|
Angel of the Ruins
   ( 7)
Artifact Creature — Angel
(5/7)
Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling ( , Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
|
|
|
Angel of Unity
  ( 2)
Creature — — Angel Cleric
(1/3)
Flying, lifelink Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1. (A party card or spell is a Cleric, Rogue, Warrior, or Wizard.)
|
|
|
Angel of Vitality
  ( 3)
Creature — Angel
(2/2)
Flying If you would gain life, you gain that much life plus 1 instead. This creature gets +2/+2 as long as you have 25 or more life.
|
|
|
Anger of the Gods
   ( 3)
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
|
|
|
Angrath, Captain of Chaos
   ( 4)
Legendary Planeswalker — Angrath
(5)
Creatures you control have menace. −2: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
|
|
|
Anikthea, Hand of Erebos
    ( 5)
Legendary Enchantment Creature — Demigod
(4/4)
Menace Other enchantment creatures you control have menace. Whenever Anikthea enters or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature in addition to its other types.
|
|
|
Animar, Soul of Elements
   ( 3)
Legendary Creature — Elemental
(1/1)
Protection from white and from black Whenever you cast a creature spell, put a +1/+1 counter on Animar. Creature spells you cast cost less to cast for each +1/+1 counter on Animar.
|
|
|
Animus of Night's Reach
( 0)
Enchantment Creature — Spirit
(0/4)
Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of creature cards in defending player's graveyard.
|
|
|
Animus of Predation
  ( 5)
Creature — Avatar
(4/4)
Draft this card face up. As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.) If you removed a creature card with flying from the draft with cards named Animus of Predation, this creature has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.
|
|
|
Anje, Maid of Dishonor
   ( 4)
Legendary Creature — Vampire
(4/5)
Whenever Anje and/or one or more other Vampires you control enter, create a Blood token. This ability triggers only once each turn. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.") , Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
|
|
|
Ankh of Mishra
 ( 2)
Artifact
Whenever a land enters, this artifact deals 2 damage to that land's controller.
|
|
|
Anointer of Champions
 ( 1)
Creature — Human Cleric
(1/1)
: Target attacking creature gets +1/+1 until end of turn.
|
|
|
Anointer of Valor
  ( 6)
Creature — Angel
(3/5)
Flying Whenever a creature attacks, you may pay . When you do, put a +1/+1 counter on that creature.
|
|
|
Anthem of Rakdos
    ( 5)
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and this enchantment deals 1 damage to you. Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
|
|
|
Anvil of Bogardan
 ( 2)
Artifact
Players have no maximum hand size. At the beginning of each player's draw step, that player draws an additional card, then discards a card.
|
|
|
Apes of Rath
   ( 4)
Creature — Ape
(5/4)
Whenever this creature attacks, it doesn't untap during its controller's next untap step.
|
|
|
Apex of Power
    ( 10)
Sorcery
Exile the top seven cards of your library. Until end of turn, you may cast spells from among them. If this spell was cast from your hand, add ten mana of any one color.
|
|
|
Apostle of Invasion
   ( 6)
Creature — Phyrexian Angel
(4/4)
Flying Corrupted — As long as an opponent has three or more poison counters, this creature has double strike.
|
|
|
Apostle of Purifying Light
  ( 2)
Creature — Human Cleric
(2/1)
Protection from black (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything black.) : Exile target card from a graveyard.
|
|
|
Apple of Eden, Isu Relic
 ( 4)
Legendary Artifact
, Pay 4 life, Sacrifice Apple of Eden: Look at target opponent's hand and exile those cards face down. You may play those cards this turn, and mana of any type can be spent to cast them. Until end of turn, whenever you play a land or cast a spell this way, its owner draws a card. At the beginning of the next end step, return the exiled cards to their owner's hand. Activate only as a sorcery.
|
|
|
Approach of the Second Sun
  ( 7)
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
|
|
|
Arachnoform
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has reach, and is every creature type.
|
|
|
Aragorn, King of Gondor
    ( 4)
Legendary Creature — Human Noble
(4/4)
Vigilance, lifelink When Aragorn enters, you become the monarch. Whenever Aragorn attacks, up to one target creature can't block this turn. If you're the monarch, creatures can't block this turn.
|
|
|
Arahbo, Roar of the World
   ( 5)
Legendary Creature — Cat Avatar
(5/5)
Eminence — At the beginning of combat on your turn, if Arahbo is in the command zone or on the battlefield, another target Cat you control gets +3/+3 until end of turn. Whenever another Cat you control attacks, you may pay   . If you do, it gains trample and gets +X/+X until end of turn, where X is its power.
|
|
|
Arasta of the Endless Web
   ( 4)
Legendary Enchantment Creature — Spider
(3/5)
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
|
|
|
Araumi of the Dead Tide
   ( 3)
Legendary Creature — Merfolk Wizard
(1/4)
, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
|
|
|
Arbiter of Knollridge
  ( 7)
Creature — Giant Wizard
(5/5)
Vigilance When this creature enters, each player's life total becomes the highest life total among all players.
|
|
|
Arbiter of the Ideal
   ( 6)
Creature — Sphinx
(4/5)
Flying Inspired — Whenever this creature becomes untapped, reveal the top card of your library. If it's an artifact, creature, or land card, you may put it onto the battlefield with a manifestation counter on it. That permanent is an enchantment in addition to its other types.
|
|
|
Arbiter of Woe
   ( 6)
Creature — Demon
(5/4)
As an additional cost to cast this spell, sacrifice a creature. Flying When this creature enters, each opponent discards a card and loses 2 life. You draw a card and gain 2 life.
|
|
|
Arch of Orazca
( 0)
Land
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) : Add .
, : Draw a card. Activate only if you have the city's blessing.
|
|
|
Archangel of Strife
   ( 7)
Creature — Angel
(6/6)
Flying As this creature enters, each player chooses war or peace. Creatures controlled by players who chose war get +3/+0. Creatures controlled by players who chose peace get +0/+3.
|
|
|
Archangel of Thune
   ( 5)
Creature — Angel
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1 counter on each creature you control.
|
|
|
Archangel of Tithes
    ( 4)
Creature — Angel
(3/5)
Flying As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures. As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
|
|
|
Archangel of Wrath
   ( 4)
Creature — Angel
(3/4)
Kicker and/or (You may pay an additional and/or as you cast this spell.) Flying, lifelink When this creature enters, if it was kicked, it deals 2 damage to any target. When this creature enters, if it was kicked twice, it deals 2 damage to any target.
|
|
|
Archdemon of Greed
( 0)
Creature — Demon
(9/9)
Flying, trample At the beginning of your upkeep, sacrifice a Human. If you can't, tap this creature and it deals 9 damage to you.
|
|
|
Archdemon of Paliano
   ( 4)
Creature — Demon
(5/4)
Draft this card face up. As long as this card is face up during the draft, you can't look at booster packs and must draft cards at random. After you draft three cards this way, turn this card face down. (You may look at cards as you draft them.) Flying
|
|
|
Archdemon of Unx
   ( 7)
Creature — Demon
(6/6)
Flying, trample At the beginning of your upkeep, sacrifice a non-Zombie creature, then create a 2/2 black Zombie creature token.
|
|
|
Archers of Qarsi
  ( 4)
Creature — Snake Archer
(5/2)
Defender Reach (This creature can block creatures with flying.)
|
|
|
Archetype of Aggression
   ( 3)
Enchantment Creature — Human Warrior
(3/2)
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
|
|
|
Archetype of Courage
   ( 3)
Enchantment Creature — Human Soldier
(2/2)
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
|
|
|
Archetype of Endurance
   ( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
|
|
|
Archetype of Finality
   ( 6)
Enchantment Creature — Gorgon
(2/3)
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
|
|
|
Archetype of Imagination
   ( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
|
|
|
Archfiend of Depravity
   ( 5)
Creature — Demon
(5/4)
Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
|
|
|
Archfiend of Despair
   ( 8)
Creature — Demon
(6/6)
Flying Your opponents can't gain life. At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)
|
|
|
Archfiend of Ifnir
   ( 5)
Creature — Demon
(5/4)
Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling ( , Discard this card: Draw a card.)
|
|
|
Archfiend of Spite
   ( 7)
Creature — Demon
(6/6)
Flying Whenever a source an opponent controls deals damage to this creature, that source's controller loses that much life unless they sacrifice that many permanents of their choice. Madness   (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
|
|
|
Archfiend of the Dross
   ( 4)
Creature — Phyrexian Demon
(6/6)
Flying This creature enters with four oil counters on it. At the beginning of your upkeep, remove an oil counter from this creature. Then if it has no oil counters on it, you lose the game. Whenever a creature an opponent controls dies, its controller loses 2 life.
|
|
|
Archghoul of Thraben
  ( 3)
Creature — Zombie Cleric
(3/2)
Whenever this creature or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
|
|
|
Architect of Restoration
( 0)
Enchantment Creature — Fox Monk
(3/4)
Vigilance Whenever this creature attacks or blocks, create a 1/1 colorless Spirit creature token.
|
|
|
Architect of the Untamed
  ( 3)
Creature — Elf Artificer Druid
(2/3)
Landfall — Whenever a land you control enters, you get (an energy counter). Pay eight : Create a 6/6 colorless Beast artifact creature token.
|
|
|
Architects of Will
   ( 4)
Artifact Creature — Human Wizard
(3/3)
When this creature enters, look at the top three cards of target player's library, then put them back in any order. Cycling ( , Discard this card: Draw a card.)
|
|
|
Archivist of Gondor
  ( 3)
Creature — Human Advisor
(2/3)
When your commander deals combat damage to a player, if there is no monarch, you become the monarch. At the beginning of the monarch's end step, that player draws a card.
|
|
|
Archivist of Oghma
  ( 2)
Creature — Halfling Cleric
(2/2)
Flash Whenever an opponent searches their library, you gain 1 life and draw a card.
|
|
|
Archmage of Echoes
  ( 5)
Creature — Faerie Wizard
(4/4)
Flying, ward  Whenever you cast a Faerie or Wizard permanent spell, copy it. (The copy becomes a token.)
|
|
|
Archmage of Runes
   ( 5)
Creature — Giant Wizard
(3/6)
Instant and sorcery spells you cast cost less to cast. Whenever you cast an instant or sorcery spell, draw a card.
|
|
|
Archon of Absolution
  ( 4)
Creature — Archon
(3/2)
Flying Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.) Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
|
|
|
Archon of Coronation
   ( 6)
Creature — Archon
(5/5)
Flying When this creature enters, you become the monarch. As long as you're the monarch, damage doesn't cause you to lose life. (When a creature deals combat damage to you, its controller still becomes the monarch.)
|
|
|
Archon of Cruelty
   ( 8)
Creature — Archon
(6/6)
Flying Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
|
|
|
Archon of Emeria
  ( 3)
Creature — Archon
(2/3)
Flying Each player can't cast more than one spell each turn. Nonbasic lands your opponents control enter tapped.
|
|
|
Archon of Falling Stars
   ( 6)
Creature — Archon
(4/4)
Flying When this creature dies, you may return target enchantment card from your graveyard to the battlefield.
|
|
|
Archon of Justice
   ( 5)
Creature — Archon
(4/4)
Flying When this creature dies, exile target permanent.
|
|
|
Archon of Redemption
   ( 5)
Creature — Archon
(3/4)
Flying Whenever this creature or another creature you control with flying enters, you may gain life equal to that creature's power.
|
|
|
Archon of Sun's Grace
   ( 4)
Creature — Archon
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Pegasus creatures you control have lifelink. Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
|
|
|
Archon of the Triumvirate
   ( 7)
Creature — Archon
(4/5)
Flying Whenever this creature attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
|
|
|
Archon of the Wild Rose
   ( 4)
Creature — Archon
(4/4)
Flying Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
|
|
|
Archon of Valor's Reach
   ( 6)
Creature — Archon
(5/6)
Flying, vigilance, trample As this creature enters, choose artifact, enchantment, instant, sorcery, or planeswalker. Players can't cast spells of the chosen type.
|
|
|
Archpriest of Iona
 ( 1)
Creature — Human Cleric
(*/2)
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
|
|
|
Archpriest of Shadows
   ( 5)
Creature — Human Warlock
(4/4)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.) Deathtouch Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
|
|
|
Virtue of Loyalty (Ardenvale Fealty)
  ( 2)
Instant — Adventure
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the enchantment later from exile.)
|
|
|
Ardoz, Cobbler of War
  ( 2)
Legendary Creature — Goblin Shaman
(1/1)
Haste Whenever Ardoz or another creature you control enters, that creature gets +2/+0 until end of turn.  : Create a 1/1 red Goblin creature token with haste. Activate only as a sorcery.
|
|
|
Arena of the Ancients
 ( 3)
Artifact
Legendary creatures don't untap during their controllers' untap steps. When this artifact enters, tap all legendary creatures.
|
|
|
Argoth, Sanctum of Nature
( 0)
Land
This land enters tapped unless you control a legendary green creature. : Add .
  , : Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery.
(Melds with Titania, Voice of Gaea.)
|
|
|
Aria of Flame
  ( 3)
Enchantment
When this enchantment enters, each opponent gains 10 life. Whenever you cast an instant or sorcery spell, put a verse counter on this enchantment, then it deals damage equal to the number of verse counters on it to target player or planeswalker.
|
|
|
Ark of Blight
 ( 2)
Artifact
, , Sacrifice this artifact: Destroy target land.
|
|
|
Arlinn, Voice of the Pack
   ( 6)
Legendary Planeswalker — Arlinn
(7)
Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
|
|
|
Armament of Nyx
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)
|
|
|
Armed with Proof
  ( 3)
Enchantment
When this enchantment enters, investigate twice. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") Clues you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
|
|
|
Armor of Faith
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. : Enchanted creature gets +0/+1 until end of turn.
|
|
|
Armor of Shadows
 ( 1)
Instant
Until end of turn, target creature gets +1/+0 and gains indestructible. (Damage and effects that say "destroy" don't destroy it.)
|
|
|
Armor of Thorns
  ( 2)
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant nonblack creature Enchanted creature gets +2/+2.
|
|
|
Armory of Iroas
 ( 2)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
|
|
|
Arms of Hadar
  ( 4)
Sorcery
Creatures target player controls get -2/-2 until end of turn.
|
|
|
Army of Allah
   ( 3)
Instant
Attacking creatures get +2/+0 until end of turn.
|
|
|
Arrows of Justice
  ( 3)
Instant
Arrows of Justice deals 4 damage to target attacking or blocking creature.
|
|
|
Artisan of Forms
  ( 2)
Creature — Human Wizard
(1/1)
Heroic — Whenever you cast a spell that targets this creature, you may have this creature become a copy of target creature, except it has this ability.
|
|
|
Artisan of Kozilek
 ( 9)
Creature — Eldrazi
(10/9)
When you cast this spell, you may return target creature card from your graveyard to the battlefield. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
|
|
|
Arwen, Weaver of Hope
   ( 3)
Legendary Creature — Elf Noble
(2/1)
Each other creature you control enters with a number of additional +1/+1 counters on it equal to Arwen's toughness.
|
|
|
Ascent of the Worthy
   ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead. III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.
|
|
|
Ashaya, Soul of the Wild
   ( 5)
Legendary Creature — Elemental
(*/*)
Ashaya's power and toughness are each equal to the number of lands you control. Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
|
|
|
Ashcoat of the Shadow Swarm
  ( 4)
Legendary Creature — Rat Warlock
(3/4)
Whenever Ashcoat attacks or blocks, other Rats you control get +X/+X until end of turn, where X is the number of Rats you control. At the beginning of your end step, you may mill four cards. If you do, return up to two Rat creature cards from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
|
|
|
Ashes of the Abhorrent
  ( 2)
Enchantment
Players can't cast spells from graveyards or activate abilities of cards in graveyards. Whenever a creature dies, you gain 1 life.
|
|
|
Ashes of the Fallen
 ( 2)
Artifact
As this artifact enters, choose a creature type. Each creature card in your graveyard has the chosen creature type in addition to its other types.
|
|
|