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Amateur Auteur
  ( 2)
Creature — Human
(2/2)
Sacrifice Amateur Auteur: Destroy target enchantment.
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Ambassador Laquatus
   ( 3)
Legendary Creature — Merfolk Wizard
(1/3)
: Target player puts the top three cards of their library into their graveyard.
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Ambassador Oak
  ( 4)
Creature — Treefolk Warrior
(3/3)
When Ambassador Oak enters the battlefield, create a 1/1 green Elf Warrior creature token.
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Amber Prison
 ( 4)
Artifact
You may choose not to untap Amber Prison during your untap step. , : Tap target artifact, creature, or land. That permanent doesn't untap during its controller's untap step for as long as Amber Prison remains tapped.
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Ambiguity
   ( 4)
Enchantment
Whenever a player plays a spell that counters a spell that has been played or a player plays a spell that comes into play with counters, that player may counter the next spell played or put an additional counter on a permanent that has already been played, but not countered.
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Ambitious Aetherborn
  ( 5)
Creature — Aetherborn Artificer
(4/3)
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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Ambuscade
  ( 3)
Instant
Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature an opponent controls.
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Ambuscade Shaman
  ( 3)
Creature — Orc Shaman
(2/2)
Whenever Ambuscade Shaman or another creature enters the battlefield under your control, that creature gets +2/+2 until end of turn. Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Ambush
  ( 4)
Instant
Blocking creatures gain first strike until end of turn.
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Ambush Commander
   ( 5)
Creature — Elf
(2/2)
Forests you control are 1/1 green Elf creatures that are still lands.  , Sacrifice an Elf: Target creature gets +3/+3 until end of turn.
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Ambush Krotiq
  ( 6)
Creature — Insect
(5/5)
Trample When Ambush Krotiq enters the battlefield, return another creature you control to its owner's hand.
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Ambush Viper
  ( 2)
Creature — Snake
(2/1)
Flash (You may cast this spell any time you could cast an instant.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Aminatou, the Fateshifter
   ( 3)
Legendary Planeswalker — Aminatou
(3)
+1: Draw a card, then put a card from your hand on top of your library. −1: Exile another target permanent you own, then return it to the battlefield under your control. −6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou, the Fateshifter controlled by the next player in the chosen direction. Aminatou, the Fateshifter can be your commander.
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Aminatou's Augury
   ( 8)
Sorcery
Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a card of that type from among the exiled cards without paying its mana cost.
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Ammit Eternal
  ( 3)
Creature — Zombie Crocodile Demon
(5/5)
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) Whenever an opponent casts a spell, put a -1/-1 counter on Ammit Eternal. Whenever Ammit Eternal deals combat damage to a player, remove all -1/-1 counters from it.
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Amnesia
    ( 6)
Sorcery
Target player reveals their hand and discards all nonland cards.
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Amoeboid Changeling
  ( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) : Target creature gains all creature types until end of turn.
: Target creature loses all creature types until end of turn.
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Amok
  ( 2)
Enchantment
, Discard a card at random: Put a +1/+1 counter on target creature.
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Amphibious Kavu
  ( 3)
Creature — Kavu
(2/2)
Whenever Amphibious Kavu blocks or becomes blocked by one or more blue and/or black creatures, Amphibious Kavu gets +3/+3 until end of turn.
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Amphin Pathmage
  ( 4)
Creature — Salamander Wizard
(3/2)
 : Target creature can't be blocked this turn.
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Ampryn Tactician
   ( 4)
Creature — Human Soldier
(3/3)
When Ampryn Tactician enters the battlefield, creatures you control get +1/+1 until end of turn.
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Amrou Kithkin
  ( 2)
Creature — Kithkin
(1/1)
Amrou Kithkin can't be blocked by creatures with power 3 or greater.
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Amrou Scout
  ( 2)
Creature — Kithkin Rebel Scout
(2/1)
, : Search your library for a Rebel permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library.
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Amrou Seekers
  ( 3)
Creature — Kithkin Rebel
(2/2)
Amrou Seekers can't be blocked except by artifact creatures and/or white creatures.
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Amugaba
   ( 7)
Creature — Illusion
(6/6)
Flying  , Discard a card: Return Amugaba to its owner's hand.
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Amulet of Kroog
 ( 2)
Artifact
, : Prevent the next 1 damage that would be dealt to any target this turn.
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Amulet of Quoz
 ( 6)
Artifact
Remove Amulet of Quoz from your deck before playing if you're not playing for ante. , Sacrifice Amulet of Quoz: Target opponent may ante the top card of their library. If they don't, you flip a coin. If you win the flip, that player loses the game. If you lose the flip, you lose the game. Activate this ability only during your upkeep.
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Amulet of Safekeeping
 ( 2)
Artifact
Whenever you become the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays . Creature tokens get -1/-0.
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Amulet of Unmaking
 ( 5)
Artifact
, , Exile Amulet of Unmaking: Exile target artifact, creature, or land. Activate this ability only any time you could cast a sorcery.
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Amulet of Vigor
 ( 1)
Artifact
Whenever a permanent enters the battlefield tapped and under your control, untap it.
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Ana Sanctuary
  ( 3)
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
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Anaba Ancestor
  ( 2)
Creature — Minotaur Spirit
(1/1)
: Another target Minotaur creature gets +1/+1 until end of turn.
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Anaba Bodyguard
  ( 4)
Creature — Minotaur
(2/3)
First strike (This creature deals combat damage before creatures without first strike.)
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Anaba Shaman
  ( 4)
Creature — Minotaur Shaman
(2/2)
, : Anaba Shaman deals 1 damage to any target.
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Anaconda
  ( 4)
Creature — Snake
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Anafenza, Kin-Tree Spirit
  ( 2)
Legendary Creature — Spirit Soldier
(2/2)
Whenever another nontoken creature enters the battlefield under your control, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Anafenza, the Foremost
   ( 3)
Legendary Creature — Human Soldier
(4/4)
Whenever Anafenza, the Foremost attacks, put a +1/+1 counter on another target tapped creature you control. If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
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Anarchist
  ( 5)
Creature — Human Wizard
(2/2)
When Anarchist enters the battlefield, you may return target sorcery card from your graveyard to your hand.
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Anarchy
   ( 4)
Sorcery
Destroy all white permanents.
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Anax and Cymede
   ( 3)
Legendary Creature — Human Soldier
(3/2)
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.
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Ancestor Dragon
   ( 6)
Creature — Dragon
(5/6)
Flying Whenever one or more creatures you control attack, you gain 1 life for each attacking creature.
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Ancestor's Chosen
   ( 7)
Creature — Human Cleric
(4/4)
First strike (This creature deals combat damage before creatures without first strike.) When Ancestor's Chosen enters the battlefield, you gain 1 life for each card in your graveyard.
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Ancestor's Prophet
  ( 5)
Creature — Human Cleric
(1/5)
Tap five untapped Clerics you control: You gain 10 life.
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Ancestral Knowledge
  ( 2)
Enchantment
Cumulative upkeep (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 Ancestral Knowledge enters the battlefield, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order. When Ancestral Knowledge leaves the battlefield, shuffle your library.
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Ancestral Mask
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
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Ancestral Memories
    ( 5)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
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Ancestral Statue
 ( 4)
Artifact Creature — Golem
(3/4)
When Ancestral Statue enters the battlefield, return a nonland permanent you control to its owner's hand.
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Ancestral Vengeance
  ( 2)
Enchantment — Aura
Enchant creature When Ancestral Vengeance enters the battlefield, put a +1/+1 counter on target creature you control. Enchanted creature gets -1/-1.
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Ancestral Vision
( 0)
Sorcery
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four 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.) Target player draws three cards.
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Ancient Amphitheater
( 0)
Land
As Ancient Amphitheater enters the battlefield, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater enters the battlefield tapped. : Add or .
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Ancient Animus
  ( 2)
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
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Ancient Den
( 0)
Artifact Land
(Ancient Den isn't a spell.) : Add .
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Ancient Excavation
   ( 4)
Instant
Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way. Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.)
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Ancient Grudge
  ( 2)
Instant
Destroy target artifact. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Ancient Hellkite
    ( 7)
Creature — Dragon
(6/6)
Flying : Ancient Hellkite deals 1 damage to target creature defending player controls. Activate this ability only if Ancient Hellkite is attacking.
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Ancient Hydra
  ( 5)
Creature — Hydra
(5/1)
Fading 5 (This creature enters the battlefield with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) , Remove a fade counter from Ancient Hydra: Ancient Hydra deals 1 damage to any target.
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Ancient Kavu
  ( 4)
Creature — Kavu
(3/3)
: Ancient Kavu becomes colorless until end of turn.
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Ancient Ooze
   ( 7)
Creature — Ooze
(*/*)
Ancient Ooze's power and toughness are each equal to the total converted mana cost of other creatures you control.
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Ancient Runes
  ( 3)
Enchantment
At the beginning of each player's upkeep, Ancient Runes deals damage to that player equal to the number of artifacts they control.
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Ancient Silverback
   ( 6)
Creature — Ape
(6/5)
: Regenerate Ancient Silverback. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
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Ancient Spider
   ( 4)
Creature — Spider
(2/5)
First strike; reach (This creature can block creatures with flying.)
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Ancient Stirrings
 ( 1)
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order. (Cards with no colored mana in their mana costs are colorless. Lands are also colorless.)
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Ancient Stone Idol
 ( 10)
Artifact Creature — Golem
(12/12)
Flash This spell costs less to cast for each attacking creature. Trample When Ancient Stone Idol dies, create a 6/12 colorless Construct artifact creature token with trample.
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Ancient Ziggurat
( 0)
Land
: Add one mana of any color. Spend this mana only to cast a creature spell.
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Andradite Leech
  ( 3)
Creature — Leech
(2/2)
Black spells you cast cost more to cast. : Andradite Leech gets +1/+1 until end of turn.
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Angel of Deliverance
   ( 8)
Creature — Angel
(6/6)
Flying Delirium — Whenever Angel of Deliverance deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
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Angel of Despair
     ( 7)
Creature — Angel
(5/5)
Flying When Angel of Despair enters the battlefield, destroy target permanent.
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Angel of Finality
  ( 4)
Creature — Angel
(3/4)
Flying When Angel of Finality enters the battlefield, exile all cards from target player's graveyard.
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Angel of Flight Alabaster
  ( 5)
Creature — Angel
(4/4)
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
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Angel of Fury
   ( 6)
Creature — Angel
(3/5)
Flying When Angel of Fury dies, you may shuffle it into its owner's library.
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Angel of Glory's Rise
   ( 7)
Creature — Angel
(4/6)
Flying When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
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Angel of Invention
   ( 5)
Creature — Angel
(2/1)
Flying, vigilance, lifelink Fabricate 2 (When this creature enters the battlefield, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
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Angel of Jubilation
    ( 4)
Creature — Angel
(3/3)
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
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Angel of Mercy
  ( 5)
Creature — Angel
(3/3)
Flying When Angel of Mercy enters the battlefield, you gain 3 life.
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Angel of Renewal
  ( 6)
Creature — Angel Ally
(4/4)
Flying When Angel of Renewal enters the battlefield, you gain 1 life for each creature you control.
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Angel of Salvation
   ( 8)
Creature — Angel
(5/5)
Flash; 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.) Flying When Angel of Salvation enters the battlefield, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
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Angel of Sanctions
   ( 5)
Creature — Angel
(3/4)
Flying When Angel of Sanctions enters the battlefield, you may exile target nonland permanent an opponent controls until Angel of Sanctions leaves the battlefield. Embalm  ( , Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
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Angel of Serenity
    ( 7)
Creature — Angel
(5/6)
Flying When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.
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Angel of the Dawn
  ( 5)
Creature — Angel
(3/3)
Flying When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. (Attacking doesn't cause them to tap.)
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