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Opal Acrolith
  ( 3)
Enchantment
Whenever an opponent casts a creature spell, if Opal Acrolith is an enchantment, Opal Acrolith becomes a 2/4 Soldier creature. : Opal Acrolith becomes an enchantment.
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Opal Archangel
  ( 5)
Enchantment
When an opponent casts a creature spell, if Opal Archangel is an enchantment, Opal Archangel becomes a 5/5 Angel creature with flying and vigilance.
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Opal Avenger
  ( 3)
Enchantment
When you have 10 or less life, if Opal Avenger is an enchantment, Opal Avenger becomes a 3/5 Soldier creature.
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Opal Caryatid
 ( 1)
Enchantment
When an opponent casts a creature spell, if Opal Caryatid is an enchantment, Opal Caryatid becomes a 2/2 Soldier creature.
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Opal Champion
  ( 3)
Enchantment
When an opponent casts a creature spell, if Opal Champion is an enchantment, Opal Champion becomes a 3/3 Knight creature with first strike.
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Opal Gargoyle
  ( 2)
Enchantment
When an opponent casts a creature spell, if Opal Gargoyle is an enchantment, Opal Gargoyle becomes a 2/2 Gargoyle creature with flying.
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Opal Guardian
   ( 3)
Enchantment
When an opponent casts a creature spell, if Opal Guardian is an enchantment, Opal Guardian becomes a 3/4 Gargoyle creature with flying and protection from red.
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Opal Lake Gatekeepers
  ( 4)
Creature — Vedalken Soldier
(2/4)
When Opal Lake Gatekeepers enters the battlefield, if you control two or more Gates, you may draw a card.
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Opal Titan
   ( 4)
Enchantment
When an opponent casts a creature spell, if Opal Titan is an enchantment, Opal Titan becomes a 4/4 Giant creature with protection from each of that spell's colors.
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Opalescence
   ( 4)
Enchantment
Each other non-Aura enchantment is a creature in addition to its other types and has base power and base toughness each equal to its converted mana cost.
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Opal-Eye, Konda's Yojimbo
   ( 3)
Legendary Creature — Fox Samurai
(1/4)
Defender (This creature can't attack.) Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) : The next time a source of your choice would deal damage this turn, that damage is dealt to Opal-Eye, Konda's Yojimbo instead.
 : Prevent the next 1 damage that would be dealt to Opal-Eye this turn.
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Opaline Bracers
 ( 4)
Artifact — Equipment
Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.) Equipped creature gets +X/+X, where X is the number of charge counters on Opaline Bracers. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Opaline Sliver
   ( 3)
Creature — Sliver
(2/2)
All Slivers have "Whenever this permanent becomes the target of a spell an opponent controls, you may draw a card."
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Opaline Unicorn
 ( 3)
Artifact Creature — Unicorn
(1/2)
: Add one mana of any color.
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Open Fire
  ( 3)
Instant
Open Fire deals 3 damage to any target.
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Open into Wonder
   ( 2)
Sorcery
X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."
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Open the Armory
  ( 2)
Sorcery
Search your library for an Aura or Equipment card, reveal it, and put it into your hand. Then shuffle your library.
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Open the Graves
   ( 5)
Enchantment
Whenever a nontoken creature you control dies, create a 2/2 black Zombie creature token.
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Open the Vaults
   ( 6)
Sorcery
Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in graveyards.)
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Ophidian
  ( 3)
Creature — Snake
(1/3)
Whenever Ophidian attacks and isn't blocked, you may draw a card. If you do, Ophidian assigns no combat damage this turn.
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Ophidian Eye
  ( 3)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card.
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Ophiomancer
  ( 3)
Creature — Human Shaman
(2/2)
At the beginning of each upkeep, if you control no Snakes, create a 1/1 black Snake creature token with deathtouch.
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Opportunist
  ( 3)
Creature — Human Soldier
(2/2)
: Opportunist deals 1 damage to target creature that was dealt damage this turn.
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Opportunity
   ( 6)
Instant
Target player draws four cards.
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Opposition
   ( 4)
Enchantment
Tap an untapped creature you control: Tap target artifact, creature, or land.
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Oppression
   ( 3)
Enchantment
Whenever a player casts a spell, that player discards a card.
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Oppressive Rays
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block unless its controller pays . Activated abilities of enchanted creature cost more to activate.
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Oppressive Will
  ( 3)
Instant
Counter target spell unless its controller pays for each card in your hand.
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Opt
 ( 1)
Instant
Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) Draw a card.
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Optical Optimizer
( 0)
Artifact — Contraption
Whenever you crank Optical Optimizer, until end of turn, target creature becomes an artifact in addition to its other types and gains " : Draw a card."
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Oracle
( 0)
Vanguard
(+1/+9)
: Untap target attacking creature you control and remove it from combat.
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Oracle en-Vec
  ( 2)
Creature — Human Wizard
(1/1)
: Target opponent chooses any number of creatures they control. During that player's next turn, the chosen creatures attack if able, and other creatures can't attack. At the beginning of that turn's end step, destroy each of the chosen creatures that didn't attack this turn. Activate this ability only during your turn.
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Oracle of Bones
   ( 4)
Creature — Minotaur Shaman
(3/1)
Haste Tribute 2 (As this creature enters the battlefield, an opponent of your choice may put two +1/+1 counters on it.) When Oracle of Bones enters the battlefield, if tribute wasn't paid, you may cast an instant or sorcery card from your hand without paying its mana cost.
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Oracle of Dust
  ( 5)
Creature — Eldrazi Processor
(3/5)
Devoid (This card has no color.) , Put a card an opponent owns from exile into that player's graveyard: Draw a card, then discard a card.
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Oracle of Mul Daya
  ( 4)
Creature — Elf Shaman
(2/2)
You may play an additional land on each of your turns. Play with the top card of your library revealed. You may play the top card of your library if it's a land card.
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Oracle's Attendants
  ( 4)
Creature — Human Soldier
(1/5)
: All damage that would be dealt to target creature this turn by a source of your choice is dealt to Oracle's Attendants instead.
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Oracle's Insight
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature has " : Scry 1, then draw a card." (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
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Oracle's Vault
 ( 4)
Artifact
, : Exile the top card of your library. Until end of turn, you may play that card. Put a brick counter on Oracle's Vault.
: Exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. Activate this ability only if there are three or more brick counters on Oracle's Vault.
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Oran-Rief Hydra
   ( 6)
Creature — Hydra
(5/5)
Trample Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on Oran-Rief Hydra. If that land is a Forest, put two +1/+1 counters on Oran-Rief Hydra instead.
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Oran-Rief Invoker
  ( 2)
Creature — Human Shaman
(2/2)
: Oran-Rief Invoker gets +5/+5 and gains trample until end of turn.
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Oran-Rief Recluse
  ( 3)
Creature — Spider
(1/3)
Kicker  (You may pay an additional  as you cast this spell.) Reach (This creature can block creatures with flying.) When Oran-Rief Recluse enters the battlefield, if it was kicked, destroy target creature with flying.
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Oran-Rief Survivalist
  ( 2)
Creature — Human Warrior Ally
(1/1)
Whenever Oran-Rief Survivalist or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Oran-Rief Survivalist.
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Oran-Rief, the Vastwood
( 0)
Land
Oran-Rief, the Vastwood enters the battlefield tapped. : Add .
: Put a +1/+1 counter on each green creature that entered the battlefield this turn.
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Orator of Ojutai
  ( 2)
Creature — Bird Monk
(0/4)
As an additional cost to cast this spell, you may reveal a Dragon card from your hand. Defender, flying When Orator of Ojutai enters the battlefield, if you revealed a Dragon card or controlled a Dragon as you cast this spell, draw a card.
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Oraxid
  ( 4)
Creature — Crab Beast
(2/3)
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Orazca Relic
 ( 3)
Artifact
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) : Add .
, Sacrifice Orazca Relic: You gain 3 life and draw a card. Activate this ability only if you have the city's blessing.
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Orb of Dreams
 ( 3)
Artifact
Permanents enter the battlefield tapped.
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Orbs of Warding
 ( 5)
Artifact
You have hexproof. (You can't be the target of spells or abilities your opponents control.) If a creature would deal damage to you, prevent 1 of that damage.
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Orbweaver Kumo
   ( 6)
Creature — Spirit
(3/4)
Reach (This creature can block creatures with flying.) Whenever you cast a Spirit or Arcane spell, Orbweaver Kumo gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)
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Orc General
  ( 3)
Creature — Orc Warrior
(2/2)
, Sacrifice another Orc or Goblin: Other Orc creatures get +1/+1 until end of turn.
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Orc Sureshot
  ( 4)
Creature — Orc Archer
(4/2)
Whenever another creature enters the battlefield under your control, target creature an opponent controls gets -1/-1 until end of turn.
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Orchard Elemental
  ( 6)
Creature — Elemental
(2/2)
Council's dilemma — When Orchard Elemental enters the battlefield, starting with you, each player votes for sprout or harvest. Put two +1/+1 counters on Orchard Elemental for each sprout vote. You gain 3 life for each harvest vote.
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Orchard Spirit
  ( 3)
Creature — Spirit
(2/2)
Orchard Spirit can't be blocked except by creatures with flying or reach.
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Orchard Warden
   ( 6)
Creature — Treefolk Shaman
(4/6)
Whenever another Treefolk creature enters the battlefield under your control, you may gain life equal to that creature's toughness.
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Orcish Artillery
   ( 3)
Creature — Orc Warrior
(1/3)
: Orcish Artillery deals 2 damage to any target and 3 damage to you.
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Orcish Bloodpainter
  ( 3)
Creature — Orc Shaman
(2/1)
, Sacrifice a creature: Orcish Bloodpainter deals 1 damage to any target.
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Orcish Cannonade
   ( 3)
Instant
Orcish Cannonade deals 2 damage to any target and 3 damage to you. Draw a card.
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Orcish Cannoneers
   ( 3)
Creature — Orc Warrior
(1/3)
: Orcish Cannoneers deals 2 damage to any target and 3 damage to you.
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Orcish Captain
 ( 1)
Creature — Orc Warrior
(1/1)
: Flip a coin. If you win the flip, target Orc creature gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn.
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Orcish Conscripts
 ( 1)
Creature — Orc
(2/2)
Orcish Conscripts can't attack unless at least two other creatures attack. Orcish Conscripts can't block unless at least two other creatures block.
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Orcish Farmer
   ( 3)
Creature — Orc
(2/2)
: Target land becomes a Swamp until its controller's next untap step.
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Orcish Librarian
  ( 2)
Creature — Orc
(1/1)
, : Look at the top eight cards of your library. Exile four of them at random, then put the rest on top of your library in any order.
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Orcish Mechanics
  ( 3)
Creature — Orc
(1/1)
, Sacrifice an artifact: Orcish Mechanics deals 2 damage to any target.
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Orcish Mine
   ( 3)
Enchantment — Aura
Enchant land Orcish Mine enters the battlefield with three ore counters on it. At the beginning of your upkeep or whenever enchanted land becomes tapped, remove an ore counter from Orcish Mine. When the last ore counter is removed from Orcish Mine, destroy enchanted land and Orcish Mine deals 2 damage to that land's controller.
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Orcish Paratroopers
  ( 3)
Creature — Orc Paratrooper
(4/4)
When Orcish Paratroopers enters the battlefield, flip it from a height of at least one foot. Sacrifice Orcish Paratroopers unless it turns over completely at least once during the flip and lands face up.
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Orcish Spy
 ( 1)
Creature — Orc Rogue
(1/1)
: Look at the top three cards of target player's library.
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Orcish Squatters
  ( 5)
Creature — Orc
(2/3)
Whenever Orcish Squatters attacks and isn't blocked, you may gain control of target land defending player controls for as long as you control Orcish Squatters. If you do, Orcish Squatters assigns no combat damage this turn.
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Orcish Squatters Avatar
( 0)
Vanguard
(-1/-1)
At the beginning of your precombat main phase, add for each land target opponent controls.
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Orcish Vandal
  ( 2)
Creature — Orc Warrior
(1/1)
, Sacrifice an artifact: Orcish Vandal deals 2 damage to any target.
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Orcish Veteran
  ( 3)
Creature — Orc
(2/2)
Orcish Veteran can't block white creatures with power 2 or greater. : Orcish Veteran gains first strike until end of turn.
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Ordeal of Erebos
  ( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Erebos. When you sacrifice Ordeal of Erebos, target player discards two cards.
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Ordeal of Heliod
  ( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Heliod. When you sacrifice Ordeal of Heliod, you gain 10 life.
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Ordeal of Nylea
  ( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Nylea. When you sacrifice Ordeal of Nylea, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.
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Ordeal of Purphoros
  ( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Purphoros. When you sacrifice Ordeal of Purphoros, it deals 3 damage to any target.
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Ordeal of Thassa
  ( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Thassa. When you sacrifice Ordeal of Thassa, draw two cards.
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Order of Leitbur
  ( 2)
Creature — Human Cleric Knight
(2/1)
Protection from black : Order of Leitbur gains first strike until end of turn.
 : Order of Leitbur gets +1/+0 until end of turn.
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Order of Succession
  ( 4)
Sorcery
Choose left or right. Starting with you and proceeding in the chosen direction, each player chooses a creature controlled by the next player in that direction. Each player gains control of the creature they chose.
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Order of the Ebon Hand
  ( 2)
Creature — Cleric Knight
(2/1)
Protection from white : Order of the Ebon Hand gains first strike until end of turn.
 : Order of the Ebon Hand gets +1/+0 until end of turn.
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Order of the Golden Cricket
  ( 2)
Creature — Kithkin Knight
(2/2)
Whenever Order of the Golden Cricket attacks, you may pay . If you do, it gains flying until end of turn.
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Order of the Stars
 ( 1)
Creature — Human Cleric
(0/1)
Defender (This creature can't attack.) As Order of the Stars enters the battlefield, choose a color. Order of the Stars has protection from the chosen color.
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Order of the White Shield
  ( 2)
Creature — Human Knight
(2/1)
Protection from black : Order of the White Shield gains first strike until end of turn.
 : Order of the White Shield gets +1/+0 until end of turn.
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Order of Yawgmoth
   ( 4)
Creature — Zombie Knight
(2/2)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever Order of Yawgmoth deals damage to a player, that player discards a card.
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Ordered Migration
   ( 5)
Sorcery
Domain — Create a 1/1 blue Bird creature token with flying for each basic land type among lands you control.
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Ordinary Pony
  ( 3)
Host Creature — Horse
(2/3)
When this creature enters the battlefield, you may exile target non-Horse creature you control that wasn't put onto the battlefield with this ability this turn, then return it to the battlefield under its owner's control.
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Ordruun Commando
  ( 4)
Creature — Minotaur Soldier
(4/1)
: Prevent the next 1 damage that would be dealt to Ordruun Commando this turn.
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Ordruun Veteran
   ( 4)
Creature — Minotaur Soldier
(3/1)
Battalion — Whenever Ordruun Veteran and at least two other creatures attack, Ordruun Veteran gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
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Ore Gorger
   ( 5)
Creature — Spirit
(3/1)
Whenever you cast a Spirit or Arcane spell, you may destroy target nonbasic land.
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