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Éowyn, Lady of Rohan
  ( 3)
Legendary Creature — Human Noble
(2/4)
At the beginning of combat on your turn, target creature gains your choice of first strike or vigilance until end of turn. If that creature is equipped, it gains first strike and vigilance until end of turn instead. Equip abilities you activate cost less to activate.
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Ephara, God of the Polis
   ( 4)
Legendary Enchantment Creature — God
(6/5)
Indestructible As long as your devotion to white and blue is less than seven, Ephara isn't a creature. At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.
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Epicure of Blood
  ( 5)
Creature — Vampire
(4/4)
Whenever you gain life, each opponent loses 1 life.
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Era of Enlightenment
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Scry 2. II — You gain 2 life. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Erebos, God of the Dead
  ( 4)
Legendary Enchantment Creature — God
(5/7)
Indestructible As long as your devotion to black is less than five, Erebos isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to black.) Your opponents can't gain life.  , Pay 2 life: Draw a card.
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Erestor of the Council
   ( 3)
Legendary Creature — Elf Noble
(2/4)
Whenever players finish voting, each opponent who voted for a choice you voted for creates a Treasure token. You scry X, where X is the number of opponents who voted for a choice you didn't vote for. Draw a card.
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Eriette of the Charmed Apple
   ( 3)
Legendary Creature — Human Warlock
(2/4)
Each creature that's enchanted by an Aura you control can't attack you or planeswalkers you control. At the beginning of your end step, each opponent loses X life and you gain X life, where X is the number of Auras you control.
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Eris, Roar of the Storm
   ( 10)
Legendary Creature — Elemental Warlock
(4/4)
This spell costs less to cast for each different mana value among instant and sorcery cards in your graveyard. Flying, prowess Whenever you cast your second spell each turn, create a 4/4 red Dragon Elemental creature token with flying and prowess.
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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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Errand of Duty
  ( 2)
Instant
Create a 1/1 white Knight creature token with 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.)
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Errand-Rider of Gondor
  ( 3)
Creature — Human Soldier
(3/2)
When this creature enters, draw a card. Then if you don't control a legendary creature, put a card from your hand on the bottom of your library.
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Esika, God of the Tree
   ( 3)
Legendary Creature — God
(1/4)
Vigilance : Add one mana of any color.
Other legendary creatures you control have vigilance and " : Add one mana of any color."
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Essence of Ajani (playtest)
  ( 3)
Emblem
(As this spell resolves, put it into the command zone.) Whenever you cast a spell, you gain 1 life.
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Essence of Orthodoxy
   ( 5)
Creature — Phyrexian
(3/3)
Flying Whenever this creature or another Phyrexian you control enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and " : Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
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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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Etching of Kumano
( 0)
Enchantment Creature — Human Shaman
(2/2)
Haste If a creature dealt damage this turn by a source you controlled would die, exile it instead.
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Etchings of the Chosen
   ( 3)
Enchantment
As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+1. , Sacrifice a creature of the chosen type: Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Eternal of Harsh Truths
  ( 3)
Creature — Zombie Cleric
(1/3)
Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.) Whenever this creature attacks and isn't blocked, draw a card.
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Evangel of Heliod
   ( 6)
Creature — Human Cleric
(1/3)
When this creature enters, create a number of 1/1 white Soldier creature tokens equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
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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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Evereth, Viceroy of Plunder
  ( 3)
Legendary Creature — Vampire Soldier
(2/2)
Flying Sacrifice another creature or artifact: Put a +1/+1 counter on Evereth. If the sacrificed permanent was a Treasure, Evereth gains lifelink until end of turn. Activate only as a sorcery. When Evereth dies, you may pay  . When you do, Evereth deals damage equal to its power to each opponent.
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Evil Eye of Orms-by-Gore
  ( 5)
Creature — Eye
(3/6)
Non-Eye creatures you control can't attack. This creature can't be blocked except by Walls.
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Evil Eye of Urborg
  ( 5)
Creature — Eye
(6/3)
Non-Eye creatures you control can't attack. Whenever this creature becomes blocked by a creature, destroy that creature.
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Exalted Flamer of Tzeentch
   ( 4)
Creature — Demon
(2/4)
Sorcerous Inspiration — At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. Fire of Tzeentch — Whenever you cast an instant or sorcery spell, this creature deals 1 damage to each opponent.
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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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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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Exemplar of Light
   ( 4)
Creature — Angel
(3/3)
Flying Whenever you gain life, put a +1/+1 counter on this creature. Whenever you put one or more +1/+1 counters on this creature, draw a card. This ability triggers only once each turn.
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Exemplar of Strength
  ( 2)
Creature — Human Warrior
(4/4)
When this creature enters, put three -1/-1 counters on target creature you control. Whenever this creature attacks, remove a -1/-1 counter from it. If you do, you gain 1 life.
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Explosion of Riches
  ( 6)
Sorcery
Draw a card, then each other player may draw a card. Whenever a card is drawn this way, Explosion of Riches deals 5 damage to target opponent chosen at random from among your opponents.
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Extricator of Flesh
( 0)
Creature — Eldrazi Horror
(3/5)
Eldrazi you control have vigilance. , , Sacrifice a non-Eldrazi creature: Create a 3/2 colorless Eldrazi Horror creature token.
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Extricator of Sin
  ( 3)
Creature — Human Cleric
(0/3)
When this creature enters, you may sacrifice another permanent. If you do, create a 3/2 colorless Eldrazi Horror creature token. Delirium — At the beginning of your upkeep, if there are four or more card types among cards in your graveyard, transform this creature.
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Eye of Doom
 ( 4)
Artifact
When this artifact enters, each player chooses a nonland permanent and puts a doom counter on it. , , Sacrifice this artifact: Destroy each permanent with a doom counter on it.
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Eye of Duskmantle
   ( 7)
Creature — Eye
(3/8)
Flying, lifelink You may play lands and cast spells from among cards in your graveyard you've surveilled this turn. If you cast a spell this way, you pay life equal to its mana value rather than paying its mana cost.
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Eye of Malcator
  ( 3)
Artifact
When this artifact enters, 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.) Whenever another artifact you control enters, this artifact becomes a 4/4 Phyrexian Eye artifact creature 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 Ojer Taq
 ( 3)
Artifact
: Add one mana of any color.
Craft with two that share a card type ( , Exile this artifact, Exile the two from among other permanents you control and/or cards from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
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Eye of Ramos
 ( 3)
Artifact
: Add .
Sacrifice this artifact: Add .
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Eye of Singularity
  ( 4)
World Enchantment
When this enchantment enters, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated. Whenever a permanent other than a basic land enters, destroy all other permanents with that name. They can't be regenerated.
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Eye of the Storm
   ( 7)
Enchantment
Whenever a player casts an instant or sorcery card, exile it. Then that player copies each instant or sorcery card exiled with this enchantment. For each copy, the player may cast the copy without paying its mana cost.
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Eye of Ugin
( 0)
Legendary Land
Colorless Eldrazi spells you cast cost less to cast. , : Search your library for a colorless creature card, reveal it, put it into your hand, then shuffle.
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Eye of Vecna
 ( 2)
Legendary Artifact
When Eye of Vecna enters, you draw a card and you lose 2 life. At the beginning of your upkeep, you may pay . If you do, you draw a card and you lose 2 life.
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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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Eyes of Gitaxias
  ( 3)
Sorcery
Incubate 3. (Create an Incubator token with three +1/+1 counters on it and " : Transform this token." It transforms into a 0/0 Phyrexian artifact creature.) Draw a card.
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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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Ezio, Blade of Vengeance
   ( 5)
Legendary Creature — Human Assassin
(5/5)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever an Assassin you control deals combat damage to a player, 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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Ezuri, Stalker of Spheres
   ( 4)
Legendary Creature — Phyrexian Elf Warrior
(3/3)
When Ezuri enters, you may pay . If you do, proliferate twice. Whenever you proliferate, draw a card.
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Fable of the Mirror-Breaker
  ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Create a 2/2 red Goblin Shaman creature token with "Whenever this token attacks, create a Treasure token." II — You may discard up to two cards. If you do, draw that many cards. III — Exile this Saga, then return it to the battlefield transformed under your control.
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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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Face of Divinity
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. As long as another Aura is attached to enchanted creature, it has first strike and lifelink.
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Face of Fear
  ( 6)
Creature — Horror
(3/4)
 , Discard a card: This creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Faces of the Past
  ( 3)
Enchantment
Whenever a creature dies, tap all untapped creatures that share a creature type with it or untap all tapped creatures that share a creature type with it.
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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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Fae Offering
  ( 3)
Enchantment
At the beginning of each end step, if you've cast both a creature spell and a noncreature spell this turn, create a Clue token, a Food token, and a Treasure token.
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Faith of the Devoted
  ( 3)
Enchantment
Whenever you cycle or discard a card, you may pay . If you do, each opponent loses 2 life and you gain 2 life.
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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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Fall of Cair Andros
  ( 3)
Enchantment
Whenever a creature an opponent controls is dealt excess noncombat damage, amass Orcs X, where X is that excess damage. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)  : This enchantment deals 7 damage to target creature.
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Fall of Gil-galad
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — Put two +1/+1 counters on target creature you control. III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
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Fall of the First Civilization
  ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You and target opponent each draw two cards. II — Exile target artifact an opponent controls. III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.
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Fall of the Hammer
  ( 2)
Instant
Target creature you control deals damage equal to its power to another target creature.
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Fall of the Impostor
   ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put a +1/+1 counter on up to one target creature. III — Exile a creature with the greatest power among creatures target opponent controls.
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Fall of the Thran
  ( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy all lands. II, III — Each player returns two land cards from their graveyard to the battlefield.
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Fall of the Titans
   ( 1)
Instant
Surge  (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Fall of the Titans deals X damage to each of up to two targets.
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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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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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Fanatic of Xenagos
   ( 3)
Creature — Centaur Warrior
(3/3)
Trample Tribute 1 (As this creature enters, an opponent of your choice may put a +1/+1 counter on it.) When this creature enters, if tribute wasn't paid, it gets +1/+1 and gains haste until end of turn.
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Fanatical Offering
  ( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards and create a Map token. (It's an artifact with " , , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
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Fang of the Pack
  ( 6)
Creature — Wolf
(5/3)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.)
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Fangs of Kalonia
  ( 2)
Sorcery
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on each creature that had a +1/+1 counter put on it this way. Overload   (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Faramir, Prince of Ithilien
   ( 4)
Legendary Creature — Human Noble
(3/3)
At the beginning of your end step, choose an opponent. At the beginning of that player's next end step, you draw a card if they didn't attack you that turn. Otherwise, create three 1/1 white Human Soldier creature tokens.
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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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Fateful Handoff
  ( 4)
Sorcery
Draw cards equal to the mana value of target artifact or creature you control. An opponent gains control of that permanent.
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Favor of Jukai
  ( 4)
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets +3/+3 and has reach. Channel —  , Discard this card: Target creature gets +3/+3 and gains reach until end of turn.
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Favor of the Mighty
  ( 2)
Kindred Enchantment — Giant
Each creature with the greatest mana value has protection from each color.
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Favor of the Overbeing
  ( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is green, it gets +1/+1 and has vigilance. As long as enchanted creature is blue, it gets +1/+1 and has flying.
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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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Favored of Iroas
  ( 3)
Creature — Human Soldier
(2/2)
Constellation — Whenever an enchantment you control enters, this creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
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Fear of Abduction
   ( 6)
Enchantment Creature — Nightmare
(5/5)
As an additional cost to cast this spell, exile a creature you control. Flying When this creature enters, exile target creature an opponent controls. When this creature leaves the battlefield, put each card exiled with it into its owner's hand.
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Fear of Being Hunted
   ( 3)
Enchantment Creature — Nightmare
(4/2)
Haste This creature must be blocked if able.
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Fear of Burning Alive
   ( 6)
Enchantment Creature — Nightmare
(4/4)
When this creature enters, it deals 4 damage to each opponent. Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
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Fear of Death
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, mill two cards. (Put the top two cards of your library into your graveyard.) Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
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Fear of Exposure
  ( 3)
Enchantment Creature — Nightmare
(5/4)
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control. Trample
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Fear of Failed Tests
  ( 5)
Enchantment Creature — Nightmare
(2/7)
Whenever this creature deals combat damage to a player, draw that many cards.
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Fear of Falling
   ( 5)
Enchantment Creature — Nightmare
(4/4)
Flying Whenever this creature attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
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Fear of Immobility
  ( 5)
Enchantment Creature — Nightmare
(4/4)
When this creature enters, tap up to one target creature. If an opponent controls that creature, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Fear of Impostors
   ( 3)
Enchantment Creature — Nightmare
(3/2)
Flash When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
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Fear of Infinity
   ( 3)
Enchantment Creature — Nightmare
(2/2)
Flying, lifelink This creature can't block. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
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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 Lost Teeth
 ( 1)
Enchantment Creature — Nightmare
(1/1)
When this creature dies, it deals 1 damage to any target and you gain 1 life.
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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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