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Hidden Gibbons
 ( 1)
Enchantment
When an opponent casts an instant spell, if Hidden Gibbons is an enchantment, Hidden Gibbons becomes a 4/4 Ape creature.
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Hidden Guerrillas
 ( 1)
Enchantment
When an opponent casts an artifact spell, if Hidden Guerrillas is an enchantment, Hidden Guerrillas becomes a 5/3 Soldier creature with trample.
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Hidden Herbalists
  ( 2)
Creature — Human Druid
(2/2)
Revolt — When Hidden Herbalists enters the battlefield, if a permanent you controlled left the battlefield this turn, add  .
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Hidden Herd
 ( 1)
Enchantment
When an opponent plays a nonbasic land, if Hidden Herd is an enchantment, Hidden Herd becomes a 3/3 Beast creature.
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Hidden Horror
   ( 3)
Creature — Horror
(4/4)
When Hidden Horror enters the battlefield, sacrifice it unless you discard a creature card.
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Hidden Predators
 ( 1)
Enchantment
When an opponent controls a creature with power 4 or greater, if Hidden Predators is an enchantment, Hidden Predators becomes a 4/4 Beast creature.
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Hidden Retreat
  ( 3)
Enchantment
Put a card from your hand on top of your library: Prevent all damage that would be dealt by target instant or sorcery spell this turn.
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Hidden Spider
 ( 1)
Enchantment
When an opponent casts a creature spell with flying, if Hidden Spider is an enchantment, Hidden Spider becomes a 3/5 Spider creature with reach. (It can block creatures with flying.)
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Hidden Stag
  ( 2)
Enchantment
Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Elk Beast creature. Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment.
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Hidden Stockpile
  ( 2)
Enchantment
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a 1/1 colorless Servo artifact creature token. , Sacrifice a creature: Scry 1.
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Hidden Strings
  ( 2)
Sorcery
You may tap or untap target permanent, then you may tap or untap another target permanent. 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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Hide // Seek (Hide)
  ( 2)
Instant
Put target artifact or enchantment on the bottom of its owner's library.
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Hideous End
   ( 3)
Instant
Destroy target nonblack creature. Its controller loses 2 life.
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Hideous Laughter
   ( 4)
Instant — Arcane
All creatures get -2/-2 until end of turn. Splice onto Arcane   (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Hideous Visage
  ( 3)
Sorcery
Creatures you control gain intimidate until end of turn. (Each of those creatures can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Hidetsugu's Second Rite
  ( 4)
Instant
If target player has exactly 10 life, Hidetsugu's Second Rite deals 10 damage to that player.
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Hieromancer's Cage
  ( 4)
Enchantment
When Hieromancer's Cage enters the battlefield, exile target nonland permanent an opponent controls until Hieromancer's Cage leaves the battlefield.
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Hierophant's Chalice
 ( 3)
Artifact
When Hierophant's Chalice enters the battlefield, target opponent loses 1 life and you gain 1 life. : Add .
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High Ground
 ( 1)
Enchantment
Each creature you control can block an additional creature each combat.
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High Market
( 0)
Land
: Add .
, Sacrifice a creature: You gain 1 life.
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High Priest of Penance
  ( 2)
Creature — Human Cleric
(1/1)
Whenever High Priest of Penance is dealt damage, you may destroy target nonland permanent.
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High Seas
  ( 3)
Enchantment
Red creature spells and green creature spells cost more to cast.
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High Sentinels of Arashin
  ( 4)
Creature — Bird Soldier
(3/4)
Flying High Sentinels of Arashin gets +1/+1 for each other creature you control with a +1/+1 counter on it.  : Put a +1/+1 counter on target creature.
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High Tide
 ( 1)
Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional .
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Highborn Ghoul
  ( 2)
Creature — Zombie
(2/1)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Highland Berserker
  ( 2)
Creature — Human Berserker Ally
(2/1)
Whenever Highland Berserker or another Ally enters the battlefield under your control, you may have Ally creatures you control gain first strike until end of turn.
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Highland Game
  ( 2)
Creature — Elk
(2/1)
When Highland Game dies, you gain 2 life.
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Highland Lake
( 0)
Land
Highland Lake enters the battlefield tapped. : Add or .
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Highland Weald
( 0)
Snow Land
Highland Weald enters the battlefield tapped. : Add or .
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Highspire Artisan
  ( 3)
Creature — Elf Artificer
(0/3)
Reach (This creature can block creatures with flying.) Fabricate 1 (When this creature enters the battlefield, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
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Highspire Infusion
  ( 2)
Instant
Target creature gets +3/+3 until end of turn. You get  (two energy counters).
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Highway Robber
   ( 4)
Creature — Human Mercenary
(2/2)
When Highway Robber enters the battlefield, target opponent loses 2 life and you gain 2 life.
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Higure, the Still Wind Avatar
( 0)
Vanguard
(-1/+3)
Whenever a nontoken creature you control deals combat damage to an opponent, choose a creature card at random from your library, reveal that card, and put it into your hand. Then shuffle your library.
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Hijack
   ( 3)
Sorcery
Gain control of target artifact or creature until end of turn. Untap it. It gains haste until end of turn.
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Hikari, Twilight Guardian
   ( 5)
Legendary Creature — Spirit
(4/4)
Flying Whenever you cast a Spirit or Arcane spell, you may exile Hikari, Twilight Guardian. If you do, return it to the battlefield under its owner's control at the beginning of the next end step.
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Hillcomber Giant
   ( 4)
Creature — Giant Scout
(3/3)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Hinder
   ( 3)
Instant
Counter target spell. If that spell is countered this way, put that card on the top or bottom of its owner's library instead of into that player's graveyard.
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Hindering Light
  ( 2)
Instant
Counter target spell that targets you or a permanent you control. Draw a card.
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Hindering Touch
  ( 4)
Instant
Counter target spell unless its controller pays . Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Hindervines
  ( 3)
Instant
Prevent all combat damage that would be dealt this turn by creatures with no +1/+1 counters on them.
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Hint of Insanity
  ( 3)
Sorcery
Target player reveals their hand. That player discards all nonland cards with the same name as another card in their hand.
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Hinterland Drake
  ( 3)
Creature — Drake
(2/3)
Flying Hinterland Drake can't block artifact creatures.
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Hinterland Harbor
( 0)
Land
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island. : Add or .
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Hinterland Hermit
  ( 2)
Creature — Human Werewolf
(2/1)
At the beginning of each upkeep, if no spells were cast last turn, transform Hinterland Hermit.
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Hinterland Logger
  ( 2)
Creature — Human Werewolf
(2/1)
At the beginning of each upkeep, if no spells were cast last turn, transform Hinterland Logger.
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Hinterland Scourge
( 0)
Creature — Werewolf
(3/2)
Hinterland Scourge must be blocked if able. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Hinterland Scourge.
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Hipparion
  ( 2)
Creature — Horse
(1/3)
Hipparion can't block creatures with power 3 or greater unless you pay .
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Hired Blade
  ( 3)
Creature — Human Assassin
(3/2)
Flash (You may cast this spell any time you could cast an instant.)
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Hired Giant
  ( 4)
Creature — Giant
(4/4)
When Hired Giant enters the battlefield, each other player may search their library for a land card and put that card onto the battlefield. Then each player who searched their library this way shuffles it.
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Hired Heist
( 0)
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Whenever a creature you control with the chosen name deals combat damage to a player, you may pay . If you do, draw a card.
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Hired Muscle
   ( 3)
Creature — Human Warrior
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Hired Muscle. At the beginning of the end step, if there are two or more ki counters on Hired Muscle, you may flip it.
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Hired Torturer
  ( 3)
Creature — Human Rogue
(2/3)
Defender  , : Target opponent loses 2 life, then reveals a card at random from their hand.
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Hisoka's Guard
  ( 2)
Creature — Human Wizard
(1/1)
You may choose not to untap Hisoka's Guard during your untap step.  , : Target creature you control other than Hisoka's Guard has shroud for as long as Hisoka's Guard remains tapped. (It can't be the target of spells or abilities.)
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Hissing Iguanar
  ( 3)
Creature — Lizard
(3/1)
Whenever another creature dies, you may have Hissing Iguanar deal 1 damage to target player or planeswalker.
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Hissing Miasma
   ( 3)
Enchantment
Whenever a creature attacks you, its controller loses 1 life.
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History of Benalia
   ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a 2/2 white Knight creature token with vigilance. III — Knights you control get +2/+1 until end of turn.
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Hit // Run (Hit)
   ( 3)
Instant
Target player sacrifices an artifact or creature. Hit deals damage to that player equal to that permanent's converted mana cost.
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Hive Mind
  ( 6)
Enchantment
Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy.
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Hive Stirrings
  ( 3)
Sorcery
Create two 1/1 colorless Sliver creature tokens.
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Hivestone
 ( 2)
Artifact
Creatures you control are Slivers in addition to their other creature types.
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Hivis of the Scale
   ( 5)
Legendary Creature — Viashino Shaman
(3/4)
You may choose not to untap Hivis of the Scale during your untap step. : Gain control of target Dragon for as long as you control Hivis and Hivis remains tapped.
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Hixus, Prison Warden
   ( 5)
Legendary Creature — Human Soldier
(4/4)
Flash (You may cast this spell any time you could cast an instant.) Whenever a creature deals combat damage to you, if Hixus, Prison Warden entered the battlefield this turn, exile that creature until Hixus leaves the battlefield. (That creature returns under its owner's control.)
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Hoar Shade
  ( 4)
Creature — Shade
(1/2)
: Hoar Shade gets +1/+1 until end of turn.
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Hoarder's Greed
  ( 4)
Sorcery
You lose 2 life and draw two cards, then clash with an opponent. If you win, repeat this process. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher converted mana cost.)
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Hoarding Dragon
   ( 5)
Creature — Dragon
(4/4)
Flying When Hoarding Dragon enters the battlefield, you may search your library for an artifact card, exile it, then shuffle your library. When Hoarding Dragon dies, you may put the exiled card into its owner's hand.
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Hoard-Smelter Dragon
   ( 6)
Creature — Dragon
(5/5)
Flying  : Destroy target artifact. Hoard-Smelter Dragon gets +X/+0 until end of turn, where X is that artifact's converted mana cost.
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Hobble
  ( 3)
Enchantment — Aura
Enchant creature When Hobble enters the battlefield, draw a card. Enchanted creature can't attack. Enchanted creature can't block if it's black.
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Hoisted Hireling
  ( 3)
Creature — Zombie
(2/1)
Hoisted Hireling has flying as long as it's being held above the battlefield.
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Hokori, Dust Drinker
   ( 4)
Legendary Creature — Spirit
(2/2)
Lands don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player untaps a land they control.
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Hold at Bay
  ( 2)
Instant
Prevent the next 7 damage that would be dealt to any target this turn.
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Hold the Gates
  ( 3)
Enchantment
Creatures you control get +0/+1 for each Gate you control and have vigilance.
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Hold the Line
   ( 3)
Instant
Blocking creatures get +7/+7 until end of turn.
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Hold the Perimeter
( 0)
Conspiracy
(Start the game with this conspiracy face up in the command zone.) At the beginning of your first upkeep, create a 1/2 white Soldier creature token with defender. At the beginning of each other player's first upkeep, that player creates a 1/1 red Goblin creature token with "This creature can't block."
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Holistic Wisdom
   ( 3)
Enchantment
, Exile a card from your hand: Return target card from your graveyard to your hand if it shares a card type with the card exiled this way. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.)
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Hollow Dogs
  ( 5)
Creature — Zombie Hound
(3/3)
Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn.
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Hollow One
 ( 5)
Artifact Creature — Golem
(4/4)
This spell costs less to cast for each card you've cycled or discarded this turn. Cycling ( , Discard this card: Draw a card.)
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Hollow Specter
   ( 3)
Creature — Specter
(2/2)
Flying Whenever Hollow Specter deals combat damage to a player, you may pay . If you do, that player reveals X cards from their hand and you choose one of them. That player discards that card.
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Hollow Trees
( 0)
Land
Hollow Trees enters the battlefield tapped. You may choose not to untap Hollow Trees during your untap step. At the beginning of your upkeep, if Hollow Trees is tapped, put a storage counter on it. , Remove any number of storage counters from Hollow Trees: Add for each storage counter removed this way.
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Hollow Warrior
 ( 4)
Artifact Creature — Golem Warrior
(4/4)
Hollow Warrior can't attack or block unless you tap an untapped creature you control not declared as an attacking or blocking creature this combat. (This cost is paid as attackers or blockers are declared.)
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Hollowborn Barghest
   ( 7)
Creature — Demon Hound
(7/6)
At the beginning of your upkeep, if you have no cards in hand, each opponent loses 2 life. At the beginning of each opponent's upkeep, if that player has no cards in hand, they lose 2 life.
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Hollowhenge Scavenger
   ( 5)
Creature — Elemental
(4/5)
Morbid — When Hollowhenge Scavenger enters the battlefield, if a creature died this turn, you gain 5 life.
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Hollowhenge Spirit
  ( 4)
Creature — Spirit
(2/2)
Flash (You may cast this spell any time you could cast an instant.) Flying When Hollowhenge Spirit enters the battlefield, remove target attacking or blocking creature from combat.
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Hollowsage
  ( 4)
Creature — Merfolk Wizard
(2/2)
Whenever Hollowsage becomes untapped, you may have target player discard a card.
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Holy Armor
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2. : Enchanted creature gets +0/+1 until end of turn.
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Holy Day
 ( 1)
Instant
Prevent all combat damage that would be dealt this turn.
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