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Hellkite Punisher
   ( 7)
Creature — Dragon
(6/6)
Flying : This creature gets +1/+0 until end of turn.
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Hellraiser Goblin
  ( 3)
Creature — Goblin Berserker
(2/2)
Creatures you control have haste and attack each combat if able.
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Hematite Talisman
 ( 2)
Artifact
Whenever a player casts a red spell, you may pay . If you do, untap target permanent.
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Henry Wu, InGen Geneticist
   ( 3)
Legendary Creature — Human Scientist
(1/4)
Henry Wu and other Human creatures you control have exploit. (When a creature with exploit enters, you may sacrifice a creature.) Whenever a creature you control exploits a non-Human creature, draw a card. If the exploited creature had power 3 or greater, create a Treasure token.
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Herald of Anguish
   ( 7)
Creature — Demon
(5/5)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Flying At the beginning of your end step, each opponent discards a card.  , Sacrifice an artifact: Target creature gets -2/-2 until end of turn.
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Heretic's Punishment
  ( 5)
Enchantment
 : Choose any target, then mill three cards. This enchantment deals damage to that permanent or player equal to the greatest mana value among the milled cards.
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Heroism
  ( 3)
Enchantment
Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by that creature this turn unless its controller pays  .
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Heron-Blessed Geist
  ( 5)
Creature — Spirit
(3/3)
Flying  , Exile this card from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate only if you control an enchantment and only as a sorcery.
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Hexbane Tortoise
  ( 3)
Creature — Turtle
(3/2)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) 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.)
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Hidden Herbalists
  ( 2)
Creature — Human Druid
(2/2)
Revolt — When this creature enters, if a permanent left the battlefield under your control this turn, add  .
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Hideous Visage
  ( 3)
Sorcery
Creatures you control gain intimidate until end of turn. (Each of those creatures can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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High-Rise Sawjack
  ( 3)
Creature — Elf Citizen
(2/3)
Reach (This creature can block creatures with flying.) Whenever this creature blocks a creature with flying, this creature gets +2/+0 until end of turn.
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Highspire Artisan
  ( 3)
Creature — Elf Artificer
(0/3)
Reach (This creature can block creatures with flying.) 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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Hish of the Snake Cult (playtest)
    ( 5)
Legendary Creature — — Snake
(2/5)
Nagas and Serpents you control are Snakes. (We'll errata this to be true.) Snakes you control have daunt, deathtouch, and poisonous 2. (A creature with daunt can't be blocked by creatures with power 2 or less. Whenever a creature with poisonous 2 deals combat damage to a player, that player gets two poison counters.)
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Hisoka's Guard
  ( 2)
Creature — Human Wizard
(1/1)
You may choose not to untap this creature during your untap step.  , : Target creature you control other than this creature has shroud for as long as this creature remains tapped. (It can't be the target of spells or abilities.)
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Hissing Iguanar
  ( 3)
Creature — Lizard
(3/1)
Whenever another creature dies, you may have this creature deal 1 damage to target player or planeswalker.
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Hissing Miasma
   ( 3)
Enchantment
Whenever a creature attacks you, its controller loses 1 life.
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Historian of Zhalfir
   ( 4)
Creature — Human Wizard
(3/3)
Whenever this creature attacks, if you control a Teferi planeswalker, draw a card.
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Historian's Boon
  ( 4)
Enchantment
Whenever this enchantment or another nontoken enchantment you control enters, create a 1/1 white Soldier creature token. Whenever the final chapter ability of a Saga you control triggers, create a 4/4 white Angel creature token with flying and vigilance.
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Historian's Wisdom
  ( 3)
Enchantment — Aura
Enchant artifact or creature When this Aura enters, if enchanted permanent is a creature with the greatest power among creatures on the battlefield, draw a card. As long as enchanted permanent is a creature, it gets +2/+1.
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History of Benalia
   ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a 2/2 white Knight creature token with vigilance. III — Knights you control get +2/+1 until end of turn.
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Hivis of the Scale
   ( 5)
Legendary Creature — Lizard Shaman
(3/4)
You may choose not to untap Hivis during your untap step. : Gain control of target Dragon for as long as you control Hivis and Hivis remains tapped.
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Hixus, Prison Warden
   ( 5)
Legendary Creature — Human Soldier
(4/4)
Flash (You may cast this spell any time you could cast an instant.) Whenever a creature deals combat damage to you, if Hixus entered this turn, exile that creature until Hixus leaves the battlefield. (That creature returns under its owner's control.)
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Hogaak, Arisen Necropolis
   ( 7)
Legendary Creature — Avatar
(8/8)
You can't spend mana to cast this spell. Convoke, delve (Each creature you tap while casting this spell pays for or one mana of that creature's color. Each card you exile from your graveyard pays for .) You may cast this card from your graveyard. Trample
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Hoisted Hireling
  ( 3)
Creature — Zombie
(2/1)
This creature has flying as long as it's being held above the battlefield.
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Holistic Wisdom
   ( 3)
Enchantment
, Exile a card from your hand: Return target card from your graveyard to your hand if it shares a card type with the card exiled this way. (Artifact, battle, creature, enchantment, kindred, instant, land, planeswalker, and sorcery are card types.)
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Horobi's Whisper
   ( 3)
Instant — Arcane
If you control a Swamp, destroy target nonblack creature. Splice onto Arcane—Exile four cards from your graveyard. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Hound of Griselbrand
   ( 4)
Creature — Elemental Dog
(2/2)
Double strike 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.)
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Hour of Promise
  ( 5)
Sorcery
Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. Then if you control three or more Deserts, create two 2/2 black Zombie creature tokens.
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How Is This a Par Three?!
   ( 4)
Enchantment
Whenever you cast a spell, you may have target player mill X cards, where X is the number of words in that spell's name.
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Howlgeist
  ( 6)
Creature — Spirit Wolf
(4/2)
Creatures with power less than this creature's power can't block it. 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.)
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Hubris
  ( 2)
Instant
Return target creature and all Auras attached to it to their owners' hands.
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Hugs, Grisly Guardian
     ( 4)
Legendary Creature — Badger Warrior
(5/5)
Trample When Hugs enters, exile the top X cards of your library. Until the end of your next turn, you may play those cards. You may play an additional land on each of your turns.
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Humble Naturalist
  ( 2)
Creature — Human Druid
(1/3)
: Add one mana of any color. Spend this mana only to cast a creature spell.
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Hurl into History
   ( 5)
Instant
Counter target artifact or creature spell. Discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Hydroid Krasis
   ( 2)
Creature — Jellyfish Hydra Beast
(0/0)
When you cast this spell, you gain half X life and draw half X cards. Round down each time. Flying, trample This creature enters with X +1/+1 counters on it.
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Hypergenesis
( 0)
Sorcery
Suspend 3—   Starting with you, each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.
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Hypnotic Swirly Disc
( 0)
Artifact — Contraption
Whenever you crank this Contraption, target player mills X cards, where X is the number of creatures you control.
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Icatian Skirmishers
  ( 4)
Creature — Human Soldier
(1/1)
First strike; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) Whenever this creature attacks, all creatures banded with it gain first strike until end of turn.
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Ichorspit Basilisk
  ( 3)
Creature — Phyrexian Basilisk
(1/3)
Deathtouch Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
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Ichthyomorphosis
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature loses all abilities and is a blue Fish with base power and toughness 0/1.
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Icy Prison
  ( 2)
Enchantment
When this enchantment enters, exile target creature. At the beginning of your upkeep, sacrifice this enchantment unless any player pays . When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Idris, Soul of the TARDIS
   ( 3)
Legendary Creature — Human Incarnation
(3/3)
Vanishing 3 Imprint — When Idris enters, exile another artifact you control until Idris leaves the battlefield. Idris has all activated and triggered abilities of the exiled card and gets +X/+X, where X is the exiled card's mana value.
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Ignite Disorder
  ( 2)
Instant
Ignite Disorder deals 3 damage divided as you choose among one, two, or three target white and/or blue creatures.
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Ignorant Bliss
  ( 2)
Instant
Exile all cards from your hand face down. At the beginning of the next end step, return those cards to your hand, then draw a card.
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Illuminate History
   ( 4)
Sorcery — Lesson
Discard any number of cards, then draw that many cards. Then if there are seven or more cards in your graveyard, create a 3/2 red and white Spirit creature token.
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Illusionist's Bracers
 ( 2)
Artifact — Equipment
Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy. Equip 
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Illusionist's Gambit
   ( 4)
Instant
Cast this spell only during the declare blockers step on an opponent's turn. Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
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Illusionist's Stratagem
  ( 4)
Instant
Exile up to two target creatures you control, then return those cards to the battlefield under their owner's control. Draw a card.
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Illustrious Historian
  ( 2)
Creature — Human Shaman
(2/1)
, Exile this card from your graveyard: Create a tapped 3/2 red and white Spirit creature token.
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Immaculate Magistrate
  ( 4)
Creature — Elf Shaman
(2/2)
: Put a +1/+1 counter on target creature for each Elf you control.
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Impending Disaster
  ( 2)
Enchantment
At the beginning of your upkeep, if there are seven or more lands on the battlefield, sacrifice this enchantment and destroy all lands.
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Imposing Visage
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has menace. (It can't be blocked except by two or more creatures.)
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Imprison
 ( 1)
Enchantment — Aura
Enchant creature Whenever a player activates an ability of enchanted creature with in its activation cost that isn't a mana ability, you may pay . If you do, counter that ability. If you don't, destroy this Aura. Whenever enchanted creature attacks or blocks, you may pay . If you do, tap the creature, remove it from combat, and creatures it was blocking that had become blocked by only that creature this combat become unblocked. If you don't, destroy this Aura.
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Imprisoned in the Moon
  ( 3)
Enchantment — Aura
Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with " : Add " and loses all other card types and abilities.
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Improvised Armor
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+5. Cycling ( , Discard this card: Draw a card.)
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Improvised Club
  ( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Improvised Club deals 4 damage to any target.
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Improvised Weaponry
  ( 3)
Sorcery
Improvised Weaponry deals 2 damage to any target. Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Imp's Mischief
  ( 2)
Instant
Change the target of target spell with a single target. You lose life equal to that spell's mana value.
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Inalla, Archmage Ritualist
    ( 5)
Legendary Creature — Human Wizard
(4/5)
Eminence — Whenever another nontoken Wizard you control enters, if Inalla is in the command zone or on the battlefield, you may pay . If you do, create a token that's a copy of that Wizard. The token gains haste. Exile it at the beginning of the next end step. Tap five untapped Wizards you control: Target player loses 7 life.
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Incisor Glider
  ( 2)
Artifact Creature — Phyrexian Construct
(1/3)
Flying Corrupted — Whenever this creature attacks, if an opponent has three or more poison counters, creatures you control get +1/+1 until end of turn.
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Incursion Specialist
  ( 2)
Creature — Human Wizard
(1/3)
Whenever you cast your second spell each turn, this creature gets +2/+0 until end of turn and can't be blocked this turn.
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Indulgent Aristocrat
 ( 1)
Creature — Vampire Noble
(1/1)
Lifelink , Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
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Infernal Genesis
   ( 6)
Enchantment
At the beginning of each player's upkeep, that player mills a card. Then they create X 1/1 black Minion creature tokens, where X is the milled card's mana value.
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Inferno Fist
  ( 2)
Enchantment — Aura
Enchant creature you control Enchanted creature gets +2/+0. , Sacrifice this Aura: This Aura deals 2 damage to any target.
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Ingenious Artillerist
  ( 3)
Creature — Human Artificer
(3/1)
Whenever one or more artifacts you control enter, this creature deals that much damage to each opponent.
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Ink Dissolver
  ( 2)
Creature — Merfolk Wizard
(2/1)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, each opponent mills three cards.
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Inkrise Infiltrator
  ( 2)
Creature — Human Ninja
(1/2)
Flying  : This creature gets +2/+2 until end of turn.
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Inquisition
  ( 3)
Sorcery
Target player reveals their hand. Inquisition deals damage to that player equal to the number of white cards in their hand.
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Inquisition of Kozilek
 ( 1)
Sorcery
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.
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Inquisitive Glimmer
  ( 2)
Enchantment Creature — Fox Glimmer
(2/3)
Enchantment spells you cast cost less to cast. Unlock costs you pay cost less.
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Inquisitive Puppet
 ( 1)
Artifact Creature — Construct
(0/2)
When this creature enters, scry 1. Exile this creature: Create a 1/1 white Human creature token.
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Inquisitor Captain
  ( 4)
Creature — — Human Cleric
(3/3)
Vigilance When Inquisitor Captain enters the battlefield, if there are twenty or more creature cards with mana value 3 or less among cards in your graveyard, hand, and library, seek two creature cards with mana value 3 or less. Put one of them onto the battlefield and shuffle the other into your library.
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Inquisitor Eisenhorn
   ( 4)
Legendary Creature — Human Inquisitor
(2/3)
You may reveal the first card you draw each turn as you draw it. Whenever you reveal an instant or sorcery card this way, create Cherubael, a legendary 4/4 black Demon creature token with flying. Whenever Inquisitor Eisenhorn deals combat damage to a player, investigate that many times. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Inquisitor Exarch
  ( 2)
Creature — Phyrexian Cleric
(2/2)
When this creature enters, choose one — • You gain 2 life. • Target opponent loses 2 life.
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Inquisitor Greyfax
    ( 4)
Legendary Creature — Human Inquisitor
(3/3)
Vigilance Unquestionable Wisdom — Other creatures you control get +1/+0 and have vigilance. Hunt for Heresy — , : Tap target creature an opponent controls. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Inquisitorial Rosette
 ( 2)
Artifact — Equipment
Inquisition Agents — Whenever equipped creature attacks, create a 2/2 white Astartes Warrior creature token with vigilance that's attacking. Then attacking creatures gain menace until end of turn. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Inquisitor's Flail
 ( 2)
Artifact — Equipment
If equipped creature would deal combat damage, it deals double that damage instead. If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead. Equip 
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Inquisitor's Ox
  ( 4)
Creature — Ox
(2/5)
Delirium — This creature gets +1/+0 and has vigilance as long as there are four or more card types among cards in your graveyard.
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Inquisitor's Snare
  ( 2)
Instant
Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it.
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Insidious Mist
( 0)
Creature — Elemental
(0/1)
Hexproof, indestructible This creature can't block and can't be blocked. Whenever this creature attacks and isn't blocked, you may pay  . If you do, transform it.
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Insist
 ( 1)
Sorcery
The next creature spell you cast this turn can't be countered. Draw a card.
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Interdisciplinary Mascot
   ( 8)
Creature — Elemental Fractal
(5/5)
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.) Ward  When this creature enters, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
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Intrepid Paleontologist
  ( 2)
Creature — Human Druid
(2/2)
: Add one mana of any color.
: Exile target card from a graveyard.
You may cast Dinosaur creature spells from among cards you own exiled with this creature. If you cast a spell this way, that creature enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
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Intrepid Provisioner
  ( 4)
Creature — Human Scout
(3/3)
Trample When this creature enters, another target Human you control gets +2/+2 until end of turn.
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Invasion of Innistrad
   ( 4)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) Flash When this Siege enters, target creature an opponent controls gets -13/-13 until end of turn.
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Invisibility
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked except by Walls.
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Invisible Stalker
  ( 2)
Creature — Human Rogue
(1/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) This creature can't be blocked.
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Ironfist Crusher
  ( 5)
Creature — Human Soldier
(2/4)
This creature can block any number of creatures. 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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Iron-Fist Pulverizer
  ( 5)
Creature — Giant Warrior
(4/5)
Reach Whenever you cast your second spell each turn, this creature deals 2 damage to target opponent. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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