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Akroan Hoplite
  ( 2)
Creature — Human Soldier
(1/2)
Whenever Akroan Hoplite attacks, it gets +X/+0 until end of turn, where X is the number of attacking creatures you control.
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Akroan Horse
 ( 4)
Artifact Creature — Horse
(0/4)
Defender When Akroan Horse enters the battlefield, an opponent gains control of it. At the beginning of your upkeep, each opponent creates a 1/1 white Soldier creature token.
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Akroan Line Breaker
  ( 3)
Creature — Human Warrior
(2/1)
Heroic — Whenever you cast a spell that targets Akroan Line Breaker, Akroan Line Breaker gets +2/+0 and gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Akroan Phalanx
  ( 4)
Creature — Human Soldier
(3/3)
Vigilance  : Creatures you control get +1/+0 until end of turn.
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Akroan Sergeant
  ( 3)
Creature — Human Soldier
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
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Akroan Skyguard
  ( 2)
Creature — Human Soldier
(1/1)
Flying Heroic — Whenever you cast a spell that targets Akroan Skyguard, put a +1/+1 counter on Akroan Skyguard.
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Akroma, Angel of Wrath
    ( 8)
Legendary Creature — Angel
(6/6)
Flying, first strike, vigilance, trample, haste, protection from black and from red
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Akroma, Angel of Wrath Avatar
( 0)
Vanguard
(+1/+7)
Whenever a creature enters the battlefield under your control, it gains two abilities chosen at random from flying, first strike, trample, haste, protection from black, protection from red, and vigilance.
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Akroma's Blessing
  ( 3)
Instant
Choose a color. Creatures you control gain protection from the chosen color until end of turn. Cycling ( , Discard this card: Draw a card.)
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Akroma's Devoted
  ( 4)
Creature — Human Cleric
(2/4)
Cleric creatures have vigilance.
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Akroma's Memorial
 ( 7)
Legendary Artifact
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
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Akroma's Vengeance
   ( 6)
Sorcery
Destroy all artifacts, creatures, and enchantments. Cycling ( , Discard this card: Draw a card.)
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Akron Legionnaire
   ( 8)
Creature — Giant Soldier
(8/4)
Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.
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Aku Djinn
   ( 5)
Creature — Djinn
(5/6)
Trample At the beginning of your upkeep, put a +1/+1 counter on each creature each opponent controls.
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Akuta, Born of Ash
   ( 4)
Legendary Creature — Spirit
(3/2)
Haste At the beginning of your upkeep, if you have more cards in hand than each opponent, you may sacrifice a Swamp. If you do, return Akuta, Born of Ash from your graveyard to the battlefield.
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Al-abara's Carpet
 ( 5)
Artifact
, : Prevent all damage that would be dealt to you this turn by attacking creatures without flying.
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Alabaster Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying When Alabaster Dragon dies, shuffle it into its owner's library.
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Alabaster Leech
 ( 1)
Creature — Leech
(1/3)
White spells you cast cost more to cast.
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Alabaster Mage
  ( 2)
Creature — Human Wizard
(2/1)
 : Target creature you control gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
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Alabaster Potion
   ( 2)
Instant
Choose one — • Target player gains X life. • Prevent the next X damage that would be dealt to any target this turn.
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Alabaster Wall
  ( 3)
Creature — Wall
(0/4)
Defender (This creature can't attack.) : Prevent the next 1 damage that would be dealt to any target this turn.
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Alaborn Cavalier
   ( 4)
Creature — Human Knight
(2/2)
Whenever Alaborn Cavalier attacks, you may tap target creature.
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Alaborn Musketeer
  ( 2)
Creature — Human Soldier
(2/1)
Reach (This creature can block creatures with flying.)
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Alaborn Veteran
  ( 3)
Creature — Human Knight
(2/2)
: Target creature gets +2/+2 until end of turn. Activate this ability only during your turn, before attackers are declared.
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Alaborn Zealot
 ( 1)
Creature — Human Soldier
(1/1)
When Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot.
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Aladdin
   ( 4)
Creature — Human Rogue
(1/1)
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Aladdin's Lamp
 ( 10)
Artifact
, : The next time you would draw a card this turn, instead look at the top X cards of your library, put all but one of them on the bottom of your library in a random order, then draw a card. X can't be 0.
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Aladdin's Ring
 ( 8)
Artifact
, : Aladdin's Ring deals 4 damage to any target.
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Alarum
  ( 2)
Instant
Untap target nonattacking creature. It gets +1/+3 until end of turn.
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Alchemist's Greeting
  ( 5)
Sorcery
Alchemist's Greeting deals 4 damage to target creature. 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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Alchemist's Vial
 ( 2)
Artifact
When Alchemist's Vial enters the battlefield, draw a card. , , Sacrifice Alchemist's Vial: Target creature can't attack or block this turn.
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Alchor's Tomb
 ( 4)
Artifact
, : Target permanent you control becomes the color of your choice. (This effect lasts indefinitely.)
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Aleatory
  ( 2)
Instant
Cast this spell only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep.
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Alesha, Who Smiles at Death
  ( 3)
Legendary Creature — Human Warrior
(3/2)
First strike Whenever Alesha, Who Smiles at Death attacks, you may pay  . If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.
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Alesha's Vanguard
  ( 4)
Creature — Orc Warrior
(3/3)
Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Alexi's Cloak
  ( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.)
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Algae Gharial
  ( 4)
Creature — Crocodile
(1/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever another creature dies, you may put a +1/+1 counter on Algae Gharial.
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Alhammarret, High Arbiter
   ( 7)
Legendary Creature — Sphinx
(5/5)
Flying As Alhammarret, High Arbiter enters the battlefield, each opponent reveals their hand. You choose the name of a nonland card revealed this way. Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).
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Alhammarret's Archive
 ( 5)
Legendary Artifact
If you would gain life, you gain twice that much life instead. If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
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Ali Baba
 ( 1)
Creature — Human Rogue
(1/1)
: Tap target Wall.
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Ali from Cairo
   ( 4)
Creature — Human
(0/1)
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Aliban's Tower
  ( 2)
Instant
Target blocking creature gets +3/+1 until end of turn.
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Aligned Hedron Network
 ( 4)
Artifact
When Aligned Hedron Network enters the battlefield, exile all creatures with power 5 or greater until Aligned Hedron Network leaves the battlefield. (Those creatures return under their owners' control.)
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Alive // Well (Alive)
  ( 4)
Sorcery
Create a 3/3 green Centaur creature token. Fuse (You may cast one or both halves of this card from your hand.)
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All Hallow's Eve
   ( 4)
Sorcery
Exile All Hallow's Eve with two scream counters on it. At the beginning of your upkeep, if All Hallow's Eve is exiled with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from their graveyard to the battlefield.
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All in Good Time
( 0)
Scheme
When you set this scheme in motion, take an extra turn after this one. Schemes can't be set in motion that turn.
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All Is Dust
 ( 7)
Tribal Sorcery — Eldrazi
Each player sacrifices all colored permanents they control.
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All Shall Smolder in My Wake
( 0)
Scheme
When you set this scheme in motion, destroy up to one target artifact, up to one target enchantment, and up to one target nonbasic land.
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All Suns' Dawn
  ( 5)
Sorcery
For each color, return up to one target card of that color from your graveyard to your hand. Exile All Suns' Dawn.
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Allay
  ( 2)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Destroy target enchantment.
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Alley Evasion
 ( 1)
Instant
Choose one — • Target creature you control gets +1/+2 until end of turn. • Return target creature you control to its owner's hand.
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Alley Grifters
   ( 3)
Creature — Human Mercenary
(2/2)
Whenever Alley Grifters becomes blocked, defending player discards a card.
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Alliance of Arms
 ( 1)
Sorcery
Join forces — Starting with you, each player may pay any amount of mana. Each player creates X 1/1 white Soldier creature tokens, where X is the total amount of mana paid this way.
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Allied Strategies
  ( 5)
Sorcery
Domain — Target player draws a card for each basic land type among lands they control.
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Allosaurus Rider
   ( 7)
Creature — Elf Warrior
(1+*/1+*)
You may exile two green cards from your hand rather than pay this spell's mana cost. Allosaurus Rider's power and toughness are each equal to 1 plus the number of lands you control.
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Alloy Golem
 ( 6)
Artifact Creature — Golem
(4/4)
As Alloy Golem enters the battlefield, choose a color. Alloy Golem is the chosen color. (It's still an artifact.)
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Alloy Myr
 ( 3)
Artifact Creature — Myr
(2/2)
: Add one mana of any color.
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Alluring Scent
   ( 3)
Sorcery
All creatures able to block target creature this turn do so.
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Alluring Siren
  ( 2)
Creature — Siren
(1/1)
: Target creature an opponent controls attacks you this turn if able.
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Alms
 ( 1)
Enchantment
, Exile the top card of your graveyard: Prevent the next 1 damage that would be dealt to target creature this turn.
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Alms Beast
   ( 4)
Creature — Beast
(6/6)
Creatures blocking or blocked by Alms Beast have lifelink.
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Alms Collector
  ( 4)
Creature — Cat Cleric
(3/4)
Flash If an opponent would draw two or more cards, instead you and that player each draw a card.
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Alms of the Vein
  ( 3)
Sorcery
Target opponent loses 3 life and you gain 3 life. 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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Alpha Authority
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has hexproof and can't be blocked by more than one creature.
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Alpha Brawl
   ( 8)
Sorcery
Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature.
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Alpha Kavu
  ( 3)
Creature — Kavu
(2/2)
 : Target Kavu creature gets -1/+1 until end of turn.
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Alpha Status
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each other creature on the battlefield that shares a creature type with it.
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Alpine Moon
 ( 1)
Enchantment
As Alpine Moon enters the battlefield, choose a nonbasic land card name. Lands your opponents control with the chosen name lose all land types and abilities, and they gain " : Add one mana of any color."
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Altac Bloodseeker
  ( 2)
Creature — Human Berserker
(2/1)
Whenever a creature an opponent controls dies, Altac Bloodseeker gets +2/+0 and gains first strike and haste until end of turn. (It deals combat damage before creatures without first strike, and it can attack and as soon as it comes under your control.)
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Altar Golem
 ( 7)
Artifact Creature — Golem
(*/*)
Trample Altar Golem's power and toughness are each equal to the number of creatures on the battlefield. Altar Golem doesn't untap during your untap step. Tap five untapped creatures you control: Untap Altar Golem.
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Altar of Bone
  ( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library.
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Altar of Dementia
 ( 2)
Artifact
Sacrifice a creature: Target player puts a number of cards equal to the sacrificed creature's power from the top of their library into their graveyard.
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Altar of Shadows
 ( 7)
Artifact
At the beginning of your precombat main phase, add for each charge counter on Altar of Shadows. , : Destroy target creature. Then put a charge counter on Altar of Shadows.
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Altar of the Brood
 ( 1)
Artifact
Whenever another permanent enters the battlefield under your control, each opponent puts the top card of their library into their graveyard.
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Altar of the Lost
 ( 3)
Artifact
Altar of the Lost enters the battlefield tapped. : Add two mana in any combination of colors. Spend this mana only to cast spells with flashback from a graveyard.
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Altar's Reap
  ( 2)
Instant
As an additional cost to cast this spell, sacrifice a creature. Draw two cards.
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Alter Reality
  ( 2)
Instant
Change the text of target spell or permanent by replacing all instances of one color word with another. (This effect lasts indefinitely.) Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Altered Ego
    ( 4)
Creature — Shapeshifter
(0/0)
This spell can't be countered. You may have Altered Ego enter the battlefield as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.
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Aluren
   ( 4)
Enchantment
Any player may cast creature spells with converted mana cost 3 or less without paying their mana cost and as though they had flash.
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Always Watching
   ( 3)
Enchantment
Nontoken creatures you control get +1/+1 and have vigilance.
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Amaranthine Wall
 ( 4)
Artifact Creature — Wall
(0/6)
Defender : Amaranthine Wall gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Amass the Components
  ( 4)
Sorcery
Draw three cards, then put a card from your hand on the bottom of your library.
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