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Khalni Gem
 ( 4)
Artifact
When Khalni Gem enters the battlefield, return two lands you control to their owner's hand. : Add two mana of any one color.
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Khalni Heart Expedition
  ( 2)
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Khalni Heart Expedition. Remove three quest counters from Khalni Heart Expedition and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.
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Kharasha Foothills
( 0)
Plane — Mongseng
Whenever a creature you control attacks a player, for each other opponent, you may create a token that's a copy of that creature, tapped and attacking that opponent. Exile those tokens at the beginning of the next end step. Whenever you roll , you may sacrifice any number of creatures. If you do, Kharasha Foothills deals that much damage to target creature.
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Khenra Charioteer
   ( 3)
Creature — Jackal Warrior
(3/3)
Trample Other creatures you control have trample.
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Khenra Eternal
  ( 2)
Creature — Zombie Jackal Warrior
(2/2)
Afflict 1 (Whenever this creature becomes blocked, defending player loses 1 life.)
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Khenra Scrapper
  ( 3)
Creature — Jackal Warrior
(2/3)
Menace You may exert Khenra Scrapper as it attacks. When you do, it gets +2/+0 until end of turn. (An exerted creature won't untap during your next untap step.)
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Kheru Bloodsucker
  ( 3)
Creature — Vampire
(2/2)
Whenever a creature you control with toughness 4 or greater dies, each opponent loses 2 life and you gain 2 life.  , Sacrifice another creature: Put a +1/+1 counter on Kheru Bloodsucker.
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Kheru Dreadmaw
  ( 5)
Creature — Zombie Crocodile
(4/4)
Defender  , Sacrifice another creature: You gain life equal to the sacrificed creature's toughness.
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Kheru Mind-Eater
  ( 3)
Creature — Vampire
(1/3)
Menace Whenever Kheru Mind-Eater deals combat damage to a player, that player exiles a card from their hand face down. You may look at and play cards exiled with Kheru Mind-Eater.
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Khorvath Brightflame
  ( 6)
Legendary Creature — Dragon
(3/4)
Partner with Sylvia Brightspear (When this creature enters the battlefield, target player may put Sylvia into their hand from their library, then shuffle.) Flying, haste Knights your team controls have flying and haste.
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Khorvath's Fury
  ( 5)
Sorcery
For each player, choose friend or foe. Each friend discards all cards from their hand, then draws that many cards plus one. Khorvath's Fury deals damage to each foe equal to the number of cards in their hand.
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Kiki-Jiki, Mirror Breaker
    ( 5)
Legendary Creature — Goblin Shaman
(2/2)
Haste : Create a token that's a copy of target nonlegendary creature you control, except it has haste. Sacrifice it at the beginning of the next end step.
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Kiku's Shadow
  ( 2)
Sorcery
Target creature deals damage to itself equal to its power.
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Kill Shot
  ( 3)
Instant
Destroy target attacking creature.
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Kill Switch
 ( 3)
Artifact
, : Tap all other artifacts. They don't untap during their controllers' untap steps for as long as Kill Switch remains tapped.
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Kill! Destroy!
   ( 3)
Instant
Destroy target nonblack creature. Gotcha — If an opponent says "kill" or "destroy," you may say "Gotcha" When you do, return Kill Destroy from your graveyard to your hand.
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Killer Bees
   ( 3)
Creature — Insect
(0/1)
Flying : Killer Bees gets +1/+1 until end of turn.
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Killer Instinct
   ( 6)
Enchantment
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card, put it onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step.
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Killer Whale
   ( 5)
Creature — Whale
(3/5)
: Killer Whale gains flying until end of turn.
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Killing Glare
  ( 1)
Instant
Destroy target creature with power X or less.
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Killing Wave
  ( 1)
Sorcery
For each creature, its controller sacrifices it unless they pay X life.
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Kill-Suit Cultist
 ( 1)
Creature — Goblin Berserker
(1/1)
Kill-Suit Cultist attacks each combat if able. , Sacrifice Kill-Suit Cultist: The next time damage would be dealt to target creature this turn, destroy that creature instead.
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Kiln Fiend
  ( 2)
Creature — Elemental Beast
(1/2)
Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0 until end of turn.
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Kiln Walker
 ( 3)
Artifact Creature — Construct
(0/3)
Whenever Kiln Walker attacks, it gets +3/+0 until end of turn.
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Kilnmouth Dragon
   ( 7)
Creature — Dragon
(5/5)
Amplify 3 (As this creature enters the battlefield, put three +1/+1 counters on it for each Dragon card you reveal in your hand.) Flying : Kilnmouth Dragon deals damage equal to the number of +1/+1 counters on it to any target.
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Kilnspire District
( 0)
Plane — Ravnica
When you planeswalk to Kilnspire District or at the beginning of your precombat main phase, put a charge counter on Kilnspire District, then add for each charge counter on it. Whenever you roll , you may pay . If you do, Kilnspire District deals X damage to any target.
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Kindle
  ( 2)
Instant
Kindle deals X damage to any target, where X is 2 plus the number of cards named Kindle in all graveyards.
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Kindle the Carnage
   ( 3)
Sorcery
Discard a card at random. If you do, Kindle the Carnage deals damage equal to that card's converted mana cost to each creature. You may repeat this process any number of times.
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Kindled Fury
 ( 1)
Instant
Target creature gets +1/+0 and gains first strike until end of turn.
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Kindly Cognician
  ( 2)
Artifact Creature — Cyborg Artificer
(1/3)
Spells you cast that refer to artifacts or Contraptions in their rules text cost less to cast.
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Kindly Stranger
  ( 3)
Creature — Human
(2/3)
Delirium —  : Transform Kindly Stranger. Activate this ability only if there are four or more card types among cards in your graveyard.
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Kindred Boon
   ( 4)
Enchantment
As Kindred Boon enters the battlefield, choose a creature type.  : Put a divinity counter on target creature you control of the chosen type.
Each creature you control with a divinity counter on it has indestructible.
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Kindred Charge
   ( 6)
Sorcery
Choose a creature type. For each creature you control of the chosen type, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
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Kindred Discovery
   ( 5)
Enchantment
As Kindred Discovery enters the battlefield, choose a creature type. Whenever a creature you control of the chosen type enters the battlefield or attacks, draw a card.
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Kindred Dominance
   ( 7)
Sorcery
Choose a creature type. Destroy all creatures that aren't of the chosen type.
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Kindred Summons
   ( 7)
Instant
Choose a creature type. Reveal cards from the top of your library until you reveal X creature cards of the chosen type, where X is the number of creatures you control of that type. Put those cards onto the battlefield, then shuffle the rest of the revealed cards into your library.
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Kindslaver
 ( 5)
Legendary Artifact
, , Sacrifice Kindslaver: A person outside the game controls target player during that player's next turn. Neither player may advise that person until the end of that turn.
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King Macar, the Gold-Cursed
   ( 4)
Legendary Creature — Human
(2/3)
Inspired — Whenever King Macar, the Gold-Cursed becomes untapped, you may exile target creature. If you do, create a colorless artifact token named Gold. It has "Sacrifice this artifact: Add one mana of any color."
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King Suleiman
  ( 2)
Creature — Human
(1/1)
: Destroy target Djinn or Efreet.
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Kingfisher
  ( 4)
Creature — Bird
(2/2)
Flying When Kingfisher dies, draw a card.
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Kingpin's Pet
   ( 3)
Creature — Thrull
(2/2)
Flying Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
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King's Assassin
   ( 3)
Creature — Human Assassin
(1/1)
: Destroy target tapped creature. Activate this ability only during your turn, before attackers are declared.
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Kinjalli's Caller
 ( 1)
Creature — Human Cleric
(0/3)
Dinosaur spells you cast cost less to cast.
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Kinjalli's Sunwing
  ( 3)
Creature — Dinosaur
(2/3)
Flying Creatures your opponents control enter the battlefield tapped.
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Kinsbaile Balloonist
  ( 4)
Creature — Kithkin Soldier
(2/2)
Flying Whenever Kinsbaile Balloonist attacks, you may have target creature gain flying until end of turn.
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Kinsbaile Borderguard
   ( 3)
Creature — Kithkin Soldier
(1/1)
Kinsbaile Borderguard enters the battlefield with a +1/+1 counter on it for each other Kithkin you control. When Kinsbaile Borderguard dies, create a 1/1 white Kithkin Soldier creature token for each counter on it.
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Kinsbaile Cavalier
  ( 4)
Creature — Kithkin Knight
(2/2)
Knight creatures you control have double strike.
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Kinsbaile Skirmisher
  ( 2)
Creature — Kithkin Soldier
(2/2)
When Kinsbaile Skirmisher enters the battlefield, target creature gets +1/+1 until end of turn.
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Kinscaer Harpoonist
  ( 4)
Creature — Kithkin Soldier
(2/2)
Flying Whenever Kinscaer Harpoonist attacks, you may have target creature lose flying until end of turn.
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Kin-Tree Invocation
  ( 2)
Sorcery
Create an X/X black and green Spirit Warrior creature token, where X is the greatest toughness among creatures you control.
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Kin-Tree Warden
 ( 1)
Creature — Human Warrior
(1/1)
: Regenerate Kin-Tree Warden.
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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Kiora, Master of the Depths
   ( 4)
Legendary Planeswalker — Kiora
(4)
+1: Untap up to one target creature and up to one target land. −2: Reveal the top four cards of your library. You may put a creature card and/or a land card from among them into your hand. Put the rest into your graveyard. −8: You get an emblem with "Whenever a creature enters the battlefield under your control, you may have it fight target creature." Then create three 8/8 blue Octopus creature tokens.
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Kiora, the Crashing Wave
   ( 4)
Legendary Planeswalker — Kiora
(2)
+1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls. −1: Draw a card. You may play an additional land this turn. −5: You get an emblem with "At the beginning of your end step, create a 9/9 blue Kraken creature token."
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Kiora's Dismissal
 ( 1)
Instant
Strive — This spell costs more to cast for each target beyond the first. Return any number of target enchantments to their owners' hands.
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Kira, Great Glass-Spinner
   ( 3)
Legendary Creature — Spirit
(2/2)
Flying Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability."
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Kird Ape
 ( 1)
Creature — Ape
(1/1)
Kird Ape gets +1/+2 as long as you control a Forest.
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Kird Chieftain
  ( 4)
Creature — Ape
(3/3)
Kird Chieftain gets +1/+1 as long as you control a Forest.  : Target creature gets +2/+2 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Kiri-Onna
  ( 5)
Creature — Spirit
(2/2)
When Kiri-Onna enters the battlefield, return target creature to its owner's hand. Whenever you cast a Spirit or Arcane spell, you may return Kiri-Onna to its owner's hand.
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Kirtar's Desire
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. Threshold — Enchanted creature can't block as long as seven or more cards are in your graveyard.
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Kirtar's Wrath
   ( 6)
Sorcery
Destroy all creatures. They can't be regenerated. Threshold — If seven or more cards are in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.
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Kismet
  ( 4)
Enchantment
Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
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Kiss of Death
   ( 6)
Sorcery
Kiss of Death deals 4 damage to target opponent or planeswalker. You gain 4 life.
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Kitchen Finks
   ( 3)
Creature — Ouphe
(3/2)
When Kitchen Finks enters the battlefield, you gain 2 life. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Kite Shield
 ( 0)
Artifact — Equipment
Equipped creature gets +0/+3. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Kitesail
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+0 and has flying. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Kitesail Apprentice
 ( 1)
Creature — Kor Soldier
(1/1)
As long as Kitesail Apprentice is equipped, it gets +1/+1 and has flying.
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Kitesail Corsair
  ( 2)
Creature — Human Pirate
(2/1)
Kitesail Corsair has flying as long as it's attacking.
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Kitesail Freebooter
  ( 2)
Creature — Human Pirate
(1/2)
Flying When Kitesail Freebooter enters the battlefield, target opponent reveals their hand. You choose a noncreature, nonland card from it. Exile that card until Kitesail Freebooter leaves the battlefield.
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Kithkin Armor
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by creatures with power 3 or greater. Sacrifice Kithkin Armor: The next time a source of your choice would deal damage to enchanted creature this turn, prevent that damage.
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Kithkin Daggerdare
  ( 2)
Creature — Kithkin Soldier
(1/1)
, : Target attacking creature gets +2/+2 until end of turn.
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Kithkin Greatheart
  ( 2)
Creature — Kithkin Soldier
(2/1)
As long as you control a Giant, Kithkin Greatheart gets +1/+1 and has first strike.
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Kithkin Harbinger
  ( 3)
Creature — Kithkin Wizard
(1/3)
When Kithkin Harbinger enters the battlefield, you may search your library for a Kithkin card, reveal it, then shuffle your library and put that card on top of it.
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Kithkin Healer
  ( 3)
Creature — Kithkin Cleric
(2/2)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Kithkin Mourncaller
  ( 3)
Creature — Kithkin Scout
(2/2)
Whenever an attacking Kithkin or Elf is put into your graveyard from the battlefield, you may draw a card.
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Kithkin Rabble
  ( 4)
Creature — Kithkin
(*/*)
Vigilance Kithkin Rabble's power and toughness are each equal to the number of white permanents you control.
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Kithkin Shielddare
  ( 2)
Creature — Kithkin Soldier
(1/1)
, : Target blocking creature gets +2/+2 until end of turn.
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Kithkin Spellduster
  ( 5)
Creature — Kithkin Wizard
(2/3)
Flying  , Sacrifice Kithkin Spellduster: Destroy target enchantment.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Kithkin Zealot
  ( 2)
Creature — Kithkin Cleric
(1/3)
When Kithkin Zealot enters the battlefield, you gain 1 life for each black and/or red permanent target opponent controls.
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Kithkin Zephyrnaut
  ( 3)
Creature — Kithkin Soldier
(2/2)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Kithkin Zephyrnaut, you may reveal it. If you do, Kithkin Zephyrnaut gets +2/+2 and gains flying and vigilance until end of turn.
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Kitsune Blademaster
  ( 3)
Creature — Fox Samurai
(2/2)
First strike Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Kitsune Bonesetter
  ( 3)
Creature — Fox Cleric
(0/1)
: Prevent the next 3 damage that would be dealt to target creature this turn. Activate this ability only if you have more cards in hand than each opponent.
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Kitsune Dawnblade
  ( 5)
Creature — Fox Samurai
(2/3)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) When Kitsune Dawnblade enters the battlefield, you may tap target creature.
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Kitsune Healer
  ( 4)
Creature — Fox Cleric
(2/2)
: Prevent the next 1 damage that would be dealt to any target this turn.
: Prevent all damage that would be dealt to target legendary creature this turn.
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Kitsune Loreweaver
  ( 2)
Creature — Fox Cleric
(2/1)
 : Kitsune Loreweaver gets +0/+X until end of turn, where X is the number of cards in your hand.
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Kitsune Mystic
  ( 4)
Creature — Fox Wizard
(2/3)
At the beginning of the end step, if Kitsune Mystic is enchanted by two or more Auras, flip it.
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Kitsune Palliator
  ( 3)
Creature — Fox Cleric
(0/2)
: Prevent the next 1 damage that would be dealt to each creature and each player this turn.
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Kitsune Riftwalker
   ( 3)
Creature — Fox Wizard
(2/1)
Protection from Spirits and from Arcane
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Kiyomaro, First to Stand
   ( 5)
Legendary Creature — Spirit
(*/*)
Kiyomaro, First to Stand's power and toughness are each equal to the number of cards in your hand. As long as you have four or more cards in hand, Kiyomaro has vigilance. Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life.
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