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Angel of the Dire Hour
   ( 7)
Creature — Angel
(5/4)
Flash Flying When Angel of the Dire Hour enters the battlefield, if you cast it from your hand, exile all attacking creatures.
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Angelfire Crusader
  ( 4)
Creature — Human Soldier Knight
(2/3)
: Angelfire Crusader gets +1/+0 until end of turn.
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Angelheart Vial
 ( 5)
Artifact
Whenever you're dealt damage, you may put that many charge counters on Angelheart Vial. , , Remove four charge counters from Angelheart Vial: You gain 2 life and draw a card.
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Angelic Accord
  ( 4)
Enchantment
At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.
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Angelic Arbiter
   ( 7)
Creature — Angel
(5/6)
Flying Each opponent who cast a spell this turn can't attack with creatures. Each opponent who attacked with a creature this turn can't cast spells.
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Angelic Armaments
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types. Equip 
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Angelic Benediction
  ( 4)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may tap target creature.
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Angelic Blessing
  ( 3)
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
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Angelic Captain
   ( 5)
Creature — Angel Ally
(4/3)
Flying Whenever Angelic Captain attacks, it gets +1/+1 until end of turn for each other attacking Ally.
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Angelic Chorus
   ( 5)
Enchantment
Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
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Angelic Curator
  ( 2)
Creature — Angel Spirit
(1/1)
Flying, protection from artifacts
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Angelic Destiny
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return Angelic Destiny to its owner's hand.
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Angelic Favor
  ( 4)
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost. Cast this spell only during combat. Create a 4/4 white Angel creature token with flying. Exile it at the beginning of the next end step.
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Angelic Field Marshal
   ( 4)
Creature — Angel
(3/3)
Flying Lieutenant — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance.
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Angelic Gift
  ( 2)
Enchantment — Aura
Enchant creature When Angelic Gift enters the battlefield, draw a card. Enchanted creature has flying.
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Angelic Guardian
   ( 6)
Creature — Angel
(5/5)
Flying Whenever one or more creatures you control attack, they gain indestructible until end of turn.
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Angelic Overseer
   ( 5)
Creature — Angel
(5/3)
Flying As long as you control a Human, Angelic Overseer has hexproof and indestructible.
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Angelic Page
  ( 2)
Creature — Angel Spirit
(1/1)
Flying : Target attacking or blocking creature gets +1/+1 until end of turn.
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Angelic Protector
  ( 4)
Creature — Angel
(2/2)
Flying Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.
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Angelic Purge
  ( 3)
Sorcery
As an additional cost to cast this spell, sacrifice a permanent. Exile target artifact, creature, or enchantment.
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Angelic Renewal
  ( 2)
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.
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Angelic Rocket
 ( 8)
Host Artifact Creature — Angel
(4/4)
Flying When this creature enters the battlefield, you may destroy target nonland permanent.
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Angelic Shield
  ( 2)
Enchantment
Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand.
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Angelic Skirmisher
   ( 6)
Creature — Angel
(4/4)
Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
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Angelic Voices
   ( 4)
Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
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Angelic Wall
  ( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Flying
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Angel's Feather
 ( 2)
Artifact
Whenever a player casts a white spell, you may gain 1 life.
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Angel's Grace
 ( 1)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Angel's Tomb
 ( 3)
Artifact
Whenever a creature enters the battlefield under your control, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.
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Angel's Trumpet
 ( 3)
Artifact
All creatures have vigilance. At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals damage to the player equal to the number of creatures tapped this way.
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Angelsong
  ( 2)
Instant
Prevent all combat damage that would be dealt this turn. Cycling ( , Discard this card: Draw a card.)
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Anger
  ( 4)
Creature — Incarnation
(2/2)
Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.
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Anger of the Gods
   ( 3)
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
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Angler Drake
   ( 6)
Creature — Drake
(4/4)
Flying When Angler Drake enters the battlefield, you may return target creature to its owner's hand.
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Angler Turtle
   ( 7)
Creature — Turtle
(5/7)
Hexproof Creatures your opponents control attack each combat if able.
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Angrath, Minotaur Pirate
   ( 6)
Legendary Planeswalker — Angrath
(5)
+2: Angrath, Minotaur Pirate deals 1 damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls. −3: Return target Pirate card from your graveyard to the battlefield. −11: Destroy all creatures target opponent controls. Angrath, Minotaur Pirate deals damage to that player equal to their total power.
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Angrath, the Flame-Chained
   ( 5)
Legendary Planeswalker — Angrath
(4)
+1: Each opponent discards a card and loses 2 life. −3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has converted mana cost 3 or less. −8: Each opponent loses life equal to the number of cards in their graveyard.
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Angrath's Ambusher
  ( 3)
Creature — Orc Pirate
(2/3)
Angrath's Ambusher gets +2/+0 as long as you control an Angrath planeswalker.
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Angrath's Fury
   ( 5)
Sorcery
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle it.
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Angrath's Marauders
   ( 7)
Creature — Human Pirate
(4/4)
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Angry Mob
   ( 4)
Creature — Human
(2+*/2+*)
Trample As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.
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An-Havva Constable
   ( 3)
Creature — Human
(2/1+*)
An-Havva Constable's toughness is equal to 1 plus the number of green creatures on the battlefield.
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An-Havva Inn
   ( 3)
Sorcery
You gain X plus 1 life, where X is the number of green creatures on the battlefield.
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Animal Boneyard
  ( 3)
Enchantment — Aura
Enchant land Enchanted land has " , Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
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Animal Magnetism
  ( 5)
Sorcery
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
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Animar, Soul of Elements
   ( 3)
Legendary Creature — Elemental
(1/1)
Protection from white and from black Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements. Creature spells you cast cost less to cast for each +1/+1 counter on Animar.
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Animate Artifact
  ( 4)
Enchantment — Aura
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its converted mana cost.
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Animate Dead
  ( 2)
Enchantment — Aura
Enchant creature card in a graveyard When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.
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Animate Land
 ( 1)
Instant
Until end of turn, target land becomes a 3/3 creature that's still a land.
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Animate Library
   ( 6)
Enchantment — Aura
Enchant your library Enchanted library is an artifact creature on the battlefield with power and toughness each equal to the number of cards in it. It's still a library. If enchanted library would leave the battlefield, exile Animate Library instead.
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Animate Wall
 ( 1)
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
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Animation Module
 ( 1)
Artifact
Whenever one or more +1/+1 counters are put on a permanent you control, you may pay . If you do, create a 1/1 colorless Servo artifact creature token. , : Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
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Animist's Awakening
  ( 1)
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
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Animus of Predation
  ( 5)
Creature — Avatar
(4/4)
Draft Animus of Predation face up. As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.) If you removed a creature card with flying from the draft with cards named Animus of Predation, Animus of Predation has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.
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Ankh of Mishra
 ( 2)
Artifact
Whenever a land enters the battlefield, Ankh of Mishra deals 2 damage to that land's controller.
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Ankle Shanker
    ( 5)
Creature — Goblin Berserker
(2/2)
Haste Whenever Ankle Shanker attacks, creatures you control gain first strike and deathtouch until end of turn.
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Annex
   ( 4)
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.) You control enchanted land.
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Annihilate
   ( 5)
Instant
Destroy target nonblack creature. It can't be regenerated. Draw a card.
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Annihilating Fire
   ( 3)
Instant
Annihilating Fire deals 3 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
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Annul
 ( 1)
Instant
Counter target artifact or enchantment spell.
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Anodet Lurker
 ( 5)
Artifact Creature — Construct
(3/3)
When Anodet Lurker dies, you gain 3 life.
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Anoint
 ( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent the next 3 damage that would be dealt to target creature this turn.
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Anointed Deacon
  ( 5)
Creature — Vampire Cleric
(3/3)
At the beginning of combat on your turn, you may have target Vampire get +2/+0 until end of turn.
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Anointed Procession
  ( 4)
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
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Anointer of Champions
 ( 1)
Creature — Human Cleric
(1/1)
: Target attacking creature gets +1/+1 until end of turn.
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Anowon, the Ruin Sage
   ( 5)
Legendary Creature — Vampire Shaman
(4/3)
At the beginning of your upkeep, each player sacrifices a non-Vampire creature.
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Antagonism
  ( 4)
Enchantment
At the beginning of each player's end step, Antagonism deals 2 damage to that player unless one of their opponents was dealt damage this turn.
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Anthem of Rakdos
    ( 5)
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you. Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Anthousa, Setessan Hero
   ( 5)
Legendary Creature — Human Warrior
(4/5)
Heroic — Whenever you cast a spell that targets Anthousa, Setessan Hero, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
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Anthroplasm
   ( 4)
Creature — Shapeshifter
(0/0)
Anthroplasm enters the battlefield with two +1/+1 counters on it. , : Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it.
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Anticipate
  ( 2)
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Anti-Magic Aura
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
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Antler Skulkin
 ( 5)
Artifact Creature — Scarecrow
(3/3)
: Target white creature gains persist until end of turn. (When it 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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Anurid Barkripper
   ( 3)
Creature — Frog Beast
(2/2)
Threshold — Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard.
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Anurid Brushhopper
   ( 3)
Creature — Frog Beast
(3/4)
Discard two cards: Exile Anurid Brushhopper. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Anurid Murkdiver
   ( 6)
Creature — Zombie Frog Beast
(4/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Anurid Scavenger
  ( 3)
Creature — Frog Beast
(3/3)
Protection from black At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library.
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Anurid Swarmsnapper
  ( 3)
Creature — Frog Beast
(1/4)
Reach (This creature can block creatures with flying.)  : Anurid Swarmsnapper can block an additional creature this turn.
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Anvil of Bogardan
 ( 2)
Artifact
Players have no maximum hand size. At the beginning of each player's draw step, that player draws an additional card, then discards a card.
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Anya, Merciless Angel
   ( 5)
Legendary Creature — Angel
(4/4)
Flying Anya, Merciless Angel gets +3/+3 for each opponent whose life total is less than half their starting life total. As long as an opponent's life total is less than half their starting life total, Anya has indestructible.
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An-Zerrin Ruins
   ( 4)
Enchantment
As An-Zerrin Ruins enters the battlefield, choose a creature type. Creatures of the chosen type don't untap during their controllers' untap steps.
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Apathy
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may discard a card at random. If the player does, untap that creature.
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Apes of Rath
   ( 4)
Creature — Ape
(5/4)
Whenever Apes of Rath attacks, it doesn't untap during its controller's next untap step.
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Apex Hawks
  ( 3)
Creature — Bird
(2/2)
Multikicker  (You may pay an additional  any number of times as you cast this spell.) Flying Apex Hawks enters the battlefield with a +1/+1 counter on it for each time it was kicked.
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Apex of Power
    ( 10)
Sorcery
Exile the top seven cards of your library. Until end of turn, you may cast nonland cards exiled this way. If this spell was cast from your hand, add ten mana of any one color.
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Aphetto Alchemist
  ( 2)
Creature — Human Wizard
(1/2)
: Untap target artifact or creature.
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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Aphetto Dredging
  ( 4)
Sorcery
Return up to three target creature cards of the creature type of your choice from your graveyard to your hand.
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Aphetto Exterminator
  ( 3)
Creature — Human Wizard
(3/1)
Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn.
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Aphetto Grifter
  ( 3)
Creature — Human Wizard
(1/1)
Tap two untapped Wizards you control: Tap target permanent.
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Aphetto Runecaster
  ( 4)
Creature — Human Wizard
(2/3)
Whenever a permanent is turned face up, you may draw a card.
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