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Evangel of Synthesis
  ( 2)
Creature — Phyrexian Human Cleric
(2/3)
When this creature enters, draw a card, then discard a card. As long as you've drawn two or more cards this turn, this creature gets +1/+0 and has menace.
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Eviscerator
   ( 5)
Creature — Phyrexian Horror
(5/5)
Protection from white When this creature enters, you lose 5 life.
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Eviscerator's Insight
  ( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards. Flashback  (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
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Excise
  ( 1)
Instant
Exile target attacking creature unless its controller pays .
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Excise the Imperfect
   ( 3)
Instant
Exile target nonland permanent. Its controller incubates X, where X is its mana value. (They create an Incubator token with X +1/+1 counters on it and " : Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
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Exit Specialist
  ( 2)
Creature — Human Detective
(2/1)
This creature can't be blocked by creatures with power 3 or greater. 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.) When this creature is turned face up, return another target creature to its owner's hand.
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Exorcise
  ( 2)
Sorcery
Exile target artifact, enchantment, or creature with power 4 or greater.
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Exorcist
  ( 2)
Creature — Human Cleric
(1/1)
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Exotic Disease
  ( 5)
Sorcery
Domain — Target player loses X life and you gain X life, where X is the number of basic land types among lands you control.
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Exquisite Archangel
   ( 7)
Creature — Angel
(5/5)
Flying If you would lose the game, instead exile this creature and your life total becomes equal to your starting life total.
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Exquisite Blood
  ( 5)
Enchantment
Whenever an opponent loses life, you gain that much life.
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Exquisite Firecraft
   ( 3)
Sorcery
Exquisite Firecraft deals 4 damage to any target. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, this spell can't be countered.
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Extinguish
  ( 2)
Instant
Counter target sorcery spell.
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Extinguish the Light
   ( 4)
Instant
Destroy target creature or planeswalker. If its mana value was 3 or less, you gain 3 life.
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Extraction Specialist
  ( 3)
Creature — Human Rogue
(3/2)
Lifelink When this creature enters, return target creature card with mana value 2 or less from your graveyard to the battlefield. That creature can't attack or block for as long as you control this creature.
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Exultant Cultist
  ( 3)
Creature — Human Wizard
(2/2)
When this creature dies, draw a card.
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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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Fade from History
   ( 4)
Sorcery
Each player who controls an artifact or enchantment creates a 2/2 green Bear creature token. Then destroy all artifacts and enchantments.
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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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Faerie Artisans
  ( 4)
Creature — Faerie Artificer
(2/2)
Flying Whenever a nontoken creature an opponent controls enters, create a token that's a copy of that creature except it's an artifact in addition to its other types. Then exile all other tokens created with this creature.
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Faerie Duelist
  ( 2)
Creature — Faerie Rogue
(1/2)
Flash Flying When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.
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Faerie Mechanist
  ( 4)
Artifact Creature — Faerie Artificer
(2/2)
Flying When this creature enters, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Faerie Miscreant
 ( 1)
Creature — Faerie Rogue
(1/1)
Flying When this creature enters, if you control another creature named Faerie Miscreant, draw a card.
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Faithful Disciple
  ( 2)
Creature — — Human Cleric
(2/2)
Vigilance When Faithful Disciple dies, draft a card from Faithful Disciple's spellbook.
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Faithful Squire
   ( 3)
Creature — Human Soldier
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on this creature. At the beginning of the end step, if there are two or more ki counters on this creature, you may flip it.
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Falkenrath Aristocrat
   ( 4)
Creature — Vampire Noble
(4/1)
Flying, haste Sacrifice a creature: This creature gains indestructible until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on this creature.
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Rise // Fall (Fall)
  ( 2)
Sorcery
Target player reveals two cards at random from their hand, then discards each nonland card revealed this way.
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Fallaji Archaeologist
  ( 2)
Creature — Human Scout
(0/3)
When this creature enters, mill three cards. You may put a noncreature, nonland card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on this creature. (To mill a card, put the top card of your library into your graveyard.)
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False Demise
  ( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, return that card to the battlefield under your control.
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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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Famished Ghoul
  ( 4)
Creature — Zombie
(3/2)
 , Sacrifice this creature: Exile up to two target cards from a single graveyard.
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Famished Paladin
  ( 2)
Creature — Vampire Knight
(3/3)
This creature doesn't untap during your untap step. Whenever you gain life, untap this creature.
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Fanatic of Mogis
  ( 4)
Creature — Minotaur Shaman
(4/2)
When this creature enters, it deals damage to each opponent equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
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Fangblade Eviscerator
( 0)
Creature — Werewolf
(4/5)
 : This creature gets +1/+0 and gains first strike until end of turn.
 : Creatures you control get +2/+0 until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Farid, Enterprising Salvager
  ( 3)
Legendary Creature — Human Soldier
(3/3)
Whenever a nontoken artifact you control is put into a graveyard from the battlefield, create a colorless artifact token named Scrap.  , Sacrifice an artifact: Choose one —
• Put a +1/+1 counter on Farid. It gains menace until end of turn. • Goad target creature. • Discard a card, then draw a card.
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Fear of Isolation
  ( 2)
Enchantment Creature — Nightmare
(2/3)
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Flying
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Fear of Missing Out
  ( 2)
Enchantment Creature — Nightmare
(2/3)
When this creature enters, discard a card, then draw a card. Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
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Fear of Sleep Paralysis
  ( 6)
Enchantment Creature — Nightmare
(6/6)
Flying Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
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Feat of Resistance
  ( 2)
Instant
Put a +1/+1 counter on target creature you control. It gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)
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Feisty Stegosaurus
  ( 5)
Host Creature — Dinosaur
(2/1)
When this creature enters, roll a six-sided die. This creature deals damage equal to the result to target creature an opponent controls.
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Felisa, Fang of Silverquill
   ( 4)
Legendary Creature — Vampire Wizard
(3/2)
Flying Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever a nontoken creature you control dies, if it had counters on it, create X tapped 2/1 white and black Inkling creature tokens with flying, where X is the number of counters it had on it.
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Feral Animist
   ( 3)
Creature — Goblin Shaman
(2/1)
: This creature gets +X/+0 until end of turn, where X is its power.
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Ferris Wheel (Ferris Wheel (a))
( 0)
Artifact — Attraction
Visit — Choose target creature that hasn't been phased out with this Attraction. That creature phases out until you roll a 3 or less while rolling to visit your Attractions. Lights — 4, 5, 6
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Fettergeist
  ( 3)
Creature — Spirit
(3/4)
Flying At the beginning of your upkeep, sacrifice this creature unless you pay for each other creature you control.
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Fevered Visions
   ( 3)
Enchantment
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, this enchantment deals 2 damage to that player.
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Feywild Visitor
  ( 3)
Legendary Enchantment — Background
Commander creatures you own have "Whenever one or more nontoken creatures you control deal combat damage to a player, you create a 1/1 blue Faerie Dragon creature token with flying."
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Fieldmist Borderpost
   ( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. This artifact enters tapped. : Add or .
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Fiend Artisan
  ( 2)
Creature — Nightmare
(1/1)
This creature gets +1/+1 for each creature card in your graveyard.  , , Sacrifice another creature: Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Activate only as a sorcery.
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Fiendish Duo
   ( 6)
Creature — Devil
(5/5)
First strike (This creature deals combat damage before creatures without first strike.) If a source would deal damage to an opponent, it deals double that damage to that player instead.
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Fiendish Panda
   ( 4)
Creature — Bear Demon
(3/2)
Whenever you gain life, put a +1/+1 counter on this creature. When this creature dies, return another target non-Bear creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield.
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Fiery Finish
   ( 6)
Sorcery
Fiery Finish deals 7 damage to target creature.
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Final Flourish
  ( 2)
Instant
Kicker—Sacrifice an artifact or creature. (You may sacrifice an artifact or creature in addition to any other costs as you cast this spell.) Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -6/-6 until end of turn instead.
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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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Finale of Promise
   ( 2)
Sorcery
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
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Start // Finish (Finish)
  ( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) As an additional cost to cast Finish, sacrifice a creature. Destroy target creature.
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Finishing Move
  ( 3)
Sorcery
You get  , then you may put a sticker on a nonland permanent you own. Target creature you control deals damage equal to its power to target creature you don't control.
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Firbolg Flutist
   ( 6)
Creature — Giant Bard
(4/4)
Enthralling Performance — When this creature enters, gain control of target creature you don't control until end of turn. Untap it. It gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Fireblade Artist
  ( 2)
Creature — Human Shaman
(2/2)
Haste At the beginning of your upkeep, you may sacrifice a creature. When you do, this creature deals 2 damage to target opponent or planeswalker.
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Firefist Adept
  ( 5)
Creature — Human Wizard
(3/3)
When this creature enters, it deals X damage to target creature an opponent controls, where X is the number of Wizards you control.
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Firefist Striker
  ( 2)
Creature — Human Soldier
(2/1)
Battalion — Whenever this creature and at least two other creatures attack, target creature can't block this turn.
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Fisher's Talent
   ( 4)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of your upkeep, look at the top card of your library. You may reveal it if it's a land card. Create a 1/1 blue Fish creature token if you revealed it this way. Then draw a card.  : Level 2
//Level_2// If you would create a Fish token, create a 3/3 blue Shark creature token instead.   : Level 3
//Level_3// If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
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Fishing Pole
 ( 1)
Artifact — Equipment
Equipped creature has " , , Tap Fishing Pole: Put a bait counter on Fishing Pole." Whenever equipped creature becomes untapped, remove a bait counter from this Equipment. If you do, create a 1/1 blue Fish creature token. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Fishliver Oil
  ( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has islandwalk. (It can't be blocked as long as defending player controls an Island.)
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Fissure
   ( 5)
Instant
Destroy target creature or land. It can't be regenerated.
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Fissure Vent
   ( 5)
Sorcery
Choose one or both — • Destroy target artifact. • Destroy target nonbasic land.
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Fissure Wizard
  ( 2)
Creature — Goblin Wizard
(2/1)
When this creature enters, you may discard a card. If you do, draw a card.
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Fistful of Force
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
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Fists of Flame
  ( 2)
Instant
Draw a card. Until end of turn, target creature gains trample and gets +1/+0 for each card you've drawn this turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
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Fists of Ironwood
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, create two 1/1 green Saproling creature tokens. Enchanted creature has trample.
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Fists of the Demigod
  ( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is black, it gets +1/+1 and has wither. (It deals damage to creatures in the form of -1/-1 counters.) As long as enchanted creature is red, it gets +1/+1 and has first strike.
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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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Flame Discharge
  ( 1)
Instant
Flame Discharge deals X damage to target creature or planeswalker. If you controlled a modified creature as you cast this spell, it deals X plus 2 damage instead. (Equipment, Auras you control, and counters are modifications.)
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Flamewar, Streetwise Operative
( 0)
Legendary Artifact — Vehicle
(2/1)
Living metal (During your turn, this Vehicle is also a creature.) Menace, deathtouch Whenever Flamewar deals combat damage to a player, exile that many cards from the top of your library face down. Put an intel counter on each of them. Convert Flamewar.
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Flaming Fist
  ( 3)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."
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Flaming Fist Duskguard
  ( 2)
Creature — — Dwarf Soldier
(3/1)
When Flaming Fist Duskguard enters the battlefield, you get a boon with "When you cast your next creature spell, it perpetually gets +1/+0."
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Flaming Fist Officer
  ( 3)
Creature — Gnome Soldier
(2/2)
Whenever another creature you control leaves the battlefield, put a +1/+1 counter on this creature.
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Flavor Disaster (playtest)
  ( 5)
Enchantment Creature — — Elemental Pirate
(4/3)
Reach When Flavor Disaster enters the battlefield or when it's turned face up, target creature gets +X/+X until end of turn, where X is Flavor Disaster's power. Negamorph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its negamorph cost and put a -1/-1 counter on it.)
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Fleetwheel Cruiser
 ( 4)
Artifact — Vehicle
(5/3)
Trample, haste When this Vehicle enters, it becomes an artifact creature until end of turn. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Flickerwisp
   ( 3)
Creature — Elemental
(3/1)
Flying When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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Flourishing Bloom-Kin
  ( 2)
Creature — Plant Elemental
(0/0)
This creature gets +1/+1 for each Forest you control. Disguise   When this creature is turned face up, search your library for up to two Forest cards and reveal them. Put one of them onto the battlefield tapped and the other into your hand, then shuffle.
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Flourishing Defenses
  ( 5)
Enchantment
Whenever a -1/-1 counter is put on a creature, you may create a 1/1 green Elf Warrior creature token.
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Flourishing Fox
 ( 1)
Creature — Fox
(1/1)
Whenever you cycle another card, put a +1/+1 counter on this creature. Cycling ( , Discard this card: Draw a card.)
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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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Flourishing Strike
  ( 2)
Instant
Choose one — • Flourishing Strike deals 5 damage to target creature with flying. • Target creature gets +3/+3 until end of turn. Entwine  (Choose both if you pay the entwine cost.)
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Flower // Flourish (Flower)
 ( 1)
Sorcery
Search your library for a basic Forest or Plains card, reveal it, put it into your hand, then shuffle.
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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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Fool's Demise
  ( 5)
Enchantment — Aura
Enchant creature When enchanted creature dies, return that card to the battlefield under your control. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
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Formless Genesis
  ( 3)
Kindred Sorcery — Shapeshifter
Changeling (This card is every creature type.) Create an X/X colorless Shapeshifter creature token with changeling and deathtouch, where X is the number of land cards in your graveyard. 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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Fortifying Provisions
  ( 3)
Enchantment
Creatures you control get +0/+1. When this enchantment enters, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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