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Bottomless Pit
   ( 3)
Enchantment
At the beginning of each player's upkeep, that player discards a card at random.
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Bottomless Pool // Locker Room (Bottomless Pool)
 ( 1)
Enchantment — Room
When you unlock this door, return up to one target creature to its owner's hand. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Bottomless Vault
( 0)
Land
This land enters tapped. You may choose not to untap this land during your untap step. At the beginning of your upkeep, if this land is tapped, put a storage counter on it. , Remove any number of storage counters from this land: Add for each storage counter removed this way.
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Brainstone
 ( 1)
Artifact
, , Sacrifice this artifact: Draw three cards, then put two cards from your hand on top of your library in any order.
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Brainstorm
 ( 1)
Instant
Draw three cards, then put two cards from your hand on top of your library in any order.
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Brazen Collector
  ( 2)
Creature — Raccoon Rogue
(2/1)
First strike Whenever this creature attacks, add . Until end of turn, you don't lose this mana as steps and phases end.
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Breaching Dragonstorm
  ( 5)
Enchantment
When this enchantment enters, exile cards from the top of your library until you exile a nonland card. You may cast it without paying its mana cost if that spell's mana value is 8 or less. If you don't, put that card into your hand. When a Dragon you control enters, return this enchantment to its owner's hand.
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Brenard, Ginger Sculptor
    ( 4)
Legendary Creature — Human Artificer
(3/3)
Each creature you control that's a Food or a Golem gets +2/+2 and has trample. Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's a 1/1 Food Golem artifact creature in addition to its other types and it has " , , Sacrifice this token: You gain 3 life."
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Brimstone Mage
  ( 3)
Creature — Human Shaman
(2/2)
Level up  ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 2/3 : This creature deals 1 damage to any target.
LEVEL 3+ 2/4 : This creature deals 3 damage to any target.
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Brimstone Trebuchet
  ( 3)
Artifact Creature — Wall
(1/3)
Defender, reach : This creature deals 1 damage to each opponent.
Whenever a Knight you control enters, untap this creature.
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Brimstone Vandal
  ( 3)
Creature — Devil
(2/3)
Menace (This creature can't be blocked except by two or more creatures.) If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, this creature deals 1 damage to each opponent.
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Brimstone Volley
  ( 3)
Instant
Brimstone Volley deals 3 damage to any target. Morbid — Brimstone Volley deals 5 damage instead if a creature died this turn.
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Animating Faerie (Bring to Life)
  ( 3)
Sorcery — Adventure
Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on it.
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Bring to Light
   ( 5)
Sorcery
Converge — Search your library for a creature, instant, or sorcery card with mana value less than or equal to the number of colors of mana spent to cast this spell, exile that card, then shuffle. You may cast that card without paying its mana cost.
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Bring to Trial
  ( 3)
Sorcery
Exile target creature with power 4 or greater.
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Brion Stoutarm
   ( 4)
Legendary Creature — Giant Warrior
(4/4)
Lifelink , , Sacrifice another creature: Brion Stoutarm deals damage equal to the sacrificed creature's power to target player or planeswalker.
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Brontotherium
   ( 6)
Creature — Beast
(5/3)
Trample Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
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Brood Monitor
   ( 6)
Creature — Eldrazi Drone
(3/3)
Devoid (This card has no color.) When this creature enters, create three 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add ."
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Budoka Pupil
   ( 3)
Creature — Human Monk
(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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Built to Last
 ( 1)
Instant
Target creature gets +2/+2 until end of turn. If it's an artifact creature, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Built to Smash
 ( 1)
Instant
Target attacking creature gets +3/+3 until end of turn. If it's an artifact creature, it gains trample until end of turn.
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Burrenton Forge-Tender
 ( 1)
Creature — Kithkin Wizard
(1/1)
Protection from red Sacrifice this creature: Prevent all damage a red source of your choice would deal this turn.
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Burrenton Shield-Bearers
  ( 5)
Creature — Kithkin Soldier
(3/3)
Whenever this creature attacks, target creature gets +0/+3 until end of turn.
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Burrowguard Mentor
  ( 2)
Creature — Rabbit Soldier
(*/*)
Trample Burrowguard Mentor's power and toughness are each equal to the number of creatures you control.
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Calamitous Cave-In
  ( 4)
Sorcery
Calamitous Cave-In deals X damage to each creature and each planeswalker, where X is the number of Caves you control plus the number of Cave cards in your graveyard.
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Calamitous Tide
   ( 6)
Sorcery
Return up to two target creatures to their owners' hands. Draw two cards, then discard a card.
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Call to Arms
  ( 2)
Enchantment
As this enchantment enters, choose a color and an opponent. White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common. When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice this enchantment.
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Call to Glory
  ( 2)
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
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Call to Heel
  ( 2)
Instant
Return target creature to its owner's hand. Its controller draws a card.
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Call to Mind
  ( 3)
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
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Call to Serve
  ( 2)
Enchantment — Aura
Enchant nonblack creature Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
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Call to the Feast
   ( 4)
Sorcery
Create three 1/1 white Vampire creature tokens with lifelink.
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Call to the Grave
  ( 5)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature of their choice. At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment.
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Call to the Kindred
  ( 4)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
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Call to the Netherworld
 ( 1)
Sorcery
Return target black creature card from your graveyard to your hand. 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.)
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Call to the Void
  ( 5)
Sorcery
Each player secretly chooses a creature they control and a creature they don't control. Then those choices are revealed. Destroy each creature chosen this way.
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Callous Sell-Sword
  ( 2)
Creature — Human Soldier
(2/2)
This creature enters with a +1/+1 counter on it for each creature that died under your control this turn.
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Canoptek Tomb Sentinel
 ( 4)
Artifact Creature — Insect
(4/3)
Vigilance Exile Cannon — When this creature enters from a graveyard, exile up to one target nonland permanent. Unearth ( : Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Captain Lannery Storm
  ( 3)
Legendary Creature — Human Pirate
(2/2)
Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.") Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
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Captain Storm, Cosmium Raider
  ( 2)
Legendary Creature — Human Pirate
(2/2)
Whenever an artifact you control enters, put a +1/+1 counter on target Pirate you control.
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Carnage Gladiator
   ( 4)
Creature — Skeleton Warrior
(4/2)
Whenever a creature blocks, that creature's controller loses 1 life.   : Regenerate this creature.
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Cartel Aristocrat
  ( 2)
Creature — Human Advisor
(2/2)
Sacrifice another creature: This creature gains protection from the color of your choice until end of turn.
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Cartographer
  ( 3)
Creature — Human
(2/2)
When this creature enters, you may return target land card from your graveyard to your hand.
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Cartographer's Companion
 ( 3)
Artifact Creature — Gnome
(2/1)
When this creature enters, 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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Cartographer's Hawk
  ( 2)
Creature — Bird
(2/1)
Flying When this creature deals combat damage to a player who controls more lands than you, return it to its owner's hand. If you do, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Cartographer's Survey
  ( 4)
Sorcery
Look at the top seven cards of your library. Put up to two land cards from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
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Cartouche of Ambition
  ( 3)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, you may put a -1/-1 counter on target creature. Enchanted creature gets +1/+1 and has lifelink.
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Cartouche of Knowledge
  ( 2)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, draw a card. Enchanted creature gets +1/+1 and has flying.
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Cartouche of Solidarity
 ( 1)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, create a 1/1 white Warrior creature token with vigilance. Enchanted creature gets +1/+1 and has first strike. (It deals combat damage before creatures without first strike.)
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Cartouche of Strength
  ( 3)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +1/+1 and has trample.
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Cartouche of Zeal
 ( 1)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste. (It can attack and no matter when it came under your control.)
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Case File Auditor
  ( 3)
Creature — Human Detective
(1/4)
When this creature enters and whenever you solve a Case, look at the top six cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. You may spend mana as though it were mana of any color to cast Case spells.
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Case of the Stashed Skeleton
  ( 2)
Enchantment — Case
When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.) To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.) Solved —  , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
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Cast into Darkness
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0 and can't block.
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Cast into the Fire
  ( 2)
Instant
Choose one — • Cast into the Fire deals 1 damage to each of up to two target creatures. • Exile target artifact.
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Castle Raptors
  ( 5)
Creature — Bird Soldier
(3/3)
Flying As long as this creature is untapped, it gets +0/+2.
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Cat Collector
  ( 3)
Creature — Human Citizen
(3/2)
When this creature enters, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.") Whenever you gain life for the first time during each of your turns, create a 1/1 white Cat creature token.
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Catalyst Stone
 ( 2)
Artifact
Flashback costs you pay cost less. Flashback costs your opponents pay cost more.
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Cavern Stomper
   ( 6)
Creature — Dinosaur
(7/7)
When this creature 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.)  : This creature can't be blocked by creatures with power 2 or less this turn.
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Celestial Regulator
   ( 3)
Creature — Angel Advisor
(2/3)
Flying When this creature enters, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
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Cemetery Desecrator
   ( 6)
Creature — Zombie
(4/4)
Menace When this creature enters or dies, exile another card from a graveyard. When you do, choose one — • Remove X counters from target permanent, where X is the mana value of the exiled card. • Target creature an opponent controls gets -X/-X until end of turn, where X is the mana value of the exiled card.
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Cemetery Illuminator
   ( 3)
Creature — Spirit
(2/3)
Flying Whenever this creature enters or attacks, exile a card from a graveyard. You may look at the top card of your library any time. Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
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Cemetery Protector
   ( 4)
Creature — Human Soldier
(3/4)
Flash When this creature enters, exile a card from a graveyard. Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.
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Central Elevator // Promising Stairs (Central Elevator)
  ( 4)
Enchantment — Room
When you unlock this door, search your library for a Room card that doesn't have the same name as a Room you control, reveal it, put it into your hand, then shuffle. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Cephalid Aristocrat
  ( 5)
Creature — Octopus Noble
(3/3)
Whenever this creature becomes the target of a spell or ability, mill two cards.
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Chain to Memory
 ( 1)
Instant
Target creature gets -4/-0 until end of turn. Scry 2.
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Chained to the Rocks
 ( 1)
Enchantment — Aura
Enchant Mountain you control When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. (That creature returns under its owner's control.)
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Chainer's Torment
  ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — This Saga deals 2 damage to each opponent and you gain 2 life. III — Create an X/X black Nightmare Horror creature token, where X is half your life total, rounded up. It deals X damage to you.
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Chains of Custody
  ( 3)
Enchantment — Aura
Enchant creature you control When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield. Enchanted creature has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Chains of Mephistopheles
  ( 2)
Enchantment
If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.
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Champion's Victory
 ( 1)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Return target attacking creature to its owner's hand.
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Chandra, Dressed to Kill
   ( 3)
Legendary Planeswalker — Chandra
(3)
+1: Add . Chandra deals 1 damage to up to one target player or planeswalker. +1: Exile the top card of your library. If it's red, you may cast it this turn. −7: Exile the top five cards of your library. You may cast red spells from among them this turn. You get an emblem with "Whenever you cast a red spell, this emblem deals X damage to any target, where X is the amount of mana spent to cast that spell."
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Chandra, Torch of Defiance
   ( 4)
Legendary Planeswalker — Chandra
(4)
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent. +1: Add  . −3: Chandra deals 4 damage to target creature. −7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
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Chandra's Incinerator
  ( 6)
Creature — Elemental
(6/6)
This spell costs less to cast, where X is the total amount of noncombat damage dealt to your opponents this turn. Trample Whenever a source you control deals noncombat damage to an opponent, this creature deals that much damage to target creature or planeswalker that player controls.
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Chandra's Regulator
  ( 2)
Legendary Artifact
Whenever you activate a loyalty ability of a Chandra planeswalker, you may pay . If you do, copy that ability. You may choose new targets for the copy. , , Discard a Mountain card or a red card: Draw a card.
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Chaos Terminator Lord
  ( 4)
Creature — Astartes Warrior
(3/3)
Lord of Chaos — At the beginning of combat on your turn, another target creature you control gains double strike until end of turn.
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Chariot of Victory
 ( 3)
Artifact — Equipment
Equipped creature has first strike, trample, and haste. Equip 
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Chartooth Cougar
  ( 6)
Creature — Cat Beast
(4/4)
: This creature gets +1/+0 until end of turn.
Mountaincycling ( , Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
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Chatterstorm
  ( 2)
Sorcery
Create a 1/1 green Squirrel creature token. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Chea, Friend to Maybe Too Many (playtest)
    ( 4)
Legendary Creature — — Human Wizard
(2/4)
Familiar spells you cast have flash. (Bats, Birds, Cats, Dragons, Faeries, Foxes, Frogs, Imps, Lizards, and Spiders are familiars, as well as any creature with "Familiar" in its name.) : Add X and each opponent loses X life, where X is the number of familiars you control.
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Chrome Replicator
 ( 5)
Artifact Creature — Construct
(4/4)
When this creature enters, if you control two or more nonland, nontoken permanents with the same name as one another, create a 4/4 colorless Construct artifact creature token.
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Chronatog
  ( 2)
Creature — Atog
(1/2)
: This creature gets +3/+3 until end of turn. You skip your next turn. Activate only once each turn.
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