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Mogis's Warhound
  ( 2)
Enchantment Creature — Dog
(2/2)
Bestow  (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) This creature attacks each combat if able. Enchanted creature gets +2/+2 and attacks each combat if able.
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Monstrous War-Leech
  ( 4)
Creature — Leech Horror
(*/*)
Kicker (You may pay an additional as you cast this spell.) As this creature enters, if it was kicked, mill four cards. (To mill a card, put the top card of your library into your graveyard.) Monstrous War-Leech's power and toughness are each equal to the greatest mana value among cards in your graveyard.
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Nacatl War-Pride
    ( 6)
Creature — Cat Warrior
(3/3)
This creature must be blocked by exactly one creature if able. Whenever this creature attacks, create X tokens that are copies of it and that are tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step.
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Nahiri's Warcrafting
   ( 3)
Sorcery
Nahiri's Warcrafting deals 5 damage to target creature, planeswalker, or battle. Look at the top X cards of your library, where X is the excess damage dealt this way. You may exile one of those cards. Put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
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Nemata, Primeval Warden
   ( 4)
Legendary Creature — Treefolk
(3/4)
Reach If a creature an opponent controls would die, exile it instead. When you do, create a 1/1 green Saproling creature token. , Sacrifice a Saproling: Nemata gets +2/+2 until end of turn.
 , Sacrifice two Saprolings: Draw a card.
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Nessian Game Warden
   ( 5)
Creature — Beast
(4/5)
When this creature enters, look at the top X cards of your library, where X is the number of Forests you control. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Netherese Puzzle-Ward
  ( 4)
Enchantment
Focus Beam — At the beginning of your upkeep, roll a d4. Scry X, where X is the result. Perfect Illumination — Whenever you roll a die's highest natural result, draw a card.
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New Way Forward
    ( 5)
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. When damage is prevented this way, New Way Forward deals that much damage to that source's controller and you draw that many cards.
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Nexus Wardens
  ( 3)
Creature — Satyr Archer
(1/4)
Reach Constellation — Whenever an enchantment you control enters, you gain 2 life.
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Nissa, Steward of Elements
   ( 2)
Legendary Planeswalker — Nissa
(X)
+2: Scry 2. 0: Look at the top card of your library. If it's a land card or a creature card with mana value less than or equal to the number of loyalty counters on Nissa, you may put that card onto the battlefield. −6: Untap up to two target lands you control. They become 5/5 Elemental creatures with flying and haste until end of turn. They're still lands.
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Nobilis of War
     ( 5)
Creature — Spirit Avatar
(3/4)
Flying Attacking creatures you control get +2/+0.
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Norin the Wary
 ( 1)
Legendary Creature — Human Warrior
(2/1)
When a player casts a spell or a creature attacks, exile Norin. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Norwood Warrior
  ( 3)
Creature — Elf Warrior
(2/2)
Whenever this creature becomes blocked, it gets +1/+1 until end of turn.
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Notorious Sliver War
( 0)
Stickers
2 — : Creatures you control get +1/+1 until end of turn. 3 — Protection from creatures with two or more creature types 2 — 3/3 5 — 9/6
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Olivia, Mobilized for War
   ( 3)
Legendary Creature — Vampire Knight
(3/3)
Flying Whenever another creature you control enters, you may discard a card. If you do, put a +1/+1 counter on that creature, it gains haste until end of turn, and it becomes a Vampire in addition to its other types.
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Ondu War Cleric
  ( 2)
Creature — Human Cleric Ally
(2/2)
Cohort — , Tap an untapped Ally you control: You gain 2 life.
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Oona's Gatewarden
 ( 1)
Creature — Faerie Soldier
(2/1)
Defender, flying Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Orbs of Warding
 ( 5)
Artifact
You have hexproof. (You can't be the target of spells or abilities your opponents control.) If a creature would deal damage to you, prevent 1 of that damage.
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Orchard Warden
   ( 6)
Creature — Treefolk Shaman
(4/6)
Whenever another Treefolk creature you control enters, you may gain life equal to that creature's toughness.
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Pain's Reward
  ( 3)
Sorcery
Each player may bid life. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and draws four cards.
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Pentarch Ward
  ( 3)
Enchantment — Aura
Enchant creature As this Aura enters, choose a color. When this Aura enters, draw a card. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
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Phantom Warrior
   ( 3)
Creature — Illusion Warrior
(2/2)
This creature can't be blocked.
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Pheres-Band Warchief
  ( 4)
Creature — Centaur Warrior
(3/3)
Vigilance, trample Other Centaur creatures you control get +1/+1 and have vigilance and trample.
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Phyrexian Swarmlord
   ( 6)
Creature — Phyrexian Insect Horror
(4/4)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) At the beginning of your upkeep, create a 1/1 green Phyrexian Insect creature token with infect for each poison counter your opponents have.
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Phyrexian War Beast
 ( 3)
Artifact Creature — Phyrexian Beast
(3/4)
When this creature leaves the battlefield, sacrifice a land and this creature deals 1 damage to you.
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Phyrexian Warhorse
  ( 4)
Creature — Phyrexian Horse
(3/3)
Kicker (You may pay an additional as you cast this spell.) When this creature enters, if it was kicked, create a 1/1 white Soldier creature token. , Sacrifice another creature: This creature gets +2/+1 until end of turn.
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Pillar of War
 ( 3)
Artifact Creature — Golem
(3/3)
Defender As long as this creature is enchanted, it can attack as though it didn't have defender.
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Pillardrop Warden
  ( 4)
Creature — Spirit Dwarf
(1/5)
Reach , , Sacrifice this creature: Return target instant or sorcery card from your graveyard to your hand. Activate only as a sorcery.
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Pious Warrior
  ( 4)
Creature — Human Rebel Warrior
(2/3)
Whenever this creature is dealt combat damage, you gain that much life.
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Pippin, Warden of Isengard
  ( 2)
Legendary Creature — Halfling Advisor
(2/2)
Partner with Merry, Warden of Isengard (When this creature enters, target player may put Merry into their hand from their library, then shuffle.) , : Create a Food token.
, Sacrifice four Foods: Other creatures you control get +3/+3 and gain haste until end of turn. Activate only as a sorcery.
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Predation Steward
  ( 2)
Creature — Phyrexian Elf Warrior
(2/2)
This creature enters with two oil counters on it.  , , Remove an oil counter from this creature: Target creature gets +2/+2 until end of turn. Activate only as a sorcery.
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Pre-War Formalwear
  ( 3)
Artifact — Equipment
When this Equipment enters, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach this Equipment to it. Equipped creature gets +2/+2 and has vigilance. Equip 
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Prismatic Ward
  ( 2)
Enchantment — Aura
Enchant creature As this Aura enters, choose a color. Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.
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Prismatic Wardrobe
 ( 1)
Sorcery
Destroy target nonartifact, nonland permanent that doesn't share a color with clothing worn by its controller.
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Professor's Warning
 ( 1)
Instant
Choose one — • Put a +1/+1 counter on target creature. • Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Pulse of Llanowar
  ( 4)
Enchantment
If a basic land you control is tapped for mana, it produces mana of a color of your choice instead of any other type.
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Putrid Warrior
  ( 2)
Creature — Zombie Soldier Warrior
(2/2)
Whenever this creature deals damage, choose one — • Each player loses 1 life. • Each player gains 1 life.
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Radha, Coalition Warlord
   ( 4)
Legendary Creature — Elf Warrior
(3/3)
Domain — Whenever Radha becomes tapped, another target creature you control gets +X/+X until end of turn, where X is the number of basic land types among lands you control.
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Raff, Weatherlight Stalwart
  ( 2)
Legendary Creature — Human Wizard
(1/3)
Whenever you cast an instant or sorcery spell, you may tap two untapped creatures you control. If you do, draw a card.   : Creatures you control get +1/+1 and gain vigilance until end of turn.
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Rassilon, the War President
   ( 5)
Legendary Creature — Time Lord Noble
(3/4)
At the beginning of your upkeep, you lose 2 life and exile the top card of your library. You may play that card for as long as it remains exiled. Each noncreature spell you cast from exile has conspire. (As you cast that spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)
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Raven Clan War-Axe
   ( 3)
Artifact — Equipment
When this Equipment enters, you may search your library and/or graveyard for a card named Eivor, Battle-Ready, reveal it, and put it into your hand. If you search your library this way, shuffle. Equipped creature gets +2/+0 and has trample. Equip 
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Reaping the Rewards
 ( 1)
Instant
Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) You gain 2 life.
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Red Ward
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from red. This effect doesn't remove this Aura.
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Reinforced Bulwark
 ( 3)
Artifact Creature — Wall
(0/4)
Defender : Prevent the next 1 damage that would be dealt to you this turn.
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Relic Ward
  ( 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 artifact Enchanted artifact has shroud. (It can't be the target of spells or abilities.)
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Rem Karolus, Stalwart Slayer
   ( 3)
Legendary Creature — Human Knight
(2/3)
Flying, haste If a spell would deal damage to you or another permanent you control, prevent that damage. If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
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Renegade Warlord
  ( 5)
Creature — Human Soldier
(3/3)
First strike Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.
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Resistance Skywarden
   ( 5)
Creature — Ogre Rebel
(5/5)
Menace (This creature can't be blocked except by two or more creatures.) Reach (This creature can block creatures with flying.)
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Reward the Faithful
 ( 1)
Instant
Any number of target players each gain life equal to the greatest mana value among permanents you control.
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Rewards of Diversity
  ( 3)
Enchantment
Whenever an opponent casts a multicolored spell, you gain 4 life.
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Rhonas's Stalwart
  ( 2)
Creature — Human Warrior
(2/2)
You may exert this creature as it attacks. When you do, it gets +1/+1 until end of turn and can't be blocked by creatures with power 2 or less this turn. (An exerted creature won't untap during your next untap step.)
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Righteous War
   ( 3)
Enchantment
White creatures you control have protection from black. Black creatures you control have protection from white.
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Ringwarden Owl
   ( 5)
Creature — Bird
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Robobrain War Mind
  ( 4)
Artifact Creature — Robot
(*/5)
Robobrain War Mind's power is equal to the number of cards in your hand. When this creature enters, you get an amount of (energy counters) equal to the number of artifact creatures you control. Whenever this creature attacks, you may pay   . If you do, draw a card.
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Ronin Warclub
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+1. Whenever a creature you control enters, attach this Equipment to that creature. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Rowan, Scion of War
   ( 3)
Legendary Creature — Human Wizard
(4/2)
Menace : Spells you cast this turn that are black and/or red cost less to cast, where X is the amount of life you lost this turn. Activate only as a sorcery.
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Rowan's Stalwarts
  ( 5)
Creature — Human Knight
(5/2)
When this creature enters, you may search your library and/or graveyard for a card named Rowan, Fearless Sparkmage, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Rulik Mons, Warren Chief
    ( 4)
Legendary Creature — Goblin
(3/3)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Rulik Mons attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you didn't put a card onto the battlefield this way, create a 1/1 red Goblin creature token.
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Sage of the Inward Eye
    ( 5)
Creature — Djinn Wizard
(3/4)
Flying Whenever you cast a noncreature spell, creatures you control gain lifelink until end of turn.
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Saltwater Stalwart
  ( 4)
Creature — Merfolk Warrior
(2/4)
Whenever this creature deals damage to an opponent, target player draws a card.
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Sanctuary Warden
   ( 6)
Creature — Angel Soldier
(5/5)
Flying This creature enters with two shield counters on it. Whenever this creature enters or attacks, you may remove a counter from a creature or planeswalker you control. If you do, draw a card and create a 1/1 green and white Citizen creature token.
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Sandsteppe War Riders
  ( 4)
Creature — Human Warrior
(4/4)
Trample At the beginning of combat on your turn, bolster X, where X is the number of differently named artifact tokens you control. (Choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
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Sandstone Warrior
   ( 4)
Creature — Human Soldier Warrior
(1/3)
First strike (This creature deals combat damage before creatures without first strike.) : This creature gets +1/+0 until end of turn.
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Scion of the Swarm
   ( 5)
Creature — Vampire Cleric
(3/3)
Flying Whenever you gain life, put a +1/+1 counter on this creature.
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Scout's Warning
 ( 1)
Instant
The next creature card you play this turn can be played as though it had flash. Draw a card.
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Screaming Swarm
  ( 6)
Creature — Bird Horror
(4/4)
Flying Whenever you attack with one or more creatures, target player mills that many cards. (To mill a card, a player puts the top card of their library into their graveyard.)  : Put this card from your graveyard into your library second from the top.
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Scute Swarm
  ( 3)
Creature — Insect
(1/1)
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
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Search Warrant
  ( 2)
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
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Seasoned Warrenguard
 ( 1)
Creature — Rabbit Warrior
(1/2)
Whenever this creature attacks while you control a token, this creature gets +2/+0 until end of turn.
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Serene Steward
  ( 2)
Creature — Human Cleric Ally
(2/2)
Whenever you gain life, you may pay . If you do, put a +1/+1 counter on target creature.
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Serpent Warrior
  ( 3)
Creature — Snake Warrior
(3/3)
When this creature enters, you lose 3 life.
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Seven Dwarves
  ( 2)
Creature — Dwarf
(2/2)
This creature gets +1/+1 for each other creature named Seven Dwarves you control. A deck can have up to seven cards named Seven Dwarves.
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Shadow in the Warp
   ( 3)
Enchantment
The first creature spell you cast each turn costs less to cast. Whenever an opponent casts their first noncreature spell each turn, this enchantment deals 2 damage to that player.
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Shambling Swarm
    ( 4)
Creature — Horror
(3/3)
When this creature dies, distribute three -1/-1 counters among one, two, or three target creatures. For each -1/-1 counter you put on a creature this way, remove a -1/-1 counter from that creature at the beginning of the next end step.
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Shrine Steward
 ( 5)
Artifact Creature — Construct
(3/2)
When this creature enters, you may search your library for an Aura or Shrine card, reveal it, put it into your hand, then shuffle.
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Skeletal Swarming
   ( 5)
Enchantment
Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control. At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead.
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Skophos Maze-Warden
  ( 4)
Creature — Minotaur Warrior
(3/4)
: This creature gets +1/-1 until end of turn.
Whenever another creature becomes the target of an ability of a land you control named Labyrinth of Skophos, you may have this creature fight that creature. (Each deals damage equal to its power to the other.)
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Skophos Warleader
  ( 5)
Creature — Minotaur Warrior
(4/5)
, Sacrifice another creature or an enchantment: This creature gets +1/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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Skyshroud War Beast
  ( 2)
Creature — Beast
(*/*)
Trample As this creature enters, choose an opponent. Skyshroud War Beast's power and toughness are each equal to the number of nonbasic lands the chosen player controls.
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Skyward Eye Prophets
    ( 6)
Creature — Human Wizard
(3/3)
Vigilance : Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand.
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Skywarp Skaab
   ( 5)
Creature — Zombie Drake
(2/5)
Flying When this creature enters, you may exile two creature cards from your graveyard. If you do, draw a card.
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Smelt-Ward Gatekeepers
  ( 4)
Creature — Human Warrior
(2/4)
When this creature enters, if you control two or more Gates, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
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Smelt-Ward Ignus
  ( 2)
Creature — Elemental
(2/1)
 , Sacrifice this creature: Gain control of target creature with power 3 or less until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery.
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Smelt-Ward Minotaur
  ( 3)
Creature — Minotaur Warrior
(2/3)
Whenever you cast an instant or sorcery spell, target creature an opponent controls can't block this turn.
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Snarling Warg
  ( 4)
Creature — Wolf
(3/4)
Menace (This creature can't be blocked except by two or more creatures.) As long as you control a Goblin or Orc, this creature gets +1/+0.
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Soul Warden
 ( 1)
Creature — Human Cleric
(1/1)
Whenever another creature enters, you gain 1 life.
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Spectra Ward
   ( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has protection from each color. This effect doesn't remove Auras. (It can't be blocked, targeted, or dealt damage by anything that's white, blue, black, red, or green.)
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