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Archetype of Finality
   ( 6)
Enchantment Creature — Gorgon
(2/3)
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
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Archetype of Imagination
   ( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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Archfiend of Depravity
   ( 5)
Creature — Demon
(5/4)
Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
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Archfiend of Despair
   ( 8)
Creature — Demon
(6/6)
Flying Your opponents can't gain life. At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)
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Archfiend of Ifnir
   ( 5)
Creature — Demon
(5/4)
Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling ( , Discard this card: Draw a card.)
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Architects of Will
   ( 4)
Artifact Creature — Human Wizard
(3/3)
When Architects of Will enters the battlefield, look at the top three cards of target player's library, then put them back in any order. Cycling ( , Discard this card: Draw a card.)
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Archive Trap
   ( 5)
Instant — Trap
If an opponent searched their library this turn, you may pay rather than pay this spell's mana cost. Target opponent puts the top thirteen cards of their library into their graveyard.
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Archivist
   ( 4)
Creature — Human Wizard
(1/1)
: Draw a card.
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Archmage Ascension
  ( 3)
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension. As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle your library.
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Archon of Justice
   ( 5)
Creature — Archon
(4/4)
Flying When Archon of Justice dies, exile target permanent.
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Archon of Redemption
   ( 5)
Creature — Archon
(3/4)
Flying Whenever Archon of Redemption or another creature with flying enters the battlefield under your control, you may gain life equal to that creature's power.
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Archon of the Triumvirate
   ( 7)
Creature — Archon
(4/5)
Flying Whenever Archon of the Triumvirate attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
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Archon of Valor's Reach
   ( 6)
Creature — Archon
(5/6)
Flying, vigilance, trample As Archon of Valor's Reach enters the battlefield, choose artifact, enchantment, instant, sorcery, or planeswalker. Players can't cast spells of the chosen type.
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Archwing Dragon
   ( 4)
Creature — Dragon
(4/4)
Flying, haste At the beginning of the end step, return Archwing Dragon to its owner's hand.
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Arclight Phoenix
  ( 4)
Creature — Phoenix
(3/2)
Flying, haste At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return Arclight Phoenix from your graveyard to the battlefield.
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Arc-Slogger
   ( 5)
Creature — Beast
(4/5)
, Exile the top ten cards of your library: Arc-Slogger deals 2 damage to any target.
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Arctic Aven
  ( 3)
Creature — Bird Wizard
(2/1)
Flying Arctic Aven gets +1/+1 as long as you control a Plains. : Arctic Aven gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
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Arctic Flats
( 0)
Snow Land
Arctic Flats enters the battlefield tapped. : Add or .
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Arctic Foxes
  ( 2)
Creature — Fox
(1/1)
Arctic Foxes can't be blocked by creatures with power 2 or greater as long as defending player controls a snow land.
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Arctic Merfolk
  ( 2)
Creature — Merfolk
(1/1)
Kicker—Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.) If Arctic Merfolk was kicked, it enters the battlefield with a +1/+1 counter on it.
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Arctic Nishoba
  ( 6)
Creature — Cat Warrior
(6/6)
Trample Cumulative upkeep or (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Arctic Nishoba dies, you gain 2 life for each age counter on it.
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Arctic Wolves
   ( 5)
Creature — Wolf
(4/5)
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Arctic Wolves enters the battlefield, draw a card.
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Arcum Dagsson
  ( 4)
Legendary Creature — Human Artificer
(2/2)
: Target artifact creature's controller sacrifices it. That player may search their library for a noncreature artifact card, put it onto the battlefield, then shuffle their library.
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Arcum's Sleigh
 ( 1)
Artifact
, : Target creature gains vigilance until end of turn. Activate this ability only during combat and only if defending player controls a snow land.
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Ardent Plea
   ( 3)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
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Ardent Recruit
 ( 1)
Creature — Human Soldier
(1/1)
Metalcraft — Ardent Recruit gets +2/+2 as long as you control three or more artifacts.
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Ardent Soldier
  ( 2)
Creature — Human Soldier
(1/2)
Kicker (You may pay an additional as you cast this spell.) Vigilance If Ardent Soldier was kicked, it enters the battlefield with a +1/+1 counter on it.
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Arena
( 0)
Land
, : Tap target creature you control and target creature of an opponent's choice they control. Those creatures fight each other. (Each deals damage equal to its power to the other.)
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Arena Athlete
  ( 2)
Creature — Human
(2/1)
Heroic — Whenever you cast a spell that targets Arena Athlete, target creature an opponent controls can't block this turn.
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Arena of the Ancients
 ( 3)
Artifact
Legendary creatures don't untap during their controllers' untap steps. When Arena of the Ancients enters the battlefield, tap all legendary creatures.
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Arena Rector
  ( 4)
Creature — Human Cleric
(1/2)
When Arena Rector dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle your library.
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Aretopolis
( 0)
Plane — Kephalai
When you planeswalk to Aretopolis or at the beginning of your upkeep, put a scroll counter on Aretopolis, then you gain life equal to the number of scroll counters on it. When Aretopolis has ten or more scroll counters on it, planeswalk. Whenever you roll , put a scroll counter on Aretopolis, then draw cards equal to the number of scroll counters on it.
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Argent Mutation
  ( 3)
Instant
Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card.
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Argent Sphinx
   ( 4)
Creature — Sphinx
(4/3)
Flying Metalcraft — : Exile Argent Sphinx. Return it to the battlefield under your control at the beginning of the next end step. Activate this ability only if you control three or more artifacts.
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Argentum Armor
 ( 6)
Artifact — Equipment
Equipped creature gets +6/+6. Whenever equipped creature attacks, destroy target permanent. Equip 
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Argivian Blacksmith
   ( 3)
Creature — Human Artificer
(2/2)
: Prevent the next 2 damage that would be dealt to target artifact creature this turn.
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Argivian Find
 ( 1)
Instant
Return target artifact or enchantment card from your graveyard to your hand.
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Argivian Restoration
   ( 4)
Sorcery
Return target artifact card from your graveyard to the battlefield.
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Argothian Enchantress
  ( 2)
Creature — Human Druid
(0/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.
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Argothian Pixies
  ( 2)
Creature — Faerie
(2/1)
Argothian Pixies can't be blocked by artifact creatures. Prevent all damage that would be dealt to Argothian Pixies by artifact creatures.
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Argothian Treefolk
   ( 5)
Creature — Treefolk
(3/5)
Prevent all damage that would be dealt to Argothian Treefolk by artifact sources.
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Argothian Wurm
  ( 4)
Creature — Wurm
(6/6)
Trample When Argothian Wurm enters the battlefield, any player may sacrifice a land. If a player does, put Argothian Wurm on top of its owner's library.
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Arguel's Blood Fast
  ( 2)
Legendary Enchantment
 , Pay 2 life: Draw a card.
At the beginning of your upkeep, if you have 5 or less life, you may transform Arguel's Blood Fast.
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Arid Mesa
( 0)
Land
, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle your library.
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Arisen Gorgon
   ( 3)
Creature — Zombie Gorgon
(3/3)
Arisen Gorgon has deathtouch as long as you control a Liliana planeswalker. (Any amount of damage this deals to a creature is enough to destroy it.)
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Arixmethes, Slumbering Isle
   ( 4)
Legendary Creature — Kraken
(12/12)
Arixmethes, Slumbering Isle enters the battlefield tapped with five slumber counters on it. As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) Whenever you cast a spell, you may remove a slumber counter from Arixmethes. : Add  .
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Arjun, the Shifting Flame
   ( 6)
Legendary Creature — Sphinx Wizard
(5/5)
Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
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Ark of Blight
 ( 2)
Artifact
, , Sacrifice Ark of Blight: Destroy target land.
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Arlinn Kord
   ( 4)
Legendary Planeswalker — Arlinn
(3)
+1: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste. 0: Create a 2/2 green Wolf creature token. Transform Arlinn Kord.
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Arlinn, Embraced by the Moon
( 0)
Legendary Planeswalker — Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn. −1: Arlinn, Embraced by the Moon deals 3 damage to any target. Transform Arlinn, Embraced by the Moon. −6: You get an emblem with "Creatures you control have haste and ‘ : This creature deals damage equal to its power to any target.'"
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Arm with Æther (Arm with Aether)
  ( 3)
Sorcery
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."
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Armada Wurm
     ( 6)
Creature — Wurm
(5/5)
Trample When Armada Wurm enters the battlefield, create a 5/5 green Wurm creature token with trample.
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Armadillo Cloak
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.
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Armageddon Clock
 ( 6)
Artifact
At the beginning of your upkeep, put a doom counter on Armageddon Clock. At the beginning of your draw step, Armageddon Clock deals damage equal to the number of doom counters on it to each player. : Remove a doom counter from Armageddon Clock. Any player may activate this ability but only during any upkeep step.
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Armament Corps
    ( 5)
Creature — Human Soldier
(4/4)
When Armament Corps enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.
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Armament Master
  ( 2)
Creature — Kor Soldier
(2/2)
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
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Armament of Nyx
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)
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Armed // Dangerous (Armed)
  ( 2)
Sorcery
Target creature gets +1/+1 and gains double strike until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Armed Response
  ( 3)
Instant
Armed Response deals damage to target attacking creature equal to the number of Equipment you control.
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Armillary Sphere
 ( 2)
Artifact
, , Sacrifice Armillary Sphere: Search your library for up to two basic land cards, reveal them, and put them into your hand. Then shuffle your library.
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Armor of Faith
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. : Enchanted creature gets +0/+1 until end of turn.
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Armor of Thorns
  ( 2)
Enchantment — Aura
You may cast Armor of Thorns 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 nonblack creature Enchanted creature gets +2/+2.
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Armor Sliver
  ( 3)
Creature — Sliver
(2/2)
All Sliver creatures have " : This creature gets +0/+1 until end of turn."
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Armor Thrull
  ( 3)
Creature — Thrull
(1/3)
, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature.
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Armorcraft Judge
  ( 4)
Creature — Elf Artificer
(3/3)
When Armorcraft Judge enters the battlefield, draw a card for each creature you control with a +1/+1 counter on it.
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Armored Ascension
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying.
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Armored Galleon
  ( 5)
Creature — Human Pirate
(5/4)
Armored Galleon can't attack unless defending player controls an Island.
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Armored Skaab
  ( 3)
Creature — Zombie Warrior
(1/4)
When Armored Skaab enters the battlefield, put the top four cards of your library into your graveyard.
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Armored Transport
 ( 3)
Artifact Creature — Construct
(2/1)
Prevent all combat damage that would be dealt to Armored Transport by creatures blocking it.
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Armory Automaton
 ( 3)
Artifact Creature — Construct
(2/2)
Whenever Armory Automaton enters the battlefield or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)
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Armory Guard
  ( 4)
Creature — Giant Soldier
(2/5)
Armory Guard has vigilance as long as you control a Gate.
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Armory of Iroas
 ( 2)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Equip 
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Arms Dealer
  ( 3)
Creature — Goblin Rogue
(1/1)
 , Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.
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Arms Depot
( 0)
Artifact — Contraption
Whenever you crank Arms Depot, put two +1/+1 counters on target creature.
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Army Ants
   ( 3)
Creature — Insect
(1/1)
, Sacrifice a land: Destroy target land.
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Army of Allah
   ( 3)
Instant
Attacking creatures get +2/+0 until end of turn.
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Arnjlot's Ascent
   ( 3)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) : Target creature gains flying until end of turn.
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Arrest
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated.
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Arrogant Bloodlord
   ( 3)
Creature — Vampire Knight
(4/4)
Whenever Arrogant Bloodlord blocks or becomes blocked by a creature with power 1 or less, destroy Arrogant Bloodlord at end of combat.
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