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Profit // Loss (Loss)
  ( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Lost Auramancers
   ( 4)
Creature — Human Wizard
(3/3)
Vanishing 3 (This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Lost Auramancers dies, if it had no time counters on it, you may search your library for an enchantment card and put it onto the battlefield. If you do, shuffle your library.
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Lost Hours
  ( 2)
Sorcery
Target player reveals their hand. You choose a nonland card from it. That player puts that card into their library third from the top.
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Lost in a Labyrinth
 ( 1)
Instant
Target creature gets -3/-0 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Lost in the Mist
   ( 5)
Instant
Counter target spell. Return target permanent to its owner's hand.
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Lost in the Woods
   ( 5)
Enchantment
Whenever a creature attacks you or a planeswalker you control, reveal the top card of your library. If it's a Forest card, remove that creature from combat. Then put the revealed card on the bottom of your library.
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Lost in Thought
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. Its controller may exile three cards from their graveyard for that player to ignore this effect until end of turn.
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Lost Legacy
   ( 3)
Sorcery
Choose a nonartifact, nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles their library, then draws a card for each card exiled from their hand this way.
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Lost Leonin
  ( 2)
Creature — Cat Soldier
(2/1)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Lost Order of Jarkeld
   ( 4)
Creature — Human Knight
(1+*/1+*)
As Lost Order of Jarkeld enters the battlefield, choose an opponent. Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures the chosen player controls.
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Lost Soul
   ( 3)
Creature — Spirit Minion
(2/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Lost Vale
( 0)
Land
(Transforms from Dowsing Dagger.) : Add three mana of any one color.
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Lotleth Giant
  ( 7)
Creature — Zombie Giant
(6/5)
Undergrowth — When Lotleth Giant enters the battlefield, it deals 1 damage to target opponent for each creature card in your graveyard.
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Lotleth Troll
  ( 2)
Creature — Zombie Troll
(2/1)
Trample Discard a creature card: Put a +1/+1 counter on Lotleth Troll. : Regenerate Lotleth Troll.
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Lotus Bloom
( 0)
Artifact
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.) , Sacrifice Lotus Bloom: Add three mana of any one color.
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Lotus Blossom
 ( 2)
Artifact
At the beginning of your upkeep, you may put a petal counter on Lotus Blossom. , Sacrifice Lotus Blossom: Add X mana of any one color, where X is the number of petal counters on Lotus Blossom.
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Lotus Cobra
  ( 2)
Creature — Snake
(2/1)
Landfall — Whenever a land enters the battlefield under your control, you may add one mana of any color.
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Lotus Guardian
 ( 7)
Artifact Creature — Dragon
(4/4)
Flying : Add one mana of any color.
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Lotus Path Djinn
  ( 4)
Creature — Djinn Monk
(2/3)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Lotus Petal
 ( 0)
Artifact
, Sacrifice Lotus Petal: Add one mana of any color.
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Lotus Vale
( 0)
Land
If Lotus Vale would enter the battlefield, sacrifice two untapped lands instead. If you do, put Lotus Vale onto the battlefield. If you don't, put it into its owner's graveyard. : Add three mana of any one color.
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Lotus-Eye Mystics
  ( 4)
Creature — Human Monk
(3/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Lotus-Eye Mystics enters the battlefield, return target enchantment card from your graveyard to your hand.
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Lovisa Coldeyes
   ( 5)
Legendary Creature — Human
(3/3)
Each creature that's a Barbarian, a Warrior, or a Berserker gets +2/+2 and has haste.
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Lowland Basilisk
  ( 3)
Creature — Basilisk
(1/3)
Whenever Lowland Basilisk deals damage to a creature, destroy that creature at end of combat.
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Lowland Oaf
  ( 4)
Creature — Giant Warrior
(3/3)
: Target Goblin creature you control gets +1/+0 and gains flying until end of turn. Sacrifice that creature at the beginning of the next end step.
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Lowland Tracker
  ( 5)
Creature — Human Soldier
(2/2)
First strike Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
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Loxodon Anchorite
   ( 4)
Creature — Elephant Cleric
(2/3)
: Prevent the next 2 damage that would be dealt to any target this turn.
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Loxodon Gatekeeper
   ( 4)
Creature — Elephant Soldier
(2/3)
Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
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Loxodon Hierarch
   ( 4)
Creature — Elephant Cleric
(4/4)
When Loxodon Hierarch enters the battlefield, you gain 4 life.  , Sacrifice Loxodon Hierarch: Regenerate each creature you control.
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Loxodon Mender
  ( 6)
Creature — Elephant Cleric
(3/3)
, : Regenerate target artifact.
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Loxodon Partisan
  ( 5)
Creature — Elephant Soldier
(3/4)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
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Loxodon Peacekeeper
  ( 2)
Creature — Elephant Soldier
(4/4)
At the beginning of your upkeep, the player with the lowest life total gains control of Loxodon Peacekeeper. If two or more players are tied for lowest life total, you choose one of them, and that player gains control of Loxodon Peacekeeper.
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Loxodon Punisher
  ( 4)
Creature — Elephant Soldier
(2/2)
Loxodon Punisher gets +2/+2 for each Equipment attached to it.
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Loxodon Restorer
   ( 6)
Creature — Elephant Cleric
(3/4)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) When Loxodon Restorer enters the battlefield, you gain 4 life.
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Loxodon Smiter
   ( 3)
Creature — Elephant Soldier
(4/4)
This spell can't be countered. If a spell or ability an opponent controls causes you to discard Loxodon Smiter, put it onto the battlefield instead of putting it into your graveyard.
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Loxodon Stalwart
   ( 5)
Creature — Elephant Soldier
(3/3)
Vigilance : Loxodon Stalwart gets +0/+1 until end of turn.
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Loxodon Warhammer
 ( 3)
Artifact — Equipment
Equipped creature gets +3/+0 and has trample and lifelink. Equip 
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Loyal Apprentice
  ( 2)
Creature — Human Artificer
(2/1)
Haste Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
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Loyal Cathar
  ( 2)
Creature — Human Soldier
(2/2)
Vigilance When Loyal Cathar dies, return it to the battlefield transformed under your control at the beginning of the next end step.
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Loyal Drake
  ( 3)
Creature — Drake
(2/2)
Flying Lieutenant — At the beginning of combat on your turn, if you control your commander, draw a card.
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Loyal Guardian
  ( 5)
Creature — Rhino
(4/4)
Trample Lieutenant — At the beginning of combat on your turn, if you control your commander, put a +1/+1 counter on each creature you control.
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Loyal Gyrfalcon
  ( 4)
Creature — Bird
(3/3)
Defender, flying Whenever you cast a white spell, Loyal Gyrfalcon loses defender until end of turn.
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Loyal Pegasus
 ( 1)
Creature — Pegasus
(2/1)
Flying Loyal Pegasus can't attack or block alone.
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Loyal Retainers
  ( 3)
Creature — Human Advisor
(1/1)
Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to the battlefield. Activate this ability only during your turn, before attackers are declared.
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Loyal Sentry
 ( 1)
Creature — Human Soldier
(1/1)
When Loyal Sentry blocks a creature, destroy that creature and Loyal Sentry.
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Loyal Subordinate
  ( 3)
Creature — Zombie
(3/1)
Menace Lieutenant — At the beginning of combat on your turn, if you control your commander, each opponent loses 3 life.
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Loyal Unicorn
  ( 4)
Creature — Unicorn
(3/4)
Vigilance Lieutenant — At the beginning of combat on your turn, if you control your commander, prevent all combat damage that would be dealt to creatures you control this turn. Other creatures you control gain vigilance until end of turn.
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Lu Bu, Master-at-Arms
  ( 6)
Legendary Creature — Human Soldier Warrior
(4/3)
Haste; horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Lu Meng, Wu General
   ( 5)
Legendary Creature — Human Soldier
(4/4)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Lu Su, Wu Advisor
   ( 5)
Legendary Creature — Human Advisor
(1/2)
: Draw a card. Activate this ability only during your turn, before attackers are declared.
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Lu Xun, Scholar General
   ( 4)
Legendary Creature — Human Soldier
(1/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Lu Xun, Scholar General deals damage to an opponent, you may draw a card.
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Ludevic, Necro-Alchemist
   ( 3)
Legendary Creature — Human Wizard
(1/4)
At the beginning of each player's end step, that player may draw a card if a player other than you lost life this turn. Partner (You can have two commanders if both have partner.)
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Ludevic's Test Subject
  ( 2)
Creature — Lizard Egg
(0/3)
Defender  : Put a hatchling counter on Ludevic's Test Subject. Then if there are five or more hatchling counters on it, remove all of them and transform it.
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Lull
  ( 2)
Instant
Prevent all combat damage that would be dealt this turn. Cycling ( , Discard this card: Draw a card.)
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Lullmage Mentor
   ( 3)
Creature — Merfolk Wizard
(2/2)
Whenever a spell or ability you control counters a spell, you may create a 1/1 blue Merfolk creature token. Tap seven untapped Merfolk you control: Counter target spell.
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Lumbering Satyr
   ( 4)
Creature — Satyr Beast
(5/4)
All creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.)
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Lumberknot
   ( 4)
Creature — Treefolk
(1/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever a creature dies, put a +1/+1 counter on Lumberknot.
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Lumengrid Augur
  ( 4)
Creature — Vedalken Wizard
(2/2)
, : Target player draws a card, then discards a card. If that player discards an artifact card this way, untap Lumengrid Augur.
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Lumengrid Drake
  ( 4)
Creature — Drake
(2/2)
Flying Metalcraft — When Lumengrid Drake enters the battlefield, if you control three or more artifacts, return target creature to its owner's hand.
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Lumengrid Sentinel
  ( 3)
Creature — Human Wizard
(1/2)
Flying Whenever an artifact enters the battlefield under your control, you may tap target permanent.
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Luminarch Ascension
  ( 2)
Enchantment
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss of life.)  : Create a 4/4 white Angel creature token with flying. Activate this ability only if Luminarch Ascension has four or more quest counters on it.
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Luminate Primordial
   ( 7)
Creature — Avatar
(4/7)
Vigilance When Luminate Primordial enters the battlefield, for each opponent, exile up to one target creature that player controls and that player gains life equal to its power.
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Luminesce
 ( 1)
Instant
Prevent all damage that black sources and red sources would deal this turn.
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Luminescent Rain
  ( 3)
Instant
Choose a creature type. You gain 2 life for each permanent you control of that type.
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Luminous Angel
    ( 7)
Creature — Angel
(4/4)
Flying At the beginning of your upkeep, you may create a 1/1 white Spirit creature token with flying.
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Luminous Bonds
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.
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Luminous Guardian
  ( 4)
Creature — Human Nomad
(1/4)
: Luminous Guardian gets +0/+1 until end of turn.
: Luminous Guardian can block an additional creature this turn.
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Luminous Wake
  ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks or blocks, you gain 4 life.
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Lumithread Field
  ( 2)
Enchantment
Creatures you control get +0/+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.)
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Lunar Avenger
 ( 7)
Artifact Creature — Golem
(2/2)
Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.) Remove a +1/+1 counter from Lunar Avenger: Lunar Avenger gains your choice of flying, first strike, or haste until end of turn.
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Lunar Force
  ( 3)
Enchantment
When an opponent casts a spell, sacrifice Lunar Force and counter that spell.
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Lunar Mystic
   ( 4)
Creature — Human Wizard
(2/2)
Whenever you cast an instant spell, you may pay . If you do, draw a card.
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Lunarch Inquisitors
( 0)
Creature — Human Cleric
(4/4)
When this creature transforms into Lunarch Inquisitors, you may exile another target creature until Lunarch Inquisitors leaves the battlefield.
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Lunarch Mantle
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has " , Sacrifice a permanent: This creature gains flying until end of turn."
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Lunge
  ( 3)
Instant
Lunge deals 2 damage to target creature and 2 damage to target player or planeswalker.
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Lunk Errant
  ( 6)
Creature — Giant Warrior
(4/4)
Whenever Lunk Errant attacks alone, it gets +1/+1 and gains trample until end of turn.
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Lupine Prototype
 ( 2)
Artifact Creature — Wolf Construct
(5/5)
Lupine Prototype can't attack or block unless a player has no cards in hand.
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Lurching Rotbeast
  ( 4)
Creature — Zombie Beast
(4/2)
Cycling ( , Discard this card: Draw a card.)
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Lure
   ( 3)
Enchantment — Aura
Enchant creature All creatures able to block enchanted creature do so.
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Lure of Prey
   ( 4)
Instant
Cast this spell only if an opponent cast a creature spell this turn. You may put a green creature card from your hand onto the battlefield.
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Lurebound Scarecrow
 ( 3)
Artifact Creature — Scarecrow
(4/4)
As Lurebound Scarecrow enters the battlefield, choose a color. When you control no permanents of the chosen color, sacrifice Lurebound Scarecrow.
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Lurker
  ( 3)
Creature — Beast
(2/3)
Lurker can't be the target of spells unless it attacked or blocked this turn.
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Lurking Arynx
  ( 5)
Creature — Cat Beast
(3/5)
Formidable —  : Target creature blocks Lurking Arynx this turn if able. Activate this ability only if creatures you control have total power 8 or greater.
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Lurking Automaton
 ( 5)
Artifact Creature — Construct
(0/0)
Reveal Lurking Automaton as you draft it and note how many cards you've drafted this draft round, including Lurking Automaton. Lurking Automaton enters the battlefield with X +1/+1 counters on it, where X is the highest number you noted for cards named Lurking Automaton.
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Lurking Chupacabra
  ( 4)
Creature — Beast Horror
(2/3)
Whenever a creature you control explores, target creature an opponent controls gets -2/-2 until end of turn.
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Lurking Crocodile
  ( 3)
Creature — Crocodile
(2/2)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Lurking Evil
   ( 3)
Enchantment
Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying.
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Lurking Jackals
 ( 1)
Enchantment
When an opponent has 10 or less life, if Lurking Jackals is an enchantment, it becomes a 3/2 Jackal creature.
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