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Veteran Cavalier
  ( 2)
Creature — Human Knight
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Veteran Explorer
 ( 1)
Creature — Human Soldier Scout
(1/1)
When Veteran Explorer dies, each player may search their library for up to two basic land cards and put them onto the battlefield. Then each player who searched their library this way shuffles it.
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Veteran Motorist
  ( 2)
Creature — Dwarf Pilot
(3/1)
When Veteran Motorist enters the battlefield, scry 2. Whenever Veteran Motorist crews a Vehicle, that Vehicle gets +1/+1 until end of turn.
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Veteran of the Depths
  ( 4)
Creature — Merfolk Soldier
(2/2)
Whenever Veteran of the Depths becomes tapped, you may put a +1/+1 counter on it.
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Veteran Swordsmith
  ( 3)
Creature — Human Soldier
(3/2)
Other Soldier creatures you control get +1/+0.
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Veteran Warleader
   ( 3)
Creature — Human Soldier Ally
(*/*)
Veteran Warleader's power and toughness are each equal to the number of creatures you control. Tap another untapped Ally you control: Veteran Warleader gains your choice of first strike, vigilance, or trample until end of turn.
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Veteran's Armaments
 ( 2)
Tribal Artifact — Soldier Equipment
Equipped creature has "Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each attacking creature." Whenever a Soldier creature enters the battlefield, you may attach Veteran's Armaments to it. Equip 
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Veteran's Reflexes
 ( 1)
Instant
Target creature gets +1/+1 until end of turn. Untap that creature.
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Veteran's Sidearm
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Veteran's Voice
 ( 1)
Enchantment — Aura
Enchant creature you control Tap enchanted creature: Target creature other than the creature tapped this way gets +2/+1 until end of turn. Activate this ability only if enchanted creature is untapped.
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Vex
  ( 3)
Instant
Counter target spell. That spell's controller may draw a card.
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Vexing Arcanix
 ( 4)
Artifact
, : Target player chooses a card name, then reveals the top card of their library. If that card has the chosen name, that player puts it into their hand. Otherwise, they put it into their graveyard and Vexing Arcanix deals 2 damage to them.
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Vexing Beetle
  ( 5)
Creature — Insect
(3/3)
This spell can't be countered. Vexing Beetle gets +3/+3 as long as no opponent controls a creature.
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Vexing Devil
 ( 1)
Creature — Devil
(4/3)
When Vexing Devil enters the battlefield, any opponent may have it deal 4 damage to them. If a player does, sacrifice Vexing Devil.
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Vexing Scuttler
 ( 8)
Creature — Eldrazi Crab
(4/5)
Emerge  (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.) When you cast this spell, you may return target instant or sorcery card from your graveyard to your hand.
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Vexing Shusher
  ( 2)
Creature — Goblin Shaman
(2/2)
This spell can't be countered. : Target spell can't be countered.
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Vexing Sphinx
   ( 3)
Creature — Sphinx
(4/4)
Flying Cumulative upkeep—Discard a card. (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 Vexing Sphinx dies, draw a card for each age counter on it.
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Vhati il-Dal
   ( 4)
Legendary Creature — Human Warrior
(3/3)
: Until end of turn, target creature has base power 1 or base toughness 1.
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Vial of Dragonfire
 ( 2)
Artifact
, , Sacrifice Vial of Dragonfire: It deals 2 damage to target creature.
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Vial of Poison
 ( 1)
Artifact
, Sacrifice Vial of Poison: Target creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Vial Smasher the Fierce
   ( 3)
Legendary Creature — Goblin Berserker
(2/3)
Whenever you cast your first spell each turn, choose an opponent at random. Vial Smasher the Fierce deals damage equal to that spell's converted mana cost to that player or a planeswalker that player controls. Partner (You can have two commanders if both have partner.)
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Viashino Bey
   ( 4)
Creature — Viashino
(4/3)
If Viashino Bey attacks, all creatures you control attack if able.
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Viashino Bladescout
   ( 3)
Creature — Viashino Scout
(2/1)
Flash (You may cast this spell any time you could cast an instant.) When Viashino Bladescout enters the battlefield, target creature gains first strike until end of turn.
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Viashino Cutthroat
   ( 4)
Creature — Viashino
(5/3)
Haste At the beginning of the end step, return Viashino Cutthroat to its owner's hand.
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Viashino Fangtail
   ( 4)
Creature — Viashino Warrior
(3/3)
: Viashino Fangtail deals 1 damage to any target.
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Viashino Firstblade
   ( 3)
Creature — Viashino Soldier
(2/2)
Haste When Viashino Firstblade enters the battlefield, it gets +2/+2 until end of turn.
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Viashino Grappler
  ( 3)
Creature — Viashino
(3/1)
: Viashino Grappler gains trample until end of turn.
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Viashino Outrider
  ( 3)
Creature — Viashino
(4/3)
Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Viashino Pyromancer
  ( 2)
Creature — Viashino Wizard
(2/1)
When Viashino Pyromancer enters the battlefield, it deals 2 damage to target player or planeswalker.
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Viashino Racketeer
  ( 3)
Creature — Viashino Rogue
(2/1)
When Viashino Racketeer enters the battlefield, you may discard a card. If you do, draw a card.
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Viashino Runner
  ( 4)
Creature — Viashino
(3/2)
Menace (This creature can't be blocked except by two or more creatures.)
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Viashino Sandscout
  ( 2)
Creature — Viashino Scout
(2/1)
Haste (This creature can attack and as soon as it comes under your control.) At the beginning of the end step, return Viashino Sandscout to its owner's hand. (Return it only if it's on the battlefield.)
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Viashino Sandstalker
   ( 3)
Creature — Viashino Warrior
(4/2)
Haste (This creature can attack and as soon as it comes under your control.) At the beginning of the end step, return Viashino Sandstalker to its owner's hand. (Return it only if it's on the battlefield.)
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Viashino Sandswimmer
   ( 4)
Creature — Viashino
(3/2)
: Flip a coin. If you win the flip, return Viashino Sandswimmer to its owner's hand. If you lose the flip, sacrifice Viashino Sandswimmer.
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Viashino Shanktail
  ( 4)
Creature — Viashino Warrior
(3/1)
First strike Bloodrush —  , Discard Viashino Shanktail: Target attacking creature gets +3/+1 and gains first strike until end of turn.
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Viashino Skeleton
  ( 4)
Creature — Viashino Skeleton
(2/1)
 , Discard a card: Regenerate Viashino Skeleton.
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Viashino Slasher
  ( 2)
Creature — Viashino Warrior
(1/2)
: Viashino Slasher gets +1/-1 until end of turn.
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Viashino Slaughtermaster
  ( 2)
Creature — Viashino Warrior
(1/1)
Double strike  : Viashino Slaughtermaster gets +1/+1 until end of turn. Activate this ability only once each turn.
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Viashino Spearhunter
  ( 3)
Creature — Viashino Warrior
(2/1)
First strike (This creature deals combat damage before creatures without first strike.)
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Viashino Weaponsmith
  ( 4)
Creature — Viashino
(2/2)
Whenever Viashino Weaponsmith becomes blocked by a creature, Viashino Weaponsmith gets +2/+2 until end of turn.
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Viashivan Dragon
     ( 6)
Creature — Dragon
(4/4)
Flying : Viashivan Dragon gets +1/+0 until end of turn.
: Viashivan Dragon gets +0/+1 until end of turn.
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Vibrating Sphere
 ( 4)
Artifact
As long as it's your turn, creatures you control get +2/+0. As long as it's not your turn, creatures you control get -0/-2.
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Vicious Betrayal
   ( 5)
Sorcery
As an additional cost to cast this spell, sacrifice any number of creatures. Target creature gets +2/+2 until end of turn for each creature sacrificed this way.
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Vicious Conquistador
 ( 1)
Creature — Vampire Soldier
(1/2)
Whenever Vicious Conquistador attacks, each opponent loses 1 life.
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Vicious Hunger
  ( 2)
Sorcery
Vicious Hunger deals 2 damage to target creature and you gain 2 life.
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Vicious Kavu
   ( 3)
Creature — Kavu
(2/2)
Whenever Vicious Kavu attacks, it gets +2/+0 until end of turn.
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Vicious Offering
  ( 2)
Instant
Kicker—Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you cast this spell.) Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -5/-5 until end of turn instead.
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Vicious Rumors
 ( 1)
Sorcery
Vicious Rumors deals 1 damage to each opponent. Each opponent discards a card, then puts the top card of their library into their graveyard. You gain 1 life.
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Vicious Shadows
  ( 7)
Enchantment
Whenever a creature dies, you may have Vicious Shadows deal damage to target player equal to the number of cards in that player's hand.
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Victim of Night
  ( 2)
Instant
Destroy target non-Vampire, non-Werewolf, non-Zombie creature.
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Victimize
  ( 3)
Sorcery
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
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Onward // Victory (Victory)
  ( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature gains double strike until end of turn.
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Victory Chimes
 ( 3)
Artifact
Untap Victory Chimes during each other player's untap step. : A player of your choice adds .
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Victory's Herald
    ( 6)
Creature — Angel
(4/4)
Flying Whenever Victory's Herald attacks, attacking creatures gain flying and lifelink until end of turn.
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Victual Sliver
  ( 2)
Creature — Sliver
(2/2)
All Slivers have " , Sacrifice this permanent: You gain 4 life."
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View from Above
  ( 2)
Instant
Target creature gains flying until end of turn. If you control a white permanent, return View from Above to its owner's hand.
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Vigean Graftmage
  ( 3)
Creature — Vedalken Wizard Mutant
(0/0)
Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)  : Untap target creature with a +1/+1 counter on it.
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Vigean Hydropon
   ( 3)
Creature — Plant Mutant
(0/0)
Graft 5 (This creature enters the battlefield with five +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) Vigean Hydropon can't attack or block.
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Vigean Intuition
   ( 5)
Instant
Choose a card type, then reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.)
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Vigil for the Lost
  ( 4)
Enchantment
Whenever a creature you control dies, you may pay . If you do, you gain X life.
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Vigilance
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has vigilance. (Attacking doesn't cause it to tap.)
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Vigilant Baloth
   ( 5)
Creature — Beast
(5/5)
Vigilance (Attacking doesn't cause this creature to tap.)
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Vigilant Drake
  ( 5)
Creature — Drake
(3/3)
Flying  : Untap Vigilant Drake.
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Vigilant Martyr
 ( 1)
Creature — Human Cleric
(1/1)
Sacrifice Vigilant Martyr: Regenerate target creature.  , , Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment.
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Vigilant Sentry
   ( 3)
Creature — Human Nomad
(2/2)
Threshold — As long as seven or more cards are in your graveyard, Vigilant Sentry gets +1/+1 and has " : Target attacking or blocking creature gets +3/+3 until end of turn."
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Vigilante Justice
  ( 4)
Enchantment
Whenever a Human enters the battlefield under your control, Vigilante Justice deals 1 damage to any target.
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Vigor
    ( 6)
Creature — Elemental Incarnation
(6/6)
Trample If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way. When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
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Vigor Mortis
   ( 4)
Sorcery
Return target creature card from your graveyard to the battlefield. If was spent to cast Vigor Mortis, that creature enters the battlefield with an additional +1/+1 counter on it.
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Vigorous Charge
 ( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Target creature gains trample until end of turn. Whenever that creature deals combat damage this turn, if this spell was kicked, you gain life equal to that damage.
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Vigorspore Wurm
  ( 6)
Creature — Wurm
(6/4)
Undergrowth — When Vigorspore Wurm enters the battlefield, target creature gains vigilance and gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Vigorspore Wurm can't be blocked by more than one creature.
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Vildin-Pack Alpha
( 0)
Creature — Werewolf
(4/3)
Whenever a Werewolf enters the battlefield under your control, you may transform it. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Vildin-Pack Alpha.
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Vildin-Pack Outcast
  ( 5)
Creature — Werewolf Horror
(4/4)
Trample : Vildin-Pack Outcast gets +1/-1 until end of turn.
  : Transform Vildin-Pack Outcast.
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Vile Aggregate
  ( 3)
Creature — Eldrazi Drone
(*/5)
Devoid (This card has no color.) Vile Aggregate's power is equal to the number of colorless creatures you control. Trample Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.)
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Vile Bile
  ( 2)
Creature — Ooze
(2{1/2}/2{1/2})
Whenever a player's skin or fingernail touches Vile Bile, that player loses 2 life.
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Vile Consumption
   ( 3)
Enchantment
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1 life."
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Vile Deacon
   ( 4)
Creature — Human Cleric
(2/2)
Whenever Vile Deacon attacks, it gets +X/+X until end of turn, where X is the number of Clerics on the battlefield.
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Vile Manifestation
  ( 2)
Creature — Horror
(0/4)
Vile Manifestation gets +1/+0 for each card with cycling in your graveyard. Cycling ( , Discard this card: Draw a card.)
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Vile Rebirth
 ( 1)
Instant
Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
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Vile Redeemer
  ( 3)
Creature — Eldrazi
(3/3)
Devoid (This card has no color.) Flash When you cast this spell, you may pay . If you do, create a 1/1 colorless Eldrazi Scion creature token for each nontoken creature that died under your control this turn. Those tokens have "Sacrifice this creature: Add ."
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Vile Requiem
   ( 4)
Enchantment
At the beginning of your upkeep, you may put a verse counter on Vile Requiem.  , Sacrifice Vile Requiem: Destroy up to X target nonblack creatures, where X is the number of verse counters on Vile Requiem. They can't be regenerated.
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Village Bell-Ringer
  ( 3)
Creature — Human Scout
(1/4)
Flash (You may cast this spell any time you could cast an instant.) When Village Bell-Ringer enters the battlefield, untap all creatures you control.
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Village Cannibals
  ( 3)
Creature — Human
(2/2)
Whenever another Human creature dies, put a +1/+1 counter on Village Cannibals.
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Village Elder
 ( 1)
Creature — Human Druid
(1/1)
, , Sacrifice a Forest: Regenerate target creature.
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Village Ironsmith
  ( 2)
Creature — Human Werewolf
(1/1)
First strike At the beginning of each upkeep, if no spells were cast last turn, transform Village Ironsmith.
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Village Messenger
 ( 1)
Creature — Human Werewolf
(1/1)
Haste At the beginning of each upkeep, if no spells were cast last turn, transform Village Messenger.
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Village Survivors
  ( 5)
Creature — Human
(4/5)
Vigilance Fateful hour — As long as you have 5 or less life, other creatures you control have vigilance.
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Villagers of Estwald
  ( 3)
Creature — Human Werewolf
(2/3)
At the beginning of each upkeep, if no spells were cast last turn, transform Villagers of Estwald.
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Villainous Ogre
  ( 3)
Creature — Ogre Warrior
(3/2)
Villainous Ogre can't block. As long as you control a Demon, Villainous Ogre has " : Regenerate Villainous Ogre."
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Villainous Wealth
    ( 3)
Sorcery
Target opponent exiles the top X cards of their library. You may cast any number of nonland cards with converted mana cost X or less from among them without paying their mana costs.
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Vindicate
   ( 3)
Sorcery
Destroy target permanent.
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Vindictive Lich
  ( 4)
Creature — Zombie Wizard
(4/1)
When Vindictive Lich dies, choose one or more. Each mode must target a different player. • Target opponent sacrifices a creature. • Target opponent discards two cards. • Target opponent loses 5 life.
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Vindictive Mob
   ( 6)
Creature — Human Berserker
(5/5)
When Vindictive Mob enters the battlefield, sacrifice a creature. Vindictive Mob can't be blocked by Saprolings.
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Vine Dryad
  ( 4)
Creature — Dryad
(1/3)
You may exile a green card from your hand rather than pay this spell's mana cost. Flash Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Vine Kami
  ( 7)
Creature — Spirit
(4/4)
Menace (This creature can't be blocked except by two or more creatures.) Soulshift 6 (When this creature dies, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.)
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Vine Mare
   ( 4)
Creature — Elemental Horse
(5/3)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Vine Mare can't be blocked by black creatures.
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Vine Snare
  ( 3)
Instant
Prevent all combat damage that would be dealt this turn by creatures with power 4 or less.
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Vine Trellis
  ( 2)
Creature — Plant Wall
(0/4)
Defender (This creature can't attack.) : Add .
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