilance. Equip legendary creature 
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Excavated Wall
 ( 1)
Artifact Creature — Wall
(0/4)
Defender , : Mill a card. (Put the top card of your library into your graveyard.)
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Exchange of Words
   ( 3)
Enchantment
When this enchantment enters, choose two target creatures. For as long as this enchantment remains on the battlefield, exchange the text boxes of those creatures.
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Executioner's Swing
  ( 2)
Instant
Target creature that dealt damage this turn gets -5/-5 until end of turn.
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Experiment Twelve
  ( 4)
Creature — Elf Lizard Warrior
(4/4)
Trample Whenever this creature or another creature you control is turned face up, put +1/+1 counters on that creature equal to its power. Disguise  (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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Explosive Getaway
   ( 5)
Sorcery
Exile up to one target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step. Explosive Getaway deals 4 damage to each creature.
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Explosive Growth
 ( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Target creature gets +2/+2 until end of turn. If this spell was kicked, that creature gets +5/+5 until end of turn instead.
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Extremely Slow Zombie
  ( 2)
Creature — Zombie
(3/3)
Last strike (This creature deals combat damage after creatures without last strike.)
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Exuberant Wolfbear
  ( 4)
Creature — Wolf Bear
(4/4)
Whenever this creature attacks, you may change the base power and toughness of target Human you control to this creature's power and toughness until end of turn.
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Eye of Nowhere
  ( 2)
Sorcery — Arcane
Return target permanent to its owner's hand.
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Eye of Yawgmoth
 ( 3)
Artifact
, , Sacrifice a creature: Reveal a number of cards from the top of your library equal to the sacrificed creature's power. Put one into your hand and exile the rest.
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Eyeless Watcher
  ( 4)
Creature — Eldrazi Drone
(1/1)
Devoid (This card has no color.) When this creature enters, create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add ."
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Eyes Everywhere
  ( 3)
Enchantment
At the beginning of your upkeep, scry 1.  : Exchange control of this enchantment and target nonland permanent. Activate only as a sorcery.
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Eyes of the Watcher
  ( 3)
Enchantment
Whenever you cast an instant or sorcery spell, you may pay . If you do, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Eyes of the Wisent
  ( 2)
Kindred Enchantment — Elemental
Whenever an opponent casts a blue spell during your turn, you may create a 4/4 green Elemental creature token.
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Eyetwitch
 ( 1)
Creature — Eye Bat
(1/1)
Flying When this creature dies, 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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Ezuri, Claw of Progress
   ( 4)
Legendary Creature — Phyrexian Elf Warrior
(3/3)
Whenever a creature you control with power 2 or less enters, you get an experience counter. At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is the number of experience counters you have.
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Fable of Wolf and Owl
    ( 6)
Enchantment
Whenever you cast a green spell, you may create a 2/2 green Wolf creature token. Whenever you cast a blue spell, you may create a 1/1 blue Bird creature token with flying.
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Fade Away
  ( 3)
Sorcery
For each creature, its controller sacrifices a permanent of their choice unless they pay .
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Fae of Wishes
  ( 2)
Creature — Faerie Wizard
(1/4)
Flying  , Discard two cards: Return this creature to its owner's hand.
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Faeburrow Elder
   ( 3)
Creature — Treefolk Druid
(0/0)
Vigilance This creature gets +1/+1 for each color among permanents you control. : For each color among permanents you control, add one mana of that color.
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Faerie Swarm
  ( 4)
Creature — Faerie
(*/*)
Flying Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.
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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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Faithful Watchdog
  ( 2)
Creature — Dog
(0/0)
Vigilance This creature enters with three +1/+1 counters on it.
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Faith's Reward
  ( 4)
Instant
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
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Fake Your Own Death
  ( 2)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control and you create a Treasure token." (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Falco Spara, Pactweaver
    ( 4)
Legendary Creature — Bird Demon
(3/3)
Flying, trample Falco Spara enters with a shield counter on it. You may look at the top card of your library any time. You may cast spells from the top of your library by removing a counter from a creature you control in addition to paying their other costs.
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Faldorn, Dread Wolf Herald
   ( 3)
Legendary Creature — Human Druid
(3/3)
Whenever you cast a spell from exile or a land you control enters from exile, create a 2/2 green Wolf creature token. , , Discard a card: Exile the top card of your library. You may play it this turn.
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Fallaji Wayfarer
  ( 3)
Creature — Human Scout
(2/4)
Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.) Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
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Fallow Earth
  ( 3)
Sorcery
Put target land on top of its owner's library.
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Fallow Wurm
  ( 3)
Creature — Wurm
(4/4)
When this creature enters, sacrifice it unless you discard a land card.
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Fallowsage
  ( 4)
Creature — Merfolk Wizard
(2/2)
Whenever this creature becomes tapped, you may draw a card.
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False Dawn
  ( 2)
Sorcery
Until end of turn, spells and abilities you control that would add colored mana instead add that much white mana. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card.
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Falthis, Shadowcat Familiar
  ( 3)
Legendary Creature — Nightmare Cat
(2/2)
Commanders you control have menace and deathtouch. Partner (You can have two commanders if both have partner.)
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Fanatic of the Harrowing
  ( 4)
Creature — Human Cleric
(2/2)
When this creature enters, each player discards a card. If you discarded a card this way, draw a card.
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Far // Away (Far)
  ( 2)
Instant
Return target creature to its owner's hand. Fuse (You may cast one or both halves of this card from your hand.)
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Far Wanderings
  ( 3)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Threshold — If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
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Faramir, Steward of Gondor
   ( 3)
Legendary Creature — Human Noble
(2/2)
Whenever a legendary creature you control with mana value 4 or greater enters, you become the monarch. At the beginning of your end step, if you're the monarch, create two 1/1 white Human Soldier creature tokens.
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Farewell
   ( 6)
Sorcery
Choose one or more — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all graveyards.
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Farewell to Arms
   ( 3)
Enchantment
As this enchantment enters, choose a hand attached to an opponent's arm. When the chosen hand isn't behind its owner's back, sacrifice this enchantment. If you do, that player discards their hand . . . of cards. (The lawyers wouldn't let us do it the other way.)
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Fatal Blow
 ( 1)
Instant
Destroy target creature that was dealt damage this turn. It can't be regenerated.
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Fateful Showdown
   ( 4)
Instant
Fateful Showdown deals damage to any target equal to the number of cards in your hand. Discard all the cards in your hand, then draw that many cards.
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Fathom Trawl
   ( 5)
Sorcery
Reveal cards from the top of your library until you reveal three nonland cards. Put the nonland cards revealed this way into your hand, then put the rest of the revealed cards on the bottom of your library in any order.
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Favor of the Woods
  ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks, you gain 3 life.
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Favorable Winds
  ( 2)
Enchantment
Creatures you control with flying get +1/+1.
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Fearless Swashbuckler
   ( 3)
Creature — Fish Pirate
(3/3)
Haste Vehicles you control have haste. Whenever you attack, if a Pirate and a Vehicle attacked this combat, draw three cards, then discard two cards.
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Fearsome Awakening
  ( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. If it's a Dragon, put two +1/+1 counters on it.
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Fearsome Werewolf
( 0)
Creature — Werewolf
(4/3)
Menace (This creature can't be blocked except by two or more creatures.) Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Fearsome Whelp
  ( 2)
Creature — — Dragon
(1/1)
Flying At the beginning of your end step, each Dragon card in your hand perpetually gains "This spell costs less to cast."
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Feast of Worms
   ( 5)
Sorcery — Arcane
Destroy target land. If that land was legendary, its controller sacrifices another land of their choice.
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Feed the Swarm
  ( 2)
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
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Felhide Brawler
  ( 2)
Creature — Minotaur
(2/2)
This creature can't block unless you control another Minotaur.
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Felling Blow
  ( 3)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature an opponent controls.
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Fellwar Stone
 ( 2)
Artifact
: Add one mana of any color that a land an opponent controls could produce.
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Felothar, Dawn of the Abzan
   ( 3)
Legendary Creature — Human Warrior
(3/3)
Trample Whenever Felothar enters or attacks, you may sacrifice a nonland permanent. When you do, put a +1/+1 counter on each creature you control.
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Feral Prowler
  ( 2)
Creature — Cat
(1/3)
When this creature dies, draw a card.
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Feral Ridgewolf
  ( 3)
Creature — Wolf
(1/2)
Trample  : This creature gets +2/+0 until end of turn.
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