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Hand of Silumgar
  ( 2)
Creature — Human Warrior
(2/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Hand of the Praetors
  ( 4)
Creature — Zombie
(3/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Other creatures you control with infect get +1/+1. Whenever you cast a creature spell with infect, target player gets a poison counter.
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Hand to Hand
  ( 3)
Enchantment
During combat, players can't cast instant spells or activate abilities that aren't mana abilities.
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Handcuffs
   ( 5)
Enchantment
As Handcuffs enters the battlefield, choose a player. When the chosen player's hands aren't touching each other, sacrifice Handcuffs and that player sacrifices three permanents.
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Hands of Binding
  ( 2)
Sorcery
Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Handy Dandy Clone Machine
 ( 3)
Artifact
, : Create a 2/2 colorless Homunculus creature token. It must be represented by a unique hand and two fingers at all times, or it ceases to exist.
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Hangarback Walker
  ( 0)
Artifact Creature — Construct
(0/0)
Hangarback Walker enters the battlefield with X +1/+1 counters on it. When Hangarback Walker dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on Hangarback Walker. , : Put a +1/+1 counter on Hangarback Walker.
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Hangman
 ( 1)
Creature — Human Villain
(1/1)
As Hangman enters the battlefield, secretly note a word with six to eight letters. : Target player who doesn't control Hangman guesses the noted word or an unguessed letter in that word. If they guess wrong, put a +1/+1 counter on Hangman. Any player may activate this ability.
When a player guesses the noted word or all of its letters, sacrifice Hangman.
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Hankyu
 ( 1)
Artifact — Equipment
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Hanna
( 0)
Vanguard
(+1/-5)
Spells you cast cost less to cast.
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Hanna's Custody
  ( 3)
Enchantment
All artifacts have shroud. (They can't be the targets of spells or abilities.)
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Hanweir Garrison
  ( 3)
Creature — Human Soldier
(2/3)
Whenever Hanweir Garrison attacks, create two 1/1 red Human creature tokens that are tapped and attacking. (Melds with Hanweir Battlements.)
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Hanweir Lancer
  ( 3)
Creature — Human Knight
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Hanweir Lancer is paired with another creature, both creatures have first strike.
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Hanweir Militia Captain
  ( 2)
Creature — Human Soldier
(2/2)
At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain.
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Hanweir Watchkeep
  ( 3)
Creature — Human Warrior Werewolf
(1/5)
Defender At the beginning of each upkeep, if no spells were cast last turn, transform Hanweir Watchkeep.
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Hanweir, the Writhing Township
( 0)
Legendary Creature — Eldrazi Ooze
(7/4)
Trample, haste Whenever Hanweir, the Writhing Township attacks, create two 3/2 colorless Eldrazi Horror creature tokens that are tapped and attacking.
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Hapatra, Vizier of Poisons
  ( 2)
Legendary Creature — Human Cleric
(2/2)
Whenever Hapatra, Vizier of Poisons deals combat damage to a player, you may put a -1/-1 counter on target creature. Whenever you put one or more -1/-1 counters on a creature, create a 1/1 green Snake creature token with deathtouch.
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Hapatra's Mark
 ( 1)
Instant
Target creature you control gains hexproof until end of turn. Remove all -1/-1 counters from it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Haphazard Bombardment
  ( 6)
Enchantment
When Haphazard Bombardment enters the battlefield, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
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Hapless Researcher
 ( 1)
Creature — Human Wizard
(1/1)
Sacrifice Hapless Researcher: Draw a card, then discard a card.
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Harabaz Druid
  ( 2)
Creature — Human Druid Ally
(0/1)
: Add X mana of any one color, where X is the number of Allies you control.
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Harbinger of Night
   ( 4)
Creature — Spirit
(2/3)
At the beginning of your upkeep, put a -1/-1 counter on each creature.
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Harbinger of Spring
  ( 5)
Creature — Spirit
(2/1)
Protection from non-Spirit creatures Soulshift 4 (When this creature dies, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)
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Harbinger of the Hunt
   ( 5)
Creature — Dragon
(5/3)
Flying  : Harbinger of the Hunt deals 1 damage to each creature without flying.
 : Harbinger of the Hunt deals 1 damage to each other creature with flying.
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Harbinger of the Tides
  ( 2)
Creature — Merfolk Wizard
(2/2)
You may cast Harbinger of the Tides as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) When Harbinger of the Tides enters the battlefield, you may return target tapped creature an opponent controls to its owner's hand.
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Harbor Bandit
  ( 3)
Creature — Human Rogue
(2/2)
Harbor Bandit gets +1/+1 as long as you control an Island.  : Harbor Bandit can't be blocked this turn.
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Harbor Guardian
   ( 4)
Creature — Gargoyle
(3/4)
Reach (This creature can block creatures with flying.) Whenever Harbor Guardian attacks, defending player may draw a card.
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Harbor Serpent
   ( 6)
Creature — Serpent
(5/5)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Harbor Serpent can't attack unless there are five or more Islands on the battlefield.
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Hard Hat Area
( 0)
Artifact — Contraption
Whenever you crank Hard Hat Area, roll two six-sided dice. Hard Hat Area assembles a number of Contraptions equal to the difference between those results. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Hardened Berserker
  ( 3)
Creature — Human Berserker
(3/2)
Whenever Hardened Berserker attacks, the next spell you cast this turn costs less to cast.
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Hardened Scales
 ( 1)
Enchantment
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
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Hardy Veteran
  ( 2)
Creature — Human Warrior
(2/2)
As long as it's your turn, Hardy Veteran gets +0/+2.
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Harmattan Efreet
   ( 4)
Creature — Efreet
(2/2)
Flying   : Target creature gains flying until end of turn.
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Harmless Assault
   ( 4)
Instant
Prevent all combat damage that would be dealt this turn by attacking creatures.
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Harmless Offering
  ( 3)
Sorcery
Target opponent gains control of target permanent you control.
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Harmonic Sliver
   ( 3)
Creature — Sliver
(1/1)
All Slivers have "When this permanent enters the battlefield, destroy target artifact or enchantment."
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Harmony of Nature
  ( 3)
Sorcery
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.
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Harm's Way
 ( 1)
Instant
The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.
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Harness by Force
   ( 3)
Sorcery
Strive — This spell costs  more to cast for each target beyond the first. Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn.
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Harness the Storm
  ( 3)
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
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Harpoon Sniper
  ( 3)
Creature — Merfolk Archer
(2/2)
, : Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.
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Harrier Griffin
  ( 6)
Creature — Griffin
(3/3)
Flying At the beginning of your upkeep, tap target creature.
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Harrow
  ( 3)
Instant
As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle your library.
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Harsh Deceiver
  ( 4)
Creature — Spirit
(1/4)
: Look at the top card of your library.
: Reveal the top card of your library. If it's a land card, untap Harsh Deceiver and it gets +1/+1 until end of turn. Activate this ability only once each turn.
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Harsh Judgment
   ( 4)
Enchantment
As Harsh Judgment enters the battlefield, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.
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Harsh Justice
  ( 3)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. This turn, whenever an attacking creature deals combat damage to you, it deals that much damage to its controller.
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Harsh Mentor
  ( 2)
Creature — Human Cleric
(2/2)
Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, Harsh Mentor deals 2 damage to that player.
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Harsh Mercy
  ( 3)
Sorcery
Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated.
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Harsh Scrutiny
 ( 1)
Sorcery
Target opponent reveals their hand. You choose a creature card from it. That player discards that card. Scry 1.
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Harsh Sustenance
   ( 3)
Instant
Harsh Sustenance deals X damage to any target and you gain X life, where X is the number of creatures you control.
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Haru-Onna
  ( 4)
Creature — Spirit
(2/1)
When Haru-Onna enters the battlefield, draw a card. Whenever you cast a Spirit or Arcane spell, you may return Haru-Onna to its owner's hand.
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Harvest Gwyllion
   ( 4)
Creature — Hag
(2/4)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Harvest Hand
 ( 3)
Artifact Creature — Scarecrow
(2/2)
When Harvest Hand dies, return it to the battlefield transformed under your control.
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Harvest Mage
 ( 1)
Creature — Human Spellshaper
(1/1)
, , Discard a card: Until end of turn, if you tap a land for mana, it produces one mana of a color of your choice instead of any other type and amount.
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Harvest Pyre
  ( 2)
Instant
As an additional cost to cast this spell, exile X cards from your graveyard. Harvest Pyre deals X damage to target creature.
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Harvest Season
  ( 3)
Sorcery
Search your library for up to X basic land cards, where X is the number of tapped creatures you control, and put those cards onto the battlefield tapped. Then shuffle your library.
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Harvest Wurm
  ( 2)
Creature — Wurm
(3/2)
When Harvest Wurm enters the battlefield, sacrifice it unless you return a basic land card from your graveyard to your hand.
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Harvester Druid
  ( 2)
Creature — Human Druid
(1/1)
: Add one mana of any color that a land you control could produce.
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Harvester of Souls
   ( 6)
Creature — Demon
(5/5)
Deathtouch Whenever another nontoken creature dies, you may draw a card.
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Harvester Troll
  ( 4)
Creature — Troll
(2/3)
When Harvester Troll enters the battlefield, you may sacrifice a creature or land. If you do, put two +1/+1 counters on Harvester Troll.
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Harvestguard Alseids
  ( 3)
Enchantment Creature — Nymph
(2/3)
Constellation — Whenever Harvestguard Alseids or another enchantment enters the battlefield under your control, prevent all damage that would be dealt to target creature this turn.
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Hasran Ogress
  ( 2)
Creature — Ogre
(3/2)
Whenever Hasran Ogress attacks, it deals 3 damage to you unless you pay .
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Hatchery Spider
   ( 7)
Creature — Spider
(5/7)
Reach Undergrowth — When you cast this spell, reveal the top X cards of your library, where X is the number of creature cards in your graveyard. You may put a green permanent card with converted mana cost X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Hatching Plans
  ( 2)
Enchantment
When Hatching Plans is put into a graveyard from the battlefield, draw three cards.
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Hate Weaver
  ( 2)
Creature — Zombie Wizard
(2/1)
: Target blue or red creature gets +1/+0 until end of turn.
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Hatred
   ( 5)
Instant
As an additional cost to cast this spell, pay X life. Target creature gets +X/+0 until end of turn.
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Haunted Angel
  ( 3)
Creature — Angel
(3/3)
Flying When Haunted Angel dies, exile Haunted Angel and each other player creates a 3/3 black Angel creature token with flying.
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Haunted Cadaver
  ( 4)
Creature — Zombie
(2/2)
Whenever Haunted Cadaver deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards. Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Haunted Cloak
 ( 3)
Artifact — Equipment
Equipped creature has vigilance, trample, and haste. Equip 
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Haunted Crossroads
  ( 3)
Enchantment
: Put target creature card from your graveyard on top of your library.
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Haunted Dead
  ( 4)
Creature — Zombie
(2/2)
When Haunted Dead enters the battlefield, create a 1/1 white Spirit creature token with flying.  , Discard two cards: Return Haunted Dead from your graveyard to the battlefield tapped.
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Haunted Plate Mail
 ( 4)
Artifact — Equipment
Equipped creature gets +4/+4. : Until end of turn, Haunted Plate Mail becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate this ability only if you control no creatures.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Haunting Apparition
   ( 3)
Creature — Spirit
(1+*/2)
Flying As Haunting Apparition enters the battlefield, choose an opponent. Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard.
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Haunting Echoes
   ( 5)
Sorcery
Exile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles their library.
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Haunting Hymn
   ( 6)
Instant
Target player discards two cards. If you cast this spell during your main phase, that player discards four cards instead.
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Haunting Misery
   ( 3)
Sorcery
As an additional cost to cast this spell, exile X creature cards from your graveyard. Haunting Misery deals X damage to target player or planeswalker.
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Haunting Wind
  ( 4)
Enchantment
Whenever an artifact becomes tapped or a player activates an artifact's ability without in its activation cost, Haunting Wind deals 1 damage to that artifact's controller.
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Havengul Lich
   ( 5)
Creature — Zombie Wizard
(4/4)
: You may cast target creature card in a graveyard this turn. When you cast that card this turn, Havengul Lich gains all activated abilities of that card until end of turn.
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Havengul Skaab
  ( 6)
Creature — Zombie Horror
(4/5)
Whenever Havengul Skaab attacks, return another creature you control to its owner's hand.
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Havengul Vampire
  ( 4)
Creature — Vampire
(2/2)
Whenever Havengul Vampire deals combat damage to a player, put a +1/+1 counter on it. Whenever another creature dies, put a +1/+1 counter on Havengul Vampire.
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Havenwood Wurm
  ( 7)
Creature — Wurm
(5/6)
Flash (You may cast this spell any time you could cast an instant.) Trample
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Havoc
  ( 2)
Enchantment
Whenever an opponent casts a white spell, they lose 2 life.
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Havoc Demon
   ( 7)
Creature — Demon
(5/5)
Flying When Havoc Demon dies, all creatures get -5/-5 until end of turn.
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