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Force of Negation
   ( 3)
Instant
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost. Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Force of Rage
   ( 3)
Instant
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost. Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
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Force of Vigor
   ( 4)
Instant
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost. Destroy up to two target artifacts and/or enchantments.
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Force of Virtue
   ( 4)
Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost. Flash Creatures you control get +1/+1.
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Force of Will
   ( 5)
Instant
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost. Counter target spell.
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Forerunner of Slaughter
  ( 2)
Creature — Eldrazi Drone
(3/2)
Devoid (This card has no color.) : Target colorless creature gains haste until end of turn.
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Forerunner of the Coalition
  ( 3)
Creature — Human Pirate
(2/2)
When this creature enters, you may search your library for a Pirate card, reveal it, then shuffle and put that card on top. Whenever another Pirate you control enters, each opponent loses 1 life.
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Forerunner of the Empire
  ( 4)
Creature — Human Soldier
(1/3)
When this creature enters, you may search your library for a Dinosaur card, reveal it, then shuffle and put that card on top. Whenever a Dinosaur you control enters, you may have this creature deal 1 damage to each creature.
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Forerunner of the Heralds
  ( 4)
Creature — Merfolk Scout
(3/2)
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk you control enters, put a +1/+1 counter on this creature.
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Forerunner of the Legion
  ( 3)
Creature — Vampire Knight
(2/2)
When this creature enters, you may search your library for a Vampire card, reveal it, then shuffle and put that card on top. Whenever another Vampire you control enters, target creature gets +1/+1 until end of turn.
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Forge of Heroes
( 0)
Land
: Add .
: Choose target commander that entered this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker.
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Form of the Approach of the Second Sun
  ( 5)
Enchantment
When this enchantment enters, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head. When you draw yourself, you win the game. When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
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Form of the Dinosaur
   ( 6)
Enchantment
When this enchantment enters, your life total becomes 15. At the beginning of your upkeep, this enchantment deals 15 damage to target creature an opponent controls and that creature deals damage equal to its power to you.
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Form of the Dragon
    ( 7)
Enchantment
At the beginning of your upkeep, this enchantment deals 5 damage to any target. At the beginning of each end step, your life total becomes 5. Creatures without flying can't attack you.
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Form of the Mulldrifter (playtest)
  ( 5)
Tribal Enchantment — — Elemental
When CARDNAME enters the battlefield, draw two cards. You may cast creature cards from your hand as though they were the card Mulldrifter. (You can still evoke this way. They're Mulldrifters.)
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Form of the Squirrel
 ( 1)
Enchantment
As this enchantment enters, create a 1/1 green Squirrel creature token. You lose the game when that creature leaves the battlefield. Creatures can't attack you. You have shroud. You can't cast spells.
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Promise of Aclazotz (Foul Rebirth)
  ( 3)
Sorcery — Adventure
Sacrifice a non-Demon creature. If you do, create a 4/3 white and black Vampire Demon creature token with flying.
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Fountain of Cho
( 0)
Land
This land enters tapped. : Put a storage counter on this land.
, Remove any number of storage counters from this land: Add for each storage counter removed this way.
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Fountain of Ichor
 ( 3)
Artifact
: Add one mana of any color.
: This artifact becomes a 3/3 Dinosaur artifact creature until end of turn.
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Fountain of Renewal
 ( 1)
Artifact
At the beginning of your upkeep, you gain 1 life. , Sacrifice this artifact: Draw a card.
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Fragment of Konda
( 0)
Enchantment Creature — Human Noble
(1/3)
Defender When this creature dies, draw a card.
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Frenemy of the Guildpact (playtest)
  ( 2)
Creature — — Spirit
(3/2)
Protection from enemy-colored multicolored. (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything that's two enemy colors, such as blue and green.)
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Frolicking Familiar
  ( 3)
Creature — Otter Wizard
(2/2)
Flying Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn.
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Fruit of the First Tree
  ( 4)
Enchantment — Aura
Enchant creature When enchanted creature dies, you gain X life and draw X cards, where X is its toughness.
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Fruit of Tizerus
 ( 1)
Sorcery
Target player loses 2 life. Escape— , Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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Fugitive of the Judoon
  ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human creature token with ward and a 4/4 white Alien Rhino creature token. II — Investigate. III — You may exile a Human you control and an artifact you control. If you do, search your library for a Doctor card, put it onto the battlefield, then shuffle.
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Furnace of Rath
    ( 4)
Enchantment
If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Furor of the Bitten
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and attacks each combat if able.
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Fury of the Horde
   ( 7)
Sorcery
You may exile two red cards from your hand rather than pay this spell's mana cost. Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
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Galadriel of Lothlórien
   ( 3)
Legendary Creature — Elf Noble
(3/3)
Whenever the Ring tempts you, if you chose a creature other than Galadriel as your Ring-bearer, scry 3. Whenever you scry, you may reveal the top card of your library. If a land card is revealed this way, put it onto the battlefield tapped.
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Galadriel, Light of Valinor
    ( 5)
Legendary Creature — Elf Noble
(3/3)
Alliance — Whenever another creature you control enters, choose one that hasn't been chosen this turn — • Add   . • Put a +1/+1 counter on each creature you control. • Scry 2, then draw a card.
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Galea, Kindler of Hope
    ( 4)
Legendary Creature — Elf Knight
(4/4)
Vigilance You may look at the top card of your library any time. You may cast Aura and Equipment spells from the top of your library. When you cast an Equipment spell this way, it gains "When this Equipment enters, attach it to target creature you control."
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Gallery of Legends (Gallery of Legends (a))
( 0)
Artifact — Attraction
Visit — Exile cards from the top of your library until you exile a nonland card, then choose a legendary creature card name with the same mana value as that card. Create a token that's a copy of the card with the chosen name. That token gains haste. Exile it at the beginning of the next end step. Lights — 3, 6
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Gallery of Legends (Gallery of Legends (b))
( 0)
Artifact — Attraction
Visit — Exile cards from the top of your library until you exile a nonland card, then choose a legendary creature card name with the same mana value as that card. Create a token that's a copy of the card with the chosen name. That token gains haste. Exile it at the beginning of the next end step. Lights — 5, 6
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Gallia of the Endless Dance
  ( 2)
Legendary Creature — Satyr
(2/2)
Haste Other Satyrs you control get +1/+1 and have haste. Whenever you attack with three or more creatures, you may discard a card at random. If you do, draw two cards.
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Game of Chaos
   ( 3)
Sorcery
Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip.
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Gandalf of the Secret Fire
    ( 4)
Legendary Creature — Avatar Wizard
(3/4)
Whenever you cast an instant or sorcery spell from your hand during an opponent's turn, exile that card with three time counters on it instead of putting it into your graveyard as it resolves. Then if the exiled card doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may play it without paying its mana cost.)
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Gandalf, Friend of the Shire
  ( 4)
Legendary Creature — Avatar Wizard
(2/4)
Flash You may cast sorcery spells as though they had flash. Whenever the Ring tempts you, if you chose a creature other than Gandalf as your Ring-bearer, draw a card.
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Gang of Devils
  ( 6)
Creature — Devil
(3/3)
When this creature dies, it deals 3 damage divided as you choose among one, two, or three targets.
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Gang of Elk
  ( 6)
Creature — Elk Beast
(5/4)
Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.
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Garden of Freyalise
( 0)
Land
As this land enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Virtue of Strength (Garenbrig Growth)
 ( 1)
Sorcery — Adventure
Return target creature or land card from your graveyard to your hand. (Then exile this card. You may cast the enchantment later from exile.)
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Garna, Bloodfist of Keld
    ( 4)
Legendary Creature — Human Berserker
(4/3)
Whenever another creature you control dies, draw a card if it was attacking. Otherwise, Garna deals 1 damage to each opponent.
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Garruk, Caller of Beasts
   ( 6)
Legendary Planeswalker — Garruk
(4)
+1: Reveal the top five cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order. −3: You may put a green creature card from your hand onto the battlefield. −7: You get an emblem with "Whenever you cast a creature spell, you may search your library for a creature card, put it onto the battlefield, then shuffle."
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Garruk, Wrath of the Wilds
   ( 4)
Legendary Planeswalker — — Garruk
+1: Choose a creature card in your hand. It perpetually gets +1/+1 and perpetually gains "This spell costs less to cast." −1: Draft a card from Garruk, Wrath of the Wilds's spellbook and put it onto the battlefield. −5: Until end of turn, creatures you control get +3/+3 and gain trample.
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Gatekeeper of Malakir
  ( 2)
Creature — Vampire Warrior
(2/2)
Kicker (You may pay an additional as you cast this spell.) When this creature enters, if it was kicked, target player sacrifices a creature of their choice.
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Gatherer of Graces
  ( 2)
Creature — Human Druid
(1/2)
This creature gets +1/+1 for each Aura attached to it. Sacrifice an Aura: Regenerate this creature.
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Gauntlet of Might
 ( 4)
Artifact
Red creatures get +1/+1. Whenever a Mountain is tapped for mana, its controller adds an additional .
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Gauntlet of Power
 ( 5)
Artifact
As this artifact enters, choose a color. Creatures of the chosen color get +1/+1. Whenever a basic land is tapped for mana of the chosen color, its controller adds an additional one mana of that color.
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Gauntlets of Chaos
 ( 5)
Artifact
, Sacrifice this artifact: Exchange control of target artifact, creature, or land you control and target permanent an opponent controls that shares one of those types with it. If those permanents are exchanged this way, destroy all Auras attached to them.
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Gauntlets of Light
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power. Enchanted creature has " : Untap this creature."
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Gavel of the Righteous
 ( 2)
Artifact — Equipment
At the beginning of combat on your turn, put a charge counter on this Equipment. Equipped creature gets +1/+1 for each counter on this Equipment. As long as this Equipment has four or more counters on it, equipped creature has double strike. Equip—Pay or remove a counter from this Equipment.
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Gaze of Adamaro
   ( 4)
Instant — Arcane
Gaze of Adamaro deals damage to target player equal to the number of cards in that player's hand.
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Gaze of Granite
    ( 3)
Sorcery
Destroy each nonland permanent with mana value X or less.
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Gaze of Justice
 ( 1)
Sorcery
As an additional cost to cast this spell, tap three untapped white creatures you control. Exile target creature. Flashback  (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
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Gaze of Pain
  ( 2)
Sorcery
Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it assigns no combat damage this turn.
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Gaze of the Gorgon
  ( 4)
Instant
( can be paid with either or .) Regenerate target creature. At this turn's next end of combat, destroy all creatures that blocked or were blocked by it this turn.
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Geist of Regret
  ( 5)
Creature — — Spirit
(4/5)
Flying When Geist of Regret enters the battlefield, put a random instant card from your library into your graveyard. Then put a random sorcery card from your library into your graveyard. Whenever you cast an instant or sorcery spell from your graveyard, copy that spell. You may choose new targets for the copy.
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Geist of Saint Traft
   ( 3)
Legendary Creature — Spirit Cleric
(2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
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Geist of the Archives
  ( 3)
Creature — Spirit
(0/4)
Defender At the beginning of your upkeep, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Geist of the Lonely Vigil
  ( 2)
Creature — Spirit Cleric
(2/3)
Defender, flying Delirium — This creature can attack as though it didn't have defender as long as there are four or more card types among cards in your graveyard.
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Gem of Becoming
 ( 3)
Artifact
, , Sacrifice this artifact: Search your library for an Island card, a Swamp card, and a Mountain card. Reveal those cards, put them into your hand, then shuffle.
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General Kudro of Drannith
   ( 3)
Legendary Creature — Human Soldier
(3/3)
Other Humans you control get +1/+1. Whenever General Kudro or another Human you control enters, exile target card from an opponent's graveyard. , Sacrifice two Humans: Destroy target creature with power 4 or greater.
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Genesis of the Daleks
   ( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a 3/3 black Dalek artifact creature token with menace for each lore counter on Genesis of the Daleks. IV — Target opponent faces a villainous choice — Destroy all Dalek creatures and each of your opponents loses life equal to the total power of Daleks that died this turn, or destroy all non-Dalek creatures.
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Genju of the Cedars
 ( 1)
Enchantment — Aura
Enchant Forest : Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land.
When enchanted Forest is put into a graveyard, you may return this card from your graveyard to your hand.
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Genju of the Falls
 ( 1)
Enchantment — Aura
Enchant Island : Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land.
When enchanted Island is put into a graveyard, you may return this card from your graveyard to your hand.
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Genju of the Fens
 ( 1)
Enchantment — Aura
Enchant Swamp : Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with " : This creature gets +1/+1 until end of turn." It's still a land.
When enchanted Swamp is put into a graveyard, you may return this card from your graveyard to your hand.
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Genju of the Fields
 ( 1)
Enchantment — Aura
Enchant Plains : Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, its controller gains that much life." It's still a land.
When enchanted Plains is put into a graveyard, you may return this card from your graveyard to your hand.
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Genju of the Realm
     ( 5)
Legendary Enchantment — Aura
Enchant land : Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land.
When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.
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Genju of the Spires
 ( 1)
Enchantment — Aura
Enchant Mountain : Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land.
When enchanted Mountain is put into a graveyard, you may return this card from your graveyard to your hand.
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Geth, Lord of the Vault
   ( 6)
Legendary Creature — Phyrexian Zombie
(5/5)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)  : Put target artifact or creature card with mana value X from an opponent's graveyard onto the battlefield under your control tapped. Then that player mills X cards.
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Ghastlord of Fugue
     ( 5)
Creature — Spirit Avatar
(4/4)
This creature can't be blocked. Whenever this creature deals combat damage to a player, that player reveals their hand. You choose a card from it. That player exiles that card.
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Ghave, Guru of Spores
    ( 5)
Legendary Creature — Fungus Shaman
(0/0)
Ghave enters with five +1/+1 counters on it. , Remove a +1/+1 counter from a creature you control: Create a 1/1 green Saproling creature token.
, Sacrifice a creature: Put a +1/+1 counter on target creature.
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Ghired, Mirror of the Wilds
   ( 3)
Legendary Creature — Human Shaman
(3/3)
Haste Nontoken creatures you control have " : Create a token that's a copy of target token you control that entered this turn."
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Ghost Council of Orzhova
    ( 4)
Legendary Creature — Spirit
(4/4)
When Ghost Council of Orzhova enters, target opponent loses 1 life and you gain 1 life. , Sacrifice a creature: Exile Ghost Council of Orzhova. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Ghost of Ramirez DePietro
  ( 3)
Legendary Creature — Spirit Pirate
(2/3)
Ghost of Ramirez DePietro can't be blocked by creatures with toughness 3 or greater. Whenever Ghost of Ramirez DePietro deals combat damage to a player, choose up to one target card in a graveyard that was discarded or put there from a library this turn. Put that card into its owner's hand. Partner (You can have two commanders if both have partner.)
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Ghosts of the Innocent
   ( 7)
Creature — Spirit
(4/5)
If a source would deal damage to a permanent or player, it deals half that damage, rounded down, to that permanent or player instead.
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Giada, Font of Hope
  ( 2)
Legendary Creature — Angel
(2/2)
Flying, vigilance Each other Angel you control enters with an additional +1/+1 counter on it for each Angel you already control. : Add . Spend this mana only to cast an Angel spell.
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Gideon of the Trials
   ( 3)
Legendary Planeswalker — Gideon
(3)
+1: Until your next turn, prevent all damage target permanent would deal. 0: Until end of turn, Gideon becomes a 4/4 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn. 0: You get an emblem with "As long as you control a Gideon planeswalker, you can't lose the game and your opponents can't win the game."
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Gideon, Ally of Zendikar
   ( 4)
Legendary Planeswalker — Gideon
(4)
+1: Until end of turn, Gideon becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn. 0: Create a 2/2 white Knight Ally creature token. −4: You get an emblem with "Creatures you control get +1/+1."
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Gideon, Champion of Justice
   ( 4)
Legendary Planeswalker — Gideon
(4)
+1: Put a loyalty counter on Gideon for each creature target opponent controls. 0: Until end of turn, Gideon becomes a Human Soldier creature with power and toughness each equal to the number of loyalty counters on him and gains indestructible. He's still a planeswalker. Prevent all damage that would be dealt to him this turn. −15: Exile all other permanents.
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Gift of Compleation
  ( 2)
Enchantment
When this enchantment enters, 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.) Whenever a Phyrexian you control dies, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
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Gift of Doom
  ( 5)
Enchantment — Aura
Enchant creature Enchanted creature has deathtouch and indestructible. Morph—Sacrifice another creature. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) As this Aura is turned face up, you may attach it to a creature.
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Gift of Estates
  ( 2)
Sorcery
If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, put them into your hand, then shuffle.
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Gift of Fangs
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 as long as it's a Vampire. Otherwise, it gets -2/-2.
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Gift of Granite
 ( 1)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +0/+2.
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Gift of Growth
  ( 2)
Instant
Kicker (You may pay an additional as you cast this spell.) Untap target creature. It gets +2/+2 until end of turn. If this spell was kicked, that creature gets +4/+4 until end of turn instead.
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Gift of Immortality
  ( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step.
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Gift of Orzhova
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying and lifelink.
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Gift of Paradise
  ( 3)
Enchantment — Aura
Enchant land When this Aura enters, you gain 3 life. Enchanted land has " : Add two mana of any one color."
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