1998-11 Anthologies 2001-12 Deckmasters 1995-08 Renaissance 1996-07 Rivals Quick Start Set 1996-11 Multiverse Gift Box 10E 2007-07-14 Tenth Edition 1E 1993-08-05 Limited Edition Alpha 2E 1993-10-01 Limited Edition Beta 2U 1993-12-01 Unlimited Edition 3E 1994-04-01 Revised Edition 4E 1995-04-01 Fourth Edition 5DN 2004-06-04 Fifth Dawn 5E 1997-03-24 Fifth Edition 6E 1999-04-28 Classic Sixth Edition 7E 2001-04-11 Seventh Edition 8ED 2003-07-28 Eighth Edition 9ED 2005-07-29 Ninth Edition AL 1996-06-10 Alliances ALA 2008-10-03 Shards of Alara AN 1993-12-01 Arabian Nights AP 2001-06-04 Apocalypse AQ 1994-03-01 Antiquities ARB 2009-04-30 Alara Reborn ARC 2010-06-18 Archenemy ASTRAL 1997-04 Astral AVR 2012-05-04 Avacyn Restored BD 2000-12 Beatdown Box Set BNG 2014-02-07 Born of the Gods BOK 2005-02-04 Betrayers of Kamigawa BR 1999-11-12 Battle Royale Box Set C13 2013-11-01 Commander 2013 Edition C14 2014-11-07 Commander 2014 CG 1999-06-07 Urza's Destiny CH 1995-07 Chronicles CHK 2004-10-01 Champions of Kamigawa CM1 2012-11-02 Commander's Arsenal CMD 2011-06-17 Magic: The Gathering-Commander CNS 2014-06-06 Magic: The Gathering—Conspiracy CON 2009-02-06 Conflux CSP 2006-07-21 Coldsnap DD2 2008-11-07 Duel Decks: Jace vs. Chandra DD3_DVD 2014-12-05 Duel Decks Anthology, Divine vs. Demonic DD3_EVG 2014-12-05 Duel Decks Anthology, Elves vs. Goblins DD3_GVL 2014-12-05 Duel Decks Anthology, Garruk vs. Liliana DD3_JVC 2014-12-05 Duel Decks Anthology, Jace vs. Chandra DDC 2009-04-10 Duel Decks: Divine vs. Demonic DDD 2009-10-30 Duel Decks: Garruk vs. Liliana DDE 2010-03-19 Duel Decks: Phyrexia vs. the Coalition DDF 2010-09-03 Duel Decks: Elspeth vs. Tezzeret DDG 2011-04-01 Duel Decks: Knights vs. Dragons DDH 2011-09-02 Duel Decks: Ajani vs. Nicol Bolas DDI 2012-03-30 Duel Decks: Venser vs. Koth DDJ 2012-09-07 Duel Decks: Izzet vs. Golgari DDK 2013-03-15 Duel Decks: Sorin vs. Tibalt DDL 2013-09-06 Duel Decks: Heroes vs. Monsters DDM 2014-03-14 Duel Decks: Jace vs. Vraska DDN 2014-09-05 Duel Decks: Speed vs. Cunning DDO 2015-02-27 Duel Decks: Elspeth vs. Kiora DGM 2013-05-03 Dragon's Maze DIS 2006-05-05 Dissension DK 1994-08-01 The Dark DKA 2012-02-03 Dark Ascension DRB 2008-08-29 From the Vault: Dragons DREAM 2001-06 Dreamcast DST 2004-02-06 Darksteel DTK 2015-03-27 Dragons of Tarkir EVE 2008-07-25 Eventide EVG 2007-11-16 Duel Decks: Elves vs. Goblins EX 1998-06-15 Exodus FE 1994-11-01 Fallen Empires FRF 2015-01-23 Fate Reforged FRF_UGIN FUT 2007-05-04 Future Sight GPT 2006-02-03 Guildpact GTC 2013-02-01 Gatecrash GU 1999-02-15 Urza's Legacy H09 2009-11-20 Premium Deck Series: Slivers HM 1995-10-01 Homelands HOP 2009-09-04 Planechase IA 1995-06-01 Ice Age IN 2000-10-02 Invasion ISD 2011-09-30 Innistrad JOU 2014-05-02 Journey into Nyx JUD 2002-05-27 Judgment KTK 2014-09-26 Khans of Tarkir LE 1994-06-01 Legends LGN 2003-02-03 Legions LRW 2007-10-12 Lorwyn M10 2009-07-17 Magic 2010 M11 2010-07-16 Magic 2011 M12 2011-07-15 Magic 2012 M13 2012-07-13 Magic 2013 M14 2013-07-19 Magic 2014 Core Set M15 2014-07-18 Magic 2015 Core Set MBS 2011-02-04 Mirrodin Besieged MD1 Modern Event Deck 2014 ME2 2008-09-22 Masters Edition II ME3 2009-09-07 Masters Edition III ME4 2011-01-10 Masters Edition IV MED 2007-09-10 Masters Edition MI 1996-10-08 Mirage MM 1999-10-04 Mercadian Masques MM2 2015-05-22 Modern Masters 2015 Edition MMA 2013-06-07 Modern Masters MOR 2008-02-01 Morningtide MRD 2003-10-02 Mirrodin NE 2000-02-14 Nemesis NPH 2011-05-13 New Phyrexia OD 2001-10-01 Odyssey ONS 2002-10-07 Onslaught ORI 2015-06-17 Magic Origins P2 1998-06 Portal Second Age P3 1999-07 Starter 1999 P4 2000-07 Starter 2000 PC2 2012-06-01 Planechase 2012 Edition PD2 2010-11-19 Premium Deck Series: Fire and Lightning PD3 2011-11-18 Premium Deck Series: Graveborn PK 1999-05 Portal Three Kingdoms PLC 2007-02-02 Planar Chaos PO 1997-06 Portal PPR Promo set for Gatherer PR 2000-06-05 Prophecy PS 2001-02-05 Planeshift RAV 2005-10-07 Ravnica: City of Guilds ROE 2010-04-23 Rise of the Eldrazi RTR 2012-10-05 Return to Ravnica SCG 2003-05-26 Scourge SHM 2008-05-02 Shadowmoor SOK 2005-06-03 Saviors of Kamigawa SOM 2010-10-01 Scars of Mirrodin ST 1998-03-02 Stronghold TE 1997-10-14 Tempest THS 2013-09-27 Theros TOR 2002-02-04 Torment TPR 2015-05-06 Tempest Remastered TSB 2006-10-06 Time Spiral "Timeshifted" TSP 2006-10-06 Time Spiral UG 1998-08-17 Unglued UNH 2004-11-19 Unhinged UZ 1998-10-12 Urza's Saga V09 2009-08-28 From the Vault: Exiled V10 2010-08-27 From the Vault: Relics V11 2011-08-26 From the Vault: Legends V12 2012-08-31 From the Vault: Realms V13 2013-08-23 From the Vault: Twenty V14 2014-08-22 From the Vault: Annihilation (2014) VAN Vanguard VI 1997-02-03 Visions VMA 2014-06-16 Vintage Masters WL 1997-06-09 Weatherlight WWK 2010-02-05 Worldwake ZEN 2009-10-02 Zendikar A Display of My Dark Power Scheme When you set this scheme in motion, until your next turn, whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced. ARC C AErathi Berserker {2}{R}{R}{R} Creature - Human Berserker 2/4 Rampage 3 (Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.) LE U AEther Adept {1}{U}{U} Creature - Human Wizard 2/2 When AEther Adept enters the battlefield, return target creature to its owner's hand. M11 C, M12 C, DDM C AEther Barrier {2}{U} Enchantment Whenever a player casts a creature spell, that player sacrifices a permanent unless he or she pays {1}. NE R AEther Burst {1}{U} Instant Return up to X target creatures to their owners' hands, where X is one plus the number of cards named AEther Burst in all graveyards as you cast AEther Burst. OD C AEther Charge {4}{R} Enchantment Whenever a Beast enters the battlefield under your control, you may have it deal 4 damage to target opponent. ONS U AEther Figment {1}{U} Creature - Illusion 1/1 Kicker {3} (You may pay an additional {3} as you cast this spell.) AEther Figment can't be blocked. If AEther Figment was kicked, it enters the battlefield with two +1/+1 counters on it. ZEN U, DDM U AEther Flash {2}{R}{R} Enchantment Whenever a creature enters the battlefield, AEther Flash deals 2 damage to it. WL U, 6E U, 7E U AEther Gale {3}{U}{U} Sorcery Return six target nonland permanents to their owners' hands. C14 R AEther Membrane {1}{R}{R} Creature - Wall 0/5 Defender, reach (This creature can block creatures with flying.) Whenever AEther Membrane blocks a creature, return that creature to its owner's hand at end of combat. PLC U, DDI U AEther Mutation {3}{G}{U} Sorcery Return target creature to its owner's hand. Put X 1/1 green Saproling creature tokens onto the battlefield, where X is that creature's converted mana cost. AP U, VMA U AEther Rift {1}{R}{G} Enchantment At the beginning of your upkeep, discard a card at random. If you discard a creature card this way, return it from your graveyard to the battlefield unless any player pays 5 life. IN R AEther Searcher {7} Artifact Creature - Construct 6/4 Reveal AEther Searcher as you draft it. Reveal the next card you draft and note its name. When AEther Searcher enters the battlefield, you may search your hand and/or library for a card with a name noted as you drafted cards named AEther Searcher. You may cast it without paying its mana cost. If you searched your library this way, shuffle it. CNS R AEther Shockwave {3}{W} Instant Choose one - • Tap all Spirits. • Tap all non-Spirit creatures. SOK U AEther Snap {3}{B}{B} Sorcery Remove all counters from all permanents and exile all tokens. DST R, C14 R AEther Spellbomb {1} Artifact {U}, Sacrifice AEther Spellbomb: Return target creature to its owner's hand. {1}, Sacrifice AEther Spellbomb: Draw a card. MRD C, ARC C, DDF C, MMA C AEther Sting {3}{R} Enchantment Whenever an opponent casts a creature spell, AEther Sting deals 1 damage to that player. CG U AEther Storm {3}{U} Enchantment Creature spells can't be cast. Pay 4 life: Destroy AEther Storm. It can't be regenerated. Any player may activate this ability. HM U, 5E U, ME2 U AEther Tide {X}{U} Sorcery As an additional cost to cast AEther Tide, discard X creature cards. Return X target creatures to their owners' hands. EX C AEther Tradewinds {2}{U} Instant Return target permanent you control and target permanent you don't control to their owners' hands. WWK C, CNS C AEther Vial {1} Artifact At the beginning of your upkeep, you may put a charge counter on AEther Vial. {T}: You may put a creature card with converted mana cost equal to the number of charge counters on AEther Vial from your hand onto the battlefield. DST U, V10 M, MMA R AEther Web {1}{G} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +1/+1, has reach, and can block creatures with shadow as though they didn't have shadow. (Creatures with reach can block creatures with flying.) TSP C AEtherflame Wall {1}{R} Creature - Wall 0/4 Defender AEtherflame Wall can block creatures with shadow as though they didn't have shadow. {R}: AEtherflame Wall gets +1/+0 until end of turn. TSP C AEtherize {3}{U} Instant Return all attacking creatures to their owner's hand. GTC U, DDO U AEtherling {4}{U}{U} Creature - Shapeshifter 4/5 {U}: Exile AEtherling. Return it to the battlefield under its owner's control at the beginning of the next end step. {U}: AEtherling can't be blocked this turn. {1}: AEtherling gets +1/-1 until end of turn. {1}: AEtherling gets -1/+1 until end of turn. DGM R AEthermage's Touch {2}{W}{U} Instant Reveal the top four cards of your library. You may put a creature card from among them onto the battlefield. It gains "At the beginning of your end step, return this creature to its owner's hand." Then put the rest of the cards revealed this way on the bottom of your library in any order. DIS R, C13 R AEtherplasm {2}{U}{U} Creature - Illusion 1/1 Whenever AEtherplasm blocks a creature, you may return AEtherplasm to its owner's hand. If you do, you may put a creature card from your hand onto the battlefield blocking that creature. GPT U AEthersnipe {5}{U} Creature - Elemental 4/4 When AEthersnipe enters the battlefield, return target nonland permanent to its owner's hand. Evoke {1}{U}{U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) LRW C, DD2 C, CMD C, MMA C, DD3_JVC C, MM2 C AEtherspouts {3}{U}{U} Instant For each attacking creature, its owner puts it on the top or bottom of his or her library. M15 R AEthertow {3}{W/U} Instant Put target attacking or blocking creature on top of its owner's library. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.) SHM C Abandon Hope {X}{1}{B} Sorcery As an additional cost to cast Abandon Hope, discard X cards. Look at target opponent's hand and choose X cards from it. That player discards those cards. TE U Abandoned Outpost Land Abandoned Outpost enters the battlefield tapped. {T}: Add {W} to your mana pool. {T}, Sacrifice Abandoned Outpost: Add one mana of any color to your mana pool. OD C Abattoir Ghoul {3}{B} Creature - Zombie 3/2 First strike Whenever a creature dealt damage by Abattoir Ghoul this turn dies, you gain life equal to that creature's toughness. ISD U Abbey Gargoyles {2}{W}{W}{W} Creature - Gargoyle 3/4 Flying, protection from red HM U, 5E U, ME2 U Abbey Griffin {3}{W} Creature - Griffin 2/2 Flying, vigilance ISD C Abbey Matron {2}{W} Creature - Human Cleric 1/3 {W}, {T}: Abbey Matron gets +0/+3 until end of turn. HM C (x2) Abbot of Keral Keep {1}{R} Creature - Human Monk 2/1 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Abbot of Keral Keep enters the battlefield, exile the top card of your library. Until end of turn, you may play that card. ORI R Abduction {2}{U}{U} Enchantment - Aura Enchant creature When Abduction enters the battlefield, untap enchanted creature. You control enchanted creature. When enchanted creature dies, return that card to the battlefield under its owner's control. WL U, 6E U Abeyance {1}{W} Instant Until end of turn, target player can't cast instant or sorcery spells, and that player can't activate abilities that aren't mana abilities. Draw a card. WL R Abhorrent Overlord {5}{B}{B} Creature - Demon 6/6 Flying When Abhorrent Overlord enters the battlefield, put a number of 1/1 black Harpy creature tokens with flying onto the battlefield equal to your devotion to black. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.) At the beginning of your upkeep, sacrifice a creature. THS R Abjure {U} Instant As an additional cost to cast Abjure, sacrifice a blue permanent. Counter target spell. WL C Abolish {1}{W}{W} Instant You may discard a Plains card rather than pay Abolish's mana cost. Destroy target artifact or enchantment. PR U, DDF U Abomination {3}{B}{B} Creature - Horror 2/6 Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat. LE U, 4E U Abomination of Gudul {3}{B}{G}{U} Creature - Horror 3/4 Flying Whenever Abomination of Gudul deals combat damage to a player, you may draw a card. If you do, discard a card. Morph {2}{B}{G}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Aboroth {4}{G}{G} Creature - Elemental 9/9 Cumulative upkeep-Put a -1/-1 counter on Aboroth. (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.) WL R Aboshan's Desire {U} Enchantment - Aura Enchant creature Enchanted creature has flying. Threshold - Enchanted creature has shroud as long as seven or more cards are in your graveyard. (It can't be the target of spells or abilities.) OD C Aboshan, Cephalid Emperor {4}{U}{U} Legendary Creature - Cephalid 3/3 Tap an untapped Cephalid you control: Tap target permanent. {U}{U}{U}: Tap all creatures without flying. OD R About Face {R} Instant Switch target creature's power and toughness until end of turn. GU C Abrupt Decay {B}{G} Instant Abrupt Decay can't be countered by spells or abilities. Destroy target nonland permanent with converted mana cost 3 or less. RTR R Absolute Grace {1}{W} Enchantment All creatures have protection from black. UZ U Absolute Law {1}{W} Enchantment All creatures have protection from red. UZ U Absolver Thrull {3}{W} Creature - Thrull Cleric 2/3 Haunt (When this creature dies, exile it haunting target creature.) When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment. GPT C Absorb {W}{U}{U} Instant Counter target spell. You gain 3 life. IN R Absorb Vis {6}{B} Sorcery Target player loses 4 life and you gain 4 life. Basic landcycling {1}{B} ({1}{B}, Discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.) CON C, DDK C, MMA C Abu Ja'far {W} Creature - Human 0/1 When Abu Ja'far dies, destroy all creatures blocking or blocked by it. They can't be regenerated. AN U, CH U Abuna Acolyte {1}{W} Creature - Cat Cleric 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. {T}: Prevent the next 2 damage that would be dealt to target artifact creature this turn. SOM U Abuna's Chant {3}{W} Instant Choose one - • You gain 5 life. • Prevent the next 5 damage that would be dealt to target creature this turn. Entwine {2} (Choose both if you pay the entwine cost.) 5DN C Abundance {2}{G}{G} Enchantment If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order. UZ R, 10E R Abundant Growth {G} Enchantment - Aura Enchant land When Abundant Growth enters the battlefield, draw a card. Enchanted land has "{T}: Add one mana of any color to your mana pool." AVR C Abyssal Gatekeeper {1}{B} Creature - Horror 1/1 When Abyssal Gatekeeper dies, each player sacrifices a creature. WL C, DDC C, DD3_DVD C Abyssal Horror {4}{B}{B} Creature - Horror 2/2 Flying When Abyssal Horror enters the battlefield, target player discards two cards. UZ R, P3 R, 7E R Abyssal Hunter {3}{B} Creature - Human Assassin 1/1 {B}, {T}: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature. MI R, 6E R Abyssal Nightstalker {3}{B} Creature - Nightstalker 2/2 Whenever Abyssal Nightstalker attacks and isn't blocked, defending player discards a card. P2 U Abyssal Nocturnus {1}{B}{B} Creature - Horror 2/2 Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) GPT R Abyssal Persecutor {2}{B}{B} Creature - Demon 6/6 Flying, trample You can't win the game and your opponents can't lose the game. WWK M, C14 M Abyssal Specter {2}{B}{B} Creature - Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card. IA U, 5E U, 6E U, BR U, 7E U, 8ED U, DDC U, DD3_DVD U Abzan Advantage {1}{W} Instant Target player sacrifices an enchantment. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.) FRF C Abzan Ascendancy {W}{B}{G} Enchantment When Abzan Ascendancy enters the battlefield, put a +1/+1 counter on each creature you control. Whenever a nontoken creature you control dies, put a 1/1 white Spirit creature token with flying onto the battlefield. KTK R Abzan Banner {3} Artifact {T}: Add {W}, {B}, or {G} to your mana pool. {W}{B}{G}, {T}, Sacrifice Abzan Banner: Draw a card. KTK C Abzan Battle Priest {3}{W} Creature - Human Cleric 3/2 Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has lifelink. KTK U Abzan Beastmaster {2}{G} Creature - Hound Shaman 2/1 At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness. FRF U Abzan Charm {W}{B}{G} Instant Choose one - • Exile target creature with power 3 or greater. • You draw two cards and you lose 2 life. • Distribute two +1/+1 counters among one or two target creatures. KTK U Abzan Falconer {2}{W} Creature - Human Soldier 2/3 Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has flying. KTK U Abzan Guide {3}{W}{B}{G} Creature - Human Warrior 4/4 Lifelink (Damage dealt by this creature also causes you to gain that much life.) Morph {2}{W}{B}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Abzan Kin-Guard {3}{G} Creature - Human Warrior 3/3 Abzan Kin-Guard has lifelink as long as you control a white or black permanent. FRF U Abzan Runemark {2}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Enchanted creature has vigilance as long as you control a black or green permanent. FRF C Abzan Skycaptain {3}{W} Creature - Bird Soldier 2/2 Flying When Abzan Skycaptain dies, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) FRF C Academy Elite {3}{U} Creature - Human Wizard 0/0 Academy Elite enters the battlefield with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards. {2}{U}, Remove a +1/+1 counter from Academy Elite: Draw a card, then discard a card. CNS R, VMA R Academy Raider {2}{R} Creature - Human Warrior 1/1 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever Academy Raider deals combat damage to a player, you may discard a card. If you do, draw a card. M14 C Academy Rector {3}{W} Creature - Human Cleric 1/2 When Academy Rector dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle your library. CG R Academy Researchers {1}{U}{U} Creature - Human Wizard 2/2 When Academy Researchers enters the battlefield, you may put an Aura card from your hand onto the battlefield attached to Academy Researchers. UZ U, 10E U Academy Ruins Legendary Land {T}: Add {1} to your mana pool. {1}{U}, {T}: Put target artifact card from your graveyard on top of your library. TSP R, MMA R Academy at Tolaria West Plane - Dominaria At the beginning of your end step, if you have no cards in hand, draw seven cards. Whenever you roll CHAOS, discard your hand. HOP C Accelerate {1}{R} Instant Target creature gains haste until end of turn. Draw a card. TOR C Accelerated Mutation {3}{G}{G} Instant Target creature gets +X/+X until end of turn, where X is the highest converted mana cost among permanents you control. SCG C Acceptable Losses {3}{R} Sorcery As an additional cost to cast Acceptable Losses, discard a card at random. Acceptable Losses deals 5 damage to target creature. OD C Accorder Paladin {1}{W} Creature - Human Knight 3/1 Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) MBS U Accorder's Shield {0} Artifact - Equipment Equipped creature gets +0/+3 and has vigilance. (Attacking doesn't cause it to tap.) Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) SOM C, M14 U Accumulated Knowledge {1}{U} Instant Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards. NE C, DDO C Accursed Centaur {B} Creature - Zombie Centaur 2/2 When Accursed Centaur enters the battlefield, sacrifice a creature. ONS C Accursed Spirit {3}{B} Creature - Spirit 3/2 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) M14 C, M15 C Acid Rain {3}{U} Sorcery Destroy all Forests. LE R, ME4 R Acid Web Spider {3}{G}{G} Creature - Spider 3/5 Reach When Acid Web Spider enters the battlefield, you may destroy target Equipment. SOM U Acid-Spewer Dragon {5}{B} Creature - Dragon 3/3 Flying, deathtouch Megamorph {5}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Acid-Spewer Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control. DTK U Acidic Dagger {4} Artifact {4}, {T}: Whenever target creature deals combat damage to a non-Wall creature this turn, destroy that non-Wall creature. When the targeted creature leaves the battlefield this turn, sacrifice Acidic Dagger. Activate this ability only before blockers are declared. MI R Acidic Slime {3}{G}{G} Creature - Ooze 2/2 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land. M10 U, M11 U, CMD U, M12 U, M13 U, C13 U, DDM U Acidic Sliver {B}{R} Creature - Sliver 2/2 All Slivers have "{2}, Sacrifice this permanent: This permanent deals 2 damage to target creature or player." ST U, H09 U, TPR U Acidic Soil {2}{R} Sorcery Acidic Soil deals damage to each player equal to the number of lands he or she controls. UZ U Acolyte of Xathrid {B} Creature - Human Cleric 0/1 {1}{B}, {T}: Target player loses 1 life. M10 C Acolyte of the Inferno {2}{R} Creature - Human Monk 3/1 Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever Acolyte of the Inferno becomes blocked by a creature, it deals 2 damage to that creature. ORI U Acolyte's Reward {1}{W} Instant Prevent the next X damage that would be dealt to target creature this turn, where X is your devotion to white. If damage is prevented this way, Acolyte's Reward deals that much damage to target creature or player. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.) BNG U Acorn Catapult {4} Artifact {1}, {T}: Acorn Catapult deals 1 damage to target creature or player. That creature's controller or that player puts a 1/1 green Squirrel creature token onto the battlefield. CMD R Acorn Harvest {3}{G} Sorcery Put two 1/1 green Squirrel creature tokens onto the battlefield. Flashback- {1}{G}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.) TOR C Acquire {3}{U}{U} Sorcery Search target opponent's library for an artifact card and put that card onto the battlefield under your control. Then that player shuffles his or her library. 5DN R Acridian {1}{G} Creature - Insect 2/4 Echo {1}{G} (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.) UZ C Act of Aggression {3}{P/R}{P/R} Instant ({P/R} can be paid with either {R} or 2 life.) Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. NPH U Act of Authority {1}{W}{W} Enchantment When Act of Authority enters the battlefield, you may exile target artifact or enchantment. At the beginning of your upkeep, you may exile target artifact or enchantment. If you do, its controller gains control of Act of Authority. C13 R Act of Treason {2}{R} Sorcery Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and {T} this turn.) M10 U, M11 C, M12 C, GTC C, M14 C, DDN C, KTK C, ORI C Act on Impulse {2}{R} Sorcery Exile the top three cards of your library. Until end of turn, you may play cards exiled this way. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.) M15 U Active Volcano {R} Instant Choose one - • Destroy target blue permanent. • Return target Island to its owner's hand. LE C, CH C, ME3 U Ad Nauseam {3}{B}{B} Instant Reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost. You may repeat this process any number of times. ALA R Adamaro, First to Desire {1}{R}{R} Legendary Creature - Spirit */* Adamaro, First to Desire's power and toughness are each equal to the number of cards in the hand of the opponent with the most cards in hand. SOK R Adaptive Automaton {3} Artifact Creature - Construct 2/2 As Adaptive Automaton enters the battlefield, choose a creature type. Adaptive Automaton is the chosen type in addition to its other types. Other creatures you control of the chosen type get +1/+1. M12 R Adaptive Snapjaw {4}{G} Creature - Lizard Beast 6/2 Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) GTC C Adarkar Sentinel {5} Artifact Creature - Soldier 3/3 {1}: Adarkar Sentinel gets +0/+1 until end of turn. IA U, ME2 C Adarkar Unicorn {1}{W}{W} Creature - Unicorn 2/2 {T}: Add {U} or {1}{U} to your mana pool. Spend this mana only to pay cumulative upkeep costs. IA C Adarkar Valkyrie {4}{W}{W} Snow Creature - Angel 4/5 Flying, vigilance {T}: When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control. CSP R, MMA R, C14 R Adarkar Wastes Land {T}: Add {1} to your mana pool. {T}: Add {W} or {U} to your mana pool. Adarkar Wastes deals 1 damage to you. IA R, 5E R, 6E R, 7E R, 9ED R, 10E R Adarkar Windform {4}{U} Snow Creature - Illusion 3/3 Flying {1}{S}: Target creature loses flying until end of turn. ({S} can be paid with one mana from a snow permanent.) CSP U Adder-Staff Boggart {1}{R} Creature - Goblin Warrior 2/1 When Adder-Staff Boggart enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on Adder-Staff Boggart. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C Addle {1}{B} Sorcery Choose a color. Target player reveals his or her hand and you choose a card of that color from it. That player discards that card. IN U, VMA C Admonition Angel {3}{W}{W}{W} Creature - Angel 6/6 Flying Landfall - Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than Admonition Angel. When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control. WWK M Adun Oakenshield {B}{R}{G} Legendary Creature - Human Knight 1/2 {B}{R}{G}, {T}: Return target creature card from your graveyard to your hand. LE R, MED R Advance Scout {1}{W} Creature - Human Soldier Scout 1/1 First strike {W}: Target creature gains first strike until end of turn. TE C, BR C Advanced Hoverguard {3}{U} Creature - Drone 2/2 Flying {U}: Advanced Hoverguard gains shroud until end of turn. (It can't be the target of spells or abilities.) 5DN C Advantageous Proclamation Conspiracy (Start the game with this conspiracy face up in the command zone.) Your minimum deck size is reduced by five. CNS U Advent of the Wurm {1}{G}{G}{W} Instant Put a 5/5 green Wurm creature token with trample onto the battlefield. DGM R Adventurers' Guildhouse Land Green legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) LE U Adventuring Gear {1} Artifact - Equipment Landfall - Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) ZEN C Adverse Conditions {3}{U} Instant Devoid (This card has no color.) Tap up to two target creatures. Those creatures don't untap during their controller's next untap step. Put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." U Advice from the Fae {2/U}{2/U}{2/U} Sorcery ({2/U} can be paid with any two mana or with {U}. This card's converted mana cost is 6.) Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order. SHM U Advocate of the Beast {2}{G} Creature - Elf Shaman 2/3 At the beginning of your end step, put a +1/+1 counter on target Beast creature you control. M14 C Aegis Angel {4}{W}{W} Creature - Angel 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aegis Angel enters the battlefield, another target permanent gains indestructible for as long as you control Aegis Angel. (Effects that say "destroy" don't destroy it. A creature with indestructible can't be destroyed by damage.) M12 R, M15 R, ORI R Aegis of Honor {W} Enchantment {1}: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead. OD R Aegis of the Gods {1}{W} Enchantment Creature - Human Soldier 2/1 You have hexproof. (You can't be the target of spells or abilities your opponents control.) JOU R Aegis of the Meek {3} Artifact {1}, {T}: Target 1/1 creature gets +1/+2 until end of turn. IA R Aeolipile {2} Artifact {1}, {T}, Sacrifice Aeolipile: Aeolipile deals 2 damage to target creature or player. FE R, ME2 C Aeon Chronicler {3}{U}{U} Creature - Avatar */* Aeon Chronicler's power and toughness are each equal to the number of cards in your hand. Suspend X- {X}{3}{U}. X can't be 0. (Rather than cast this card from your hand, you may pay {X}{3}{U} and exile it with X 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. It has haste.) Whenever a time counter is removed from Aeon Chronicler while it's exiled, draw a card. PLC R, DDM R Aerial Caravan {4}{U}{U} Creature - Human Soldier 4/3 Flying {1}{U}{U}: Exile the top card of your library. Until end of turn, you may play that card. (Reveal the card as you exile it.) MM R Aerial Formation {U} Instant Strive - Aerial Formation costs {2}{U} more to cast for each target beyond the first. Any number of target creatures each get +1/+1 and gain flying until end of turn. JOU C Aerial Maneuver {1}{W} Instant Target creature gets +1/+1 and gains flying and first strike until end of turn. GTC C Aerial Predation {2}{G} Instant Destroy target creature with flying. You gain 2 life. RTR C Aerial Volley {G} Instant Aerial Volley deals 3 damage divided as you choose among one, two, or three target creatures with flying. ORI C Aerie Bowmasters {2}{G}{G} Creature - Hound Archer 3/4 Reach (This creature can block creatures with flying.) Megamorph {5}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK C Aerie Mystics {4}{W} Creature - Bird Wizard 3/3 Flying {1}{G}{U}: Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.) CON U, C13 U Aerie Ouphes {4}{G} Creature - Ouphe 3/3 Sacrifice Aerie Ouphes: Aerie Ouphes deals damage equal to its power to target creature with flying. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) EVE C Aerie Worshippers {3}{U} Creature - Human Cleric 2/4 Inspired - Whenever Aerie Worshippers becomes untapped, you may pay {2}{U}. If you do, put a 2/2 blue Bird enchantment creature token with flying onto the battlefield. BNG U Aeronaut Tinkerer {2}{U} Creature - Human Artificer 2/3 Aeronaut Tinkerer has flying as long as you control an artifact. (It can't be blocked except by creatures with flying or reach.) M15 C Aesthir Glider {3} Artifact Creature - Bird 2/1 Flying Aesthir Glider can't block. AL C (x2), ME4 C Affa Guard Hound {2}{W} Creature - Hound 2/2 Flash When Affa Guard Hound enters the battlefield, target creature gets +0/+3 until end of turn. U, ROE U Afflict {2}{B} Instant Target creature gets -1/-1 until end of turn. Draw a card. OD C, 10E C Afflicted Deserter {3}{R} Creature - Human Werewolf 3/2 At the beginning of each upkeep, if no spells were cast last turn, transform Afflicted Deserter. ---- Werewolf Ransacker (Red) Creature - Werewolf 5/4 Whenever this creature transforms into Werewolf Ransacker, you may destroy target artifact. If that artifact is put into a graveyard this way, Werewolf Ransacker deals 3 damage to that artifact's controller. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf Ransacker. DKA U Afiya Grove {1}{G} Enchantment Afiya Grove enters the battlefield with three +1/+1 counters on it. At the beginning of your upkeep, move a +1/+1 counter from Afiya Grove onto target creature. When Afiya Grove has no +1/+1 counters on it, sacrifice it. MI R Afterlife {2}{W} Instant Destroy target creature. It can't be regenerated. Its controller puts a 1/1 white Spirit creature token with flying onto the battlefield. MI U, MM U, CMD U, VMA C, C14 U Aftershock {2}{R}{R} Sorcery Destroy target artifact, creature, or land. Aftershock deals 3 damage to you. TE C, VMA C, TPR C Agadeem Occultist {2}{B} Creature - Human Shaman Ally 0/2 {T}: Put target creature card from an opponent's graveyard onto the battlefield under your control if its converted mana cost is less than or equal to the number of Allies you control. WWK R Ageless Entity {3}{G}{G} Creature - Elemental 4/4 Whenever you gain life, put that many +1/+1 counters on Ageless Entity. DST R, DDH R Ageless Sentinels {3}{W} Creature - Wall 4/4 Defender (This creature can't attack.) Flying When Ageless Sentinels blocks, it becomes a Bird Giant, and it loses defender. (It's no longer a Wall. This effect lasts indefinitely.) SCG R Agent of Acquisitions {2} Artifact Creature - Construct 2/1 Draft Agent of Acquisitions face up. Instead of drafting a card from a booster pack, you may draft each card in that booster pack, one at a time. If you do, turn Agent of Acquisitions face down and you can't draft cards for the rest of this draft round. (You may look at booster packs passed to you.) CNS U Agent of Erebos {3}{B} Enchantment Creature - Zombie 2/2 Constellation - Whenever Agent of Erebos or another enchantment enters the battlefield under your control, exile all cards from target player's graveyard. JOU U Agent of Horizons {2}{G} Creature - Human Rogue 3/2 {2}{U}: Agent of Horizons can't be blocked this turn. THS C Agent of Masks {3}{W}{B} Creature - Human Advisor 2/3 At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way. GPT U Agent of Shauku {1}{B} Creature - Human Mercenary 1/1 {1}{B}, Sacrifice a land: Target creature gets +2/+0 until end of turn. PR C Agent of Stromgald {R} Creature - Human Knight 1/1 {R}: Add {B} to your mana pool. AL C (x2) Agent of the Fates {1}{B}{B} Creature - Human Assassin 3/2 Deathtouch Heroic - Whenever you cast a spell that targets Agent of the Fates, each opponent sacrifices a creature. THS R Aggravate {3}{R}{R} Instant Aggravate deals 1 damage to each creature target player controls. Each creature dealt damage this way attacks this turn if able. AVR U Aggravated Assault {2}{R} Enchantment {3}{R}{R}: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate this ability only any time you could cast a sorcery. ONS R Aggression {2}{R} Enchantment - Aura Enchant non-Wall creature Enchanted creature has first strike and trample. At the beginning of the end step of enchanted creature's controller, destroy that creature if it didn't attack this turn. IA U Aggressive Mining {3}{R} Enchantment You can't play lands. Sacrifice a land: Draw two cards. Activate this ability only once each turn. M15 R Aggressive Urge {1}{G} Instant Target creature gets +1/+1 until end of turn. Draw a card. IN C, 10E C Agility {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) MI C Agonizing Demise {3}{B} Instant Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.) Destroy target nonblack creature. It can't be regenerated. If Agonizing Demise was kicked, it deals damage equal to that creature's power to the creature's controller. IN C, DDH C Agonizing Memories {2}{B}{B} Sorcery Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order. WL U, 6E U, 7E U, 10E U Agony Warp {U}{B} Instant Target creature gets -3/-0 until end of turn. Target creature gets -0/-3 until end of turn. ALA C, ARC C, MM2 U Agoraphobia {1}{U} Enchantment - Aura Enchant creature Enchanted creature gets -5/-0. {2}{U}: Return Agoraphobia to its owner's hand. GTC U, DDM U Agrus Kos, Wojek Veteran {3}{R}{W} Legendary Creature - Human Soldier 3/3 Whenever Agrus Kos, Wojek Veteran attacks, attacking red creatures get +2/+0 and attacking white creatures get +0/+2 until end of turn. RAV R Agyrem Plane - Ravnica Whenever a white creature dies, return it to the battlefield under its owner's control at the beginning of the next end step. Whenever a nonwhite creature dies, return it to its owner's hand at the beginning of the next end step. Whenever you roll CHAOS, creatures can't attack you until a player planeswalks. HOP C Ainok Artillerist {2}{G} Creature - Hound Archer 4/1 Ainok Artillerist has reach as long as it has a +1/+1 counter on it. (It can block creatures with flying.) DTK C Ainok Bond-Kin {1}{W} Creature - Hound Soldier 2/1 Outlast {1}{W} ({1}{W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has first strike. KTK C Ainok Guide {1}{G} Creature - Hound Scout 1/1 When Ainok Guide enters the battlefield, choose one - • Put a +1/+1 counter on Ainok Guide. • Search your library for a basic land card, reveal it, then shuffle your library and put that card on top of it. FRF C Ainok Survivalist {1}{G} Creature - Hound Shaman 2/1 Megamorph {1}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Ainok Survivalist is turned face up, destroy target artifact or enchantment an opponent controls. DTK U Ainok Tracker {5}{R} Creature - Hound Scout 3/3 First strike Morph {4}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) C, KTK C Air Bladder {U} Enchantment - Aura Enchant creature Enchanted creature has flying. Enchanted creature can block only creatures with flying. NE C Air Elemental {3}{U}{U} Creature - Elemental 4/4 Flying 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, P2 U, 6E U, P3 U, BR U, BD U, 7E U, 8ED U, 9ED U, 10E U, DD2 U, M10 U, ME4 U, DD3_JVC U Air Servant {4}{U} Creature - Elemental 4/3 Flying {2}{U}: Tap target creature with flying. M11 U, M14 U, CNS U, MM2 U Airborne Aid {3}{U} Sorcery Draw a card for each Bird on the battlefield. ONS C Airdrop Condor {4}{R} Creature - Bird 2/2 Flying {1}{R}, Sacrifice a Goblin creature: Airdrop Condor deals damage equal to the sacrificed creature's power to target creature or player. ONS U Aisling Leprechaun {G} Creature - Faerie 1/1 Whenever Aisling Leprechaun blocks or becomes blocked by a creature, that creature becomes green. (This effect lasts indefinitely.) LE C Ajani Goldmane {2}{W}{W} Planeswalker - Ajani 4 [+1] You gain 2 life. [-1] Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn. [-6] Put a white Avatar creature token onto the battlefield. It has "This creature's power and toughness are each equal to your life total." LRW R, M10 M, M11 M Ajani Steadfast {3}{W} Planeswalker - Ajani 4 [+1] Until end of turn, up to one target creature gets +1/+1 and gains first strike, vigilance, and lifelink. [-2] Put a +1/+1 counter on each creature you control and a loyalty counter on each other planeswalker you control. [-7] You get an emblem with "If a source would deal damage to you or a planeswalker you control, prevent all but 1 of that damage." M15 M Ajani Vengeant {2}{R}{W} Planeswalker - Ajani 3 [+1] Target permanent doesn't untap during its controller's next untap step. [-2] Ajani Vengeant deals 3 damage to target creature or player and you gain 3 life. [-7] Destroy all lands target player controls. ALA M, DDH M Ajani's Chosen {2}{W}{W} Creature - Cat Soldier 3/3 Whenever an enchantment enters the battlefield under your control, put a 2/2 white Cat creature token onto the battlefield. If that enchantment is an Aura, you may attach it to the token. M14 R Ajani's Mantra {1}{W} Enchantment At the beginning of your upkeep, you may gain 1 life. M11 C, DDH C Ajani's Presence {W} Instant Strive - Ajani's Presence costs {2}{W} more to cast for each target beyond the first. Any number of target creatures each get +1/+1 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) JOU C Ajani's Pridemate {1}{W} Creature - Cat Soldier 2/2 Whenever you gain life, you may put a +1/+1 counter on Ajani's Pridemate. M11 U, DDH U, C13 U, M15 U Ajani's Sunstriker {W}{W} Creature - Cat Cleric 2/2 Lifelink (Damage dealt by this creature also causes you to gain that much life.) M13 C, CNS C Ajani, Caller of the Pride {1}{W}{W} Planeswalker - Ajani 4 [+1] Put a +1/+1 counter on up to one target creature. [-3] Target creature gains flying and double strike until end of turn. [-8] Put X 2/2 white Cat creature tokens onto the battlefield, where X is your life total. M13 M, M14 M Ajani, Mentor of Heroes {3}{G}{W} Planeswalker - Ajani 4 [+1] Distribute three +1/+1 counters among one, two, or three target creatures you control. [+1] Look at the top four cards of your library. You may reveal an Aura, creature, or planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in any order. [-8] You gain 100 life. JOU M Akki Avalanchers {R} Creature - Goblin Warrior 1/1 Sacrifice a land: Akki Avalanchers gets +2/+0 until end of turn. Activate this ability only once each turn. CHK C Akki Blizzard-Herder {1}{R} Creature - Goblin Shaman 1/1 When Akki Blizzard-Herder dies, each player sacrifices a land. BOK C Akki Coalflinger {1}{R}{R} Creature - Goblin Shaman 2/2 First strike {R}, {T}: Attacking creatures gain first strike until end of turn. CHK U, EVG U, DD3_EVG U Akki Drillmaster {2}{R} Creature - Goblin Shaman 2/2 {T}: Target creature gains haste until end of turn. SOK C Akki Lavarunner {3}{R} Creature - Goblin Warrior 1/1 Haste Whenever Akki Lavarunner deals damage to an opponent, flip it. ---- Tok-Tok, Volcano Born Legendary Creature - Goblin Shaman 2/2 Protection from red If a red source would deal damage to a player, it deals that much damage plus 1 to that player instead. CHK R Akki Raider {1}{R} Creature - Goblin Warrior 2/1 Whenever a land is put into a graveyard from the battlefield, Akki Raider gets +1/+0 until end of turn. BOK U Akki Rockspeaker {1}{R} Creature - Goblin Shaman 1/1 When Akki Rockspeaker enters the battlefield, add {R} to your mana pool. CHK C Akki Underling {1}{R} Creature - Goblin Warrior 2/1 As long as you have seven or more cards in hand, Akki Underling gets +2/+1 and has first strike. SOK C Akki Underminer {3}{R} Creature - Goblin Rogue Shaman 1/1 Whenever Akki Underminer deals combat damage to a player, that player sacrifices a permanent. CHK U Akoum Plane - Zendikar Players may cast enchantment cards as though they had flash. Whenever you roll CHAOS, destroy target creature that isn't enchanted. PC2 C Akoum Battlesinger {1}{R} Creature - Human Berserker Ally 1/1 Haste Whenever Akoum Battlesinger or another Ally enters the battlefield under your control, you may have Ally creatures you control get +1/+0 until end of turn. WWK C Akoum Boulderfoot {4}{R}{R} Creature - Giant Warrior 4/5 When Akoum Boulderfoot enters the battlefield, it deals 1 damage to target creature or player. ROE U Akoum Firebird {2}{R}{R} Creature - Phoenix 3/3 Flying, haste Akoum Firebird attacks each turn if able. Landfall - Whenever a land enters the battlefield under your control, you may pay {4}{R}{R}. If you do, return Akoum Firebird from your graveyard to the battlefield. M Akoum Hellkite {4}{R}{R} Creature - Dragon 4/4 Flying Landfall - Whenever a land enters the battlefield under your control, Akoum Hellkite deals 1 damage to target creature or player. If that land is a Mountain, Akoum Hellkite deals 2 damage to that creature or player instead. R Akoum Refuge Land Akoum Refuge enters the battlefield tapped. When Akoum Refuge enters the battlefield, you gain 1 life. {T}: Add {B} or {R} to your mana pool. U, ZEN U, CMD U, DDK U, C13 U Akoum Stonewaker {1}{R} Creature - Human Shaman 2/1 Landfall - Whenever a land enters the battlefield under your control, you may pay {2}{R}. If you do, put a 3/1 red Elemental creature token with trample and haste onto the battlefield. Exile that token at the beginning of the next end step. U Akrasan Squire {W} Creature - Human Soldier 1/1 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) ALA C Akroan Conscriptor {4}{R} Creature - Human Shaman 3/2 Heroic - Whenever you cast a spell that targets Akroan Conscriptor, gain control of another target creature until end of turn. Untap that creature. It gains haste until end of turn. BNG U Akroan Crusader {R} Creature - Human Soldier 1/1 Heroic - Whenever you cast a spell that targets Akroan Crusader, put a 1/1 red Soldier creature token with haste onto the battlefield. THS C Akroan Hoplite {R}{W} Creature - Human Soldier 1/2 Whenever Akroan Hoplite attacks, it gets +X/+0 until end of turn, where X is the number of attacking creatures you control. THS U Akroan Horse {4} Artifact Creature - Horse 0/4 Defender When Akroan Horse enters the battlefield, an opponent gains control of it. At the beginning of your upkeep, each opponent puts a 1/1 white Soldier creature token onto the battlefield. THS R Akroan Jailer {W} Creature - Human Soldier 1/1 {2}{W}, {T}: Tap target creature. ORI C Akroan Line Breaker {2}{R} Creature - Human Warrior 2/1 Heroic - Whenever you cast a spell that targets Akroan Line Breaker, Akroan Line Breaker gets +2/+0 and gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) JOU U Akroan Mastiff {3}{W} Creature - Hound 2/2 {W}, {T}: Tap target creature. JOU C Akroan Phalanx {3}{W} Creature - Human Soldier 3/3 Vigilance {2}{R}: Creatures you control get +1/+0 until end of turn. BNG U Akroan Sergeant {2}{R} Creature - Human Soldier 2/2 First strike (This creature deals combat damage before creatures without first strike.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) ORI C Akroan Skyguard {1}{W} Creature - Human Soldier 1/1 Flying Heroic - Whenever you cast a spell that targets Akroan Skyguard, put a +1/+1 counter on Akroan Skyguard. BNG C Akroma's Blessing {2}{W} Instant Choose a color. Creatures you control gain protection from the chosen color until end of turn. Cycling {W} ({W}, Discard this card: Draw a card.) ONS U, VMA U Akroma's Devoted {3}{W} Creature - Human Cleric 2/4 Cleric creatures have vigilance. LGN U Akroma's Memorial {7} Legendary Artifact Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red. FUT R, M13 M Akroma's Vengeance {4}{W}{W} Sorcery Destroy all artifacts, creatures, and enchantments. Cycling {3} ({3}, Discard this card: Draw a card.) ONS R, HOP R, CMD R, V13 M Akroma, Angel of Fury {5}{R}{R}{R} Legendary Creature - Angel 6/6 Akroma, Angel of Fury can't be countered. Flying, trample, protection from white and from blue {R}: Akroma, Angel of Fury gets +1/+0 until end of turn. Morph {3}{R}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) M, PLC R, CMD R Akroma, Angel of Wrath {5}{W}{W}{W} Legendary Creature - Angel 6/6 Flying, first strike, vigilance, trample, haste, protection from black and from red M, LGN R, TSB S, DDC M, DD3_DVD M Akroma, Angel of Wrath Avatar Vanguard Hand +1, life +7 Whenever a creature enters the battlefield under your control, it gains two abilities chosen at random from flying, first strike, trample, haste, protection from black, protection from red, and vigilance. VAN S Akron Legionnaire {6}{W}{W} Creature - Giant Soldier 8/4 Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack. LE R, CH R, 5E R, ME3 R Aku Djinn {3}{B}{B} Creature - Djinn 5/6 Trample At the beginning of your upkeep, put a +1/+1 counter on each creature each opponent controls. VI R Akuta, Born of Ash {2}{B}{B} Legendary Creature - Spirit 3/2 Haste At the beginning of your upkeep, if you have more cards in hand than each opponent, you may sacrifice a Swamp. If you do, return Akuta, Born of Ash from your graveyard to the battlefield. SOK R Al-abara's Carpet {5} Artifact {5}, {T}: Prevent all damage that would be dealt to you this turn by attacking creatures without flying. LE R, ME4 R Alabaster Dragon {4}{W}{W} Creature - Dragon 4/4 Flying When Alabaster Dragon dies, shuffle it into its owner's library. PO R, WL R Alabaster Kirin {3}{W} Creature - Kirin 2/3 Flying, vigilance KTK C Alabaster Leech {W} Creature - Leech 1/3 White spells you cast cost {W} more to cast. IN R Alabaster Mage {1}{W} Creature - Human Wizard 2/1 {1}{W}: Target creature you control gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.) M12 U Alabaster Potion {X}{W}{W} Instant Choose one - • Target player gains X life. • Prevent the next X damage that would be dealt to target creature or player this turn. LE C, 4E C, 5E C, ME3 U Alabaster Wall {2}{W} Creature - Wall 0/4 Defender (This creature can't attack.) {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. MM C Alaborn Cavalier {2}{W}{W} Creature - Human Knight 2/2 Whenever Alaborn Cavalier attacks, you may tap target creature. P2 U, DDG U Alaborn Grenadier {W}{W} Creature - Human Soldier 2/2 Vigilance P2 C Alaborn Musketeer {1}{W} Creature - Human Soldier 2/1 Reach (This creature can block creatures with flying.) P2 C, ME4 C Alaborn Trooper {2}{W} Creature - Human Soldier 2/3 P2 C, ME4 C Alaborn Veteran {2}{W} Creature - Human Knight 2/2 {T}: Target creature gets +2/+2 until end of turn. Activate this ability only during your turn, before attackers are declared. P2 R Alaborn Zealot {W} Creature - Human Soldier 1/1 When Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot. P2 U Aladdin {2}{R}{R} Creature - Human Rogue 1/1 {1}{R}{R}, {T}: Gain control of target artifact for as long as you control Aladdin. AN R, CH U, ME4 R Aladdin's Lamp {10} Artifact {X}, {T}: The next time you would draw a card this turn, instead look at the top X cards of your library, put all but one of them on the bottom of your library in a random order, then draw a card. X can't be 0. AN R, 3E R, 4E R Aladdin's Ring {8} Artifact {8}, {T}: Aladdin's Ring deals 4 damage to target creature or player. AN R, 3E R, 4E R, 5E R, 6E R, 7E R, 8ED R, 9ED R Alarum {1}{W} Instant Untap target nonattacking creature. It gets +1/+3 until end of turn. MI C Albino Troll {1}{G} Creature - Troll 3/3 Echo {1}{G} (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.) {1}{G}: Regenerate Albino Troll. UZ U, DDD U, DD3_GVL U Alchemist's Apprentice {1}{U} Creature - Human Wizard 1/1 Sacrifice Alchemist's Apprentice: Draw a card. AVR C Alchemist's Refuge Land {T}: Add {1} to your mana pool. {G}{U}, {T}: You may cast nonland cards this turn as though they had flash. AVR R Alchemist's Vial {2} Artifact When Alchemist's Vial enters the battlefield, draw a card. {1}, {T}, Sacrifice Alchemist's Vial: Target creature can't attack or block this turn. ORI C Alchor's Tomb {4} Artifact {2}, {T}: Target permanent you control becomes the color of your choice. (This effect lasts indefinitely.) LE R, ME4 R Aleatory {1}{R} Instant Cast Aleatory only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep. MI U Alert Shu Infantry {2}{W} Creature - Human Soldier 2/2 Vigilance PK U Alesha's Vanguard {3}{B} Creature - Orc Warrior 3/3 Dash {2}{B} (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.) FRF C Alesha, Who Smiles at Death {2}{R} Legendary Creature - Human Warrior 3/2 First strike Whenever Alesha, Who Smiles at Death attacks, you may pay {W/B}{W/B}. If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking. FRF R Alexi's Cloak {1}{U} Enchantment - Aura Flash Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.) PR C Alexi, Zephyr Mage {3}{U}{U} Legendary Creature - Human Spellshaper 3/3 {X}{U}, {T}, Discard two cards: Return X target creatures to their owners' hands. PR R Algae Gharial {3}{G} Creature - Crocodile 1/1 Shroud (This creature can't be the target of spells or abilities.) Whenever another creature dies, you may put a +1/+1 counter on Algae Gharial. ALA U, MM2 U Alhammarret's Archive {5} Legendary Artifact If you would gain life, you gain twice that much life instead. If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead. ORI M Alhammarret, High Arbiter {5}{U}{U} Legendary Creature - Sphinx 5/5 Flying As Alhammarret, High Arbiter enters the battlefield, each opponent reveals his or her hand. You choose the name of a nonland card revealed this way. Your opponents can't cast spells with the chosen name. (as long as this creature is on the battlefield) ORI R Ali Baba {R} Creature - Human Rogue 1/1 {R}: Tap target Wall. AN U, 4E U Ali from Cairo {2}{R}{R} Creature - Human 0/1 Damage that would reduce your life total to less than 1 reduces it to 1 instead. AN R, ME4 R Aliban's Tower {1}{R} Instant Target blocking creature gets +3/+1 until end of turn. HM C (x2) Aligned Hedron Network {4} Artifact When Aligned Hedron Network enters the battlefield, exile all creatures with power 5 or greater until Aligned Hedron Network leaves the battlefield. (Those creatures return under their owners' control.) R Alive {3}{G} Sorcery Put a 3/3 green Centaur creature token onto the battlefield. Fuse (You may cast one or both halves of this card from your hand.) ---- Well {W} Sorcery You gain 2 life for each creature you control. Fuse (You may cast one or both halves of this card from your hand.) DGM U All Hallow's Eve {2}{B}{B} Sorcery Exile All Hallow's Eve with two scream counters on it. At the beginning of your upkeep, if All Hallow's Eve is exiled with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from his or her graveyard to the battlefield. LE R, ME3 R All Is Dust {7} Tribal Sorcery - Eldrazi Each player sacrifices all colored permanents he or she controls. ROE M, MM2 R All Shall Smolder in My Wake Scheme When you set this scheme in motion, destroy up to one target artifact, up to one target enchantment, and up to one target nonbasic land. ARC C All Suns' Dawn {4}{G} Sorcery For each color, return up to one target card of that color from your graveyard to your hand. Exile All Suns' Dawn. 5DN R, MM2 R All in Good Time Scheme When you set this scheme in motion, take an extra turn after this one. Schemes can't be set in motion that turn. ARC C Allay {1}{W} Instant Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Destroy target enchantment. EX C Alley Grifters {1}{B}{B} Creature - Human Mercenary 2/2 Whenever Alley Grifters becomes blocked, defending player discards a card. MM C Alliance of Arms {W} Sorcery Join forces - Starting with you, each player may pay any amount of mana. Each player puts X 1/1 white Soldier creature tokens onto the battlefield, where X is the total amount of mana paid this way. CMD R Allied Strategies {4}{U} Sorcery Domain - Target player draws a card for each basic land type among lands he or she controls. PS U, DDE U Allosaurus Rider {5}{G}{G} Creature - Elf Warrior 1+*/1+* You may exile two green cards from your hand rather than pay Allosaurus Rider's mana cost. Allosaurus Rider's power and toughness are each equal to 1 plus the number of lands you control. CSP R, EVG R, DD3_EVG R Alloy Golem {6} Artifact Creature - Golem 4/4 As Alloy Golem enters the battlefield, choose a color. Alloy Golem is the chosen color. (It's still an artifact.) IN U Alloy Myr {3} Artifact Creature - Myr 2/2 {T}: Add one mana of any color to your mana pool. NPH U, MM2 C Alluring Scent {1}{G}{G} Sorcery All creatures able to block target creature this turn do so. PO R, P2 R, P3 R, ME4 C Alluring Siren {1}{U} Creature - Siren 1/1 {T}: Target creature an opponent controls attacks you this turn if able. M10 U, M11 U, M12 U Ally Encampment Land {T}: Add {1} to your mana pool. {T}: Add one mana of any color to your mana pool. Spend this mana only to cast an Ally spell. {1}, {T}, Sacrifice Ally Encampment: Return target Ally you control to its owner's hand. R Alms {W} Enchantment {1}, Exile the top card of your graveyard: Prevent the next 1 damage that would be dealt to target creature this turn. WL C Alms Beast {2}{W}{B} Creature - Beast 6/6 Creatures blocking or blocked by Alms Beast have lifelink. GTC R Alpha Authority {1}{G} Enchantment - Aura Enchant creature Enchanted creature has hexproof and can't be blocked by more than one creature. GTC U Alpha Brawl {6}{R}{R} Sorcery Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature. DKA R Alpha Kavu {2}{G} Creature - Kavu 2/2 {1}{G}: Target Kavu creature gets -1/+1 until end of turn. PS U Alpha Myr {2} Artifact Creature - Myr 2/1 MRD C Alpha Status {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 for each other creature on the battlefield that shares a creature type with it. SCG U Alpha Tyrranax {4}{G}{G} Creature - Beast 6/5 SOM C Alpine Grizzly {2}{G} Creature - Bear 4/2 KTK C Altac Bloodseeker {1}{R} Creature - Human Berserker 2/1 Whenever a creature an opponent controls dies, Altac Bloodseeker gets +2/+0 and gains first strike and haste until end of turn. (It deals combat damage before creatures without first strike, and it can attack and {T} as soon as it comes under your control.) M15 U Altar Golem {7} Artifact Creature - Golem */* Trample Altar Golem's power and toughness are each equal to the number of creatures on the battlefield. Altar Golem doesn't untap during your untap step. Tap five untapped creatures you control: Untap Altar Golem. EVE R Altar of Bone {G}{W} Sorcery As an additional cost to cast Altar of Bone, sacrifice a creature. Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. IA R Altar of Dementia {2} Artifact Sacrifice a creature: Target player puts a number of cards equal to the sacrificed creature's power from the top of his or her library into his or her graveyard. TE R, CNS R Altar of Shadows {7} Artifact At the beginning of your precombat main phase, add {B} to your mana pool for each charge counter on Altar of Shadows. {7}, {T}: Destroy target creature. Then put a charge counter on Altar of Shadows. MRD R Altar of the Brood {1} Artifact Whenever another permanent enters the battlefield under your control, each opponent puts the top card of his or her library into his or her graveyard. R, KTK R Altar of the Lost {3} Artifact Altar of the Lost enters the battlefield tapped. {T}: Add two mana in any combination of colors to your mana pool. Spend this mana only to cast spells with flashback from a graveyard. DKA U Altar's Light {2}{W}{W} Instant Exile target artifact or enchantment. MRD U Altar's Reap {1}{B} Instant As an additional cost to cast Altar's Reap, sacrifice a creature. Draw two cards. C, ISD C, M14 C, CNS C Alter Reality {1}{U} Instant Change the text of target spell or permanent by replacing all instances of one color word with another. (This effect lasts indefinitely.) Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) TOR R Aluren {2}{G}{G} Enchantment Any player may play creature cards with converted mana cost 3 or less without paying their mana cost and as though they had flash. TE R, TPR R Amass the Components {3}{U} Sorcery Draw three cards, then put a card from your hand on the bottom of your library. AVR C Ambassador Laquatus {1}{U}{U} Legendary Creature - Merfolk Wizard 1/3 {3}: Target player puts the top three cards of his or her library into his or her graveyard. TOR R, 10E R Ambassador Oak {3}{G} Creature - Treefolk Warrior 3/3 When Ambassador Oak enters the battlefield, put a 1/1 green Elf Warrior creature token onto the battlefield. MOR C Amber Prison {4} Artifact You may choose not to untap Amber Prison during your untap step. {4}, {T}: 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. MI R, 6E R Ambition's Cost {3}{B} Sorcery You draw three cards and you lose 3 life. PK R, 8ED U Ambuscade Shaman {2}{B} 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 {3}{B} (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.) DTK U Ambush {3}{R} Instant Blocking creatures gain first strike until end of turn. HM C Ambush Commander {3}{G}{G} Creature - Elf 2/2 Forests you control are 1/1 green Elf creatures that are still lands. {1}{G}, Sacrifice an Elf: Target creature gets +3/+3 until end of turn. SCG R, EVG R, DD3_EVG R Ambush Krotiq {5}{G} Creature - Insect 5/5 Trample When Ambush Krotiq enters the battlefield, return another creature you control to its owner's hand. FRF C Ambush Party {4}{R} Creature - Human Rogue 3/1 First strike, haste HM C (x2), 5E C, ME2 C Ambush Viper {1}{G} 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.) ISD C Amnesia {3}{U}{U}{U} Sorcery Target player reveals his or her hand and discards all nonland cards. DK U, MED R Amoeboid Changeling {1}{U} Creature - Shapeshifter 1/1 Changeling (This card is every creature type.) {T}: Target creature gains all creature types until end of turn. {T}: Target creature loses all creature types until end of turn. LRW C, H09 C Amok {1}{R} Enchantment {1}, Discard a card at random: Put a +1/+1 counter on target creature. ST R Amphibious Kavu {2}{G} 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. PS C Amphin Cutthroat {3}{U} Creature - Salamander Rogue 2/4 M12 C Amphin Pathmage {3}{U} Creature - Salamander Wizard 3/2 {2}{U}: Target creature can't be blocked this turn. M15 C Ampryn Tactician {2}{W}{W} Creature - Human Soldier 3/3 When Ampryn Tactician enters the battlefield, creatures you control get +1/+1 until end of turn. ORI C Amrou Kithkin {W}{W} Creature - Kithkin 1/1 Amrou Kithkin can't be blocked by creatures with power 3 or greater. LE C, 4E C, ME3 C Amrou Scout {1}{W} Creature - Kithkin Rebel Scout 2/1 {4}, {T}: 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. TSP C, MMA C Amrou Seekers {2}{W} Creature - Kithkin Rebel 2/2 Amrou Seekers can't be blocked except by artifact creatures and/or white creatures. TSP C, MMA C Amugaba {5}{U}{U} Creature - Illusion 6/6 Flying {2}{U}, Discard a card: Return Amugaba to its owner's hand. OD R Amulet of Kroog {2} Artifact {2}, {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. AQ C, 4E C, 5E C, ME4 C Amulet of Quoz {6} Artifact Remove Amulet of Quoz from your deck before playing if you're not playing for ante. {T}, Sacrifice Amulet of Quoz: Target opponent may ante the top card of his or her library. If he or she doesn'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. IA R Amulet of Unmaking {5} Artifact {5}, {T}, Exile Amulet of Unmaking: Exile target artifact, creature, or land. Activate this ability only any time you could cast a sorcery. MI R Amulet of Vigor {1} Artifact Whenever a permanent enters the battlefield tapped and under your control, untap it. WWK R An-Havva Constable {1}{G}{G} Creature - Human 2/1+* An-Havva Constable's toughness is equal to 1 plus the number of green creatures on the battlefield. HM R, 5E R An-Havva Inn {1}{G}{G} Sorcery You gain X plus 1 life, where X is the number of green creatures on the battlefield. HM U An-Havva Township Land {T}: Add {1} to your mana pool. {1}, {T}: Add {G} to your mana pool. {2}, {T}: Add {R} or {W} to your mana pool. HM U An-Zerrin Ruins {2}{R}{R} Enchantment As An-Zerrin Ruins enters the battlefield, choose a creature type. Creatures of the chosen type don't untap during their controllers' untap steps. HM R, ME2 R Ana Battlemage {2}{G} Creature - Human Wizard 2/2 Kicker {2}{U} and/or {1}{B} (You may pay an additional {2}{U} and/or {1}{B} as you cast this spell.) When Ana Battlemage enters the battlefield, if it was kicked with its {2}{U} kicker, target player discards three cards. When Ana Battlemage enters the battlefield, if it was kicked with its {1}{B} kicker, tap target untapped creature and that creature deals damage equal to its power to its controller. PLC U Ana Disciple {G} Creature - Human Wizard 1/1 {U}, {T}: Target creature gains flying until end of turn. {B}, {T}: Target creature gets -2/-0 until end of turn. AP C Ana Sanctuary {2}{G} 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. AP U Anaba Ancestor {1}{R} Creature - Minotaur Spirit 1/1 {T}: Another target Minotaur creature gets +1/+1 until end of turn. HM R, ME3 C Anaba Bodyguard {3}{R} Creature - Minotaur 2/3 First strike (This creature deals combat damage before creatures without first strike.) HM C (x2), 6E C, 10E C Anaba Shaman {3}{R} Creature - Minotaur Shaman 2/2 {R}, {T}: Anaba Shaman deals 1 damage to target creature or player. HM C (x2), 6E C, 8ED C, 9ED C Anaba Spirit Crafter {2}{R}{R} Creature - Minotaur Shaman 1/3 Minotaur creatures get +1/+0. HM R, ME3 C Anaconda {3}{G} Creature - Snake 3/3 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) PO U (x2), UZ U, 7E U, 9ED U Anafenza, Kin-Tree Spirit {W}{W} 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.) DTK R Anafenza, the Foremost {W}{B}{G} 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 creature card would be put into an opponent's graveyard from anywhere, exile it instead. KTK M Anarchist {4}{R} Creature - Human Wizard 2/2 When Anarchist enters the battlefield, you may return target sorcery card from your graveyard to your hand. EX C, OD C, 9ED U, TPR C Anarchy {2}{R}{R} Sorcery Destroy all white permanents. IA U, ME2 R Anathemancer {1}{B}{R} Creature - Zombie Wizard 2/2 When Anathemancer enters the battlefield, it deals damage to target player equal to the number of nonbasic lands that player controls. Unearth {5}{B}{R} ({5}{B}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ARB U Anavolver {3}{G} Creature - Volver 3/3 Kicker {1}{U} and/or {B} (You may pay an additional {1}{U} and/or {B} as you cast this spell.) If Anavolver was kicked with its {1}{U} kicker, it enters the battlefield with two +1/+1 counters on it and with flying. If Anavolver was kicked with its {B} kicker, it enters the battlefield with a +1/+1 counter on it and with "Pay 3 life: Regenerate Anavolver." AP R Anax and Cymede {1}{R}{W} 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. DDL R, THS R Ancestor's Chosen {5}{W}{W} 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. JUD U, 10E U Ancestor's Prophet {4}{W} Creature - Human Cleric 1/5 Tap five untapped Clerics you control: You gain 10 life. ONS R Ancestral Knowledge {1}{U} Enchantment Cumulative upkeep {1} (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. WL R Ancestral Mask {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield. MM C Ancestral Memories {2}{U}{U}{U} Sorcery Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard. MI R, PO R, 6E R, 7E R Ancestral Recall {U} Instant Target player draws three cards. 1E R, 2E R, 2U R, VMA B 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. DTK C Ancestral Tribute {5}{W}{W} Sorcery You gain 2 life for each card in your graveyard. Flashback {9}{W}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD R Ancestral Vengeance {B}{B} 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. FRF C Ancestral Vision (Blue) Sorcery Suspend 4- {U} (Rather than cast this card from your hand, pay {U} 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. TSP R, DD2 R, DD3_JVC R Anchor to the AEther {2}{U} Sorcery Put target creature on top of its owner's library. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) ORI U Ancient Amphitheater 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. {T}: Add {R} or {W} to your mana pool. LRW R Ancient Carp {4}{U} Creature - Fish 2/5 DTK C Ancient Craving {3}{B} Sorcery You draw three cards and you lose 3 life. P2 R, P3 R, DDK R Ancient Den Artifact Land (Ancient Den isn't a spell.) {T}: Add {W} to your mana pool. MRD C, HOP C Ancient Grudge {1}{R} Instant Destroy target artifact. Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) TSP C, ISD C Ancient Hellkite {4}{R}{R}{R} Creature - Dragon 6/6 Flying {R}: Ancient Hellkite deals 1 damage to target creature defending player controls. Activate this ability only if Ancient Hellkite is attacking. M11 R Ancient Hydra {4}{R} 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.) {1}, Remove a fade counter from Ancient Hydra: Ancient Hydra deals 1 damage to target creature or player. NE U Ancient Kavu {3}{R} Creature - Kavu 3/3 {2}: Ancient Kavu becomes colorless until end of turn. IN C Ancient Ooze {5}{G}{G} Creature - Ooze */* Ancient Ooze's power and toughness are each equal to the total converted mana cost of other creatures you control. SCG R Ancient Runes {2}{R} Enchantment At the beginning of each player's upkeep, Ancient Runes deals damage to that player equal to the number of artifacts he or she controls. TE U Ancient Silverback {4}{G}{G} Creature - Ape 6/5 {G}: 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.) CG R, 7E R, 9ED R, M15 U Ancient Spider {2}{G}{W} Creature - Spider 2/5 First strike, reach (This creature can block creatures with flying.) PS R Ancient Spring Land Ancient Spring enters the battlefield tapped. {T}: Add {U} to your mana pool. {T}, Sacrifice Ancient Spring: Add {W}{B} to your mana pool. IN C Ancient Stirrings {G} 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.) ROE C Ancient Tomb Land {T}: Add {2} to your mana pool. Ancient Tomb deals 2 damage to you. TE U, V12 M, VMA R Ancient Ziggurat Land {T}: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell. CON U, H09 U Andradite Leech {2}{B} Creature - Leech 2/2 Black spells you cast cost {B} more to cast. {B}: Andradite Leech gets +1/+1 until end of turn. IN R Angel of Despair {3}{W}{W}{B}{B} Creature - Angel 5/5 Flying When Angel of Despair enters the battlefield, destroy target permanent. GPT R, CMD R Angel of Finality {3}{W} Creature - Angel 3/4 Flying When Angel of Finality enters the battlefield, exile all cards from target player's graveyard. C13 R Angel of Flight Alabaster {4}{W} Creature - Angel 4/4 Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand. ISD R Angel of Fury {4}{W}{W} Creature - Angel 3/5 Flying When Angel of Fury dies, you may shuffle it into its owner's library. P2 R, ME2 R Angel of Glory's Rise {5}{W}{W} 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. AVR R Angel of Jubilation {1}{W}{W}{W} 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. AVR R Angel of Light {4}{W} Creature - Angel 3/3 Flying, vigilance P3 U, ME2 U Angel of Mercy {4}{W} Creature - Angel 3/3 Flying When Angel of Mercy enters the battlefield, you gain 3 life. P2 U, P3 U, IN U, 8ED U, 9ED U, 10E U, DDC U, DD3_DVD U Angel of Renewal {5}{W} Creature - Angel Ally 4/4 Flying When Angel of Renewal enters the battlefield, you gain 1 life for each creature you control. U Angel of Retribution {6}{W} Creature - Angel 5/5 Flying, first strike TOR R Angel of Salvation {6}{W}{W} Creature - Angel 5/5 Flash, convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} 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 target creatures and/or players, divided as you choose. FUT R, DDF R Angel of Serenity {4}{W}{W}{W} 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. RTR M Angel of the Dire Hour {5}{W}{W} Creature - Angel 5/4 Flash Flying When Angel of the Dire Hour enters the battlefield, if you cast it from your hand, exile all attacking creatures. C14 R Angel's Feather {2} Artifact Whenever a player casts a white spell, you may gain 1 life. DST U, 9ED U, 10E U, DDC U, M10 U, M11 U, M12 U, DD3_DVD U Angel's Grace {W} Instant Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead. TSP R, MMA R Angel's Herald {W} Creature - Human Cleric 1/1 {2}{W}, {T}, Sacrifice a green creature, a white creature, and a blue creature: Search your library for a card named Empyrial Archangel and put it onto the battlefield. Then shuffle your library. ALA U Angel's Mercy {2}{W}{W} Instant You gain 7 life. M10 C, M12 C, AVR C, M13 C Angel's Tomb {3} Artifact Whenever a creature enters the battlefield under your control, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn. AVR U, ORI U Angel's Trumpet {3} Artifact All creatures have vigilance. At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals damage to the player equal to the number of creatures tapped this way. GU U Angelfire Crusader {3}{W} Creature - Human Soldier Knight 2/3 {R}: Angelfire Crusader gets +1/+0 until end of turn. AP C Angelheart Vial {5} Artifact Whenever you're dealt damage, you may put that many charge counters on Angelheart Vial. {2}, {T}, Remove four charge counters from Angelheart Vial: You gain 2 life and draw a card. ROE R Angelic Accord {3}{W} Enchantment At the beginning of each end step, if you gained 4 or more life this turn, put a 4/4 white Angel creature token with flying onto the battlefield. M14 U Angelic Arbiter {5}{W}{W} Creature - Angel 5/6 Flying Each opponent who cast a spell this turn can't attack with creatures. Each opponent who attacked with a creature this turn can't cast spells. M11 R, CMD R Angelic Armaments {3} Artifact - Equipment Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types. Equip {4} AVR U Angelic Benediction {3}{W} Enchantment Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may tap target creature. ALA U, DDC U, M13 U, DD3_DVD U Angelic Blessing {2}{W} Sorcery Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) PO C, P2 C, EX C, P3 C, P4 C, 9ED C, 10E C, TPR C Angelic Captain {3}{R}{W} Creature - Angel Ally 4/3 Flying Whenever Angelic Captain attacks, it gets +1/+1 until end of turn for each other attacking Ally. R Angelic Chorus {3}{W}{W} Enchantment Whenever a creature enters the battlefield under your control, you gain life equal to its toughness. UZ R, 10E R Angelic Curator {1}{W} Creature - Angel Spirit 1/1 Flying, protection from artifacts GU C Angelic Destiny {2}{W}{W} Enchantment - Aura Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return Angelic Destiny to its owner's hand. M12 M Angelic Edict {4}{W} Sorcery Exile target creature or enchantment. GTC C Angelic Favor {3}{W} Instant If you control a Plains, you may tap an untapped creature you control rather than pay Angelic Favor's mana cost. Cast Angelic Favor only during combat. Put a 4/4 white Angel creature token with flying onto the battlefield. Exile it at the beginning of the next end step. NE U Angelic Field Marshal {2}{W}{W} Creature - Angel 3/3 Flying Lieutenant - As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance. C14 R Angelic Gift {1}{W} Enchantment - Aura Enchant creature When Angelic Gift enters the battlefield, draw a card. Enchanted creature has flying. C Angelic Overseer {3}{W}{W} Creature - Angel 5/3 Flying As long as you control a Human, Angelic Overseer has hexproof and indestructible. ISD M Angelic Page {1}{W} Creature - Angel Spirit 1/1 Flying {T}: Target attacking or blocking creature gets +1/+1 until end of turn. UZ C, BR C, 7E C, 8ED C, DDC C, DD3_DVD C Angelic Protector {3}{W} Creature - Angel 2/2 Flying Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn. TE U, DDC U, DD3_DVD U, TPR U Angelic Renewal {1}{W} Enchantment Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield. WL C Angelic Shield {W}{U} Enchantment Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand. IN U, DDI U Angelic Skirmisher {4}{W}{W} Creature - Angel 4/4 Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn. GTC R Angelic Voices {2}{W}{W} Enchantment Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures. LE R, CH R, ME4 U Angelic Wall {1}{W} Creature - Wall 0/4 Defender (This creature can't attack.) Flying P2 C, OD C, 10E C, AVR C, M14 C Angelsong {1}{W} Instant Prevent all combat damage that would be dealt this turn. Cycling {2} ({2}, Discard this card: Draw a card.) ALA C, DDC C, DD3_DVD C Anger {3}{R} Creature - Incarnation 2/2 Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste. JUD U, CMD U, DDI U Anger of the Gods {1}{R}{R} Sorcery Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead. THS R Angry Mob {2}{W}{W} Creature - Human 2+*/2+* Trample As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2. DK U, 4E U, 5E U, MED U Angus Mackenzie {G}{W}{U} Legendary Creature - Human Cleric 2/2 {G}{W}{U}, {T}: Prevent all combat damage that would be dealt this turn. Activate this ability only before the combat damage step. LE R, ME3 R Animal Boneyard {2}{W} Enchantment - Aura Enchant land Enchanted land has "{T}, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness." OD U Animal Magnetism {4}{G} Sorcery Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard. ONS R Animar, Soul of Elements {U}{R}{G} Legendary Creature - Elemental 1/1 Protection from white and from black Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements. Creature spells you cast cost {1} less to cast for each +1/+1 counter on Animar. CMD M Animate Artifact {3}{U} Enchantment - Aura Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its converted mana cost. 1E U, 2E U, 2U U, 3E U, 4E U, ME4 U Animate Dead {1}{B} Enchantment - Aura Enchant creature card in a graveyard When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, MED U, PD3 U, VMA U Animate Land {G} Instant Until end of turn, target land becomes a 3/3 creature that's still a land. NE U Animate Wall {W} Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, MED U Animist's Awakening {X}{G} Sorcery Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, untap those lands. ORI R Ankh of Mishra {2} Artifact Whenever a land enters the battlefield, Ankh of Mishra deals 2 damage to that land's controller. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, MED R, VMA R Ankle Shanker {2}{R}{W}{B} Creature - Goblin Berserker 2/2 Haste Whenever Ankle Shanker attacks, creatures you control gain first strike and deathtouch until end of turn. KTK R Annex {2}{U}{U} Enchantment - Aura Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.) You control enchanted land. ONS U, 9ED U Annihilate {3}{B}{B} Instant Destroy target nonblack creature. It can't be regenerated. Draw a card. IN U, C13 U, C14 U Annihilating Fire {1}{R}{R} Instant Annihilating Fire deals 3 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. RTR C Annul {U} Instant Counter target artifact or enchantment spell. UZ C, MRD C, THS C Anodet Lurker {5} Artifact Creature - Construct 3/3 When Anodet Lurker dies, you gain 3 life. 5DN C Anoint {W} Instant Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent the next 3 damage that would be dealt to target creature this turn. TE C, TPR C Anointer of Champions {W} Creature - Human Cleric 1/1 {T}: Target attacking creature gets +1/+1 until end of turn. ORI U Anowon, the Ruin Sage {3}{B}{B} Legendary Creature - Vampire Shaman 4/3 At the beginning of your upkeep, each player sacrifices a non-Vampire creature. WWK R Ant Queen {3}{G}{G} Creature - Insect 5/5 {1}{G}: Put a 1/1 green Insect creature token onto the battlefield. M10 R, MM2 R Antagonism {3}{R} Enchantment At the beginning of each player's end step, Antagonism deals 2 damage to that player unless one of his or her opponents was dealt damage this turn. UZ R Anthem of Rakdos {2}{B}{R}{R} Enchantment Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you. Hellbent - As long as you have no cards in hand, if a source you control would deal damage to a creature or player, it deals double that damage to that creature or player instead. DIS R Anthousa, Setessan Hero {3}{G}{G} Legendary Creature - Human Warrior 4/5 Heroic - Whenever you cast a spell that targets Anthousa, Setessan Hero, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands. THS R Anthroplasm {2}{U}{U} Creature - Shapeshifter 0/0 Anthroplasm enters the battlefield with two +1/+1 counters on it. {X}, {T}: Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it. GU R Anti-Magic Aura {2}{U} Enchantment - Aura Enchant creature Enchanted creature can't be the target of spells and can't be enchanted by other Auras. LE C, 5E U Anticipate {1}{U} Instant Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. C, DTK C Antler Skulkin {5} Artifact Creature - Scarecrow 3/3 {2}: Target white creature gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) EVE C Anurid Barkripper {1}{G}{G} Creature - Frog Beast 2/2 Threshold - Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard. JUD C Anurid Brushhopper {1}{G}{W} Creature - Frog Beast 3/4 Discard two cards: Exile Anurid Brushhopper. Return it to the battlefield under its owner's control at the beginning of the next end step. JUD R Anurid Murkdiver {4}{B}{B} Creature - Zombie Frog Beast 4/3 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) ONS C Anurid Scavenger {2}{G} Creature - Frog Beast 3/3 Protection from black At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library. TOR U Anurid Swarmsnapper {2}{G} Creature - Frog Beast 1/4 Reach (This creature can block creatures with flying.) {1}{G}: Anurid Swarmsnapper can block an additional creature this turn. JUD U Anvil of Bogardan {2} Artifact Players have no maximum hand size. At the beginning of each player's draw step, that player draws an additional card, then discards a card. VI R Anvilwrought Raptor {4} Artifact Creature - Bird 2/1 Flying, first strike THS U Apathy {U} Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may discard a card at random. If he or she does, untap that creature. WL C Apes of Rath {2}{G}{G} Creature - Ape 5/4 Whenever Apes of Rath attacks, it doesn't untap during its controller's next untap step. TE U Apex Hawks {2}{W} Creature - Bird 2/2 Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Flying Apex Hawks enters the battlefield with a +1/+1 counter on it for each time it was kicked. WWK C, CNS C Aphetto Alchemist {1}{U} Creature - Human Wizard 1/2 {T}: Untap target artifact or creature. Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Aphetto Dredging {3}{B} Sorcery Return up to three target creature cards of the creature type of your choice from your graveyard to your hand. ONS C, H09 C Aphetto Exterminator {2}{B} Creature - Human Wizard 3/1 Morph {3}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn. LGN U Aphetto Grifter {2}{U} Creature - Human Wizard 1/1 Tap two untapped Wizards you control: Tap target permanent. ONS U Aphetto Runecaster {3}{U} Creature - Human Wizard 2/3 Whenever a permanent is turned face up, you may draw a card. SCG U Aphetto Vulture {4}{B}{B} Creature - Zombie Bird 3/2 Flying When Aphetto Vulture dies, you may put target Zombie card from your graveyard on top of your library. ONS U Aphotic Wisps {B} Instant Target creature becomes black and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) Draw a card. SHM C Apocalypse {2}{R}{R}{R} Sorcery Exile all permanents. You discard your hand. TE R Apocalypse Chime {2} Artifact {2}, {T}, Sacrifice Apocalypse Chime: Destroy all nontoken permanents originally printed in the Homelands expansion. They can't be regenerated. HM R Apocalypse Hydra {X}{R}{G} Creature - Hydra 0/0 Apocalypse Hydra enters the battlefield with X +1/+1 counters on it. If X is 5 or more, it enters the battlefield with an additional X +1/+1 counters on it. {1}{R}, Remove a +1/+1 counter from Apocalypse Hydra: Apocalypse Hydra deals 1 damage to target creature or player. CON M, MM2 R Apostle's Blessing {1}{P/W} Instant ({P/W} can be paid with either {W} or 2 life.) Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn. NPH C, MM2 C Apothecary Initiate {W} Creature - Kithkin Cleric 1/1 Whenever a player casts a white spell, you may pay {1}. If you do, you gain 1 life. SHM C Appetite for Brains {B} Sorcery Target opponent reveals his or her hand. You choose a card from it with converted mana cost 4 or greater and exile that card. AVR U Apprentice Necromancer {1}{B} Creature - Zombie Wizard 1/1 {B}, {T}, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it. CG R Apprentice Sorcerer {2}{U} Creature - Human Wizard 1/1 {T}: Apprentice Sorcerer deals 1 damage to target creature or player. Activate this ability only during your turn, before attackers are declared. P2 U Apprentice Wizard {1}{U}{U} Creature - Human Wizard 0/1 {U}, {T}: Add {3} to your mana pool. DK R, 4E C, MED C Approach My Molten Realm Scheme When you set this scheme in motion, until your next turn, if a source would deal damage, it deals double that damage instead. ARC C Aquamoeba {1}{U} Creature - Elemental Beast 1/3 Discard a card: Switch Aquamoeba's power and toughness until end of turn. TOR C, VMA C Aquamorph Entity {2}{U}{U} Creature - Shapeshifter */* As Aquamorph Entity enters the battlefield or is turned face up, it becomes your choice of 5/1 or 1/5. Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) PLC C, DDN C Aquastrand Spider {1}{G} Creature - Spider 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.) {G}: Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.) DIS C, CMD C, MM2 C Aqueous Form {U} Enchantment - Aura Enchant creature Enchanted creature can't be blocked. Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) THS C Aquitect's Will {U} Tribal Sorcery - Merfolk Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card. LRW C Aquus Steed {3}{U} Creature - Beast 1/3 {2}{U}, {T}: Target creature gets -2/-0 until end of turn. RTR U Araba Mothrider {1}{W} Creature - Human Samurai 1/1 Flying Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) SOK C Arachnoid {6} Artifact Creature - Spider 2/6 Reach (This creature can block creatures with flying.) 5DN U Arachnus Spinner {5}{G} Creature - Spider 5/7 Reach (This creature can block creatures with flying.) Tap an untapped Spider you control: Search your graveyard and/or library for a card named Arachnus Web and put it onto the battlefield attached to target creature. If you search your library this way, shuffle it. M12 R Arachnus Web {2}{G} Enchantment - Aura Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy Arachnus Web. M12 C Arashi, the Sky Asunder {3}{G}{G} Legendary Creature - Spirit 5/5 {X}{G}, {T}: Arashi, the Sky Asunder deals X damage to target creature with flying. Channel - {X}{G}{G}, Discard Arashi: Arashi deals X damage to each creature with flying. SOK R Arashin Cleric {1}{W} Creature - Human Cleric 1/3 When Arashin Cleric enters the battlefield, you gain 3 life. FRF C Arashin Foremost {1}{W}{W} Creature - Human Warrior 2/2 Double strike Whenever Arashin Foremost enters the battlefield or attacks, another target Warrior creature you control gains double strike until end of turn. DTK R Arashin Sovereign {5}{G}{W} Creature - Dragon 6/6 Flying When Arashin Sovereign dies, you may put it on the top or bottom of its owner's library. DTK R Arashin War Beast {5}{G}{G} Creature - Beast 6/6 Whenever Arashin War Beast deals combat damage to one or more blocking creatures, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) U, FRF U Arbalest Elite {2}{W}{W} Creature - Human Archer 2/3 {2}{W}, {T}: Arbalest Elite deals 3 damage to target attacking or blocking creature. Arbalest Elite doesn't untap during your next untap step. M12 U Arbiter of Knollridge {6}{W} Creature - Giant Wizard 5/5 Vigilance When Arbiter of Knollridge enters the battlefield, each player's life total becomes the highest life total among all players. LRW R, CMD R Arbiter of the Ideal {4}{U}{U} Creature - Sphinx 4/5 Flying Inspired - Whenever Arbiter of the Ideal becomes untapped, reveal the top card of your library. If it's an artifact, creature, or land card, you may put it onto the battlefield with a manifestation counter on it. That permanent is an enchantment in addition to its other types. BNG R Arbor Colossus {2}{G}{G}{G} Creature - Giant 6/6 Reach {3}{G}{G}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Arbor Colossus becomes monstrous, destroy target creature with flying an opponent controls. THS R Arbor Elf {G} Creature - Elf Druid 1/1 {T}: Untap target Forest. WWK C, M13 C Arboria {2}{G}{G} World Enchantment Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during his or her last turn. LE U, ME3 R Arc Blade {3}{R}{R} Sorcery Arc Blade deals 2 damage to target creature or player. Exile Arc Blade with three time counters on it. Suspend 3- {2}{R} (Rather than cast this card from your hand, you may pay {2}{R} 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.) FUT U Arc Lightning {2}{R} Sorcery Arc Lightning deals 3 damage divided as you choose among one, two, or three target creatures and/or players. U, UZ C, BR C, HOP C, KTK U Arc Mage {2}{R} Creature - Human Spellshaper 2/2 {2}{R}, {T}, Discard a card: Arc Mage deals 2 damage divided as you choose among one or two target creatures and/or players. NE U Arc Runner {2}{R} Creature - Elemental Ox 5/1 Haste (This creature can attack and {T} as soon as it comes under your control.) At the beginning of the end step, sacrifice Arc Runner. M11 C Arc Trail {1}{R} Sorcery Arc Trail deals 2 damage to target creature or player and 1 damage to another target creature or player. SOM U, PC2 U, DDN U Arc-Slogger {3}{R}{R} Creature - Beast 4/5 {R}, Exile the top ten cards of your library: Arc-Slogger deals 2 damage to target creature or player. MRD R Arcades Sabboth {2}{G}{G}{W}{W}{U}{U} Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}. Each untapped creature you control gets +0/+2 as long as it's not attacking. {W}: Arcades Sabboth gets +0/+1 until end of turn. LE R, CH R, ME3 R Arcane Denial {1}{U} Instant Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep. AL C (x2), MED C, C13 C Arcane Laboratory {2}{U} Enchantment Each player can't cast more than one spell each turn. UZ U, 7E U Arcane Lighthouse Land {T}: Add {1} to your mana pool. {1}, {T}: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud. C14 U Arcane Melee {4}{U} Enchantment Instant and sorcery spells cost {2} less to cast. AVR R, C13 R Arcane Sanctum Land Arcane Sanctum enters the battlefield tapped. {T}: Add {W}, {U}, or {B} to your mana pool. ALA U, C13 U Arcane Spyglass {4} Artifact {2}, {T}, Sacrifice a land: Draw a card and put a charge counter on Arcane Spyglass. Remove three charge counters from Arcane Spyglass: Draw a card. DST C Arcane Teachings {2}{R} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature gets +2/+2 and has "{T}: This creature deals 1 damage to target creature or player." JUD C, 10E U Arcanis the Omnipotent {3}{U}{U}{U} Legendary Creature - Wizard 3/4 {T}: Draw three cards. {2}{U}{U}: Return Arcanis the Omnipotent to its owner's hand. ONS R, 10E R, DDN M Arcanis, the Omnipotent Avatar Vanguard Hand +1, life -3 {X}, Return a creature you control with converted mana cost X to its owner's hand: Draw a number of cards chosen at random between 0 and X. X can't be 0. VAN S Arcanum Wings {1}{U} Enchantment - Aura Enchant creature Enchanted creature has flying. Aura swap {2}{U} ({2}{U}: Exchange this Aura with an Aura card in your hand.) FUT U Arcbond {2}{R} Instant Choose target creature. Whenever that creature is dealt damage this turn, it deals that much damage to each other creature and each player. FRF R Arcbound Bruiser {5} Artifact Creature - Golem 0/0 Modular 3 (This enters the battlefield with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) DST C Arcbound Crusher {4} Artifact Creature - Juggernaut 0/0 Trample Whenever another artifact enters the battlefield, put a +1/+1 counter on Arcbound Crusher. Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.) DST U, HOP U Arcbound Fiend {6} Artifact Creature - Horror 0/0 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto Arcbound Fiend. Modular 3 (This enters the battlefield with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) DST U Arcbound Hybrid {4} Artifact Creature - Beast 0/0 Haste Modular 2 (This enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) DST C Arcbound Lancer {7} Artifact Creature - Beast 0/0 First strike Modular 4 (This enters the battlefield with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) DST U Arcbound Overseer {8} Artifact Creature - Golem 0/0 At the beginning of your upkeep, put a +1/+1 counter on each creature with modular you control. Modular 6 (This enters the battlefield with six +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) DST R Arcbound Overseer Avatar Vanguard Hand +0, life +3 At the beginning of your upkeep, you may put a +1/+1 counter on target creature you control. At the beginning of your upkeep, you may put a charge counter on target permanent you control. VAN S Arcbound Ravager {2} Artifact Creature - Beast 0/0 Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager. Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.) DST R, MMA R Arcbound Reclaimer {4} Artifact Creature - Golem 0/0 Remove a +1/+1 counter from Arcbound Reclaimer: Put target artifact card from your graveyard on top of your library. Modular 2 (This enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) DST R Arcbound Slith {2} Artifact Creature - Slith 0/0 Whenever Arcbound Slith deals combat damage to a player, put a +1/+1 counter on it. Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.) DST U, HOP U Arcbound Stinger {2} Artifact Creature - Insect 0/0 Flying Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.) DST C, MMA C Arcbound Wanderer {6} Artifact Creature - Golem 0/0 Modular-Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. When it dies, you may put its +1/+1 counters on target artifact creature.) 5DN U, MMA C Arcbound Worker {1} Artifact Creature - Construct 0/0 Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.) DST C, DDF C, MMA C Archaeological Dig Land {T}: Add {1} to your mana pool. {T}, Sacrifice Archaeological Dig: Add one mana of any color to your mana pool. IN U Archaeomancer {2}{U}{U} Creature - Human Wizard 1/2 When Archaeomancer enters the battlefield, return target instant or sorcery card from your graveyard to your hand. M13 C, M14 C, DDM C Archangel {5}{W}{W} Creature - Angel 5/5 Flying, vigilance VI R, PO R, P2 R, 6E R, P3 R, AVR U, C13 U Archangel of Strife {5}{W}{W} Creature - Angel 6/6 Flying As Archangel of Strife enters the battlefield, each player chooses war or peace. Creatures controlled by players who chose war get +3/+0. Creatures controlled by players who chose peace get +0/+3. M, CMD R Archangel of Thune {3}{W}{W} Creature - Angel 3/4 Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1 counter on each creature you control. M14 M Archangel of Tithes {1}{W}{W}{W} Creature - Angel 3/5 Flying As long as Archangel of Tithes is untapped, creatures can't attack you or a planeswalker you control unless their controller pays {1} for each of those creatures. As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays {1} for each of those creatures. ORI M Archangel's Light {7}{W} Sorcery You gain 2 life for each card in your graveyard, then shuffle your graveyard into your library. DKA M Archdemon of Unx {5}{B}{B} Creature - Demon 6/6 Flying, trample At the beginning of your upkeep, sacrifice a non-Zombie creature, then put a 2/2 black Zombie creature token onto the battlefield. ALA R Archers of Qarsi {3}{G} Creature - Naga Archer 5/2 Defender Reach (This creature can block creatures with flying.) FRF C Archers' Parapet {1}{G} Creature - Wall 0/5 Defender {1}{B}, {T}: Each opponent loses 1 life. KTK C Archery Training {W} Enchantment - Aura Enchant creature At the beginning of your upkeep, you may put an arrow counter on Archery Training. Enchanted creature has "{T}: This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training." CG U Archetype of Aggression {1}{R}{R} Enchantment Creature - Human Warrior 3/2 Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample. BNG U Archetype of Courage {1}{W}{W} Enchantment Creature - Human Soldier 2/2 Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike. BNG U Archetype of Endurance {6}{G}{G} Enchantment Creature - Boar 6/5 Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof. BNG U Archetype of Finality {4}{B}{B} Enchantment Creature - Gorgon 2/3 Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch. BNG U Archetype of Imagination {4}{U}{U} Enchantment Creature - Human Wizard 3/2 Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying. BNG U Archfiend of Depravity {3}{B}{B} Creature - Demon 5/4 Flying At the beginning of each opponent's end step, that player chooses up to two creatures he or she controls, then sacrifices the rest. FRF R Architects of Will {2}{U}{B} Artifact Creature - Human Wizard 3/3 When Architects of Will enters the battlefield, look at the top three cards of target player's library, then put them back in any order. Cycling {U/B} ({U/B}, Discard this card: Draw a card.) ARB C, ARC C Archive Trap {3}{U}{U} Instant - Trap If an opponent searched his or her library this turn, you may pay {0} rather than pay Archive Trap's mana cost. Target opponent puts the top thirteen cards of his or her library into his or her graveyard. ZEN R Archivist {2}{U}{U} Creature - Human Wizard 1/1 {T}: Draw a card. GU R, 7E R, 8ED R, 9ED R Archmage Ascension {2}{U} Enchantment At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension. As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle your library. ZEN R Archon of Justice {3}{W}{W} Creature - Archon 4/4 Flying When Archon of Justice dies, exile target permanent. EVE R, M12 R Archon of Redemption {3}{W}{W} Creature - Archon 3/4 Flying Whenever Archon of Redemption or another creature with flying enters the battlefield under your control, you may gain life equal to that creature's power. WWK R Archon of the Triumvirate {5}{W}{U} Creature - Archon 4/5 Flying Whenever Archon of the Triumvirate attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.) RTR R Archweaver {5}{G}{G} Creature - Spider 5/5 Reach, trample RTR U Archwing Dragon {2}{R}{R} Creature - Dragon 4/4 Flying, haste At the beginning of the end step, return Archwing Dragon to its owner's hand. AVR R Arctic Aven {2}{U} Creature - Bird Wizard 2/1 Flying Arctic Aven gets +1/+1 as long as you control a Plains. {W}: Arctic Aven gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.) M13 U Arctic Flats Snow Land Arctic Flats enters the battlefield tapped. {T}: Add {G} or {W} to your mana pool. CSP U Arctic Foxes {1}{W} Creature - Fox 1/1 Arctic Foxes can't be blocked by creatures with power 2 or greater as long as defending player controls a snow land. IA C Arctic Merfolk {1}{U} Creature - Merfolk 1/1 Kicker-Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.) If Arctic Merfolk was kicked, it enters the battlefield with a +1/+1 counter on it. PS C Arctic Nishoba {5}{G} Creature - Cat Warrior 6/6 Trample Cumulative upkeep {G} or {W} (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 Arctic Nishoba dies, you gain 2 life for each age counter on it. CSP U Arctic Wolves {3}{G}{G} Creature - Wolf 4/5 Cumulative upkeep {2} (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 Arctic Wolves enters the battlefield, draw a card. WL U Arcum Dagsson {3}{U} Legendary Creature - Human Artificer 2/2 {T}: Target artifact creature's controller sacrifices it. That player may search his or her library for a noncreature artifact card, put it onto the battlefield, then shuffle his or her library. CSP R Arcum's Sleigh {1} Artifact {2}, {T}: Target creature gains vigilance until end of turn. Activate this ability only during combat and only if defending player controls a snow land. IA U Arcum's Weathervane {2} Artifact {2}, {T}: Target snow land is no longer snow. {2}, {T}: Target nonsnow basic land becomes snow. IA U Arcum's Whistle {3} Artifact {3}, {T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That player may pay {X}, where X is that creature's converted mana cost. If he or she doesn't, the creature attacks this turn if able, and at the beginning of the next end step, destroy it if it didn't attack. Activate this ability only before attackers are declared. IA U Arden Angel {4}{W}{W} Creature - Angel 4/4 Flying At the beginning of your upkeep, if Arden Angel is in your graveyard, choose a number from 1 to 4 at random. If it's 1, you may return Arden Angel onto the battlefield. DREAM S Ardent Militia {4}{W} Creature - Human Soldier 2/5 Vigilance PO U, WL C, 6E U, P3 U, 7E U, 8ED U Ardent Plea {1}{W}{U} Enchantment Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) ARB U Ardent Recruit {W} Creature - Human Soldier 1/1 Metalcraft - Ardent Recruit gets +2/+2 as long as you control three or more artifacts. MBS C Ardent Soldier {1}{W} Creature - Human Soldier 1/2 Kicker {2} (You may pay an additional {2} as you cast this spell.) Vigilance If Ardent Soldier was kicked, it enters the battlefield with a +1/+1 counter on it. IN C Arena Land {3}, {T}: Tap target creature you control and target creature of an opponent's choice he or she controls. Those creatures fight each other. (Each deals damage equal to its power to the other.) PPR S, TSB S Arena Athlete {1}{R} Creature - Human 2/1 Heroic - Whenever you cast a spell that targets Arena Athlete, target creature an opponent controls can't block this turn. THS U Arena of the Ancients {3} Artifact Legendary creatures don't untap during their controllers' untap steps. When Arena of the Ancients enters the battlefield, tap all legendary creatures. LE R, CH R, ME3 R Arenson's Aura {2}{W} Enchantment {W}, Sacrifice an enchantment: Destroy target enchantment. {3}{U}{U}: Counter target enchantment spell. IA C, 5E U Aretopolis Plane - Kephalai When you planeswalk to Aretopolis or at the beginning of your upkeep, put a scroll counter on Aretopolis, then you gain life equal to the number of scroll counters on it. When Aretopolis has ten or more scroll counters on it, planeswalk. Whenever you roll CHAOS, put a scroll counter on Aretopolis, then draw cards equal to the number of scroll counters on it. PC2 C Argent Mutation {2}{U} Instant Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card. NPH U Argent Sphinx {2}{U}{U} Creature - Sphinx 4/3 Flying Metalcraft - {U}: Exile Argent Sphinx. Return it to the battlefield under your control at the beginning of the next end step. Activate this ability only if you control three or more artifacts. SOM R, MM2 R Argentum Armor {6} Artifact - Equipment Equipped creature gets +6/+6. Whenever equipped creature attacks, destroy target permanent. Equip {6} SOM R, C14 R Argivian Archaeologist {1}{W}{W} Creature - Human Artificer 1/1 {W}{W}, {T}: Return target artifact card from your graveyard to your hand. AQ R, MED R Argivian Blacksmith {1}{W}{W} Creature - Human Artificer 2/2 {T}: Prevent the next 2 damage that would be dealt to target artifact creature this turn. AQ C, ME4 U Argivian Find {W} Instant Return target artifact or enchantment card from your graveyard to your hand. WL U Argivian Restoration {2}{U}{U} Sorcery Return target artifact card from your graveyard to the battlefield. WL U, DDF U Argothian Elder {3}{G} Creature - Elf Druid 2/2 {T}: Untap two target lands. UZ U, BR U Argothian Enchantress {1}{G} Creature - Human Druid 0/1 Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card. UZ R Argothian Pixies {1}{G} Creature - Faerie 2/1 Argothian Pixies can't be blocked by artifact creatures. Prevent all damage that would be dealt to Argothian Pixies by artifact creatures. AQ C, CH C, ME4 C Argothian Swine {3}{G} Creature - Boar 3/3 Trample UZ C Argothian Treefolk {3}{G}{G} Creature - Treefolk 3/5 Prevent all damage that would be dealt to Argothian Treefolk by artifact sources. AQ C, ME4 U Argothian Wurm {3}{G} Creature - Wurm 6/6 Trample When Argothian Wurm enters the battlefield, any player may sacrifice a land. If a player does, put Argothian Wurm on top of its owner's library. UZ R Arid Mesa Land {T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card and put it onto the battlefield. Then shuffle your library. M, ZEN R Ark of Blight {2} Artifact {3}, {T}, Sacrifice Ark of Blight: Destroy target land. SCG U Arm with AEther {2}{U} Sorcery Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand." NPH U Armada Wurm {2}{G}{G}{W}{W} Creature - Wurm 5/5 Trample When Armada Wurm enters the battlefield, put a 5/5 green Wurm creature token with trample onto the battlefield. RTR M Armadillo Cloak {1}{G}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life. IN C, DDE C, ARC C, VMA U Armageddon {3}{W} Sorcery Destroy all lands. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, PO R, P2 R, 6E R, P3 R, MED R, ME4 R, VMA M, V14 M Armageddon Clock {6} Artifact At the beginning of your upkeep, put a doom counter on Armageddon Clock. At the beginning of your draw step, Armageddon Clock deals damage equal to the number of doom counters on it to each player. {4}: Remove a doom counter from Armageddon Clock. Any player may activate this ability but only during any upkeep step. AQ U, 3E R, 4E R, ME4 R Armament Corps {2}{W}{B}{G} Creature - Human Soldier 4/4 When Armament Corps enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control. KTK U Armament Master {W}{W} Creature - Kor Soldier 2/2 Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master. ZEN R Armament of Nyx {2}{W} Enchantment - Aura Enchant creature Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.) JOU C Armed {1}{R} Sorcery Target creature gets +1/+1 and gains double strike until end of turn. Fuse (You may cast one or both halves of this card from your hand.) ---- Dangerous {3}{G} Sorcery All creatures able to block target creature this turn do so. Fuse (You may cast one or both halves of this card from your hand.) DGM U Armed Response {2}{W} Instant Armed Response deals damage to target attacking creature equal to the number of Equipment you control. 5DN C Armillary Sphere {2} Artifact {2}, {T}, Sacrifice Armillary Sphere: Search your library for up to two basic land cards, reveal them, and put them into your hand. Then shuffle your library. CON C, DDG C, CMD C, DDI C, PC2 C, C13 C Armistice {2}{W} Enchantment {3}{W}{W}: You draw a card and target opponent gains 3 life. MM R, C14 R Armor Sliver {2}{W} Creature - Sliver 2/2 All Sliver creatures have "{2}: This creature gets +0/+1 until end of turn." TE U, H09 U, TPR C Armor Thrull {2}{B} Creature - Thrull 1/3 {T}, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature. FE C (x4), ME2 C Armor of Faith {W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. {W}: Enchanted creature gets +0/+1 until end of turn. IA C, 5E C, ME2 C Armor of Thorns {1}{G} Enchantment - Aura You may cast Armor of Thorns as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant nonblack creature Enchanted creature gets +2/+2. MI C, VMA C Armored Ascension {3}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying. SHM U, M10 U, M11 U Armored Cancrix {4}{U} Creature - Crab 2/5 M11 C, M14 C Armored Galleon {4}{U} Creature - Human Pirate 5/4 Armored Galleon can't attack unless defending player controls an Island. P2 U Armored Griffin {3}{W} Creature - Griffin 2/3 Flying, vigilance P2 U, ME2 C, PC2 U Armored Guardian {3}{W}{U} Creature - Cat Soldier 2/5 {1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn. {1}{U}{U}: Armored Guardian gains shroud until end of turn. (It can't be the target of spells or abilities.) IN R Armored Pegasus {1}{W} Creature - Pegasus 1/2 Flying PO C, TE C, 6E C, BR C, P4 C, TPR C Armored Skaab {2}{U} Creature - Zombie Warrior 1/4 When Armored Skaab enters the battlefield, put the top four cards of your library into your graveyard. ISD C Armored Transport {3} Artifact Creature - Construct 2/1 Prevent all combat damage that would be dealt to Armored Transport by creatures blocking it. GTC C Armored Warhorse {W}{W} Creature - Horse 2/3 M12 C Armored Wolf-Rider {3}{G}{W} Creature - Elf Knight 4/6 DGM C Armorer Guildmage {R} Creature - Human Wizard 1/1 {B}, {T}: Target creature gets +1/+0 until end of turn. {G}, {T}: Target creature gets +0/+1 until end of turn. MI C Armory Guard {3}{W} Creature - Giant Soldier 2/5 Armory Guard has vigilance as long as you control a Gate. RTR C, DDL C Armory of Iroas {2} Artifact - Equipment Whenever equipped creature attacks, put a +1/+1 counter on it. Equip {2} JOU U Arms Dealer {2}{R} Creature - Goblin Rogue 1/1 {1}{R}, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature. MM U, M13 U Army Ants {1}{B}{R} Creature - Insect 1/1 {T}, Sacrifice a land: Destroy target land. VI U Army of Allah {1}{W}{W} Instant Attacking creatures get +2/+0 until end of turn. AN C (x2) Army of the Damned {5}{B}{B}{B} Sorcery Put thirteen 2/2 black Zombie creature tokens onto the battlefield tapped. Flashback {7}{B}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD M, C13 M Arnjlot's Ascent {1}{U}{U} Enchantment Cumulative upkeep {U} (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.) {1}: Target creature gains flying until end of turn. IA C Arrest {2}{W} Enchantment - Aura Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. MM U, MRD C, SOM C, RTR U, MM2 C Arrogant Bloodlord {1}{B}{B} Creature - Vampire Knight 4/4 Whenever Arrogant Bloodlord blocks or becomes blocked by a creature with power 1 or less, destroy Arrogant Bloodlord at end of combat. ROE U Arrogant Vampire {3}{B}{B} Creature - Vampire 4/3 Flying PO U Arrogant Wurm {3}{G}{G} Creature - Wurm 4/4 Trample Madness {2}{G} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TOR U, VMA C Arrow Storm {3}{R}{R} Sorcery Arrow Storm deals 4 damage to target creature or player. Raid - If you attacked with a creature this turn, instead Arrow Storm deals 5 damage to that creature or player and the damage can't be prevented. KTK C Arrow Volley Trap {3}{W}{W} Instant - Trap If four or more creatures are attacking, you may pay {1}{W} rather than pay Arrow Volley Trap's mana cost. Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures. ZEN U, DDN U Arrows of Justice {2}{R/W} Instant Arrows of Justice deals 4 damage to target attacking or blocking creature. GTC U Arsenal Thresher {2}{W/B}{U} Artifact Creature - Construct 2/2 As Arsenal Thresher enters the battlefield, you may reveal any number of other artifact cards from your hand. Arsenal Thresher enters the battlefield with a +1/+1 counter on it for each card revealed this way. ARB C, HOP C Artful Dodge {U} Sorcery Target creature can't be blocked this turn. Flashback {U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA C Artful Maneuver {1}{W} Instant Target creature gets +2/+2 until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) DTK C Artifact Blast {R} Instant Counter target artifact spell. AQ C, MED C, ME4 C Artifact Mutation {R}{G} Instant Destroy target artifact. It can't be regenerated. Put X 1/1 green Saproling creature tokens onto the battlefield, where X is that artifact's converted mana cost. IN R Artifact Possession {2}{B} Enchantment - Aura Enchant artifact Whenever enchanted artifact becomes tapped or a player activates an ability of enchanted artifact without {T} in its activation cost, Artifact Possession deals 2 damage to that artifact's controller. AQ C Artifact Ward {W} Enchantment - Aura Enchant creature Enchanted creature can't be blocked by artifact creatures. Prevent all damage that would be dealt to enchanted creature by artifact sources. Enchanted creature can't be the target of abilities from artifact sources. AQ C Artificer's Epiphany {2}{U} Instant Draw two cards. If you control no artifacts, discard a card. ORI C Artificer's Hex {B} Enchantment - Aura Enchant Equipment At the beginning of your upkeep, if enchanted Equipment is attached to a creature, destroy that creature. M14 U Artificer's Intuition {1}{U} Enchantment {U}, Discard an artifact card: Search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. Then shuffle your library. 5DN R Artificial Evolution {U} Instant Change the text of target spell or permanent by replacing all instances of one creature type with another. The new creature type can't be Wall. (This effect lasts indefinitely.) ONS R Artillerize {3}{R} Instant As an additional cost to cast Artillerize, sacrifice an artifact or creature. Artillerize deals 5 damage to target creature or player. NPH C Artisan of Forms {1}{U} Creature - Human Wizard 1/1 Heroic - Whenever you cast a spell that targets Artisan of Forms, you may have Artisan of Forms become a copy of target creature and gain this ability. THS R Artisan of Kozilek {9} Creature - Eldrazi 10/9 When you cast Artisan of Kozilek, you may return target creature card from your graveyard to the battlefield. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.) U, ROE U, ARC U, CMD U, C14 U, MM2 U Artisan's Sorrow {3}{G} Instant Destroy target artifact or enchantment. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) THS U Ascendant Evincar {4}{B}{B} Legendary Creature - Vampire 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Other black creatures get +1/+1. Nonblack creatures get -1/-1. NE R, 10E R, HOP R Ascended Lawmage {2}{W}{U} Creature - Vedalken Wizard 3/2 Flying, hexproof DGM U Ascending Aven {2}{U}{U} Creature - Bird Soldier 3/2 Flying Ascending Aven can block only creatures with flying. Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Asceticism {3}{G}{G} Enchantment Creatures you control have hexproof. (They can't be the targets of spells or abilities your opponents control.) {1}{G}: Regenerate target creature. SOM R Ash Zealot {R}{R} Creature - Human Warrior 2/2 First strike, haste Whenever a player casts a spell from a graveyard, Ash Zealot deals 3 damage to that player. RTR R Asha's Favor {2}{W} Enchantment - Aura Enchant creature Enchanted creature has flying, first strike, and vigilance. CON C Ashcloud Phoenix {2}{R}{R} Creature - Phoenix 4/1 Flying When Ashcloud Phoenix dies, return it to the battlefield face down under your control. Morph {4}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Ashcloud Phoenix is turned face up, it deals 2 damage to each player. KTK M Ashcoat Bear {1}{G} Creature - Bear 2/2 Flash (You may cast this spell any time you could cast an instant.) TSP C Ashen Firebeast {6}{R}{R} Creature - Elemental Beast 6/6 {1}{R}: Ashen Firebeast deals 1 damage to each creature without flying. OD R Ashen Ghoul {3}{B} Creature - Zombie 3/1 Haste {B}: Return Ashen Ghoul from your graveyard to the battlefield. Activate this ability only during your upkeep and only if three or more creature cards are above Ashen Ghoul. IA U, ME2 U Ashen Monstrosity {5}{R}{R} Creature - Spirit 7/4 Haste Ashen Monstrosity attacks each turn if able. BOK U Ashen Powder {2}{B}{B} Sorcery Put target creature card from an opponent's graveyard onto the battlefield under your control. MI R, 6E R Ashen Rider {4}{W}{W}{B}{B} Creature - Archon 5/5 Flying When Ashen Rider enters the battlefield or dies, exile target permanent. THS M Ashen-Skin Zubera {1}{B} Creature - Zubera Spirit 1/2 When Ashen-Skin Zubera dies, target opponent discards a card for each Zubera that died this turn. CHK C Ashenmoor Cohort {5}{B} Creature - Elemental Warrior 4/3 Ashenmoor Cohort gets +1/+1 as long as you control another black creature. SHM C Ashenmoor Gouger {B/R}{B/R}{B/R} Creature - Elemental Warrior 4/4 Ashenmoor Gouger can't block. SHM U, MM2 U Ashenmoor Liege {1}{B/R}{B/R}{B/R} Creature - Elemental Knight 4/1 Other black creatures you control get +1/+1. Other red creatures you control get +1/+1. Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life. SHM R Ashes of the Fallen {2} Artifact As Ashes of the Fallen enters the battlefield, choose a creature type. Each creature card in your graveyard has the chosen creature type in addition to its other types. SOK R Ashes to Ashes {1}{B}{B} Sorcery Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you. DK C, 4E U, 5E U, ME3 U Ashiok's Adept {2}{B} Creature - Human Wizard 1/3 Heroic - Whenever you cast a spell that targets Ashiok's Adept, each opponent discards a card. BNG U Ashiok, Nightmare Weaver {1}{U}{B} Planeswalker - Ashiok 3 [+2] Exile the top three cards of target opponent's library. [-X] Put a creature card with converted mana cost X exiled with Ashiok, Nightmare Weaver onto the battlefield under your control. That creature is a Nightmare in addition to its other types. [-10] Exile all cards from all opponents' hands and graveyards. THS M Ashling the Pilgrim {1}{R} Legendary Creature - Elemental Shaman 1/1 {1}{R}: Put a +1/+1 counter on Ashling the Pilgrim. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling the Pilgrim, and it deals that much damage to each creature and each player. LRW R Ashling the Pilgrim Avatar Vanguard Hand -1, life +6 {2}: Ashling the Pilgrim Avatar deals 1 damage to each creature and each player. VAN S Ashling's Prerogative {1}{R} Enchantment As Ashling's Prerogative enters the battlefield, choose odd or even. (Zero is even.) Each creature with converted mana cost of the chosen value has haste. Each creature without converted mana cost of the chosen value enters the battlefield tapped. LRW R Ashling, the Extinguisher {2}{B}{B} Legendary Creature - Elemental Shaman 4/4 Whenever Ashling, the Extinguisher deals combat damage to a player, choose target creature that player controls. He or she sacrifices that creature. EVE R Ashling, the Extinguisher Avatar Vanguard Hand +1, life -3 {5}: Destroy all nonland permanents. Activate this ability only once and only during your turn. VAN S Ashmouth Hound {1}{R} Creature - Elemental Hound 2/1 Whenever Ashmouth Hound blocks or becomes blocked by a creature, Ashmouth Hound deals 1 damage to that creature. ISD C, DDK C Ashnod Vanguard Hand +1, life -8 Whenever a creature deals damage to you, destroy it. VAN S Ashnod's Altar {3} Artifact Sacrifice a creature: Add {2} to your mana pool. AQ U, CH C, 5E U, 6E U, ME4 R Ashnod's Battle Gear {2} Artifact You may choose not to untap Ashnod's Battle Gear during your untap step. {2}, {T}: Target creature you control gets +2/-2 for as long as Ashnod's Battle Gear remains tapped. AQ U, 4E U Ashnod's Cylix {2} Artifact {3}, {T}: Target player looks at the top three cards of his or her library, puts one of them back on top of his or her library, then exiles the rest. AL R, ME2 R Ashnod's Transmogrant {1} Artifact {T}, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types. AQ U, CH C, 5E C, MED C Ashuza's Breath {1}{R} Sorcery Ashuza's Breath deals X damage to each creature, where X is a number chosen at random from 0 to 2. DREAM S Asmira, Holy Avenger {2}{G}{W} Legendary Creature - Human Cleric 2/3 Flying At the beginning of each end step, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from the battlefield this turn. MI R Aspect of Gorgon {2}{B} Enchantment - Aura Enchant creature Enchanted creature gets +1/+3 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy it.) JOU C Aspect of Hydra {G} Instant Target creature gets +X/+X until end of turn, where X is your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.) BNG C Aspect of Mongoose {1}{G} Enchantment - Aura Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.) When Aspect of Mongoose is put into a graveyard from the battlefield, return Aspect of Mongoose to its owner's hand. TSP U Aspect of Wolf {1}{G} Enchantment - Aura Enchant creature Enchanted creature gets +X/+Y, where X is half the number of Forests you control, rounded down, and Y is half the number of Forests you control, rounded up. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R Asphodel Wanderer {B} Creature - Skeleton Soldier 1/1 {2}{B}: Regenerate Asphodel Wanderer. THS C Asphyxiate {1}{B}{B} Sorcery Destroy target untapped creature. BNG C Aspiring Aeronaut {3}{U} Creature - Human Artificer 1/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aspiring Aeronaut enters the battlefield, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield. ORI C Assassin's Blade {1}{B} Instant Cast Assassin's Blade only during the declare attackers step and only if you've been attacked this step. Destroy target nonblack attacking creature. PO U Assassin's Strike {4}{B}{B} Sorcery Destroy target creature. Its controller discards a card. RTR U Assassinate {2}{B} Sorcery Destroy target tapped creature. TSP C, 10E C, M10 C, M11 C, PC2 C, CNS C Assault {R} Sorcery Assault deals 2 damage to target creature or player. ---- Battery {3}{G} Sorcery Put a 3/3 green Elephant creature token onto the battlefield. IN U (x2), TSB S, HOP U Assault Formation {1}{G} Enchantment Each creature you control assigns combat damage equal to its toughness rather than its power. {G}: Target creature with defender can attack this turn as though it didn't have defender. {2}{G}: Creatures you control get +0/+1 until end of turn. DTK R Assault Griffin {3}{W} Creature - Griffin 3/2 Flying M11 C, M12 C, GTC C Assault Strobe {R} Sorcery Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.) SOM C Assault Suit {4} Artifact - Equipment Equipped creature gets +2/+2, has haste, can't attack you or a planeswalker you control, and can't be sacrificed. At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it. Equip {3} C14 U Assault Zeppelid {2}{G}{U} Creature - Beast 3/3 Flying, trample DIS C Assemble the Legion {3}{R}{W} Enchantment At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then put a 1/1 red and white Soldier creature token with haste onto the battlefield for each muster counter on Assemble the Legion. GTC R Assembly Hall {5} Artifact {4}, {T}: Reveal a creature card in your hand. Search your library for a card with the same name as that card, reveal it, and put it into your hand. Then shuffle your library. MM R Assembly-Worker {3} Artifact Creature - Assembly-Worker 2/2 {T}: Target Assembly-Worker creature gets +1/+1 until end of turn. TSP U, DDF U Assert Authority {5}{U}{U} Instant Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. MRD U Astral Arena Plane - Kolbahan No more than one creature can attack each combat. No more than one creature can block each combat. Whenever you roll CHAOS, Astral Arena deals 2 damage to each creature. PC2 C Astral Cornucopia {X}{X}{X} Artifact Astral Cornucopia enters the battlefield with X charge counters on it. {T}: Choose a color. Add one mana of that color to your mana pool for each charge counter on Astral Cornucopia. BNG R Astral Slide {2}{W} Enchantment Whenever a player cycles a card, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. ONS U, VMA U Astral Steel {2}{W} Instant Target creature gets +1/+2 until end of turn. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) SCG C Astrolabe {3} Artifact {1}, {T}, Sacrifice Astrolabe: Add two mana of any one color to your mana pool. Draw a card at the beginning of the next turn's upkeep. AL C (x2), ME3 C Aswan Jaguar {1}{G}{G} Creature - Cat 2/2 As Aswan Jaguar enters the battlefield, choose a creature type at random from among all creature types that a creature card in target opponent's decklist has. {G}{G}, {T}: Destroy target creature with the chosen type. It can't be regenerated. ASTRAL S Atalya, Samite Master {3}{W}{W} Legendary Creature - Human Cleric 2/3 {X}, {T}: Choose one - • Prevent the next X damage that would be dealt to target creature this turn. Spend only white mana on X. • You gain X life. Spend only white mana on X. IN R Atarka Beastbreaker {1}{G} Creature - Human Warrior 2/2 Formidable - {4}{G}: Atarka Beastbreaker gets +4/+4 until end of turn. Activate this ability only if creatures you control have total power 8 or greater. DTK C Atarka Efreet {3}{R} Creature - Efreet Shaman 5/1 Megamorph {2}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Atarka Efreet is turned face up, it deals 1 damage to target creature or player. DTK C Atarka Monument {3} Artifact {T}: Add {R} or {G} to your mana pool. {4}{R}{G}: Atarka Monument becomes a 4/4 red and green Dragon artifact creature with flying until end of turn. DTK U Atarka Pummeler {4}{R} Creature - Ogre Warrior 4/5 Formidable - {3}{R}{R}: Creatures you control gain menace until end of turn. Activate this ability only if creatures you control have total power 8 or greater. (They can't be blocked except by two or more creatures.) DTK U Atarka's Command {R}{G} Instant Choose two - • Your opponents can't gain life this turn. • Atarka's Command deals 3 damage to each opponent. • You may put a land card from your hand onto the battlefield. • Creatures you control get +1/+1 and gain reach until end of turn. DTK R Atarka, World Render {5}{R}{G} Legendary Creature - Dragon 6/4 Flying, trample Whenever a Dragon you control attacks, it gains double strike until end of turn. FRF R Athreos, God of Passage {1}{W}{B} Legendary Enchantment Creature - God 5/4 Indestructible As long as your devotion to white and black is less than seven, Athreos isn't a creature. Whenever another creature you own dies, return it to your hand unless target opponent pays 3 life. JOU M Atog {1}{R} Creature - Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. AQ C, 3E C, 5E U, MRD U, ME4 C Atogatog {W}{U}{B}{R}{G} Legendary Creature - Atog 5/5 Sacrifice an Atog creature: Atogatog gets +X/+X until end of turn, where X is the sacrificed creature's power. OD R Attended Knight {2}{W} Creature - Human Knight 2/2 First strike (This creature deals combat damage before creatures without first strike.) When Attended Knight enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield. M13 C Attrition {1}{B}{B} Enchantment {B}, Sacrifice a creature: Destroy target nonblack creature. CG R, CMD R Attunement {2}{U} Enchantment Return Attunement to its owner's hand: Draw three cards, then discard four cards. UZ R Auger Spree {1}{B}{R} Instant Target creature gets +4/-4 until end of turn. RTR C Augur il-Vec {1}{W} Creature - Human Cleric 1/3 Shadow (This creature can block or be blocked by only creatures with shadow.) Sacrifice Augur il-Vec: You gain 4 life. Activate this ability only during your upkeep. FUT C Augur of Bolas {1}{U} Creature - Merfolk Wizard 1/3 When Augur of Bolas enters the battlefield, look at the top three cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order. M13 U, C13 U Augur of Skulls {1}{B} Creature - Skeleton Wizard 1/1 {1}{B}: Regenerate Augur of Skulls. Sacrifice Augur of Skulls: Target player discards two cards. Activate this ability only during your upkeep. FUT C Augury Adept {1}{W/U}{W/U} Creature - Kithkin Wizard 2/2 Whenever Augury Adept deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its converted mana cost. SHM R, C13 R Augury Owl {1}{U} Creature - Bird 1/1 Flying When Augury Owl enters the battlefield, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) M11 C, DDI C, PC2 C Auntie's Hovel Land As Auntie's Hovel enters the battlefield, you may reveal a Goblin card from your hand. If you don't, Auntie's Hovel enters the battlefield tapped. {T}: Add {B} or {R} to your mana pool. LRW R Auntie's Snitch {2}{B} Creature - Goblin Rogue 3/1 Auntie's Snitch can't block. Prowl {1}{B} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie's Snitch is in your graveyard, you may return Auntie's Snitch to your hand. MOR R, MMA U Aura Barbs {2}{R} Instant - Arcane Each enchantment deals 2 damage to its controller, then each Aura attached to a creature deals 2 damage to the creature it's attached to. BOK U Aura Blast {1}{W} Instant Destroy target enchantment. Draw a card. PS C Aura Extraction {1}{W} Instant Put target enchantment on top of its owner's library. Cycling {2} ({2}, Discard this card: Draw a card.) ONS U Aura Finesse {U} Instant Attach target Aura you control to target creature. Draw a card. ROE C Aura Flux {2}{U} Enchantment Other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay {2}." GU C Aura Fracture {2}{W} Enchantment Sacrifice a land: Destroy target enchantment. PR C Aura Gnarlid {2}{G} Creature - Beast 2/2 Creatures with power less than Aura Gnarlid's power can't block it. Aura Gnarlid gets +1/+1 for each Aura on the battlefield. ROE C, PC2 C Aura Graft {1}{U} Instant Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant. OD U, 10E U Aura Mutation {G}{W} Instant Destroy target enchantment. Put X 1/1 green Saproling creature tokens onto the battlefield, where X is that enchantment's converted mana cost. IN R Aura Shards {1}{G}{W} Enchantment Whenever a creature enters the battlefield under your control, you may destroy target artifact or enchantment. IN U, CMD U Aura Thief {3}{U} Creature - Illusion 2/2 Flying When Aura Thief dies, you gain control of all enchantments. (You don't get to move Auras.) CG R Aura of Dominion {U}{U} Enchantment - Aura Enchant creature {1}, Tap an untapped creature you control: Untap enchanted creature. CHK U Aura of Silence {1}{W}{W} Enchantment Artifact and enchantment spells your opponents cast cost {2} more to cast. Sacrifice Aura of Silence: Destroy target artifact or enchantment. WL U, 10E U Auramancer {2}{W} Creature - Human Wizard 2/2 When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand. OD C, M12 C, PC2 C, M14 C, DDL C, ORI C Auramancer's Guise {2}{U}{U} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance. PLC U Auratog {1}{W} Creature - Atog 1/2 Sacrifice an enchantment: Auratog gets +2/+2 until end of turn. TE R, TSB S Auratouched Mage {5}{W} Creature - Human Wizard 3/3 When Auratouched Mage enters the battlefield, search your library for an Aura card that could enchant it. If Auratouched Mage is still on the battlefield, put that Aura card onto the battlefield attached to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle your library. RAV U, PC2 U Aurelia's Fury {X}{R}{W} Instant Aurelia's Fury deals X damage divided as you choose among any number of target creatures and/or players. Tap each creature dealt damage this way. Players dealt damage this way can't cast noncreature spells this turn. GTC M Aurelia, the Warleader {2}{R}{R}{W}{W} Legendary Creature - Angel 3/4 Flying, vigilance, haste Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase. M, GTC M Aurification {2}{W}{W} Enchantment Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it is a Wall in addition to its other creature types and has defender. (Those creatures can't attack.) When Aurification leaves the battlefield, remove all gold counters from all creatures. ONS R Auriok Bladewarden {1}{W} Creature - Human Soldier 1/1 {T}: Target creature gets +X/+X until end of turn, where X is Auriok Bladewarden's power. MRD U Auriok Champion {W}{W} Creature - Human Cleric 1/1 Protection from black and from red Whenever another creature enters the battlefield, you may gain 1 life. 5DN R Auriok Edgewright {W}{W} Creature - Human Soldier 2/2 Metalcraft - Auriok Edgewright has double strike as long as you control three or more artifacts. SOM U Auriok Glaivemaster {W} Creature - Human Soldier 1/1 As long as Auriok Glaivemaster is equipped, it gets +1/+1 and has first strike. DST C Auriok Replica {3} Artifact Creature - Cleric 2/2 {W}, Sacrifice Auriok Replica: Prevent all damage a source of your choice would deal to you this turn. SOM C Auriok Salvagers {3}{W} Creature - Human Soldier 2/4 {1}{W}: Return target artifact card with converted mana cost 1 or less from your graveyard to your hand. 5DN U, MMA R Auriok Siege Sled {6} Artifact Creature - Juggernaut 3/5 {1}: Target artifact creature blocks Auriok Siege Sled this turn if able. {1}: Target artifact creature can't block Auriok Siege Sled this turn. DST U Auriok Steelshaper {1}{W} Creature - Human Soldier 1/1 Equip costs you pay cost {1} less. As long as Auriok Steelshaper is equipped, each creature you control that's a Soldier or a Knight gets +1/+1. MRD R Auriok Sunchaser {1}{W} Creature - Human Soldier 1/1 Metalcraft - As long as you control three or more artifacts, Auriok Sunchaser gets +2/+2 and has flying. SOM C Auriok Survivors {5}{W} Creature - Human Soldier 4/6 When Auriok Survivors enters the battlefield, you may return target Equipment card from your graveyard to the battlefield. If you do, you may attach it to Auriok Survivors. NPH U Auriok Transfixer {W} Creature - Human Scout 1/1 {W}, {T}: Tap target artifact. MRD C Auriok Windwalker {3}{W} Creature - Human Wizard 2/3 Flying {T}: Attach target Equipment you control to target creature you control. 5DN R Aurochs {3}{G} Creature - Aurochs 2/3 Trample Whenever Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. IA C, 5E C, ME2 C Aurochs Herd {5}{G} Creature - Aurochs 4/4 Trample When Aurochs Herd enters the battlefield, you may search your library for an Aurochs card, reveal it, and put it into your hand. If you do, shuffle your library. Whenever Aurochs Herd attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. CSP C Aurora Eidolon {3}{W} Creature - Spirit 2/2 {W}, Sacrifice Aurora Eidolon: Prevent the next 3 damage that would be dealt to target creature or player this turn. Whenever you cast a multicolored spell, you may return Aurora Eidolon from your graveyard to your hand. DIS C Aurora Griffin {3}{W} Creature - Griffin 2/2 Flying {W}: Target permanent becomes white until end of turn. PS C Auspicious Ancestor {3}{W} Creature - Human Cleric 2/3 When Auspicious Ancestor dies, you gain 3 life. Whenever a player casts a white spell, you may pay {1}. If you do, you gain 1 life. MI R Austere Command {4}{W}{W} Sorcery Choose two - • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with converted mana cost 3 or less. • Destroy all creatures with converted mana cost 4 or greater. LRW R, CMD R Autochthon Wurm {10}{G}{G}{G}{W}{W} Creature - Wurm 9/14 Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Trample RAV R Autumn Willow {4}{G}{G} Legendary Creature - Avatar 4/4 Shroud (This creature can't be the target of spells or abilities.) {G}: Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud. HM R, MED R Autumn's Veil {G} Instant Spells you control can't be countered by blue or black spells this turn, and creatures you control can't be the targets of blue or black spells this turn. M11 U, M12 U Avacyn's Collar {1} Artifact - Equipment Equipped creature gets +1/+0 and has vigilance. Whenever equipped creature dies, if it was a Human, put a 1/1 white Spirit creature token with flying onto the battlefield. Equip {2} DKA U Avacyn's Pilgrim {G} Creature - Human Monk 1/1 {T}: Add {W} to your mana pool. ISD C Avacyn, Angel of Hope {5}{W}{W}{W} Legendary Creature - Angel 8/8 Flying, vigilance, indestructible Other permanents you control have indestructible. M, AVR M Avacyn, Guardian Angel {2}{W}{W}{W} Legendary Creature - Angel 5/4 Flying, vigilance {1}{W}: Prevent all damage that would be dealt to another target creature this turn by sources of the color of your choice. {5}{W}{W}: Prevent all damage that would be dealt to target player this turn by sources of the color of your choice. M15 R Avacynian Priest {1}{W} Creature - Human Cleric 1/2 {1}, {T}: Tap target non-Human creature. ISD C Avalanche {X}{2}{R}{R} Sorcery Destroy X target snow lands. IA U Avalanche Riders {3}{R} Creature - Human Nomad 2/2 Haste Echo {3}{R} (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.) When Avalanche Riders enters the battlefield, destroy target land. GU U, TSB S Avalanche Tusker {2}{G}{U}{R} Creature - Elephant Warrior 6/4 Whenever Avalanche Tusker attacks, target creature defending player controls blocks it this combat if able. KTK R Avarax {3}{R}{R} Creature - Beast 3/3 Haste When Avarax enters the battlefield, you may search your library for a card named Avarax, reveal it, and put it into your hand. If you do, shuffle your library. {1}{R}: Avarax gets +1/+0 until end of turn. ONS U Avarice Amulet {4} Artifact - Equipment Equipped creature gets +2/+0 and has vigilance and "At the beginning of your upkeep, draw a card." When equipped creature dies, target opponent gains control of Avarice Amulet. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) M15 R Avarice Totem {1} Artifact {5}: Exchange control of Avarice Totem and target nonland permanent. 5DN U Avaricious Dragon {2}{R}{R} Creature - Dragon 4/4 Flying At the beginning of your draw step, draw an additional card. At the beginning of your end step, discard your hand. ORI M Avatar of Discord {B/R}{B/R}{B/R} Creature - Avatar 5/3 ({B/R} can be paid with either {B} or {R}.) Flying When Avatar of Discord enters the battlefield, sacrifice it unless you discard two cards. DIS R, ARC R Avatar of Fury {6}{R}{R} Creature - Avatar 6/6 If an opponent controls seven or more lands, Avatar of Fury costs {6} less to cast. Flying {R}: Avatar of Fury gets +1/+0 until end of turn. PR R, CMD R Avatar of Hope {6}{W}{W} Creature - Avatar 4/9 If you have 3 or less life, Avatar of Hope costs {6} less to cast. Flying Avatar of Hope can block any number of creatures. PPR R, PR R, 8ED R Avatar of Might {6}{G}{G} Creature - Avatar 8/8 If an opponent controls at least four more creatures than you, Avatar of Might costs {6} less to cast. Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) PR R, 10E R Avatar of Slaughter {6}{R}{R} Creature - Avatar 8/8 All creatures have double strike and attack each turn if able. CMD R Avatar of Will {6}{U}{U} Creature - Avatar 5/6 If an opponent has no cards in hand, Avatar of Will costs {6} less to cast. Flying PR R Avatar of Woe {6}{B}{B} Creature - Avatar 6/5 If there are ten or more creature cards total in all graveyards, Avatar of Woe costs {6} less to cast. Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) {T}: Destroy target creature. It can't be regenerated. PR R, TSB S, ARC R, CMD R, PD3 R Avatar of the Resolute {G}{G} Creature - Avatar 3/2 Reach, trample Avatar of the Resolute enters the battlefield with a +1/+1 counter on it for each other creature you control with a +1/+1 counter on it. DTK R Aven Archer {3}{W}{W} Creature - Bird Soldier Archer 2/2 Flying {2}{W}, {T}: Aven Archer deals 2 damage to target attacking or blocking creature. OD U Aven Augur {3}{U} Creature - Bird Wizard 2/2 Flying Sacrifice Aven Augur: Return up to two target creatures to their owners' hands. Activate this ability only during your upkeep. FUT C Aven Battle Priest {5}{W} Creature - Bird Cleric 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Battle Priest enters the battlefield, you gain 3 life. ORI C Aven Brigadier {3}{W}{W}{W} Creature - Bird Soldier 3/5 Flying Other Bird creatures get +1/+1. Other Soldier creatures get +1/+1. ONS R Aven Cloudchaser {3}{W} Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Cloudchaser enters the battlefield, destroy target enchantment. OD C, 8ED C, 9ED C, 10E C Aven Envoy {U} Creature - Bird Soldier 0/2 Flying LGN C Aven Farseer {1}{W} Creature - Bird Soldier 1/1 Flying Whenever a permanent is turned face up, put a +1/+1 counter on Aven Farseer. SCG C Aven Fateshaper {6}{U} Creature - Bird Wizard 4/5 Flying When Aven Fateshaper enters the battlefield, look at the top four cards of your library, then put them back in any order. {4}{U}: Look at the top four cards of your library, then put them back in any order. ONS U Aven Fisher {3}{U} Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Fisher dies, you may draw a card. OD C, 8ED C, 9ED C, 10E C Aven Fleetwing {3}{U} Creature - Bird Soldier 2/2 Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.) M12 C Aven Flock {4}{W} Creature - Bird Soldier 2/3 Flying (This creature can't be blocked except by creatures with flying or reach.) {W}: Aven Flock gets +0/+1 until end of turn. OD C, 8ED C, 9ED C Aven Fogbringer {3}{U} Creature - Bird Wizard 2/1 Flying When Aven Fogbringer enters the battlefield, return target land to its owner's hand. JUD C Aven Liberator {2}{W}{W} Creature - Bird Soldier 2/3 Flying Morph {3}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Aven Liberator is turned face up, target creature you control gains protection from the color of your choice until end of turn. SCG C Aven Mimeomancer {1}{W}{U} Creature - Bird Wizard 3/1 Flying At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature has base power and toughness 3/1 and has flying for as long as it has a feather counter on it. ARB R Aven Mindcensor {2}{W} Creature - Bird Wizard 2/1 Flash (You may cast this spell any time you could cast an instant.) Flying If an opponent would search a library, that player searches the top four cards of that library instead. FUT U Aven Redeemer {3}{W} Creature - Bird Cleric 2/2 Flying {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. LGN C Aven Riftwatcher {2}{W} Creature - Bird Rebel Soldier 2/3 Flying Vanishing 3 (This permanent 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 Aven Riftwatcher enters the battlefield or leaves the battlefield, you gain 2 life. PLC C Aven Shrine {1}{W}{W} Enchantment Whenever a player casts a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell. OD R Aven Skirmisher {W} Creature - Bird Warrior 1/1 Flying FRF C Aven Smokeweaver {2}{U}{U} Creature - Bird Soldier 2/3 Flying, protection from red OD U Aven Soulgazer {3}{W}{W} Creature - Bird Cleric 3/3 Flying {2}{W}: Look at target face-down creature. ONS U Aven Squire {1}{W} Creature - Bird Soldier 1/1 Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) CON C, M13 C Aven Sunstriker {1}{W}{W} Creature - Bird Warrior 1/1 Flying Double strike (This creature deals both first-strike and regular combat damage.) Megamorph {4}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK U Aven Surveyor {3}{U}{U} Creature - Bird Scout 2/2 Flying When Aven Surveyor enters the battlefield, choose one - • Put a +1/+1 counter on Aven Surveyor. • Return target creature to its owner's hand. FRF C Aven Tactician {4}{W} Creature - Bird Soldier 2/3 Flying When Aven Tactician enters the battlefield, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.) DTK C Aven Trailblazer {2}{W} Creature - Bird Soldier 2/* Flying Domain - Aven Trailblazer's toughness is equal to the number of basic land types among lands you control. CON C Aven Trooper {3}{W} Creature - Bird Soldier 1/1 Flying {2}{W}, Discard a card: Aven Trooper gets +1/+2 until end of turn. TOR C Aven Warcraft {2}{W} Instant Creatures you control get +0/+2 until end of turn. Threshold - If seven or more cards are in your graveyard, choose a color. Creatures you control also gain protection from the chosen color until end of turn. JUD U Aven Warhawk {4}{W} Creature - Bird Soldier 2/2 Amplify 1 (As this creature enters the battlefield, put a +1/+1 counter on it for each Bird and/or Soldier card you reveal in your hand.) Flying LGN U Aven Windreader {3}{U}{U} Creature - Bird Soldier Wizard 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) {1}{U}: Target player reveals the top card of his or her library. OD C, 9ED C, 10E C Avenger en-Dal {1}{W} Creature - Human Spellshaper 1/1 {2}{W}, {T}, Discard a card: Exile target attacking creature. Its controller gains life equal to its toughness. NE R Avenger of Zendikar {5}{G}{G} Creature - Elemental 5/5 When Avenger of Zendikar enters the battlefield, put a 0/1 green Plant creature token onto the battlefield for each land you control. Landfall - Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on each Plant creature you control. M, WWK M, C13 M Avenging Angel {3}{W}{W} Creature - Angel 3/3 Flying When Avenging Angel dies, you may put it on top of its owner's library. TE R, TPR U Avenging Arrow {2}{W} Instant Destroy target creature that dealt damage this turn. RTR C Avenging Druid {2}{G} Creature - Human Druid 1/3 Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. If you do, put that card onto the battlefield and put all other cards revealed this way into your graveyard. EX C Avian Changeling {2}{W} Creature - Shapeshifter 2/2 Changeling (This card is every creature type.) Flying LRW C, MMA C Avizoa {3}{U} Creature - Jellyfish 2/2 Flying {0}: Avizoa gets +2/+2 until end of turn. You skip your next untap step. Activate this ability only once each turn. WL R Avoid Fate {G} Instant Counter target instant or Aura spell that targets a permanent you control. LE C, TSB S Awaken the Ancient {1}{R}{R}{R} Enchantment - Aura Enchant Mountain Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land. M14 R Awaken the Bear {2}{G} Instant Target creature gets +3/+3 and gains trample until end of turn. KTK C Awakener Druid {2}{G} Creature - Human Druid 1/1 When Awakener Druid enters the battlefield, target Forest becomes a 4/5 green Treefolk creature for as long as Awakener Druid remains on the battlefield. It's still a land. M10 U, M11 U Awakening {2}{G}{G} Enchantment At the beginning of each upkeep, untap all creatures and lands. ST R Awakening Zone {2}{G} Enchantment At the beginning of your upkeep, you may put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." ROE R, CMD R, PC2 R Awe Strike {W} Instant The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way. MRD C Awe for the Guilds {2}{R} Sorcery Monocolored creatures can't block this turn. DGM C Awesome Presence {U} Enchantment - Aura Enchant creature Enchanted creature can't be blocked unless defending player pays {3} for each creature he or she controls that's blocking it. AL C (x2) Axebane Guardian {2}{G} Creature - Human Druid 0/3 Defender {T}: Add X mana in any combination of colors to your mana pool, where X is the number of creatures with defender you control. RTR C Axebane Stag {6}{G} Creature - Elk 6/7 RTR C Axegrinder Giant {4}{R}{R} Creature - Giant Warrior 6/4 LRW C Axelrod Gunnarson {4}{B}{B}{R}{R} Legendary Creature - Giant 5/5 Trample Whenever a creature dealt damage by Axelrod Gunnarson this turn dies, you gain 1 life and Axelrod deals 1 damage to target player. LE R, CH R, ME3 U Ayesha Tanaka {W}{W}{U}{U} Legendary Creature - Human Artificer 2/2 Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) {T}: Counter target activated ability from an artifact source unless that ability's controller pays {W}. (Mana abilities can't be targeted.) LE R, CH R Aysen Abbey Land {T}: Add {1} to your mana pool. {1}, {T}: Add {W} to your mana pool. {2}, {T}: Add {G} or {U} to your mana pool. HM U Aysen Bureaucrats {1}{W} Creature - Human Advisor 1/1 {T}: Tap target creature with power 2 or less. HM C (x2), 5E C, ME2 C Aysen Crusader {2}{W}{W} Creature - Human Knight 2+*/2+* Aysen Crusader's power and toughness are each equal to 2 plus the number of Soldiers and Warriors you control. HM R, ME2 U Aysen Highway {3}{W}{W}{W} Enchantment White creatures have plainswalk. (They can't be blocked as long as defending player controls a Plains.) HM R Ayumi, the Last Visitor {3}{G}{G} Legendary Creature - Spirit 7/3 Legendary landwalk (This creature can't be blocked as long as defending player controls a legendary land.) SOK R Azami, Lady of Scrolls {2}{U}{U}{U} Legendary Creature - Human Wizard 0/2 Tap an untapped Wizard you control: Draw a card. CHK R, C13 R Azimaet Drake {2}{U} Creature - Drake 1/3 Flying {U}: Azimaet Drake gets +1/+0 until end of turn. Activate this ability only once each turn. MI C Azor's Elocutors {3}{W/U}{W/U} Creature - Human Advisor 3/5 At the beginning of your upkeep, put a filibuster counter on Azor's Elocutors. Then if Azor's Elocutors has five or more filibuster counters on it, you win the game. Whenever a source deals damage to you, remove a filibuster counter from Azor's Elocutors. RTR R Azorius AEthermage {1}{W}{U} Creature - Human Wizard 1/1 Whenever a permanent is returned to your hand, you may pay {1}. If you do, draw a card. DIS U Azorius Arrester {1}{W} Creature - Human Soldier 2/1 When Azorius Arrester enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.) RTR C Azorius Chancery Land Azorius Chancery enters the battlefield tapped. When Azorius Chancery enters the battlefield, return a land you control to its owner's hand. {T}: Add {W}{U} to your mana pool. DIS C, CMD C, DDI C, C13 C, MM2 U Azorius Charm {W}{U} Instant Choose one - • Creatures you control gain lifelink until end of turn. • Draw a card. • Put target attacking or blocking creature on top of its owner's library. RTR U Azorius Cluestone {3} Artifact {T}: Add {W} or {U} to your mana pool. {W}{U}, {T}, Sacrifice Azorius Cluestone: Draw a card. DGM C Azorius First-Wing {W}{U} Creature - Griffin 2/2 Flying, protection from enchantments DIS C Azorius Guildgate Land - Gate Azorius Guildgate enters the battlefield tapped. {T}: Add {W} or {U} to your mana pool. RTR C, DGM C, C13 C Azorius Guildmage {W/U}{W/U} Creature - Vedalken Wizard 2/2 {2}{W}: Tap target creature. {2}{U}: Counter target activated ability. (Mana abilities can't be targeted.) DIS U, CMD U Azorius Herald {2}{W} Creature - Spirit 2/1 Azorius Herald can't be blocked. When Azorius Herald enters the battlefield, you gain 4 life. When Azorius Herald enters the battlefield, sacrifice it unless {U} was spent to cast it. DIS U, C13 U Azorius Justiciar {2}{W}{W} Creature - Human Wizard 2/2 When Azorius Justiciar enters the battlefield, detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.) RTR U Azorius Keyrune {3} Artifact {T}: Add {W} or {U} to your mana pool. {W}{U}: Azorius Keyrune becomes a 2/2 white and blue Bird artifact creature with flying until end of turn. RTR U, C13 U Azorius Ploy {1}{W}{W}{U} Instant Prevent all combat damage target creature would deal this turn. Prevent all combat damage that would be dealt to target creature this turn. DIS U Azorius Signet {2} Artifact {1}, {T}: Add {W}{U} to your mana pool. DIS C, ARC C Azure Drake {3}{U} Creature - Drake 2/4 Flying LE U, CH U, 5E U, BR U, 9ED U, M11 C Azure Mage {1}{U} Creature - Human Wizard 2/1 {3}{U}: Draw a card. M12 U, C14 U Azusa, Lost but Seeking {2}{G} Legendary Creature - Human Monk 1/2 You may play two additional lands on each of your turns. CHK R Back from the Brink {4}{U}{U} Enchantment Exile a creature card from your graveyard and pay its mana cost: Put a token onto the battlefield that's a copy of that card. Activate this ability only any time you could cast a sorcery. ISD R Back to Basics {2}{U} Enchantment Nonbasic lands don't untap during their controllers' untap steps. UZ R Back to Nature {1}{G} Instant Destroy all enchantments. M11 U, M15 U Backdraft {1}{R} Instant Choose a player who cast one or more sorcery spells this turn. Backdraft deals damage to that player equal to half the damage dealt by one of those sorcery spells this turn, rounded down. LE U Backfire {U} Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to you, Backfire deals that much damage to that creature's controller. LE U, 4E U Backlash {1}{B}{R} Instant Tap target untapped creature. That creature deals damage equal to its power to its controller. IN U Backslide {1}{U} Instant Turn target creature with a morph ability face down. Cycling {U} ({U}, Discard this card: Draw a card.) ONS C Backup Plan Conspiracy (Start the game with this conspiracy face up in the command zone.) Draw an additional hand of seven cards as the game begins. Before taking mulligans, shuffle all but one of your hands into your library. CNS R Bad Moon {1}{B} Enchantment Black creatures get +1/+1. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, TSB S, DDD R, C14 R, DD3_GVL R Bad River Land Bad River enters the battlefield tapped. {T}, Sacrifice Bad River: Search your library for an Island or Swamp card and put it onto the battlefield. Then shuffle your library. MI U, VMA U Badlands Land - Swamp Mountain ({T}: Add {B} or {R} to your mana pool.) 1E R, 2E R, 2U R, 3E R, ME2 R, ME4 R, VMA R Baki's Curse {2}{U}{U} Sorcery Baki's Curse deals 2 damage to each creature for each Aura attached to that creature. HM R Baku Altar {2} Artifact Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Baku Altar. {2}, {T}, Remove a ki counter from Baku Altar: Put a 1/1 colorless Spirit creature token onto the battlefield. BOK R Bala Ged Scorpion {3}{B} Creature - Scorpion 2/3 When Bala Ged Scorpion enters the battlefield, you may destroy target creature with power 1 or less. ROE C Bala Ged Thief {3}{B} Creature - Human Rogue Ally 2/2 Whenever Bala Ged Thief or another Ally enters the battlefield under your control, target player reveals a number of cards from his or her hand equal to the number of Allies you control. You choose one of them. That player discards that card. ZEN R Balance {1}{W} Sorcery Each player chooses a number of lands he or she controls equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way. 1E R, 2E R, 2U R, 3E R, 4E R, V09 M, ME4 R, VMA M Balance of Power {3}{U}{U} Sorcery If target opponent has more cards in hand than you, draw cards equal to the difference. PO R, PK R, 8ED R Balancing Act {2}{W}{W} Sorcery Each player chooses a number of permanents he or she controls equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way. OD R Balduvian Barbarians {1}{R}{R} Creature - Human Barbarian 3/2 IA C, 6E C, 7E C, 8ED C, 9ED C Balduvian Bears {1}{G} Creature - Bear 2/2 IA C Balduvian Conjurer {1}{U} Creature - Human Wizard 0/2 {T}: Target snow land becomes a 2/2 creature until end of turn. It's still a land. IA U, ME2 C Balduvian Dead {3}{B} Creature - Zombie 2/3 {2}{R}, Exile a creature card from your graveyard: Put a 3/1 black and red Graveborn creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end step. AL U, ME2 U Balduvian Fallen {3}{B} Creature - Zombie 3/5 Cumulative upkeep {1} (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.) Whenever Balduvian Fallen's cumulative upkeep is paid, it gets +1/+0 until end of turn for each {B} or {R} spent this way. CSP U Balduvian Frostwaker {2}{U} Creature - Human Wizard 1/1 {U}, {T}: Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land. CSP U Balduvian Horde {2}{R}{R} Creature - Human Barbarian 5/5 When Balduvian Horde enters the battlefield, sacrifice it unless you discard a card at random. AL R, 6E R, BD R, MED R Balduvian Hydra {X}{R}{R} Creature - Hydra 0/1 Balduvian Hydra enters the battlefield with X +1/+0 counters on it. Remove a +1/+0 counter from Balduvian Hydra: Prevent the next 1 damage that would be dealt to Balduvian Hydra this turn. {R}{R}{R}: Put a +1/+0 counter on Balduvian Hydra. Activate this ability only during your upkeep. IA R, ME2 R Balduvian Rage {X}{R} Instant Target attacking creature gets +X/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep. CSP U Balduvian Shaman {U} Creature - Human Cleric Shaman 1/1 {T}: Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. That enchantment gains "Cumulative upkeep {1}." (For example, you may change "black creatures can't attack" to "blue creatures can't attack." At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless he or she pays its upkeep cost for each age counter on it.) IA C Balduvian Trading Post Land If Balduvian Trading Post would enter the battlefield, sacrifice an untapped Mountain instead. If you do, put Balduvian Trading Post onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add {1}{R} to your mana pool. {1}, {T}: Balduvian Trading Post deals 1 damage to target attacking creature. AL R, ME2 R Balduvian War-Makers {4}{R} Creature - Human Barbarian 3/3 Haste Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) AL C (x2) Balduvian Warlord {3}{R} Creature - Human Barbarian 3/2 {T}: Remove target blocking creature from combat. Creatures it was blocking that hadn't become blocked by another creature this combat become unblocked, then it blocks an attacking creature of your choice. Activate this ability only during the declare blockers step. CSP U Balefire Dragon {5}{R}{R} Creature - Dragon 6/6 Flying Whenever Balefire Dragon deals combat damage to a player, it deals that much damage to each creature that player controls. ISD M Balefire Liege {2}{R/W}{R/W}{R/W} Creature - Spirit Horror 2/4 Other red creatures you control get +1/+1. Other white creatures you control get +1/+1. Whenever you cast a red spell, Balefire Liege deals 3 damage to target player. Whenever you cast a white spell, you gain 3 life. EVE R, HOP R Baleful Eidolon {1}{B} Enchantment Creature - Spirit 1/1 Bestow {4}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Enchanted creature gets +1/+1 and has deathtouch. THS C Baleful Force {5}{B}{B}{B} Creature - Elemental 7/7 At the beginning of each upkeep, you draw a card and you lose 1 life. C13 R, VMA R Baleful Stare {2}{U} Sorcery Target opponent reveals his or her hand. You draw a card for each Mountain and red card in it. PO U, 7E U, 9ED U Baleful Strix {U}{B} Artifact Creature - Bird 1/1 Flying, deathtouch When Baleful Strix enters the battlefield, draw a card. PC2 U, C13 U, VMA R Ball Lightning {R}{R}{R} Creature - Elemental 6/1 Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) Haste (This creature can attack and {T} as soon as it comes under your control.) At the beginning of the end step, sacrifice Ball Lightning. DK R, 4E R, 5E R, BD R, MED R, M10 R, PD2 R Ballista Squad {3}{W} Creature - Human Rebel 2/2 {X}{W}, {T}: Ballista Squad deals X damage to target attacking or blocking creature. MM U, 9ED U, 10E U Balloon Peddler {2}{U} Creature - Human Spellshaper 2/2 {U}, {T}, Discard a card: Target creature gains flying until end of turn. MM C Ballynock Cohort {2}{W} Creature - Kithkin Soldier 2/2 First strike Ballynock Cohort gets +1/+1 as long as you control another white creature. SHM C Ballynock Trapper {3}{W} Creature - Kithkin Soldier 2/2 {T}: Tap target creature. Whenever you cast a white spell, you may untap Ballynock Trapper. EVE C Ballyrush Banneret {1}{W} Creature - Kithkin Soldier 2/1 Kithkin spells and Soldier spells you cast cost {1} less to cast. MOR C Balm of Restoration {2} Artifact {1}, {T}, Sacrifice Balm of Restoration: Choose one - • You gain 2 life. • Prevent the next 2 damage that would be dealt to target creature or player this turn. FE R Baloth Cage Trap {3}{G}{G} Instant - Trap If an opponent had an artifact enter the battlefield under his or her control this turn, you may pay {1}{G} rather than pay Baloth Cage Trap's mana cost. Put a 4/4 green Beast creature token onto the battlefield. ZEN U Baloth Woodcrasher {4}{G}{G} Creature - Beast 4/4 Landfall - Whenever a land enters the battlefield under your control, Baloth Woodcrasher gets +4/+4 and gains trample until end of turn. ZEN U, CMD U, C13 U Balshan Beguiler {2}{U} Creature - Human Wizard 1/1 Whenever Balshan Beguiler deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard. OD U Balshan Collaborator {3}{U} Creature - Bird Soldier 2/2 Flying {B}: Balshan Collaborator gets +1/+1 until end of turn. TOR U Balshan Griffin {3}{U}{U} Creature - Griffin 3/2 Flying {1}{U}, Discard a card: Return Balshan Griffin to its owner's hand. OD U Balthor the Defiled {2}{B}{B} Legendary Creature - Zombie Dwarf 2/2 Minion creatures get +1/+1. {B}{B}{B}, Exile Balthor the Defiled: Each player returns all black and all red creature cards from his or her graveyard to the battlefield. JUD R Balthor the Stout {1}{R}{R} Legendary Creature - Dwarf Barbarian 2/2 Other Barbarian creatures get +1/+1. {R}: Another target Barbarian creature gets +1/+0 until end of turn. TOR R Balustrade Spy {3}{B} Creature - Vampire Rogue 2/3 Flying When Balustrade Spy enters the battlefield, target player reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard. GTC C Bamboozle {2}{U} Sorcery Target player reveals the top four cards of his or her library. You choose two of those cards and put them into his or her graveyard. Put the rest on top of his or her library in any order. OD U Bandage {W} Instant Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card. ST C, 10E C, TPR C Bane Alley Blackguard {1}{B} Creature - Human Rogue 1/3 DGM C Bane Alley Broker {1}{U}{B} Creature - Human Rogue 0/3 {T}: Draw a card, then exile a card from your hand face down. You may look at cards exiled with Bane Alley Broker. {U}{B}, {T}: Return a card exiled with Bane Alley Broker to its owner's hand. GTC U Bane of Bala Ged {7} Creature - Eldrazi 7/5 Whenever Bane of Bala Ged attacks, defending player exiles two permanents he or she controls. U Bane of Progress {4}{G}{G} Creature - Elemental 2/2 When Bane of Progress enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter on Bane of Progress for each permanent destroyed this way. C13 R Bane of the Living {2}{B}{B} Creature - Insect 4/3 Morph {X}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Bane of the Living is turned face up, all creatures get -X/-X until end of turn. LGN R Banefire {X}{R} Sorcery Banefire deals X damage to target creature or player. If X is 5 or more, Banefire can't be countered by spells or abilities and the damage can't be prevented. CON R, DDN R, MM2 R Baneful Omen {4}{B}{B}{B} Enchantment At the beginning of your end step, you may reveal the top card of your library. If you do, each opponent loses life equal to that card's converted mana cost. ROE R Baneslayer Angel {3}{W}{W} Creature - Angel 5/5 Flying, first strike, lifelink, protection from Demons and from Dragons M, M10 M, M11 M Banewasp Affliction {1}{B} Enchantment - Aura Enchant creature When enchanted creature dies, that creature's controller loses life equal to its toughness. ALA C Banisher Priest {1}{W}{W} Creature - Human Cleric 2/2 When Banisher Priest enters the battlefield, exile target creature an opponent controls until Banisher Priest leaves the battlefield. (That creature returns under its owner's control.) M14 U, DDO U Banishing Knack {U} Instant Until end of turn, target creature gains "{T}: Return target nonland permanent to its owner's hand." EVE C Banishing Light {2}{W} Enchantment When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield. (That permanent returns under its owner's control.) JOU U Banishing Stroke {5}{W} Instant Put target artifact, creature, or enchantment on the bottom of its owner's library. Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) AVR U Banishment Decree {3}{W}{W} Instant Put target artifact, creature, or enchantment on top of its owner's library. MBS C Banners Raised {R} Instant Creatures you control get +1/+0 until end of turn. AVR C Banshee {2}{B}{B} Creature - Spirit 0/1 {X}, {T}: Banshee deals half X damage, rounded down, to target creature or player, and half X damage, rounded up, to you. DK U, CH U, ME3 U Banshee's Blade {2} Artifact - Equipment Equipped creature gets +1/+1 for each charge counter on Banshee's Blade. Whenever equipped creature deals combat damage, put a charge counter on Banshee's Blade. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) MRD U Bant Plane - Alara All creatures have exalted. (Whenever a creature attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents its controller controls.) Whenever you roll CHAOS, put a divinity counter on target green, white, or blue creature. That creature has indestructible for as long as it has a divinity counter on it. HOP C Bant Battlemage {2}{W} Creature - Human Wizard 2/2 {G}, {T}: Target creature gains trample until end of turn. {U}, {T}: Target creature gains flying until end of turn. ALA U Bant Charm {G}{W}{U} Instant Choose one - • Destroy target artifact. • Put target creature on the bottom of its owner's library. • Counter target instant spell. ALA U Bant Panorama Land {T}: Add {1} to your mana pool. {1}, {T}, Sacrifice Bant Panorama: Search your library for a basic Forest, Plains, or Island card and put it onto the battlefield tapped. Then shuffle your library. ALA C, C13 C Bant Sojourners {1}{G}{W}{U} Creature - Human Soldier 2/4 When you cycle Bant Sojourners or it dies, you may put a 1/1 white Soldier creature token onto the battlefield. Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.) ARB C Bant Sureblade {G/U}{W} Creature - Human Soldier 2/1 As long as you control another multicolored permanent, Bant Sureblade gets +1/+1 and has first strike. ARB C Bar the Door {2}{W} Instant Creatures you control get +0/+4 until end of turn. DKA C Barbarian Bully {2}{R} Creature - Human Barbarian 2/2 Discard a card at random: Barbarian Bully gets +2/+2 until end of turn unless a player has Barbarian Bully deal 4 damage to him or her. Activate this ability only once each turn. JUD C Barbarian General {4}{R} Creature - Human Barbarian Soldier 3/2 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK U Barbarian Guides {2}{R} Creature - Human Barbarian 1/2 {2}{R}, {T}: Choose a land type. Target creature you control gains snow landwalk of the chosen type until end of turn. Return that creature to its owner's hand at the beginning of the next end step. (It can't be blocked as long as defending player controls a snow land of that type.) IA C Barbarian Horde {3}{R} Creature - Human Barbarian Soldier 3/3 PK C Barbarian Lunatic {2}{R} Creature - Human Barbarian 2/1 {2}{R}, Sacrifice Barbarian Lunatic: Barbarian Lunatic deals 2 damage to target creature. OD C Barbarian Outcast {1}{R} Creature - Human Barbarian Beast 2/2 When you control no Swamps, sacrifice Barbarian Outcast. TOR C Barbarian Riftcutter {4}{R} Creature - Human Barbarian 3/3 {R}, Sacrifice Barbarian Riftcutter: Destroy target land. RAV C Barbarian Ring Land {T}: Add {R} to your mana pool. Barbarian Ring deals 1 damage to you. Threshold - {R}, {T}, Sacrifice Barbarian Ring: Barbarian Ring deals 2 damage to target creature or player. Activate this ability only if seven or more cards are in your graveyard. OD U, PD2 U Barbary Apes {1}{G} Creature - Ape 2/2 LE C Barbed Battlegear {3} Artifact - Equipment Equipped creature gets +4/-1. Equip {2} SOM U Barbed Field {2}{R}{R} Enchantment - Aura Enchant land Enchanted land has "{T}: This land deals 1 damage to target creature or player." PR U Barbed Foliage {2}{G}{G} Enchantment Whenever a creature attacks you, it loses flanking until end of turn. Whenever a creature without flying attacks you, Barbed Foliage deals 1 damage to it. MI U Barbed Lightning {2}{R} Instant Choose one - • Barbed Lightning deals 3 damage to target creature. • Barbed Lightning deals 3 damage to target player. Entwine {2} (Choose both if you pay the entwine cost.) DST C Barbed Sextant {1} Artifact {1}, {T}, Sacrifice Barbed Sextant: Add one mana of any color to your mana pool. Draw a card at the beginning of the next turn's upkeep. IA C, 5E C, ME2 C Barbed Shocker {3}{R} Creature - Insect 2/2 Trample, haste Whenever Barbed Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards. TSP U, CNS U Barbed Sliver {2}{R} Creature - Sliver 2/2 All Sliver creatures have "{2}: This creature gets +1/+0 until end of turn." TE U, H09 U, TPR C Barbed Wire {3} Artifact At the beginning of each player's upkeep, Barbed Wire deals 1 damage to that player. {2}: Prevent the next 1 damage that would be dealt by Barbed Wire this turn. MM U Barbed-Back Wurm {4}{B} Creature - Wurm 4/3 {B}: Target green creature blocking Barbed-Back Wurm gets -1/-1 until end of turn. MI U Barbtooth Wurm {5}{G} Creature - Wurm 6/4 P2 C, P3 C Bargain {2}{W} Sorcery Target opponent draws a card. You gain 7 life. P2 U, P3 U Bargaining Table {5} Artifact {X}, {T}: Draw a card. X is the number of cards in an opponent's hand. MM R Barishi {2}{G}{G} Creature - Elemental 4/3 When Barishi dies, exile Barishi, then shuffle all creature cards from your graveyard into your library. WL U Barkhide Mauler {4}{G} Creature - Beast 4/4 Cycling {2} ({2}, Discard this card: Draw a card.) ONS C Barkshell Blessing {G/W} Instant Target creature gets +2/+2 until end of turn. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.) SHM C Barktooth Warbeard {4}{B}{R}{R} Legendary Creature - Human Warrior 6/5 LE U, ME3 C Barl's Cage {4} Artifact {3}: Target creature doesn't untap during its controller's next untap step. DK R, CH R, 5E R, ME3 R Baron Sengir {5}{B}{B}{B} Legendary Creature - Vampire 5/5 Flying Whenever a creature dealt damage by Baron Sengir this turn dies, put a +2/+2 counter on Baron Sengir. {T}: Regenerate another target Vampire. HM R, MED R Barony Vampire {2}{B} Creature - Vampire 3/2 M11 C Barrage Ogre {3}{R}{R} Creature - Ogre Warrior 3/3 {T}, Sacrifice an artifact: Barrage Ogre deals 2 damage to target creature or player. SOM U Barrage Tyrant {4}{R} Creature - Eldrazi 5/3 Devoid (This card has no color.) {2}{R}, Sacrifice another colorless creature: Barrage Tyrant deals damage equal to the sacrificed creature's power to target creature or player. R Barrage of Boulders {2}{R} Sorcery Barrage of Boulders deals 1 damage to each creature you don't control. Ferocious - If you control a creature with power 4 or greater, creatures can't block this turn. KTK C Barrage of Expendables {R} Enchantment {R}, Sacrifice a creature: Barrage of Expendables deals 1 damage to target creature or player. M14 U Barrel Down Sokenzan {2}{R} Instant - Arcane Sweep - Return any number of Mountains you control to their owner's hand. Barrel Down Sokenzan deals damage to target creature equal to twice the number of Mountains returned this way. SOK C Barreling Attack {2}{R}{R} Instant Target creature gains trample until end of turn. When that creature becomes blocked this turn, it gets +1/+1 until end of turn for each creature blocking it. MI R Barren Glory {4}{W}{W} Enchantment At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game. FUT R Barren Moor Land Barren Moor enters the battlefield tapped. {T}: Add {B} to your mana pool. Cycling {B} ({B}, Discard this card: Draw a card.) ONS C, DDC C, ARC C, CMD C, DDJ C, C13 C, VMA C, C14 C, DD3_DVD C Barrenton Cragtreads {2}{W/U}{W/U} Creature - Kithkin Scout 3/3 Barrenton Cragtreads can't be blocked by red creatures. SHM C Barrenton Medic {4}{W} Creature - Kithkin Cleric 0/4 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Put a -1/-1 counter on Barrenton Medic: Untap Barrenton Medic. SHM C Barrin Vanguard Hand +0, life +6 Sacrifice a permanent: Return target creature to its owner's hand. VAN S Barrin's Codex {4} Artifact At the beginning of your upkeep, you may put a page counter on Barrin's Codex. {4}, {T}, Sacrifice Barrin's Codex: Draw X cards, where X is the number of page counters on Barrin's Codex. UZ R Barrin's Spite {2}{U}{B} Sorcery Choose two target creatures controlled by the same player. Their controller chooses and sacrifices one of them. Return the other to its owner's hand. IN R Barrin's Unmaking {1}{U} Instant Return target permanent to its owner's hand if that permanent shares a color with the most common color among all permanents or a color tied for most common. IN C Barrin, Master Wizard {1}{U}{U} Legendary Creature - Human Wizard 1/1 {2}, Sacrifice a permanent: Return target creature to its owner's hand. UZ R Barrow Ghoul {1}{B} Creature - Zombie 4/4 At the beginning of your upkeep, sacrifice Barrow Ghoul unless you exile the top creature card of your graveyard. WL C Bartel Runeaxe {3}{B}{R}{G} Legendary Creature - Giant Warrior 6/5 Vigilance Bartel Runeaxe can't be the target of Aura spells. LE R, ME3 U Barter in Blood {2}{B}{B} Sorcery Each player sacrifices two creatures. MRD U, DDC U, AVR U, DD3_DVD U Baru, Fist of Krosa {3}{G}{G} Legendary Creature - Human Druid 4/4 Whenever a Forest enters the battlefield, green creatures you control get +1/+1 and gain trample until end of turn. Grandeur - Discard another card named Baru, Fist of Krosa: Put an X/X green Wurm creature token onto the battlefield, where X is the number of lands you control. FUT R Basal Sliver {2}{B} Creature - Sliver 2/2 All Slivers have "Sacrifice this permanent: Add {B}{B} to your mana pool." TSP C Basal Thrull {B}{B} Creature - Thrull 1/2 {T}, Sacrifice Basal Thrull: Add {B}{B} to your mana pool. FE C (x4), MED C Basalt Gargoyle {2}{R} Creature - Gargoyle 3/2 Flying Echo {2}{R} (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.) {R}: Basalt Gargoyle gets +0/+1 until end of turn. TSP U Basalt Golem {5} Artifact Creature - Golem 2/4 Basalt Golem can't be blocked by artifact creatures. Whenever Basalt Golem becomes blocked by a creature, that creature's controller sacrifices it at end of combat. If the player does, he or she puts a 0/2 colorless Wall artifact creature token with defender onto the battlefield. MI U Basalt Monolith {3} Artifact Basalt Monolith doesn't untap during your untap step. {T}: Add {3} to your mana pool. {3}: Untap Basalt Monolith. 1E U, 2E U, 2U U, 3E U, ME4 U, C13 U Basandra, Battle Seraph {3}{R}{W} Legendary Creature - Angel 4/4 Flying Players can't cast spells during combat. {R}: Target creature attacks this turn if able. CMD R, CNS R, VMA R Bash to Bits {3}{R} Instant Destroy target artifact. Flashback {4}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD U Basilica Guards {2}{W} Creature - Human Soldier 1/4 Defender Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) GTC C Basilica Screecher {1}{B} Creature - Bat 1/2 Flying Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) GTC C Basilisk Collar {1} Artifact - Equipment Equipped creature has deathtouch and lifelink. Equip {2} WWK R Basking Rootwalla {G} Creature - Lizard 1/1 {1}{G}: Basking Rootwalla gets +2/+2 until end of turn. Activate this ability only once each turn. Madness {0} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TOR C, DDD C, VMA C, DD3_GVL C Bassara Tower Archer {G}{G} Creature - Human Archer 2/1 Hexproof, reach JOU U Bathe in Dragonfire {2}{R} Sorcery Bathe in Dragonfire deals 4 damage to target creature. FRF C Bathe in Light {1}{W} Instant Radiance - Choose a color. Target creature and each other creature that shares a color with it gain protection from the chosen color until end of turn. RAV U, CMD U Baton of Courage {3} Artifact Flash Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.) Remove a charge counter from Baton of Courage: Target creature gets +1/+1 until end of turn. 5DN C Baton of Morale {2} Artifact {2}: Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) IA U Battered Golem {3} Artifact Creature - Golem 3/2 Battered Golem doesn't untap during your untap step. Whenever an artifact enters the battlefield, you may untap Battered Golem. 5DN C Batterhorn {4}{R} Creature - Beast 4/3 When Batterhorn enters the battlefield, you may destroy target artifact. RTR C Battering Craghorn {2}{R}{R} Creature - Goat Beast 3/1 First strike Morph {1}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C, ARC C Battering Krasis {2}{G} Creature - Fish Beast 2/1 Trample Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) DGM C Battering Ram {2} Artifact Creature - Construct 1/1 At the beginning of combat on your turn, Battering Ram gains banding until end of combat. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's blocking.) Whenever Battering Ram becomes blocked by a Wall, destroy that Wall at end of combat. AQ C, 4E C, 5E C Battering Sliver {5}{R} Creature - Sliver 4/4 All Sliver creatures have trample. PLC C Battering Wurm {6}{G} Creature - Wurm 4/3 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) Creatures with power less than Battering Wurm's power can't block it. GPT U Batterskull {5} Artifact - Equipment Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.) Equipped creature gets +4/+4 and has vigilance and lifelink. {3}: Return Batterskull to its owner's hand. Equip {5} NPH M Battle Brawler {1}{B} Creature - Orc Warrior 2/2 As long as you control a red or white permanent, Battle Brawler gets +1/+0 and has first strike. FRF U Battle Cry {2}{W} Instant Untap all white creatures you control. Whenever a creature blocks this turn, it gets +0/+1 until end of turn. IA U Battle Frenzy {2}{R} Instant Green creatures you control get +1/+1 until end of turn. Nongreen creatures you control get +1/+0 until end of turn. IA C Battle Hurda {4}{W} Creature - Giant 3/3 First strike WWK C Battle Hymn {1}{R} Instant Add {R} to your mana pool for each creature you control. AVR C Battle Mastery {2}{W} Enchantment - Aura Enchant creature Enchanted creature has double strike. (It deals both first-strike and regular combat damage.) LRW U, DDL U, M15 U, DTK U Battle Rampart {2}{R} Creature - Wall 1/3 Defender {T}: Target creature gains haste until end of turn. MM C, ROE C Battle Screech {2}{W}{W} Sorcery Put two 1/1 white Bird creature tokens with flying onto the battlefield. Flashback-Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD U, VMA C Battle Sliver {4}{R} Creature - Sliver 3/3 Sliver creatures you control get +2/+0. M14 U Battle Squadron {3}{R}{R} Creature - Goblin */* Flying Battle Squadron's power and toughness are each equal to the number of creatures you control. MM R Battle Strain {1}{R} Enchantment Whenever a creature blocks, Battle Strain deals 1 damage to that creature's controller. OD U Battle of Wits {3}{U}{U} Enchantment At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game. OD R, 9ED R, M13 R Battle-Mad Ronin {1}{R} Creature - Human Samurai 1/1 Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) Battle-Mad Ronin attacks each turn if able. CHK C Battle-Rattle Shaman {3}{R} Creature - Goblin Shaman 2/2 At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn. ROE C Battlefield Forge Land {T}: Add {1} to your mana pool. {T}: Add {R} or {W} to your mana pool. Battlefield Forge deals 1 damage to you. AP R, 9ED R, 10E R, M15 R, ORI R Battlefield Medic {1}{W} Creature - Human Cleric 1/1 {T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics on the battlefield. ONS C Battlefield Percher {3}{B}{B} Creature - Bird 2/2 Flying Battlefield Percher can block only creatures with flying. {1}{B}: Battlefield Percher gets +1/+1 until end of turn. NE U Battlefield Scrounger {3}{G}{G} Creature - Centaur 3/3 Threshold - Put three cards from your graveyard on the bottom of your library: Battlefield Scrounger gets +3/+3 until end of turn. Activate this ability only once each turn, and only if seven or more cards are in your graveyard. JUD C Battlefield Thaumaturge {1}{U} Creature - Human Wizard 2/1 Each instant and sorcery spell you cast costs {1} less to cast for each creature it targets. Heroic - Whenever you cast a spell that targets Battlefield Thaumaturge, Battlefield Thaumaturge gains hexproof until end of turn. JOU R Battleflight Eagle {4}{W} Creature - Bird 2/2 Flying When Battleflight Eagle enters the battlefield, target creature gets +2/+2 and gains flying until end of turn. M13 C Battlefront Krushok {4}{G} Creature - Beast 3/4 Battlefront Krushok can't be blocked by more than one creature. Each creature you control with a +1/+1 counter on it can't be blocked by more than one creature. FRF U Battlegate Mimic {1}{R/W} Creature - Shapeshifter 2/1 Whenever you cast a spell that's both red and white, Battlegate Mimic has base power and toughness 4/2 until end of turn and gains first strike until end of turn. EVE C, HOP C Battlegrace Angel {3}{W}{W} Creature - Angel 4/4 Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, it gains lifelink until end of turn. ALA R, MM2 R Battleground Geist {4}{U} Creature - Spirit 3/3 Flying Other Spirit creatures you control get +1/+0. ISD U Battlegrowth {G} Instant Put a +1/+1 counter on target creature. MRD C Battletide Alchemist {3}{W}{W} Creature - Kithkin Cleric 3/4 If a source would deal damage to a player, you may prevent X of that damage, where X is the number of Clerics you control. MOR R Battlewand Oak {2}{G} Creature - Treefolk Warrior 1/3 Whenever a Forest enters the battlefield under your control, Battlewand Oak gets +2/+2 until end of turn. Whenever you cast a Treefolk spell, Battlewand Oak gets +2/+2 until end of turn. LRW C Battlewise Aven {3}{W} Creature - Bird Soldier 2/2 Flying Threshold - As long as seven or more cards are in your graveyard, Battlewise Aven gets +1/+1 and has first strike. JUD C Battlewise Hoplite {W}{U} Creature - Human Soldier 2/2 Heroic - Whenever you cast a spell that targets Battlewise Hoplite, put a +1/+1 counter on Battlewise Hoplite, then scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) THS U Battlewise Valor {1}{W} Instant Target creature gets +2/+2 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.) THS C Batwing Brume {1}{W/B} Instant Prevent all combat damage that would be dealt this turn if {W} was spent to cast Batwing Brume. Each player loses 1 life for each attacking creature he or she controls if {B} was spent to cast Batwing Brume. (Do both if {W}{B} was spent.) EVE U, ARC U Bay Falcon {1}{U} Creature - Bird 1/1 Flying, vigilance MI C Bayou Land - Swamp Forest ({T}: Add {B} or {G} to your mana pool.) 1E R, 2E R, 2U R, 3E R, ME3 R, ME4 R, VMA R Bayou Dragonfly {1}{G} Creature - Insect 1/1 Flying, swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) TE C Bazaar Krovod {4}{W} Creature - Beast 2/5 Whenever Bazaar Krovod attacks, another target attacking creature gets +0/+2 until end of turn. Untap that creature. RTR U Bazaar Trader {1}{R} Creature - Goblin 1/1 {T}: Target player gains control of target artifact, creature, or land you control. WWK R Bazaar of Baghdad Land {T}: Draw two cards, then discard three cards. AN U, ME3 R, VMA M Bazaar of Wonders {3}{U}{U} World Enchantment When Bazaar of Wonders enters the battlefield, exile all cards from all graveyards. Whenever a player casts a spell, counter it if a card with the same name is in a graveyard or a nontoken permanent with the same name is on the battlefield. MI R Beacon Behemoth {3}{G}{G} Creature - Beast 5/3 {1}: Target creature with power 5 or greater gains vigilance until end of turn. CON C Beacon Hawk {1}{W} Creature - Bird 1/1 Flying Whenever Beacon Hawk deals combat damage to a player, you may untap target creature. {W}: Beacon Hawk gets +0/+1 until end of turn. DIS C Beacon of Creation {3}{G} Sorcery Put a 1/1 green Insect creature token onto the battlefield for each Forest you control. Shuffle Beacon of Creation into its owner's library. 5DN R Beacon of Destiny {1}{W} Creature - Human Cleric 1/3 {T}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to Beacon of Destiny instead. LGN R Beacon of Destruction {3}{R}{R} Instant Beacon of Destruction deals 5 damage to target creature or player. Shuffle Beacon of Destruction into its owner's library. 5DN R, 10E R Beacon of Immortality {5}{W} Instant Double target player's life total. Shuffle Beacon of Immortality into its owner's library. 5DN R, 10E R Beacon of Tomorrows {6}{U}{U} Sorcery Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library. 5DN R Beacon of Unrest {3}{B}{B} Sorcery Put target artifact or creature card from a graveyard onto the battlefield under your control. Shuffle Beacon of Unrest into its owner's library. 5DN R, 10E R, HOP R, ARC R Bear Cub {1}{G} Creature - Bear 2/2 P2 C Bear Umbra {2}{G}{G} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control." Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) ROE R Bear's Companion {2}{G}{U}{R} Creature - Human Warrior 2/2 When Bear's Companion enters the battlefield, put a 4/4 green Bear creature token onto the battlefield. KTK U Bearer of the Heavens {7}{R} Creature - Giant 10/10 When Bearer of the Heavens dies, destroy all permanents at the beginning of the next end step. JOU R Bearscape {1}{G}{G} Enchantment {1}{G}, Exile two cards from your graveyard: Put a 2/2 green Bear creature token onto the battlefield. OD R Beast Attack {2}{G}{G}{G} Instant Put a 4/4 green Beast creature token onto the battlefield. Flashback {2}{G}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD U, DDD U, DD3_GVL U Beast Hunt {3}{G} Sorcery Reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard. HOP C, ZEN C Beast Walkers {1}{W}{W} Creature - Human Beast Soldier 2/2 {G}: Beast Walkers gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) HM R Beast Within {2}{G} Instant Destroy target permanent. Its controller puts a 3/3 green Beast creature token onto the battlefield. NPH U, PC2 U, DDL U Beast of Burden {6} Artifact Creature - Golem */* Beast of Burden's power and toughness are each equal to the number of creatures on the battlefield. PPR R, GU R, 7E R, 8ED R, 9ED R Beastbreaker of Bala Ged {1}{G} Creature - Human Warrior 2/2 Level up {2}{G} ({2}{G}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 4/4 LEVEL 4+ 6/6 Trample U, ROE U Beastcaller Savant {1}{G} Creature - Elf Shaman Ally 1/1 Haste {T}: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell. R Beastmaster Ascension {2}{G} Enchantment Whenever a creature you control attacks, you may put a quest counter on Beastmaster Ascension. As long as Beastmaster Ascension has seven or more quest counters on it, creatures you control get +5/+5. ZEN R, C14 R Beastmaster's Magemark {2}{G} Enchantment - Aura Enchant creature Creatures you control that are enchanted get +1/+1. Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. GPT C Beasts of Bogardan {4}{R} Creature - Beast 3/3 Protection from red Beasts of Bogardan gets +1/+1 as long as an opponent controls a nontoken white permanent. LE U, CH U Beck {G}{U} Sorcery Whenever a creature enters the battlefield this turn, you may draw a card. Fuse (You may cast one or both halves of this card from your hand.) ---- Call {4}{W}{U} Sorcery Put four 1/1 white Bird creature tokens with flying onto the battlefield. Fuse (You may cast one or both halves of this card from your hand.) DGM R Beckon Apparition {W/B} Instant Exile target card from a graveyard. Put a 1/1 white and black Spirit creature token with flying onto the battlefield. EVE C, GTC C Become Immense {5}{G} Instant Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Target creature gets +6/+6 until end of turn. KTK U Bedlam {2}{R}{R} Enchantment Creatures can't block. UZ R, 7E R Bee Sting {3}{G} Sorcery Bee Sting deals 2 damage to target creature or player. PO U, P2 U, ME4 U Beetleback Chief {2}{R}{R} Creature - Goblin Warrior 2/2 When Beetleback Chief enters the battlefield, put two 1/1 red Goblin creature tokens onto the battlefield. PC2 U, VMA C, DDN U, C14 U Beetleform Mage {1}{G}{U} Creature - Human Insect Wizard 2/2 {G}{U}: Beetleform Mage gets +2/+2 and gains flying until end of turn. Activate this ability only once each turn. DGM C Befoul {2}{B}{B} Sorcery Destroy target land or nonblack creature. It can't be regenerated. UZ C, 7E U, CHK C Beguiler of Wills {3}{U}{U} Creature - Human Wizard 1/1 {T}: Gain control of target creature with power less than or equal to the number of creatures you control. DKA M Behemoth Sledge {1}{G}{W} Artifact - Equipment Equipped creature gets +2/+2 and has lifelink and trample. Equip {3} ARB U, DDH U, C13 U Behemoth's Herald {G} Creature - Elf Shaman 1/1 {2}{G}, {T}, Sacrifice a red creature, a green creature, and a white creature: Search your library for a card named Godsire and put it onto the battlefield. Then shuffle your library. ALA U Behold the Power of Destruction Scheme When you set this scheme in motion, destroy all nonland permanents target opponent controls. ARC C Belbe's Armor {3} Artifact {X}, {T}: Target creature gets -X/+X until end of turn. NE U Belbe's Percher {2}{B} Creature - Bird 2/2 Flying Belbe's Percher can block only creatures with flying. NE C Belbe's Portal {5} Artifact As Belbe's Portal enters the battlefield, choose a creature type. {3}, {T}: You may put a creature card of the chosen type from your hand onto the battlefield. NE R Belfry Spirit {3}{W}{W} Creature - Spirit 1/1 Flying Haunt (When this creature dies, exile it haunting target creature.) When Belfry Spirit enters the battlefield or the creature it haunts dies, put two 1/1 black Bat creature tokens with flying onto the battlefield. GPT U Belligerent Hatchling {3}{R/W} Creature - Elemental 6/6 First strike Belligerent Hatchling enters the battlefield with four -1/-1 counters on it. Whenever you cast a red spell, remove a -1/-1 counter from Belligerent Hatchling. Whenever you cast a white spell, remove a -1/-1 counter from Belligerent Hatchling. EVE U Belligerent Sliver {2}{R} Creature - Sliver 2/2 Sliver creatures you control have menace. (They can't be blocked except by two or more creatures.) M15 U Belligerent Whiptail {3}{R} Creature - Wurm 4/2 Landfall - Whenever a land enters the battlefield under your control, Belligerent Whiptail gains first strike until end of turn. C Bellowing Fiend {4}{B} Creature - Spirit 3/3 Flying Whenever Bellowing Fiend deals damage to a creature, Bellowing Fiend deals 3 damage to that creature's controller and 3 damage to you. TE R, 7E R Bellowing Saddlebrute {3}{B} Creature - Orc Warrior 4/5 Raid - When Bellowing Saddlebrute enters the battlefield, you lose 4 life unless you attacked with a creature this turn. KTK U Bellowing Tanglewurm {3}{G}{G} Creature - Wurm 4/4 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Other green creatures you control have intimidate. SOM U Bellows Lizard {R} Creature - Lizard 1/1 {1}{R}: Bellows Lizard gets +1/+0 until end of turn. RTR C, ORI C Belltoll Dragon {5}{U} Creature - Dragon 3/3 Flying, hexproof Megamorph {5}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Belltoll Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control. DTK U Belltower Sphinx {4}{U} Creature - Sphinx 2/5 Flying Whenever a source deals damage to Belltower Sphinx, that source's controller puts that many cards from the top of his or her library into his or her graveyard. RAV U, M12 U Beloved Chaplain {1}{W} Creature - Human Cleric 1/1 Protection from creatures OD U Ben-Ben, Akki Hermit {2}{R}{R} Legendary Creature - Goblin Shaman 1/1 {T}: Ben-Ben, Akki Hermit deals damage to target attacking creature equal to the number of untapped Mountains you control. CHK R Benalish Cavalry {1}{W} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) TSP C Benalish Commander {3}{W} Creature - Human Soldier */* Benalish Commander's power and toughness are each equal to the number of Soldiers you control. Suspend X- {X}{W}{W}. X can't be 0. (Rather than cast this card from your hand, you may pay {X}{W}{W} and exile it with X 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. It has haste.) Whenever a time counter is removed from Benalish Commander while it's exiled, put a 1/1 white Soldier creature token onto the battlefield. PLC R Benalish Emissary {2}{W} Creature - Human Wizard 1/4 Kicker {1}{G} (You may pay an additional {1}{G} as you cast this spell.) When Benalish Emissary enters the battlefield, if it was kicked, destroy target land. IN U Benalish Heralds {3}{W} Creature - Human Soldier 2/4 {3}{U}, {T}: Draw a card. IN U Benalish Hero {W} Creature - Human Soldier 1/1 Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, MED C Benalish Infantry {2}{W} Creature - Human Soldier 1/3 Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) WL C Benalish Knight {2}{W} Creature - Human Knight 2/2 Flash (You may cast this spell any time you could cast an instant.) First strike (This creature deals combat damage before creatures without first strike.) WL C, 10E C Benalish Lancer {2}{W} Creature - Human Knight 2/2 Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) If Benalish Lancer was kicked, it enters the battlefield with two +1/+1 counters on it and with first strike. IN C, DDG C Benalish Missionary {W} Creature - Human Cleric 1/1 {1}{W}, {T}: Prevent all combat damage that would be dealt by target blocked creature this turn. WL C Benalish Trapper {1}{W} Creature - Human Soldier 1/2 {W}, {T}: Tap target creature. IN C, VMA C Benalish Veteran {2}{W} Creature - Human Soldier 2/2 Whenever Benalish Veteran attacks, it gets +1/+1 until end of turn. M12 C Bend or Break {3}{R} Sorcery Each player separates all nontoken lands he or she controls into two piles. For each player, one of his or her piles is chosen by one of his or her opponents of his or her choice. Destroy all lands in the chosen piles. Tap all lands in the other piles. IN R Benediction of Moons {W} Sorcery You gain 1 life for each player. Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.) When the creature Benediction of Moons haunts dies, you gain 1 life for each player. GPT C Benevolent Ancestor {2}{W} Creature - Spirit 0/4 Defender (This creature can't attack.) {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. RAV C Benevolent Bodyguard {W} Creature - Human Cleric 1/1 Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn. JUD C, VMA C Benevolent Offering {3}{W} Instant Choose an opponent. You and that player each put three 1/1 white Spirit creature tokens with flying onto the battlefield. Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature he or she controls. C14 R Benevolent Unicorn {1}{W} Creature - Unicorn 1/2 If a spell would deal damage to a creature or player, it deals that much damage minus 1 to that creature or player instead. MI C Benthic Behemoth {5}{U}{U}{U} Creature - Serpent 7/6 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) TE R, 7E R Benthic Djinn {2}{U}{B} Creature - Djinn 5/3 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) At the beginning of your upkeep, you lose 2 life. MI R Benthic Explorers {3}{U} Creature - Merfolk Scout 2/4 {T}, Untap a tapped land an opponent controls: Add one mana of any type that land could produce to your mana pool. AL C (x2), ME3 C Benthic Giant {5}{U} Creature - Giant 4/5 Hexproof (This creature can't be the target of spells or abilities your opponents control.) THS C Benthic Infiltrator {2}{U} Creature - Eldrazi Drone 1/4 Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.) Benthic Infiltrator can't be blocked. C Benthicore {6}{U} Creature - Elemental 5/5 When Benthicore enters the battlefield, put two 1/1 blue Merfolk Wizard creature tokens onto the battlefield. Tap two untapped Merfolk you control: Untap Benthicore. It gains shroud until end of turn. (It can't be the target of spells or abilities.) LRW U Bequeathal {G} Enchantment - Aura Enchant creature When enchanted creature dies, you draw two cards. EX C Bereavement {1}{B} Enchantment Whenever a green creature dies, its controller discards a card. UZ U, 7E U Berserk {G} Instant Cast Berserk only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn. 1E U, 2E U, 2U U, MED R, V09 M, VMA R Berserk Murlodont {4}{G} Creature - Beast 3/3 Whenever a Beast becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. LGN C Berserkers of Blood Ridge {4}{R} Creature - Human Berserker 4/4 Berserkers of Blood Ridge attacks each turn if able. M10 C, M11 C Berserkers' Onslaught {3}{R}{R} Enchantment Attacking creatures you control have double strike. DTK R Beseech the Queen {2/B}{2/B}{2/B} Sorcery ({2/B} can be paid with any two mana or with {B}. This card's converted mana cost is 6.) Search your library for a card with converted mana cost less than or equal to the number of lands you control, reveal it, and put it into your hand. Then shuffle your library. SHM U, HOP U Bestial Fury {2}{R} Enchantment - Aura Enchant creature When Bestial Fury enters the battlefield, draw a card at the beginning of the next turn's upkeep. Whenever enchanted creature becomes blocked, it gets +4/+0 and gains trample until end of turn. AL C (x2), MED C Bestial Menace {3}{G}{G} Sorcery Put a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token onto the battlefield. WWK U, CMD U, MM2 U Betrayal {U} Enchantment - Aura Enchant creature an opponent controls Whenever enchanted creature becomes tapped, you draw a card. VI C Betrayal of Flesh {5}{B} Instant Choose one - • Destroy target creature. • Return target creature card from your graveyard to the battlefield. Entwine-Sacrifice three lands. (Choose both if you pay the entwine cost.) MRD U Betrothed of Fire {1}{R} Enchantment - Aura Enchant creature Sacrifice an untapped creature: Enchanted creature gets +2/+0 until end of turn. Sacrifice enchanted creature: Creatures you control get +2/+0 until end of turn. WL C Bewilder {2}{U} Instant Target creature gets -3/-0 until end of turn. Draw a card. TSP C Bident of Thassa {2}{U}{U} Legendary Enchantment Artifact Whenever a creature you control deals combat damage to a player, you may draw a card. {1}{U}, {T}: Creatures your opponents control attack this turn if able. THS R Bifurcate {3}{G} Sorcery Search your library for a permanent card with the same name as target nontoken creature and put that card onto the battlefield. Then shuffle your library. MM R Big Game Hunter {1}{B}{B} Creature - Human Rebel Assassin 1/1 When Big Game Hunter enters the battlefield, destroy target creature with power 4 or greater. It can't be regenerated. Madness {B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) PLC U Bile Blight {B}{B} Instant Target creature and all other creatures with the same name as that creature get -3/-3 until end of turn. BNG U Bile Urchin {B} Creature - Spirit 1/1 Sacrifice Bile Urchin: Target player loses 1 life. BOK C Bind {1}{G} Instant Counter target activated ability. (Mana abilities can't be targeted.) Draw a card. IN R Binding Agony {1}{B} Enchantment - Aura Enchant creature Whenever enchanted creature is dealt damage, Binding Agony deals that much damage to that creature's controller. MI C Binding Grasp {3}{U} Enchantment - Aura Enchant creature At the beginning of your upkeep, sacrifice Binding Grasp unless you pay {1}{U}. You control enchanted creature. Enchanted creature gets +0/+1. IA U, 5E U, ME2 R Biomantic Mastery {4}{G/U}{G/U}{G/U} Sorcery ({G/U} can be paid with either {G} or {U}.) Draw a card for each creature target player controls, then draw a card for each creature another target player controls. DIS R Biomass Mutation {X}{G/U}{G/U} Instant Creatures you control have base power and toughness X/X until end of turn. GTC R Bioplasm {3}{G}{G} Creature - Ooze 4/4 Whenever Bioplasm attacks, exile the top card of your library. If it's a creature card, Bioplasm gets +X/+Y until end of turn, where X is the exiled creature card's power and Y is its toughness. GPT R Biorhythm {6}{G}{G} Sorcery Each player's life total becomes the number of creatures he or she controls. ONS R, 9ED R Bioshift {G/U} Instant Move any number of +1/+1 counters from target creature onto another target creature with the same controller. GTC C Biovisionary {1}{G}{U} Creature - Human Wizard 2/3 At the beginning of the end step, if you control four or more creatures named Biovisionary, you win the game. GTC R Birchlore Rangers {G} Creature - Elf Druid 1/1 Tap two untapped Elves you control: Add one mana of any color to your mana pool. Morph {G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Bird Maiden {2}{R} Creature - Human Bird 1/2 Flying AN C (x2), 4E C, 5E C, ME4 C Birds of Paradise {G} Creature - Bird 0/1 Flying {T}: Add one mana of any color to your mana pool. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 7E R, 8ED R, RAV R, 10E R, M10 R, M11 R, M12 R Birds of Paradise Avatar Vanguard Hand +0, life -3 Lands you control have "{T}: Add one mana of any color to your mana pool." VAN S (x2) Birthing Pod {3}{P/G} Artifact ({P/G} can be paid with either {G} or 2 life.) {1}{P/G}, {T}, Sacrifice a creature: Search your library for a creature card with converted mana cost equal to 1 plus the sacrificed creature's converted mana cost, put that card onto the battlefield, then shuffle your library. Activate this ability only any time you could cast a sorcery. NPH R Bite of the Black Rose {3}{B} Sorcery Will of the council - Starting with you, each player votes for sickness or psychosis. If sickness gets more votes, creatures your opponents control get -2/-2 until end of turn. If psychosis gets more votes or the vote is tied, each opponent discards two cards. CNS U Biting Tether {4}{U} Enchantment - Aura Enchant creature You control enchanted creature. At the beginning of your upkeep, put a -1/-1 counter on enchanted creature. SHM U Bitter Feud {4}{R} Enchantment As Bitter Feud enters the battlefield, choose two players. If a source controlled by one of the chosen players would deal damage to the other chosen player or a permanent that player controls, that source deals double that damage to that player or permanent instead. C14 R Bitter Ordeal {2}{B} Sorcery Search target player's library for a card and exile it. Then that player shuffles his or her library. Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.) FUT R Bitter Revelation {3}{B} Sorcery Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard. You lose 2 life. KTK C Bitterblossom {1}{B} Tribal Enchantment - Faerie At the beginning of your upkeep, you lose 1 life and put a 1/1 black Faerie Rogue creature token with flying onto the battlefield. MOR R, MM2 M Bitterheart Witch {4}{B} Creature - Human Shaman 1/2 Deathtouch When Bitterheart Witch dies, you may search your library for a Curse card, put it onto the battlefield attached to target player, then shuffle your library. ISD U Bituminous Blast {3}{B}{R} Instant Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Bituminous Blast deals 4 damage to target creature. ARB U, ARC U, PC2 U Black Carriage {3}{B}{B} Creature - Horse 4/4 Trample Black Carriage doesn't untap during your untap step. Sacrifice a creature: Untap Black Carriage. Activate this ability only during your upkeep. HM R Black Cat {1}{B} Creature - Zombie Cat 1/1 When Black Cat dies, target opponent discards a card at random. DKA C, M15 C Black Knight {B}{B} Creature - Human Knight 2/2 First strike (This creature deals combat damage before creatures without first strike.) Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.) 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, MED U, M10 U, M11 U, ME4 U Black Lotus {0} Artifact {T}, Sacrifice Black Lotus: Add three mana of any one color to your mana pool. 1E R, 2E R, 2U R, VMA B Black Mana Battery {4} Artifact {2}, {T}: Put a charge counter on Black Mana Battery. {T}, Remove any number of charge counters from Black Mana Battery: Add {B} to your mana pool, then add an additional {B} to your mana pool for each charge counter removed this way. LE U, 4E R Black Market {3}{B}{B} Enchantment Whenever a creature dies, put a charge counter on Black Market. At the beginning of your precombat main phase, add {B} to your mana pool for each charge counter on Black Market. MM R Black Oak of Odunos {2}{B} Creature - Zombie Treefolk 0/5 Defender {B}, Tap another untapped creature you control: Black Oak of Odunos gets +1/+1 until end of turn. BNG U Black Poplar Shaman {2}{B} Creature - Treefolk Shaman 1/3 {2}{B}: Regenerate target Treefolk. LRW C Black Scarab {W} Enchantment - Aura Enchant creature Enchanted creature can't be blocked by black creatures. Enchanted creature gets +2/+2 as long as an opponent controls a black permanent. IA U Black Sun's Zenith {X}{B}{B} Sorcery Put X -1/-1 counters on each creature. Shuffle Black Sun's Zenith into its owner's library. MBS R, C14 R Black Vise {1} Artifact As Black Vise enters the battlefield, choose an opponent. At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in his or her hand minus 4. 1E U, 2E U, 2U U, 3E U, 4E U, ME3 R, V10 M Black Ward {W} Enchantment - Aura Enchant creature Enchanted creature has protection from black. This effect doesn't remove Black Ward. 1E U, 2E U, 2U U, 3E U, 4E U Blackcleave Cliffs Land Blackcleave Cliffs enters the battlefield tapped unless you control two or fewer other lands. {T}: Add {B} or {R} to your mana pool. SOM R Blackcleave Goblin {3}{B} Creature - Goblin Zombie 2/1 Haste Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) SOM C Blackmail {B} Sorcery Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. ONS U, 9ED U Blade Sliver {2}{R} Creature - Sliver 2/2 All Sliver creatures get +1/+0. LGN U Blade Splicer {2}{W} Creature - Human Artificer 1/1 When Blade Splicer enters the battlefield, put a 3/3 colorless Golem artifact creature token onto the battlefield. Golem creatures you control have first strike. NPH R Blade of the Bloodchief {1} Artifact - Equipment Whenever a creature dies, put a +1/+1 counter on equipped creature. If equipped creature is a Vampire, put two +1/+1 counters on it instead. Equip {1} ZEN R Blade of the Sixth Pride {1}{W} Creature - Cat Rebel 3/1 FUT C Blade-Tribe Berserkers {3}{R} Creature - Human Berserker 3/3 Metalcraft - When Blade-Tribe Berserkers enters the battlefield, if you control three or more artifacts, Blade-Tribe Berserkers gets +3/+3 and gains haste until end of turn. SOM C Bladed Bracers {1} Artifact - Equipment Equipped creature gets +1/+1. As long as equipped creature is a Human or an Angel, it has vigilance. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) AVR C Bladed Pinions {2} Artifact - Equipment Equipped creature has flying and first strike. Equip {2} SOM C Bladed Sentinel {4} Artifact Creature - Construct 2/4 {W}: Bladed Sentinel gains vigilance until end of turn. MBS C Blademane Baku {1}{R} Creature - Spirit 1/1 Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Blademane Baku. {1}, Remove X ki counters from Blademane Baku: For each counter removed, Blademane Baku gets +2/+0 until end of turn. BOK C Blades of Velis Vel {1}{R} Tribal Instant - Shapeshifter Changeling (This card is every creature type.) Up to two target creatures each get +2/+0 and gain all creature types until end of turn. LRW C, MM2 C Bladetusk Boar {3}{R} Creature - Boar 3/2 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) ZEN C, M13 C, JOU C Bladewing the Risen {3}{B}{B}{R}{R} Legendary Creature - Zombie Dragon 4/4 Flying When Bladewing the Risen enters the battlefield, you may return target Dragon permanent card from your graveyard to the battlefield. {B}{R}: Dragon creatures get +1/+1 until end of turn. SCG R, DRB R, CMD R Bladewing's Thrall {2}{B}{B} Creature - Zombie 3/3 Bladewing's Thrall has flying as long as you control a Dragon. When a Dragon enters the battlefield, you may return Bladewing's Thrall from your graveyard to the battlefield. SCG U Blanchwood Armor {2}{G} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature gets +1/+1 for each Forest you control. UZ U, 7E U, 8ED U, 9ED U, 10E U Blanchwood Treefolk {4}{G} Creature - Treefolk 4/5 UZ C Blanket of Night {1}{B}{B} Enchantment Each land is a Swamp in addition to its other land types. VI U Blasphemous Act {8}{R} Sorcery Blasphemous Act costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature. ISD R, C14 R Blast of Genius {4}{U}{R} Sorcery Choose target creature or player. Draw three cards, then discard a card. Blast of Genius deals damage equal to the discarded card's converted mana cost to that creature or player. DGM U Blasted Landscape Land {T}: Add {1} to your mana pool. Cycling {2} ({2}, Discard this card: Draw a card.) UZ U Blaster Mage {2}{R} Creature - Human Spellshaper 2/2 {R}, {T}, Discard a card: Destroy target Wall. MM C Blastfire Bolt {5}{R} Instant Blastfire Bolt deals 5 damage to target creature. Destroy all Equipment attached to that creature. M15 C Blasting Station {3} Artifact {T}, Sacrifice a creature: Blasting Station deals 1 damage to target creature or player. Whenever a creature enters the battlefield, you may untap Blasting Station. 5DN U Blastoderm {2}{G}{G} Creature - Beast 5/5 Shroud (This creature can't be the target of spells or abilities.) Fading 3 (This creature enters the battlefield with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) NE C, DDD C, VMA U, DD3_GVL C Blatant Thievery {4}{U}{U}{U} Sorcery For each opponent, gain control of target permanent that player controls. (This effect lasts indefinitely.) ONS R Blaze {X}{R} Sorcery Blaze deals X damage to target creature or player. PO U (x2), P2 U, 6E U, PK U, 7E U, 8ED U, 9ED U, 10E U, HOP U Blaze Commando {3}{R}{W} Creature - Minotaur Soldier 5/3 Whenever an instant or sorcery spell you control deals damage, put two 1/1 red and white Soldier creature tokens with haste onto the battlefield. DGM U Blaze of Glory {W} Instant Cast Blaze of Glory only during combat before blockers are declared. Target creature defending player controls can block any number of creatures this turn. It blocks each attacking creature this turn if able. 1E R, 2E R, 2U R, ME4 U Blazethorn Scarecrow {5} Artifact Creature - Scarecrow 3/3 Blazethorn Scarecrow has haste as long as you control a red creature. Blazethorn Scarecrow has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.) SHM C Blazing Archon {6}{W}{W}{W} Creature - Archon 5/6 Flying Creatures can't attack you. RAV R, PD3 R Blazing Blade Askari {2}{R} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {2}: Blazing Blade Askari becomes colorless until end of turn. TSP C Blazing Effigy {1}{R} Creature - Elemental 0/3 When Blazing Effigy dies, it deals X damage to target creature, where X is 3 plus the amount of damage dealt to Blazing Effigy this turn by other sources named Blazing Effigy. LE C Blazing Hellhound {2}{B}{R} Creature - Elemental Hound 4/3 {1}, Sacrifice another creature: Blazing Hellhound deals 1 damage to target creature or player. ORI U Blazing Salvo {R} Instant Blazing Salvo deals 3 damage to target creature unless that creature's controller has Blazing Salvo deal 5 damage to him or her. OD C, DDK C Blazing Shoal {X}{R}{R} Instant - Arcane You may exile a red card with converted mana cost X from your hand rather than pay Blazing Shoal's mana cost. Target creature gets +X/+0 until end of turn. BOK R Blazing Specter {2}{B}{R} Creature - Specter 2/2 Flying, haste Whenever Blazing Specter deals combat damage to a player, that player discards a card. IN R, DDH R, VMA U Blazing Torch {1} Artifact - Equipment Equipped creature can't be blocked by Vampires or Zombies. Equipped creature has "{T}, Sacrifice Blazing Torch: Blazing Torch deals 2 damage to target creature or player." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) ZEN U, ISD C Bleak Coven Vampires {3}{B}{B} Creature - Vampire Warrior 4/3 Metalcraft - When Bleak Coven Vampires enters the battlefield, if you control three or more artifacts, target player loses 4 life and you gain 4 life. SOM C Blessed Breath {W} Instant - Arcane Target creature you control gains protection from the color of your choice until end of turn. Splice onto Arcane {W} (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.) CHK C Blessed Orator {3}{W} Creature - Human Cleric 1/4 Other creatures you control get +0/+1. OD U, 9ED U Blessed Reincarnation {3}{U} Instant Exile target creature an opponent controls. That player reveals cards from the top of his or her library until a creature card is revealed. The player puts that card onto the battlefield, then shuffles the rest into his or her library. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) DTK R Blessed Reversal {1}{W} Instant You gain 3 life for each creature attacking you. PO R, GU R, 7E R, 8ED R Blessed Spirits {2}{W} Creature - Spirit 2/2 Flying Whenever you cast an enchantment spell, put a +1/+1 counter on Blessed Spirits. ORI U Blessed Wind {7}{W}{W} Sorcery Target player's life total becomes 20. PR R Blessed Wine {1}{W} Instant You gain 1 life. Draw a card at the beginning of the next turn's upkeep. IA C, 5E C Blessing {W}{W} Enchantment - Aura Enchant creature {W}: Enchanted creature gets +1/+1 until end of turn. 1E R, 2E R, 2U R, 3E R, 4E R, M14 U Blessing of Leeches {2}{B} Enchantment - Aura Flash Enchant creature At the beginning of your upkeep, you lose 1 life. {0}: Regenerate enchanted creature. BOK C Blessing of the Nephilim {W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each of its colors. DIS U Blessings of Nature {4}{G} Sorcery Distribute four +1/+1 counters among any number of target creatures. Miracle {G} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) AVR U Blight {B}{B} Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it. LE U, 4E U, 5E U, 6E U, MED U Blight Herder {5} Creature - Eldrazi Processor 4/5 When you cast Blight Herder, you may put two cards your opponents own from exile into their owners' graveyards. If you do, put three 1/1 colorless Eldrazi Scion creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." R Blight Mamba {1}{G} Creature - Snake 1/1 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) {1}{G}: Regenerate Blight Mamba. SOM C Blight Sickle {2} Artifact - Equipment Equipped creature gets +1/+0 and has wither. (It deals damage to creatures in the form of -1/-1 counters.) Equip {2} SHM C Blightcaster {3}{B} Creature - Human Wizard 2/3 Whenever you cast an enchantment spell, you may have target creature get -2/-2 until end of turn. M14 U, ORI U Blighted Agent {1}{U} Creature - Human Rogue 1/1 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Blighted Agent can't be blocked. NPH C Blighted Cataract Land {T}: Add {1} to your mana pool. {5}{U}, {T}, Sacrifice Blighted Cataract: Draw two cards. U Blighted Fen Land {T}: Add {1} to your mana pool. {4}{B}, {T}, Sacrifice Blighted Fen: Target opponent sacrifices a creature. U Blighted Gorge Land {T}: Add {1} to your mana pool. {4}{R}, {T}, Sacrifice Blighted Gorge: Blighted Gorge deals 2 damage to target creature or player. U Blighted Shaman {1}{B} Creature - Human Cleric Shaman 1/1 {T}, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn. {T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn. MI U, 6E U Blighted Steppe Land {T}: Add {1} to your mana pool. {3}{W}, {T}, Sacrifice Blighted Steppe: You gain 2 life for each creature you control. U Blighted Woodland Land {T}: Add {1} to your mana pool. {3}{G}, {T}, Sacrifice Blighted Woodland: Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library. U Blightning {1}{B}{R} Sorcery Blightning deals 3 damage to target player. That player discards two cards. ALA C, DDK C Blightsoil Druid {1}{B} Creature - Elf Druid 1/2 {T}, Pay 1 life: Add {G} to your mana pool. MOR C Blightspeaker {1}{B} Creature - Human Rebel Cleric 1/1 {T}: Target player loses 1 life. {4}, {T}: 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. PLC C, MMA C Blightsteel Colossus {12} Artifact Creature - Golem 11/11 Trample, infect, indestructible If Blightsteel Colossus would be put into a graveyard from anywhere, reveal Blightsteel Colossus and shuffle it into its owner's library instead. MBS M Blightwidow {3}{G} Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) MBS C Blind Creeper {1}{B} Creature - Zombie Beast 3/3 Whenever a player casts a spell, Blind Creeper gets -1/-1 until end of turn. 5DN C Blind Fury {2}{R}{R} Instant All creatures lose trample until end of turn. If a creature would deal combat damage to a creature this turn, it deals double that damage to that creature instead. MI U Blind Hunter {2}{W}{B} Creature - Bat 2/2 Flying Haunt (When this creature dies, exile it haunting target creature.) When Blind Hunter enters the battlefield or the creature it haunts dies, target player loses 2 life and you gain 2 life. GPT C Blind Obedience {1}{W} Enchantment Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Artifacts and creatures your opponents control enter the battlefield tapped. GTC R Blind Phantasm {2}{U} Creature - Illusion 2/3 FUT C Blind Seer {2}{U}{U} Legendary Creature - Human Wizard 3/3 {1}{U}: Target spell or permanent becomes the color of your choice until end of turn. IN R Blind Zealot {1}{B}{B} Creature - Human Cleric 2/2 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever Blind Zealot deals combat damage to a player, you may sacrifice it. If you do, destroy target creature that player controls. NPH C Blind with Anger {3}{R} Instant - Arcane Untap target nonlegendary creature and gain control of it until end of turn. That creature gains haste until end of turn. CHK U Blind-Spot Giant {2}{R} Creature - Giant Warrior 4/3 Blind-Spot Giant can't attack or block unless you control another Giant. LRW C, MMA C Blinding Angel {3}{W}{W} Creature - Angel 2/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase. NE R, 8ED R, 9ED R Blinding Beam {2}{W} Instant Choose one - • Tap two target creatures. • Creatures don't untap during target player's next untap step. Entwine {1} (Choose both if you pay the entwine cost.) MRD C, DDF C, MMA C Blinding Flare {R} Sorcery Strive - Blinding Flare costs {R} more to cast for each target beyond the first. Any number of target creatures can't block this turn. JOU U Blinding Light {2}{W} Sorcery Tap all nonwhite creatures. MI U, PO R, P3 R, IN U Blinding Mage {1}{W} Creature - Human Wizard 1/2 {W}, {T}: Tap target creature. M10 C, M11 C Blinding Powder {1} Artifact - Equipment Equipped creature has "Unattach Blinding Powder: Prevent all combat damage that would be dealt to this creature this turn." Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) BOK U Blinding Souleater {3} Artifact Creature - Cleric 1/3 {P/W}, {T}: Tap target creature. ({P/W} can be paid with either {W} or 2 life.) NPH C, MM2 C Blinding Spray {4}{U} Instant Creatures your opponents control get -4/-0 until end of turn. Draw a card. KTK U Blinking Spirit {3}{W} Creature - Spirit 2/2 {0}: Return Blinking Spirit to its owner's hand. IA R, 5E R, BR R, 9ED R Blinkmoth Infusion {12}{U}{U} Instant Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Untap all artifacts. 5DN R Blinkmoth Nexus Land {T}: Add {1} to your mana pool. {1}: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land. {1}, {T}: Target Blinkmoth creature gets +1/+1 until end of turn. DST R, MMA R, MM2 R Blinkmoth Urn {5} Artifact At the beginning of each player's precombat main phase, if Blinkmoth Urn is untapped, that player adds {1} to his or her mana pool for each artifact he or she controls. MRD R Blinkmoth Well Land {T}: Add {1} to your mana pool. {2}, {T}: Tap target noncreature artifact. MRD U Blister Beetle {1}{B} Creature - Insect 1/1 When Blister Beetle enters the battlefield, target creature gets -1/-1 until end of turn. ALA C Blistercoil Weird {U/R} Creature - Weird 1/1 Whenever you cast an instant or sorcery spell, Blistercoil Weird gets +1/+1 until end of turn. Untap it. RTR U Blistergrub {2}{B} Creature - Horror 2/2 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) When Blistergrub dies, each opponent loses 2 life. SOM C Blistering Barrier {2}{R} Creature - Wall 5/2 Defender (This creature can't attack.) MI C Blistering Dieflyn {3}{R} Creature - Imp 0/1 Flying {B/R}: Blistering Dieflyn gets +1/+0 until end of turn. SHM C Blistering Firecat {1}{R}{R}{R} Creature - Elemental Cat 7/1 Trample, haste At the beginning of the end step, sacrifice Blistering Firecat. Morph {R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS R Blisterpod {G} Creature - Eldrazi Drone 1/1 Devoid (This card has no color.) When Blisterpod dies, put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." C Blisterstick Shaman {2}{R} Creature - Goblin Shaman 2/1 When Blisterstick Shaman enters the battlefield, it deals 1 damage to target creature or player. MBS C Blitz Hellion {3}{R}{G} Creature - Hellion 7/7 Trample, haste At the beginning of the end step, Blitz Hellion's owner shuffles it into his or her library. ARB R Blizzard {G}{G} Enchantment Cast Blizzard only if you control a snow land. Cumulative upkeep {2} (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.) Creatures with flying don't untap during their controllers' untap steps. IA R Blizzard Elemental {5}{U}{U} Creature - Elemental 5/5 Flying {3}{U}: Untap Blizzard Elemental. CG R, BD R Blizzard Specter {2}{U}{B} Snow Creature - Specter 2/3 Flying Whenever Blizzard Specter deals combat damage to a player, choose one - • That player returns a permanent he or she controls to its owner's hand. • That player discards a card. CSP U Bloated Toad {2}{G} Creature - Frog 2/2 Protection from blue Cycling {2} ({2}, Discard this card: Draw a card.) GU U Blockade Runner {3}{U} Creature - Merfolk 2/2 {U}: Blockade Runner can't be blocked this turn. MM C Blockbuster {3}{R}{R} Enchantment {1}{R}, Sacrifice Blockbuster: Blockbuster deals 3 damage to each tapped creature and each player. RAV U Blood Artist {1}{B} Creature - Vampire 0/1 Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life. AVR U Blood Bairn {2}{B} Creature - Vampire 2/2 Sacrifice another creature: Blood Bairn gets +2/+2 until end of turn. M14 C Blood Baron of Vizkopa {3}{W}{B} Creature - Vampire 4/4 Lifelink, protection from white and from black As long as you have 30 or more life and an opponent has 10 or less life, Blood Baron of Vizkopa gets +6/+6 and has flying. DGM M Blood Celebrant {B} Creature - Human Cleric 1/1 {B}, Pay 1 life: Add one mana of any color to your mana pool. LGN C Blood Clock {4} Artifact At the beginning of each player's upkeep, that player returns a permanent he or she controls to its owner's hand unless he or she pays 2 life. SOK R Blood Crypt Land - Swamp Mountain ({T}: Add {B} or {R} to your mana pool.) As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped. M, DIS R, RTR R Blood Cultist {1}{B}{R} Creature - Human Wizard 1/1 {T}: Blood Cultist deals 1 damage to target creature. Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist. ALA U Blood Feud {4}{R}{R} Sorcery Target creature fights another target creature. (Each deals damage equal to its power to the other.) DKA U Blood Frenzy {1}{R} Instant Cast Blood Frenzy only before the combat damage step. Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at the beginning of the next end step. TE C Blood Funnel {1}{B} Enchantment Noncreature spells you cast cost {2} less to cast. Whenever you cast a noncreature spell, counter that spell unless you sacrifice a creature. RAV R Blood Host {3}{B}{B} Creature - Vampire 3/3 {1}{B}, Sacrifice another creature: Put a +1/+1 counter on Blood Host and you gain 2 life. M15 U Blood Hound {2}{R} Creature - Hound 1/1 Whenever you're dealt damage, you may put that many +1/+1 counters on Blood Hound. At the beginning of your end step, remove all +1/+1 counters from Blood Hound. MM R Blood Knight {R}{R} Creature - Human Knight 2/2 First strike, protection from white PLC U Blood Lust {1}{R} Instant If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1. LE U, 4E C, 5E C, ME3 C Blood Moon {2}{R} Enchantment Nonbasic lands are Mountains. DK R, CH R, 8ED R, 9ED R, MMA R Blood Oath {3}{R} Instant Choose a card type. Target opponent reveals his or her hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.) MM R Blood Ogre {2}{R} Creature - Ogre Warrior 2/2 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) First strike (This creature deals combat damage before creatures without first strike.) M12 C, DDL C, MM2 C Blood Pet {B} Creature - Thrull 1/1 Sacrifice Blood Pet: Add {B} to your mana pool. TE C, 6E C, 7E C Blood Reckoning {3}{B} Enchantment Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life. M13 U Blood Rites {3}{R}{R} Enchantment {1}{R}, Sacrifice a creature: Blood Rites deals 2 damage to target creature or player. CHK U, C13 U Blood Scrivener {1}{B} Creature - Zombie Wizard 2/1 If you would draw a card while you have no cards in hand, instead draw two cards and lose 1 life. DGM R Blood Seeker {1}{B} Creature - Vampire Shaman 1/1 Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life. ZEN C, M12 C Blood Speaker {3}{B} Creature - Ogre Shaman 3/2 At the beginning of your upkeep, you may sacrifice Blood Speaker. If you do, search your library for a Demon card, reveal that card, put it into your hand, then shuffle your library. Whenever a Demon enters the battlefield under your control, return Blood Speaker from your graveyard to your hand. CHK U Blood Tithe {3}{B} Sorcery Each opponent loses 3 life. You gain life equal to the life lost this way. M11 C Blood Tribute {4}{B}{B} Sorcery Kicker-Tap an untapped Vampire you control. (You may tap a Vampire you control in addition to any other costs as you cast this spell.) Target opponent loses half his or her life, rounded up. If Blood Tribute was kicked, you gain life equal to the life lost this way. ZEN R Blood Tyrant {4}{U}{B}{R} Creature - Vampire 5/5 Flying, trample At the beginning of your upkeep, each player loses 1 life. Put a +1/+1 counter on Blood Tyrant for each 1 life lost this way. Whenever a player loses the game, put five +1/+1 counters on Blood Tyrant. CON R Blood Vassal {2}{B} Creature - Thrull 2/2 Sacrifice Blood Vassal: Add {B}{B} to your mana pool. UZ C Blood of the Martyr {W}{W}{W} Instant Until end of turn, if damage would be dealt to any creature, you may have that damage dealt to you instead. DK U, CH U Blood-Chin Fanatic {1}{B}{B} Creature - Orc Warrior 3/3 {1}{B}, Sacrifice another Warrior creature: Target player loses X life and you gain X life, where X is the sacrificed creature's power. DTK R Blood-Chin Rager {1}{B} Creature - Human Warrior 2/2 Whenever Blood-Chin Rager attacks, Warrior creatures you control gain menace until end of turn. (They can't be blocked except by two or more creatures.) DTK U Blood-Cursed Knight {1}{W}{B} Creature - Vampire Knight 3/2 As long as you control an enchantment, Blood-Cursed Knight gets +1/+1 and has lifelink. (Damage dealt by this creature also causes you to gain that much life.) ORI U Blood-Toll Harpy {2}{B} Creature - Harpy 2/1 Flying When Blood-Toll Harpy enters the battlefield, each player loses 1 life. THS C Bloodbond March {2}{B}{G} Enchantment Whenever a player casts a creature spell, each player returns all cards with the same name as that spell from his or her graveyard to the battlefield. RAV R Bloodbond Vampire {2}{B}{B} Creature - Vampire Shaman Ally 3/3 Whenever you gain life, put a +1/+1 counter on Bloodbond Vampire. U Bloodbraid Elf {2}{R}{G} Creature - Elf Berserker 3/2 Haste Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) ARB U, PC2 U Bloodchief Ascension {B} Enchantment At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.) Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life. ZEN R Bloodcrazed Goblin {R} Creature - Goblin Berserker 2/2 Bloodcrazed Goblin can't attack unless an opponent has been dealt damage this turn. M11 C Bloodcrazed Hoplite {1}{B} Creature - Human Soldier 2/1 Heroic - Whenever you cast a spell that targets Bloodcrazed Hoplite, put a +1/+1 counter on it. Whenever a +1/+1 counter is placed on Bloodcrazed Hoplite, remove a +1/+1 counter from target creature an opponent controls. JOU C Bloodcrazed Neonate {1}{R} Creature - Vampire 2/1 Bloodcrazed Neonate attacks each turn if able. Whenever Bloodcrazed Neonate deals combat damage to a player, put a +1/+1 counter on it. ISD C Bloodcurdler {1}{B} Creature - Horror 1/1 Flying At the beginning of your upkeep, put the top card of your library into your graveyard. Threshold - As long as seven or more cards are in your graveyard, Bloodcurdler gets +1/+1 and has "At the beginning of your end step, exile two cards from your graveyard." OD R Bloodcurdling Scream {X}{B} Sorcery Target creature gets +X/+0 until end of turn. P2 U Bloodfell Caves Land Bloodfell Caves enters the battlefield tapped. When Bloodfell Caves enters the battlefield, you gain 1 life. {T}: Add {B} or {R} to your mana pool. KTK C, FRF C Bloodfire Colossus {6}{R}{R} Creature - Giant 6/6 {R}, Sacrifice Bloodfire Colossus: Bloodfire Colossus deals 6 damage to each creature and each player. AP R, 9ED R, 10E R, DDI R Bloodfire Dwarf {R} Creature - Dwarf 1/1 {R}, Sacrifice Bloodfire Dwarf: Bloodfire Dwarf deals 1 damage to each creature without flying. AP C Bloodfire Enforcers {3}{R} Creature - Human Monk 5/2 Bloodfire Enforcers has first strike and trample as long as an instant card and a sorcery card are in your graveyard. FRF U Bloodfire Expert {2}{R} Creature - Efreet Monk 3/1 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) KTK C Bloodfire Infusion {2}{R} Enchantment - Aura Enchant creature you control {R}, Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the sacrificed creature's power to each creature. AP C Bloodfire Kavu {2}{R}{R} Creature - Kavu 2/2 {R}, Sacrifice Bloodfire Kavu: Bloodfire Kavu deals 2 damage to each creature. AP U, DDI U Bloodfire Mentor {2}{R} Creature - Efreet Shaman 0/5 {2}{U}, {T}: Draw a card, then discard a card. KTK C Bloodflow Connoisseur {2}{B} Creature - Vampire 1/1 Sacrifice a creature: Put a +1/+1 counter on Bloodflow Connoisseur. AVR C Bloodfray Giant {2}{R}{R} Creature - Giant 4/3 Trample Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) RTR U Bloodghast {B}{B} Creature - Vampire Spirit 2/1 Bloodghast can't block. Bloodghast has haste as long as an opponent has 10 or less life. Landfall - Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield. ZEN R Bloodgift Demon {3}{B}{B} Creature - Demon 5/4 Flying At the beginning of your upkeep, target player draws a card and loses 1 life. ISD R, C14 R Bloodhall Ooze {R} Creature - Ooze 1/1 At the beginning of your upkeep, if you control a black permanent, you may put a +1/+1 counter on Bloodhall Ooze. At the beginning of your upkeep, if you control a green permanent, you may put a +1/+1 counter on Bloodhall Ooze. CON R Bloodhill Bastion Plane - Equilor Whenever a creature enters the battlefield, it gains double strike and haste until end of turn. Whenever you roll CHAOS, exile target nontoken creature you control, then return it to the battlefield under your control. PC2 C Bloodhunter Bat {3}{B} Creature - Bat 2/2 Flying When Bloodhunter Bat enters the battlefield, target player loses 2 life and you gain 2 life. M13 C Bloodhusk Ritualist {2}{B} Creature - Vampire Shaman 2/2 Multikicker {B} (You may pay an additional {B} any number of times as you cast this spell.) When Bloodhusk Ritualist enters the battlefield, target opponent discards a card for each time it was kicked. WWK U Bloodied Ghost {1}{W/B}{W/B} Creature - Spirit 3/3 Flying Bloodied Ghost enters the battlefield with a -1/-1 counter on it. EVE U Bloodletter Quill {3} Artifact {2}, {T}, Put a blood counter on Bloodletter Quill: Draw a card, then you lose 1 life for each blood counter on Bloodletter Quill. {U}{B}: Remove a blood counter from Bloodletter Quill. RAV R Bloodline Keeper {2}{B}{B} Creature - Vampire 3/3 Flying {T}: Put a 2/2 black Vampire creature token with flying onto the battlefield. {B}: Transform Bloodline Keeper. Activate this ability only if you control five or more Vampires. ---- Lord of Lineage (Black) Creature - Vampire 5/5 Flying Other Vampire creatures you control get +2/+2. {T}: Put a 2/2 black Vampire creature token with flying onto the battlefield. ISD R Bloodline Shaman {1}{G} Creature - Elf Wizard Shaman 1/1 {T}: Choose a creature type. Reveal the top card of your library. If that card is a creature card of the chosen type, put it into your hand. Otherwise, put it into your graveyard. ONS U Bloodlord of Vaasgoth {3}{B}{B} Creature - Vampire Warrior 3/3 Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.) Flying Whenever you cast a Vampire creature spell, it gains bloodthirst 3. M12 M Bloodmark Mentor {1}{R} Creature - Goblin Warrior 1/1 Red creatures you control have first strike. SHM U, DDG U Bloodpyre Elemental {4}{R} Creature - Elemental 4/1 Sacrifice Bloodpyre Elemental: Bloodpyre Elemental deals 4 damage to target creature. Activate this ability only any time you could cast a sorcery. ALA C Bloodrage Vampire {2}{B} Creature - Vampire 3/1 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) M12 C, DDK C Bloodrite Invoker {2}{B} Creature - Vampire Shaman 3/1 {8}: Target player loses 3 life and you gain 3 life. C, ROE C Bloodrock Cyclops {2}{R} Creature - Cyclops 3/3 Bloodrock Cyclops attacks each turn if able. WL C, BD C, 10E C Bloodscale Prowler {2}{R} Creature - Viashino Warrior 3/1 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) GPT C Bloodscent {3}{G} Instant All creatures able to block target creature this turn do so. MRD U Bloodshed Fever {R} Enchantment - Aura Enchant creature Enchanted creature attacks each turn if able. SHM C Bloodshot Cyclops {5}{R} Creature - Cyclops Giant 4/4 {T}, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to target creature or player. CG R, 7E R, 8ED R Bloodshot Trainee {3}{R} Creature - Goblin Warrior 2/3 {T}: Bloodshot Trainee deals 4 damage to target creature. Activate this ability only if Bloodshot Trainee's power is 4 or greater. FUT U, SOM U, MM2 U Bloodsoaked Champion {B} Creature - Human Warrior 2/1 Bloodsoaked Champion can't block. Raid - {1}{B}: Return Bloodsoaked Champion from your graveyard to the battlefield. Activate this ability only if you attacked with a creature this turn. KTK R Bloodstained Mire Land {T}, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card and put it onto the battlefield. Then shuffle your library. M, ONS R, KTK R Bloodstoke Howler {5}{R} Creature - Beast 3/4 Morph {6}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Bloodstoke Howler is turned face up, Beast creatures you control get +3/+0 until end of turn. LGN C Bloodstone Cameo {3} Artifact {T}: Add {B} or {R} to your mana pool. IN U Bloodthirsty Ogre {2}{B} Creature - Ogre Warrior Shaman 3/1 {T}: Put a devotion counter on Bloodthirsty Ogre. {T}: Target creature gets -X/-X until end of turn, where X is the number of devotion counters on Bloodthirsty Ogre. Activate this ability only if you control a Demon. CHK U Bloodthorn Taunter {1}{R} Creature - Human Scout 1/1 Haste {T}: Target creature with power 5 or greater gains haste until end of turn. ALA C Bloodthrone Vampire {1}{B} Creature - Vampire 1/1 Sacrifice a creature: Bloodthrone Vampire gets +2/+2 until end of turn. C, ROE C, M11 C, M13 C, MM2 C Bloom Tender {1}{G} Creature - Elf Druid 1/1 {T}: For each color among permanents you control, add one mana of that color to your mana pool. EVE R Blossoming Sands Land Blossoming Sands enters the battlefield tapped. When Blossoming Sands enters the battlefield, you gain 1 life. {T}: Add {G} or {W} to your mana pool. KTK C, FRF C Blossoming Wreath {G} Instant You gain life equal to the number of creature cards in your graveyard. WL C Blowfly Infestation {2}{B} Enchantment Whenever a creature dies, if it had a -1/-1 counter on it, put a -1/-1 counter on target creature. SHM U Bludgeon Brawl {2}{R} Enchantment Each noncreature, non-Equipment artifact is an Equipment with equip {X} and "Equipped creature gets +X/+0," where X is that artifact's converted mana cost. NPH R Blue Elemental Blast {U} Instant Choose one - • Counter target red spell. • Destroy target red permanent. 1E C, 2E C, 2U C, 3E C, 4E C, ME4 U Blue Mana Battery {4} Artifact {2}, {T}: Put a charge counter on Blue Mana Battery. {T}, Remove any number of charge counters from Blue Mana Battery: Add {U} to your mana pool, then add an additional {U} to your mana pool for each charge counter removed this way. LE U, 4E R Blue Scarab {W} Enchantment - Aura Enchant creature Enchanted creature can't be blocked by blue creatures. Enchanted creature gets +2/+2 as long as an opponent controls a blue permanent. IA U Blue Sun's Zenith {X}{U}{U}{U} Instant Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library. MBS R, C13 R Blue Ward {W} Enchantment - Aura Enchant creature Enchanted creature has protection from blue. This effect doesn't remove Blue Ward. 1E U, 2E U, 2U U, 3E U, 4E U Blunt the Assault {3}{G} Instant You gain 1 life for each creature on the battlefield. Prevent all combat damage that would be dealt this turn. SOM C Blur Sliver {2}{R} Creature - Sliver 2/2 Sliver creatures you control have haste. (They can attack and {T} as soon as they come under your control.) M14 C Blurred Mongoose {1}{G} Creature - Mongoose 2/1 Blurred Mongoose can't be countered. Shroud (This creature can't be the target of spells or abilities.) IN R Blustersquall {U} Instant Tap target creature you don't control. Overload {3}{U} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") RTR U Boa Constrictor {4}{G} Creature - Snake 3/3 {T}: Boa Constrictor gets +3/+3 until end of turn. MM U Boar Umbra {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) ROE U, PC2 U Boartusk Liege {1}{R/G}{R/G}{R/G} Creature - Goblin Knight 3/4 Trample Other red creatures you control get +1/+1. Other green creatures you control get +1/+1. SHM R Body Double {4}{U} Creature - Shapeshifter 0/0 You may have Body Double enter the battlefield as a copy of any creature card in a graveyard. PLC R, DDM R Body Snatcher {2}{B}{B} Creature - Minion 2/2 When Body Snatcher enters the battlefield, exile it unless you discard a creature card. When Body Snatcher dies, exile Body Snatcher and return target creature card from your graveyard to the battlefield. CG R Body of Jukai {7}{G}{G} Creature - Spirit 8/5 Trample Soulshift 8 (When this creature dies, you may return target Spirit card with converted mana cost 8 or less from your graveyard to your hand.) BOK U Bog Down {2}{B} Sorcery Kicker-Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you cast this spell.) Target player discards two cards. If Bog Down was kicked, that player discards three cards instead. PS C Bog Elemental {3}{B}{B} Creature - Elemental 5/4 Protection from white At the beginning of your upkeep, sacrifice Bog Elemental unless you sacrifice a land. PR R Bog Glider {2}{B} Creature - Human Mercenary 1/1 Flying {T}, Sacrifice a land: Search your library for a Mercenary permanent card with converted mana cost 2 or less and put it onto the battlefield. Then shuffle your library. PR C Bog Gnarr {4}{G} Creature - Beast 2/2 Whenever a player casts a black spell, Bog Gnarr gets +2/+2 until end of turn. AP C Bog Hoodlums {5}{B} Creature - Goblin Warrior 4/1 Bog Hoodlums can't block. When Bog Hoodlums enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on Bog Hoodlums. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C Bog Imp {1}{B} Creature - Imp 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) DK C, 4E C, 5E C, PO C, 6E C, P3 C, P4 C, 7E C, 8ED C, 9ED C Bog Initiate {1}{B} Creature - Human Wizard 1/1 {1}: Add {B} to your mana pool. IN C Bog Raiders {2}{B} Creature - Zombie 2/2 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) PO C, UZ C, P3 C, M11 C Bog Rats {B} Creature - Rat 1/1 Bog Rats can't be blocked by Walls. DK C, CH C, 5E C, 6E C Bog Serpent {5}{B} Creature - Serpent 5/5 Bog Serpent can't attack unless defending player controls a Swamp. When you control no Swamps, sacrifice Bog Serpent. PLC C Bog Smugglers {1}{B}{B} Creature - Human Mercenary 2/2 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) MM C Bog Tatters {4}{B} Creature - Wraith 4/2 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) ZEN C Bog Witch {2}{B} Creature - Human Spellshaper 1/1 {B}, {T}, Discard a card: Add {B}{B}{B} to your mana pool. MM C, ARC C Bog Wraith {3}{B} Creature - Wraith 3/3 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, PO U, 6E U, P3 U, 7E U, 8ED U, 9ED U, 10E U, M10 U Bog Wreckage Land Bog Wreckage enters the battlefield tapped. {T}: Add {B} to your mana pool. {T}, Sacrifice Bog Wreckage: Add one mana of any color to your mana pool. OD C Bog-Strider Ash {3}{G} Creature - Treefolk Shaman 2/4 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Whenever a player casts a Goblin spell, you may pay {G}. If you do, you gain 2 life. LRW C Bogardan Firefiend {2}{R} Creature - Elemental Spirit 2/1 When Bogardan Firefiend dies, it deals 2 damage to target creature. WL C, 10E C, HOP C Bogardan Hellkite {6}{R}{R} Creature - Dragon 5/5 Flash Flying When Bogardan Hellkite enters the battlefield, it deals 5 damage divided as you choose among any number of target creatures and/or players. TSP R, DRB R, M10 M, DDG M, C14 M Bogardan Lancer {1}{R} Creature - Human Knight 1/1 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) FUT C Bogardan Phoenix {2}{R}{R}{R} Creature - Phoenix 3/3 Flying When Bogardan Phoenix dies, exile it if it had a death counter on it. Otherwise, return it to the battlefield under your control and put a death counter on it. VI R Bogardan Rager {5}{R} Creature - Elemental 3/4 Flash (You may cast this spell any time you could cast an instant.) When Bogardan Rager enters the battlefield, target creature gets +4/+0 until end of turn. TSP C, HOP C, DDG C Bogbrew Witch {3}{B} Creature - Human Wizard 1/3 {2}, {T}: Search your library for a card named Festering Newt or Bubbling Cauldron, put it onto the battlefield tapped, then shuffle your library. M14 R Boggart Arsonists {2}{R} Creature - Goblin Rogue 2/1 Plainswalk (This creature can't be blocked as long as defending player controls a Plains.) {2}{R}, Sacrifice Boggart Arsonists: Destroy target Scarecrow or Plains. SHM C Boggart Birth Rite {B} Tribal Sorcery - Goblin Return target Goblin card from your graveyard to your hand. LRW C Boggart Brute {2}{R} Creature - Goblin Warrior 3/2 Menace (This creature can't be blocked except by two or more creatures.) ORI C Boggart Forager {R} Creature - Goblin Rogue 1/1 {R}, Sacrifice Boggart Forager: Target player shuffles his or her library. LRW C Boggart Harbinger {2}{B} Creature - Goblin Shaman 2/1 When Boggart Harbinger enters the battlefield, you may search your library for a Goblin card, reveal it, then shuffle your library and put that card on top of it. LRW U Boggart Loggers {2}{B} Creature - Goblin Rogue 2/1 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) {2}{B}, Sacrifice Boggart Loggers: Destroy target Treefolk or Forest. LRW C Boggart Mob {3}{B} Creature - Goblin Warrior 5/5 Champion a Goblin (When this enters the battlefield, sacrifice it unless you exile another Goblin you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever a Goblin you control deals combat damage to a player, you may put a 1/1 black Goblin Rogue creature token onto the battlefield. LRW R Boggart Ram-Gang {R/G}{R/G}{R/G} Creature - Goblin Warrior 3/3 Haste Wither (This deals damage to creatures in the form of -1/-1 counters.) SHM U, PD2 U Boggart Shenanigans {2}{R} Tribal Enchantment - Goblin Whenever another Goblin you control is put into a graveyard from the battlefield, you may have Boggart Shenanigans deal 1 damage to target player. LRW U, EVG U, DD3_EVG U Boggart Sprite-Chaser {1}{R} Creature - Goblin Warrior 1/2 As long as you control a Faerie, Boggart Sprite-Chaser gets +1/+1 and has flying. LRW C Boil {3}{R} Instant Destroy all Islands. TE U, 6E U, 7E U, 8ED U Boiling Blood {2}{R} Instant Target creature attacks this turn if able. Draw a card. WL C Boiling Earth {1}{R} Sorcery Boiling Earth deals 1 damage to each creature your opponents control. Awaken 4- {6}{R} (If you cast this spell for {6}{R}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) C Boiling Seas {3}{R} Sorcery Destroy all Islands. PO U, 9ED U Bojuka Bog Land Bojuka Bog enters the battlefield tapped. When Bojuka Bog enters the battlefield, exile all cards from target player's graveyard. {T}: Add {B} to your mana pool. WWK C, CMD C, C13 C, C14 C Bojuka Brigand {1}{B} Creature - Human Warrior Ally 1/1 Bojuka Brigand can't block. Whenever Bojuka Brigand or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Bojuka Brigand. WWK C Bola Warrior {1}{R} Creature - Human Spellshaper Warrior 1/1 {R}, {T}, Discard a card: Target creature can't block this turn. NE C Bold Defense {2}{W} Instant Kicker {3}{W} (You may pay an additional {3}{W} as you cast this spell.) Creatures you control get +1/+1 until end of turn. If Bold Defense was kicked, instead creatures you control get +2/+2 and gain first strike until end of turn. ZEN C Boldwyr Heavyweights {2}{R}{R} Creature - Giant Warrior 8/8 Trample When Boldwyr Heavyweights enters the battlefield, each opponent may search his or her library for a creature card and put it onto the battlefield. Then each player who searched his or her library this way shuffles it. MOR R Boldwyr Intimidator {5}{R}{R} Creature - Giant Warrior 5/5 Cowards can't block Warriors. {R}: Target creature becomes a Coward until end of turn. {2}{R}: Target creature becomes a Warrior until end of turn. FUT U, MOR U, CNS U Bolt of Keranos {1}{R}{R} Sorcery Bolt of Keranos deals 3 damage to target creature or player. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) BNG C Boltwing Marauder {3}{B}{R} Creature - Dragon 5/4 Flying Whenever another creature enters the battlefield under your control, target creature gets +2/+0 until end of turn. DTK R Bomb Squad {3}{R} Creature - Dwarf 1/1 {T}: Put a fuse counter on target creature. At the beginning of your upkeep, put a fuse counter on each creature with a fuse counter on it. Whenever a creature has four or more fuse counters on it, remove all fuse counters from it and destroy it. That creature deals 4 damage to its controller. OD R Bomber Corps {1}{R} Creature - Human Soldier 1/2 Battalion - Whenever Bomber Corps and at least two other creatures attack, Bomber Corps deals 1 damage to target creature or player. GTC C Bond Beetle {G} Creature - Insect 0/1 When Bond Beetle enters the battlefield, put a +1/+1 counter on target creature. M13 C Bond of Agony {X}{B} Sorcery As an additional cost to cast Bond of Agony, pay X life. Each other player loses X life. DIS U Bonded Construct {1} Artifact Creature - Construct 2/1 Bonded Construct can't attack alone. ORI C Bonded Fetch {2}{U} Creature - Homunculus 0/2 Defender, haste {T}: Draw a card, then discard a card. FUT U Bonds of Faith {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 as long as it's a Human. Otherwise, it can't attack or block. ISD C, DDL C Bonds of Quicksilver {3}{U} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature doesn't untap during its controller's untap step. SOM C Bone Dancer {1}{B}{B} Creature - Zombie 2/2 Whenever Bone Dancer attacks and isn't blocked, you may put the top creature card of defending player's graveyard onto the battlefield under your control. If you do, Bone Dancer assigns no combat damage this turn. WL R Bone Flute {3} Artifact {2}, {T}: All creatures get -1/-0 until end of turn. DK U, ME3 C Bone Harvest {2}{B} Instant Put any number of target creature cards from your graveyard on top of your library. Draw a card at the beginning of the next turn's upkeep. MI C, BD C Bone Mask {4} Artifact {2}, {T}: The next time a source of your choice would deal damage to you this turn, prevent that damage. Exile cards from the top of your library equal to the damage prevented this way. MI R Bone Saw {0} Artifact - Equipment Equipped creature gets +1/+0. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) CON C Bone Shaman {2}{R}{R} Creature - Giant Shaman 3/3 {B}: Until end of turn, Bone Shaman gains "Creatures dealt damage by Bone Shaman this turn can't be regenerated this turn." IA C Bone Shredder {2}{B} Creature - Minion 1/1 Flying Echo {2}{B} (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.) When Bone Shredder enters the battlefield, destroy target nonartifact, nonblack creature. GU U, DDE U Bone Splinters {B} Sorcery As an additional cost to cast Bone Splinters, sacrifice a creature. Destroy target creature. C, ALA C, AVR C, DDN C, MM2 C Bone to Ash {2}{U}{U} Instant Counter target creature spell. Draw a card. DKA C, ORI C Bonebreaker Giant {4}{R} Creature - Giant 4/4 M12 C Bonehoard {4} Artifact - Equipment Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.) Equipped creature gets +X/+X, where X is the number of creature cards in all graveyards. Equip {2} MBS R, C14 R Boneknitter {1}{B} Creature - Zombie Cleric 1/1 {1}{B}: Regenerate target Zombie. Morph {2}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Bonescythe Sliver {3}{W} Creature - Sliver 2/2 Sliver creatures you control have double strike. (They deal both first-strike and regular combat damage.) M14 R Boneshard Slasher {1}{B} Creature - Horror 1/1 Flying Threshold - As long as seven or more cards are in your graveyard, Boneshard Slasher gets +2/+2 and has "When Boneshard Slasher becomes the target of a spell or ability, sacrifice it." TOR U Bonesplitter {1} Artifact - Equipment Equipped creature gets +2/+0. Equip {1} MRD C, MMA C Bonesplitter Sliver {3}{R} Creature - Sliver 2/2 All Sliver creatures get +2/+0. TSP C Bonethorn Valesk {4}{R} Creature - Beast 4/2 Whenever a permanent is turned face up, Bonethorn Valesk deals 1 damage to target creature or player. SCG C Boneyard Wurm {1}{G} Creature - Wurm */* Boneyard Wurm's power and toughness are each equal to the number of creature cards in your graveyard. ISD U, DDJ U Bonfire of the Damned {X}{X}{R} Sorcery Bonfire of the Damned deals X damage to target player and each creature he or she controls. Miracle {X}{R} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) AVR M Booby Trap {6} Artifact As Booby Trap enters the battlefield, name a card other than a basic land card and choose an opponent. The chosen player reveals each card he or she draws. When the chosen player draws the named card, sacrifice Booby Trap. If you do, Booby Trap deals 10 damage to that player. TE R, 9ED R Book Burning {1}{R} Sorcery Any player may have Book Burning deal 6 damage to him or her. If no one does, target player puts the top six cards of his or her library into his or her graveyard. JUD C Book of Rass {6} Artifact {2}, Pay 2 life: Draw a card. DK U, CH R, ME4 U Boom {1}{R} Sorcery Destroy target land you control and target land you don't control. ---- Bust {5}{R} Sorcery Destroy all lands. PLC R Boomerang {U}{U} Instant Return target permanent to its owner's hand. LE C, CH C, MI C, 5E C, 6E C, 7E C, 8ED C, 9ED C, 10E C, ME3 C Boon Reflection {4}{W} Enchantment If you would gain life, you gain twice that much life instead. SHM R Boon Satyr {1}{G}{G} Enchantment Creature - Satyr 4/2 Flash Bestow {3}{G}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +4/+2. THS R Boon of Erebos {B} Instant Target creature gets +2/+0 until end of turn. Regenerate it. You lose 2 life. THS C Boonweaver Giant {6}{W} Creature - Giant Monk 4/4 When Boonweaver Giant enters the battlefield, you may search your graveyard, hand, and/or library for an Aura card and put it onto the battlefield attached to Boonweaver Giant. If you search your library this way, shuffle it. M15 U Borborygmos {3}{R}{R}{G}{G} Legendary Creature - Cyclops 6/7 Trample Whenever Borborygmos deals combat damage to a player, put a +1/+1 counter on each creature you control. GPT R Borborygmos Enraged {4}{R}{R}{G}{G} Legendary Creature - Cyclops 7/6 Trample Whenever Borborygmos Enraged deals combat damage to a player, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. Discard a land card: Borborygmos Enraged deals 3 damage to target creature or player. GTC M Border Guard {2}{W} Creature - Human Soldier 1/4 PO C, P3 C Border Patrol {4}{W} Creature - Human Nomad 1/6 Vigilance JUD C Borderland Behemoth {5}{R}{R} Creature - Giant Warrior 4/4 Trample Borderland Behemoth gets +4/+4 for each other Giant you control. MOR R Borderland Marauder {1}{R} Creature - Human Warrior 1/2 Whenever Borderland Marauder attacks, it gets +2/+0 until end of turn. M15 C Borderland Minotaur {2}{R}{R} Creature - Minotaur Warrior 4/3 THS C Borderland Ranger {2}{G} Creature - Human Scout 2/2 When Borderland Ranger enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library. M10 C, AVR C Boreal Centaur {1}{G} Snow Creature - Centaur Warrior 2/2 {S}: Boreal Centaur gets +1/+1 until end of turn. Activate this ability only once each turn. ({S} can be paid with one mana from a snow permanent.) CSP C Boreal Druid {G} Snow Creature - Elf Druid 1/1 {T}: Add {1} to your mana pool. CSP C Boreal Griffin {3}{W}{W} Snow Creature - Griffin 3/2 Flying {S}: Boreal Griffin gains first strike until end of turn. ({S} can be paid with one mana from a snow permanent.) CSP C Boreal Shelf Snow Land Boreal Shelf enters the battlefield tapped. {T}: Add {W} or {U} to your mana pool. CSP U Boris Devilboon {3}{B}{R} Legendary Creature - Zombie Wizard 2/2 {2}{B}{R}, {T}: Put a 1/1 black and red Demon creature token named Minor Demon onto the battlefield. LE R, ME3 U Boros Battleshaper {5}{R}{W} Creature - Minotaur Soldier 5/5 At the beginning of each combat, up to one target creature attacks or blocks this combat if able and up to one target creature can't attack or block this combat. DGM R Boros Charm {R}{W} Instant Choose one - • Boros Charm deals 4 damage to target player. • Permanents you control gain indestructible until end of turn. • Target creature gains double strike until end of turn. GTC U, C13 U Boros Cluestone {3} Artifact {T}: Add {R} or {W} to your mana pool. {R}{W}, {T}, Sacrifice Boros Cluestone: Draw a card. DGM C Boros Elite {W} Creature - Human Soldier 1/1 Battalion - Whenever Boros Elite and at least two other creatures attack, Boros Elite gets +2/+2 until end of turn. GTC U Boros Fury-Shield {2}{W} Instant Prevent all combat damage that would be dealt by target attacking or blocking creature this turn. If {R} was spent to cast Boros Fury-Shield, it deals damage to that creature's controller equal to the creature's power. RAV C Boros Garrison Land Boros Garrison enters the battlefield tapped. When Boros Garrison enters the battlefield, return a land you control to its owner's hand. {T}: Add {R}{W} to your mana pool. RAV C, HOP C, CMD C, C13 C, MM2 U Boros Guildgate Land - Gate Boros Guildgate enters the battlefield tapped. {T}: Add {R} or {W} to your mana pool. GTC C, DGM C, DDL C, C13 C Boros Guildmage {R/W}{R/W} Creature - Human Wizard 2/2 {1}{R}: Target creature gains haste until end of turn. {1}{W}: Target creature gains first strike until end of turn. RAV U, HOP U, CMD U Boros Keyrune {3} Artifact {T}: Add {R} or {W} to your mana pool. {R}{W}: Boros Keyrune becomes a 1/1 red and white Soldier artifact creature with double strike until end of turn. (It deals both first-strike and regular combat damage.) GTC U Boros Mastiff {1}{W} Creature - Hound 2/2 Battalion - Whenever Boros Mastiff and at least two other creatures attack, Boros Mastiff gains lifelink until end of turn. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.) DGM C Boros Reckoner {R/W}{R/W}{R/W} Creature - Minotaur Wizard 3/3 Whenever Boros Reckoner is dealt damage, it deals that much damage to target creature or player. {R/W}: Boros Reckoner gains first strike until end of turn. GTC R Boros Recruit {R/W} Creature - Goblin Soldier 1/1 ({R/W} can be paid with either {R} or {W}.) First strike RAV C Boros Signet {2} Artifact {1}, {T}: Add {R}{W} to your mana pool. RAV C, HOP C, CMD C Boros Swiftblade {R}{W} Creature - Human Soldier 1/2 Double strike RAV U, HOP U, MM2 U Borrowing 100,000 Arrows {2}{U} Sorcery Draw a card for each tapped creature target opponent controls. PK U, ME3 U, C13 U Borrowing the East Wind {X}{G}{G} Sorcery Borrowing the East Wind deals X damage to each creature with horsemanship and each player. PK R Boseiju, Who Shelters All Legendary Land Boseiju, Who Shelters All enters the battlefield tapped. {T}, Pay 2 life: Add {1} to your mana pool. If that mana is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities. CHK R, V12 M Bosh, Iron Golem {8} Legendary Artifact Creature - Golem 6/7 Trample {3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player. MRD R, HOP R, C14 R Bosh, Iron Golem Avatar Vanguard Hand +0, life -2 {X}, Sacrifice an artifact with converted mana cost X: Bosh, Iron Golem Avatar deals X damage to target creature or player. VAN S Bosium Strip {3} Artifact {3}, {T}: Until end of turn, if the top card of your graveyard is an instant or sorcery card, you may cast that card. If a card cast this way would be put into a graveyard this turn, exile it instead. WL R Bosk Banneret {1}{G} Creature - Treefolk Shaman 1/3 Treefolk spells and Shaman spells you cast cost {1} less to cast. MOR C Bottle Gnomes {3} Artifact Creature - Gnome 1/3 Sacrifice Bottle Gnomes: You gain 3 life. TE U, MRD U, 9ED U, 10E U, DD2 U, C14 U, DD3_JVC U, TPR C Bottle of Suleiman {4} Artifact {1}, Sacrifice Bottle of Suleiman: Flip a coin. If you win the flip, put a 5/5 colorless Djinn artifact creature token with flying onto the battlefield. If you lose the flip, Bottle of Suleiman deals 5 damage to you. AN R, 3E R, 4E R, 5E R, 6E R, ME4 R Bottled Cloister {4} Artifact At the beginning of each opponent's upkeep, exile all cards from your hand face down. At the beginning of your upkeep, return all cards you own exiled with Bottled Cloister to your hand, then draw a card. RAV R Bottomless Pit {1}{B}{B} Enchantment At the beginning of each player's upkeep, that player discards a card at random. ST U Bottomless Vault Land Bottomless Vault enters the battlefield tapped. You may choose not to untap Bottomless Vault during your untap step. At the beginning of your upkeep, if Bottomless Vault is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Bottomless Vault: Add {B} to your mana pool for each storage counter removed this way. FE R, 5E R Boulderfall {6}{R}{R} Instant Boulderfall deals 5 damage divided as you choose among any number of target creatures and/or players. THS C Bouncing Beebles {2}{U} Creature - Beeble 2/2 Bouncing Beebles can't be blocked as long as defending player controls an artifact. GU C Bound {3}{B}{G} Instant Sacrifice a creature. Return up to X cards from your graveyard to your hand, where X is the number of colors that creature was. Exile this card. ---- Determined {G}{U} Instant Other spells you control can't be countered by spells or abilities this turn. Draw a card. DIS R Bound in Silence {2}{W} Tribal Enchantment - Rebel Aura Enchant creature Enchanted creature can't attack or block. FUT U, MMA C Bounding Krasis {1}{G}{U} Creature - Fish Lizard 3/3 Flash (You may cast this spell any time you could cast an instant.) When Bounding Krasis enters the battlefield, you may tap or untap target creature. ORI U Boundless Realms {6}{G} Sorcery Search your library for up to X basic land cards, where X is the number of lands you control, and put them onto the battlefield tapped. Then shuffle your library. M13 R Bounteous Kirin {5}{G}{G} Legendary Creature - Kirin Spirit 4/4 Flying Whenever you cast a Spirit or Arcane spell, you may gain life equal to that spell's converted mana cost. SOK R Bountiful Harvest {4}{G} Sorcery You gain 1 life for each land you control. M10 C, M12 C, M13 C Bounty Hunter {2}{B}{B} Creature - Human Archer Minion 2/2 {T}: Put a bounty counter on target nonblack creature. {T}: Destroy target creature with a bounty counter on it. TE R Bounty of the Hunt {3}{G}{G} Instant You may exile a green card from your hand rather than pay Bounty of the Hunt's mana cost. Distribute three +1/+1 counters among one, two, or three target creatures. For each +1/+1 counter you put on a creature this way, remove a +1/+1 counter from that creature at the beginning of the next cleanup step. AL U, ME2 R Bow of Nylea {1}{G}{G} Legendary Enchantment Artifact Attacking creatures you control have deathtouch. {1}{G}, {T}: Choose one - • Put a +1/+1 counter on target creature. • Bow of Nylea deals 2 damage to target creature with flying. • You gain 3 life. • Put up to four target cards from your graveyard on the bottom of your library in any order. THS R Bower Passage {1}{G} Enchantment Creatures with flying can't block creatures you control. AVR U Brace for Impact {4}{W} Instant Prevent all damage that would be dealt to target multicolored creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature. DIS U Brackwater Elemental {2}{U} Creature - Elemental 4/4 When Brackwater Elemental attacks or blocks, sacrifice it at the beginning of the next end step. Unearth {2}{U} ({2}{U}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) CON C, DDH C Brago's Favor Conspiracy Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.) Spells with the chosen name you cast cost {1} less to cast. CNS C Brago's Representative {2}{W} Creature - Human Advisor 1/4 While voting, you get an additional vote. (The votes can be for different choices or for the same choice.) CNS C Brago, King Eternal {2}{W}{U} Legendary Creature - Spirit 2/4 Flying Whenever Brago, King Eternal deals combat damage to a player, exile any number of target nonland permanents you control, then return those cards to the battlefield under their owner's control. CNS R, VMA R Braid of Fire {1}{R} Enchantment Cumulative upkeep-Add {R} to your mana pool. (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.) CSP R Braids, Cabal Minion {2}{B}{B} Legendary Creature - Human Minion 2/2 At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land. OD R Braids, Conjurer Adept {2}{U}{U} Legendary Creature - Human Wizard 2/2 At the beginning of each player's upkeep, that player may put an artifact, creature, or land card from his or her hand onto the battlefield. PLC R Braids, Conjurer Adept Avatar Vanguard Hand +0, life +3 {2}: Each player may put a land card from his or her hand onto the battlefield tapped. {3}: Each player may put a noncreature artifact card from his or her hand onto the battlefield. {4}: Each player may put a creature card from his or her hand onto the battlefield. Activate this ability only any time you could cast a sorcery. VAN S Braidwood Cup {3} Artifact {T}: You gain 1 life. CG U Braidwood Sextant {1} Artifact {2}, {T}, Sacrifice Braidwood Sextant: Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library. CG U Brain Freeze {1}{U} Instant Target player puts the top three cards of his or her library into his or her graveyard. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) SCG U, VMA U Brain Gorgers {3}{B} Creature - Zombie 4/2 When you cast Brain Gorgers, any player may sacrifice a creature. If a player does, counter Brain Gorgers. Madness {1}{B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) PLC C Brain Maggot {1}{B} Enchantment Creature - Insect 1/1 When Brain Maggot enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card until Brain Maggot leaves the battlefield. JOU U Brain Pry {1}{B} Sorcery Name a nonland card. Target player reveals his or her hand. That player discards a card with that name. If he or she can't, you draw a card. DIS U Brain Weevil {3}{B} Creature - Insect 1/1 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Sacrifice Brain Weevil: Target player discards two cards. Activate this ability only any time you could cast a sorcery. ISD C, DDJ C Brainbite {2}{U}{B} Sorcery Target opponent reveals his or her hand. You choose a card from it. That player discards that card. Draw a card. ARB C Braingeyser {X}{U}{U} Sorcery Target player draws X cards. 1E R, 2E R, 2U R, 3E R, ME4 R Brainspoil {3}{B}{B} Sorcery Destroy target creature that isn't enchanted. It can't be regenerated. Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV C Brainstorm {U} Instant Draw three cards, then put two cards from your hand on top of your library in any order. IA C, 5E C, MM C, BD C, ME2 C, CMD C, DDJ C, CNS C, VMA C Brainwash {W} Enchantment - Aura Enchant creature Enchanted creature can't attack unless its controller pays {3}. DK C, 4E C, 5E C Bramble Creeper {4}{G} Creature - Elemental 0/3 Whenever Bramble Creeper attacks, it gets +5/+0 until end of turn. M10 C Bramble Elemental {3}{G}{G} Creature - Elemental 4/4 Whenever an Aura becomes attached to Bramble Elemental, put two 1/1 green Saproling creature tokens onto the battlefield. RAV C, PC2 C Bramblecrush {2}{G}{G} Sorcery Destroy target noncreature permanent. ISD U, M14 U Bramblesnap {1}{G} Creature - Elemental 1/1 Trample Tap an untapped creature you control: Bramblesnap gets +1/+1 until end of turn. ROE U Bramblewood Paragon {1}{G} Creature - Elf Warrior 2/2 Each other Warrior creature you control enters the battlefield with an additional +1/+1 counter on it. Each creature you control with a +1/+1 counter on it has trample. MOR U Branching Bolt {1}{R}{G} Instant Choose one or both - • Branching Bolt deals 3 damage to target creature with flying. • Branching Bolt deals 3 damage to target creature without flying. ALA C, HOP C, ARC C Branchsnap Lorian {1}{G}{G} Creature - Beast 4/1 Trample Morph {G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) LGN U Brand {R} Instant Gain control of all permanents you own. (This effect lasts indefinitely.) Cycling {2} ({2}, Discard this card: Draw a card.) UZ R Brand of Ill Omen {3}{R} Enchantment - Aura Enchant creature Cumulative upkeep {R} (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.) Enchanted creature's controller can't cast creature spells. IA R Branded Brawlers {R} Creature - Human Soldier 2/2 Branded Brawlers can't attack if defending player controls an untapped land. Branded Brawlers can't block if you control an untapped land. PR C Brass Gnat {1} Artifact Creature - Insect 1/1 Flying Brass Gnat doesn't untap during your untap step. At the beginning of your upkeep, you may pay {1}. If you do, untap Brass Gnat. TSP C Brass Herald {6} Artifact Creature - Golem 2/2 As Brass Herald enters the battlefield, choose a creature type. When Brass Herald enters the battlefield, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. Creatures of the chosen type get +1/+1. AP U, 8ED R Brass Man {1} Artifact Creature - Construct 1/3 Brass Man doesn't untap during your untap step. At the beginning of your upkeep, you may pay {1}. If you do, untap Brass Man. AN U, 3E U, 4E U, ME4 C Brass Secretary {3} Artifact Creature - Construct 2/1 {2}, Sacrifice Brass Secretary: Draw a card. CG U Brass Squire {3} Artifact Creature - Myr 1/3 {T}: Attach target Equipment you control to target creature you control. MBS U Brass-Talon Chimera {4} Artifact Creature - Chimera 2/2 First strike Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera creature. It gains first strike. (This effect lasts indefinitely.) VI U Brassclaw Orcs {2}{R} Creature - Orc 3/2 Brassclaw Orcs can't block creatures with power 2 or greater. FE C (x4), 5E C, ME2 C Bravado {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each other creature you control. UZ C Brave the Elements {W} Instant Choose a color. White creatures you control gain protection from the chosen color until end of turn. ZEN U, M14 U, C14 U Brave the Sands {1}{W} Enchantment Creatures you control have vigilance. Each creature you control can block an additional creature. KTK U Brawl {3}{R}{R} Instant Until end of turn, all creatures gain "{T}: This creature deals damage equal to its power to target creature." MM R Brawler's Plate {3} Artifact - Equipment Equipped creature gets +2/+2 and has trample. (It can deal excess combat damage to defending player or planeswalker while attacking.) Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) M15 U, ORI U Brawn {3}{G} Creature - Incarnation 3/3 Trample As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample. JUD U, CMD U Breach {2}{B} Instant Target creature gets +2/+0 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) UZ C Breaching Hippocamp {3}{U} Creature - Horse Fish 3/2 Flash (You may cast this spell any time you could cast an instant.) When Breaching Hippocamp enters the battlefield, untap another target creature you control. THS C Breaching Leviathan {7}{U}{U} Creature - Leviathan 9/9 When Breaching Leviathan enters the battlefield, if you cast it from your hand, tap all nonblue creatures. Those creatures don't untap during their controllers' next untap steps. C14 R Break Asunder {2}{G}{G} Sorcery Destroy target artifact or enchantment. Cycling {2} ({2}, Discard this card: Draw a card.) SCG C Break Open {1}{R} Instant Turn target face-down creature an opponent controls face up. ONS C Break Through the Line {1}{R} Enchantment {R}: Target creature with power 2 or less gains haste until end of turn and can't be blocked this turn. FRF U Break of Day {1}{W} Instant Creatures you control get +1/+1 until end of turn. Fateful hour - If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) DKA C Breaker of Armies {8} Creature - Eldrazi 10/8 All creatures able to block Breaker of Armies do so. U Breaking {U}{B} Sorcery Target player puts the top eight cards of his or her library into his or her graveyard. Fuse (You may cast one or both halves of this card from your hand.) ---- Entering {4}{B}{R} Sorcery Put a creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.) DGM R Breaking Point {1}{R}{R} Sorcery Any player may have Breaking Point deal 6 damage to him or her. If no one does, destroy all creatures. Creatures destroyed this way can't be regenerated. JUD R, DDK R Breaking Wave {2}{U}{U} Sorcery You may cast Breaking Wave as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) Simultaneously untap all tapped creatures and tap all untapped creatures. IN R Breakthrough {X}{U} Sorcery Draw four cards, then choose X cards in your hand and discard the rest. TOR U, CNS U Breath of Darigaaz {1}{R} Sorcery Kicker {2} (You may pay an additional {2} as you cast this spell.) Breath of Darigaaz deals 1 damage to each creature without flying and each player. If Breath of Darigaaz was kicked, it deals 4 damage to each creature without flying and each player instead. IN U, ARC U, DDG U, CMD U Breath of Dreams {2}{U}{U} Enchantment Cumulative upkeep {U} (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.) Green creatures have "Cumulative upkeep {1}." IA U Breath of Fury {2}{R}{R} Enchantment - Aura Enchant creature you control When enchanted creature deals combat damage to a player, sacrifice it and attach Breath of Fury to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase. RAV R Breath of Life {3}{W} Sorcery Return target creature card from your graveyard to the battlefield. PO C, P2 C, P3 U, P4 U, 7E U, VMA U Breath of Malfegor {3}{B}{R} Instant Breath of Malfegor deals 5 damage to each opponent. ARB C Breathstealer {2}{B} Creature - Nightstalker 2/2 {B}: Breathstealer gets +1/-1 until end of turn. MI C Breathstealer's Crypt {2}{U}{B} Enchantment If a player would draw a card, instead he or she draws a card and reveals it. If it's a creature card, that player discards it unless he or she pays 3 life. VI R Bred for the Hunt {1}{G}{U} Enchantment Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card. DGM U Breeding Pit {3}{B} Enchantment At the beginning of your upkeep, sacrifice Breeding Pit unless you pay {B}{B}. At the beginning of your end step, put a 0/1 black Thrull creature token onto the battlefield. FE U, 5E U, MED U, DDC U, DD3_DVD U Breeding Pool Land - Forest Island ({T}: Add {G} or {U} to your mana pool.) As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, Breeding Pool enters the battlefield tapped. M, DIS R, GTC R Breezekeeper {3}{U} Creature - Djinn 4/4 Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) VI C Briar Patch {1}{G}{G} Enchantment Whenever a creature attacks you, it gets -1/-0 until end of turn. MM U Briar Shield {G} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice Briar Shield: Enchanted creature gets +3/+3 until end of turn. WL C Briarberry Cohort {1}{U} Creature - Faerie Soldier 1/1 Flying Briarberry Cohort gets +1/+1 as long as you control another blue creature. SHM C Briarhorn {3}{G} Creature - Elemental 3/3 Flash When Briarhorn enters the battlefield, target creature gets +3/+3 until end of turn. Evoke {1}{G} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) LRW U, HOP U, DDH U Briarknit Kami {3}{G}{G} Creature - Spirit 3/3 Whenever you cast a Spirit or Arcane spell, put a +1/+1 counter on target creature. SOK U Briarpack Alpha {3}{G} Creature - Wolf 3/3 Flash (You may cast this spell any time you could cast an instant.) When Briarpack Alpha enters the battlefield, target creature gets +2/+2 until end of turn. DKA U, M14 U Briber's Purse {X} Artifact Briber's Purse enters the battlefield with X gem counters on it. {1}, {T}, Remove a gem counter from Briber's Purse: Target creature can't attack or block this turn. U, KTK U Bribery {3}{U}{U} Sorcery Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles his or her library. MM R, 8ED R Bridge from Below {B}{B}{B} Enchantment Whenever a nontoken creature is put into your graveyard from the battlefield, if Bridge from Below is in your graveyard, put a 2/2 black Zombie creature token onto the battlefield. When a creature is put into an opponent's graveyard from the battlefield, if Bridge from Below is in your graveyard, exile Bridge from Below. FUT R, MMA R Brightflame {X}{R}{R}{W}{W} Sorcery Radiance - Brightflame deals X damage to target creature and each other creature that shares a color with it. You gain life equal to the damage dealt this way. RAV R Brighthearth Banneret {1}{R} Creature - Elemental Warrior 1/1 Elemental spells and Warrior spells you cast cost {1} less to cast. Reinforce 1- {1}{R} ({1}{R}, Discard this card: Put a +1/+1 counter on target creature.) MOR C Brightstone Ritual {R} Instant Add {R} to your mana pool for each Goblin on the battlefield. ONS C Brigid, Hero of Kinsbaile {2}{W}{W} Legendary Creature - Kithkin Archer 2/3 First strike {T}: Brigid, Hero of Kinsbaile deals 2 damage to each attacking or blocking creature target player controls. LRW R Brilliant Halo {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+2. When Brilliant Halo is put into a graveyard from the battlefield, return Brilliant Halo to its owner's hand. UZ C, VMA C Brilliant Plan {4}{U} Sorcery Draw three cards. PK U, ME3 C, C13 U Brilliant Spectrum {3}{U} Sorcery Converge - Draw X cards, where X is the number of colors of mana spent to cast Brilliant Spectrum. Then discard two cards. C Brilliant Ultimatum {W}{W}{U}{U}{U}{B}{B} Sorcery Exile the top five cards of your library. An opponent separates those cards into two piles. You may play any number of cards from one of those piles without paying their mana costs. ALA R Brimaz, King of Oreskos {1}{W}{W} Legendary Creature - Cat Soldier 3/4 Vigilance Whenever Brimaz, King of Oreskos attacks, put a 1/1 white Cat Soldier creature token with vigilance onto the battlefield attacking. Whenever Brimaz blocks a creature, put a 1/1 white Cat Soldier creature token with vigilance onto the battlefield blocking that creature. BNG M Brimstone Dragon {6}{R}{R} Creature - Dragon 6/6 Flying, haste P2 R, ME2 R Brimstone Mage {2}{R} Creature - Human Shaman 2/2 Level up {3}{R} ({3}{R}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 2/3 {T}: Brimstone Mage deals 1 damage to target creature or player. LEVEL 3+ 2/4 {T}: Brimstone Mage deals 3 damage to target creature or player. ROE U Brimstone Volley {2}{R} Instant Brimstone Volley deals 3 damage to target creature or player. Morbid - Brimstone Volley deals 5 damage to that creature or player instead if a creature died this turn. ISD C, CNS C Brindle Boar {2}{G} Creature - Boar 2/2 Sacrifice Brindle Boar: You gain 4 life. M11 C, M12 C, M14 C Brindle Shoat {1}{G} Creature - Boar 1/1 When Brindle Shoat dies, put a 3/3 green Boar creature token onto the battlefield. PC2 U, VMA C Brine Elemental {4}{U}{U} Creature - Elemental 5/4 Morph {5}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Brine Elemental is turned face up, each opponent skips his or her next untap step. TSP U, DD2 U, C14 U, DD3_JVC U Brine Hag {2}{U}{U} Creature - Hag 2/2 When Brine Hag dies, change the base power and toughness of all creatures that dealt damage to it this turn to 0/2. (This effect lasts indefinitely.) LE U Brine Seer {3}{U} Creature - Human Wizard 1/1 {2}{U}, {T}: Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way. CG U Brine Shaman {1}{B} Creature - Human Cleric Shaman 1/1 {T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn. {1}{U}{U}, Sacrifice a creature: Counter target creature spell. IA C, ME2 C Bring Low {3}{R} Instant Bring Low deals 3 damage to target creature. If that creature has a +1/+1 counter on it, Bring Low deals 5 damage to it instead. KTK C Bring to Light {3}{G}{U} Sorcery Converge - Search your library for a creature, instant, or sorcery card with converted mana cost less than or equal to the number of colors of mana spent to cast Bring to Light, exile that card, then shuffle your library. You may cast that card without paying its mana cost. R Bringer of the Black Dawn {7}{B}{B} Creature - Bringer 5/5 You may pay {W}{U}{B}{R}{G} rather than pay Bringer of the Black Dawn's mana cost. Trample At the beginning of your upkeep, you may pay 2 life. If you do, search your library for a card, then shuffle your library and put that card on top of it. 5DN R Bringer of the Blue Dawn {7}{U}{U} Creature - Bringer 5/5 You may pay {W}{U}{B}{R}{G} rather than pay Bringer of the Blue Dawn's mana cost. Trample At the beginning of your upkeep, you may draw two cards. 5DN R Bringer of the Green Dawn {7}{G}{G} Creature - Bringer 5/5 You may pay {W}{U}{B}{R}{G} rather than pay Bringer of the Green Dawn's mana cost. Trample At the beginning of your upkeep, you may put a 3/3 green Beast creature token onto the battlefield. 5DN R Bringer of the Red Dawn {7}{R}{R} Creature - Bringer 5/5 You may pay {W}{U}{B}{R}{G} rather than pay Bringer of the Red Dawn's mana cost. Trample At the beginning of your upkeep, you may untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. 5DN R Bringer of the White Dawn {7}{W}{W} Creature - Bringer 5/5 You may pay {W}{U}{B}{R}{G} rather than pay Bringer of the White Dawn's mana cost. Trample At the beginning of your upkeep, you may return target artifact card from your graveyard to the battlefield. 5DN R Brink of Disaster {2}{B}{B} Enchantment - Aura Enchant creature or land When enchanted permanent becomes tapped, destroy it. WWK C, M12 C Brink of Madness {2}{B}{B} Enchantment At the beginning of your upkeep, if you have no cards in hand, sacrifice Brink of Madness and target opponent discards his or her hand. GU R Brion Stoutarm {2}{R}{W} Legendary Creature - Giant Warrior 4/4 Lifelink {R}, {T}, Sacrifice a creature other than Brion Stoutarm: Brion Stoutarm deals damage equal to the sacrificed creature's power to target player. LRW R, CMD R Brittle Effigy {1} Artifact {4}, {T}, Exile Brittle Effigy: Exile target creature. M11 R Broken Ambitions {X}{U} Instant Counter target spell unless its controller pays {X}. Clash with an opponent. If you win, that spell's controller puts the top four cards of his or her library into his or her graveyard. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C Broken Dam {U} Sorcery Tap one or two target creatures without horsemanship. PK C Broken Fall {2}{G} Enchantment Return Broken Fall to its owner's hand: Regenerate target creature. TE C, BR C Broken Visage {4}{B} Instant Destroy target nonartifact attacking creature. It can't be regenerated. Put a black Spirit creature token with that creature's power and toughness onto the battlefield. Sacrifice the token at the beginning of the next end step. HM R, 5E R, ME2 U Brontotherium {4}{G}{G} Creature - Beast 5/3 Trample Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) LGN U Bronze Bombshell {4} Artifact Creature - Construct 4/1 When a player other than Bronze Bombshell's owner controls it, that player sacrifices it. If the player does, Bronze Bombshell deals 7 damage to him or her. DIS R Bronze Horse {7} Artifact Creature - Horse 4/4 Trample As long as you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it. LE R, CH R, ME4 U Bronze Sable {2} Artifact Creature - Sable 2/1 THS C, M15 C Bronze Tablet {6} Artifact Remove Bronze Tablet from your deck before playing if you're not playing for ante. Bronze Tablet enters the battlefield tapped. {4}, {T}: Exile Bronze Tablet and target nontoken permanent an opponent owns. That player may pay 10 life. If he or she does, put Bronze Tablet into its owner's graveyard. Otherwise, that player owns Bronze Tablet and you own the other exiled card. AQ R, 4E R Bronzebeak Moa {2}{G}{W} Creature - Bird 2/2 Whenever another creature enters the battlefield under your control, Bronzebeak Moa gets +3/+3 until end of turn. DGM U Brood Birthing {1}{R} Sorcery If you control an Eldrazi Spawn, put three 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." Otherwise, put one of those tokens onto the battlefield. ROE C Brood Butcher {3}{B}{G} Creature - Eldrazi Drone 3/3 Devoid (This card has no color.) When Brood Butcher enters the battlefield, put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." {B}{G}, Sacrifice a creature: Target creature gets -2/-2 until end of turn. R Brood Keeper {3}{R} Creature - Human Shaman 2/3 Whenever an Aura becomes attached to Brood Keeper, put a 2/2 red Dragon creature token with flying onto the battlefield. It has "{R}: This creature gets +1/+0 until end of turn." M15 U Brood Monitor {4}{G}{G} Creature - Eldrazi Drone 3/3 Devoid (This card has no color.) When Brood Monitor enters the battlefield, put three 1/1 colorless Eldrazi Scion creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." U Brood Sliver {4}{G} Creature - Sliver 3/3 Whenever a Sliver deals combat damage to a player, its controller may put a 1/1 colorless Sliver creature token onto the battlefield. LGN R, H09 R Brood of Cockroaches {1}{B} Creature - Insect 1/1 When Brood of Cockroaches is put into your graveyard from the battlefield, at the beginning of the next end step, you lose 1 life and return Brood of Cockroaches to your hand. VI U Broodhatch Nantuko {1}{G} Creature - Insect Druid 1/1 Whenever Broodhatch Nantuko is dealt damage, you may put that many 1/1 green Insect creature tokens onto the battlefield. Morph {2}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Broodhunter Wurm {3}{G} Creature - Wurm 4/3 C Brooding Saurian {2}{G}{G} Creature - Lizard 4/4 At the beginning of each end step, each player gains control of all nontoken permanents he or she owns. CSP R, C13 R Broodmate Dragon {3}{B}{R}{G} Creature - Dragon 4/4 Flying When Broodmate Dragon enters the battlefield, put a 4/4 red Dragon creature token with flying onto the battlefield. ALA R Broodstar {8}{U}{U} Creature - Beast */* Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Flying Broodstar's power and toughness are each equal to the number of artifacts you control. MRD R, HOP R Broodwarden {3}{G}{G} Creature - Eldrazi Drone 4/4 Eldrazi Spawn creatures you control get +2/+1. ROE U Brothers Yamazaki {2}{R} Legendary Creature - Human Samurai 2/1 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) If there are exactly two permanents named Brothers Yamazaki on the battlefield, the "legend rule" doesn't apply to them. Each other creature named Brothers Yamazaki gets +2/+2 and has haste. CHK U (x2) Brothers of Fire {1}{R}{R} Creature - Human Shaman 2/2 {1}{R}{R}: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you. DK U, 4E C, 5E C, MED C Browbeat {2}{R} Sorcery Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards. JUD U, TSB S, HOP U, PD2 U, DDK U Brown Ouphe {G} Creature - Ouphe 1/1 {1}{G}, {T}: Counter target activated ability from an artifact source. (Mana abilities can't be targeted.) IA C, MRD U Browse {2}{U}{U} Enchantment {2}{U}{U}: Look at the top five cards of your library, put one of them into your hand, and exile the rest. AL U, 6E U, ME2 U Bruna, Light of Alabaster {3}{W}{W}{U} Legendary Creature - Angel 5/5 Flying, vigilance Whenever Bruna, Light of Alabaster attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand. AVR M Brush with Death {2}{B} Sorcery Buyback {2}{B}{B} (You may pay an additional {2}{B}{B} as you cast this spell. If you do, put this card into your hand as it resolves.) Target opponent loses 2 life. You gain 2 life. ST C Brushland Land {T}: Add {1} to your mana pool. {T}: Add {G} or {W} to your mana pool. Brushland deals 1 damage to you. IA R, 5E R, 6E R, 7E R, 9ED R, 10E R Brushstrider {1}{G} Creature - Beast 3/1 Vigilance RTR U Brushwagg {1}{G}{G} Creature - Brushwagg 3/2 Whenever Brushwagg blocks or becomes blocked, it gets -2/+2 until end of turn. MI R Brutal Deceiver {2}{R} Creature - Spirit 2/2 {1}: Look at the top card of your library. {2}: Reveal the top card of your library. If it's a land card, Brutal Deceiver gets +1/+0 and gains first strike until end of turn. Activate this ability only once each turn. CHK C Brutal Expulsion {2}{U}{R} Instant Devoid (This card has no color.) Choose one or both - • Return target spell or creature to its owner's hand. • Brutal Expulsion deals 2 damage to target creature or planeswalker. If that permanent would be put into a graveyard this turn, exile it instead. R Brutal Hordechief {3}{B} Creature - Orc Warrior 3/3 Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life. {3}{R/W}{R/W}: Creatures your opponents control block this turn if able, and you choose how those creatures block. FRF M Brutal Nightstalker {3}{B}{B} Creature - Nightstalker 3/2 When Brutal Nightstalker enters the battlefield, you may have target opponent discard a card. P2 U Brutal Suppression {R} Enchantment Activated abilities of nontoken Rebels cost an additional "Sacrifice a land" to activate. PR U Brutalizer Exarch {5}{G} Creature - Cleric 3/3 When Brutalizer Exarch enters the battlefield, choose one - • Search your library for a creature card, reveal it, then shuffle your library and put that card on top of it. • Put target noncreature permanent on the bottom of its owner's library. NPH U, PC2 U Brute Force {R} Instant Target creature gets +3/+3 until end of turn. PLC C, MMA C, MM2 C Bubble Matrix {4} Artifact Prevent all damage that would be dealt to creatures. WL R Bubbling Beebles {4}{U} Creature - Beeble 3/3 Bubbling Beebles can't be blocked as long as defending player controls an enchantment. CG C Bubbling Cauldron {2} Artifact {1}, {T}, Sacrifice a creature: You gain 4 life. {1}, {T}, Sacrifice a creature named Festering Newt: Each opponent loses 4 life. You gain life equal to the life lost this way. M14 U Bubbling Muck {B} Sorcery Until end of turn, whenever a player taps a Swamp for mana, that player adds {B} to his or her mana pool. (in addition to the mana the land produces) CG C Budoka Gardener {1}{G} Creature - Human Monk 2/1 {T}: You may put a land card from your hand onto the battlefield. If you control ten or more lands, flip Budoka Gardener. ---- Dokai, Weaver of Life Legendary Creature - Human Monk 3/3 {4}{G}{G}, {T}: Put an X/X green Elemental creature token onto the battlefield, where X is the number of lands you control. CHK R Budoka Pupil {1}{G}{G} Creature - Human Monk 2/2 Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Budoka Pupil. At the beginning of the end step, if there are two or more ki counters on Budoka Pupil, you may flip it. ---- Ichiga, Who Topples Oaks Legendary Creature - Spirit 4/3 Trample Remove a ki counter from Ichiga, Who Topples Oaks: Target creature gets +2/+2 until end of turn. BOK U Builder's Bane {X}{X}{R} Sorcery Destroy X target artifacts. Builder's Bane deals damage to each player equal to the number of artifacts he or she controlled put into a graveyard this way. MI C Builder's Blessing {3}{W} Enchantment Untapped creatures you control get +0/+2. AVR U Bull Aurochs {1}{G} Creature - Aurochs 2/1 Trample Whenever Bull Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. CSP C Bull Cerodon {4}{R}{W} Creature - Beast 5/5 Vigilance, haste ALA U, HOP U Bull Elephant {3}{G} Creature - Elephant 4/4 When Bull Elephant enters the battlefield, sacrifice it unless you return two Forests you control to their owner's hand. VI C Bull Hippo {3}{G} Creature - Hippo 3/3 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) PO U, UZ U, P3 U, 7E U Bull Rush {R} Instant Target creature gets +2/+0 until end of turn. WWK C Bullwhip {4} Artifact {2}, {T}: Bullwhip deals 1 damage to target creature. That creature attacks this turn if able. ST U Bulwark {3}{R}{R} Enchantment At the beginning of your upkeep, Bulwark deals X damage to target opponent, where X is the number of cards in your hand minus the number of cards in that player's hand. UZ R Bump in the Night {B} Sorcery Target opponent loses 3 life. Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD C, DDK C Buoyancy {1}{U} Enchantment - Aura Flash Enchant creature Enchanted creature has flying. MM C Burden of Greed {3}{B} Instant Target player loses 1 life for each tapped artifact he or she controls. DST C Burden of Guilt {W} Enchantment - Aura Enchant creature {1}: Tap enchanted creature. DKA C Burgeoning {G} Enchantment Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield. ST R Buried Alive {2}{B} Sorcery Search your library for up to three creature cards and put them into your graveyard. Then shuffle your library. WL U, OD U, CMD U, PD3 U Buried Ruin Land {T}: Add {1} to your mana pool. {2}, {T}, Sacrifice Buried Ruin: Return target artifact card from your graveyard to your hand. M12 U, C14 U Burn Away {4}{R} Instant Burn Away deals 6 damage to target creature. When that creature dies this turn, exile all cards from its controller's graveyard. KTK U Burn Trail {3}{R} Sorcery Burn Trail deals 3 damage to target creature or player. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.) SHM C Burn at the Stake {2}{R}{R}{R} Sorcery As an additional cost to cast Burn at the Stake, tap any number of untapped creatures you control. Burn at the Stake deals damage to target creature or player equal to three times the number of creatures tapped this way. AVR R Burn the Impure {1}{R} Instant Burn the Impure deals 3 damage to target creature. If that creature has infect, Burn the Impure deals 3 damage to that creature's controller. MBS C Burning Anger {4}{R} Enchantment - Aura Enchant creature Enchanted creature has "{T}: This creature deals damage equal to its power to target creature or player." M15 R Burning Cloak {R} Sorcery Target creature gets +2/+0 until end of turn. Burning Cloak deals 2 damage to that creature. PO C Burning Earth {3}{R} Enchantment Whenever a player taps a nonbasic land for mana, Burning Earth deals 1 damage to that player. M14 R Burning Fields {4}{R} Sorcery Burning Fields deals 5 damage to target opponent. PK C Burning Inquiry {R} Sorcery Each player draws three cards, then discards three cards at random. M10 C Burning Oil {1}{R} Instant Burning Oil deals 3 damage to target attacking or blocking creature. Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA U Burning Palm Efreet {2}{R}{R} Creature - Efreet 2/2 {1}{R}{R}: Burning Palm Efreet deals 2 damage to target creature with flying and that creature loses flying until end of turn. MI U Burning Sands {3}{R}{R} Enchantment Whenever a creature dies, that creature's controller sacrifices a land. OD R Burning Shield Askari {2}{R} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {R}{R}: Burning Shield Askari gains first strike until end of turn. MI C Burning Vengeance {2}{R} Enchantment Whenever you cast a spell from your graveyard, Burning Vengeance deals 2 damage to target creature or player. ISD U Burning Wish {1}{R} Sorcery You may choose a sorcery card you own from outside the game, reveal that card, and put it into your hand. Exile Burning Wish. JUD R, VMA R Burning of Xinye {4}{R}{R} Sorcery You destroy four lands you control, then target opponent destroys four lands he or she controls. Then Burning of Xinye deals 4 damage to each creature. PK R, ME3 R, VMA R, V14 M Burning-Eye Zubera {2}{R}{R} Creature - Zubera Spirit 3/3 When Burning-Eye Zubera dies, if 4 or more damage was dealt to it this turn, Burning-Eye Zubera deals 3 damage to target creature or player. SOK U Burning-Tree Bloodscale {2}{R}{G} Creature - Viashino Berserker 2/2 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) {2}{R}: Target creature can't block Burning-Tree Bloodscale this turn. {2}{G}: Target creature blocks Burning-Tree Bloodscale this turn if able. GPT C Burning-Tree Emissary {R/G}{R/G} Creature - Human Shaman 2/2 When Burning-Tree Emissary enters the battlefield, add {R}{G} to your mana pool. GTC U Burning-Tree Shaman {1}{R}{G} Creature - Centaur Shaman 3/4 Whenever a player activates an ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player. GPT R Burnished Hart {3} Artifact Creature - Elk 2/2 {3}, Sacrifice Burnished Hart: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library. THS U, C14 U Burnout {1}{R} Instant Counter target instant spell if it's blue. Draw a card at the beginning of the next turn's upkeep. AL U, ME2 U Burnt Offering {B} Instant As an additional cost to cast Burnt Offering, sacrifice a creature. Add X mana in any combination of {B} and/or {R} to your mana pool, where X is the sacrificed creature's converted mana cost. IA C Burr Grafter {3}{G} Creature - Spirit 2/2 Sacrifice Burr Grafter: Target creature gets +2/+2 until end of turn. Soulshift 3 (When this creature dies, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) CHK C Burrenton Bombardier {2}{W} Creature - Kithkin Soldier 2/2 Flying Reinforce 2- {2}{W} ({2}{W}, Discard this card: Put two +1/+1 counters on target creature.) MOR C, DDF C Burrenton Forge-Tender {W} Creature - Kithkin Wizard 1/1 Protection from red Sacrifice Burrenton Forge-Tender: Prevent all damage a red source of your choice would deal this turn. MD1 U, LRW U Burrenton Shield-Bearers {4}{W} Creature - Kithkin Soldier 3/3 Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn. MOR C Burrowing {R} Enchantment - Aura Enchant creature Enchanted creature has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.) 1E U, 2E U, 2U U, 3E U, 4E U, 6E U Burst Lightning {R} Instant Kicker {4} (You may pay an additional {4} as you cast this spell.) Burst Lightning deals 2 damage to target creature or player. If Burst Lightning was kicked, it deals 4 damage to that creature or player instead. ZEN C, MM2 C Burst of Energy {W} Instant Untap target permanent. GU C Burst of Speed {R} Sorcery Creatures you control gain haste until end of turn. (They can attack and {T} even if they just came under your control.) M10 C Burst of Strength {G} Instant Put a +1/+1 counter on target creature and untap it. GTC C Bushi Tenderfoot {W} Creature - Human Soldier 1/1 When a creature dealt damage by Bushi Tenderfoot this turn dies, flip Bushi Tenderfoot. ---- Kenzo the Hardhearted Legendary Creature - Human Samurai 3/4 Double strike, bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) CHK U Butcher Ghoul {1}{B} Creature - Zombie 1/1 Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) AVR C Butcher Orgg {4}{R}{R}{R} Creature - Orgg 6/6 You may assign Butcher Orgg's combat damage divided as you choose among defending player and/or any number of creatures he or she controls. ONS R Butcher of Malakir {5}{B}{B} Creature - Vampire Warrior 5/4 Flying Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature. R, WWK R, CMD R, DDK R, C14 R Butcher of the Horde {1}{R}{W}{B} Creature - Demon 5/4 Flying Sacrifice another creature: Butcher of the Horde gains your choice of vigilance, lifelink, or haste until end of turn. KTK R Butcher's Cleaver {3} Artifact - Equipment Equipped creature gets +3/+0. As long as equipped creature is a Human, it has lifelink. Equip {3} ISD U Butcher's Glee {2}{B} Instant Target creature gets +3/+0 and gains lifelink until end of turn. Regenerate it. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.) DTK C Cabal Archon {2}{B} Creature - Human Cleric 2/2 {B}, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life. ONS U Cabal Coffers Land {2}, {T}: Add {B} to your mana pool for each Swamp you control. TOR U, HOP U Cabal Conditioning {6}{B} Sorcery Any number of target players each discard a number of cards equal to the highest converted mana cost among permanents you control. SCG R Cabal Executioner {2}{B}{B} Creature - Human Cleric 2/2 Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature. Morph {3}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Cabal Inquisitor {1}{B} Creature - Human Minion 1/1 Threshold - {1}{B}, {T}, Exile two cards from your graveyard: Target player discards a card. Activate this ability only any time you could cast a sorcery, and only if seven or more cards are in your graveyard. OD C Cabal Interrogator {1}{B} Creature - Zombie Wizard 1/1 {X}{B}, {T}: Target player reveals X cards from his or her hand and you choose one of them. That player discards that card. Activate this ability only any time you could cast a sorcery. SCG U Cabal Patriarch {3}{B}{B}{B} Legendary Creature - Human Wizard 5/5 {2}{B}, Sacrifice a creature: Target creature gets -2/-2 until end of turn. {2}{B}, Exile a creature card from your graveyard: Target creature gets -2/-2 until end of turn. OD R Cabal Pit Land {T}: Add {B} to your mana pool. Cabal Pit deals 1 damage to you. Threshold - {B}, {T}, Sacrifice Cabal Pit: Target creature gets -2/-2 until end of turn. Activate this ability only if seven or more cards are in your graveyard. OD U Cabal Ritual {1}{B} Instant Add {B}{B}{B} to your mana pool. Threshold - Add {B}{B}{B}{B}{B} to your mana pool instead if seven or more cards are in your graveyard. TOR C, VMA U Cabal Shrine {1}{B}{B} Enchantment Whenever a player casts a spell, that player discards X cards, where X is the number of cards in all graveyards with the same name as that spell. OD R Cabal Slaver {2}{B} Creature - Human Cleric 2/1 Whenever a Goblin deals combat damage to a player, that player discards a card. ONS U Cabal Surgeon {2}{B}{B} Creature - Human Minion 2/1 {2}{B}{B}, {T}, Exile two cards from your graveyard: Return target creature card from your graveyard to your hand. TOR C Cabal Therapy {B} Sorcery Name a nonland card. Target player reveals his or her hand and discards all cards with that name. Flashback-Sacrifice a creature. (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD U, PD3 U Cabal Torturer {1}{B}{B} Creature - Human Minion 1/1 {B}, {T}: Target creature gets -1/-1 until end of turn. Threshold - {3}{B}{B}, {T}: Target creature gets -2/-2 until end of turn. Activate this ability only if seven or more cards are in your graveyard. TOR C Cabal Trainee {B} Creature - Human Minion 1/1 Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn. JUD C Cache Raiders {3}{U}{U} Creature - Merfolk Rogue 4/4 At the beginning of your upkeep, return a permanent you control to its owner's hand. EVE U, DDI U Cached Defenses {2}{G} Sorcery Bolster 3. (Choose a creature with the least toughness among creatures you control and put three +1/+1 counters on it.) FRF U Cackling Counterpart {1}{U}{U} Instant Put a token onto the battlefield that's a copy of target creature you control. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD R, C14 R Cackling Fiend {2}{B}{B} Creature - Zombie 2/1 When Cackling Fiend enters the battlefield, each opponent discards a card. UZ C, BR C Cackling Flames {3}{R} Instant Cackling Flames deals 3 damage to target creature or player. Hellbent - Cackling Flames deals 5 damage to that creature or player instead if you have no cards in hand. DIS C Cackling Imp {2}{B}{B} Creature - Imp 2/2 Flying {T}: Target player loses 1 life. 5DN C, DDC C, DD3_DVD C Cackling Witch {1}{B} Creature - Human Spellshaper 1/1 {X}{B}, {T}, Discard a card: Target creature gets +X/+0 until end of turn. MM U Cadaver Imp {1}{B}{B} Creature - Imp 1/1 Flying When Cadaver Imp enters the battlefield, you may return target creature card from your graveyard to your hand. C, ROE C, PC2 C Cadaverous Bloom {3}{B}{G} Enchantment Exile a card from your hand: Add {B}{B} or {G}{G} to your mana pool. MI R Cadaverous Knight {2}{B} Creature - Zombie Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{B}{B}: Regenerate Cadaverous Knight. MI C, HOP C Cage of Hands {2}{W} Enchantment - Aura Enchant creature Enchanted creature can't attack or block. {1}{W}: Return Cage of Hands to its owner's hand. CHK C, PC2 C Caged Sun {6} Artifact As Caged Sun enters the battlefield, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability adds one or more mana of the chosen color to your mana pool, add one additional mana of that color to your mana pool. NPH R, C14 R Cagemail {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and can't attack. JUD C Cairn Wanderer {4}{B} Creature - Shapeshifter 4/4 Changeling (This card is every creature type.) As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance. LRW R Calciderm {2}{W}{W} Creature - Beast 5/5 Shroud (This creature can't be the target of spells or abilities.) Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) PLC U Calciform Pools Land {T}: Add {1} to your mana pool. {1}, {T}: Put a storage counter on Calciform Pools. {1}, Remove X storage counters from Calciform Pools: Add X mana in any combination of {W} and/or {U} to your mana pool. TSP U Calcite Snapper {1}{U}{U} Creature - Turtle 1/4 Shroud (This creature can't be the target of spells or abilities.) Landfall - Whenever a land enters the battlefield under your control, you may switch Calcite Snapper's power and toughness until end of turn. WWK C Calculated Dismissal {2}{U} Instant Counter target spell unless its controller pays {3}. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) ORI C Caldera Hellion {3}{R}{R} Creature - Hellion 3/3 Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.) When Caldera Hellion enters the battlefield, it deals 3 damage to each creature. ALA R Caldera Kavu {2}{R} Creature - Kavu 2/2 {1}{B}: Caldera Kavu gets +1/+1 until end of turn. {G}: Caldera Kavu becomes the color of your choice until end of turn. PS C Caldera Lake Land Caldera Lake enters the battlefield tapped. {T}: Add {1} to your mana pool. {T}: Add {U} or {R} to your mana pool. Caldera Lake deals 1 damage to you. TE R, VMA U, TPR U Call for Blood {4}{B} Instant - Arcane As an additional cost to cast Call for Blood, sacrifice a creature. Target creature gets -X/-X until end of turn, where X is the sacrificed creature's power. BOK C Call from the Grave {2}{B} Sorcery Choose a player at random. Choose a creature card in that player's graveyard at random and put it onto the battlefield under your control. Call from the Grave deals damage equal to that creature card's converted mana cost to you. ASTRAL S Call of the Conclave {G}{W} Sorcery Put a 3/3 green Centaur creature token onto the battlefield. RTR U Call of the Full Moon {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +3/+2 and has trample. (It can deal excess combat damage to defending player or planeswalker while attacking.) At the beginning of each upkeep, if a player cast two or more spells last turn, sacrifice Call of the Full Moon. ORI U Call of the Herd {2}{G} Sorcery Put a 3/3 green Elephant creature token onto the battlefield. Flashback {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD R, TSB S Call of the Nightwing {2}{U}{B} Sorcery Put a 1/1 blue and black Horror creature token with flying onto the battlefield. 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.) GTC U Call of the Wild {2}{G}{G} Enchantment {2}{G}{G}: Reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, put it into your graveyard. WL R, 6E R, 8ED R Call the Scions {2}{G} Sorcery Devoid (This card has no color.) Put two 1/1 colorless Eldrazi Scion creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." C Call the Skybreaker {5}{U/R}{U/R} Sorcery Put a 5/5 blue and red Elemental creature token with flying onto the battlefield. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) EVE R, CMD R Call to Arms {1}{W} Enchantment As Call to Arms enters the battlefield, choose a color and an opponent. White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common. When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms. IA R, ME3 U Call to Glory {1}{W} Instant Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn. CHK C Call to Heel {1}{U} Instant Return target creature to its owner's hand. Its controller draws a card. ALA C, DDJ C Call to Mind {2}{U} Sorcery Return target instant or sorcery card from your graveyard to your hand. M11 U, C14 U Call to Serve {1}{W} Enchantment - Aura Enchant nonblack creature Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types. AVR C Call to the Grave {4}{B} Enchantment At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature. At the beginning of the end step, if no creatures are on the battlefield, sacrifice Call to the Grave. SCG R, M12 R Call to the Kindred {3}{U} Enchantment - Aura Enchant creature At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order. DKA R Call to the Netherworld {B} Sorcery Return target black creature card from your graveyard to your hand. Madness {0} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TSP C Caller of Gales {U} Creature - Merfolk Wizard 1/1 {1}{U}, {T}: Target creature gains flying until end of turn. ZEN C Caller of the Claw {2}{G} Creature - Elf 2/2 Flash When Caller of the Claw enters the battlefield, put a 2/2 green Bear creature token onto the battlefield for each nontoken creature put into your graveyard from the battlefield this turn. LGN R Caller of the Hunt {2}{G} Creature - Human */* As an additional cost to cast Caller of the Hunt, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures of the chosen type on the battlefield. MM R Callous Deceiver {2}{U} Creature - Spirit 1/3 {1}: Look at the top card of your library. {2}: Reveal the top card of your library. If it's a land card, Callous Deceiver gets +1/+0 and gains flying until end of turn. Activate this ability only once each turn. CHK C Callous Giant {4}{R}{R} Creature - Giant 4/4 If a source would deal 3 or less damage to Callous Giant, prevent that damage. IN R Callous Oppressor {1}{U}{U} Creature - Cephalid 1/2 You may choose not to untap Callous Oppressor during your untap step. As Callous Oppressor enters the battlefield, an opponent chooses a creature type. {T}: Gain control of target creature that isn't of the chosen type for as long as Callous Oppressor remains tapped. ONS R Callow Jushi {1}{U}{U} Creature - Human Wizard 2/2 Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Callow Jushi. At the beginning of the end step, if there are two or more ki counters on Callow Jushi, you may flip it. ---- Jaraku the Interloper Legendary Creature - Spirit 3/4 Remove a ki counter from Jaraku the Interloper: Counter target spell unless its controller pays {2}. BOK U Calming Licid {2}{W} Creature - Licid 2/2 {W}, {T}: Calming Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {W} to end this effect. Enchanted creature can't attack. ST U Calming Verse {3}{G} Sorcery Destroy all enchantments you don't control. Then, if you control an untapped land, destroy all enchantments you control. PR C Caltrops {3} Artifact Whenever a creature attacks, Caltrops deals 1 damage to it. CG U, 7E U Camato Scout {1}{U}{U} Creature - Merfolk Scout 2/3 When Camato Scout enters the battlefield, it gains landwalk of a basic land type chosen at random. (This effect lasts indefinitely.) DREAM S Camel {W} Creature - Camel 0/1 Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) As long as Camel is attacking, prevent all damage Deserts would deal to Camel and to creatures banded with Camel. AN C Camouflage {G} Instant Cast Camouflage only during your declare attackers step. This turn, instead of declaring blockers, each defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures he or she controls that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so. (Piles can be empty.) 1E U, 2E U, 2U U Canal Dredger {4} Artifact Creature - Construct 1/5 Draft Canal Dredger face up. Each player passes the last card from each booster pack to a player who drafted a card named Canal Dredger. {T}: Put target card from your graveyard on the bottom of your library. CNS R Cancel {1}{U}{U} Instant Counter target spell. TSP C, 10E C, ALA C, M10 C, ZEN C, M11 C, M12 C, PC2 C, RTR C, M14 C, M15 C, KTK C Candelabra of Tawnos {1} Artifact {X}, {T}: Untap X target lands. AQ R, ME4 R Candles of Leng {2} Artifact {4}, {T}: Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card. TSP R Candles' Glow {1}{W} Instant - Arcane Prevent the next 3 damage that would be dealt to target creature or player this turn. You gain life equal to the damage prevented this way. Splice onto Arcane {1}{W} (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.) CHK U Canker Abomination {2}{B/G}{B/G} Creature - Treefolk Horror 6/6 As Canker Abomination enters the battlefield, choose an opponent. Canker Abomination enters the battlefield with a -1/-1 counter on it for each creature that player controls. EVE U Cankerous Thirst {3}{B/G} Instant If {B} was spent to cast Cankerous Thirst, you may have target creature get -3/-3 until end of turn. If {G} was spent to cast Cankerous Thirst, you may have target creature get +3/+3 until end of turn. (Do both if {B}{G} was spent.) EVE U Cannibalize {1}{B} Sorcery Choose two target creatures controlled by the same player. Exile one of those creatures and put two +1/+1 counters on the other. ST C, TPR U Canopy Claws {G} Instant Target creature loses flying until end of turn. Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD C Canopy Cover {1}{G} Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by creatures with flying or reach. Enchanted creature can't be the target of spells or abilities your opponents control. WWK U Canopy Crawler {3}{G} Creature - Beast 2/2 Amplify 1 (As this creature enters the battlefield, put a +1/+1 counter on it for each Beast card you reveal in your hand.) {T}: Target creature gets +1/+1 until end of turn for each +1/+1 counter on Canopy Crawler. LGN U Canopy Dragon {4}{G}{G} Creature - Dragon 4/4 Trample {1}{G}: Canopy Dragon gains flying and loses trample until end of turn. MI R Canopy Spider {1}{G} Creature - Spider 1/3 Reach (This creature can block creatures with flying.) TE C, 7E C, 8ED C, 10E C, TPR C Canopy Surge {1}{G} Sorcery Kicker {2} (You may pay an additional {2} as you cast this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If Canopy Surge was kicked, it deals 4 damage to each creature with flying and each player instead. IN U Canopy Vista Land - Forest Plains ({T}: Add {G} or {W} to your mana pool.) Canopy Vista enters the battlefield tapped unless you control two or more basic lands. R, M Cantivore {1}{W}{W} Creature - Lhurgoyf */* Vigilance Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards. OD R Canyon Drake {2}{R}{R} Creature - Drake 1/2 Flying {1}, Discard a card at random: Canyon Drake gets +2/+0 until end of turn. TE R Canyon Lurkers {4}{R} Creature - Human Rogue 5/2 Morph {3}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Canyon Minotaur {3}{R} Creature - Minotaur Warrior 3/3 CON C, M10 C, M11 C, M13 C, M14 C Canyon Wildcat {1}{R} Creature - Cat 2/1 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) TE C, 8ED C, DDH C, TPR C Cao Cao, Lord of Wei {3}{B}{B} Legendary Creature - Human Soldier 3/3 {T}: Target opponent discards two cards. Activate this ability only during your turn, before attackers are declared. PK R, V11 M Cao Ren, Wei Commander {2}{B}{B} Legendary Creature - Human Soldier Warrior 3/3 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Cao Ren, Wei Commander enters the battlefield, you lose 3 life. PK R Capashen Knight {1}{W} Creature - Human Knight 1/1 First strike (This creature deals combat damage before creatures without first strike.) {1}{W}: Capashen Knight gets +1/+0 until end of turn. CG C, M14 C Capashen Standard {W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. {2}, Sacrifice Capashen Standard: Draw a card. CG C Capashen Templar {2}{W} Creature - Human Knight 2/2 {W}: Capashen Templar gets +0/+1 until end of turn. CG C Capashen Unicorn {1}{W} Creature - Unicorn 1/2 {1}{W}, {T}, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment. IN C Capricious Efreet {4}{R}{R} Creature - Efreet 6/4 At the beginning of your upkeep, choose target nonland permanent you control and up to two target nonland permanents you don't control. Destroy one of them at random. M10 R, C13 R Capricious Sorcerer {2}{U} Creature - Human Wizard 1/1 {T}: Capricious Sorcerer deals 1 damage to target creature or player. Activate this ability only during your turn, before attackers are declared. PO R Capsize {1}{U}{U} Instant Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Return target permanent to its owner's hand. TE C, TPR U Captain Sisay {2}{G}{W} Legendary Creature - Human Soldier 2/2 {T}: Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library. IN R, V11 M Captain of the Mists {2}{U} Creature - Human Wizard 2/3 Whenever another Human enters the battlefield under your control, untap Captain of the Mists. {1}{U}, {T}: You may tap or untap target permanent. AVR R Captain of the Watch {4}{W}{W} Creature - Human Soldier 3/3 Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When Captain of the Watch enters the battlefield, put three 1/1 white Soldier creature tokens onto the battlefield. M10 R, M13 R, DDO R Captain's Call {3}{W} Sorcery Put three 1/1 white Soldier creature tokens onto the battlefield. M13 C Captain's Maneuver {X}{R}{W} Instant The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead. AP U, HOP U Captivating Glance {2}{U} Enchantment - Aura Enchant creature At the beginning of your end step, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW U Captivating Vampire {1}{B}{B} Creature - Vampire 2/2 Other Vampire creatures you control get +1/+1. Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types. M11 R Captive Flame {2}{R} Enchantment {R}: Target creature gets +1/+0 until end of turn. SOK U, DDG U Capture of Jingzhou {3}{U}{U} Sorcery Take an extra turn after this one. PK R, ME3 R Captured Sunlight {2}{G}{W} Sorcery Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) You gain 4 life. ARB C Carapace {G} Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. Sacrifice Carapace: Regenerate enchanted creature. HM C (x2), 5E C, ME2 C Carapace Forger {1}{G} Creature - Elf Artificer 2/2 Metalcraft - Carapace Forger gets +2/+2 as long as you control three or more artifacts. SOM C Caravan Escort {W} Creature - Human Knight 1/1 Level up {2} ({2}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 2/2 LEVEL 5+ 5/5 First strike C, ROE C, DDG C Caravan Hurda {4}{W} Creature - Giant 1/5 Lifelink (Damage dealt by this creature also causes you to gain that much life.) ZEN C Caravan Vigil {G} Sorcery Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. Morbid - You may put that card onto the battlefield instead of putting it into your hand if a creature died this turn. ISD C Carbonize {2}{R} Instant Carbonize deals 3 damage to target creature or player. That creature can't be regenerated this turn. If the creature would die this turn, exile it instead. SCG U Careful Consideration {2}{U}{U} Instant Target player draws four cards, then discards three cards. If you cast this spell during your main phase, instead that player draws four cards, then discards two cards. TSP U, MMA U Careful Study {U} Sorcery Draw two cards, then discard two cards. OD C Caregiver {W} Creature - Human Cleric 1/1 {W}, Sacrifice a creature: Prevent the next 1 damage that would be dealt to target creature or player this turn. RAV C Caress of Phyrexia {3}{B}{B} Sorcery Target player draws three cards, loses 3 life, and gets three poison counters. NPH U Caribou Range {2}{W}{W} Enchantment - Aura Enchant land you control Enchanted land has "{W}{W}, {T}: Put a 0/1 white Caribou creature token onto the battlefield." Sacrifice a Caribou token: You gain 1 life. IA R, 5E R, ME2 R Carnage Altar {2} Artifact {3}, Sacrifice a creature: Draw a card. ZEN U, C13 U Carnage Gladiator {2}{B}{R} Creature - Skeleton Warrior 4/2 Whenever a creature blocks, that creature's controller loses 1 life. {1}{B}{R}: Regenerate Carnage Gladiator. DGM U Carnage Wurm {6}{G} Creature - Wurm 6/6 Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.) Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) M12 U Carnassid {4}{G}{G} Creature - Beast 5/4 Trample {1}{G}: Regenerate Carnassid. ST R, TPR U Carnifex Demon {4}{B}{B} Creature - Demon 6/6 Flying Carnifex Demon enters the battlefield with two -1/-1 counters on it. {B}, Remove a -1/-1 counter from Carnifex Demon: Put a -1/-1 counter on each other creature. SOM R Carnival Hellsteed {4}{B}{R} Creature - Nightmare Horse 5/4 First strike, haste Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) RTR R Carnival of Souls {1}{B} Enchantment Whenever a creature enters the battlefield, you lose 1 life and add {B} to your mana pool. CG R Carnivorous Moss-Beast {4}{G}{G} Creature - Plant Elemental Beast 4/5 {5}{G}{G}: Put a +1/+1 counter on Carnivorous Moss-Beast. M15 C Carnivorous Plant {3}{G} Creature - Plant Wall 4/5 Defender DK C, 4E C, MED U Carnophage {B} Creature - Zombie 2/2 At the beginning of your upkeep, tap Carnophage unless you pay 1 life. EX C, VMA C, TPR C Carom {1}{W} Instant The next 1 damage that would be dealt to target creature this turn is dealt to another target creature instead. Draw a card. DIS C Carpet of Flowers {G} Enchantment At the beginning of each of your main phases, if you haven't added mana to your mana pool with this ability this turn, you may add up to X mana of any one color to your mana pool, where X is the number of Islands target opponent controls. UZ U Carrier Pigeons {3}{W} Creature - Bird 1/1 Flying When Carrier Pigeons enters the battlefield, draw a card at the beginning of the next turn's upkeep. AL C (x2) Carrier Thrall {1}{B} Creature - Vampire 2/1 When Carrier Thrall dies, put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." U Carrion {1}{B}{B} Instant As an additional cost to cast Carrion, sacrifice a creature. Put X 0/1 black Insect creature tokens onto the battlefield, where X is the sacrificed creature's power. MI R Carrion Ants {2}{B}{B} Creature - Insect 0/1 {1}: Carrion Ants gets +1/+1 until end of turn. LE R, 4E U, 5E U, ME3 U Carrion Beetles {B} Creature - Insect 1/1 {2}{B}, {T}: Exile up to three target cards from a single graveyard. UZ C Carrion Call {3}{G} Instant Put two 1/1 green Insect creature tokens with infect onto the battlefield. (They deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) SOM U Carrion Crow {2}{B} Creature - Zombie Bird 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Carrion Crow enters the battlefield tapped. M15 C Carrion Feeder {B} Creature - Zombie 1/1 Carrion Feeder can't block. Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder. SCG C, DDE C Carrion Howler {3}{B} Creature - Zombie Wolf 2/2 Pay 1 life: Carrion Howler gets +2/-1 until end of turn. RAV U Carrion Rats {B} Creature - Rat 2/1 Whenever Carrion Rats attacks or blocks, any player may exile a card from his or her graveyard. If a player does, Carrion Rats assigns no combat damage this turn. TOR C Carrion Thrash {2}{B}{R}{G} Creature - Viashino Warrior 4/4 When Carrion Thrash dies, you may pay {2}. If you do, return another target creature card from your graveyard to your hand. ALA C Carrion Wall {1}{B}{B} Creature - Wall 3/2 Defender (This creature can't attack.) {1}{B}: Regenerate Carrion Wall. NE U, 8ED U Carrion Wurm {3}{B}{B} Creature - Zombie Wurm 6/5 Whenever Carrion Wurm attacks or blocks, any player may exile three cards from his or her graveyard. If a player does, Carrion Wurm assigns no combat damage this turn. TOR U Carrionette {1}{B} Creature - Skeleton 1/1 {2}{B}{B}: Exile Carrionette and target creature unless that creature's controller pays {2}. Activate this ability only if Carrionette is in your graveyard. TE R Carry Away {U}{U} Enchantment - Aura Enchant Equipment When Carry Away enters the battlefield, unattach enchanted Equipment. You control enchanted Equipment. DST U Cartel Aristocrat {W}{B} Creature - Human Advisor 2/2 Sacrifice another creature: Cartel Aristocrat gains protection from the color of your choice until end of turn. GTC U Cartographer {2}{G} Creature - Human 2/2 When Cartographer enters the battlefield, you may return target land card from your graveyard to your hand. EX U, OD C Carven Caryatid {1}{G}{G} Creature - Spirit 2/5 Defender (This creature can't attack.) When Carven Caryatid enters the battlefield, draw a card. RAV U Cascade Bluffs Land {T}: Add {1} to your mana pool. {U/R}, {T}: Add {U}{U}, {U}{R}, or {R}{R} to your mana pool. EVE R Cast Through Time {4}{U}{U}{U} Enchantment Instant and sorcery spells you control have rebound. (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.) ROE M Cast into Darkness {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets -2/-0 and can't block. JOU C Castigate {W}{B} Sorcery Target opponent reveals his or her hand. You choose a nonland card from it and exile that card. GPT C Casting of Bones {2}{B} Enchantment - Aura Enchant creature When enchanted creature dies, draw three cards, then discard one of them. AL C (x2) Castle {3}{W} Enchantment Untapped creatures you control get +0/+2. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, 7E U Castle Raptors {4}{W} Creature - Bird Soldier 3/3 Flying As long as Castle Raptors is untapped, it gets +0/+2. TSP C Castle Sengir Land {T}: Add {1} to your mana pool. {1}, {T}: Add {B} to your mana pool. {2}, {T}: Add {U} or {R} to your mana pool. HM U Cat Burglar {3}{B} Creature - Kor Rogue Minion 2/2 {2}{B}, {T}: Target player discards a card. Activate this ability only any time you could cast a sorcery. EX C Cat Warriors {1}{G}{G} Creature - Cat Warrior 2/2 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) LE C, CH C, 5E C, 6E C Cataclysm {2}{W}{W} Sorcery Each player chooses from among the permanents he or she controls an artifact, a creature, an enchantment, and a land, then sacrifices the rest. EX R, V14 M, TPR M Catacomb Dragon {4}{B}{B} Creature - Dragon 4/4 Flying Whenever Catacomb Dragon becomes blocked by a nonartifact, non-Dragon creature, that creature gets -X/-0 until end of turn, where X is half the creature's power, rounded down. MI R Catacomb Sifter {1}{B}{G} Creature - Eldrazi Drone 2/3 Devoid (This card has no color.) When Catacomb Sifter enters the battlefield, put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." Whenever another creature you control dies, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) U Catacomb Slug {4}{B} Creature - Slug 2/6 RTR C, ORI C Catalog {2}{U} Instant Draw two cards, then discard a card. UZ C, 8ED C Catalyst Stone {2} Artifact Flashback costs you pay cost up to {2} less. Flashback costs your opponents pay cost {2} more. OD R Catapult Master {3}{W}{W} Creature - Human Soldier 3/3 Tap five untapped Soldiers you control: Exile target creature. ONS R, DDF R Catapult Squad {1}{W} Creature - Human Soldier 2/1 Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature. ONS U Catastrophe {4}{W}{W} Sorcery Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated. UZ R, BR R Catch {1}{U}{R} Sorcery Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.) ---- Release {4}{R}{W} Sorcery Each player sacrifices an artifact, a creature, an enchantment, a land, and a planeswalker. Fuse (You may cast one or both halves of this card from your hand.) DGM R Cateran Brute {2}{B} Creature - Horror Mercenary 2/2 {2}, {T}: Search your library for a Mercenary permanent card with converted mana cost 2 or less and put it onto the battlefield. Then shuffle your library. MM C Cateran Enforcer {3}{B}{B} Creature - Horror Mercenary 4/3 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) {4}, {T}: Search your library for a Mercenary permanent card with converted mana cost 4 or less and put it onto the battlefield. Then shuffle your library. MM U Cateran Kidnappers {2}{B}{B} Creature - Human Mercenary 4/2 {3}, {T}: Search your library for a Mercenary permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library. MM U Cateran Overlord {4}{B}{B}{B} Creature - Horror Mercenary 7/5 Sacrifice a creature: Regenerate Cateran Overlord. {6}, {T}: Search your library for a Mercenary permanent card with converted mana cost 6 or less and put it onto the battlefield. Then shuffle your library. MM R Cateran Persuader {B}{B} Creature - Human Mercenary 2/1 {1}, {T}: Search your library for a Mercenary permanent card with converted mana cost 1 or less and put it onto the battlefield. Then shuffle your library. MM C Cateran Slaver {4}{B}{B} Creature - Horror Mercenary 5/5 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) {5}, {T}: Search your library for a Mercenary permanent card with converted mana cost 5 or less and put it onto the battlefield. Then shuffle your library. MM R Cateran Summons {B} Sorcery Search your library for a Mercenary card, reveal that card, and put it into your hand. Then shuffle your library. MM U Caterwauling Boggart {3}{R} Creature - Goblin Shaman 2/2 Goblins you control and Elementals you control have menace. (They can't be blocked except by two or more creatures.) LRW C Cathars' Crusade {3}{W}{W} Enchantment Whenever a creature enters the battlefield under your control, put a +1/+1 counter on each creature you control. AVR R, C14 R Cathartic Adept {U} Creature - Human Wizard 1/1 {T}: Target player puts the top card of his or her library into his or her graveyard. ALA C Cathedral Membrane {1}{P/W} Artifact Creature - Wall 0/3 ({P/W} can be paid with either {W} or 2 life.) Defender When Cathedral Membrane dies during combat, it deals 6 damage to each creature it blocked this combat. NPH U Cathedral Sanctifier {W} Creature - Human Cleric 1/1 When Cathedral Sanctifier enters the battlefield, you gain 3 life. AVR C Cathedral of Serra Land White legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) LE U Cathedral of War Land Cathedral of War enters the battlefield tapped. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Add {1} to your mana pool. M13 R Cathodion {3} Artifact Creature - Construct 3/3 When Cathodion dies, add {3} to your mana pool. UZ U, MRD U, C14 U, MM2 C Cauldron Dance {4}{B}{R} Instant Cast Cauldron Dance only during combat. Return target creature card from your graveyard to the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step. You may put a creature card from your hand onto the battlefield. That creature gains haste. Its controller sacrifices it at the beginning of the next end step. IN U Cauldron Haze {1}{W/B} Instant Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) EVE U Cauldron of Souls {5} Artifact {T}: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM R Caustic Caterpillar {G} Creature - Insect 1/1 {1}{G}, Sacrifice Caustic Caterpillar: Destroy target artifact or enchantment. ORI C Caustic Crawler {3}{B}{B} Creature - Insect 4/3 Landfall - Whenever a land enters the battlefield under your control, you may have target creature get -1/-1 until end of turn. WWK U Caustic Hound {5}{B} Creature - Hound 4/4 When Caustic Hound dies, each player loses 4 life. MBS C Caustic Rain {2}{B}{B} Sorcery Exile target land. GPT U Caustic Tar {4}{B}{B} Enchantment - Aura Enchant land Enchanted land has "{T}: Target player loses 3 life." OD U, M15 U Caustic Wasps {2}{G} Creature - Insect 1/1 Flying Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls. MM U Cautery Sliver {R}{W} Creature - Sliver 2/2 All Slivers have "{1}, Sacrifice this permanent: This permanent deals 1 damage to target creature or player." All Slivers have "{1}, Sacrifice this permanent: Prevent the next 1 damage that would be dealt to target Sliver creature or player this turn." PLC U Cavalry Master {2}{W}{W} Creature - Human Knight 3/3 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.) TSP U Cavalry Pegasus {1}{W} Creature - Pegasus 1/1 Flying Whenever Cavalry Pegasus attacks, each attacking Human gains flying until end of turn. DDL C, THS C Cave People {1}{R}{R} Creature - Human 1/4 Whenever Cave People attacks, it gets +1/-2 until end of turn. {1}{R}{R}, {T}: Target creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.) DK U, 4E U, 5E U Cave Sense {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.) MM C Cave Tiger {2}{G} Creature - Cat 2/2 Whenever Cave Tiger becomes blocked by a creature, Cave Tiger gets +1/+1 until end of turn. UZ C Cave-In {3}{R}{R} Sorcery You may exile a red card from your hand rather than pay Cave-In's mana cost. Cave-In deals 2 damage to each creature and each player. MM R Cavern Crawler {2}{R} Creature - Insect 0/3 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) {R}: Cavern Crawler gets +1/-1 until end of turn. MM C Cavern Harpy {U}{B} Creature - Harpy Beast 2/1 Flying When Cavern Harpy enters the battlefield, return a blue or black creature you control to its owner's hand. Pay 1 life: Return Cavern Harpy to its owner's hand. PS C Cavern Lampad {3}{B} Enchantment Creature - Nymph 2/2 Bestow {5}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Enchanted creature gets +2/+2 and has intimidate. THS C Cavern Thoctar {5}{G} Creature - Beast 5/5 {1}{R}: Cavern Thoctar gets +1/+0 until end of turn. ALA C Cavern of Souls Land As Cavern of Souls enters the battlefield, choose a creature type. {T}: Add {1} to your mana pool. {T}: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered. AVR R Caverns of Despair {2}{R}{R} World Enchantment No more than two creatures can attack each combat. No more than two creatures can block each combat. LE R Caves of Koilos Land {T}: Add {1} to your mana pool. {T}: Add {W} or {B} to your mana pool. Caves of Koilos deals 1 damage to you. MD1 R, AP R, 9ED R, 10E R, M15 R, ORI R Cease-Fire {2}{W} Instant Target player can't cast creature spells this turn. Draw a card. OD C Ceaseless Searblades {3}{R} Creature - Elemental Warrior 2/4 Whenever you activate an ability of an Elemental, Ceaseless Searblades gets +1/+0 until end of turn. LRW U Celestial Ancient {3}{W}{W} Creature - Elemental 3/3 Flying Whenever you cast an enchantment spell, put a +1/+1 counter on each creature you control. DIS R, PC2 R Celestial Archon {3}{W}{W} Enchantment Creature - Archon 4/4 Bestow {5}{W}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying, first strike Enchanted creature gets +4/+4 and has flying and first strike. THS R Celestial Colonnade Land Celestial Colonnade enters the battlefield tapped. {T}: Add {W} or {U} to your mana pool. {3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land. WWK R Celestial Convergence {2}{W}{W} Enchantment Celestial Convergence enters the battlefield with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw. PR R Celestial Crusader {2}{W}{W} Creature - Spirit 2/2 Flash (You may cast this spell any time you could cast an instant.) Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Flying Other white creatures get +1/+1. TSP U, DDF U, C14 U Celestial Dawn {1}{W}{W} Enchantment Lands you control are Plains. Nonland cards you own that aren't on the battlefield, spells you control, and nonland permanents you control are white. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana. MI R, 6E R, TSB S Celestial Flare {W}{W} Instant Target player sacrifices an attacking or blocking creature. M14 C, DDO C, ORI C Celestial Force {5}{W}{W}{W} Creature - Elemental 7/7 At the beginning of each upkeep, you gain 3 life. CMD R Celestial Gatekeeper {3}{W}{W} Creature - Bird Cleric 2/2 Flying When Celestial Gatekeeper dies, exile it, then return up to two target Bird and/or Cleric permanent cards from your graveyard to the battlefield. LGN R Celestial Kirin {2}{W}{W} Legendary Creature - Kirin Spirit 3/3 Flying Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's converted mana cost. SOK R Celestial Mantle {3}{W}{W}{W} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. Whenever enchanted creature deals combat damage to a player, double its controller's life total. ZEN R Celestial Prism {3} Artifact {2}, {T}: Add one mana of any color to your mana pool. 1E U, 2E U, 2U U, 3E U, 4E U Celestial Purge {1}{W} Instant Exile target black or red permanent. CON U, M10 U, M11 U, M12 U, MM2 U Celestial Sword {6} Artifact {3}, {T}: Target creature you control gets +3/+3 until end of turn. Its controller sacrifices it at the beginning of the next end step. IA R, ME4 U Celestine Reef Plane - Luvion Creatures without flying or islandwalk can't attack. Whenever you roll {C}, until a player planeswalks, you can't lose the game and your opponents can't win the game. HOP P Cellar Door {2} Artifact {3}, {T}: Target player puts the bottom card of his or her library into his or her graveyard. If it's a creature card, you put a 2/2 black Zombie creature token onto the battlefield. ISD U Cemetery Gate {2}{B} Creature - Wall 0/5 Defender (This creature can't attack.) Protection from black HM C (x2) Cemetery Puca {1}{U/B}{U/B} Creature - Shapeshifter 1/2 Whenever a creature dies, you may pay {1}. If you do, Cemetery Puca becomes a copy of that creature and gains this ability. SHM R Cemetery Reaper {1}{B}{B} Creature - Zombie 2/2 Other Zombie creatures you control get +1/+1. {2}{B}, {T}: Exile target creature card from a graveyard. Put a 2/2 black Zombie creature token onto the battlefield. M10 R, ARC R, M12 R Cenn's Enlistment {3}{W} Sorcery Put two 1/1 white Kithkin Soldier creature tokens onto the battlefield. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) EVE C, MMA C Cenn's Heir {1}{W} Creature - Kithkin Soldier 1/1 Whenever Cenn's Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin. LRW C Cenn's Tactician {W} Creature - Kithkin Soldier 1/1 {W}, {T}: Put a +1/+1 counter on target Soldier creature. Each creature you control with a +1/+1 counter on it can block an additional creature. MOR U Centaur Archer {1}{R}{G} Creature - Centaur Archer 3/2 {T}: Centaur Archer deals 1 damage to target creature with flying. IA U, MED U Centaur Battlemaster {3}{G}{G} Creature - Centaur Warrior 3/3 Heroic - Whenever you cast a spell that targets Centaur Battlemaster, put three +1/+1 counters on Centaur Battlemaster. THS U Centaur Chieftain {3}{G} Creature - Centaur 3/3 Haste Threshold - As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain enters the battlefield, creatures you control get +1/+1 and gain trample until end of turn." TOR U Centaur Courser {2}{G} Creature - Centaur Warrior 3/3 M10 C, M13 C, M15 C Centaur Garden Land {T}: Add {G} to your mana pool. Centaur Garden deals 1 damage to you. Threshold - {G}, {T}, Sacrifice Centaur Garden: Target creature gets +3/+3 until end of turn. Activate this ability only if seven or more cards are in your graveyard. OD U Centaur Glade {3}{G}{G} Enchantment {2}{G}{G}: Put a 3/3 green Centaur creature token onto the battlefield. ONS U Centaur Healer {1}{G}{W} Creature - Centaur Cleric 3/3 When Centaur Healer enters the battlefield, you gain 3 life. RTR C Centaur Omenreader {3}{G} Snow Creature - Centaur Shaman 3/3 As long as Centaur Omenreader is tapped, creature spells you cast cost {2} less to cast. FUT U Centaur Rootcaster {3}{G} Creature - Centaur Druid 2/2 Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card and put that card onto the battlefield tapped. If you do, shuffle your library. JUD C Centaur Safeguard {2}{G/W} Creature - Centaur Warrior 3/1 ({G/W} can be paid with either {G} or {W}.) When Centaur Safeguard dies, you may gain 3 life. RAV C Centaur Veteran {5}{G} Creature - Centaur 3/3 Trample {G}, Discard a card: Regenerate Centaur Veteran. TOR C Centaur's Herald {G} Creature - Elf Scout 0/1 {2}{G}, Sacrifice Centaur's Herald: Put a 3/3 green Centaur creature token onto the battlefield. RTR C Center Soul {1}{W} Instant Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) DTK C Cephalid Aristocrat {4}{U} Creature - Cephalid 3/3 Whenever Cephalid Aristocrat becomes the target of a spell or ability, put the top two cards of your library into your graveyard. TOR C Cephalid Broker {3}{U} Creature - Cephalid 2/2 {T}: Target player draws two cards, then discards two cards. OD U Cephalid Coliseum Land {T}: Add {U} to your mana pool. Cephalid Coliseum deals 1 damage to you. Threshold - {U}, {T}, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. Activate this ability only if seven or more cards are in your graveyard. OD U, V12 M Cephalid Constable {1}{U}{U} Creature - Cephalid Wizard 1/1 Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands. JUD R, 10E R Cephalid Illusionist {1}{U} Creature - Cephalid Wizard 1/1 Whenever Cephalid Illusionist becomes the target of a spell or ability, put the top three cards of your library into your graveyard. {2}{U}, {T}: Prevent all combat damage that would be dealt to and dealt by target creature you control this turn. TOR U Cephalid Inkshrouder {2}{U} Creature - Cephalid 2/1 Discard a card: Cephalid Inkshrouder gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.) JUD U Cephalid Looter {2}{U} Creature - Cephalid Rogue 2/1 {T}: Target player draws a card, then discards a card. OD C Cephalid Pathmage {2}{U} Creature - Cephalid Wizard 1/2 Cephalid Pathmage can't be blocked. {T}, Sacrifice Cephalid Pathmage: Target creature can't be blocked this turn. LGN C Cephalid Retainer {2}{U}{U} Creature - Cephalid 2/3 {U}{U}: Tap target creature without flying. OD R Cephalid Sage {3}{U} Creature - Cephalid 2/3 Threshold - As long as seven or more cards are in your graveyard, Cephalid Sage has "When Cephalid Sage enters the battlefield, draw three cards, then discard two cards." TOR U Cephalid Scout {1}{U} Creature - Cephalid Wizard Scout 1/1 Flying {2}{U}, Sacrifice a land: Draw a card. OD C Cephalid Shrine {1}{U}{U} Enchantment Whenever a player casts a spell, counter that spell unless that player pays {X}, where X is the number of cards in all graveyards with the same name as the spell. OD R Cephalid Snitch {1}{U} Creature - Cephalid Wizard 1/1 Sacrifice Cephalid Snitch: Target creature loses protection from black until end of turn. TOR C Cephalid Vandal {1}{U} Creature - Cephalid Rogue 1/1 At the beginning of your upkeep, put a shred counter on Cephalid Vandal. Then put the top card of your library into your graveyard for each shred counter on Cephalid Vandal. TOR R Cerebral Eruption {2}{R}{R} Sorcery Target opponent reveals the top card of his or her library. Cerebral Eruption deals damage equal to the revealed card's converted mana cost to that player and each creature he or she controls. If a land card is revealed this way, return Cerebral Eruption to its owner's hand. SOM R Cerebral Vortex {1}{U}{R} Instant Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards he or she has drawn this turn. GPT R Ceremonial Guard {2}{R} Creature - Human Soldier 3/4 When Ceremonial Guard attacks or blocks, destroy it at end of combat. MM C Cerodon Yearling {R}{W} Creature - Beast 2/2 Vigilance, haste ARB C, HOP C Cerulean Sphinx {4}{U}{U} Creature - Sphinx 5/5 Flying {U}: Cerulean Sphinx's owner shuffles it into his or her library. RAV R Cerulean Wisps {U} Instant Target creature becomes blue until end of turn. Untap that creature. Draw a card. SHM C Cerulean Wyvern {4}{U} Creature - Drake 3/3 Flying, protection from green MI U Cessation {2}{W} Enchantment - Aura Enchant creature Enchanted creature can't attack. When Cessation is put into a graveyard from the battlefield, return Cessation to its owner's hand. GU C Ceta Disciple {U} Creature - Merfolk Wizard 1/1 {R}, {T}: Target creature gets +2/+0 until end of turn. {G}, {T}: Add one mana of any color to your mana pool. AP C Ceta Sanctuary {2}{U} Enchantment At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card. AP U Cetavolver {1}{U} Creature - Volver 1/1 Kicker {1}{R} and/or {G} (You may pay an additional {1}{R} and/or {G} as you cast this spell.) If Cetavolver was kicked with its {1}{R} kicker, it enters the battlefield with two +1/+1 counters on it and with first strike. If Cetavolver was kicked with its {G} kicker, it enters the battlefield with a +1/+1 counter on it and with trample. AP R Chain Lightning {R} Sorcery Chain Lightning deals 3 damage to target creature or player. Then that player or that creature's controller may pay {R}{R}. If the player does, he or she may copy this spell and may choose a new target for that copy. LE C, ME3 C, PD2 C, VMA C Chain Reaction {2}{R}{R} Sorcery Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield. WWK R, CMD R Chain Stasis {U} Instant You may tap or untap target creature. Then that creature's controller may pay {2}{U}. If the player does, he or she may copy this spell and may choose a new target for that copy. HM R Chain of Acid {3}{G} Sorcery Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy. ONS U Chain of Plasma {1}{R} Instant Chain of Plasma deals 3 damage to target creature or player. Then that player or that creature's controller may discard a card. If the player does, he or she may copy this spell and may choose a new target for that copy. ONS U Chain of Silence {1}{W} Instant Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy. ONS U Chain of Smog {1}{B} Sorcery Target player discards two cards. That player may copy this spell and may choose a new target for that copy. ONS U Chain of Vapor {U} Instant Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy. ONS U Chainbreaker {2} Artifact Creature - Scarecrow 3/3 Chainbreaker enters the battlefield with two -1/-1 counters on it. {3}, {T}: Remove a -1/-1 counter from target creature. SHM C Chained Throatseeker {5}{U} Creature - Horror 5/5 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Chained Throatseeker can't attack unless defending player is poisoned. NPH C Chained to the Rocks {W} Enchantment - Aura Enchant Mountain you control When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner's control.) THS R Chainer's Edict {1}{B} Sorcery Target player sacrifices a creature. Flashback {5}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) TOR U, V13 M, VMA C Chainer, Dementia Master {3}{B}{B} Legendary Creature - Human Minion 3/3 Nightmare creatures get +1/+1. {B}{B}{B}, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types. When Chainer, Dementia Master leaves the battlefield, exile all Nightmares. TOR R Chainflinger {3}{R} Creature - Beast 2/2 {1}{R}, {T}: Chainflinger deals 1 damage to target creature or player. Threshold - {2}{R}, {T}: Chainflinger deals 2 damage to target creature or player. Activate this ability only if seven or more cards are in your graveyard. OD C Chains of Mephistopheles {1}{B} Enchantment If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card this way, he or she draws a card. If the player doesn't discard a card this way, he or she puts the top card of his or her library into his or her graveyard. LE R, MED R Chalice of Life {3} Artifact {T}: You gain 1 life. Then if you have at least 10 life more than your starting life total, transform Chalice of Life. ---- Chalice of Death Artifact {T}: Target player loses 5 life. DKA U Chalice of the Void {X}{X} Artifact Chalice of the Void enters the battlefield with X charge counters on it. Whenever a player casts a spell with converted mana cost equal to the number of charge counters on Chalice of the Void, counter that spell. MRD R, MMA R Chamber of Manipulation {2}{U}{U} Enchantment - Aura Enchant land Enchanted land has "{T}, Discard a card: Gain control of target creature until end of turn." OD U Chambered Nautilus {2}{U} Creature - Nautilus Beast 2/2 Whenever Chambered Nautilus becomes blocked, you may draw a card. MM U Chameleon Blur {3}{G} Instant Prevent all damage that creatures would deal to players this turn. TSP C Chameleon Colossus {2}{G}{G} Creature - Shapeshifter 4/4 Changeling (This card is every creature type.) Protection from black {2}{G}{G}: Chameleon Colossus gets +X/+X until end of turn, where X is its power. MOR R, ARC R, V13 M Chameleon Spirit {3}{U} Creature - Illusion Spirit */* As Chameleon Spirit enters the battlefield, choose a color. Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control. MM U Champion Lancer {4}{W}{W} Creature - Human Knight 3/3 Prevent all damage that would be dealt to Champion Lancer by creatures. P3 R, ME4 R Champion of Arashin {3}{W} Creature - Hound Warrior 3/2 Lifelink (Damage dealt by this creature also causes you to gain that much life.) DTK C Champion of Lambholt {1}{G}{G} Creature - Human Warrior 1/1 Creatures with power less than Champion of Lambholt's power can't block creatures you control. Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of Lambholt. AVR R Champion of Stray Souls {4}{B}{B} Creature - Skeleton Warrior 4/4 {3}{B}{B}, {T}, Sacrifice X other creatures: Return X target creature cards from your graveyard to the battlefield. {5}{B}{B}: Put Champion of Stray Souls on top of your library from your graveyard. BNG M Champion of the Parish {W} Creature - Human Soldier 1/1 Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish. ISD R Champion's Drake {1}{U} Creature - Drake 1/1 Flying Champion's Drake gets +3/+3 as long as you control a creature with three or more level counters on it. ROE C Champion's Helm {3} Artifact - Equipment Equipped creature gets +2/+2. As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip {1} CMD R Champion's Victory {U} Instant Cast Champion's Victory only during the declare attackers step and only if you've been attacked this step. Return target attacking creature to its owner's hand. PK U Chance Encounter {2}{R}{R} Enchantment Whenever you win a coin flip, put a luck counter on Chance Encounter. At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game. OD R Chancellor of the Annex {4}{W}{W}{W} Creature - Angel 5/6 You may reveal this card from your opening hand. If you do, when each opponent casts his or her first spell of the game, counter that spell unless that player pays {1}. Flying Whenever an opponent casts a spell, counter it unless that player pays {1}. NPH R Chancellor of the Dross {4}{B}{B}{B} Creature - Vampire 6/6 You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent loses 3 life, then you gain life equal to the life lost this way. Flying, lifelink NPH R Chancellor of the Forge {4}{R}{R}{R} Creature - Giant 5/5 You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, put a 1/1 red Goblin creature token with haste onto the battlefield. When Chancellor of the Forge enters the battlefield, put X 1/1 red Goblin creature tokens with haste onto the battlefield, where X is the number of creatures you control. NPH R Chancellor of the Spires {4}{U}{U}{U} Creature - Sphinx 5/7 You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent puts the top seven cards of his or her library into his or her graveyard. Flying When Chancellor of the Spires enters the battlefield, you may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. NPH R Chancellor of the Tangle {4}{G}{G}{G} Creature - Beast 6/7 You may reveal this card from your opening hand. If you do, at the beginning of your first main phase, add {G} to your mana pool. Vigilance, reach NPH R Chandler {4}{R} Legendary Creature - Human Rogue 3/3 {R}{R}{R}, {T}: Destroy target artifact creature. HM C Chandra Ablaze {4}{R}{R} Planeswalker - Chandra 5 [+1] Discard a card. If a red card is discarded this way, Chandra Ablaze deals 4 damage to target creature or player. [-2] Each player discards his or her hand, then draws three cards. [-7] Cast any number of red instant and/or sorcery cards from your graveyard without paying their mana costs. ZEN M Chandra Nalaar {3}{R}{R} Planeswalker - Chandra 6 [+1] Chandra Nalaar deals 1 damage to target player. [-X] Chandra Nalaar deals X damage to target creature. [-8] Chandra Nalaar deals 10 damage to target player and each creature he or she controls. LRW R, DD2 M, M10 M, M11 M, DD3_JVC M Chandra's Fury {4}{R} Instant Chandra's Fury deals 4 damage to target player and 1 damage to each creature that player controls. M13 C, ORI C Chandra's Ignition {3}{R}{R} Sorcery Target creature you control deals damage equal to its power to each other creature and each opponent. ORI R Chandra's Outrage {2}{R}{R} Instant Chandra's Outrage deals 4 damage to target creature and 2 damage to that creature's controller. ARC C, M11 C, M12 C, M14 C Chandra's Phoenix {1}{R}{R} Creature - Phoenix 2/2 Flying Haste (This creature can attack and {T} as soon as it comes under your control.) Whenever an opponent is dealt damage by a red instant or sorcery spell you control or by a red planeswalker you control, return Chandra's Phoenix from your graveyard to your hand. M12 R, M14 R Chandra's Spitfire {2}{R} Creature - Elemental 1/3 Flying Whenever an opponent is dealt noncombat damage, Chandra's Spitfire gets +3/+0 until end of turn. M11 U Chandra, Fire of Kaladesh {1}{R}{R} Legendary Creature - Human Shaman 2/2 Whenever you cast a red spell, untap Chandra, Fire of Kaladesh. {T}: Chandra, Fire of Kaladesh deals 1 damage to target player. If Chandra has dealt 3 or more damage this turn, exile her, then return her to the battlefield transformed under her owner's control. ---- Chandra, Roaring Flame Planeswalker - Chandra 4 [+1] Chandra, Roaring Flame deals 2 damage to target player. [-2] Chandra, Roaring Flame deals 2 damage to target creature. [-7] Chandra, Roaring Flame deals 6 damage to each opponent. Each player dealt damage this way gets an emblem with "At the beginning of your upkeep, this emblem deals 3 damage to you." ORI M Chandra, Pyromaster {2}{R}{R} Planeswalker - Chandra 4 [+1] Chandra, Pyromaster deals 1 damage to target player and 1 damage to up to one target creature that player controls. That creature can't block this turn. [0] Exile the top card of your library. You may play it this turn. [-7] Exile the top ten cards of your library. Choose an instant or sorcery card exiled this way and copy it three times. You may cast the copies without paying their mana costs. M14 M, M15 M Chandra, the Firebrand {3}{R} Planeswalker - Chandra 3 [+1] Chandra, the Firebrand deals 1 damage to target creature or player. [-2] When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. [-6] Chandra, the Firebrand deals 6 damage to each of up to six target creatures and/or players. M12 M, M13 M Change of Heart {W} Instant Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Target creature can't attack this turn. ST C Changeling Berserker {3}{R} Creature - Shapeshifter 5/3 Changeling (This card is every creature type.) Haste Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.) LRW U Changeling Hero {4}{W} Creature - Shapeshifter 4/4 Changeling (This card is every creature type.) Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) LRW U Changeling Sentinel {3}{W} Creature - Shapeshifter 3/2 Changeling (This card is every creature type.) Vigilance MOR C Changeling Titan {4}{G} Creature - Shapeshifter 7/7 Changeling (This card is every creature type.) Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.) LRW U Channel {G}{G} Sorcery Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add {1} to your mana pool. 1E U, 2E U, 2U U, 3E U, 4E U, V09 M, ME4 R, VMA M Channel Harm {5}{W} Instant Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature. FRF U Channel the Suns {3}{G} Sorcery Add {W}{U}{B}{R}{G} to your mana pool. 5DN U Chant of Vitu-Ghazi {6}{W}{W} Instant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Prevent all damage that would be dealt by creatures this turn. You gain life equal to the damage prevented this way. RAV U Chant of the Skifsang {2}{U} Enchantment - Aura Enchant creature Enchanted creature gets -13/-0. DKA C Chaos Charm {R} Instant Choose one - • Destroy target Wall. • Chaos Charm deals 1 damage to target creature. • Target creature gains haste until end of turn. MI C Chaos Harlequin {2}{R}{R} Creature - Human 2/4 {R}: Exile the top card of your library. If that card is a land card, Chaos Harlequin gets -4/-0 until end of turn. Otherwise, Chaos Harlequin gets +2/+0 until end of turn. AL R Chaos Imps {4}{R}{R} Creature - Imp 6/5 Flying Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) Chaos Imps has trample as long as it has a +1/+1 counter on it. RTR R Chaos Lord {4}{R}{R}{R} Creature - Human 7/7 First strike At the beginning of your upkeep, target opponent gains control of Chaos Lord if the number of permanents is even. Chaos Lord can attack as though it had haste unless it entered the battlefield this turn. IA R Chaos Moon {3}{R} Enchantment At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type. (in addition to the mana the land produces) IA R Chaos Orb {2} Artifact {1}, {T}: If Chaos Orb is on the battlefield, flip Chaos Orb onto the battlefield from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all nontoken permanents it touches. Then destroy Chaos Orb. 1E R, 2E R, 2U R Chaos Warp {2}{R} Instant The owner of target permanent shuffles it into his or her library, then reveals the top card of his or her library. If it's a permanent card, he or she puts it onto the battlefield. CMD R, CM1 R, VMA R, C14 R Chaoslace {R} Instant Target spell or permanent becomes red. (Its mana symbols remain unchanged.) 1E R, 2E R, 2U R, 3E R, 4E R Chaosphere {2}{R} World Enchantment Creatures with flying can block only creatures with flying. Creatures without flying have reach. (They can block creatures with flying.) MI R Chaotic AEther Phenomenon When you encounter Chaotic AEther, each blank roll of the planar die is a CHAOS roll until a player planeswalks away from a plane. (Then planeswalk away from this phenomenon.) PC2 C Chaotic Backlash {4}{R} Instant Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents he or she controls. EVE U Chaotic Goo {2}{R}{R} Creature - Ooze 0/0 Chaotic Goo enters the battlefield with three +1/+1 counters on it. At the beginning of your upkeep, you may flip a coin. If you win the flip, put a +1/+1 counter on Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo. TE R Chaotic Strike {1}{R} Instant Cast Chaotic Strike only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card. IN U Chapel Geist {1}{W}{W} Creature - Spirit 2/3 Flying ISD C Char {2}{R} Instant Char deals 4 damage to target creature or player and 2 damage to you. RAV R, V13 M Char-Rumbler {2}{R}{R} Creature - Elemental -1/3 Double strike {R}: Char-Rumbler gets +1/+0 until end of turn. FUT U Charcoal Diamond {2} Artifact Charcoal Diamond enters the battlefield tapped. {T}: Add {B} to your mana pool. MI U, 6E U, 7E U, C14 U Charge Across the Araba {4}{W} Instant - Arcane Sweep - Return any number of Plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each Plains returned this way. SOK U Charging Badger {G} Creature - Badger 1/1 Trample BNG C Charging Bandits {4}{B} Creature - Human Rogue 3/3 Whenever Charging Bandits attacks, it gets +2/+0 until end of turn. PO U Charging Griffin {3}{W} Creature - Griffin 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Charging Griffin attacks, it gets +1/+1 until end of turn. M14 C, ORI C Charging Paladin {2}{W} Creature - Human Knight 2/2 Whenever Charging Paladin attacks, it gets +0/+3 until end of turn. PO U, EX C, P3 U, DDC C, DD3_DVD C, TPR C Charging Rhino {3}{G}{G} Creature - Rhino 4/4 Charging Rhino can't be blocked by more than one creature. PO R, TE U, CNS C, M15 C Charging Slateback {4}{R} Creature - Beast 4/3 Charging Slateback can't block. Morph {4}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Charging Troll {2}{G}{W} Creature - Troll 3/3 Vigilance {G}: Regenerate Charging Troll. IN U, DDE U Chariot of Victory {3} Artifact - Equipment Equipped creature has first strike, trample, and haste. Equip {1} JOU U Chariot of the Sun {3} Artifact {2}, {T}: Until end of turn, target creature you control gains flying and has base toughness 1. MI U Charisma {U}{U}{U} Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to a creature, gain control of the other creature for as long as Charisma remains on the battlefield. MM R Charm Peddler {W} Creature - Human Spellshaper 1/1 {W}, {T}, Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage. MM C Charmbreaker Devils {5}{R} Creature - Devil 4/4 At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. Whenever you cast an instant or sorcery spell, Charmbreaker Devils gets +4/+0 until end of turn. ISD R, C13 R Charmed Griffin {3}{W} Creature - Griffin 3/3 Flying When Charmed Griffin enters the battlefield, each other player may put an artifact or enchantment card onto the battlefield from his or her hand. MM U Charmed Pendant {4} Artifact {T}, Put the top card of your library into your graveyard: For each colored mana symbol in that card's mana cost, add one mana of that color to your mana pool. Activate this ability only any time you could cast an instant. (For example, if the card's mana cost is {3}{U}{U}{B}, you add {U}{U}{B} to your mana pool.) OD R Charnelhoard Wurm {4}{B}{R}{G} Creature - Wurm 6/6 Trample Whenever Charnelhoard Wurm deals damage to an opponent, you may return target card from your graveyard to your hand. CON R, C13 R Chartooth Cougar {5}{R} Creature - Cat Beast 4/4 {R}: Chartooth Cougar gets +1/+0 until end of turn. Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.) SCG C, DD2 C, CMD C, DDI C, CNS C, VMA C, DD3_JVC C Chasm Drake {4}{U} Creature - Drake 3/3 Flying Whenever Chasm Drake attacks, target creature you control gains flying until end of turn. M12 C Chasm Guide {3}{R} Creature - Goblin Scout Ally 3/2 Rally - Whenever Chasm Guide or another Ally enters the battlefield under your control, creatures you control gain haste until end of turn. U Chasm Skulker {2}{U} Creature - Squid Horror 1/1 Whenever you draw a card, put a +1/+1 counter on Chasm Skulker. When Chasm Skulker dies, put X 1/1 blue Squid creature tokens with islandwalk onto the battlefield, where X is the number of +1/+1 counters on Chasm Skulker. (They can't be blocked as long as defending player controls an Island.) M15 R Chastise {3}{W} Instant Destroy target attacking creature. You gain life equal to its power. JUD U, 8ED U, 9ED U Chatter of the Squirrel {G} Sorcery Put a 1/1 green Squirrel creature token onto the battlefield. Flashback {1}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C Chemister's Trick {U}{R} Instant Target creature you don't control gets -2/-0 until end of turn and attacks this turn if able. Overload {3}{U}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") RTR C Chief Engineer {1}{U} Creature - Vedalken Artificer 1/3 Artifact spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting an artifact spell pays for {1} or one mana of that creature's color.) M15 R Chief of the Edge {W}{B} Creature - Human Warrior 3/2 Other Warrior creatures you control get +1/+0. KTK U Chief of the Foundry {3} Artifact Creature - Construct 2/3 Other artifact creatures you control get +1/+1. ORI U Chief of the Scale {W}{B} Creature - Human Warrior 2/3 Other Warrior creatures you control get +0/+1. KTK U Chieftain en-Dal {1}{W}{W} Creature - Human Knight 2/2 Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn. NE U Child of Alara {W}{U}{B}{R}{G} Legendary Creature - Avatar 6/6 Trample When Child of Alara dies, destroy all nonland permanents. They can't be regenerated. CON M, V14 M Child of Gaea {3}{G}{G}{G} Creature - Elemental 7/7 Trample At the beginning of your upkeep, sacrifice Child of Gaea unless you pay {G}{G}. {1}{G}: Regenerate Child of Gaea. UZ R Child of Night {1}{B} Creature - Vampire 2/1 Lifelink (Damage dealt by this creature also causes you to gain that much life.) M10 C, M11 C, M12 C, DDK C, M14 C, M15 C Child of Thorns {G} Creature - Spirit 1/1 Sacrifice Child of Thorns: Target creature gets +1/+1 until end of turn. BOK C Childhood Horror {3}{B} Creature - Horror 2/2 Flying Threshold - As long as seven or more cards are in your graveyard, Childhood Horror gets +2/+2 and can't block. OD U Children of Korlis {W} Creature - Human Rebel Cleric 1/1 Sacrifice Children of Korlis: You gain life equal to the life you've lost this turn. (Damage causes loss of life.) TSP C Chill {1}{U} Enchantment Red spells cost {2} more to cast. TE U, 6E U Chill Haunting {1}{B} Instant As an additional cost to cast Chill Haunting, exile X creature cards from your graveyard. Target creature gets -X/-X until end of turn. SCG U Chill of Foreboding {2}{U} Sorcery Each player puts the top five cards of his or her library into his or her graveyard. Flashback {7}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA U Chill to the Bone {3}{B} Instant Destroy target nonsnow creature. CSP C Chilling Apparition {2}{B} Creature - Spirit 1/1 {B}: Regenerate Chilling Apparition. Whenever Chilling Apparition deals combat damage to a player, that player discards a card. PR U Chilling Shade {2}{B} Snow Creature - Shade 1/1 Flying {S}: Chilling Shade gets +1/+1 until end of turn. ({S} can be paid with one mana from a snow permanent.) CSP C Chime of Night {1}{B} Enchantment - Aura Enchant creature When Chime of Night is put into a graveyard from the battlefield, destroy target nonblack creature. CG C Chimeric Coils {1} Artifact {X}{1}: Chimeric Coils becomes an X/X Construct artifact creature. Sacrifice it at the beginning of the next end step. 5DN U Chimeric Egg {3} Artifact Whenever an opponent casts a nonartifact spell, put a charge counter on Chimeric Egg. Remove three charge counters from Chimeric Egg: Chimeric Egg becomes a 6/6 Construct artifact creature with trample until end of turn. DST U Chimeric Idol {3} Artifact {0}: Tap all lands you control. Chimeric Idol becomes a 3/3 Turtle artifact creature until end of turn. PR U, VMA U Chimeric Mass {X} Artifact Chimeric Mass enters the battlefield with X charge counters on it. {1}: Until end of turn, Chimeric Mass becomes a Construct artifact creature with "This creature's power and toughness are each equal to the number of charge counters on it." SOM R, MM2 R Chimeric Sphere {3} Artifact {2}: Until end of turn, Chimeric Sphere becomes a 2/1 Construct artifact creature with flying. {2}: Until end of turn, Chimeric Sphere becomes a 3/2 Construct artifact creature and loses flying. WL U Chimeric Staff {4} Artifact {X}: Chimeric Staff becomes an X/X Construct artifact creature until end of turn. UZ R, 10E R Chimney Imp {4}{B} Creature - Imp 1/2 Flying When Chimney Imp dies, target opponent puts a card from his or her hand on top of his or her library. MRD C Chisei, Heart of Oceans {2}{U}{U} Legendary Creature - Spirit 4/4 Flying At the beginning of your upkeep, sacrifice Chisei, Heart of Oceans unless you remove a counter from a permanent you control. BOK R Chittering Rats {1}{B}{B} Creature - Rat 2/2 When Chittering Rats enters the battlefield, target opponent puts a card from his or her hand on top of his or her library. DST C Chlorophant {G}{G}{G} Creature - Elemental 1/1 At the beginning of your upkeep, you may put a +1/+1 counter on Chlorophant. Threshold - As long as seven or more cards are in your graveyard, Chlorophant has "At the beginning of your upkeep, you may put another +1/+1 counter on Chlorophant." OD R Cho-Arrim Alchemist {W} Creature - Human Spellshaper 1/1 {1}{W}{W}, {T}, Discard a card: The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. MM R Cho-Arrim Bruiser {5}{W} Creature - Ogre Rebel 3/4 Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures. MM R Cho-Arrim Legate {2}{W} Creature - Human Soldier 1/2 Protection from black If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost. MM U Cho-Manno's Blessing {W}{W} Enchantment - Aura Flash Enchant creature As Cho-Manno's Blessing enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing. MM C Cho-Manno, Revolutionary {2}{W}{W} Legendary Creature - Human Rebel 2/2 Prevent all damage that would be dealt to Cho-Manno, Revolutionary. MM R, 10E R Choice of Damnations {5}{B} Sorcery - Arcane Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents. SOK R Choke {2}{G} Enchantment Islands don't untap during their controllers' untap steps. TE U, 8ED U Choking Fumes {2}{W} Instant Put a -1/-1 counter on each attacking creature. MBS U Choking Sands {1}{B}{B} Sorcery Destroy target non-Swamp land. If that land was nonbasic, Choking Sands deals 2 damage to the land's controller. MI C, VMA C Choking Tethers {3}{U} Instant Tap up to four target creatures. Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.) When you cycle Choking Tethers, you may tap target creature. ONS C, VMA C Choking Vines {X}{G} Instant Cast Choking Vines only during the declare blockers step. X target attacking creatures become blocked. Choking Vines deals 1 damage to each of those creatures. (This spell works on creatures that can't be blocked.) WL C Choose Your Champion Scheme When you set this scheme in motion, target opponent chooses a player. Until your next turn, only you and the chosen player can cast spells and attack with creatures. ARC C Chord of Calling {X}{G}{G}{G} Instant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library. RAV R, M15 R Chorus of Might {3}{G} Instant Until end of turn, target creature gets +1/+1 for each creature you control and gains trample. RTR C Chorus of Woe {B} Sorcery Creatures you control get +1/+0 until end of turn. P2 C, P3 C Chorus of the Conclave {4}{G}{G}{W}{W} Legendary Creature - Dryad 3/8 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) As an additional cost to cast creature spells, you may pay any amount of mana. If you do, that creature enters the battlefield with that many additional +1/+1 counters on it. RAV R, CMD R Chorus of the Tides {3}{U} Creature - Siren 3/2 Flying Heroic - Whenever you cast a spell that targets Chorus of the Tides, scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) BNG C Chosen by Heliod {1}{W} Enchantment - Aura Enchant creature When Chosen by Heliod enters the battlefield, draw a card. Enchanted creature gets +0/+2. THS C Chosen of Markov {2}{B} Creature - Human 2/2 {T}, Tap an untapped Vampire you control: Transform Chosen of Markov. ---- Markov's Servant (Black) Creature - Vampire 4/4 DKA C Chromanticore {W}{U}{B}{R}{G} Enchantment Creature - Manticore 4/4 Bestow {2}{W}{U}{B}{R}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying, first strike, vigilance, trample, lifelink Enchanted creature gets +4/+4 and has flying, first strike, vigilance, trample, and lifelink. BNG M Chromatic Armor {1}{W}{U} Enchantment - Aura Enchant creature As Chromatic Armor enters the battlefield, choose a color. Chromatic Armor enters the battlefield with a sleight counter on it. Prevent all damage that would be dealt to enchanted creature by sources of the last chosen color. {X}: Put a sleight counter on Chromatic Armor and choose a color. X is the number of sleight counters on Chromatic Armor. IA R Chromatic Lantern {3} Artifact Lands you control have "{T}: Add one mana of any color to your mana pool." {T}: Add one mana of any color to your mana pool. RTR R Chromatic Sphere {1} Artifact {1}, {T}, Sacrifice Chromatic Sphere: Add one mana of any color to your mana pool. Draw a card. IN U, MRD C Chromatic Star {1} Artifact {1}, {T}, Sacrifice Chromatic Star: Add one mana of any color to your mana pool. When Chromatic Star is put into a graveyard from the battlefield, draw a card. TSP C, 10E U Chrome Mox {0} Artifact Imprint - When Chrome Mox enters the battlefield, you may exile a nonartifact, nonland card from your hand. {T}: Add one mana of any of the exiled card's colors to your mana pool. MRD R Chrome Steed {4} Artifact Creature - Horse 2/2 Metalcraft - Chrome Steed gets +2/+2 as long as you control three or more artifacts. SOM C Chromescale Drake {6}{U}{U}{U} Creature - Drake 3/4 Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Flying When Chromescale Drake enters the battlefield, reveal the top three cards of your library. Put all artifact cards revealed this way into your hand and the rest into your graveyard. DST R Chromeshell Crab {4}{U} Creature - Crab Beast 3/3 Morph {4}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Chromeshell Crab is turned face up, you may exchange control of target creature you control and target creature an opponent controls. LGN R, CMD R Chromium {2}{W}{W}{U}{U}{B}{B} Legendary Creature - Elder Dragon 7/7 Flying Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) At the beginning of your upkeep, sacrifice Chromium unless you pay {W}{U}{B}. LE R, CH R, ME3 R Chronatog {1}{U} Creature - Atog 1/2 {0}: Chronatog gets +3/+3 until end of turn. You skip your next turn. Activate this ability only once each turn. VI R Chronatog Avatar Vanguard Hand -1, life +1 You have no maximum hand size. {0}: Draw three cards. You skip your next turn. Activate this ability only once each turn. VAN S Chronatog Totem {3} Artifact {T}: Add {U} to your mana pool. {1}{U}: Chronatog Totem becomes a 1/2 blue Atog artifact creature until end of turn. {0}: Chronatog Totem gets +3/+3 until end of turn. You skip your next turn. Activate this ability only once each turn and only if Chronatog Totem is a creature. TSP U Chronic Flooding {1}{U} Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, its controller puts the top three cards of his or her library into his or her graveyard. RTR C Chronicler of Heroes {1}{G}{W} Creature - Centaur Wizard 3/3 When Chronicler of Heroes enters the battlefield, draw a card if you control a creature with a +1/+1 counter on it. THS U Chronomantic Escape {4}{W}{W} Sorcery Until your next turn, creatures can't attack you. Exile Chronomantic Escape with three time counters on it. Suspend 3- {2}{W} (Rather than cast this card from your hand, you may pay {2}{W} 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.) FUT U Chronomaton {1} Artifact Creature - Golem 1/1 {1}, {T}: Put a +1/+1 counter on Chronomaton. M13 U, DDM U Chronosavant {5}{W} Creature - Giant 5/5 {1}{W}: Return Chronosavant from your graveyard to the battlefield tapped. You skip your next turn. TSP R Chronostutter {5}{U} Instant Put target creature into its owner's library second from the top. M15 C Chronozoa {3}{U} Creature - Illusion 3/3 Flying Vanishing 3 (This permanent 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 Chronozoa dies, if it had no time counters on it, put two tokens that are copies of it onto the battlefield. PLC R Chub Toad {2}{G} Creature - Frog 1/1 Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn. IA C, 5E C, MED C Churning Eddy {3}{U} Sorcery Return target creature and target land to their owners' hands. TOR C Cinder Cloud {3}{R}{R} Instant Destroy target creature. If a white creature dies this way, Cinder Cloud deals damage to that creature's controller equal to the creature's power. MI U Cinder Crawler {1}{R} Creature - Salamander 1/2 {R}: Cinder Crawler gets +1/+0 until end of turn. Activate this ability only if Cinder Crawler is blocked. EX C Cinder Elemental {3}{R} Creature - Elemental 2/2 {X}{R}, {T}, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player. MM U, HOP U, GTC U Cinder Giant {3}{R} Creature - Giant 5/3 At the beginning of your upkeep, Cinder Giant deals 2 damage to each other creature you control. WL U Cinder Glade Land - Mountain Forest ({T}: Add {R} or {G} to your mana pool.) Cinder Glade enters the battlefield tapped unless you control two or more basic lands. R, M Cinder Marsh Land {T}: Add {1} to your mana pool. {T}: Add {B} or {R} to your mana pool. Cinder Marsh doesn't untap during your next untap step. TE U, BR U, TPR U Cinder Pyromancer {2}{R} Creature - Elemental Shaman 0/1 {T}: Cinder Pyromancer deals 1 damage to target player. Whenever you cast a red spell, you may untap Cinder Pyromancer. EVE C, PD2 C Cinder Seer {3}{R} Creature - Human Wizard 1/1 {2}{R}, {T}: Reveal any number of red cards in your hand. Cinder Seer deals X damage to target creature or player, where X is the number of cards revealed this way. CG U Cinder Shade {1}{B}{R} Creature - Shade 1/1 {B}: Cinder Shade gets +1/+1 until end of turn. {R}, Sacrifice Cinder Shade: Cinder Shade deals damage equal to its power to target creature. IN U Cinder Storm {6}{R} Sorcery Cinder Storm deals 7 damage to target creature or player. P3 U, ME3 U Cinder Wall {R} Creature - Wall 3/3 Defender When Cinder Wall blocks, destroy it at end of combat. WL C, 8ED C, DDG C, CNS C Cinderbones {2}{B} Creature - Elemental Skeleton 1/1 Wither (This deals damage to creatures in the form of -1/-1 counters.) {1}{B}: Regenerate Cinderbones. SHM C Cinderhaze Wretch {4}{B} Creature - Elemental Shaman 3/2 {T}: Target player discards a card. Activate this ability only during your turn. Put a -1/-1 counter on Cinderhaze Wretch: Untap Cinderhaze Wretch. SHM C Circle of Affliction {1}{B} Enchantment As Circle of Affliction enters the battlefield, choose a color. Whenever a source of the chosen color deals damage to you, you may pay {1}. If you do, target player loses 1 life and you gain 1 life. PLC U Circle of Despair {1}{W}{B} Enchantment {1}, Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. MI R Circle of Elders {2}{G}{G} Creature - Human Shaman 2/4 Vigilance Formidable - {T}: Add {3} to your mana pool. Activate this ability only if creatures you control have total power 8 or greater. DTK U Circle of Flame {1}{R} Enchantment Whenever a creature without flying attacks you or a planeswalker you control, Circle of Flame deals 1 damage to that creature. M12 U, M15 U Circle of Protection: Artifacts {1}{W} Enchantment {2}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage. AQ U, 4E U, 5E U, 5DN U Circle of Protection: Black {1}{W} Enchantment {1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage. 2E C, 2U C, 3E C, 4E C, IA C, 5E C, TE C, 6E C, 7E C, 8ED U, 9ED U Circle of Protection: Blue {1}{W} Enchantment {1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. 1E C, 2E C, 2U C, 3E C, 4E C, IA C, 5E C, TE C, 6E C, 7E C, 8ED U Circle of Protection: Green {1}{W} Enchantment {1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage. 1E C, 2E C, 2U C, 3E C, 4E C, IA C, 5E C, TE C, 6E C, 7E C, 8ED U Circle of Protection: Red {1}{W} Enchantment {1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage. 1E C, 2E C, 2U C, 3E C, 4E C, IA C, 5E C, TE C, 6E C, 7E C, 8ED U, 9ED U Circle of Protection: Shadow {1}{W} Enchantment {1}: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage. TE C Circle of Protection: White {1}{W} Enchantment {1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage. 1E C, 2E C, 2U C, 3E C, 4E C, IA C, 5E C, TE C, 6E C, 7E C, 8ED U Circle of Solace {3}{W} Enchantment As Circle of Solace enters the battlefield, choose a creature type. {1}{W}: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage. ONS R Circling Vultures {B} Creature - Bird 3/2 Flying You may discard Circling Vultures any time you could cast an instant. At the beginning of your upkeep, sacrifice Circling Vultures unless you exile the top creature card of your graveyard. WL U Circu, Dimir Lobotomist {2}{U}{B} Legendary Creature - Human Wizard 2/3 Whenever you cast a blue spell, exile the top card of target library. Whenever you cast a black spell, exile the top card of target library. Your opponents can't cast nonland cards with the same name as a card exiled with Circu, Dimir Lobotomist. RAV R Circular Logic {2}{U} Instant Counter target spell unless its controller pays {1} for each card in your graveyard. Madness {U} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TOR U, VMA C Citadel Castellan {1}{G}{W} Creature - Human Knight 2/3 Vigilance (Attacking doesn't cause this creature to tap.) Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.) ORI U Citadel Siege {2}{W}{W} Enchantment As Citadel Siege enters the battlefield, choose Khans or Dragons. • Khans - At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons - At the beginning of combat on each opponent's turn, tap target creature that player controls. FRF R Citadel of Pain {2}{R} Enchantment At the beginning of each player's end step, Citadel of Pain deals X damage to that player, where X is the number of untapped lands he or she controls. PR U Citanul Centaurs {3}{G} Creature - Centaur 6/3 Shroud (This creature can't be the target of spells or abilities.) Echo {3}{G} (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.) UZ R Citanul Druid {1}{G} Creature - Human Druid 1/1 Whenever an opponent casts an artifact spell, put a +1/+1 counter on Citanul Druid. AQ U, ME4 C Citanul Flute {5} Artifact {X}, {T}: Search your library for a creature card with converted mana cost X or less, reveal it, and put it into your hand. Then shuffle your library. UZ R, 10E R Citanul Hierophants {3}{G} Creature - Human Druid 3/2 Creatures you control have "{T}: Add {G} to your mana pool." UZ R Citanul Woodreaders {2}{G} Creature - Human Druid 1/4 Kicker {2}{G} (You may pay an additional {2}{G} as you cast this spell.) When Citanul Woodreaders enters the battlefield, if it was kicked, draw two cards. PLC C, MMA C City in a Bottle {2} Artifact Whenever a nontoken permanent originally printed in the Arabian Nights expansion other than City in a Bottle is on the battlefield, its controller sacrifices it. Players can't play cards originally printed in the Arabian Nights expansion. AN R, VMA M City of Brass Land Whenever City of Brass becomes tapped, it deals 1 damage to you. {T}: Add one mana of any color to your mana pool. MD1 R, AN U, CH R, 5E R, 6E R, 7E R, 8ED R, ME4 R, MMA R City of Shadows Land {T}, Exile a creature you control: Put a storage counter on City of Shadows. {T}: Add {X} to your mana pool, where X is the number of storage counters on City of Shadows. DK R, ME3 R City of Solitude {2}{G} Enchantment Players can cast spells and activate abilities only during their own turns. VI R City of Traitors Land When you play another land, sacrifice City of Traitors. {T}: Add {2} to your mana pool. EX R, TPR R Civic Guildmage {W} Creature - Human Wizard 1/1 {G}, {T}: Target creature gets +0/+1 until end of turn. {U}, {T}: Put target creature you control on top of its owner's library. MI C Civic Saber {1} Artifact - Equipment Equipped creature gets +1/+0 for each of its colors. Equip {1} RTR U Civic Wayfinder {2}{G} Creature - Elf Warrior Druid 2/2 When Civic Wayfinder enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library. RAV C, 10E C Civilized Scholar {2}{U} Creature - Human Advisor 0/1 {T}: Draw a card, then discard a card. If a creature card is discarded this way, untap Civilized Scholar, then transform it. ---- Homicidal Brute (Red) Creature - Human Mutant 5/1 At the beginning of your end step, if Homicidal Brute didn't attack this turn, tap Homicidal Brute, then transform it. ISD U Claim of Erebos {1}{B} Enchantment - Aura Enchant creature Enchanted creature has "{1}{B}, {T}: Target player loses 2 life." BNG C Clairvoyance {U} Instant Look at target player's hand. Draw a card at the beginning of the next turn's upkeep. IA C Clan Defiance {X}{R}{G} Sorcery Choose one or more - • Clan Defiance deals X damage to target creature with flying. • Clan Defiance deals X damage to target creature without flying. • Clan Defiance deals X damage to target player. GTC R Clarion Ultimatum {G}{G}{W}{W}{W}{U}{U} Sorcery Choose five permanents you control. For each of those permanents, you may search your library for a card with the same name as that permanent. Put those cards onto the battlefield tapped, then shuffle your library. ALA R Clash of Realities {3}{R} Enchantment All Spirits have "When this permanent enters the battlefield, you may have it deal 3 damage to target non-Spirit creature." Non-Spirit creatures have "When this creature enters the battlefield, you may have it deal 3 damage to target Spirit creature." BOK R Clash of Wills {X}{U} Instant Counter target spell unless its controller pays {X}. ORI U Claustrophobia {1}{U}{U} Enchantment - Aura Enchant creature When Claustrophobia enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. ISD C, M14 C, DDM C, ORI C Claws of Gix {0} Artifact {1}, Sacrifice a permanent: You gain 1 life. UZ U, TSB S Claws of Valakut {1}{R}{R} Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 for each Mountain you control and has first strike. WWK C, DDG C Claws of Wirewood {3}{G} Sorcery Claws of Wirewood deals 3 damage to each creature with flying and each player. Cycling {2} ({2}, Discard this card: Draw a card.) SCG U, VMA C Clay Statue {4} Artifact Creature - Golem 3/1 {2}: Regenerate Clay Statue. AQ C, 4E C, 5E C, ME4 U Cleanfall {2}{W} Sorcery - Arcane Destroy all enchantments. CHK U Cleanse {2}{W}{W} Sorcery Destroy all black creatures. LE R, ME3 R Cleansing {W}{W}{W} Sorcery For each land, destroy that land unless any player pays 1 life. DK R Cleansing Beam {4}{R} Instant Radiance - Cleansing Beam deals 2 damage to target creature and each other creature that shares a color with it. RAV U, CMD U Cleansing Meditation {1}{W}{W} Sorcery Destroy all enchantments. Threshold - If seven or more cards are in your graveyard, instead destroy all enchantments, then return all cards in your graveyard destroyed this way to the battlefield. TOR U Clear {1}{W} Instant Destroy target enchantment. Cycling {2} ({2}, Discard this card: Draw a card.) UZ U Clear a Path {R} Sorcery Destroy target creature with defender. DGM C, M15 C Clear the Land {2}{G} Sorcery Each player reveals the top five cards of his or her library, puts all land cards revealed this way onto the battlefield tapped, and exiles the rest. MM R Clearwater Goblet {5} Artifact Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.) At the beginning of your upkeep, you may gain life equal to the number of charge counters on Clearwater Goblet. 5DN R Cleaver Riot {4}{R} Sorcery Creatures you control gain double strike until end of turn. (They deal both first-strike and regular combat damage.) M13 U Clergy en-Vec {1}{W} Creature - Human Cleric 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. TE C Clergy of the Holy Nimbus {W} Creature - Human Cleric 1/1 If Clergy of the Holy Nimbus would be destroyed, regenerate it. {1}: Clergy of the Holy Nimbus can't be regenerated this turn. Only any opponent may activate this ability. LE C Cleric of the Forward Order {1}{W} Creature - Human Cleric 2/2 When Cleric of the Forward Order enters the battlefield, you gain 2 life for each creature you control named Cleric of the Forward Order. ORI C Clever Impersonator {2}{U}{U} Creature - Shapeshifter 0/0 You may have Clever Impersonator enter the battlefield as a copy of any nonland permanent on the battlefield. KTK M Clickslither {1}{R}{R}{R} Creature - Insect 3/3 Haste Sacrifice a Goblin: Clickslither gets +2/+2 and gains trample until end of turn. LGN R, EVG R, VMA R, DD3_EVG R Cliff Threader {1}{W} Creature - Kor Scout 2/1 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) ZEN C Cliffrunner Behemoth {3}{G} Creature - Rhino Beast 5/3 Cliffrunner Behemoth has haste as long as you control a red permanent. Cliffrunner Behemoth has lifelink as long as you control a white permanent. CON R Cliffside Lookout {W} Creature - Kor Scout Ally 1/1 {4}{W}: Creatures you control get +1/+1 until end of turn. C Cliffside Market Plane - Mercadia When you planeswalk to Cliffside Market or at the beginning of your upkeep, you may exchange life totals with target player. Whenever you roll CHAOS, exchange control of two target permanents that share a card type. HOP C Clifftop Retreat Land Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W} to your mana pool. ISD R Clinging Anemones {3}{U} Creature - Jellyfish 1/4 Defender Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) GTC C Clinging Darkness {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets -4/-1. RAV C Clinging Mists {2}{G} Instant Prevent all combat damage that would be dealt this turn. Fateful hour - If you have 5 or less life, tap all attacking creatures. Those creatures don't untap during their controller's next untap step. DKA C Cloak and Dagger {2} Tribal Artifact - Rogue Equipment Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.) Whenever a Rogue creature enters the battlefield, you may attach Cloak and Dagger to it. Equip {3} MOR U Cloak of Confusion {1}{B} Enchantment - Aura Enchant creature you control Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random. IA C, 5E C, ME2 C Cloak of Feathers {U} Sorcery Target creature gains flying until end of turn. Draw a card. PO C Cloak of Invisibility {U} Enchantment - Aura Enchant creature Enchanted creature has phasing and can't be blocked except by Walls. (It phases in or out before its controller untaps during each of his or her untap steps. While it's phased out, it's treated as though it doesn't exist.) MI C Cloak of Mists {1}{U} Enchantment - Aura Enchant creature Enchanted creature can't be blocked. UZ C Cloaked Siren {3}{U} Creature - Siren 3/2 Flash (You may cast this spell any time you could cast an instant.) Flying JOU C Clock of Omens {4} Artifact Tap two untapped artifacts you control: Untap target artifact. 5DN U, M13 U Clockspinning {U} Instant Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it. TSP C Clockwork Avian {5} Artifact Creature - Bird 0/4 Flying Clockwork Avian enters the battlefield with four +1/+0 counters on it. At end of combat, if Clockwork Avian attacked or blocked this combat, remove a +1/+0 counter from it. {X}, {T}: Put up to X +1/+0 counters on Clockwork Avian. This ability can't cause the total number of +1/+0 counters on Clockwork Avian to be greater than four. Activate this ability only during your upkeep. AQ R, 4E R, BD R, ME4 U Clockwork Beast {6} Artifact Creature - Beast 0/4 Clockwork Beast enters the battlefield with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this combat, remove a +1/+0 counter from it. {X}, {T}: Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Activate this ability only during your upkeep. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, BD R, MED U Clockwork Beetle {1} Artifact Creature - Insect 0/0 Clockwork Beetle enters the battlefield with two +1/+1 counters on it. Whenever Clockwork Beetle attacks or blocks, remove a +1/+1 counter from it at end of combat. MRD C Clockwork Condor {4} Artifact Creature - Bird 0/0 Flying Clockwork Condor enters the battlefield with three +1/+1 counters on it. Whenever Clockwork Condor attacks or blocks, remove a +1/+1 counter from it at end of combat. MRD C, DDF C Clockwork Dragon {7} Artifact Creature - Dragon 0/0 Flying Clockwork Dragon enters the battlefield with six +1/+1 counters on it. Whenever Clockwork Dragon attacks or blocks, remove a +1/+1 counter from it at end of combat. {3}: Put a +1/+1 counter on Clockwork Dragon. MRD R Clockwork Gnomes {4} Artifact Creature - Gnome 2/2 {3}, {T}: Regenerate target artifact creature. HM C, ME4 U Clockwork Hydra {5} Artifact Creature - Hydra 0/0 Clockwork Hydra enters the battlefield with four +1/+1 counters on it. Whenever Clockwork Hydra attacks or blocks, remove a +1/+1 counter from it. If you do, Clockwork Hydra deals 1 damage to target creature or player. {T}: Put a +1/+1 counter on Clockwork Hydra. TSP U, DDF U Clockwork Steed {4} Artifact Creature - Horse 0/3 Clockwork Steed enters the battlefield with four +1/+0 counters on it. Clockwork Steed can't be blocked by artifact creatures. At end of combat, if Clockwork Steed attacked or blocked this combat, remove a +1/+0 counter from it. {X}, {T}: Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Activate this ability only during your upkeep. HM C, 5E U, ME2 U Clockwork Swarm {4} Artifact Creature - Insect 0/3 Clockwork Swarm enters the battlefield with four +1/+0 counters on it. Clockwork Swarm can't be blocked by Walls. At end of combat, if Clockwork Swarm attacked or blocked this combat, remove a +1/+0 counter from it. {X}, {T}: Put up to X +1/+0 counters on Clockwork Swarm. This ability can't cause the total number of +1/+0 counters on Clockwork Swarm to be greater than four. Activate this ability only during your upkeep. HM C, ME4 C Clockwork Vorrac {5} Artifact Creature - Boar Beast 0/0 Trample Clockwork Vorrac enters the battlefield with four +1/+1 counters on it. Whenever Clockwork Vorrac attacks or blocks, remove a +1/+1 counter from it at end of combat. {T}: Put a +1/+1 counter on Clockwork Vorrac. MRD U Cloistered Youth {1}{W} Creature - Human 1/1 At the beginning of your upkeep, you may transform Cloistered Youth. ---- Unholy Fiend (Black) Creature - Horror 3/3 At the beginning of your end step, you lose 1 life. ISD U Clone {3}{U} Creature - Shapeshifter 0/0 You may have Clone enter the battlefield as a copy of any creature on the battlefield. 1E U, 2E U, 2U U, 3E U, ONS R, 9ED R, 10E R, M10 R, M11 R, DDI R, M13 R, M14 R Clone Legion {7}{U}{U} Sorcery For each creature target player controls, put a token onto the battlefield that's a copy of that creature. DTK M Clone Shell {5} Artifact Creature - Shapeshifter 2/2 Imprint - When Clone Shell enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library in any order. When Clone Shell dies, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control. SOM U Close Quarters {2}{R}{R} Enchantment Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to target creature or player. MM U Clot Sliver {1}{B} Creature - Sliver 1/1 All Slivers have "{2}: Regenerate this permanent." TE C, H09 C, TPR C Cloud Cover {2}{W}{U} Enchantment Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner's hand. PS R Cloud Crusader {2}{W}{W} Creature - Human Knight 2/3 Flying First strike (This creature deals combat damage before creatures without first strike.) M11 C Cloud Djinn {5}{U} Creature - Djinn 5/4 Flying Cloud Djinn can block only creatures with flying. WL U, BD U, VMA U Cloud Dragon {5}{U} Creature - Illusion Dragon 5/4 Flying Cloud Dragon can block only creatures with flying. PO R, ME4 R Cloud Elemental {2}{U} Creature - Elemental 2/3 Flying Cloud Elemental can block only creatures with flying. VI C, BD C, 10E C, M11 C, MM2 C Cloud Key {3} Artifact As Cloud Key enters the battlefield, choose artifact, creature, enchantment, instant, or sorcery. Spells you cast of the chosen type cost {1} less to cast. FUT R Cloud Manta {3}{U} Creature - Fish 3/2 Flying C Cloud Pirates {U} Creature - Human Pirate 1/1 Flying Cloud Pirates can block only creatures with flying. PO C Cloud Spirit {2}{U} Creature - Spirit 3/1 Flying Cloud Spirit can block only creatures with flying. PO U, ST C, ME4 C Cloud Sprite {U} Creature - Faerie 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Cloud Sprite can block only creatures with flying. MM C, 10E C Cloud of Faeries {1}{U} Creature - Faerie 1/1 Flying When Cloud of Faeries enters the battlefield, untap up to two lands. Cycling {2} ({2}, Discard this card: Draw a card.) GU C, VMA U Cloudchaser Eagle {3}{W} Creature - Bird 2/2 Flying When Cloudchaser Eagle enters the battlefield, destroy target enchantment. TE C, 7E C Cloudchaser Kestrel {1}{W}{W} Creature - Bird 2/2 Flying When Cloudchaser Kestrel enters the battlefield, destroy target enchantment. {W}: Target permanent becomes white until end of turn. TSP C Cloudcrest Lake Land {T}: Add {1} to your mana pool. {T}: Add {W} or {U} to your mana pool. Cloudcrest Lake doesn't untap during your next untap step. CHK U Cloudcrown Oak {2}{G}{G} Creature - Treefolk Warrior 3/4 Reach (This creature can block creatures with flying.) LRW C Cloudfin Raptor {U} Creature - Bird Mutant 0/1 Flying Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) GTC C Cloudform {1}{U}{U} Enchantment When Cloudform enters the battlefield, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Cloudform to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and hexproof. FRF U Cloudgoat Ranger {3}{W}{W} Creature - Giant Warrior 3/3 When Cloudgoat Ranger enters the battlefield, put three 1/1 white Kithkin Soldier creature tokens onto the battlefield. Tap three untapped Kithkin you control: Cloudgoat Ranger gets +2/+0 and gains flying until end of turn. LRW U, MMA U Cloudheath Drake {4}{U} Artifact Creature - Drake 3/3 Flying {1}{W}: Cloudheath Drake gains vigilance until end of turn. ALA C Cloudhoof Kirin {3}{U}{U} Legendary Creature - Kirin Spirit 4/4 Flying Whenever you cast a Spirit or Arcane spell, you may have target player put the top X cards of his or her library into his or her graveyard, where X is that spell's converted mana cost. SOK R Cloudpost Land - Locus Cloudpost enters the battlefield tapped. {T}: Add {1} to your mana pool for each Locus on the battlefield. MRD C Cloudreach Cavalry {1}{W} Creature - Human Soldier 1/1 As long as you control a Bird, Cloudreach Cavalry gets +2/+2 and has flying. LGN U Cloudseeder {1}{U} Creature - Faerie Spellshaper 1/1 Flying {U}, {T}, Discard a card: Put a 1/1 blue Faerie creature token named Cloud Sprite onto the battlefield. It has flying and "Cloud Sprite can block only creatures with flying." FUT U Cloudshift {W} Instant Exile target creature you control, then return that card to the battlefield under your control. AVR C Cloudskate {1}{U} Creature - Illusion 2/2 Flying Fading 3 (This creature enters the battlefield with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) NE C Cloudstone Curio {3} Artifact Whenever a nonartifact permanent enters the battlefield under your control, you may return another permanent you control that shares a permanent type with it to its owner's hand. RAV R Cloudthresher {2}{G}{G}{G}{G} Creature - Elemental 7/7 Flash Reach (This creature can block creatures with flying.) When Cloudthresher enters the battlefield, it deals 2 damage to each creature with flying and each player. Evoke {2}{G}{G} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) LRW R Clout of the Dominus {U/R} Enchantment - Aura Enchant creature As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.) As long as enchanted creature is red, it gets +1/+1 and has haste. EVE C Cloven Casting {5}{U}{R} Enchantment Whenever you cast a multicolored instant or sorcery spell, you may pay {1}. If you do, copy that spell. You may choose new targets for the copy. ARB R Clutch of Currents {U} Sorcery Return target creature to its owner's hand. Awaken 3- {4}{U} (If you cast this spell for {4}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) C Clutch of Undeath {3}{B}{B} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 as long as it's a Zombie. Otherwise, it gets -3/-3. SCG C Clutch of the Undercity {1}{U}{U}{B} Instant Return target permanent to its owner's hand. Its controller loses 3 life. Transmute {1}{U}{B} ({1}{U}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV U Coal Golem {5} Artifact Creature - Golem 3/3 {3}, Sacrifice Coal Golem: Add {R}{R}{R} to your mana pool. DK U, ME3 C Coal Stoker {3}{R} Creature - Elemental 3/3 When Coal Stoker enters the battlefield, if you cast it from your hand, add {R}{R}{R} to your mana pool. TSP C, DDK C Coalhauler Swine {4}{R}{R} Creature - Boar Beast 4/4 Whenever Coalhauler Swine is dealt damage, it deals that much damage to each player. RAV C Coalition Flag {W} Enchantment - Aura Enchant creature you control Enchanted creature is a Flagbearer. While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer on the battlefield if able. AP U Coalition Honor Guard {3}{W} Creature - Human Flagbearer 2/4 While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer on the battlefield if able. AP C Coalition Relic {3} Artifact {T}: Add one mana of any color to your mana pool. {T}: Put a charge counter on Coalition Relic. At the beginning of your precombat main phase, remove all charge counters from Coalition Relic. Add one mana of any color to your mana pool for each charge counter removed this way. FUT R, DDE R Coalition Victory {3}{W}{U}{B}{R}{G} Sorcery You win the game if you control a land of each basic land type and a creature of each color. IN R, TSB S Coast Watcher {1}{U} Creature - Bird Soldier 1/1 Flying, protection from green SCG C Coastal Discovery {3}{U} Sorcery Draw two cards. Awaken 4- {5}{U} (If you cast this spell for {5}{U}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) U Coastal Drake {2}{U} Creature - Drake 2/1 Flying {1}{U}, {T}: Return target Kavu to its owner's hand. AP C Coastal Hornclaw {4}{U} Creature - Bird 3/3 Sacrifice a land: Coastal Hornclaw gains flying until end of turn. PR C, 8ED C Coastal Piracy {2}{U}{U} Enchantment Whenever a creature you control deals combat damage to an opponent, you may draw a card. MM U, 8ED R Coastal Tower Land Coastal Tower enters the battlefield tapped. {T}: Add {W} or {U} to your mana pool. IN U, 8ED U Coastal Wizard {2}{U}{U} Creature - Human Wizard 1/1 {T}: Return Coastal Wizard and another target creature to their owners' hands. Activate this ability only during your turn, before attackers are declared. P2 R Coastline Chimera {3}{U} Creature - Chimera 1/5 Flying {1}{W}: Coastline Chimera can block an additional creature this turn. THS C Coat of Arms {5} Artifact Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.) EX R, 7E R, 8ED R, 9ED R, 10E R, M10 R, H09 R, TPR R Coat with Venom {B} Instant Target creature gets +1/+2 and gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) DTK C Cobalt Golem {4} Artifact Creature - Golem 2/3 {1}{U}: Cobalt Golem gains flying until end of turn. MRD C Cobblebrute {3}{R} Creature - Elemental 5/2 RTR C, ORI C Cobbled Wings {2} Artifact - Equipment Equipped creature has flying. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) ISD C Cobra Trap {4}{G}{G} Instant - Trap If a noncreature permanent under your control was destroyed this turn by a spell or ability an opponent controlled, you may pay {G} rather than pay Cobra Trap's mana cost. Put four 1/1 green Snake creature tokens onto the battlefield. ZEN U, CMD U Cockatrice {3}{G}{G} Creature - Cockatrice 2/4 Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, TSB S Cocoon {G} Enchantment - Aura Enchant creature you control Enchanted creature doesn't untap during your untap step if Cocoon has a pupa counter on it. When Cocoon enters the battlefield, tap enchanted creature and put three pupa counters on Cocoon. At the beginning of your upkeep, remove a pupa counter from Cocoon. If you can't, sacrifice it, put a +1/+1 counter on enchanted creature, and that creature gains flying. (This effect lasts indefinitely.) LE U, CH U Codex Shredder {1} Artifact {T}: Target player puts the top card of his or her library into his or her graveyard. {5}, {T}, Sacrifice Codex Shredder: Return target card from your graveyard to your hand. RTR U Coerced Confession {4}{U/B} Sorcery Target player puts the top four cards of his or her library into his or her graveyard. You draw a card for each creature card put into that graveyard this way. GTC U Coercion {2}{B} Sorcery Target opponent reveals his or her hand. You choose a card from it. That player discards that card. VI C, TE C, P2 U, 6E C, PK U, P3 U, P4 C, BD C, 8ED C, 9ED C, TPR C Coercive Portal {4} Artifact Will of the council - At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice Coercive Portal and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card. CNS M, VMA M Coffin Puppets {3}{B}{B} Creature - Zombie 3/3 Sacrifice two lands: Return Coffin Puppets from your graveyard to the battlefield. Activate this ability only during your upkeep and only if you control a Swamp. PR R Coffin Purge {B} Instant Exile target card from a graveyard. Flashback {B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C Coffin Queen {2}{B} Creature - Zombie Wizard 1/1 You may choose not to untap Coffin Queen during your untap step. {2}{B}, {T}: Put target creature card from a graveyard onto the battlefield under your control. When Coffin Queen becomes untapped or you lose control of Coffin Queen, exile that creature. TE R, TPR R Cognivore {6}{U}{U} Creature - Lhurgoyf */* Flying Cognivore's power and toughness are each equal to the number of instant cards in all graveyards. OD R Cogwork Grinder {6} Artifact Creature - Construct 0/0 Draft Cogwork Grinder face up. As you draft a card, you may remove it from the draft face down. (Those cards aren't in your card pool.) Cogwork Grinder enters the battlefield with X +1/+1 counters on it, where X is the number of cards you removed from the draft with cards named Cogwork Grinder. CNS R Cogwork Librarian {4} Artifact Creature - Construct 3/3 Draft Cogwork Librarian face up. As you draft a card, you may draft an additional card from that booster pack. If you do, put Cogwork Librarian into that booster pack. CNS C Cogwork Spy {3} Artifact Creature - Bird Construct 2/1 Reveal Cogwork Spy as you draft it. You may look at the next card drafted from this booster pack. Flying CNS C Cogwork Tracker {4} Artifact Creature - Hound Construct 4/4 Reveal Cogwork Tracker as you draft it and note the player who passed it to you. Cogwork Tracker attacks each turn if able. Cogwork Tracker attacks a player you noted for cards named Cogwork Tracker each turn if able. CNS U Coiled Tinviper {3} Artifact Creature - Snake 2/1 First strike TE C, TPR C Coiling Oracle {G}{U} Creature - Snake Elf Druid 1/1 When Coiling Oracle enters the battlefield, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand. DIS C, DDO C Coiling Woodworm {2}{G} Creature - Insect Worm */1 Coiling Woodworm's power is equal to the number of Forests on the battlefield. NE U Coils of the Medusa {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets +1/-1. Sacrifice Coils of the Medusa: Destroy all non-Wall creatures blocking enchanted creature. WL C Cold Snap {2}{W} Enchantment Cumulative upkeep {2} (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.) At the beginning of each player's upkeep, Cold Snap deals damage to that player equal to the number of snow lands he or she controls. IA U Cold Storage {4} Artifact {3}: Exile target creature you control. Sacrifice Cold Storage: Return each creature card exiled with Cold Storage to the battlefield under your control. TE R Cold-Eyed Selkie {1}{G/U}{G/U} Creature - Merfolk Rogue 1/1 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards. EVE R, MMA R Coldsteel Heart {2} Snow Artifact Coldsteel Heart enters the battlefield tapped. As Coldsteel Heart enters the battlefield, choose a color. {T}: Add one mana of the chosen color to your mana pool. CSP U Colfenor's Plans {2}{B}{B} Enchantment When Colfenor's Plans enters the battlefield, exile the top seven cards of your library face down. You may look at and play cards exiled with Colfenor's Plans. Skip your draw step. You can't cast more than one spell each turn. LRW R Colfenor's Urn {3} Artifact Whenever a creature with toughness 4 or greater is put into your graveyard from the battlefield, you may exile it. At the beginning of the end step, if three or more cards have been exiled with Colfenor's Urn, sacrifice it. If you do, return those cards to the battlefield under their owner's control. LRW R Collapsing Borders {3}{R} Enchantment Domain - At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands he or she controls. Then Collapsing Borders deals 3 damage to him or her. IN R Collateral Damage {R} Instant As an additional cost to cast Collateral Damage, sacrifice a creature. Collateral Damage deals 3 damage to target creature or player. FRF C Collected Company {3}{G} Instant Look at the top six cards of your library. Put up to two creature cards with converted mana cost 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order. DTK R Collective Blessing {3}{G}{G}{W} Enchantment Creatures you control get +3/+3. RTR R Collective Restraint {3}{U} Enchantment Domain - Creatures can't attack you unless their controller pays {X} for each creature he or she controls that's attacking you, where X is the number of basic land types among lands you control. IN R Collective Unconscious {4}{G}{G} Sorcery Draw a card for each creature you control. MM R, 8ED R, C14 R Collective Voyage {G} Sorcery Join forces - Starting with you, each player may pay any amount of mana. Each player searches his or her library for up to X basic land cards, where X is the total amount of mana paid this way, puts them onto the battlefield tapped, then shuffles his or her library. CMD R Colos Yearling {2}{R} Creature - Goat Beast 1/1 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) {R}: Colos Yearling gets +1/+0 until end of turn. CG C Colossal Heroics {2}{G} Instant Strive - Colossal Heroics costs {1}{G} more to cast for each target beyond the first. Any number of target creatures each get +2/+2 until end of turn. Untap those creatures. JOU U Colossal Might {R}{G} Instant Target creature gets +4/+2 and gains trample until end of turn. ARB C, ARC C, CMD C Colossal Whale {5}{U}{U} Creature - Whale 5/5 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Colossal Whale attacks, you may exile target creature defending player controls until Colossal Whale leaves the battlefield. (That creature returns under its owner's control.) M14 R Colossodon Yearling {2}{G} Creature - Beast 2/4 DTK C Colossus of Akros {8} Artifact Creature - Golem 10/10 Defender, indestructible {10}: Monstrosity 10. (If this creature isn't monstrous, put ten +1/+1 counters on it and it becomes monstrous.) As long as Colossus of Akros is monstrous, it has trample and can attack as though it didn't have defender. THS R Colossus of Sardia {9} Artifact Creature - Golem 9/9 Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) Colossus of Sardia doesn't untap during your untap step. {9}: Untap Colossus of Sardia. Activate this ability only during your upkeep. AQ R, 4E R, 5E R, 10E R, ME4 R Coma Veil {4}{U} Enchantment - Aura Enchant artifact or creature Enchanted permanent doesn't untap during its controller's untap step. ALA C Combat Medic {2}{W} Creature - Human Cleric Soldier 0/2 {1}{W}: Prevent the next 1 damage that would be dealt to target creature or player this turn. FE C (x4), ME2 C Combust {1}{R} Instant Combust can't be countered by spells or abilities. Combust deals 5 damage to target white or blue creature. The damage can't be prevented. M11 U, M12 U, MM2 U Comet Storm {X}{R}{R} Instant Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.) Choose target creature or player, then choose another target creature or player for each time Comet Storm was kicked. Comet Storm deals X damage to each of them. WWK M, CMD M, MM2 M Comeuppance {3}{W} Instant Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller. C14 R Command Tower Land {T}: Add to your mana pool one mana of any color in your commander's color identity. CMD C, CM1 C, C13 C Command of Unsummoning {2}{U} Instant Cast Command of Unsummoning only during the declare attackers step and only if you've been attacked this step. Return one or two target attacking creatures to their owner's hand. PO U Commandeer {5}{U}{U} Instant You may exile two blue cards from your hand rather than pay Commandeer's mana cost. Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters the battlefield under your control.) CSP R Commander Eesha {2}{W}{W} Legendary Creature - Bird Soldier 2/4 Flying, protection from creatures JUD R Commander Greven il-Vec {3}{B}{B}{B} Legendary Creature - Human Warrior 7/5 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When Commander Greven il-Vec enters the battlefield, sacrifice a creature. TE R, TPR R Commander's Authority {4}{W} Enchantment - Aura Enchant creature Enchanted creature has "At the beginning of your upkeep, put a 1/1 white Human creature token onto the battlefield." AVR U Commander's Sphere {3} Artifact {T}: Add to your mana pool one mana of any color in your commander's color identity. Sacrifice Commander's Sphere: Draw a card. C14 C Commando Raid {2}{R} Instant Until end of turn, target creature you control gains "When this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls." ONS U Common Bond {1}{G}{W} Instant Put a +1/+1 counter on target creature. Put a +1/+1 counter on target creature. RTR C Common Cause {2}{W} Enchantment Nonartifact creatures get +2/+2 as long as they all share a color. MM R Commune with Lava {X}{R}{R} Instant Exile the top X cards of your library. Until the end of your next turn, you may play those cards. DTK R Commune with Nature {G} Sorcery Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order. CHK C, 10E C, MM2 C Commune with the Gods {1}{G} Sorcery Reveal the top five cards of your library. You may put a creature or enchantment card from among them into your hand. Put the rest into your graveyard. THS C Complete Disregard {2}{B} Instant Devoid (This card has no color.) Exile target creature with power 3 or less. C Complex Automaton {4} Artifact Creature - Golem 4/4 At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand. NE R Complicate {2}{U} Instant Counter target spell unless its controller pays {3}. Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.) When you cycle Complicate, you may counter target spell unless its controller pays {1}. ONS U Composite Golem {6} Artifact Creature - Golem 4/4 Sacrifice Composite Golem: Add {W}{U}{B}{R}{G} to your mana pool. 5DN U, 10E U Compost {1}{G} Enchantment Whenever a black card is put into an opponent's graveyard from anywhere, you may draw a card. CG U, 7E U Compulsion {1}{U} Enchantment {1}{U}, Discard a card: Draw a card. {1}{U}, Sacrifice Compulsion: Draw a card. TOR U Compulsive Research {2}{U} Sorcery Target player draws three cards. Then that player discards two cards unless he or she discards a land card. RAV C, CNS C, C14 C Concentrate {2}{U}{U} Sorcery Draw three cards. OD U, 8ED U, PC2 U, C14 U Concerted Effort {2}{W}{W} Enchantment At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance. RAV R Conch Horn {2} Artifact {1}, {T}, Sacrifice Conch Horn: Draw two cards, then put a card from your hand on top of your library. FE R Conclave Equenaut {4}{W}{W} Creature - Human Soldier 3/3 Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Flying RAV C, DDF C Conclave Naturalists {4}{G} Creature - Dryad 4/4 When Conclave Naturalists enters the battlefield, you may destroy target artifact or enchantment. ORI U Conclave Phalanx {4}{W} Creature - Human Soldier 2/4 Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) When Conclave Phalanx enters the battlefield, you gain 1 life for each creature you control. RAV U, DDF U, MM2 C Conclave's Blessing {3}{W} Enchantment - Aura Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Enchant creature Enchanted creature gets +0/+2 for each other creature you control. RAV C Concordant Crossroads {G} World Enchantment All creatures have haste. LE R, CH R, ME3 R Concordia Pegasus {1}{W} Creature - Pegasus 1/3 Flying RTR C Concussive Bolt {3}{R}{R} Sorcery Concussive Bolt deals 4 damage to target player. Metalcraft - If you control three or more artifacts, creatures that player controls can't block this turn. MBS C Condemn {W} Instant Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness. DIS U, 10E U, M11 U, DDL U, C14 U Condescend {X}{U} Instant Counter target spell unless its controller pays {X}. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 5DN C, DD2 C, DD3_JVC C Conduit of Ruin {6} Creature - Eldrazi 5/5 When you cast Conduit of Ruin, you may search your library for a colorless creature card with converted mana cost 7 or greater, reveal it, then shuffle your library and put that card on top of it. The first creature spell you cast each turn costs {2} less to cast. R Cone of Flame {3}{R}{R} Sorcery Cone of Flame deals 1 damage to target creature or player, 2 damage to another target creature or player, and 3 damage to a third target creature or player. WL U, 10E U, DD2 U, HOP U, DDG U, M15 U, DD3_JVC U Confessor {W} Creature - Human Cleric 1/1 Whenever a player discards a card, you may gain 1 life. OD C Confiscate {4}{U}{U} Enchantment - Aura Enchant permanent (Target a permanent as you cast this. This card enters the battlefield attached to that permanent.) You control enchanted permanent. UZ U, 7E U, 8ED U, 9ED U Conflagrate {X}{X}{R} Sorcery Conflagrate deals X damage divided as you choose among any number of target creatures and/or players. Flashback- {R}{R}, Discard X cards. (You may cast this card from your graveyard for its flashback cost. Then exile it.) TSP U Conflux {3}{W}{U}{B}{R}{G} Sorcery Search your library for a white card, a blue card, a black card, a red card, and a green card. Reveal those cards and put them into your hand. Then shuffle your library. CON M Confound {1}{U} Instant Counter target spell that targets one or more creatures. Draw a card. PS C Confusion in the Ranks {3}{R}{R} Enchantment Whenever an artifact, creature, or enchantment enters the battlefield, its controller chooses target permanent another player controls that shares a card type with it. Exchange control of those permanents. MRD R Congregate {3}{W} Instant Target player gains 2 life for each creature on the battlefield. UZ C, HOP C, CMD C, M14 U, M15 U Congregation at Dawn {G}{G}{W} Instant Search your library for up to three creature cards and reveal them. Shuffle your library, then put those cards on top of it in any order. RAV U Conifer Strider {3}{G} Creature - Elemental 5/1 Hexproof (This creature can't be the target of spells or abilities your opponents control.) DTK C Conjured Currency {5}{U} Enchantment At the beginning of your upkeep, you may exchange control of Conjured Currency and target permanent you neither own nor control. RTR R Conjurer's Ban {W}{B} Sorcery Name a card. Until your next turn, the named card can't be played. Draw a card. GPT U Conjurer's Bauble {1} Artifact {T}, Sacrifice Conjurer's Bauble: Put up to one target card from your graveyard on the bottom of your library. Draw a card. 5DN C Conjurer's Closet {5} Artifact At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control. AVR R, C13 R Conquer {3}{R}{R} Enchantment - Aura Enchant land You control enchanted land. IA U, 5E U, 6E U, ME2 U Conquering Manticore {4}{R}{R} Creature - Manticore 5/5 Flying When Conquering Manticore enters the battlefield, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. ROE R, DDL R Conqueror's Pledge {2}{W}{W}{W} Sorcery Kicker {6} (You may pay an additional {6} as you cast this spell.) Put six 1/1 white Kor Soldier creature tokens onto the battlefield. If Conqueror's Pledge was kicked, put twelve of those tokens onto the battlefield instead. ZEN R Consecrate Land {W} Enchantment - Aura Enchant land Enchanted land has indestructible and can't be enchanted by other Auras. 1E U, 2E U, 2U U, TSB S Consecrated Sphinx {4}{U}{U} Creature - Sphinx 4/6 Flying Whenever an opponent draws a card, you may draw two cards. MBS M Consecrated by Blood {2}{B}{B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has flying and "Sacrifice two other creatures: Regenerate this creature." (The next time the creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) ORI U Conservator {4} Artifact {3}, {T}: Prevent the next 2 damage that would be dealt to you this turn. 1E U, 2E U, 2U U, 3E U, 4E U Consign to Dream {2}{U} Instant Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead. SHM C Consign to Dust {2}{G} Instant Strive - Consign to Dust costs {2}{G} more to cast for each target beyond the first. Destroy any number of target artifacts and/or enchantments. JOU U Conspiracy {3}{B}{B} Enchantment As Conspiracy enters the battlefield, choose a creature type. Creature cards you own that aren't on the battlefield, creature spells you control, and creatures you control are the chosen type. MM R, TSB S Constant Mists {1}{G} Instant Buyback-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn. ST U Constricting Sliver {5}{W} Creature - Sliver 3/3 Sliver creatures you control have "When this creature enters the battlefield, you may exile target creature an opponent controls until this creature leaves the battlefield." M15 U Constricting Tendrils {U} Instant Target creature gets -3/-0 until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.) CON C Consul's Lieutenant {W}{W} Creature - Human Soldier 2/1 First strike Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever Consul's Lieutenant attacks, if it's renowned, other attacking creatures you control get +1/+1 until end of turn. ORI U Consult the Necrosages {1}{U}{B} Sorcery Choose one - • Target player draws two cards. • Target player discards two cards. RAV C Consume Spirit {X}{1}{B} Sorcery Spend only black mana on X. Consume Spirit deals X damage to target creature or player and you gain X life. MRD C, 9ED U, 10E U, DDC U, M10 U, HOP U, M12 U, DD3_DVD U Consume Strength {1}{B}{G} Instant Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn. AP C, DDM C Consume the Meek {3}{B}{B} Instant Destroy each creature with converted mana cost 3 or less. They can't be regenerated. R, ROE R Consuming Aberration {3}{U}{B} Creature - Horror */* Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards. Whenever you cast a spell, each opponent reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard. GTC R Consuming Bonfire {3}{R}{R} Tribal Sorcery - Elemental Choose one - • Consuming Bonfire deals 4 damage to target non-Elemental creature. • Consuming Bonfire deals 7 damage to target Treefolk creature. LRW C Consuming Ferocity {1}{R} Enchantment - Aura Enchant non-Wall creature Enchanted creature gets +1/+0. At the beginning of your upkeep, put a +1/+0 counter on enchanted creature. If that creature has three or more +1/+0 counters on it, it deals damage equal to its power to its controller, then destroy that creature and it can't be regenerated. MI U Consuming Vapors {3}{B} Sorcery Target player sacrifices a creature. You gain life equal to that creature's toughness. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) ROE R Consuming Vortex {1}{U} Instant - Arcane Return target creature to its owner's hand. Splice onto Arcane {3}{U} (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.) CHK C Consumptive Goo {B}{B} Creature - Ooze 1/1 {2}{B}{B}: Target creature gets -1/-1 until end of turn. Put a +1/+1 counter on Consumptive Goo. SCG R Contagion {3}{B}{B} Instant You may pay 1 life and exile a black card from your hand rather than pay Contagion's mana cost. Distribute two -2/-1 counters among one or two target creatures. AL U, MED R Contagion Clasp {2} Artifact When Contagion Clasp enters the battlefield, put a -1/-1 counter on target creature. {4}, {T}: Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) DDF U, SOM U Contagion Engine {6} Artifact When Contagion Engine enters the battlefield, put a -1/-1 counter on each creature target player controls. {4}, {T}: Proliferate, then proliferate again. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there. Then do it again.) SOM R Contagious Nim {2}{B} Creature - Zombie 2/2 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) SOM C Containment Priest {1}{W} Creature - Human Cleric 2/2 Flash If a nontoken creature would enter the battlefield and it wasn't cast, exile it instead. C14 R Contaminated Bond {1}{B} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Whenever enchanted creature attacks or blocks, its controller loses 3 life. MRD C, 9ED C, 10E C Contaminated Ground {1}{B} Enchantment - Aura Enchant land Enchanted land is a Swamp. Whenever enchanted land becomes tapped, its controller loses 2 life. ROE C, GTC C Contamination {2}{B} Enchantment At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature. If a land is tapped for mana, it produces {B} instead of any other type and amount. UZ R Contemplation {1}{W}{W} Enchantment Whenever you cast a spell, you gain 1 life. ST U Contempt {1}{U} Enchantment - Aura Enchant creature When enchanted creature attacks, return it and Contempt to their owners' hands at end of combat. ST C Contested Cliffs Land {T}: Add {1} to your mana pool. {R}{G}, {T}: Target Beast creature you control fights target creature an opponent controls. (Each deals damage equal to its power to the other.) ONS R, C13 R Contested War Zone Land Whenever a creature deals combat damage to you, that creature's controller gains control of Contested War Zone. {T}: Add {1} to your mana pool. {1}, {T}: Attacking creatures get +1/+0 until end of turn. MBS R Contract from Below {B} Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, ante the top card of your library, then draw seven cards. 1E R, 2E R, 2U R, 3E R Contradict {3}{U}{U} Instant Counter target spell. Draw a card. DTK C Control Magic {2}{U}{U} Enchantment - Aura Enchant creature You control enchanted creature. 1E U, 2E U, 2U U, 3E U, 4E U, BR U, ME4 R, C13 U, DDM U, VMA R Control of the Court {1}{R} Sorcery Draw four cards, then discard three cards at random. PK U Controlled Instincts {U} Enchantment - Aura Enchant red or green creature Enchanted creature doesn't untap during its controller's untap step. CON U Controvert {2}{U}{U} Instant Counter target spell. Recover {2}{U}{U} (When a creature is put into your graveyard from the battlefield, you may pay {2}{U}{U}. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.) CSP U Conundrum Sphinx {2}{U}{U} Creature - Sphinx 4/4 Flying Whenever Conundrum Sphinx attacks, each player names a card. Then each player reveals the top card of his or her library. If the card a player revealed is the card he or she named, that player puts it into his or her hand. If it's not, that player puts it on the bottom of his or her library. M11 R, CMD R Convalescence {1}{W} Enchantment At the beginning of your upkeep, if you have 10 or less life, you gain 1 life. EX R Convalescent Care {1}{W}{W} Enchantment At the beginning of your upkeep, if you have 5 or less life, you gain 3 life and draw a card. ONS R Conversion {2}{W}{W} Enchantment At the beginning of your upkeep, sacrifice Conversion unless you pay {W}{W}. All Mountains are Plains. 1E U, 2E U, 2U U, 3E U, 4E U, ME4 R Conversion Chamber {3} Artifact {2}, {T}: Exile target artifact card from a graveyard. Put a charge counter on Conversion Chamber. {2}, {T}, Remove a charge counter from Conversion Chamber: Put a 3/3 colorless Golem artifact creature token onto the battlefield. NPH U Conviction {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+3. {W}: Return Conviction to its owner's hand. ST C, TPR C Convincing Mirage {1}{U} Enchantment - Aura Enchant land As Convincing Mirage enters the battlefield, choose a basic land type. Enchanted land is the chosen type. M10 C Convolute {2}{U} Instant Counter target spell unless its controller pays {4}. RAV C Convulsing Licid {2}{R} Creature - Licid 2/2 {R}, {T}: Convulsing Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {R} to end this effect. Enchanted creature can't block. ST U Cooperation {2}{W} Enchantment - Aura Enchant creature Enchanted creature has banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) IA C Coordinated Assault {R} Instant Up to two target creatures each get +1/+0 and gain first strike until end of turn. THS U Coordinated Barrage {W} Instant Choose a creature type. Coordinated Barrage deals damage to target attacking or blocking creature equal to the number of permanents you control of the chosen type. MOR C Copper Carapace {1} Artifact - Equipment Equipped creature gets +2/+2 and can't block. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) MBS C, MM2 C Copper Gnomes {2} Artifact Creature - Gnome 1/1 {4}, Sacrifice Copper Gnomes: You may put an artifact card from your hand onto the battlefield. UZ R Copper Myr {2} Artifact Creature - Myr 1/1 {T}: Add {G} to your mana pool. MRD C, HOP C, SOM C Copper Tablet {2} Artifact At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player. 1E U, 2E U, 2U U, MED U Copper-Leaf Angel {5} Artifact Creature - Angel 2/2 Flying {T}, Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel. PR R Copperhoof Vorrac {3}{G}{G} Creature - Boar Beast 2/2 Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control. MRD R Copperhorn Scout {G} Creature - Elf Scout 1/1 Whenever Copperhorn Scout attacks, untap each other creature you control. SOM C, CNS C Copperline Gorge Land Copperline Gorge enters the battlefield tapped unless you control two or fewer other lands. {T}: Add {R} or {G} to your mana pool. SOM R Copy Artifact {1}{U} Enchantment You may have Copy Artifact enter the battlefield as a copy of any artifact on the battlefield, except it's an enchantment in addition to its other types. 1E R, 2E R, 2U R, 3E R, ME4 R Copy Enchantment {2}{U} Enchantment You may have Copy Enchantment enter the battlefield as a copy of any enchantment on the battlefield. RAV R Coral Atoll Land Coral Atoll enters the battlefield tapped. When Coral Atoll enters the battlefield, sacrifice it unless you return an untapped Island you control to its owner's hand. {T}: Add {1}{U} to your mana pool. VI U, C14 U Coral Barrier {2}{U} Creature - Wall 1/3 Defender (This creature can't attack.) When Coral Barrier enters the battlefield, put a 1/1 blue Squid creature token with islandwalk onto the battlefield. (It can't be blocked as long as defending player controls an Island.) M15 C Coral Eel {1}{U} Creature - Fish 2/1 PO C, P3 C, 8ED C, 9ED C Coral Fighters {1}{U} Creature - Merfolk Soldier 1/1 Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library. MI U, DDI U Coral Helm {3} Artifact {3}, Discard a card at random: Target creature gets +2/+2 until end of turn. AQ R, 4E R, 5E R, ME4 U Coral Merfolk {1}{U} Creature - Merfolk 2/1 UZ C, 7E C, M10 C, M12 C, M14 C Coral Net {U} Enchantment - Aura Enchant green or white creature Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you discard a card." TOR C Coral Reef {U}{U} Enchantment Coral Reef enters the battlefield with four polyp counters on it. Sacrifice an Island: Put two polyp counters on Coral Reef. {U}, Tap an untapped blue creature you control, Remove a polyp counter from Coral Reef: Put a +0/+1 counter on target creature. HM C Coral Trickster {1}{U} Creature - Merfolk Rogue 2/1 Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Coral Trickster is turned face up, you may tap or untap target permanent. TSP C, DDN C Coralhelm Commander {U}{U} Creature - Merfolk Soldier 2/2 Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 3/3 Flying LEVEL 4+ 4/4 Flying Other Merfolk creatures you control get +1/+1. ROE R Coralhelm Guide {1}{U} Creature - Merfolk Scout Ally 2/1 {4}{U}: Target creature can't be blocked this turn. C Core Prowler {4} Artifact Creature - Horror 2/2 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) When Core Prowler dies, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) MBS U Coretapper {2} Artifact Creature - Myr 1/1 {T}: Put a charge counter on target artifact. Sacrifice Coretapper: Put two charge counters on target artifact. DST U Cornered Market {2}{W} Enchantment Players can't cast spells with the same name as a nontoken permanent. Players can't play nonbasic lands with the same name as a nontoken permanent. MM R Corpse Blockade {2}{B} Creature - Zombie 1/4 Defender Sacrifice another creature: Corpse Blockade gains deathtouch until end of turn. GTC C Corpse Connoisseur {4}{B} Creature - Zombie Wizard 3/3 When Corpse Connoisseur enters the battlefield, you may search your library for a creature card and put that card into your graveyard. If you do, shuffle your library. Unearth {3}{B} ({3}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA U, ARC U, DDK U Corpse Cur {4} Artifact Creature - Hound 2/2 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) When Corpse Cur enters the battlefield, you may return target creature card with infect from your graveyard to your hand. SOM C Corpse Dance {2}{B} Instant Buyback {2} (You may pay an additional {2} as you cast this spell. If you do, put this card into your hand as it resolves.) Return the top creature card of your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step. TE R, TPR R Corpse Harvester {3}{B}{B} Creature - Zombie Wizard 3/3 {1}{B}, {T}, Sacrifice a creature: Search your library for a Zombie card and a Swamp card, reveal them, and put them into your hand. Then shuffle your library. LGN U, HOP U Corpse Hauler {1}{B} Creature - Human Rogue 2/1 {2}{B}, Sacrifice Corpse Hauler: Return another target creature card from your graveyard to your hand. M14 C Corpse Lunge {2}{B} Instant As an additional cost to cast Corpse Lunge, exile a creature card from your graveyard. Corpse Lunge deals damage equal to the exiled card's power to target creature. ISD C Corpse Traders {3}{B} Creature - Human Rogue 3/3 {2}{B}, Sacrifice a creature: Target opponent reveals his or her hand. You choose a card from it. That player discards that card. Activate this ability only any time you could cast a sorcery. AVR U, DDM U Corpsehatch {3}{B}{B} Sorcery Destroy target nonblack creature. Put two 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." U, ROE U Corpsejack Menace {2}{B}{G} Creature - Fungus 4/4 If one or more +1/+1 counters would be placed on a creature you control, twice that many +1/+1 counters are placed on it instead. RTR R Corpseweft {2}{B} Enchantment {1}{B}, Exile one or more creature cards from your graveyard: Put an X/X black Zombie Horror creature token onto the battlefield tapped, where X is twice the number of cards exiled this way. DTK R Corpulent Corpse {5}{B} Creature - Zombie 3/3 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Suspend 5- {B} (Rather than cast this card from your hand, you may pay {B} and exile it with five 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. It has haste.) TSP C Corrosion {1}{B}{R} Enchantment Cumulative upkeep {1} (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.) At the beginning of your upkeep, put a rust counter on each artifact target opponent controls. Then destroy each artifact with converted mana cost less than or equal to the number of rust counters on it. Artifacts destroyed this way can't be regenerated. When Corrosion leaves the battlefield, remove all rust counters from all permanents. VI R Corrosive Gale {X}{P/G} Sorcery ({P/G} can be paid with either {G} or 2 life.) Corrosive Gale deals X damage to each creature with flying. NPH U Corrosive Mentor {2}{B} Creature - Elemental Rogue 1/3 Black creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.) SHM U Corrupt {5}{B} Sorcery Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way. UZ C, 7E C, SHM U, DDC U, DDD U, M11 U, M14 U, DD3_DVD U, DD3_GVL U Corrupt Court Official {1}{B} Creature - Human Advisor 1/1 When Corrupt Court Official enters the battlefield, target opponent discards a card. PK U Corrupt Eunuchs {3}{R} Creature - Human Advisor 2/2 When Corrupt Eunuchs enters the battlefield, it deals 2 damage to target creature. PK U, ME3 U Corrupt Official {4}{B} Creature - Human Minion 3/1 {2}{B}: Regenerate Corrupt Official. Whenever Corrupt Official becomes blocked, defending player discards a card at random. MM R Corrupted Conscience {3}{U}{U} Enchantment - Aura Enchant creature You control enchanted creature. Enchanted creature has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) MBS U Corrupted Harvester {4}{B}{B} Creature - Horror 6/3 {B}, Sacrifice a creature: Regenerate Corrupted Harvester. SOM U Corrupted Resolve {1}{U} Instant Counter target spell if its controller is poisoned. NPH U Corrupted Roots {B} Enchantment - Aura Enchant Forest or Plains Whenever enchanted land becomes tapped, its controller loses 2 life. CON U Corrupted Zendikon {1}{B} Enchantment - Aura Enchant land Enchanted land is a 3/3 black Ooze creature. It's still a land. When enchanted land dies, return that card to its owner's hand. WWK C Corrupting Licid {2}{B} Creature - Licid 2/2 {B}, {T}: Corrupting Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {B} to end this effect. Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) ST U Cosi's Ravager {3}{R} Creature - Elemental 2/2 Landfall - Whenever a land enters the battlefield under your control, you may have Cosi's Ravager deal 1 damage to target player. WWK C, DDI C Cosi's Trickster {U} Creature - Merfolk Wizard 1/1 Whenever an opponent shuffles his or her library, you may put a +1/+1 counter on Cosi's Trickster. ZEN R Cosmic Horror {3}{B}{B}{B} Creature - Horror 7/7 First strike At the beginning of your upkeep, destroy Cosmic Horror unless you pay {3}{B}{B}{B}. If Cosmic Horror is destroyed this way, it deals 7 damage to you. LE R, 4E R, ME3 R Cosmic Larva {1}{R}{R} Creature - Beast 7/6 Trample At the beginning of your upkeep, sacrifice Cosmic Larva unless you sacrifice two lands. 5DN R Council Guardian {5}{W} Creature - Giant Soldier 5/5 Will of the council - When Council Guardian enters the battlefield, starting with you, each player votes for blue, black, red, or green. Council Guardian gains protection from each color with the most votes or tied for most votes. CNS U Council of Advisors {2}{U} Creature - Human Advisor 1/1 When Council of Advisors enters the battlefield, draw a card. PK U Council of the Absolute {2}{W}{U} Creature - Human Advisor 2/4 As Council of the Absolute enters the battlefield, name a card other than a creature or land card. Your opponents can't cast cards with the chosen name. Spells with the chosen name you cast cost {2} less to cast. DGM M Council's Judgment {1}{W}{W} Sorcery Will of the council - Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes. CNS R, VMA R Counsel of the Soratami {2}{U} Sorcery Draw two cards. CHK C, 9ED C, 10E C Counterbalance {U}{U} Enchantment Whenever an opponent casts a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same converted mana cost as the revealed card. CSP U Counterbore {3}{U}{U} Instant Counter target spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and exile them. Then that player shuffles his or her library. SHM R Counterflux {U}{U}{R} Instant Counterflux can't be countered by spells or abilities. Counter target spell you don't control. Overload {1}{U}{U}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") RTR R Counterintelligence {2}{U}{U} Sorcery Return one or two target creatures to their owners' hands. PK U Counterlash {4}{U}{U} Instant Counter target spell. You may cast a nonland card in your hand that shares a card type with that spell without paying its mana cost. DKA R Countermand {2}{U}{U} Instant Counter target spell. Its controller puts the top four cards of his or her library into his or her graveyard. JOU C Counterspell {U}{U} Instant Counter target spell. 1E U, 2E U, 2U U, 3E U, 4E U, IA C, 5E C, TE C, 6E C, P3 U, MM C, BR C, P4 C, BD C, 7E C, ME2 U, DD2 C, ME4 C, VMA C, DD3_JVC C, TPR U Countersquall {U}{B} Instant Counter target noncreature spell. Its controller loses 2 life. CON U, DDH U Countryside Crusher {1}{R}{R} Creature - Giant Warrior 3/3 At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process. Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher. MOR R, MMA R Courier Griffin {3}{W} Creature - Griffin 2/3 Flying When Courier Griffin enters the battlefield, you gain 2 life. C Courier Hawk {1}{W} Creature - Bird 1/2 Flying, vigilance RAV C, CNS C Courier's Capsule {1}{U} Artifact {1}{U}, {T}, Sacrifice Courier's Capsule: Draw two cards. ALA C Courser of Kruphix {1}{G}{G} Enchantment Creature - Centaur 2/4 Play with the top card of your library revealed. You may play the top card of your library if it's a land card. Whenever a land enters the battlefield under your control, you gain 1 life. BNG R Coursers' Accord {4}{G}{W} Sorcery Put a 3/3 green Centaur creature token onto the battlefield, then populate. (Put a token onto the battlefield that's a copy of a creature token you control.) RTR C Court Archers {2}{G} Creature - Human Archer 1/3 Reach (This creature can block creatures with flying.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) ALA C Court Homunculus {W} Artifact Creature - Homunculus 1/1 Court Homunculus gets +1/+1 as long as you control another artifact. CON C, MMA C, MM2 C Court Hussar {2}{U} Creature - Vedalken Knight 1/3 Vigilance When Court Hussar enters the battlefield, look at the top three cards of your library, then put one of them into your hand and the rest on the bottom of your library in any order. When Court Hussar enters the battlefield, sacrifice it unless {W} was spent to cast it. DIS U, CMD U Court Street Denizen {2}{W} Creature - Human Soldier 2/2 Whenever another white creature enters the battlefield under your control, tap target creature an opponent controls. GTC C, DDO C Courtly Provocateur {2}{U} Creature - Human Wizard 1/1 {T}: Target creature attacks this turn if able. {T}: Target creature blocks this turn if able. M13 U Covenant of Blood {6}{B} Sorcery Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Covenant of Blood deals 4 damage to target creature or player and you gain 4 life. M15 C Covenant of Minds {4}{U} Sorcery Reveal the top three cards of your library. Target opponent may choose to put those cards into your hand. If he or she doesn't, put those cards into your graveyard and draw five cards. ALA R Cover of Darkness {1}{B} Enchantment As Cover of Darkness enters the battlefield, choose a creature type. Creatures of the chosen type have fear. (They can't be blocked except by artifact creatures and/or black creatures.) ONS R Cover of Winter {2}{W} Snow Enchantment Cumulative upkeep {S} (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. {S} can be paid with one mana from a snow permanent.) If a creature would deal combat damage to you and/or one or more creatures you control, prevent X of that damage, where X is the number of age counters on Cover of Winter. {S}: Put an age counter on Cover of Winter. CSP R Covert Operative {4}{U} Creature - Human Wizard 3/2 Covert Operative can't be blocked. LGN C Covetous Dragon {4}{R} Creature - Dragon 6/5 Flying When you control no artifacts, sacrifice Covetous Dragon. CG R Cowardice {3}{U}{U} Enchantment Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. (It won't be affected by the spell or ability.) MM R, 8ED R, 9ED R Cowed by Wisdom {W} Enchantment - Aura Enchant creature Enchanted creature can't attack or block unless its controller pays {1} for each card in your hand. SOK C Cower in Fear {1}{B}{B} Instant Creatures your opponents control get -1/-1 until end of turn. M13 U Crab Umbra {U} Enchantment - Aura Enchant creature {2}{U}: Untap enchanted creature. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) ROE U Crabapple Cohort {4}{G} Creature - Treefolk Warrior 4/4 Crabapple Cohort gets +1/+1 as long as you control another green creature. SHM C Crack the Earth {R} Sorcery - Arcane Each player sacrifices a permanent. BOK C Crackdown {2}{W} Enchantment Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps. MM R Crackleburr {1}{U/R}{U/R} Creature - Elemental 2/2 {U/R}{U/R}, {T}, Tap two untapped red creatures you control: Crackleburr deals 3 damage to target creature or player. {U/R}{U/R}, {Q}, Untap two tapped blue creatures you control: Return target creature to its owner's hand. ({Q} is the untap symbol.) EVE R Crackling Club {R} Enchantment - Aura Enchant creature Enchanted creature gets +1/+0. Sacrifice Crackling Club: Crackling Club deals 1 damage to target creature. TOR C Crackling Doom {R}{W}{B} Instant Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures he or she controls. KTK R Crackling Perimeter {1}{R} Enchantment Tap an untapped Gate you control: Crackling Perimeter deals 1 damage to each opponent. GTC U Crackling Triton {2}{U} Creature - Merfolk Wizard 2/3 {2}{R}, Sacrifice Crackling Triton: Crackling Triton deals 2 damage to target creature or player. THS C Cradle Guard {1}{G}{G} Creature - Treefolk 4/4 Trample Echo {1}{G}{G} (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.) UZ U Cradle of Vitality {3}{W} Enchantment Whenever you gain life, you may pay {1}{W}. If you do, put a +1/+1 counter on target creature for each 1 life you gained. ALA R, C13 R Cradle to Grave {1}{B} Instant Destroy target nonblack creature that entered the battlefield this turn. PLC C Crafty Pathmage {2}{U} Creature - Human Wizard 1/1 {T}: Target creature with power 2 or less can't be blocked this turn. ONS C, 9ED C, 10E C Crag Puca {U/R}{U/R}{U/R} Creature - Shapeshifter 2/4 {U/R}: Switch Crag Puca's power and toughness until end of turn. EVE U Crag Saurian {R}{R}{R} Creature - Lizard 4/4 Whenever a source deals damage to Crag Saurian, that source's controller gains control of Crag Saurian. MM R Cragganwick Cremator {2}{R}{R} Creature - Giant Shaman 5/4 When Cragganwick Cremator enters the battlefield, discard a card at random. If you discard a creature card this way, Cragganwick Cremator deals damage equal to that card's power to target player. SHM R Cranial Archive {2} Artifact {2}, Exile Cranial Archive: Target player shuffles his or her graveyard into his or her library. Draw a card. KTK U Cranial Extraction {3}{B} Sorcery - Arcane Name a nonland card. Search target player's graveyard, hand, and library for all cards with that name and exile them. Then that player shuffles his or her library. CHK R Cranial Plating {2} Artifact - Equipment Equipped creature gets +1/+0 for each artifact you control. {B}{B}: Attach Cranial Plating to target creature you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) 5DN C, HOP C, MM2 U Crash {2}{R} Instant You may sacrifice a Mountain rather than pay Crash's mana cost. Destroy target artifact. MM C Crash Landing {2}{G} Instant Target creature with flying loses flying until end of turn. Crash Landing deals damage to that creature equal to the number of Forests you control. GPT U Crash of Rhinos {6}{G}{G} Creature - Rhino 8/4 Trample MI C, BD C Crashing Boars {3}{G}{G} Creature - Boar 4/4 Whenever Crashing Boars attacks, defending player chooses an untapped creature he or she controls. That creature blocks Crashing Boars this turn if able. EX U, BD U, TPR U Crashing Centaur {4}{G}{G} Creature - Centaur 3/4 {G}, Discard a card: Crashing Centaur gains trample until end of turn. Threshold - As long as seven or more cards are in your graveyard, Crashing Centaur gets +2/+2 and has shroud. (It can't be the target of spells or abilities.) OD U Crater Elemental {2}{R} Creature - Elemental 0/6 {R}, {T}, Sacrifice Crater Elemental: Crater Elemental deals 4 damage to target creature. Formidable - {2}{R}: Crater Elemental has base power 8 until end of turn. Activate this ability only if creatures you control have total power 8 or greater. DTK R Crater Hellion {4}{R}{R} Creature - Hellion Beast 6/6 Echo {4}{R}{R} (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.) When Crater Hellion enters the battlefield, it deals 4 damage to each other creature. UZ R, DDL R, C13 R, VMA R Crater's Claws {X}{R} Sorcery Crater's Claws deals X damage to target creature or player. Ferocious - Crater's Claws deals X plus 2 damage to that creature or player instead if you control a creature with power 4 or greater. KTK R Craterhoof Behemoth {5}{G}{G}{G} Creature - Beast 5/5 Haste When Craterhoof Behemoth enters the battlefield, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control. AVR M Craterize {3}{R} Sorcery Destroy target land. M13 C Craven Giant {2}{R} Creature - Giant 4/1 Craven Giant can't block. PO C, ST C, TPR C Craven Knight {1}{B} Creature - Human Knight 2/2 Craven Knight can't block. PO C Craw Giant {3}{G}{G}{G}{G} Creature - Giant 6/4 Trample Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) LE U, CH U, 5E U, TSB S Craw Wurm {4}{G}{G} Creature - Wurm 6/4 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 8ED C, 9ED C, 10E C, M10 C Crawling Filth {5}{B} Creature - Spirit 2/2 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Soulshift 5 (When this creature dies, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) BOK C Crawlspace {3} Artifact No more than two creatures can attack you each combat. GU R, C13 R Crazed Armodon {2}{G}{G} Creature - Elephant 3/3 {G}: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at the beginning of the next end step. Activate this ability only once each turn. TE R Crazed Firecat {5}{R}{R} Creature - Elemental Cat 4/4 When Crazed Firecat enters the battlefield, flip a coin until you lose a flip. Put a +1/+1 counter on Crazed Firecat for each flip you win. TOR U Crazed Goblin {R} Creature - Goblin Warrior 1/1 Crazed Goblin attacks each turn if able. DST C Crazed Skirge {3}{B} Creature - Imp 2/2 Flying, haste UZ U, BR U Creakwood Ghoul {4}{B} Creature - Plant Zombie 3/3 {B/G}{B/G}: Exile target card from a graveyard. You gain 1 life. EVE U Creakwood Liege {1}{B/G}{B/G}{B/G} Creature - Horror 2/2 Other black creatures you control get +1/+1. Other green creatures you control get +1/+1. At the beginning of your upkeep, you may put a 1/1 black and green Worm creature token onto the battlefield. EVE R, MM2 R Cream of the Crop {1}{G} Enchantment Whenever a creature enters the battlefield under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order. MOR R Creature Bond {1}{U} Enchantment - Aura Enchant creature When enchanted creature dies, Creature Bond deals damage equal to that creature's toughness to the creature's controller. 1E C, 2E C, 2U C, 3E C, 4E C Credit Voucher {2} Artifact {2}, {T}, Sacrifice Credit Voucher: Shuffle any number of cards from your hand into your library, then draw that many cards. MM U Creeperhulk {3}{G}{G} Creature - Plant Elemental 5/5 Trample {1}{G}: Until end of turn, target creature you control has base power and toughness 5/5 and gains trample. C14 R Creeping Corrosion {2}{G}{G} Sorcery Destroy all artifacts. MBS R Creeping Mold {2}{G}{G} Sorcery Destroy target artifact, enchantment, or land. VI U, 6E U, 7E U, 8ED U, MRD U, 9ED U, 10E U Creeping Renaissance {3}{G}{G} Sorcery Choose a permanent type. Return all cards of the chosen type from your graveyard to your hand. Flashback {5}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD R Creeping Tar Pit Land Creeping Tar Pit enters the battlefield tapped. {T}: Add {U} or {B} to your mana pool. {1}{U}{B}: Creeping Tar Pit becomes a 3/2 blue and black Elemental creature until end of turn and can't be blocked this turn. It's still a land. WWK R Creepy Doll {5} Artifact Creature - Construct 1/1 Indestructible Whenever Creepy Doll deals combat damage to a creature, flip a coin. If you win the flip, destroy that creature. ISD R Cremate {B} Instant Exile target card from a graveyard. Draw a card. IN U, GPT C, RTR C Crenellated Wall {4} Artifact Creature - Wall 0/4 Defender (This creature can't attack.) {T}: Target creature gets +0/+4 until end of turn. MM U Crescendo of War {3}{W} Enchantment At the beginning of each upkeep, put a strife counter on Crescendo of War. Attacking creatures get +1/+0 for each strife counter on Crescendo of War. Blocking creatures you control get +1/+0 for each strife counter on Crescendo of War. CMD R, VMA R Crested Craghorn {4}{R} Creature - Goat Beast 4/1 Haste Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) LGN C Crevasse {2}{R} Enchantment Creatures with mountainwalk can be blocked as though they didn't have mountainwalk. LE U Crib Swap {2}{W} Tribal Instant - Shapeshifter Changeling (This card is every creature type.) Exile target creature. Its controller puts a 1/1 colorless Shapeshifter creature token with changeling onto the battlefield. LRW U Crime {3}{W}{B} Sorcery Put target creature or enchantment card from an opponent's graveyard onto the battlefield under your control. ---- Punishment {X}{B}{G} Sorcery Destroy each artifact, creature, and enchantment with converted mana cost X. DIS R Crimson Acolyte {1}{W} Creature - Human Cleric 1/1 Protection from red {W}: Target creature gains protection from red until end of turn. IN C Crimson Hellkite {6}{R}{R}{R} Creature - Dragon 6/6 Flying {X}, {T}: Crimson Hellkite deals X damage to target creature. Spend only red mana on X. MI R, 6E R, 7E R Crimson Kobolds {0} (Red) Creature - Kobold 0/1 LE C, ME3 C Crimson Mage {1}{R} Creature - Human Shaman 2/1 {R}: Target creature you control gains haste until end of turn. (It can attack and {T} this turn.) M12 U Crimson Manticore {2}{R}{R} Creature - Manticore 2/2 Flying {R}, {T}: Crimson Manticore deals 1 damage to target attacking or blocking creature. LE R, 4E R, 5E R, ME3 U Crimson Muckwader {1}{R} Creature - Lizard 2/1 Crimson Muckwader gets +1/+1 as long as you control a Swamp. {2}{B}: Regenerate Crimson Muckwader. (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.) M13 U Crimson Roc {4}{R} Creature - Bird 2/2 Flying Whenever Crimson Roc blocks a creature without flying, Crimson Roc gets +1/+0 and gains first strike until end of turn. MI U Crimson Wisps {R} Instant Target creature becomes red and gains haste until end of turn. Draw a card. SHM C Crippling Blight {B} Enchantment - Aura Enchant creature Enchanted creature gets -1/-1 and can't block. M13 C, M15 C Crippling Chill {2}{U} Instant Tap target creature. It doesn't untap during its controller's next untap step. Draw a card. AVR C, KTK C Crippling Fatigue {1}{B}{B} Sorcery Target creature gets -2/-2 until end of turn. Flashback- {1}{B}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.) TOR C Crocanura {2}{G} Creature - Crocodile Frog 1/3 Reach (This creature can block creatures with flying.) Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) GTC C Cromat {W}{U}{B}{R}{G} Legendary Creature - Illusion 5/5 {W}{B}: Destroy target creature blocking or blocked by Cromat. {U}{R}: Cromat gains flying until end of turn. {B}{G}: Regenerate Cromat. {R}{W}: Cromat gets +1/+1 until end of turn. {G}{U}: Put Cromat on top of its owner's library. AP R Crookclaw Elder {5}{U} Creature - Bird Wizard 3/2 Flying Tap two untapped Birds you control: Draw a card. Tap two untapped Wizards you control: Target creature gains flying until end of turn. LGN U Crookclaw Transmuter {3}{U} Creature - Bird Wizard 3/1 Flash (You may cast this spell any time you could cast an instant.) Flying When Crookclaw Transmuter enters the battlefield, switch target creature's power and toughness until end of turn. TSP C, CNS C Crooked Scales {4} Artifact {4}, {T}: Flip a coin. If you win the flip, destroy target creature an opponent controls. If you lose the flip, destroy target creature you control unless you pay {3} and repeat this process. MM R Crookshank Kobolds {0} (Red) Creature - Kobold 0/1 LE C, MED C Crop Rotation {G} Instant As an additional cost to cast Crop Rotation, sacrifice a land. Search your library for a land card and put that card onto the battlefield. Then shuffle your library. GU C Crosis's Attendant {5} Artifact Creature - Golem 3/3 {1}, Sacrifice Crosis's Attendant: Add {U}{B}{R} to your mana pool. IN U Crosis's Catacombs Land - Lair When Crosis's Catacombs enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {U}, {B}, or {R} to your mana pool. PS U Crosis's Charm {U}{B}{R} Instant Choose one - • Return target permanent to its owner's hand. • Destroy target nonblack creature. It can't be regenerated. • Destroy target artifact. PS U, C13 U Crosis, the Purger {3}{U}{B}{R} Legendary Creature - Dragon 6/6 Flying Whenever Crosis, the Purger deals combat damage to a player, you may pay {2}{B}. If you do, choose a color, then that player reveals his or her hand and discards all cards of that color. IN R, PD3 R Crossbow Ambush {G} Instant Creatures you control gain reach until end of turn. (They can block creatures with flying.) ST C Crossbow Infantry {1}{W} Creature - Human Soldier Archer 1/1 {T}: Crossbow Infantry deals 1 damage to target attacking or blocking creature. MM C, 7E C, 8ED C, 9ED C Crosstown Courier {1}{U} Creature - Vedalken 2/1 Whenever Crosstown Courier deals combat damage to a player, that player puts that many cards from the top of his or her library into his or her graveyard. RTR C, DDM C Crossway Vampire {1}{R}{R} Creature - Vampire 3/2 When Crossway Vampire enters the battlefield, target creature can't block this turn. ISD C Crosswinds {1}{G} Enchantment Creatures with flying get -2/-0. UZ U Crovax Vanguard Hand +2, life +0 Whenever a creature you control deals damage to a creature or player, you gain 1 life. VAN S Crovax the Cursed {2}{B}{B} Legendary Creature - Vampire 0/0 Crovax the Cursed enters the battlefield with four +1/+1 counters on it. At the beginning of your upkeep, you may sacrifice a creature. If you do, put a +1/+1 counter on Crovax. If you don't, remove a +1/+1 counter from Crovax. {B}: Crovax gains flying until end of turn. ST R, VMA R, TPR R Crovax, Ascendant Hero {4}{W}{W} Legendary Creature - Human 4/4 Other white creatures get +1/+1. Nonwhite creatures get -1/-1. Pay 2 life: Return Crovax, Ascendant Hero to its owner's hand. PLC R Crowd Favorites {6}{W} Creature - Human Soldier 4/4 {3}{W}: Tap target creature. {3}{W}: Crowd Favorites gets +0/+5 until end of turn. ONS U Crowd of Cinders {3}{B} Creature - Elemental */* Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Crowd of Cinders's power and toughness are each equal to the number of black permanents you control. SHM U Crowd's Favor {R} Instant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Target creature gets +1/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.) M15 C Crown of Ascension {1}{U} Enchantment - Aura Enchant creature Enchanted creature has flying. Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn. ONS C Crown of Awe {1}{W} Enchantment - Aura Enchant creature Enchanted creature has protection from black and from red. Sacrifice Crown of Awe: Enchanted creature and other creatures that share a creature type with it gain protection from black and from red until end of turn. ONS C Crown of Convergence {2} Artifact Play with the top card of your library revealed. As long as the top card of your library is a creature card, creatures you control that share a color with that card get +1/+1. {G}{W}: Put the top card of your library on the bottom of your library. RAV R Crown of Doom {3} Artifact Whenever a creature attacks you or a planeswalker you control, it gets +2/+0 until end of turn. {2}: Target player other than Crown of Doom's owner gains control of it. Activate this ability only during your turn. C14 R Crown of Empires {2} Artifact {3}, {T}: Tap target creature. Gain control of that creature instead if you control artifacts named Scepter of Empires and Throne of Empires. M12 U Crown of Flames {R} Enchantment - Aura Enchant creature {R}: Enchanted creature gets +1/+0 until end of turn. {R}: Return Crown of Flames to its owner's hand. TE C, IN C Crown of Fury {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 and has first strike. Sacrifice Crown of Fury: Enchanted creature and other creatures that share a creature type with it get +1/+0 and gain first strike until end of turn. ONS C Crown of Suspicion {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets +2/-1. Sacrifice Crown of Suspicion: Enchanted creature and other creatures that share a creature type with it get +2/-1 until end of turn. ONS C Crown of Vigor {1}{G} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn. ONS C Crown of the Ages {2} Artifact {4}, {T}: Attach target Aura attached to a creature to another creature. IA R, 5E R Crowned Ceratok {3}{G} Creature - Rhino 4/3 Trample Each creature you control with a +1/+1 counter on it has trample. GTC U, DDL U Crucible of Fire {3}{R} Enchantment Dragon creatures you control get +3/+3. ALA R, M15 R Crucible of Worlds {3} Artifact You may play land cards from your graveyard. 5DN R, 10E R Crucible of the Spirit Dragon Land {T}: Add {1} to your mana pool. {1}, {T}: Put a storage counter on Crucible of the Spirit Dragon. {T}, Remove X storage counters from Crucible of the Spirit Dragon: Add X mana in any combination of colors to your mana pool. Spend this mana only to cast Dragon spells or activate abilities of Dragons. FRF R Crude Rampart {3}{W} Creature - Wall 4/5 Defender (This creature can't attack.) Morph {4}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Cruel Bargain {B}{B}{B} Sorcery Draw four cards. You lose half your life, rounded up. PO R, VMA R Cruel Deceiver {1}{B} Creature - Spirit 2/1 {1}: Look at the top card of your library. {2}: Reveal the top card of your library. If it's a land card, Cruel Deceiver gains "Whenever Cruel Deceiver deals damage to a creature, destroy that creature" until end of turn. Activate this ability only once each turn. CHK C Cruel Edict {1}{B} Sorcery Target opponent sacrifices a creature. P2 C, 9ED U, 10E U, DDC U, DD3_DVD U Cruel Fate {4}{U} Sorcery Look at the top five cards of target opponent's library. Put one of those cards into that player's graveyard and the rest on top of his or her library in any order. PO R Cruel Feeding {B} Instant Strive - Cruel Feeding costs {2}{B} more to cast for each target beyond the first. Any number of target creatures each get +1/+0 and gain lifelink until end of turn. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.) JOU C Cruel Revival {4}{B} Instant Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand. ONS C, HOP C, ORI U Cruel Sadist {B} Creature - Human Assassin 1/1 {B}, {T}, Pay 1 life: Put a +1/+1 counter on Cruel Sadist. {2}{B}, {T}, Remove X +1/+1 counters from Cruel Sadist: Cruel Sadist deals X damage to target creature. M15 R Cruel Tutor {2}{B} Sorcery Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life. PO R Cruel Ultimatum {U}{U}{B}{B}{B}{R}{R} Sorcery Target opponent sacrifices a creature, discards three cards, then loses 5 life. You return a creature card from your graveyard to your hand, draw three cards, then gain 5 life. ALA R, DDH R, V13 M, C13 R Crumble {G} Instant Destroy target artifact. It can't be regenerated. That artifact's controller gains life equal to its converted mana cost. AQ C, 3E U, 4E U, 5E U, ME4 C Crumble to Dust {3}{R} Sorcery Devoid (This card has no color.) Exile target nonbasic land. Search its controller's graveyard, hand, and library for any number of cards with the same name as that land and exile them. Then that player shuffles his or her library. U Crumbling Ashes {1}{B} Enchantment At the beginning of your upkeep, destroy target creature with a -1/-1 counter on it. EVE U Crumbling Colossus {5} Artifact Creature - Golem 7/4 Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) When Crumbling Colossus attacks, sacrifice it at end of combat. M12 U Crumbling Necropolis Land Crumbling Necropolis enters the battlefield tapped. {T}: Add {U}, {B}, or {R} to your mana pool. ALA U, DDH U, C13 U Crumbling Sanctuary {5} Artifact If damage would be dealt to a player, that player exiles that many cards from the top of his or her library instead. MM R Crusade {W}{W} Enchantment White creatures get +1/+1. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, MED R, DDF R Crusader of Odric {2}{W} Creature - Human Soldier */* Crusader of Odric's power and toughness are each equal to the number of creatures you control. M13 U Crusading Knight {2}{W}{W} Creature - Human Knight 2/2 Protection from black Crusading Knight gets +1/+1 for each Swamp your opponents control. IN R Crush {R} Instant Destroy target noncreature artifact. MBS C Crush Underfoot {1}{R} Tribal Instant - Giant Choose a Giant creature you control. It deals damage equal to its power to target creature. LRW U, MMA C Crush of Wurms {6}{G}{G}{G} Sorcery Put three 6/6 green Wurm creature tokens onto the battlefield. Flashback {9}{G}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD R Crusher Zendikon {2}{R} Enchantment - Aura Enchant land Enchanted land is a 4/2 red Beast creature with trample. It's still a land. When enchanted land dies, return that card to its owner's hand. WWK C Crushing Pain {1}{R} Instant - Arcane Crushing Pain deals 6 damage to target creature that was dealt damage this turn. CHK C Crushing Vines {2}{G} Instant Choose one - • Destroy target creature with flying. • Destroy target artifact. DKA C Crux of Fate {3}{B}{B} Sorcery Choose one - • Destroy all Dragon creatures. • Destroy all non-Dragon creatures. FRF R Cry of Contrition {B} Sorcery Target player discards a card. Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.) When the creature Cry of Contrition haunts dies, target player discards a card. GPT C Cryoclasm {2}{R} Sorcery Destroy target Plains or Island. Cryoclasm deals 3 damage to that land's controller. CSP U, 10E U Crypsis {1}{U} Instant Target creature you control gains protection from creatures your opponents control until end of turn. Untap it. BNG C Crypt Angel {4}{B} Creature - Angel 3/3 Flying, protection from white When Crypt Angel enters the battlefield, return target blue or red creature card from your graveyard to your hand. IN R Crypt Champion {3}{B} Creature - Zombie 2/2 Double strike When Crypt Champion enters the battlefield, each player puts a creature card with converted mana cost 3 or less from his or her graveyard onto the battlefield. When Crypt Champion enters the battlefield, sacrifice it unless {R} was spent to cast it. DIS U Crypt Cobra {3}{B} Creature - Snake 3/3 Whenever Crypt Cobra attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.) MI U Crypt Creeper {1}{B} Creature - Zombie 2/1 Sacrifice Crypt Creeper: Exile target card from a graveyard. OD C, AVR C Crypt Ghast {3}{B} Creature - Spirit 2/2 Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever you tap a Swamp for mana, add {B} to your mana pool. (in addition to the mana the land produces) GTC R, C14 R Crypt Incursion {2}{B} Instant Exile all creature cards from target player's graveyard. You gain 3 life for each card exiled this way. DGM C Crypt Rats {2}{B} Creature - Rat 1/1 {X}: Crypt Rats deals X damage to each creature and each player. Spend only black mana on X. VI C, 7E U Crypt Ripper {2}{B}{B} Creature - Shade 2/2 Haste {B}: Crypt Ripper gets +1/+1 until end of turn. ZEN C Crypt Sliver {1}{B} Creature - Sliver 1/1 All Slivers have "{T}: Regenerate target Sliver." LGN C Crypt of Agadeem Land Crypt of Agadeem enters the battlefield tapped. {T}: Add {B} to your mana pool. {2}, {T}: Add {B} to your mana pool for each black creature card in your graveyard. ZEN R, C14 R Cryptborn Horror {1}{B/R}{B/R} Creature - Horror 0/0 Trample Cryptborn Horror enters the battlefield with X +1/+1 counters on it, where X is the total life lost by your opponents this turn. RTR R Cryptic Annelid {3}{U} Creature - Worm Beast 1/4 When Cryptic Annelid enters the battlefield, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) FUT U, DDI U Cryptic Command {1}{U}{U}{U} Instant Choose two - • Counter target spell. • Return target permanent to its owner's hand. • Tap all creatures your opponents control. • Draw a card. LRW R, MMA R, MM2 R Cryptic Cruiser {3}{U} Creature - Eldrazi Processor 3/3 Devoid (This card has no color.) {2}{U}, Put a card an opponent owns from exile into that player's graveyard: Tap target creature. U Cryptic Gateway {5} Artifact Tap two untapped creatures you control: You may put a creature card from your hand that shares a creature type with each creature tapped this way onto the battlefield. ONS R Cryptoplasm {1}{U}{U} Creature - Shapeshifter 2/2 At the beginning of your upkeep, you may have Cryptoplasm become a copy of another target creature. If you do, Cryptoplasm gains this ability. MBS R Cryptwailing {3}{B} Enchantment {1}, Exile two creature cards from your graveyard: Target player discards a card. Activate this ability only any time you could cast a sorcery. GPT U Crystal Ball {3} Artifact {1}, {T}: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) M11 U Crystal Chimes {3} Artifact {3}, {T}, Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand. UZ U Crystal Golem {4} Artifact Creature - Golem 3/3 At the beginning of your end step, Crystal Golem phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.) MI U Crystal Quarry Land {T}: Add {1} to your mana pool. {5}, {T}: Add {W}{U}{B}{R}{G} to your mana pool. OD R Crystal Rod {1} Artifact Whenever a player casts a blue spell, you may pay {1}. If you do, you gain 1 life. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, 7E U, 8ED U Crystal Seer {4}{U} Creature - Vedalken Wizard 2/2 When Crystal Seer enters the battlefield, look at the top four cards of your library, then put them back in any order. {4}{U}: Return Crystal Seer to its owner's hand. GPT C Crystal Shard {3} Artifact {3}, {T} or {U}, {T}: Return target creature to its owner's hand unless its controller pays {1}. MRD U Crystal Spray {2}{U} Instant Change the text of target spell or permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. Draw a card. IN R Crystal Vein Land {T}: Add {1} to your mana pool. {T}, Sacrifice Crystal Vein: Add {2} to your mana pool. MI U, 6E U, PD3 U, C14 U Crystalline Nautilus {2}{U} Enchantment Creature - Nautilus 4/4 Bestow {3}{U}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) When Crystalline Nautilus becomes the target of a spell or ability, sacrifice it. Enchanted creature gets +4/+4 and has "When this creature becomes the target of a spell or ability, sacrifice it." JOU U Crystalline Sliver {W}{U} Creature - Sliver 2/2 All Slivers have shroud. (They can't be the targets of spells or abilities.) ST U, H09 U, TPR U Crystallization {G/U}{W} Enchantment - Aura Enchant creature Enchanted creature can't attack or block. When enchanted creature becomes the target of a spell or ability, exile that creature. ARB C Cudgel Troll {2}{G}{G} Creature - Troll 4/3 {G}: Regenerate Cudgel Troll. (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.) M10 U, M11 U, M12 U Culling Dais {2} Artifact {T}, Sacrifice a creature: Put a charge counter on Culling Dais. {1}, Sacrifice Culling Dais: Draw a card for each charge counter on Culling Dais. SOM U, MM2 U Culling Drone {1}{B} Creature - Eldrazi Drone 2/2 Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.) C Culling Mark {2}{G} Sorcery Target creature blocks this turn if able. BNG C Culling Scales {3} Artifact At the beginning of your upkeep, destroy target nonland permanent with the lowest converted mana cost. (If two or more permanents are tied for lowest cost, target any one of them.) MRD R Culling Sun {2}{W}{W}{B} Sorcery Destroy each creature with converted mana cost 3 or less. GPT R Culling the Weak {B} Instant As an additional cost to cast Culling the Weak, sacrifice a creature. Add {B}{B}{B}{B} to your mana pool. EX C Cultbrand Cinder {4}{B/R} Creature - Elemental Shaman 3/3 When Cultbrand Cinder enters the battlefield, put a -1/-1 counter on target creature. SHM C Cultivate {2}{G} Sorcery Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library. M11 C, CMD C, PC2 C, C13 C Cultural Exchange {4}{U}{U} Sorcery Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. (This effect lasts indefinitely.) OD R Cumber Stone {3}{U} Artifact Creatures your opponents control get -1/-0. CON U Cunning {1}{U} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. When enchanted creature attacks or blocks, sacrifice Cunning at the beginning of the next cleanup step. EX C Cunning Advisor {3}{B} Creature - Human Advisor 1/1 {T}: Target opponent discards a card. Activate this ability only during your turn, before attackers are declared. PK U Cunning Bandit {1}{R}{R} Creature - Human Warrior 2/2 Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Cunning Bandit. At the beginning of the end step, if there are two or more ki counters on Cunning Bandit, you may flip it. ---- Azamuki, Treachery Incarnate Legendary Creature - Spirit 5/2 Remove a ki counter from Azamuki, Treachery Incarnate: Gain control of target creature until end of turn. BOK U Cunning Breezedancer {4}{W}{U} Creature - Dragon 4/4 Flying Whenever you cast a noncreature spell, Cunning Breezedancer gets +2/+2 until end of turn. DTK U Cunning Giant {5}{R} Creature - Giant 4/4 If Cunning Giant is unblocked, you may have it assign its combat damage to a creature defending player controls. P2 R Cunning Lethemancer {2}{B} Creature - Human Wizard 2/2 At the beginning of your upkeep, each player discards a card. ALA R Cunning Sparkmage {2}{R} Creature - Human Shaman 0/1 Haste {T}: Cunning Sparkmage deals 1 damage to target creature or player. WWK U Cunning Strike {3}{U}{R} Instant Cunning Strike deals 2 damage to target creature and 2 damage to target player. Draw a card. FRF C Cunning Wish {2}{U} Instant You may choose an instant card you own from outside the game, reveal that card, and put it into your hand. Exile Cunning Wish. JUD R Cuombajj Witches {B}{B} Creature - Human Wizard 1/3 {T}: Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice. AN C, CH C, MED C Curfew {U} Instant Each player returns a creature he or she controls to its owner's hand. UZ C, BR C Curiosity {U} Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card. EX U, 8ED U, ISD U, TPR U Curse Artifact {2}{B}{B} Enchantment - Aura Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Curse Artifact deals 2 damage to that player unless he or she sacrifices that artifact. DK U Curse of Bloodletting {3}{R}{R} Enchantment - Aura Curse Enchant player If a source would deal damage to enchanted player, it deals double that damage to that player instead. DKA R Curse of Chains {1}{W/U} Enchantment - Aura Enchant creature At the beginning of each upkeep, tap enchanted creature. SHM C Curse of Chaos {2}{R} Enchantment - Aura Curse Enchant player Whenever a player attacks enchanted player with one or more creatures, that attacking player may discard a card. If the player does, he or she draws a card. C13 U Curse of Death's Hold {3}{B}{B} Enchantment - Aura Curse Enchant player Creatures enchanted player controls get -1/-1. ISD R Curse of Echoes {4}{U} Enchantment - Aura Curse Enchant player Whenever enchanted player casts an instant or sorcery spell, each other player may copy that spell and may choose new targets for the copy he or she controls. DKA R Curse of Exhaustion {2}{W}{W} Enchantment - Aura Curse Enchant player Enchanted player can't cast more than one spell each turn. DKA U Curse of Inertia {2}{U} Enchantment - Aura Curse Enchant player Whenever a player attacks enchanted player with one or more creatures, that attacking player may tap or untap target permanent of his or her choice. C13 U Curse of Marit Lage {3}{R}{R} Enchantment When Curse of Marit Lage enters the battlefield, tap all Islands. Islands don't untap during their controllers' untap steps. IA R Curse of Misfortunes {4}{B} Enchantment - Aura Curse Enchant player At the beginning of your upkeep, you may search your library for a Curse card that doesn't have the same name as a Curse attached to enchanted player, put it onto the battlefield attached to that player, then shuffle your library. DKA R Curse of Oblivion {3}{B} Enchantment - Aura Curse Enchant player At the beginning of enchanted player's upkeep, that player exiles two cards from his or her graveyard. ISD C Curse of Predation {2}{G} Enchantment - Aura Curse Enchant player Whenever a creature attacks enchanted player, put a +1/+1 counter on it. C13 U Curse of Shallow Graves {2}{B} Enchantment - Aura Curse Enchant player Whenever a player attacks enchanted player with one or more creatures, that attacking player may put a 2/2 black Zombie creature token onto the battlefield tapped. C13 U Curse of Stalked Prey {1}{R} Enchantment - Aura Curse Enchant player Whenever a creature deals combat damage to enchanted player, put a +1/+1 counter on that creature. ISD R Curse of Thirst {4}{B} Enchantment - Aura Curse Enchant player At the beginning of enchanted player's upkeep, Curse of Thirst deals damage to that player equal to the number of Curses attached to him or her. DKA U Curse of Wizardry {2}{B}{B} Enchantment As Curse of Wizardry enters the battlefield, choose a color. Whenever a player casts a spell of the chosen color, that player loses 1 life. ROE U Curse of the Bloody Tome {2}{U} Enchantment - Aura Curse Enchant player At the beginning of enchanted player's upkeep, that player puts the top two cards of his or her library into his or her graveyard. ISD C Curse of the Cabal {9}{B} Sorcery Target player sacrifices half the permanents he or she controls, rounded down. Suspend 2- {2}{B}{B} (Rather than cast this card from your hand, you may pay {2}{B}{B} and exile it with two 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.) At the beginning of each player's upkeep, if Curse of the Cabal is suspended, that player may sacrifice a permanent. If he or she does, put two time counters on Curse of the Cabal. TSP R Curse of the Forsaken {2}{W} Enchantment - Aura Curse Enchant player Whenever a creature attacks enchanted player, its controller gains 1 life. C13 U Curse of the Nightly Hunt {2}{R} Enchantment - Aura Curse Enchant player Creatures enchanted player controls attack each turn if able. ISD U Curse of the Pierced Heart {1}{R} Enchantment - Aura Curse Enchant player At the beginning of enchanted player's upkeep, Curse of the Pierced Heart deals 1 damage to that player. ISD C Curse of the Swine {X}{U}{U} Sorcery Exile X target creatures. For each creature exiled this way, its controller puts a 2/2 green Boar creature token onto the battlefield. THS R Cursebreak {1}{W} Instant Destroy target enchantment. You gain 2 life. AVR C Cursecatcher {U} Creature - Merfolk Wizard 1/1 Sacrifice Cursecatcher: Counter target instant or sorcery spell unless its controller pays {1}. SHM U Cursed Flesh {B} Enchantment - Aura Enchant creature Enchanted creature gets -1/-1 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.) EX C, IN C, TPR C Cursed Land {2}{B}{B} Enchantment - Aura Enchant land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U Cursed Monstrosity {4}{B} Creature - Horror 4/3 Flying Whenever Cursed Monstrosity becomes the target of a spell or ability, sacrifice it unless you discard a land card. OD R Cursed Rack {4} Artifact As Cursed Rack enters the battlefield, choose an opponent. The chosen player's maximum hand size is four. AQ U, 4E U, MED U Cursed Ronin {3}{B} Creature - Human Samurai 1/1 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) {B}: Cursed Ronin gets +1/+1 until end of turn. CHK C Cursed Scroll {1} Artifact {3}, {T}: Name a card. Reveal a card at random from your hand. If it's the named card, Cursed Scroll deals 2 damage to target creature or player. TE R, VMA R, TPR M Cursed Totem {2} Artifact Activated abilities of creatures can't be activated. MI R, 6E R Curtain of Light {1}{W} Instant Cast Curtain of Light only during combat after blockers are declared. Target unblocked attacking creature becomes blocked. (This spell works on creatures that can't be blocked.) Draw a card. SOK C Custodi Soulbinders {3}{W} Creature - Human Cleric 0/0 Custodi Soulbinders enters the battlefield with X +1/+1 counters on it, where X is the number of other creatures on the battlefield. {2}{W}, Remove a +1/+1 counter from Custodi Soulbinders: Put a 1/1 white Spirit creature token with flying onto the battlefield. CNS R Custodi Squire {4}{W} Creature - Spirit Cleric 3/3 Flying Will of the council - When Custodi Squire enters the battlefield, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for most votes to your hand. CNS C Custodian of the Trove {3} Artifact Creature - Golem 2/5 Defender Custodian of the Trove enters the battlefield tapped. DTK C Custody Battle {1}{R} Enchantment - Aura Enchant creature Enchanted creature has "At the beginning of your upkeep, target opponent gains control of this creature unless you sacrifice a land." ONS U Customs Depot {1}{U} Enchantment Whenever you cast a creature spell, you may pay {1}. If you do, draw a card, then discard a card. MM U Cut the Earthly Bond {U} Instant - Arcane Return target enchanted permanent to its owner's hand. SOK C Cut the Tethers {2}{U}{U} Sorcery For each Spirit, return it to its owner's hand unless that player pays {3}. CHK U Cutthroat Maneuver {3}{B} Instant Up to two target creatures each get +1/+1 and gain lifelink until end of turn. THS U Cutthroat il-Dal {3}{B} Creature - Human Rogue 4/1 Hellbent - Cutthroat il-Dal has shadow as long as you have no cards in hand. (It can block or be blocked by only creatures with shadow.) FUT C Cycle of Life {1}{G}{G} Enchantment Return Cycle of Life to its owner's hand: Target creature you cast this turn has base power and toughness 0/1 until your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature. MI R Cyclical Evolution {3}{G}{G} Sorcery Target creature gets +3/+3 until end of turn. Exile Cyclical Evolution with three time counters on it. Suspend 3- {2}{G} (Rather than cast this card from your hand, you may pay {2}{G} 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.) FUT U Cyclone {2}{G}{G} Enchantment At the beginning of your upkeep, put a wind counter on Cyclone, then sacrifice Cyclone unless you pay {G} for each wind counter on it. If you pay, Cyclone deals damage equal to the number of wind counters on it to each creature and each player. AN U, CH R, ME4 R Cyclonic Rift {1}{U} Instant Return target nonland permanent you don't control to its owner's hand. Overload {6}{U} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") RTR R, C14 R Cyclopean Giant {2}{B}{B} Creature - Zombie Giant 4/2 When Cyclopean Giant dies, target land becomes a Swamp. Exile Cyclopean Giant. TSP C Cyclopean Mummy {1}{B} Creature - Zombie 2/1 When Cyclopean Mummy dies, exile it. LE C, 4E C, ME4 C Cyclopean Snare {2} Artifact {3}, {T}: Tap target creature, then return Cyclopean Snare to its owner's hand. RAV U Cyclopean Tomb {4} Artifact {2}, {T}: Put a mire counter on target non-Swamp land. That land is a Swamp for as long as it has a mire counter on it. Activate this ability only during your upkeep. When Cyclopean Tomb is put into a graveyard from the battlefield, at the beginning of each of your upkeeps for the rest of the game, remove all mire counters from a land that a mire counter was put onto with Cyclopean Tomb but that a mire counter has not been removed from with Cyclopean Tomb. 1E R, 2E R, 2U R, ME4 R Cyclops Gladiator {1}{R}{R}{R} Creature - Cyclops Warrior 4/4 Whenever Cyclops Gladiator attacks, you may have it deal damage equal to its power to target creature defending player controls. If you do, that creature deals damage equal to its power to Cyclops Gladiator. M11 R Cyclops Tyrant {5}{R} Creature - Cyclops 3/4 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Cyclops Tyrant can't block creatures with power 2 or less. M14 C Cyclops of Eternal Fury {4}{R}{R} Enchantment Creature - Cyclops 5/3 Creatures you control have haste. JOU U Cyclops of One-Eyed Pass {2}{R}{R} Creature - Cyclops 5/2 BNG C Cylian Elf {1}{G} Creature - Elf Scout 2/2 ALA C Cylian Sunsinger {1}{G} Creature - Elf Shaman 2/2 {R}{G}{W}: Cylian Sunsinger and each other creature with the same name as it get +3/+3 until end of turn. CON R Cystbearer {2}{G} Creature - Beast 2/3 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) SOM C Cytoplast Manipulator {2}{U}{U} Creature - Human 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.) {U}, {T}: Gain control of target creature with a +1/+1 counter on it for as long as Cytoplast Manipulator remains on the battlefield. DIS R Cytoplast Root-Kin {2}{G}{G} Creature - Elemental Mutant 0/0 Graft 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) When Cytoplast Root-Kin enters the battlefield, put a +1/+1 counter on each other creature you control with a +1/+1 counter on it. {2}: Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin. DIS R, MM2 U Cytoshape {1}{G}{U} Instant Choose a nonlegendary creature on the battlefield. Target creature becomes a copy of that creature until end of turn. DIS R Cytospawn Shambler {6}{G} Creature - Elemental Mutant 0/0 Graft 6 (This creature enters the battlefield with six +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) {G}: Target creature with a +1/+1 counter on it gains trample until end of turn. DIS C D'Avenant Archer {2}{W} Creature - Human Soldier Archer 1/2 {T}: D'Avenant Archer deals 1 damage to target attacking or blocking creature. LE C, CH C, 5E C, 6E C, ME3 C D'Avenant Healer {1}{W}{W} Creature - Human Cleric Archer 1/2 {T}: D'Avenant Healer deals 1 damage to target attacking or blocking creature. {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. TSP C Dack Fayden {1}{U}{R} Planeswalker - Dack 3 [+1] Target player draws two cards, then discards two cards. [-2] Gain control of target artifact. [-6] You get an emblem with "Whenever you cast a spell that targets one or more permanents, gain control of those permanents." CNS M, VMA M Dack's Duplicate {2}{U}{R} Creature - Shapeshifter 0/0 You may have Dack's Duplicate enter the battlefield as a copy of any creature on the battlefield except it gains haste and dethrone. (Whenever it attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) CNS R, VMA R Daggerback Basilisk {2}{G} Creature - Basilisk 2/2 Deathtouch C, ROE C Daggerclaw Imp {2}{B} Creature - Imp 3/1 Flying Daggerclaw Imp can't block. GPT U, DDC U, DD3_DVD U, MM2 U Daggerdrome Imp {1}{B} Creature - Imp 1/1 Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) RTR C Daghatar the Adamant {3}{W} Legendary Creature - Human Warrior 0/0 Vigilance Daghatar the Adamant enters the battlefield with four +1/+1 counters on it. {1}{B/G}{B/G}: Move a +1/+1 counter from target creature onto a second target creature. FRF R Daily Regimen {W} Enchantment - Aura Enchant creature {1}{W}: Put a +1/+1 counter on enchanted creature. MOR U, DDL U Dakkon Blackblade {2}{W}{U}{U}{B} Legendary Creature - Human Warrior */* Dakkon Blackblade's power and toughness are each equal to the number of lands you control. LE R, CH R, MED R Dakkon Blackblade Avatar Vanguard Hand +1, life +0 You may play any colored card from your hand as a copy of a basic land card chosen at random that can produce mana of one of the card's colors. VAN S Dakmor Bat {1}{B} Creature - Bat 1/1 Flying P2 C Dakmor Ghoul {2}{B}{B} Creature - Zombie 2/2 When Dakmor Ghoul enters the battlefield, target opponent loses 2 life and you gain 2 life. P3 U Dakmor Lancer {4}{B}{B} Creature - Human Knight 3/3 When Dakmor Lancer enters the battlefield, destroy target nonblack creature. P3 R, 7E U Dakmor Plague {3}{B}{B} Sorcery Dakmor Plague deals 3 damage to each creature and each player. P2 U, P3 U, ME4 U Dakmor Salvage Land Dakmor Salvage enters the battlefield tapped. {T}: Add {B} to your mana pool. Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) FUT U, DDJ U, MMA U Dakmor Scorpion {1}{B} Creature - Scorpion 2/1 P2 C, P3 C Dakmor Sorceress {5}{B} Creature - Human Wizard */4 Dakmor Sorceress's power is equal to the number of Swamps you control. P2 R, P3 R Dakra Mystic {U} Creature - Merfolk Wizard 1/1 {U}, {T}: Each player reveals the top card of his or her library. You may put the revealed cards into their owners' graveyards. If you don't, each player draws a card. JOU U Damia, Sage of Stone {4}{G}{U}{B} Legendary Creature - Gorgon Wizard 4/4 Deathtouch Skip your draw step. At the beginning of your upkeep, if you have fewer than seven cards in hand, draw cards equal to the difference. CMD M Damnable Pact {X}{B}{B} Sorcery Target player draws X cards and loses X life. DTK R Damnation {2}{B}{B} Sorcery Destroy all creatures. They can't be regenerated. PLC R Dampen Thought {1}{U} Instant - Arcane Target player puts the top four cards of his or her library into his or her graveyard. Splice onto Arcane {1}{U} (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.) CHK U, MMA C Dampening Pulse {3}{U} Enchantment Creatures your opponents control get -1/-0. U Damping Engine {4} Artifact A player who controls more permanents than each other player can't play lands or cast artifact, creature, or enchantment spells. That player may sacrifice a permanent for that player to ignore this effect until end of turn. GU R Damping Field {2}{W} Enchantment Players can't untap more than one artifact during their untap steps. AQ U Damping Matrix {3} Artifact Activated abilities of artifacts and creatures can't be activated unless they're mana abilities. MRD R Dance of Many {U}{U} Enchantment When Dance of Many enters the battlefield, put a token that's a copy of target nontoken creature onto the battlefield. When Dance of Many leaves the battlefield, exile the token. When the token leaves the battlefield, sacrifice Dance of Many. At the beginning of your upkeep, sacrifice Dance of Many unless you pay {U}{U}. DK R, CH R, 5E R, ME3 U Dance of Shadows {3}{B}{B} Sorcery - Arcane Creatures you control get +1/+0 and gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.) CHK U Dance of the Dead {1}{B} Enchantment - Aura Enchant creature card in a graveyard When Dance of the Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Dance of the Dead." Put enchanted creature card onto the battlefield tapped under your control and attach Dance of the Dead to it. When Dance of the Dead leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay {1}{B}. If he or she does, untap that creature. IA U, ME2 U Dance of the Skywise {1}{U} Instant Until end of turn, target creature you control becomes a blue Dragon Illusion with base power and toughness 4/4, loses all abilities, and gains flying. DTK U Dance, Pathetic Marionette Scheme When you set this scheme in motion, each opponent reveals cards from the top of his or her library until he or she reveals a creature card. Choose one of the revealed creature cards and put it onto the battlefield under your control. Put all other cards revealed this way into their owners' graveyards. ARC C Dancing Scimitar {4} Artifact Creature - Spirit 1/5 Flying (This creature can't be blocked except by creatures with flying or reach.) AN R, 3E R, 4E R, 5E R, 6E R, 9ED U Dandan {U}{U} Creature - Fish 4/1 Dandan can't attack unless defending player controls an Island. When you control no Islands, sacrifice Dandan. AN C, CH C, 5E C, TSB S Dangerous Wager {1}{R} Instant Discard your hand, then draw two cards. AVR C Daraja Griffin {3}{W} Creature - Griffin 2/2 Flying Sacrifice Daraja Griffin: Destroy target black creature. VI U, 6E U Darba {3}{G} Creature - Bird Beast 5/4 At the beginning of your upkeep, sacrifice Darba unless you pay {G}{G}. PR U Daretti, Scrap Savant {3}{R} Planeswalker - Daretti 3 [+2] Discard up to two cards, then draw that many cards. [-2] Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield. [-10] You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step." Daretti, Scrap Savant can be your commander. C14 M Darien, King of Kjeldor {4}{W}{W} Legendary Creature - Human Soldier 3/3 Whenever you're dealt damage, you may put that many 1/1 white Soldier creature tokens onto the battlefield. CSP R Darigaaz's Attendant {5} Artifact Creature - Golem 3/3 {1}, Sacrifice Darigaaz's Attendant: Add {B}{R}{G} to your mana pool. IN U Darigaaz's Caldera Land - Lair When Darigaaz's Caldera enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {B}, {R}, or {G} to your mana pool. PS U Darigaaz's Charm {B}{R}{G} Instant Choose one - • Return target creature card from your graveyard to your hand. • Darigaaz's Charm deals 3 damage to target creature or player. • Target creature gets +3/+3 until end of turn. PS U, DDE U Darigaaz, the Igniter {3}{B}{R}{G} Legendary Creature - Dragon 6/6 Flying Whenever Darigaaz, the Igniter deals combat damage to a player, you may pay {2}{R}. If you do, choose a color, then that player reveals his or her hand and Darigaaz deals damage to the player equal to the number of cards of that color revealed this way. IN R, DDE R Daring Apprentice {1}{U}{U} Creature - Human Wizard 1/1 {T}, Sacrifice Daring Apprentice: Counter target spell. MI R, 6E R, 7E R, 8ED R, 9ED R Daring Leap {1}{W}{U} Instant Target creature gets +1/+1 and gains flying and first strike until end of turn. PS C Daring Skyjek {1}{W} Creature - Human Knight 3/1 Battalion - Whenever Daring Skyjek and at least two other creatures attack, Daring Skyjek gains flying until end of turn. GTC C Daring Thief {2}{U} Creature - Human Rogue 2/3 Inspired - Whenever Daring Thief becomes untapped, you may exchange control of target nonland permanent you control and target permanent an opponent controls that shares a card type with it. JOU R Dark Banishing {2}{B} Instant Destroy target nonblack creature. It can't be regenerated. IA C, MI C, TE C, 7E C, 8ED C, 9ED C, ME2 C, DDC C, DD3_DVD C, TPR C Dark Betrayal {B} Instant Destroy target black creature. THS U Dark Confidant {1}{B} Creature - Human Wizard 2/1 At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost. RAV R, MMA M, MM2 M Dark Dabbling {2}{B} Instant Regenerate target creature. Draw a card. (The next time the creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, also regenerate each other creature you control. ORI C Dark Deal {2}{B} Sorcery Each player discards all the cards in his or her hand, then draws that many cards minus one. FRF U Dark Depths Legendary Snow Land Dark Depths enters the battlefield with ten ice counters on it. {3}: Remove an ice counter from Dark Depths. When Dark Depths has no ice counters on it, sacrifice it. If you do, put a legendary 20/20 black Avatar creature token with flying and indestructible named Marit Lage onto the battlefield. CSP R Dark Favor {1}{B} Enchantment - Aura Enchant creature When Dark Favor enters the battlefield, you lose 1 life. Enchanted creature gets +3/+1. M12 C, M13 C, M14 C Dark Hatchling {4}{B}{B} Creature - Horror 3/3 Flying When Dark Hatchling enters the battlefield, destroy target nonblack creature. It can't be regenerated. UZ R, CMD R, PC2 R, VMA U Dark Heart of the Wood {B}{G} Enchantment Sacrifice a Forest: You gain 3 life. DK C, RAV U Dark Impostor {2}{B} Creature - Vampire Assassin 2/2 {4}{B}{B}: Exile target creature and put a +1/+1 counter on Dark Impostor. Dark Impostor has all activated abilities of all creature cards exiled with it. AVR R Dark Maze {4}{U} Creature - Wall 4/5 Defender (This creature can't attack.) {0}: Dark Maze can attack this turn as though it didn't have defender. Exile it at the beginning of the next end step. HM C (x2), 5E C Dark Offering {4}{B}{B} Sorcery Destroy target nonblack creature. You gain 3 life. P2 U, P3 U Dark Petition {3}{B}{B} Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, add {B}{B}{B} to your mana pool. ORI R Dark Privilege {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature. VI C Dark Prophecy {B}{B}{B} Enchantment Whenever a creature you control dies, you draw a card and you lose 1 life. M14 R Dark Revenant {3}{B} Creature - Spirit 2/2 Flying When Dark Revenant dies, put it on top of its owner's library. RTR U Dark Ritual {B} Instant Add {B}{B}{B} to your mana pool. 1E C, 2E C, 2U C, 3E C, 4E C, IA C, MI C, 5E C, TE C, UZ C, MM C, BR C, BD C, DDC C, HOP C, DDE C, ME4 C, V13 M, VMA C, DD3_DVD C, TPR C Dark Sphere {0} Artifact {T}, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, prevent half that damage, rounded down. DK U Dark Supplicant {B} Creature - Human Cleric 1/1 {T}, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it onto the battlefield. If you search your library this way, shuffle it. LGN U Dark Suspicions {2}{B}{B} Enchantment At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand. PS R Dark Temper {2}{R} Instant Dark Temper deals 2 damage to target creature. If you control a black permanent, destroy the creature instead. CON C Dark Triumph {4}{B} Instant If you control a Swamp, you may sacrifice a creature rather than pay Dark Triumph's mana cost. Creatures you control get +2/+0 until end of turn. NE U Dark Tutelage {2}{B} Enchantment At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost. M11 R Dark Withering {4}{B}{B} Instant Destroy target nonblack creature. Madness {B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TSP C Darkblast {B} Instant Target creature gets -1/-1 until end of turn. Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) RAV U Darkest Hour {B} Enchantment All creatures are black. UZ R, 7E R Darkheart Sliver {B}{G} Creature - Sliver 2/2 All Slivers have "Sacrifice this permanent: You gain 3 life." PLC U Darkling Stalker {3}{B} Creature - Shade Spirit 1/1 {B}: Regenerate Darkling Stalker. {B}: Darkling Stalker gets +1/+1 until end of turn. TE C Darklit Gargoyle {1}{W} Artifact Creature - Gargoyle 1/2 Flying {B}: Darklit Gargoyle gets +2/-1 until end of turn. CON C Darkness {B} Instant Prevent all combat damage that would be dealt this turn. LE C, TSB S Darkpact {B}{B}{B} Sorcery Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top card of your library. 1E R, 2E R, 2U R, 3E R Darkslick Drake {2}{U}{U} Creature - Drake 2/4 Flying When Darkslick Drake dies, draw a card. SOM U Darkslick Shores Land Darkslick Shores enters the battlefield tapped unless you control two or fewer other lands. {T}: Add {U} or {B} to your mana pool. SOM R Darksteel Axe {1} Artifact - Equipment Indestructible (Effects that say "destroy" don't destroy this artifact.) Equipped creature gets +2/+0. Equip {2} SOM U, MM2 U Darksteel Brute {2} Artifact Indestructible (Damage and effects that say "destroy" don't destroy this artifact.) {3}: Darksteel Brute becomes a 2/2 Beast artifact creature until end of turn. DST U Darksteel Citadel Artifact Land Indestructible (Effects that say "destroy" don't destroy this land.) {T}: Add {1} to your mana pool. DST C, DDF C, M15 U, C14 U, MM2 C Darksteel Colossus {11} Artifact Creature - Golem 11/11 Trample, indestructible If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead. DST R, M10 M Darksteel Forge {9} Artifact Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.) DST R, HOP R, M14 M Darksteel Gargoyle {7} Artifact Creature - Gargoyle 3/3 Flying Indestructible (Damage and effects that say "destroy" don't destroy this creature.) DST U Darksteel Garrison {2} Artifact - Fortification Fortified land has indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.) FUT R Darksteel Ingot {3} Artifact Indestructible {T}: Add one mana of any color to your mana pool. DST C, CMD C, M14 U, C13 U Darksteel Juggernaut {5} Artifact Creature - Juggernaut */* Indestructible Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control. Darksteel Juggernaut attacks each turn if able. SOM R Darksteel Mutation {1}{W} Enchantment - Aura Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types. C13 U Darksteel Myr {3} Artifact Creature - Myr 0/1 Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.) SOM U Darksteel Pendant {2} Artifact Indestructible (Effects that say "destroy" don't destroy this artifact.) {1}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) DST C Darksteel Plate {3} Artifact - Equipment Indestructible Equipped creature has indestructible. Equip {2} MBS R Darksteel Reactor {4} Artifact Indestructible (Effects that say "destroy" don't destroy this artifact.) At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor. When Darksteel Reactor has twenty or more charge counters on it, you win the game. DST R Darksteel Relic {0} Artifact Indestructible (Effects that say "destroy" don't destroy this artifact.) NPH U Darksteel Sentinel {6} Artifact Creature - Golem 3/3 Flash (You may cast this spell any time you could cast an instant.) Vigilance Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.) SOM U Darkthicket Wolf {1}{G} Creature - Wolf 2/2 {2}{G}: Darkthicket Wolf gets +2/+2 until end of turn. Activate this ability only once each turn. ISD C Darkwatch Elves {2}{G} Creature - Elf 2/2 Protection from black Cycling {2} ({2}, Discard this card: Draw a card.) GU U Darkwater Catacombs Land {1}, {T}: Add {U}{B} to your mana pool. OD R Darkwater Egg {1} Artifact {2}, {T}, Sacrifice Darkwater Egg: Add {U}{B} to your mana pool. Draw a card. OD U Darting Merfolk {1}{U} Creature - Merfolk 1/1 {U}: Return Darting Merfolk to its owner's hand. MM C Daru Cavalier {3}{W} Creature - Human Soldier 2/2 First strike When Daru Cavalier enters the battlefield, you may search your library for a card named Daru Cavalier, reveal it, and put it into your hand. If you do, shuffle your library. ONS C Daru Encampment Land {T}: Add {1} to your mana pool. {W}, {T}: Target Soldier creature gets +1/+1 until end of turn. ONS U, DDF U Daru Healer {2}{W} Creature - Human Cleric 1/2 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Morph {W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Daru Lancer {4}{W}{W} Creature - Human Soldier 3/4 First strike Morph {2}{W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Daru Mender {W} Creature - Human Cleric 1/1 Morph {W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Daru Mender is turned face up, regenerate target creature. LGN U Daru Sanctifier {3}{W} Creature - Human Cleric 1/4 Morph {1}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Daru Sanctifier is turned face up, destroy target enchantment. LGN C Daru Spiritualist {1}{W} Creature - Human Cleric 1/1 Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn. SCG C Daru Stinger {3}{W} Creature - Soldier 1/1 Amplify 1 (As this creature enters the battlefield, put a +1/+1 counter on it for each Soldier card you reveal in your hand.) {T}: Daru Stinger deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature. LGN C Daru Warchief {2}{W}{W} Creature - Human Soldier 1/1 Soldier spells you cast cost {1} less to cast. Soldier creatures you control get +1/+2. SCG U Dash Hopes {B}{B} Instant When you cast Dash Hopes, any player may pay 5 life. If a player does, counter Dash Hopes. Counter target spell. PLC C Daughter of Autumn {2}{G}{G} Legendary Creature - Avatar 2/4 {W}: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead. HM R Daunting Defender {4}{W} Creature - Human Cleric 3/3 If a source would deal damage to a Cleric creature you control, prevent 1 of that damage. ONS C Dauntless Dourbark {3}{G} Creature - Treefolk Warrior */* Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control. Dauntless Dourbark has trample as long as you control another Treefolk. LRW R Dauntless Escort {1}{G}{W} Creature - Rhino Soldier 3/3 Sacrifice Dauntless Escort: Creatures you control gain indestructible until end of turn. ARB R Dauntless Escort Avatar Vanguard Hand +1, life +1 Creatures you control have exalted. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.) VAN S Dauntless Onslaught {2}{W} Instant Up to two target creatures each get +2/+2 until end of turn. THS U, DDN U, DDO U Dauntless River Marshal {1}{W} Creature - Human Soldier 2/1 Dauntless River Marshal gets +1/+1 as long as you control an Island. {3}{U}: Tap target creature. M15 U Dauthi Cutthroat {1}{B} Creature - Dauthi Minion 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) {1}{B}, {T}: Destroy target creature with shadow. EX U Dauthi Embrace {2}{B} Enchantment {B}{B}: Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) TE U Dauthi Ghoul {1}{B} Creature - Dauthi Zombie 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever a creature with shadow dies, put a +1/+1 counter on Dauthi Ghoul. TE U Dauthi Horror {1}{B} Creature - Dauthi Horror 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Horror can't be blocked by white creatures. TE C, TPR C Dauthi Jackal {2}{B} Creature - Dauthi Hound 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) {B}{B}, Sacrifice Dauthi Jackal: Destroy target blocking creature. EX C, TPR C Dauthi Marauder {2}{B} Creature - Dauthi Minion 3/1 Shadow (This creature can block or be blocked by only creatures with shadow.) TE C, TPR U Dauthi Mercenary {2}{B} Creature - Dauthi Knight Mercenary 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) {1}{B}: Dauthi Mercenary gets +1/+0 until end of turn. TE U, VMA C Dauthi Mindripper {3}{B} Creature - Dauthi Minion 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Dauthi Mindripper attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards. TE U Dauthi Slayer {B}{B} Creature - Dauthi Soldier 2/2 Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Slayer attacks each turn if able. TE C, TSB S, TPR U Dauthi Trapper {2}{B} Creature - Dauthi Minion 1/1 {T}: Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) ST U Dauthi Warlord {1}{B} Creature - Dauthi Soldier */1 Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Warlord's power is equal to the number of creatures with shadow on the battlefield. EX U, TPR U Dawn Charm {1}{W} Instant Choose one - • Prevent all combat damage that would be dealt this turn. • Regenerate target creature. • Counter target spell that targets you. PLC C Dawn Elemental {W}{W}{W}{W} Creature - Elemental 3/3 Flying Prevent all damage that would be dealt to Dawn Elemental. SCG R Dawn of the Dead {2}{B}{B}{B} Enchantment At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step. TOR R Dawn to Dusk {2}{W}{W} Sorcery Choose one or both - • Return target enchantment card from your graveyard to your hand. • Destroy target enchantment. BNG U Dawn's Reflection {3}{G} Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colors to his or her mana pool. (in addition to the mana the land produces) 5DN C Dawnbringer Charioteers {2}{W}{W} Creature - Human Soldier 2/4 Flying, lifelink Heroic - Whenever you cast a spell that targets Dawnbringer Charioteers, put a +1/+1 counter on Dawnbringer Charioteers. JOU R Dawnfluke {3}{W} Creature - Elemental 0/3 Flash When Dawnfluke enters the battlefield, prevent the next 3 damage that would be dealt to target creature or player this turn. Evoke {W} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) LRW C Dawnglare Invoker {2}{W} Creature - Kor Wizard 2/1 Flying {8}: Tap all creatures target player controls. ROE C Dawnglow Infusion {X}{G/W} Sorcery You gain X life if {G} was spent to cast Dawnglow Infusion and X life if {W} was spent to cast it. (Do both if {G}{W} was spent.) SHM U Dawning Purist {2}{W} Creature - Human Cleric 2/2 Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls. Morph {1}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Dawnray Archer {2}{U} Creature - Human Archer 1/1 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {W}, {T}: Dawnray Archer deals 1 damage to target attacking or blocking creature. ALA U Dawnstrider {1}{G} Creature - Dryad Spellshaper 1/1 {G}, {T}, Discard a card: Prevent all combat damage that would be dealt this turn. MM R Dawnstrike Paladin {3}{W}{W} Creature - Human Knight 2/4 Vigilance (Attacking doesn't cause this creature to tap.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) M14 C, DDL C Dawntreader Elk {1}{G} Creature - Elk 2/2 {G}, Sacrifice Dawntreader Elk: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. DKA C Daxos of Meletis {1}{W}{U} Legendary Creature - Human Soldier 2/2 Daxos of Meletis can't be blocked by creatures with power 3 or greater. Whenever Daxos of Meletis deals combat damage to a player, exile the top card of that player's library. You gain life equal to that card's converted mana cost. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast it. THS R Day of Destiny {3}{W} Legendary Enchantment Legendary creatures you control get +2/+2. BOK R Day of Judgment {2}{W}{W} Sorcery Destroy all creatures. ZEN R, M11 R, M12 R Day of the Dragons {4}{U}{U}{U} Enchantment When Day of the Dragons enters the battlefield, exile all creatures you control. Then put that many 5/5 red Dragon creature tokens with flying onto the battlefield. When Day of the Dragons leaves the battlefield, sacrifice all Dragons you control. Then return the exiled cards to the battlefield under your control. SCG R Day's Undoing {2}{U} Sorcery Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities on the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.) ORI M Daybreak Coronet {W}{W} Enchantment - Aura Enchant creature with another Aura attached to it Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) FUT R, MM2 R Daybreak Ranger {2}{G} Creature - Human Archer Werewolf 2/2 {T}: Daybreak Ranger deals 2 damage to target creature with flying. At the beginning of each upkeep, if no spells were cast last turn, transform Daybreak Ranger. ---- Nightfall Predator (Green) Creature - Werewolf 4/4 {R}, {T}: Nightfall Predator fights target creature. (Each deals damage equal to its power to the other.) At the beginning of each upkeep, if a player cast two or more spells last turn, transform Nightfall Predator. ISD R Daze {1}{U} Instant You may return an Island you control to its owner's hand rather than pay Daze's mana cost. Counter target spell unless its controller pays {1}. NE C, DD2 C, DD3_JVC C Dazzling Beauty {2}{W} Instant Cast Dazzling Beauty only during the declare blockers step. Target unblocked attacking creature becomes blocked. (This spell works on creatures that can't be blocked.) Draw a card at the beginning of the next turn's upkeep. MI C Dazzling Ramparts {4}{W} Creature - Wall 0/7 Defender {1}{W}, {T}: Tap target creature. KTK U Dead {R} Instant Dead deals 2 damage to target creature. ---- Gone {2}{R} Instant Return target creature you don't control to its owner's hand. PLC C Dead Drop {9}{B} Sorcery Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Target player sacrifices two creatures. KTK U Dead Reckoning {1}{B}{B} Sorcery You may put target creature card from your graveyard on top of your library. If you do, Dead Reckoning deals damage equal to that card's power to target creature. WWK C Dead Reveler {2}{B} Creature - Zombie 2/3 Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) RTR C Dead Ringers {4}{B} Sorcery Destroy two target nonblack creatures unless either one is a color the other isn't. They can't be regenerated. AP C Dead Weight {B} Enchantment - Aura Enchant creature Enchanted creature gets -2/-2. ISD C Dead-Iron Sledge {1} Artifact - Equipment Whenever equipped creature blocks or becomes blocked by a creature, destroy both creatures. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) MRD U Deadapult {2}{R} Enchantment {R}, Sacrifice a Zombie: Deadapult deals 2 damage to target creature or player. PS R Deadbridge Chant {4}{B}{G} Enchantment When Deadbridge Chant enters the battlefield, put the top ten cards of your library into your graveyard. At the beginning of your upkeep, choose a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, put it into your hand. DGM M Deadbridge Goliath {2}{G}{G} Creature - Insect 5/5 Scavenge {4}{G}{G} ({4}{G}{G}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.) RTR R Deadbridge Shaman {2}{B} Creature - Elf Shaman 3/1 When Deadbridge Shaman dies, target opponent discards a card. ORI C Deadeye Navigator {4}{U}{U} Creature - Spirit 5/5 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Deadeye Navigator is paired with another creature, each of those creatures has "{1}{U}: Exile this creature, then return it to the battlefield under your control." AVR R Deadfall {2}{G} Enchantment Creatures with forestwalk can be blocked as though they didn't have forestwalk. LE U Deadly Allure {B} Sorcery Target creature gains deathtouch until end of turn and must be blocked this turn if able. Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA U Deadly Grub {2}{B} Creature - Insect 3/1 Vanishing 3 (This permanent 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 Deadly Grub dies, if it had no time counters on it, put a 6/1 green Insect creature token with shroud onto the battlefield. (It can't be the target of spells or abilities.) PLC C Deadly Insect {4}{G} Creature - Insect 6/1 Shroud (This creature can't be the target of spells or abilities.) AL C (x2), MM C, BD C Deadly Recluse {1}{G} Creature - Spider 1/2 Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) M10 C, CMD C, M13 C, M14 C, DDL C Deadly Wanderings {3}{B}{B} Enchantment As long as you control exactly one creature, that creature gets +2/+0 and has deathtouch and lifelink. DTK U Deadshot {3}{R} Sorcery Tap target creature. It deals damage equal to its power to another target creature. TE R, TPR U Deadshot Minotaur {3}{R}{G} Creature - Minotaur 3/4 When Deadshot Minotaur enters the battlefield, it deals 3 damage to target creature with flying. Cycling {R/G} ({R/G}, Discard this card: Draw a card.) ARB C Deadwood Treefolk {5}{G} Creature - Treefolk 3/6 Vanishing 3 (This permanent 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 Deadwood Treefolk enters the battlefield or leaves the battlefield, return another target creature card from your graveyard to your hand. PLC U, CMD U, C13 U Deal Broker {3} Artifact Creature - Construct 2/3 Draft Deal Broker face up. Immediately after the draft, you may reveal a card in your card pool. Each other player may offer you one card in his or her card pool in exchange. You may accept any one offer. {T}: Draw a card, then discard a card. CNS R Dearly Departed {4}{W}{W} Creature - Spirit 5/5 Flying As long as Dearly Departed is in your graveyard, each Human creature you control enters the battlefield with an additional +1/+1 counter on it. ISD R Death Baron {1}{B}{B} Creature - Zombie Wizard 2/2 Skeleton creatures you control and other Zombie creatures you control get +1/+1 and have deathtouch. ALA R, HOP R Death Bomb {3}{B} Instant As an additional cost to cast Death Bomb, sacrifice a creature. Destroy target nonblack creature. It can't be regenerated. Its controller loses 2 life. PS C Death Charmer {2}{B} Creature - Worm Mercenary 2/2 Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless he or she pays {2}. PR C Death Cloud {X}{B}{B}{B} Sorcery Each player loses X life, discards X cards, sacrifices X creatures, then sacrifices X lands. DST R, MMA R Death Cultist {B} Creature - Human Wizard 1/1 Sacrifice Death Cultist: Target player loses 1 life and you gain 1 life. ROE C Death Denied {X}{B}{B} Instant - Arcane Return X target creature cards from your graveyard to your hand. SOK C, MMA C, MM2 C Death Frenzy {3}{B}{G} Sorcery All creatures get -2/-2 until end of turn. Whenever a creature dies this turn, you gain 1 life. KTK U Death Grasp {X}{W}{B} Sorcery Death Grasp deals X damage to target creature or player. You gain X life. AP R, DDK R, C13 R, VMA U Death Match {3}{B} Enchantment Whenever a creature enters the battlefield, that creature's controller may have target creature of his or her choice get -3/-3 until end of turn. ONS R Death Mutation {6}{B}{G} Sorcery Destroy target nonblack creature. It can't be regenerated. Put X 1/1 green Saproling creature tokens onto the battlefield, where X is that creature's converted mana cost. AP U, CMD U Death Pit Offering {2}{B}{B} Enchantment When Death Pit Offering enters the battlefield, sacrifice all creatures you control. Creatures you control get +2/+2. NE R, 8ED R Death Pits of Rath {3}{B}{B} Enchantment Whenever a creature is dealt damage, destroy it. It can't be regenerated. TE R, 8ED R, 9ED R, TPR R Death Pulse {2}{B}{B} Instant Target creature gets -4/-4 until end of turn. Cycling {1}{B}{B} ({1}{B}{B}, Discard this card: Draw a card.) When you cycle Death Pulse, you may have target creature get -1/-1 until end of turn. ONS U Death Rattle {5}{B} Instant Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Destroy target nongreen creature. It can't be regenerated. FUT C, MMA U Death Spark {R} Instant Death Spark deals 1 damage to target creature or player. At the beginning of your upkeep, if Death Spark is in your graveyard with a creature card directly above it, you may pay {1}. If you do, return Death Spark to your hand. AL U, ME2 C Death Speakers {W} Creature - Human Cleric 1/1 Protection from black HM U, 5E C, MED C Death Stroke {B}{B} Sorcery Destroy target tapped creature. ST C, BD C, TPR C Death Ward {W} Instant Regenerate target creature. 1E C, 2E C, 2U C, 3E C, 4E C, IA C, 5E C, MED C Death Watch {B} Enchantment - Aura Enchant creature When enchanted creature dies, its controller loses life equal to its power and you gain life equal to its toughness. VI C Death Wind {X}{B} Instant Target creature gets -X/-X until end of turn. AVR C, DTK U Death Wish {1}{B}{B} Sorcery You may choose a card you own from outside the game and put it into your hand. You lose half your life, rounded up. Exile Death Wish. JUD R Death by Dragons {4}{R}{R} Sorcery Each player other than target player puts a 5/5 red Dragon creature token with flying onto the battlefield. CMD U Death of a Thousand Stings {4}{B} Instant - Arcane Target player loses 1 life and you gain 1 life. At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Death of a Thousand Stings from your graveyard to your hand. SOK C Death or Glory {4}{W} Sorcery Separate all creature cards in your graveyard into two piles. Exile the pile of an opponent's choice and return the other to the battlefield. IN R Death's Approach {B} Enchantment - Aura Enchant creature Enchanted creature gets -X/-X, where X is the number of creature cards in its controller's graveyard. GTC C Death's Caress {3}{B}{B} Sorcery Destroy target creature. If that creature was a Human, you gain life equal to its toughness. DKA C Death's Duet {2}{B} Sorcery Return two target creature cards from your graveyard to your hand. EX C, TPR C Death's Presence {5}{G} Enchantment Whenever a creature you control dies, put X +1/+1 counters on target creature you control, where X is the power of the creature that died. RTR R Death's Shadow {B} Creature - Avatar 13/13 Death's Shadow gets -X/-X, where X is your life total. WWK R Death's-Head Buzzard {1}{B}{B} Creature - Bird 2/1 Flying When Death's-Head Buzzard dies, all creatures get -1/-1 until end of turn. SCG C, VMA C Death-Hood Cobra {1}{G} Creature - Snake 2/2 {1}{G}: Death-Hood Cobra gains reach until end of turn. (It can block creatures with flying.) {1}{G}: Death-Hood Cobra gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) NPH C, DDM C Death-Mask Duplicant {7} Artifact Creature - Shapeshifter 5/5 Imprint - {1}: Exile target creature card from your graveyard. As long as a card exiled with Death-Mask Duplicant has flying, Death-Mask Duplicant has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample. DST U Deathbellow Raider {1}{R} Creature - Minotaur Berserker 2/3 Deathbellow Raider attacks each turn if able. {2}{B}: Regenerate Deathbellow Raider. THS C Deathbringer Liege {2}{W/B}{W/B}{W/B} Creature - Horror 3/4 Other white creatures you control get +1/+1. Other black creatures you control get +1/+1. Whenever you cast a white spell, you may tap target creature. Whenever you cast a black spell, you may destroy target creature if it's tapped. EVE R Deathbringer Regent {5}{B}{B} Creature - Dragon 5/6 Flying When Deathbringer Regent enters the battlefield, if you cast it from your hand and there are five or more other creatures on the battlefield, destroy all other creatures. DTK R Deathbringer Thoctar {4}{B}{R} Creature - Zombie Beast 3/3 Whenever another creature dies, you may put a +1/+1 counter on Deathbringer Thoctar. Remove a +1/+1 counter from Deathbringer Thoctar: Deathbringer Thoctar deals 1 damage to target creature or player. ARB R, C13 R Deathcoil Wurm {6}{G}{G} Creature - Wurm 7/6 You may have Deathcoil Wurm assign its combat damage as though it weren't blocked. P2 R, ME4 R Deathcult Rogue {1}{U/B}{U/B} Creature - Human Rogue 2/2 Deathcult Rogue can't be blocked except by Rogues. GTC C Deathcurse Ogre {5}{B} Creature - Ogre Warrior 3/3 When Deathcurse Ogre dies, each player loses 3 life. CHK C Deathforge Shaman {4}{R} Creature - Ogre Shaman 4/3 Multikicker {R} (You may pay an additional {R} any number of times as you cast this spell.) When Deathforge Shaman enters the battlefield, it deals damage to target player equal to twice the number of times it was kicked. WWK U, CNS U Deathgaze Cockatrice {2}{B}{B} Creature - Cockatrice 2/2 Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) M14 C Deathgazer {3}{B} Creature - Lizard 2/2 Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. MM U, 8ED U, 9ED U Deathgreeter {B} Creature - Human Shaman 1/1 Whenever another creature dies, you may gain 1 life. ALA C, DDD C, DD3_GVL C Deathgrip {B}{B} Enchantment {B}{B}: Counter target green spell. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, ME4 R Deathknell Kami {1}{B} Creature - Spirit 0/1 Flying {2}: Deathknell Kami gets +1/+1 until end of turn. Sacrifice it at the beginning of the next end step. Soulshift 1 (When this creature dies, you may return target Spirit card with converted mana cost 1 or less from your graveyard to your hand.) SOK C Deathlace {B} Instant Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.) 1E R, 2E R, 2U R, 3E R, 4E R Deathless Angel {4}{W}{W} Creature - Angel 5/7 Flying {W}{W}: Target creature gains indestructible until end of turn. ROE R Deathless Behemoth {6} Creature - Eldrazi 6/6 Vigilance Sacrifice two Eldrazi Scions: Return Deathless Behemoth from your graveyard to your hand. Activate this ability only any time you could cast a sorcery. U Deathmark {B} Sorcery Destroy target green or white creature. CSP U, 10E U, M10 U, M11 U, M12 U, MM2 U Deathmark Prelate {3}{B} Creature - Human Cleric 2/3 {2}{B}, {T}, Sacrifice a Zombie: Destroy target non-Zombie creature. It can't be regenerated. Activate this ability only any time you could cast a sorcery. LGN U Deathmask Nezumi {2}{B} Creature - Rat Shaman 2/2 As long as you have seven or more cards in hand, Deathmask Nezumi gets +2/+1 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.) SOK C Deathmist Raptor {1}{G}{G} Creature - Lizard Beast 3/3 Deathtouch Whenever a permanent you control is turned face up, you may return Deathmist Raptor from your graveyard to the battlefield face up or face down. Megamorph {4}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK M Deathpact Angel {3}{W}{B}{B} Creature - Angel 5/5 Flying When Deathpact Angel dies, put a 1/1 white and black Cleric creature token onto the battlefield. It has "{3}{W}{B}{B}, {T}, Sacrifice this creature: Return a card named Deathpact Angel from your graveyard to the battlefield." GTC M Deathreap Ritual {2}{B}{G} Enchantment Morbid - At the beginning of each end step, if a creature died this turn, you may draw a card. CNS U, VMA U Deathrender {4} Artifact - Equipment Equipped creature gets +2/+2. Whenever equipped creature dies, you may put a creature card from your hand onto the battlefield and attach Deathrender to it. Equip {2} LRW R, CNS R Deathrite Shaman {B/G} Creature - Elf Shaman 1/2 {T}: Exile target land card from a graveyard. Add one mana of any color to your mana pool. {B}, {T}: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life. {G}, {T}: Exile target creature card from a graveyard. You gain 2 life. RTR R Deathspore Thallid {1}{B} Creature - Zombie Fungus 1/1 At the beginning of your upkeep, put a spore counter on Deathspore Thallid. Remove three spore counters from Deathspore Thallid: Put a 1/1 green Saproling creature token onto the battlefield. Sacrifice a Saproling: Target creature gets -1/-1 until end of turn. TSP C Debilitating Injury {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets -2/-2. C, KTK C Debt of Loyalty {1}{W}{W} Instant Regenerate target creature. You gain control of that creature if it regenerates this way. WL R Debt to the Deathless {X}{W}{W}{B}{B} Sorcery Each opponent loses two times X life. You gain life equal to the life lost this way. DGM U Debtor's Pulpit {4}{W} Enchantment - Aura Enchant land Enchanted land has "{T}: Tap target creature." GTC U Debtors' Knell {4}{W/B}{W/B}{W/B} Enchantment ({W/B} can be paid with either {W} or {B}.) At the beginning of your upkeep, put target creature card from a graveyard onto the battlefield under your control. GPT R Decaying Soil {1}{B}{B} Enchantment At the beginning of your upkeep, exile a card from your graveyard. Threshold - As long as seven or more cards are in your graveyard, Decaying Soil has "Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay {1}. If you do, return that card to your hand." OD R Deceiver Exarch {2}{U} Creature - Cleric 1/4 Flash (You may cast this spell any time you could cast an instant.) When Deceiver Exarch enters the battlefield, choose one - • Untap target permanent you control. • Tap target permanent an opponent controls. NPH U, C13 U Deception {2}{B} Sorcery Target opponent discards two cards. PK C Decimate {2}{R}{G} Sorcery Destroy target artifact, target creature, target enchantment, and target land. OD R, CNS R Decimator Web {4} Artifact {4}, {T}: Target opponent loses 2 life, gets a poison counter, then puts the top six cards of his or her library into his or her graveyard. MBS R Declaration of Naught {U}{U} Enchantment As Declaration of Naught enters the battlefield, name a card. {U}: Counter target spell with the chosen name. MOR R Decompose {1}{B} Sorcery Exile up to three target cards from a single graveyard. OD U, DDK U Decomposition {1}{G} Enchantment - Aura Enchant black creature Enchanted creature has "Cumulative upkeep-Pay 1 life." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless he or she pays its upkeep cost for each age counter on it.) When enchanted creature dies, its controller loses 2 life. MI U Deconstruct {2}{G} Sorcery Destroy target artifact. Add {G}{G}{G} to your mana pool. MRD C Decorated Griffin {4}{W} Creature - Griffin 2/3 Flying {1}{W}: Prevent the next 1 combat damage that would be dealt to you this turn. THS U Decree of Annihilation {8}{R}{R} Sorcery Exile all artifacts, creatures, and lands from the battlefield, all cards from all graveyards, and all cards from all hands. Cycling {5}{R}{R} ({5}{R}{R}, Discard this card: Draw a card.) When you cycle Decree of Annihilation, destroy all lands. SCG R, V14 M Decree of Justice {X}{X}{2}{W}{W} Sorcery Put X 4/4 white Angel creature tokens with flying onto the battlefield. Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.) When you cycle Decree of Justice, you may pay {X}. If you do, put X 1/1 white Soldier creature tokens onto the battlefield. SCG R, VMA R, C14 R, DDO R Decree of Pain {6}{B}{B} Sorcery Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way. Cycling {3}{B}{B} ({3}{B}{B}, Discard this card: Draw a card.) When you cycle Decree of Pain, all creatures get -2/-2 until end of turn. SCG R, CM1 R, C13 R Decree of Savagery {7}{G}{G} Instant Put four +1/+1 counters on each creature you control. Cycling {4}{G}{G} ({4}{G}{G}, Discard this card: Draw a card.) When you cycle Decree of Savagery, you may put four +1/+1 counters on target creature. SCG R Decree of Silence {6}{U}{U} Enchantment Whenever an opponent casts a spell, counter that spell and put a depletion counter on Decree of Silence. If there are three or more depletion counters on Decree of Silence, sacrifice it. Cycling {4}{U}{U} ({4}{U}{U}, Discard this card: Draw a card.) When you cycle Decree of Silence, you may counter target spell. SCG R Dedicated Martyr {W} Creature - Human Cleric 1/1 {W}, Sacrifice Dedicated Martyr: You gain 3 life. OD C Deep Analysis {3}{U} Sorcery Target player draws two cards. Flashback- {1}{U}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.) TOR C, DDH U, C13 C, VMA C Deep Reconnaissance {2}{G} Sorcery Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. Flashback {4}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD U Deep Spawn {5}{U}{U}{U} Creature - Homarid 6/6 Trample At the beginning of your upkeep, sacrifice Deep Spawn unless you put the top two cards of your library into your graveyard. {U}: Deep Spawn gains shroud until end of turn and doesn't untap during your next untap step. Tap Deep Spawn. (A creature with shroud can't be the target of spells or abilities.) FE U, ME2 R Deep Water {U}{U} Enchantment {U}: Until end of turn, if you tap a land you control for mana, it produces {U} instead of any other type. DK C Deep Wood {1}{G} Instant Cast Deep Wood only during the declare attackers step and only if you've been attacked this step. Prevent all damage that would be dealt to you this turn by attacking creatures. PO U, P2 U Deep-Sea Kraken {7}{U}{U}{U} Creature - Kraken 6/6 Deep-Sea Kraken can't be blocked. Suspend 9- {2}{U} (Rather than cast this card from your hand, you may pay {2}{U} and exile it with nine 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. It has haste.) Whenever an opponent casts a spell, if Deep-Sea Kraken is suspended, remove a time counter from it. TSP R, C14 R Deep-Sea Serpent {4}{U}{U} Creature - Serpent 5/5 Deep-Sea Serpent can't attack unless defending player controls an Island. PO U Deep-Sea Terror {4}{U}{U} Creature - Serpent 6/6 Deep-Sea Terror can't attack unless there are seven or more cards in your graveyard. ORI C Deep-Slumber Titan {2}{R}{R} Creature - Giant Warrior 7/7 Deep-Slumber Titan enters the battlefield tapped. Deep-Slumber Titan doesn't untap during your untap step. Whenever Deep-Slumber Titan is dealt damage, untap it. SHM R Deepcavern Imp {2}{B} Creature - Imp Rebel 2/2 Flying, haste Echo-Discard a card. (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.) FUT C, MMA C Deepchannel Mentor {5}{U} Creature - Merfolk Rogue 2/2 Blue creatures you control can't be blocked. SHM U Deepfire Elemental {4}{B}{R} Creature - Elemental 4/4 {X}{X}{1}: Destroy target artifact or creature with converted mana cost X. CSP U, C13 U Deeptread Merrow {1}{U} Creature - Merfolk Rogue 2/1 {U}: Deeptread Merrow gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.) LRW C Deepwater Hypnotist {1}{U} Creature - Merfolk Wizard 2/1 Inspired - Whenever Deepwater Hypnotist becomes untapped, target creature an opponent controls gets -3/-0 until end of turn. BNG C Deepwood Drummer {1}{G} Creature - Human Spellshaper 1/1 {G}, {T}, Discard a card: Target creature gets +2/+2 until end of turn. MM C Deepwood Elder {G}{G} Creature - Dryad Spellshaper 2/2 {X}{G}{G}, {T}, Discard a card: X target lands become Forests until end of turn. MM R Deepwood Ghoul {2}{B} Creature - Zombie 2/1 Pay 2 life: Regenerate Deepwood Ghoul. MM C, 8ED C Deepwood Legate {3}{B} Creature - Shade 1/1 If an opponent controls a Forest and you control a Swamp, you may cast Deepwood Legate without paying its mana cost. {B}: Deepwood Legate gets +1/+1 until end of turn. MM U Deepwood Tantiv {4}{G} Creature - Beast 2/4 Whenever Deepwood Tantiv becomes blocked, you gain 2 life. MM U Deepwood Wolverine {G} Creature - Wolverine 1/1 Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn. MM C Defang {1}{W} Enchantment - Aura Enchant creature Prevent all damage that would be dealt by enchanted creature. AVR C Defeat {1}{B} Sorcery Destroy target creature with power 2 or less. DTK C Defend the Hearth {1}{G} Instant Prevent all combat damage that would be dealt to players this turn. THS C Defender en-Vec {3}{W} Creature - Human Cleric 2/4 Fading 4 (This creature enters the battlefield with four 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 Defender en-Vec: Prevent the next 2 damage that would be dealt to target creature or player this turn. NE C Defender of Chaos {2}{R} Creature - Human Knight 2/1 Flash Protection from white GU C Defender of Law {2}{W} Creature - Human Knight 2/1 Flash Protection from red GU C Defender of the Order {3}{W} Creature - Human Cleric 2/4 Morph {W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn. LGN R Defense Grid {2} Artifact Each spell costs {3} more to cast except during its controller's turn. GU R, 8ED R, 9ED R Defense of the Heart {3}{G} Enchantment At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart, search your library for up to two creature cards, and put those cards onto the battlefield. Then shuffle your library. GU R Defensive Formation {W} Enchantment Rather than the attacking player, you assign the combat damage of each creature attacking you. You can divide that creature's combat damage as you choose among any of the creatures blocking it. UZ U Defensive Maneuvers {3}{W} Instant Creatures of the creature type of your choice get +0/+4 until end of turn. ONS C Defensive Stance {U} Enchantment - Aura Enchant creature Enchanted creature gets -1/+1. NPH C Defiant Bloodlord {5}{B}{B} Creature - Vampire 4/5 Flying Whenever you gain life, target opponent loses that much life. R Defiant Elf {G} Creature - Elf 1/1 Trample LGN C Defiant Falcon {1}{W} Creature - Rebel Bird 1/1 Flying {4}, {T}: 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. NE C Defiant Ogre {5}{R} Creature - Ogre Warrior 3/5 When Defiant Ogre enters the battlefield, choose one - • Put a +1/+1 counter on Defiant Ogre. • Destroy target artifact. FRF C Defiant Stand {1}{W} Instant Cast Defiant Stand only during the declare attackers step and only if you've been attacked this step. Target creature gets +1/+3 until end of turn. Untap that creature. PO U Defiant Strike {W} Instant Target creature gets +1/+0 until end of turn. Draw a card. KTK C Defiant Vanguard {2}{W} Creature - Human Rebel 2/2 When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn. {5}, {T}: Search your library for a Rebel permanent card with converted mana cost 4 or less and put it onto the battlefield. Then shuffle your library. NE U, TSB S Defiler of Souls {3}{B}{B}{R} Creature - Demon 5/5 Flying At the beginning of each player's upkeep, that player sacrifices a monocolored creature. ARB M Defiling Tears {2}{B} Instant Until end of turn, target creature becomes black, gets +1/-1, and gains "{B}: Regenerate this creature." IN U Deflecting Palm {R}{W} Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller. KTK R Deflection {3}{U} Instant Change the target of target spell with a single target. IA R, 5E R, 6E R, 7E R, 8ED R Deft Duelist {W}{U} Creature - Human Rogue 2/1 First strike Shroud (This creature can't be the target of spells or abilities.) ALA C Deftblade Elite {W} Creature - Human Soldier 1/1 Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) {1}{W}: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn. LGN C, VMA C Defy Death {3}{W}{W} Sorcery Return target creature card from your graveyard to the battlefield. If it's an Angel, put two +1/+1 counters on it. AVR U Defy Gravity {U} Instant Target creature gains flying until end of turn. Flashback {U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD C Dega Disciple {W} Creature - Human Wizard 1/1 {B}, {T}: Target creature gets -2/-0 until end of turn. {R}, {T}: Target creature gets +2/+0 until end of turn. AP C Dega Sanctuary {2}{W} Enchantment At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead. AP U Degavolver {1}{W} Creature - Volver 1/1 Kicker {1}{B} and/or {R} (You may pay an additional {1}{B} and/or {R} as you cast this spell.) If Degavolver was kicked with its {1}{B} kicker, it enters the battlefield with two +1/+1 counters on it and with "Pay 3 life: Regenerate Degavolver." If Degavolver was kicked with its {R} kicker, it enters the battlefield with a +1/+1 counter on it and with first strike. AP R Deglamer {1}{G} Instant Choose target artifact or enchantment. Its owner shuffles it into his or her library. MOR C Dehydration {3}{U} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature doesn't untap during its controller's untap step. MM C, 8ED C, 9ED C, 10E C Deicide {1}{W} Instant Exile target enchantment. If the exiled card is a God card, search its controller's graveyard, hand, and library for any number of cards with the same name as that card and exile them, then that player shuffles his or her library. JOU R Deity of Scars {B/G}{B/G}{B/G}{B/G}{B/G} Creature - Spirit Avatar 7/7 Trample Deity of Scars enters the battlefield with two -1/-1 counters on it. {B/G}, Remove a -1/-1 counter from Deity of Scars: Regenerate Deity of Scars. EVE R Deja Vu {2}{U} Sorcery Return target sorcery card from your graveyard to your hand. PO C, P2 C Delay {1}{U} Instant Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, remove a time counter from that card. When the last is removed, the player plays it without paying its mana cost. If it's a creature, it has haste.) FUT U Delaying Shield {3}{W} Enchantment If damage would be dealt to you, put that many delay counters on Delaying Shield instead. At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}. OD R Delif's Cone {0} Artifact {T}, Sacrifice Delif's Cone: This turn, when target creature you control attacks and isn't blocked, you may gain life equal to its power. If you do, it assigns no combat damage this turn. FE C Delif's Cube {1} Artifact {2}, {T}: This turn, when target creature you control attacks and isn't blocked, it assigns no combat damage this turn and you put a cube counter on Delif's Cube. {2}, Remove a cube counter from Delif's Cube: Regenerate target creature. FE R Delirium {1}{B}{R} Instant Cast Delirium only during an opponent's turn. Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn. MI U Delirium Skeins {2}{B} Sorcery Each player discards three cards. DIS C Delraich {6}{B} Creature - Horror 6/6 Trample You may sacrifice three black creatures rather than pay Delraich's mana cost. MM R Deluge {2}{U} Instant Tap all creatures without flying. OD U, 10E U Delusions of Mediocrity {3}{U} Enchantment When Delusions of Mediocrity enters the battlefield, you gain 10 life. When Delusions of Mediocrity leaves the battlefield, you lose 10 life. GU R, 7E R Delver of Secrets {U} Creature - Human Wizard 1/1 At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an instant or sorcery card is revealed this way, transform Delver of Secrets. ---- Insectile Aberration (Blue) Creature - Human Insect 3/2 Flying ISD C Dematerialize {3}{U} Sorcery Return target permanent to its owner's hand. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C Dementia Bat {4}{B} Creature - Bat 2/2 Flying {4}{B}, Sacrifice Dementia Bat: Target player discards two cards. NPH C Dementia Sliver {3}{U}{B} Creature - Sliver 3/3 All Slivers have "{T}: Name a card. Target opponent reveals a card at random from his or her hand. If it's the named card, that player discards it. Activate this ability only during your turn." TSP U Demigod of Revenge {B/R}{B/R}{B/R}{B/R}{B/R} Creature - Spirit Avatar 5/4 Flying, haste When you cast Demigod of Revenge, return all cards named Demigod of Revenge from your graveyard to the battlefield. SHM R, MMA R Demolish {3}{R} Sorcery Destroy target artifact or land. OD U, 8ED U, 9ED U, 10E C, ZEN C, M11 C, AVR C, M14 C, THS C, ORI C Demon of Death's Gate {6}{B}{B}{B} Creature - Demon 9/9 You may pay 6 life and sacrifice three black creatures rather than pay Demon of Death's Gate's mana cost. Flying, trample M11 M Demon of Wailing Agonies {3}{B}{B} Creature - Demon 4/4 Flying Lieutenant - As long as you control your commander, Demon of Wailing Agonies gets +2/+2 and has "Whenever Demon of Wailing Agonies deals combat damage to a player, that player sacrifices a creature." C14 R Demon's Grasp {4}{B} Sorcery Target creature gets -5/-5 until end of turn. C Demon's Herald {B} Creature - Human Wizard 1/1 {2}{B}, {T}, Sacrifice a blue creature, a black creature, and a red creature: Search your library for a card named Prince of Thralls and put it onto the battlefield. Then shuffle your library. ALA U Demon's Horn {2} Artifact Whenever a player casts a black spell, you may gain 1 life. DST U, 9ED U, 10E U, DDC U, M10 U, M11 U, M12 U, DD3_DVD U Demon's Jester {3}{B} Creature - Imp 2/2 Flying Hellbent - Demon's Jester gets +2/+1 as long as you have no cards in hand. DIS C, DDC C, DD3_DVD C Demonfire {X}{R} Sorcery Demonfire deals X damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. Hellbent - If you have no cards in hand, Demonfire can't be countered by spells or abilities and the damage can't be prevented. DIS R, DD2 R, DD3_JVC R Demonic Appetite {B} Enchantment - Aura Enchant creature you control Enchanted creature gets +3/+3. At the beginning of your upkeep, sacrifice a creature. ROE C Demonic Attorney {1}{B}{B} Sorcery Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of his or her library. 1E R, 2E R, 2U R, 3E R Demonic Collusion {3}{B}{B} Sorcery Buyback-Discard two cards. (You may discard two cards in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Search your library for a card and put that card into your hand. Then shuffle your library. TSP R Demonic Consultation {B} Instant Name a card. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal the named card. Put that card into your hand and exile all other cards revealed this way. IA U, ME2 U Demonic Dread {1}{B}{R} Sorcery Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Target creature can't block this turn. ARB C Demonic Hordes {3}{B}{B}{B} Creature - Demon 5/5 {T}: Destroy target land. At the beginning of your upkeep, unless you pay {B}{B}{B}, tap Demonic Hordes and sacrifice a land of an opponent's choice. 1E R, 2E R, 2U R, 3E R, ME4 R Demonic Pact {2}{B}{B} Enchantment At the beginning of your upkeep, choose one that hasn't been chosen - • Demonic Pact deals 4 damage to target creature or player and you gain 4 life. • Target opponent discards two cards. • Draw two cards. • You lose the game. ORI M Demonic Rising {3}{B}{B} Enchantment At the beginning of your end step, if you control exactly one creature, put a 5/5 black Demon creature token with flying onto the battlefield. AVR R Demonic Taskmaster {2}{B} Creature - Demon 4/3 Flying At the beginning of your upkeep, sacrifice a creature other than Demonic Taskmaster. AVR U Demonic Torment {2}{B} Enchantment - Aura Enchant creature Enchanted creature can't attack. Prevent all combat damage that would be dealt by enchanted creature. LE U, ME3 C Demonic Tutor {1}{B} Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. 1E U, 2E U, 2U U, 3E U, DDC U, ME4 R, VMA M, DD3_DVD U Demonlord of Ashmouth {2}{B}{B} Creature - Demon 5/4 Flying When Demonlord of Ashmouth enters the battlefield, exile it unless you sacrifice another creature. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) AVR R Demonmail Hauberk {4} Artifact - Equipment Equipped creature gets +4/+2. Equip-Sacrifice a creature. ISD U Demonspine Whip {B}{R} Artifact - Equipment {X}: Equipped creature gets +X/+0 until end of turn. Equip {1} ARB U Demoralize {2}{R} Instant All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.) Threshold - If seven or more cards are in your graveyard, creatures can't block this turn. OD C Demystify {W} Instant Destroy target enchantment. ONS C, 8ED C, 9ED C, 10E C, ROE C, M12 C Den Protector {1}{G} Creature - Human Warrior 2/1 Creatures with power less than Den Protector's power can't block it. Megamorph {1}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Den Protector is turned face up, return target card from your graveyard to your hand. DTK R Denizen of the Deep {6}{U}{U} Creature - Serpent 11/11 When Denizen of the Deep enters the battlefield, return each other creature you control to its owner's hand. P2 R, P3 R, 10E R Dense Canopy {1}{G} Enchantment Creatures with flying can block only creatures with flying. SOK U Dense Foliage {2}{G} Enchantment Creatures can't be the targets of spells. WL R, 6E R Deny Reality {3}{U}{B} Sorcery Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Return target permanent to its owner's hand. ARB C, PC2 C Denying Wind {7}{U}{U} Sorcery Search target player's library for up to seven cards and exile them. Then that player shuffles his or her library. PR R Deploy to the Front {5}{W}{W} Sorcery Put X 1/1 white Soldier creature tokens onto the battlefield, where X is the number of creatures on the battlefield. C14 R Deprive {U}{U} Instant As an additional cost to cast Deprive, return a land you control to its owner's hand. Counter target spell. ROE C Deputy of Acquittals {W}{U} Creature - Human Wizard 2/2 Flash (You may cast this spell any time you could cast an instant.) When Deputy of Acquittals enters the battlefield, you may return another target creature you control to its owner's hand. DGM C Deranged Assistant {1}{U} Creature - Human Wizard 1/1 {T}, Put the top card of your library into your graveyard: Add {1} to your mana pool. ISD C Deranged Hermit {3}{G}{G} Creature - Elf 1/1 Echo {3}{G}{G} (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.) When Deranged Hermit enters the battlefield, put four 1/1 green Squirrel creature tokens onto the battlefield. Squirrel creatures get +1/+1. GU R, VMA R Deranged Outcast {1}{G} Creature - Human Rogue 2/1 {1}{G}, Sacrifice a Human: Put two +1/+1 counters on target creature. DKA R Derelor {3}{B} Creature - Thrull 4/4 Black spells you cast cost {B} more to cast. FE R, 5E R, 6E R, MED U Derevi, Empyrial Tactician {G}{W}{U} Legendary Creature - Bird Wizard 2/3 Flying Whenever Derevi, Empyrial Tactician enters the battlefield or a creature you control deals combat damage to a player, you may tap or untap target permanent. {1}{G}{W}{U}: Put Derevi onto the battlefield from the command zone. C13 M Dermoplasm {2}{U} Creature - Shapeshifter 1/1 Flying Morph {2}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Dermoplasm is turned face up, you may put a creature card with a morph ability from your hand onto the battlefield face up. If you do, return Dermoplasm to its owner's hand. LGN R Descendant of Kiyomaro {1}{W}{W} Creature - Human Soldier 2/3 As long as you have more cards in hand than each opponent, Descendant of Kiyomaro gets +1/+2 and has "Whenever this creature deals combat damage, you gain 3 life." SOK U Descendant of Masumaro {2}{G} Creature - Human Monk 1/1 At the beginning of your upkeep, put a +1/+1 counter on Descendant of Masumaro for each card in your hand, then remove a +1/+1 counter from Descendant of Masumaro for each card in target opponent's hand. SOK U Descendant of Soramaro {3}{U} Creature - Human Wizard 2/3 {1}{U}: Look at the top X cards of your library, where X is the number of cards in your hand, then put them back in any order. SOK C Descendants' Path {2}{G} Enchantment At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast that card without paying its mana cost. Otherwise, put that card on the bottom of your library. AVR R Descent into Madness {3}{B}{B} Enchantment At the beginning of your upkeep, put a despair counter on Descent into Madness, then each player exiles X permanents he or she controls and/or cards from his or her hand, where X is the number of despair counters on Descent into Madness. AVR M Descent of the Dragons {4}{R}{R} Sorcery Destroy any number of target creatures. For each creature destroyed this way, its controller puts a 4/4 red Dragon creature token with flying onto the battlefield. DTK M Desecrated Earth {4}{B} Sorcery Destroy target land. Its controller discards a card. ZEN C Desecration Demon {2}{B}{B} Creature - Demon 6/6 Flying At the beginning of each combat, any opponent may sacrifice a creature. If a player does, tap Desecration Demon and put a +1/+1 counter on it. RTR R Desecration Elemental {3}{B} Creature - Elemental 8/8 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever a player casts a spell, sacrifice a creature. 5DN R Desecration Plague {3}{G} Sorcery Destroy target enchantment or land. JOU C Desecrator Hag {2}{B/G}{B/G} Creature - Hag 2/2 When Desecrator Hag enters the battlefield, return to your hand the creature card in your graveyard with the greatest power. If two or more cards are tied for greatest power, you choose one of them. EVE C, CMD C Desert Land - Desert {T}: Add {1} to your mana pool. {T}: Desert deals 1 damage to target attacking creature. Activate this ability only during the end of combat step. AN C, TSB S, V12 M Desert Drake {3}{R} Creature - Drake 2/2 Flying PO U Desert Nomads {2}{R} Creature - Human Nomad 2/2 Desertwalk Prevent all damage that would be dealt to Desert Nomads by Deserts. AN C Desert Sandstorm {2}{R} Sorcery Desert Sandstorm deals 1 damage to each creature. PK C Desert Twister {4}{G}{G} Sorcery Destroy target permanent. AN U, 3E U, 4E U, 5E U, MM U, ME3 U, VMA U, C14 U Deserted Temple Land {T}: Add {1} to your mana pool. {1}, {T}: Untap target land. OD R Deserter's Quarters {2} Artifact You may choose not to untap Deserter's Quarters during your untap step. {6}, {T}: Tap target creature. It doesn't untap during its controller's untap step for as long as Deserter's Quarters remains tapped. JOU U Desertion {3}{U}{U} Instant Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard. VI R, 6E R, CM1 R Desolate Lighthouse Land {T}: Add {1} to your mana pool. {1}{U}{R}, {T}: Draw a card, then discard a card. AVR R Desolation {1}{B}{B} Enchantment At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land. Desolation deals 2 damage to each player who sacrificed a Plains this way. VI U Desolation Angel {3}{B}{B} Creature - Angel 5/4 Kicker {W}{W} (You may pay an additional {W}{W} as you cast this spell.) Flying When Desolation Angel enters the battlefield, destroy all lands you control. If it was kicked, destroy all lands instead. AP R Desolation Giant {2}{R}{R} Creature - Giant 3/3 Kicker {W}{W} (You may pay an additional {W}{W} as you cast this spell.) When Desolation Giant enters the battlefield, destroy all other creatures you control. If it was kicked, destroy all other creatures instead. AP R, TSB S Desolation Twin {10} Creature - Eldrazi 10/10 When you cast Desolation Twin, put a 10/10 colorless Eldrazi creature token onto the battlefield. R Desperate Charge {2}{B} Sorcery Creatures you control get +2/+0 until end of turn. PK U, ME3 C Desperate Gambit {R} Instant Choose a source you control and flip a coin. If you win the flip, the next time that source would deal damage this turn, it deals double that damage instead. If you lose the flip, the next time it would deal damage this turn, prevent that damage. WL U Desperate Ravings {1}{R} Instant Draw two cards, then discard a card at random. Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD U Desperate Research {1}{B} Sorcery Name a card other than a basic land card. Then reveal the top seven cards of your library and put all of them with that name into your hand. Exile the rest. IN R Desperate Ritual {1}{R} Instant - Arcane Add {R}{R}{R} to your mana pool. Splice onto Arcane {1}{R} (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.) CHK C, MMA U Desperate Stand {R}{W} Sorcery Strive - Desperate Stand costs {R}{W} more to cast for each target beyond the first. Any number of target creatures each get +2/+0 and gain first strike and vigilance until end of turn. JOU U Despise {B} Sorcery Target opponent reveals his or her hand. You choose a creature or planeswalker card from it. That player discards that card. NPH U, KTK U Despoil {3}{B} Sorcery Destroy target land. Its controller loses 2 life. PR C Despoiler of Souls {B}{B} Creature - Horror 3/1 Despoiler of Souls can't block. {B}{B}, Exile two other creature cards from your graveyard: Return Despoiler of Souls from your graveyard to the battlefield. ORI R Despondency {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets -2/-0. When Despondency is put into a graveyard from the battlefield, return Despondency to its owner's hand. UZ C Despotic Scepter {1} Artifact {T}: Destroy target permanent you own. It can't be regenerated. IA R, ME2 R Destroy the Evidence {4}{B} Sorcery Destroy target land. Its controller reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard. RTR C Destructive Flow {B}{R}{G} Enchantment At the beginning of each player's upkeep, that player sacrifices a nonbasic land. PS R Destructive Force {5}{R}{R} Sorcery Each player sacrifices five lands. Destructive Force deals 5 damage to each creature. M11 R Destructive Revelry {R}{G} Instant Destroy target artifact or enchantment. Destructive Revelry deals 2 damage to that permanent's controller. DDL U, THS U Destructive Urge {1}{R}{R} Enchantment - Aura Enchant creature Whenever enchanted creature deals combat damage to a player, that player sacrifices a land. UZ U Destructor Dragon {4}{G}{G} Creature - Dragon 4/4 Flying When Destructor Dragon dies, destroy target noncreature permanent. FRF U Detainment Spell {W} Enchantment - Aura Enchant creature Enchanted creature's activated abilities can't be activated. {1}{W}: Attach Detainment Spell to target creature. TSP C Detention Sphere {1}{W}{U} Enchantment When Detention Sphere enters the battlefield, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent. When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control. RTR R Detonate {X}{R} Sorcery Destroy target artifact with converted mana cost X. It can't be regenerated. Detonate deals X damage to that artifact's controller. AQ U, 4E U, 5E U, MRD U, ME4 U Detritivore {2}{R}{R} Creature - Lhurgoyf */* Detritivore's power and toughness are each equal to the number of nonbasic land cards in your opponents' graveyards. Suspend X- {X}{3}{R}. X can't be 0. (Rather than cast this card from your hand, you may pay {X}{3}{R} and exile it with X 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. It has haste.) Whenever a time counter is removed from Detritivore while it's exiled, destroy target nonbasic land. PLC R Deus of Calamity {R/G}{R/G}{R/G}{R/G}{R/G} Creature - Spirit Avatar 6/6 Trample Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy target land that player controls. SHM R, DDL R Devastate {3}{R}{R} Sorcery Destroy target land. Devastate deals 1 damage to each creature and each player. PR C Devastating Dreams {R}{R} Sorcery As an additional cost to cast Devastating Dreams, discard X cards at random. Each player sacrifices X lands. Devastating Dreams deals X damage to each creature. TOR R Devastating Summons {R} Sorcery As an additional cost to cast Devastating Summons, sacrifice X lands. Put two X/X red Elemental creature tokens onto the battlefield. ROE R Devastation {5}{R}{R} Sorcery Destroy all creatures and lands. PO R, P3 R, ME4 R Devastation Tide {3}{U}{U} Sorcery Return all nonland permanents to their owners' hands. Miracle {1}{U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) AVR R Deviant Glee {B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+1 and has "{R}: This creature gains trample until end of turn." RTR C Devil's Play {X}{R} Sorcery Devil's Play deals X damage to target creature or player. Flashback {X}{R}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD R, DDK R Devoted Caretaker {W} Creature - Human Cleric 1/2 {W}, {T}: Target permanent you control gains protection from instant spells and from sorcery spells until end of turn. OD R Devoted Druid {1}{G} Creature - Elf Druid 0/2 {T}: Add {G} to your mana pool. Put a -1/-1 counter on Devoted Druid: Untap Devoted Druid. SHM C Devoted Hero {W} Creature - Elf Soldier 1/2 PO C, P3 C Devoted Retainer {W} Creature - Human Samurai 1/1 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) CHK C Devour Flesh {1}{B} Instant Target player sacrifices a creature, then gains life equal to that creature's toughness. GTC C Devour in Shadow {B}{B} Instant Destroy target creature. It can't be regenerated. You lose life equal to that creature's toughness. 5DN U Devouring Deep {2}{U} Creature - Fish 1/2 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) LE C Devouring Greed {2}{B}{B} Sorcery - Arcane As an additional cost to cast Devouring Greed, you may sacrifice any number of Spirits. Target player loses 2 life plus 2 life for each Spirit sacrificed this way. You gain that much life. CHK C, MM2 U Devouring Light {1}{W}{W} Instant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Exile target attacking or blocking creature. RAV U, M15 U Devouring Rage {4}{R} Instant - Arcane As an additional cost to cast Devouring Rage, you may sacrifice any number of Spirits. Target creature gets +3/+0 until end of turn. For each Spirit sacrificed this way, that creature gets an additional +3/+0 until end of turn. CHK C Devouring Strossus {5}{B}{B}{B} Creature - Horror 9/9 Flying, trample At the beginning of your upkeep, sacrifice a creature. Sacrifice a creature: Regenerate Devouring Strossus. IN R Devouring Swarm {1}{B}{B} Creature - Insect 2/1 Flying Sacrifice a creature: Devouring Swarm gets +1/+1 until end of turn. M12 C Devout Chaplain {2}{W} Creature - Human Cleric 2/2 {T}, Tap two untapped Humans you control: Exile target artifact or enchantment. AVR U Devout Harpist {W} Creature - Human 1/1 {T}: Destroy target Aura attached to a creature. GU C Devout Invocation {6}{W} Sorcery Tap any number of untapped creatures you control. Put a 4/4 white Angel creature token with flying onto the battlefield for each creature tapped this way. M14 M Devout Lightcaster {W}{W}{W} Creature - Kor Cleric 2/2 Protection from black When Devout Lightcaster enters the battlefield, exile target black permanent. ZEN R Devout Monk {W} Creature - Human Monk Cleric 1/1 When Devout Monk enters the battlefield, you gain 1 life. P3 C Devout Witness {2}{W} Creature - Human Spellshaper 2/2 {1}{W}, {T}, Discard a card: Destroy target artifact or enchantment. MM C, VMA U Dewdrop Spy {1}{U}{U} Creature - Faerie Rogue 2/2 Flash Flying When Dewdrop Spy enters the battlefield, look at the top card of target player's library. MOR C Diabolic Edict {1}{B} Instant Target player sacrifices a creature. TE C, BD C, TPR C Diabolic Intent {1}{B} Sorcery As an additional cost to cast Diabolic Intent, sacrifice a creature. Search your library for a card and put that card into your hand. Then shuffle your library. PS R Diabolic Machine {7} Artifact Creature - Construct 4/4 {3}: Regenerate Diabolic Machine. DK U, 4E U, 5E U, ME4 U Diabolic Revelation {X}{3}{B}{B} Sorcery Search your library for up to X cards and put those cards into your hand. Then shuffle your library. M13 R Diabolic Servitude {3}{B} Enchantment When Diabolic Servitude enters the battlefield, return target creature card from your graveyard to the battlefield. When the creature put onto the battlefield with Diabolic Servitude dies, exile it and return Diabolic Servitude to its owner's hand. When Diabolic Servitude leaves the battlefield, exile the creature put onto the battlefield with Diabolic Servitude. UZ U, PD3 U Diabolic Tutor {2}{B}{B} Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. OD U, 8ED U, 9ED U, 10E U, M10 U, M11 U, CMD U, M12 U, M14 U Diabolic Vision {U}{B} Sorcery Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library in any order. IA U, BD U, ME2 U Diamond Faerie {2}{G}{W}{U} Snow Creature - Faerie 3/3 Flying {1}{S}: Snow creatures you control get +1/+1 until end of turn. ({S} can be paid with one mana from a snow permanent.) CSP R Diamond Faerie Avatar Vanguard Hand +0, life +5 {S}: Target creature you control gets +1/+1 until end of turn. VAN S Diamond Kaleidoscope {4} Artifact {3}, {T}: Put a 0/1 colorless Prism artifact creature token onto the battlefield. Sacrifice a Prism token: Add one mana of any color to your mana pool. VI R Diamond Valley Land {T}, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. AN U, MED R Diaochan, Artful Beauty {3}{R} Legendary Creature - Human Advisor 1/1 {T}: Destroy target creature of your choice, then destroy target creature of an opponent's choice. Activate this ability only during your turn, before attackers are declared. PK R, CM1 R Dichotomancy {7}{U}{U} Sorcery For each tapped nonland permanent target opponent controls, search that player's library for a card with the same name as that permanent and put it onto the battlefield under your control. Then that player shuffles his or her library. Suspend 3- {1}{U}{U} (Rather than cast this card from your hand, you may pay {1}{U}{U} 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.) PLC R Dictate of Erebos {3}{B}{B} Enchantment Flash Whenever a creature you control dies, each opponent sacrifices a creature. JOU R Dictate of Heliod {3}{W}{W} Enchantment Flash Creatures you control get +2/+2. JOU R, DDO R Dictate of Karametra {3}{G}{G} Enchantment Flash Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced. JOU R Dictate of Kruphix {1}{U}{U} Enchantment Flash At the beginning of each player's draw step, that player draws an additional card. JOU R Dictate of the Twin Gods {3}{R}{R} Enchantment Flash If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead. JOU R Didgeridoo {1} Artifact {3}: You may put a Minotaur permanent card from your hand onto the battlefield. HM R, ME3 U Diffusion Sliver {1}{U} Creature - Sliver 1/1 Whenever a Sliver creature you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays {2}. M15 U Dig Through Time {6}{U}{U} Instant Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. KTK R Diligent Farmhand {G} Creature - Human Druid 1/1 {1}{G}, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. If Diligent Farmhand is in a graveyard, effects from spells named Muscle Burst count it as a card named Muscle Burst. OD C Diluvian Primordial {5}{U}{U} Creature - Avatar 5/5 Flying When Diluvian Primordial enters the battlefield, for each opponent, you may cast up to one target instant or sorcery card from that player's graveyard without paying its mana cost. If a card cast this way would be put into a graveyard this turn, exile it instead. GTC R Dimensional Breach {5}{W}{W} Sorcery Exile all permanents. For as long as any of those cards remain exiled, at the beginning of each player's upkeep, that player returns one of the exiled cards he or she owns to the battlefield. SCG R Diminish {U} Instant Target creature has base power and toughness 1/1 until end of turn. M11 C Diminishing Returns {2}{U}{U} Sorcery Each player shuffles his or her hand and graveyard into his or her library. You exile the top ten cards of your library. Then each player draws up to seven cards. AL R, 6E R, MED R Dimir Aqueduct Land Dimir Aqueduct enters the battlefield tapped. When Dimir Aqueduct enters the battlefield, return a land you control to its owner's hand. {T}: Add {U}{B} to your mana pool. RAV C, CMD C, PC2 C, MM2 U Dimir Charm {U}{B} Instant Choose one - • Counter target sorcery spell. • Destroy target creature with power 2 or less. • Look at the top three cards of target player's library, then put one back and the rest into that player's graveyard. GTC U Dimir Cluestone {3} Artifact {T}: Add {U} or {B} to your mana pool. {U}{B}, {T}, Sacrifice Dimir Cluestone: Draw a card. DGM C Dimir Cutpurse {1}{U}{B} Creature - Spirit 2/2 Whenever Dimir Cutpurse deals combat damage to a player, that player discards a card and you draw a card. RAV R, DDH R Dimir Doppelganger {1}{U}{B} Creature - Shapeshifter 0/2 {1}{U}{B}: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability. RAV R, CNS R Dimir Guildgate Land - Gate Dimir Guildgate enters the battlefield tapped. {T}: Add {U} or {B} to your mana pool. GTC C, DGM C, C13 C Dimir Guildmage {U/B}{U/B} Creature - Human Wizard 2/2 ({U/B} can be paid with either {U} or {B}.) {3}{U}: Target player draws a card. Activate this ability only any time you could cast a sorcery. {3}{B}: Target player discards a card. Activate this ability only any time you could cast a sorcery. RAV U, MM2 U Dimir House Guard {3}{B} Creature - Skeleton 2/3 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Sacrifice a creature: Regenerate Dimir House Guard. Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV C Dimir Infiltrator {U}{B} Creature - Spirit 1/3 Dimir Infiltrator can't be blocked. Transmute {1}{U}{B} ({1}{U}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV C, PC2 C Dimir Keyrune {3} Artifact {T}: Add {U} or {B} to your mana pool. {U}{B}: Dimir Keyrune becomes a 2/2 blue and black Horror artifact creature until end of turn and can't be blocked this turn. GTC U Dimir Machinations {2}{B} Sorcery Look at the top three cards of target player's library. Exile any number of those cards, then put the rest back in any order. Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV U Dimir Signet {2} Artifact {1}, {T}: Add {U}{B} to your mana pool. RAV C, ARC C, CMD C Din of the Fireherd {5}{B/R}{B/R}{B/R} Sorcery Put a 5/5 black and red Elemental creature token onto the battlefield. Target opponent sacrifices a creature for each black creature you control, then sacrifices a land for each red creature you control. SHM R Dingus Egg {4} Artifact Whenever a land is put into a graveyard from the battlefield, Dingus Egg deals 2 damage to that land's controller. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 7E R, 8ED R Dingus Staff {4} Artifact Whenever a creature dies, Dingus Staff deals 2 damage to that creature's controller. WL U Dinrova Horror {4}{U}{B} Creature - Horror 4/4 When Dinrova Horror enters the battlefield, return target permanent to its owner's hand, then that player discards a card. GTC U Diplomacy of the Wastes {2}{B} Sorcery Target opponent reveals his or her hand. You choose a nonland card from it. That player discards that card. If you control a Warrior, that player loses 2 life. FRF U Diplomatic Escort {1}{U} Creature - Human Spellshaper 1/1 {U}, {T}, Discard a card: Counter target spell or ability that targets a creature. MM U Diplomatic Immunity {1}{U} Enchantment - Aura Enchant creature Shroud (A permanent with shroud can't be the target of spells or abilities.) Enchanted creature has shroud. MM C Dire Undercurrents {3}{U/B}{U/B} Enchantment Whenever a blue creature enters the battlefield under your control, you may have target player draw a card. Whenever a black creature enters the battlefield under your control, you may have target player discard a card. SHM R Dire Wolves {2}{G} Creature - Wolf 2/2 Dire Wolves has banding as long as you control a Plains. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) IA C Diregraf Captain {1}{U}{B} Creature - Zombie Soldier 2/2 Deathtouch Other Zombie creatures you control get +1/+1. Whenever another Zombie you control dies, target opponent loses 1 life. DKA U Diregraf Escort {G} Creature - Human Cleric 1/1 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Diregraf Escort is paired with another creature, both creatures have protection from Zombies. AVR C Diregraf Ghoul {B} Creature - Zombie 2/2 Diregraf Ghoul enters the battlefield tapped. ISD U Dirge of Dread {2}{B} Sorcery All creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.) Cycling {1}{B} ({1}{B}, Discard this card: Draw a card.) When you cycle Dirge of Dread, you may have target creature gain fear until end of turn. ONS C, C13 C Dirgur Nemesis {5}{U} Creature - Serpent 6/5 Defender Megamorph {6}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK C Dirtcowl Wurm {4}{G} Creature - Wurm 3/4 Whenever an opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm. PPR R, TE R, BR R Dirtwater Wraith {3}{B} Creature - Wraith 1/3 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) {B}: Dirtwater Wraith gets +1/+0 until end of turn. MI C Dirty Wererat {3}{B} Creature - Human Rat Minion 2/3 {B}, Discard a card: Regenerate Dirty Wererat. Threshold - As long as seven or more cards are in your graveyard, Dirty Wererat gets +2/+2 and can't block. OD C Disappear {2}{U}{U} Enchantment - Aura Enchant creature {U}: Return enchanted creature and Disappear to their owners' hands. CG U Disarm {U} Instant Unattach all Equipment from target creature. MRD C Disaster Radius {5}{R}{R} Sorcery As an additional cost to cast Disaster Radius, reveal a creature card from your hand. Disaster Radius deals X damage to each creature your opponents control, where X is the revealed card's converted mana cost. ROE R, CMD R Disciple of Bolas {3}{B} Creature - Human Wizard 2/1 When Disciple of Bolas enters the battlefield, sacrifice another creature. You gain X life and draw X cards, where X is that creature's power. M13 R, C14 R Disciple of Deceit {U}{B} Creature - Human Rogue 1/3 Inspired - Whenever Disciple of Deceit becomes untapped, you may discard a nonland card. If you do, search your library for a card with the same converted mana cost as that card, reveal it, put it into your hand, then shuffle your library. JOU U Disciple of Grace {1}{W} Creature - Human Cleric 1/2 Protection from black Cycling {2} ({2}, Discard this card: Draw a card.) UZ C, ONS C Disciple of Griselbrand {1}{B} Creature - Human Cleric 1/1 {1}, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. ISD U, C13 U Disciple of Kangee {2}{W} Creature - Human Wizard 2/2 {U}, {T}: Target creature gains flying and becomes blue until end of turn. PS C Disciple of Law {1}{W} Creature - Human Cleric 1/2 Protection from red Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Disciple of Malice {1}{B} Creature - Human Cleric 1/2 Protection from white Cycling {2} ({2}, Discard this card: Draw a card.) ONS C Disciple of Phenax {2}{B}{B} Creature - Human Cleric 1/3 When Disciple of Phenax enters the battlefield, target player reveals a number of cards from his or her hand equal to your devotion to black. You choose one of them. That player discards that card. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.) THS C Disciple of Tevesh Szat {2}{B}{B} Creature - Human Cleric 3/1 {T}: Target creature gets -1/-1 until end of turn. {4}{B}{B}, {T}, Sacrifice Disciple of Tevesh Szat: Target creature gets -6/-6 until end of turn. CSP C Disciple of the Old Ways {1}{G} Creature - Human Warrior 2/2 {R}: Disciple of the Old Ways gains first strike until end of turn. GTC C Disciple of the Ring {3}{U}{U} Creature - Human Wizard 3/4 {1}, Exile an instant or sorcery card from your graveyard: Choose one - • Counter target noncreature spell unless its controller pays {2}. • Disciple of the Ring gets +1/+1 until end of turn. • Tap target creature. • Untap target creature. ORI M Disciple of the Vault {B} Creature - Human Cleric 1/1 Whenever an artifact is put into a graveyard from the battlefield, you may have target opponent lose 1 life. MRD C Discombobulate {2}{U}{U} Instant Counter target spell. Look at the top four cards of your library, then put them back in any order. ONS U, 10E U Discordant Dirge {3}{B}{B} Enchantment At the beginning of your upkeep, you may put a verse counter on Discordant Dirge. {B}, Sacrifice Discordant Dirge: Look at target opponent's hand and choose up to X cards from it, where X is the number of verse counters on Discordant Dirge. That player discards those cards. UZ R Discordant Spirit {2}{B}{R} Creature - Spirit 2/2 At the beginning of each end step, if it's an opponent's turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you this turn. At the beginning of your end step, remove all +1/+1 counters from Discordant Spirit. MI R Disdainful Stroke {1}{U} Instant Counter target spell with converted mana cost 4 or greater. KTK C Disease Carriers {2}{B}{B} Creature - Rat 2/2 When Disease Carriers dies, target creature gets -2/-2 until end of turn. CG C Diseased Vermin {2}{B} Creature - Rat 1/1 Whenever Diseased Vermin deals combat damage to a player, put an infection counter on it. At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it. AL U Disembowel {X}{B} Instant Destroy target creature with converted mana cost X. RAV C Disempower {1}{W} Instant Put target artifact or enchantment on top of its owner's library. MI C Disenchant {1}{W} Instant Destroy target artifact or enchantment. 1E C, 2E C, 2U C, 3E C, 4E C, IA C, MI C, 5E C, TE C, UZ C, 6E C, MM C, BR C, P4 C, 7E C, TSB S, ME2 C, ME3 C, TPR C Disentomb {B} Sorcery Return target creature card from your graveyard to your hand. M10 C, M11 C, M12 C, M13 C Disfigure {B} Instant Target creature gets -2/-2 until end of turn. ZEN C Disharmony {2}{R} Instant Cast Disharmony only during combat before blockers are declared. Untap target attacking creature and remove it from combat. Gain control of that creature until end of turn. LE R, ME3 U Disintegrate {X}{R} Sorcery Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would die this turn, exile it instead. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, TSB S Dismal Backwater Land Dismal Backwater enters the battlefield tapped. When Dismal Backwater enters the battlefield, you gain 1 life. {T}: Add {U} or {B} to your mana pool. KTK C, FRF C Dismal Failure {2}{U}{U} Instant Counter target spell. Its controller discards a card. PLC U Dismantle {2}{R} Sorcery Destroy target artifact. If that artifact had counters on it, put that many +1/+1 counters or charge counters on an artifact you control. DST U Dismantling Blow {2}{W} Instant Kicker {2}{U} (You may pay an additional {2}{U} as you cast this spell.) Destroy target artifact or enchantment. If Dismantling Blow was kicked, draw two cards. IN C Dismember {1}{P/B}{P/B} Instant ({P/B} can be paid with either {B} or 2 life.) Target creature gets -5/-5 until end of turn. MD1 U, NPH U, MM2 U Dismiss {2}{U}{U} Instant Counter target spell. Draw a card. TE U, C13 U, C14 U, TPR U Dismiss into Dream {6}{U} Enchantment Each creature your opponents control is an Illusion in addition to its other types and has "When this creature becomes the target of a spell or ability, sacrifice it." M14 R Disorder {1}{R} Sorcery Disorder deals 2 damage to each white creature and each player who controls a white creature. UZ U, 7E U Disorient {3}{U} Instant Target creature gets -7/-0 until end of turn. M10 C Disowned Ancestor {B} Creature - Spirit Warrior 0/4 Outlast {1}{B} ({1}{B}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) KTK C Dispatch {W} Instant Tap target creature. Metalcraft - If you control three or more artifacts, exile that creature. NPH U, MM2 U Dispel {U} Instant Counter target instant spell. C, WWK C, RTR C Dispeller's Capsule {W} Artifact {2}{W}, {T}, Sacrifice Dispeller's Capsule: Destroy target artifact or enchantment. ALA C, MMA C Dispense Justice {2}{W} Instant Target player sacrifices an attacking creature. Metalcraft - That player sacrifices two attacking creatures instead if you control three or more artifacts. SOM U Dispersal Shield {1}{U} Instant Counter target spell if its converted mana cost is less than or equal to the highest converted mana cost among permanents you control. SCG C Disperse {1}{U} Instant Return target nonland permanent to its owner's hand. MOR C, SOM C, M14 C, ORI C Dispersing Orb {3}{U}{U} Enchantment {3}{U}, Sacrifice a permanent: Return target permanent to its owner's hand. ONS U Displacement Wave {X}{U}{U} Sorcery Return all nonland permanents with converted mana cost X or less to their owners' hands. ORI R Display of Dominance {1}{G} Instant Choose one - • Destroy target blue or black noncreature permanent. • Permanents you control can't be the targets of blue or black spells your opponents control this turn. DTK U Disrupt {U} Instant Counter target instant or sorcery spell unless its controller pays {1}. Draw a card. WL C, IN U Disrupting Scepter {3} Artifact {3}, {T}: Target player discards a card. Activate this ability only during your turn. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 7E R, 8ED R, 9ED R Disrupting Shoal {X}{U}{U} Instant - Arcane You may exile a blue card with converted mana cost X from your hand rather than pay Disrupting Shoal's mana cost. Counter target spell if its converted mana cost is X. BOK R Disruption Aura {2}{U} Enchantment - Aura Enchant artifact Enchanted artifact has "At the beginning of your upkeep, sacrifice this artifact unless you pay its mana cost." 5DN U Disruptive Pitmage {2}{U} Creature - Human Wizard 1/1 {T}: Counter target spell unless its controller pays {1}. Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Disruptive Student {2}{U} Creature - Human Wizard 1/1 {T}: Counter target spell unless its controller pays {1}. UZ C, BR C Dissipate {1}{U}{U} Instant Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. MI U, ISD U, DDJ U, M15 U Dissipation Field {2}{U}{U} Enchantment Whenever a permanent deals damage to you, return it to its owner's hand. SOM R Dissolve {1}{U}{U} Instant Counter target spell. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) THS U Distant Melody {3}{U} Sorcery Choose a creature type. Draw a card for each permanent you control of that type. MOR C, H09 C Distant Memories {2}{U}{U} Sorcery Search your library for a card, exile it, then shuffle your library. Any opponent may have you put that card into your hand. If no player does, you draw three cards. MBS R Distorting Lens {2} Artifact {T}: Target permanent becomes the color of your choice until end of turn. MM R, 8ED R Distorting Wake {X}{U}{U}{U} Sorcery Return X target nonland permanents to their owners' hands. IN R, C14 R Distortion Strike {U} Sorcery Target creature gets +1/+0 until end of turn and can't be blocked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) ROE C Distress {B}{B} Sorcery Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. CHK C, 10E C, M12 C Disturbed Burial {1}{B} Sorcery Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Return target creature card from your graveyard to your hand. TE C Disturbing Plot {1}{B} Sorcery Return target creature card from a graveyard to its owner's hand. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.) SHM C Dive Bomber {3}{W} Creature - Bird Soldier 2/2 Flying {T}, Sacrifice Dive Bomber: Dive Bomber deals 2 damage to target attacking or blocking creature. ONS C Divebomber Griffin {3}{W}{W} Creature - Griffin 3/2 Flying {T}, Sacrifice Divebomber Griffin: Divebomber Griffin deals 3 damage to target attacking or blocking creature. RAV U Divergent Growth {G} Instant Until end of turn, lands you control gain "{T}: Add one mana of any color to your mana pool." SCG C Diversionary Tactics {3}{W} Enchantment Tap two untapped creatures you control: Tap target creature. AP U Divert {U} Instant Change the target of target spell with a single target unless that spell's controller pays {2}. OD R Divination {2}{U} Sorcery Draw two cards. M10 C, M12 C, DKA C, M13 C, M14 C, BNG C, M15 C Divine Congregation {3}{W} Sorcery You gain 2 life for each creature target player controls. Suspend 5- {1}{W} (Rather than cast this card from your hand, you may pay {1}{W} and exile it with five 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.) TSP C Divine Deflection {X}{W} Instant Prevent the next X damage that would be dealt to you and/or permanents you control this turn. If damage is prevented this way, Divine Deflection deals that much damage to target creature or player. AVR R Divine Favor {1}{W} Enchantment - Aura Enchant creature When Divine Favor enters the battlefield, you gain 3 life. Enchanted creature gets +1/+3. M12 C, M13 C, M14 C, M15 C Divine Intervention {6}{W}{W} Enchantment Divine Intervention enters the battlefield with two intervention counters on it. At the beginning of your upkeep, remove an intervention counter from Divine Intervention. When you remove the last intervention counter from Divine Intervention, the game is a draw. LE R, ME3 R Divine Light {W} Sorcery Prevent all damage that would be dealt this turn to creatures you control. AP C Divine Offering {1}{W} Instant Destroy target artifact. You gain life equal to its converted mana cost. LE C, CH C, MI C, 5E C, ME4 C, MBS C Divine Presence {2}{W} Enchantment If a source would deal 4 or more damage to a creature or player, that source deals 3 damage to that creature or player instead. IN R Divine Reckoning {2}{W}{W} Sorcery Each player chooses a creature he or she controls. Destroy the rest. Flashback {5}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD R Divine Retribution {1}{W} Instant Divine Retribution deals damage to target attacking creature equal to the number of attacking creatures. MI R Divine Sacrament {1}{W}{W} Enchantment White creatures get +1/+1. Threshold - White creatures get an additional +1/+1 as long as seven or more cards are in your graveyard. OD R Divine Transformation {2}{W}{W} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. LE R, 4E U, 5E U, 6E U, MED U Divine Verdict {3}{W} Instant Destroy target attacking or blocking creature. M10 C, M13 C, THS C, M15 C, ORI C Diviner Spirit {4}{U} Creature - Spirit 2/4 Whenever Diviner Spirit deals combat damage to a player, you and that player each draw that many cards. C13 U Diviner's Wand {3} Tribal Artifact - Wizard Equipment Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "{4}: Draw a card." Whenever a Wizard creature enters the battlefield, you may attach Diviner's Wand to it. Equip {3} MOR U Diving Griffin {1}{W}{W} Creature - Griffin 2/2 Flying, vigilance PR C, 8ED C Divining Witch {1}{B} Creature - Human Spellshaper 1/1 {1}{B}, {T}, Discard a card: Name a card. Exile the top six cards of your library. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Exile all other cards revealed this way. NE R Divinity of Pride {W/B}{W/B}{W/B}{W/B}{W/B} Creature - Spirit Avatar 4/4 Flying, lifelink Divinity of Pride gets +4/+4 as long as you have 25 or more life. EVE R, MMA R, C13 R Dizzy Spell {U} Instant Target creature gets -3/-0 until end of turn. Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV C Dizzying Gaze {R} Enchantment - Aura Enchant creature you control {R}: Enchanted creature deals 1 damage to target creature with flying. EX C Djinn Illuminatus {5}{U/R}{U/R} Creature - Djinn 3/5 ({U/R} can be paid with either {U} or {R}.) Flying Each instant and sorcery spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast it, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) GPT R, DDJ R Djinn of Infinite Deceits {4}{U}{U} Creature - Djinn 2/7 Flying {T}: Exchange control of two target nonlegendary creatures. You can't activate this ability during combat. C13 R Djinn of Wishes {3}{U}{U} Creature - Djinn 4/4 Flying Djinn of Wishes enters the battlefield with three wish counters on it. {2}{U}{U}, Remove a wish counter from Djinn of Wishes: Reveal the top card of your library. You may play that card without paying its mana cost. If you don't, exile it. M10 R, M12 R Djinn of the Lamp {5}{U}{U} Creature - Djinn 5/6 Flying PO R Do or Die {1}{B} Sorcery Separate all creatures target player controls into two piles. Destroy all creatures in the pile of that player's choice. They can't be regenerated. IN R Dodecapod {4} Artifact Creature - Golem 3/3 If a spell or ability an opponent controls causes you to discard Dodecapod, put it onto the battlefield with two +1/+1 counters on it instead of putting it into your graveyard. AP U, TSB S Dogged Hunter {2}{W} Creature - Human Nomad 1/1 {T}: Destroy target creature token. OD R Dogpile {3}{R} Instant Dogpile deals damage to target creature or player equal to the number of attacking creatures you control. RAV C Dolmen Gate {2} Artifact Prevent all combat damage that would be dealt to attacking creatures you control. LRW R Domestication {2}{U}{U} Enchantment - Aura Enchant creature You control enchanted creature. At the beginning of your end step, if enchanted creature's power is 4 or greater, sacrifice Domestication. ROE U, M14 R Dominaria's Judgment {2}{W} Instant Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, from black if you control a Swamp, from red if you control a Mountain, and from green if you control a Forest. PS R Dominate {X}{1}{U}{U} Instant Gain control of target creature with converted mana cost X or less. (This effect lasts indefinitely.) NE U Dominating Licid {1}{U}{U} Creature - Licid 1/1 {1}{U}{U}, {T}: Dominating Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {U} to end this effect. You control enchanted creature. EX R Dominator Drone {2}{B} Creature - Eldrazi Drone 3/2 Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.) When Dominator Drone enters the battlefield, if you control another colorless creature, each opponent loses 2 life. C (x2) Domineer {1}{U}{U} Enchantment - Aura Enchant artifact creature You control enchanted artifact creature. MRD U Domineering Will {3}{U} Instant Target player gains control of up to three target nonattacking creatures until end of turn. Untap those creatures. They block this turn if able. C14 R Dominus of Fealty {U/R}{U/R}{U/R}{U/R}{U/R} Creature - Spirit Avatar 4/4 Flying At the beginning of your upkeep, you may gain control of target permanent until end of turn. If you do, untap it and it gains haste until end of turn. EVE R, CMD R Domri Rade {1}{R}{G} Planeswalker - Domri 3 [+1] Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand. [-2] Target creature you control fights another target creature. [-7] You get an emblem with "Creatures you control have double strike, trample, hexproof, and haste." GTC M Donate {2}{U} Sorcery Target player gains control of target permanent you control. CG R Dong Zhou, the Tyrant {4}{R} Legendary Creature - Human Soldier 3/3 When Dong Zhou, the Tyrant enters the battlefield, target creature an opponent controls deals damage equal to its power to that player. PK R, ME3 R Doom Blade {1}{B} Instant Destroy target nonblack creature. M10 C, M11 C, CMD C, M12 C, M14 U Doom Cannon {6} Artifact As Doom Cannon enters the battlefield, choose a creature type. {3}, {T}, Sacrifice a creature of the chosen type: Doom Cannon deals 3 damage to target creature or player. ONS R Doomed Necromancer {2}{B} Creature - Human Cleric Mercenary 2/2 {B}, {T}, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to the battlefield. ONS R, 10E R Doomed Traveler {W} Creature - Human Soldier 1/1 When Doomed Traveler dies, put a 1/1 white Spirit creature token with flying onto the battlefield. ISD C, DDK C, CNS C Doomgape {4}{B/G}{B/G}{B/G} Creature - Elemental 10/10 Trample At the beginning of your upkeep, sacrifice a creature. You gain life equal to that creature's toughness. EVE R, DDJ R Doomsday {B}{B}{B} Sorcery Search your library and graveyard for five cards and exile the rest. Put the chosen cards on top of your library in any order. You lose half your life, rounded up. WL R, 6E R Doomsday Specter {2}{U}{B} Creature - Specter 2/3 Flying When Doomsday Specter enters the battlefield, return a blue or black creature you control to its owner's hand. Whenever Doomsday Specter deals combat damage to a player, look at that player's hand and choose a card from it. The player discards that card. PS R Doomwake Giant {4}{B} Enchantment Creature - Giant 4/6 Constellation - Whenever Doomwake Giant or another enchantment enters the battlefield under your control, creatures your opponents control get -1/-1 until end of turn. JOU R Door of Destinies {4} Artifact As Door of Destinies enters the battlefield, choose a creature type. Whenever you cast a spell of the chosen type, put a charge counter on Door of Destinies. Creatures you control of the chosen type get +1/+1 for each charge counter on Door of Destinies. MOR R, M14 R Door to Nothingness {5} Artifact Door to Nothingness enters the battlefield tapped. {W}{W}{U}{U}{B}{B}{R}{R}{G}{G}, {T}, Sacrifice Door to Nothingness: Target player loses the game. 5DN R, HOP R, M13 R Doorkeeper {1}{U} Creature - Homunculus 0/4 Defender {2}{U}, {T}: Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of creatures with defender you control. RTR C Doran, the Siege Tower {B}{G}{W} Legendary Creature - Treefolk Shaman 0/5 Each creature assigns combat damage equal to its toughness rather than its power. LRW R, V11 M Dormant Gomazoa {1}{U}{U} Creature - Jellyfish 5/5 Flying Dormant Gomazoa enters the battlefield tapped. Dormant Gomazoa doesn't untap during your untap step. Whenever you become the target of a spell, you may untap Dormant Gomazoa. ROE R Dormant Sliver {2}{G}{U} Creature - Sliver 2/2 All Sliver creatures have defender. All Slivers have "When this permanent enters the battlefield, draw a card." PLC U Dormant Volcano Land Dormant Volcano enters the battlefield tapped. When Dormant Volcano enters the battlefield, sacrifice it unless you return an untapped Mountain you control to its owner's hand. {T}: Add {1}{R} to your mana pool. VI U, C14 U Dosan the Falling Leaf {1}{G}{G} Legendary Creature - Human Monk 2/2 Players can cast spells only during their own turns. CHK R Dosan's Oldest Chant {4}{G} Sorcery You gain 6 life. Draw a card. SOK C Double Cleave {1}{R/W} Instant Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.) EVE C, HOP C Double Negative {U}{U}{R} Instant Counter up to two target spells. ARB U Double Stroke Conspiracy Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.) Whenever you cast an instant or sorcery spell with the chosen name, you may copy it. You may choose new targets for the copy. CNS U Doubling Chant {5}{G} Sorcery For each creature you control, you may search your library for a creature card with the same name as that creature. Put those cards onto the battlefield, then shuffle your library. M12 R Doubling Cube {2} Artifact {3}, {T}: Double the amount of each type of mana in your mana pool. 5DN R, 10E R Doubling Season {4}{G} Enchantment If an effect would put one or more tokens onto the battlefield under your control, it puts twice that many of those tokens onto the battlefield instead. If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead. RAV R, MMA R Doubtless One {3}{W} Creature - Cleric Avatar */* Doubtless One's power and toughness are each equal to the number of Clerics on the battlefield. Whenever Doubtless One deals damage, you gain that much life. ONS U Douse {2}{U} Enchantment {1}{U}: Counter target red spell. UZ U Douse in Gloom {2}{B} Instant Douse in Gloom deals 2 damage to target creature and you gain 2 life. GPT C, FRF C Dovescape {3}{W/U}{W/U}{W/U} Enchantment ({W/U} can be paid with either {W} or {U}.) Whenever a player casts a noncreature spell, counter that spell. That player puts X 1/1 white and blue Bird creature tokens with flying onto the battlefield, where X is the spell's converted mana cost. DIS R Down {3}{B} Sorcery Target player discards two cards. Fuse (You may cast one or both halves of this card from your hand.) ---- Dirty {2}{G} Sorcery Return target card from your graveyard to your hand. Fuse (You may cast one or both halves of this card from your hand.) DGM U Downdraft {2}{G} Enchantment {G}: Target creature loses flying until end of turn. Sacrifice Downdraft: Downdraft deals 2 damage to each creature with flying. WL U Downhill Charge {2}{R} Instant You may sacrifice a Mountain rather than pay Downhill Charge's mana cost. Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control. NE C, DDI C Downpour {1}{U} Instant Tap up to three target creatures. M13 C Downsize {U} Instant Target creature you don't control gets -4/-0 until end of turn. Overload {2}{U} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") RTR C Dowsing Shaman {4}{G} Creature - Centaur Shaman 3/4 {2}{G}, {T}: Return target enchantment card from your graveyard to your hand. RAV U, PC2 U Draco {16} Artifact Creature - Dragon 9/9 Domain - Draco costs {2} less to cast for each basic land type among lands you control. Flying Domain - At the beginning of your upkeep, sacrifice Draco unless you pay {10}. This cost is reduced by {2} for each basic land type among lands you control. PS R, DRB R Draconian Cylix {3} Artifact {2}, {T}, Discard a card at random: Regenerate target creature. FE R Draconic Roar {1}{R} Instant As an additional cost to cast Draconic Roar, you may reveal a Dragon card from your hand. Draconic Roar deals 3 damage to target creature. If you revealed a Dragon card or controlled a Dragon as you cast Draconic Roar, Draconic Roar deals 3 damage to that creature's controller. DTK U Dracoplasm {U}{R} Creature - Shapeshifter 0/0 Flying As Dracoplasm enters the battlefield, sacrifice any number of creatures. Dracoplasm's power becomes the total power of those creatures and its toughness becomes their total toughness. {R}: Dracoplasm gets +1/+0 until end of turn. TE R, TPR R Drafna's Restoration {U} Sorcery Return any number of target artifact cards from target player's graveyard to the top of his or her library in any order. AQ C Drag Down {2}{B} Instant Domain - Target creature gets -1/-1 until end of turn for each basic land type among lands you control. CON C, MMA C Dragon Appeasement {3}{B}{R}{G} Enchantment Skip your draw step. Whenever you sacrifice a creature, you may draw a card. ARB U Dragon Arch {5} Artifact {2}, {T}: You may put a multicolored creature card from your hand onto the battlefield. AP U Dragon Bell Monk {2}{W} Creature - Human Monk 2/2 Vigilance Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) FRF C Dragon Blood {3} Artifact {3}, {T}: Put a +1/+1 counter on target creature. UZ U, MRD U, DDL U Dragon Breath {1}{R} Enchantment - Aura Enchant creature Enchanted creature has haste. {R}: Enchanted creature gets +1/+0 until end of turn. When a creature with converted mana cost 6 or greater enters the battlefield, you may return Dragon Breath from your graveyard to the battlefield attached to that creature. SCG C, ARC C Dragon Broodmother {2}{R}{R}{R}{G} Creature - Dragon 4/4 Flying At the beginning of each upkeep, put a 1/1 red and green Dragon creature token with flying and devour 2 onto the battlefield. (As the token enters the battlefield, you may sacrifice any number of creatures. It enters the battlefield with twice that many +1/+1 counters on it.) ARB M Dragon Egg {2}{R} Creature - Dragon 0/2 Defender (This creature can't attack.) When Dragon Egg dies, put a 2/2 red Dragon creature token with flying onto the battlefield. It has "{R}: This creature gets +1/+0 until end of turn." M14 U Dragon Engine {3} Artifact Creature - Construct 1/3 {2}: Dragon Engine gets +1/+0 until end of turn. AQ C, 3E R, 4E R, 5E R, 6E R, MED C, ME4 C Dragon Fangs {1}{G} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has trample. When a creature with converted mana cost 6 or greater enters the battlefield, you may return Dragon Fangs from your graveyard to the battlefield attached to that creature. SCG C Dragon Fodder {1}{R} Sorcery Put two 1/1 red Goblin creature tokens onto the battlefield. ALA C, ARC C, DDG C, DTK C, ORI C Dragon Grip {2}{R} Enchantment - Aura Ferocious - If you control a creature with power 4 or greater, you may cast Dragon Grip as though it had flash. (You may cast it any time you could cast an instant.) Enchant creature Enchanted creature gets +2/+0 and has first strike. KTK U Dragon Hatchling {1}{R} Creature - Dragon 0/1 Flying {R}: Dragon Hatchling gets +1/+0 until end of turn. M13 C, M14 C Dragon Hunter {W} Creature - Human Warrior 2/1 Protection from Dragons Dragon Hunter can block Dragons as though it had reach. DTK U Dragon Mage {5}{R}{R} Creature - Dragon Wizard 5/5 Flying Whenever Dragon Mage deals combat damage to a player, each player discards his or her hand, then draws seven cards. SCG R Dragon Mantle {R} Enchantment - Aura Enchant creature When Dragon Mantle enters the battlefield, draw a card. Enchanted creature has "{R}: This creature gets +1/+0 until end of turn." THS C Dragon Mask {3} Artifact {3}, {T}: Target creature you control gets +2/+2 until end of turn. Return it to its owner's hand at the beginning of the next end step. (Return it only if it's on the battlefield.) VI U, 6E U Dragon Roost {4}{R}{R} Enchantment {5}{R}{R}: Put a 5/5 red Dragon creature token with flying onto the battlefield. (It can't be blocked except by creatures with flying or reach.) ONS R, 10E R Dragon Scales {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+2 and has vigilance. When a creature with converted mana cost 6 or greater enters the battlefield, you may return Dragon Scales from your graveyard to the battlefield attached to that creature. SCG C Dragon Shadow {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.) When a creature with converted mana cost 6 or greater enters the battlefield, you may return Dragon Shadow from your graveyard to the battlefield attached to that creature. SCG C Dragon Tempest {1}{R} Enchantment Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn. Whenever a Dragon enters the battlefield under your control, it deals X damage to target creature or player, where X is the number of Dragons you control. DTK R Dragon Throne of Tarkir {4} Legendary Artifact - Equipment Equipped creature has defender and "{2}, {T}: Other creatures you control gain trample and get +X/+X until end of turn, where X is this creature's power." Equip {3} KTK R Dragon Tyrant {8}{R}{R} Creature - Dragon 6/6 Flying, trample Double strike (This creature deals both first-strike and regular combat damage.) At the beginning of your upkeep, sacrifice Dragon Tyrant unless you pay {R}{R}{R}{R}. {R}: Dragon Tyrant gets +1/+0 until end of turn. SCG R Dragon Whelp {2}{R}{R} Creature - Dragon 2/3 Flying {R}: Dragon Whelp gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice Dragon Whelp at the beginning of the next end step. 1E U, 2E U, 2U U, 3E U, 4E U, TSB S, DRB R, M10 U, ARC U, DDG U, CMD U Dragon Whisperer {R}{R} Creature - Human Shaman 2/2 {R}: Dragon Whisperer gains flying until end of turn. {1}{R}: Dragon Whisperer gets +1/+0 until end of turn. Formidable - {4}{R}{R}: Put a 4/4 red Dragon creature token with flying onto the battlefield. Activate this ability only if creatures you control have total power 8 or greater. DTK M Dragon Wings {1}{U} Enchantment - Aura Enchant creature Enchanted creature has flying. Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.) When a creature with converted mana cost 6 or greater enters the battlefield, you may return Dragon Wings from your graveyard to the battlefield attached to that creature. SCG C Dragon's Claw {2} Artifact Whenever a player casts a red spell, you may gain 1 life. DST U, 9ED U, 10E U, M10 U, M11 U, DDG U, M12 U Dragon's Eye Savants {1}{U} Creature - Human Wizard 0/6 Morph-Reveal a blue card in your hand. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Dragon's Eye Savants is turned face up, look at target opponent's hand. KTK U Dragon's Eye Sentry {W} Creature - Human Monk 1/3 Defender, first strike DTK C Dragon's Herald {R} Creature - Goblin Shaman 1/1 {2}{R}, {T}, Sacrifice a black creature, a red creature, and a green creature: Search your library for a card named Hellkite Overlord and put it onto the battlefield. Then shuffle your library. ALA U Dragon-Scarred Bear {2}{G} Creature - Bear 3/2 Formidable - {1}{G}: Regenerate Dragon-Scarred Bear. Activate this ability only if creatures you control have total power 8 or greater. DTK C Dragon-Style Twins {3}{R}{R} Creature - Human Monk 3/3 Double strike Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) KTK R Dragonlair Spider {2}{R}{R}{G}{G} Creature - Spider 5/6 Reach Whenever an opponent casts a spell, put a 1/1 green Insect creature token onto the battlefield. PC2 R, CM1 R Dragonloft Idol {4} Artifact Creature - Gargoyle 3/3 As long as you control a Dragon, Dragonloft Idol gets +1/+1 and has flying and trample. DTK U Dragonlord Atarka {5}{R}{G} Legendary Creature - Elder Dragon 8/8 Flying, trample When Dragonlord Atarka enters the battlefield, it deals 5 damage divided as you choose among any number of target creatures and/or planeswalkers your opponents control. DTK M Dragonlord Dromoka {4}{G}{W} Legendary Creature - Elder Dragon 5/7 Dragonlord Dromoka can't be countered. Flying, lifelink Your opponents can't cast spells during your turn. DTK M Dragonlord Kolaghan {4}{B}{R} Legendary Creature - Elder Dragon 6/5 Flying, haste Other creatures you control have haste. Whenever an opponent casts a creature or planeswalker spell with the same name as a card in his or her graveyard, that player loses 10 life. DTK M Dragonlord Ojutai {3}{W}{U} Legendary Creature - Elder Dragon 5/4 Flying Dragonlord Ojutai has hexproof as long as it's untapped. Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. DTK M Dragonlord Silumgar {4}{U}{B} Legendary Creature - Elder Dragon 3/5 Flying, deathtouch When Dragonlord Silumgar enters the battlefield, gain control of target creature or planeswalker for as long as you control Dragonlord Silumgar. DTK M Dragonlord's Prerogative {4}{U}{U} Instant As an additional cost to cast Dragonlord's Prerogative, you may reveal a Dragon card from your hand. If you revealed a Dragon card or controlled a Dragon as you cast Dragonlord's Prerogative, Dragonlord's Prerogative can't be countered. Draw four cards. DTK R Dragonlord's Servant {1}{R} Creature - Goblin Shaman 1/3 Dragon spells you cast cost {1} less to cast. DTK U Dragonmaster Outcast {R} Creature - Human Shaman 1/1 At the beginning of your upkeep, if you control six or more lands, put a 5/5 red Dragon creature token with flying onto the battlefield. M, WWK M Dragonrage {2}{R} Instant Add {R} to your mana pool for each attacking creature you control. Until end of turn, attacking creatures you control gain "{R}: This creature gets +1/+0 until end of turn." FRF U Dragonscale Boon {3}{G} Instant Put two +1/+1 counters on target creature and untap it. C, KTK C Dragonscale General {3}{W} Creature - Human Warrior 2/3 At the beginning of your end step, bolster X, where X is the number of tapped creatures you control. (Choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.) FRF R Dragonshift {1}{U}{R} Instant Until end of turn, target creature you control becomes a blue and red Dragon with base power and toughness 4/4, loses all abilities, and gains flying. Overload {3}{U}{U}{R}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") DGM R Dragonskull Summit Land Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R} to your mana pool. M10 R, M11 R, M12 R, M13 R Dragonsoul Knight {2}{R} Creature - Human Knight 2/2 First strike {W}{U}{B}{R}{G}: Until end of turn, Dragonsoul Knight becomes a Dragon, gets +5/+3, and gains flying and trample. CON U, MM2 C Dragonspeaker Shaman {1}{R}{R} Creature - Human Barbarian Shaman 2/2 Dragon spells you cast cost {2} less to cast. SCG U, ARC U, DDG U Dragonstalker {4}{W} Creature - Bird Soldier 3/3 Flying, protection from Dragons SCG U Dragonstorm {8}{R} Sorcery Search your library for a Dragon permanent card and put it onto the battlefield. Then shuffle your library. Storm (When you cast this spell, copy it for each spell cast before it this turn.) SCG R, TSB S, DRB R, MMA R Drain Life {X}{1}{B} Sorcery Spend only black mana on X. Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness. 1E C, 2E C, 2U C, 3E C, 4E C, MI C, 5E C, BD C Drain Power {U}{U} Sorcery Target player activates a mana ability of each land he or she controls. Then put all mana from that player's mana pool into yours. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, ME4 R Drain the Well {2}{B/G}{B/G} Sorcery Destroy target land. You gain 2 life. EVE C Draining Whelk {4}{U}{U} Creature - Illusion 1/1 Flash (You may cast this spell any time you could cast an instant.) Flying When Draining Whelk enters the battlefield, counter target spell. Put X +1/+1 counters on Draining Whelk, where X is that spell's converted mana cost. TSP R Drainpipe Vermin {B} Creature - Rat 1/1 When Drainpipe Vermin dies, you may pay {B}. If you do, target player discards a card. RTR C Drake Familiar {1}{U} Creature - Drake 2/1 Flying When Drake Familiar enters the battlefield, sacrifice it unless you return an enchantment to its owner's hand. RAV C Drake Hatchling {2}{U} Creature - Drake 1/3 Flying {U}: Drake Hatchling gets +1/+0 until end of turn. Activate this ability only once each turn. MM C Drake Umbra {4}{U} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 and has flying. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) ROE U Drake-Skull Cameo {3} Artifact {T}: Add {U} or {B} to your mana pool. IN U Drakestown Forgotten {4}{B} Creature - Zombie 0/0 Drakestown Forgotten enters the battlefield with X +1/+1 counters on it, where X is the number of creature cards in all graveyards. {2}{B}, Remove a +1/+1 counter from Drakestown Forgotten: Target creature gets -1/-1 until end of turn. CNS R, VMA R Drakewing Krasis {1}{G}{U} Creature - Lizard Drake 3/1 Flying, trample GTC C Dralnu's Crusade {1}{B}{R} Enchantment Goblin creatures get +1/+1. All Goblins are black and are Zombies in addition to their other creature types. PS R Dralnu's Pet {1}{U}{U} Creature - Shapeshifter 2/2 Kicker- {2}{B}, Discard a creature card. (You may pay {2}{B} and discard a creature card in addition to any other costs as you cast this spell.) If Dralnu's Pet was kicked, it enters the battlefield with flying and with X +1/+1 counters on it, where X is the discarded card's converted mana cost. PS R Dralnu, Lich Lord {3}{U}{B} Legendary Creature - Zombie Wizard 3/3 If damage would be dealt to Dralnu, Lich Lord, sacrifice that many permanents instead. {T}: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.) TSP R Dramatic Entrance {3}{G}{G} Instant You may put a green creature card from your hand onto the battlefield. SHM R Dramatic Rescue {W}{U} Instant Return target creature to its owner's hand. You gain 2 life. RTR C Drana's Emissary {1}{W}{B} Creature - Vampire Cleric Ally 2/2 Flying At the beginning of your upkeep, each opponent loses 1 life and you gain 1 life. U Drana, Kalastria Bloodchief {3}{B}{B} Legendary Creature - Vampire Shaman 4/4 Flying {X}{B}{B}: Target creature gets -0/-X until end of turn and Drana, Kalastria Bloodchief gets +X/+0 until end of turn. ROE R, C14 R Drana, Liberator of Malakir {1}{B}{B} Legendary Creature - Vampire Ally 2/3 Flying, first strike Whenever Drana, Liberator of Malakir deals combat damage to a player, put a +1/+1 counter on each attacking creature you control. M Drastic Revelation {2}{U}{B}{R} Sorcery Discard your hand. Draw seven cards, then discard three cards at random. ARB U Dread {3}{B}{B}{B} Creature - Elemental Incarnation 6/6 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever a creature deals damage to you, destroy it. When Dread is put into a graveyard from anywhere, shuffle it into its owner's library. LRW R Dread Cacodemon {7}{B}{B}{B} Creature - Demon 8/8 When Dread Cacodemon enters the battlefield, if you cast it from your hand, destroy all creatures your opponents control, then tap all other creatures you control. CMD R Dread Charge {3}{B} Sorcery Black creatures you control can't be blocked this turn except by black creatures. PO R Dread Drone {4}{B} Creature - Eldrazi Drone 4/1 When Dread Drone enters the battlefield, put two 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." ROE C, MM2 C Dread Reaper {3}{B}{B}{B} Creature - Horror 6/5 Flying When Dread Reaper enters the battlefield, you lose 5 life. PO R, P3 R, ME4 R Dread Return {2}{B}{B} Sorcery Return target creature card from your graveyard to the battlefield. Flashback-Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.) TSP U, PD3 U, C14 U Dread Slag {3}{B}{R} Creature - Horror 9/9 Trample Dread Slag gets -4/-4 for each card in your hand. DIS R Dread Slaver {3}{B}{B} Creature - Zombie Horror 3/5 Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types. AVR R Dread Specter {3}{B} Creature - Specter 2/2 Whenever Dread Specter blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. MI U Dread Statuary Land {T}: Add {1} to your mana pool. {4}: Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It's still a land. WWK U, DDM U Dread Warlock {1}{B}{B} Creature - Human Wizard 2/2 Dread Warlock can't be blocked except by black creatures. M10 C Dread Wight {3}{B}{B} Creature - Zombie 3/4 At end of combat, put a paralyzation counter on each creature blocking or blocked by Dread Wight and tap those creatures. Each of those creatures doesn't untap during its controller's untap step for as long as it has a paralyzation counter on it. Each of those creatures gains "{4}: Remove a paralyzation counter from this creature." IA R, ME4 U Dread of Night {B} Enchantment White creatures get -1/-1. TE U, 6E U Dreadbore {B}{R} Sorcery Destroy target creature or planeswalker. RTR R Dreadbringer Lampads {4}{B} Enchantment Creature - Nymph 4/2 Constellation - Whenever Dreadbringer Lampads or another enchantment enters the battlefield under your control, target creature gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) JOU C Dreadship Reef Land {T}: Add {1} to your mana pool. {1}, {T}: Put a storage counter on Dreadship Reef. {1}, Remove X storage counters from Dreadship Reef: Add X mana in any combination of {U} and/or {B} to your mana pool. TSP U, CMD U Dreadwaters {3}{U} Sorcery Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of lands you control. AVR C, ORI C Dreadwing {B} Creature - Zombie 1/1 {1}{U}{R}: Dreadwing gets +3/+0 and gains flying until end of turn. CON U Dream Cache {2}{U} Sorcery Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library. MI C, TE C, 6E C Dream Chisel {2} Artifact Face-down creature spells you cast cost {1} less to cast. ONS R Dream Coat {U} Enchantment - Aura Enchant creature {0}: Enchanted creature becomes the color or colors of your choice. Activate this ability only once each turn. LE U Dream Fighter {2}{U} Creature - Human Soldier 1/1 Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during his or her next untap step.) MI C Dream Fracture {1}{U}{U} Instant Counter target spell. Its controller draws a card. Draw a card. EVE U, CNS C Dream Halls {3}{U}{U} Enchantment Rather than pay the mana cost for a spell, its controller may discard a card that shares a color with that spell. ST R, TPR M Dream Leash {3}{U}{U} Enchantment - Aura Enchant permanent You can't choose an untapped permanent as Dream Leash's target as you cast Dream Leash. You control enchanted permanent. RAV R Dream Prowler {2}{U}{U} Creature - Illusion 1/5 Dream Prowler can't be blocked as long as it's attacking alone. ST C, 9ED U, TPR U Dream Salvage {U/B} Instant Draw cards equal to the number of cards target opponent discarded this turn. SHM U Dream Stalker {1}{U} Creature - Illusion 1/5 When Dream Stalker enters the battlefield, return a permanent you control to its owner's hand. TSP C, DDM C Dream Thief {2}{U} Creature - Faerie Rogue 2/1 Flying When Dream Thief enters the battlefield, draw a card if you've cast another blue spell this turn. EVE C Dream Thrush {1}{U} Creature - Bird 1/1 Flying {T}: Target land becomes the basic land type of your choice until end of turn. IN C Dream Tides {2}{U}{U} Enchantment Creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures he or she controls and pay {2} for each creature chosen this way. If the player does, untap those creatures. VI U Dream Twist {U} Instant Target player puts the top three cards of his or her library into his or her graveyard. Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD C Dream's Grip {U} Instant Choose one - • Tap target permanent. • Untap target permanent. Entwine {1} (Choose both if you pay the entwine cost.) MRD C Dreamborn Muse {2}{U}{U} Creature - Spirit 2/2 At the beginning of each player's upkeep, that player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in his or her hand. LGN R, 10E R, CMD R Dreamcatcher {U} Creature - Spirit 1/1 Whenever you cast a Spirit or Arcane spell, you may sacrifice Dreamcatcher. If you do, draw a card. SOK C Dreampod Druid {1}{G} Creature - Human Druid 2/2 At the beginning of each upkeep, if Dreampod Druid is enchanted, put a 1/1 green Saproling creature token onto the battlefield. PC2 U, VMA U Dreams of the Dead {3}{U} Enchantment {1}{U}: Return target white or black creature card from your graveyard to the battlefield. That creature gains "Cumulative upkeep {2}." If the creature would leave the battlefield, exile it instead of putting it anywhere else. (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless he or she pays its upkeep cost for each age counter on it.) IA U, ME2 R Dreamscape Artist {1}{U} Creature - Human Spellshaper 1/1 {2}{U}, {T}, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library. PLC C Dreamspoiler Witches {3}{B} Creature - Faerie Wizard 2/2 Flying Whenever you cast a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn. LRW C, MMA C Dreamstone Hedron {6} Artifact {T}: Add {3} to your mana pool. {3}, {T}, Sacrifice Dreamstone Hedron: Draw three cards. ROE U, ARC U, CMD U, C14 U Dreamwinder {3}{U} Creature - Serpent 4/3 Dreamwinder can't attack unless defending player controls an Island. {U}, Sacrifice an Island: Target land becomes an Island until end of turn. OD C Dredge {B} Instant Sacrifice a creature or land. Draw a card. IN U Dreg Mangler {1}{B}{G} Creature - Plant Zombie 3/3 Haste Scavenge {3}{B}{G} ({3}{B}{G}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.) DDJ U, RTR U Dreg Reaver {4}{B} Creature - Zombie Beast 4/3 ALA C Dregs of Sorrow {X}{4}{B} Sorcery Destroy X target nonblack creatures. Draw X cards. TE R, 7E R, C14 R Dregscape Zombie {1}{B} Creature - Zombie 2/1 Unearth {B} ({B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA C, HOP C, ARC C, DDN C Drekavac {1}{B} Creature - Beast 3/3 When Drekavac enters the battlefield, sacrifice it unless you discard a noncreature card. DIS U Drelnoch {4}{U} Creature - Yeti Mutant 3/3 Whenever Drelnoch becomes blocked, you may draw two cards. CSP C Drench the Soil in Their Blood Scheme When you set this scheme in motion, after the main phase, there is an additional combat phase followed by an additional main phase. Creatures you control gain vigilance until end of turn. ARC P Drift of Phantasms {2}{U} Creature - Spirit 0/5 Defender (This creature can't attack.) Flying Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV C Drift of the Dead {3}{B} Creature - Wall */* Defender (This creature can't attack.) Drift of the Dead's power and toughness are each equal to the number of snow lands you control. IA U, ME2 C Drifter il-Dal {U} Creature - Human Wizard 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) At the beginning of your upkeep, sacrifice Drifter il-Dal unless you pay {U}. TSP C Drifting Djinn {4}{U}{U} Creature - Djinn 5/5 Flying At the beginning of your upkeep, sacrifice Drifting Djinn unless you pay {1}{U}. Cycling {2} ({2}, Discard this card: Draw a card.) UZ R Drifting Meadow Land Drifting Meadow enters the battlefield tapped. {T}: Add {W} to your mana pool. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C, BR C, C13 C, C14 C Drifting Shade {3}{B} Creature - Shade 1/1 Flying {B}: Drifting Shade gets +1/+1 until end of turn. M12 C Drill-Skimmer {4} Artifact Creature - Thopter 2/1 Flying Drill-Skimmer has shroud as long as you control another artifact creature. (It can't be the target of spells or abilities.) DST C Drinker of Sorrow {2}{B} Creature - Horror 5/3 Drinker of Sorrow can't block. Whenever Drinker of Sorrow deals combat damage, sacrifice a permanent. LGN R Dripping Dead {4}{B}{B} Creature - Zombie 4/1 Dripping Dead can't block. Whenever Dripping Dead deals combat damage to a creature, destroy that creature. It can't be regenerated. LGN C Dripping-Tongue Zubera {1}{G} Creature - Zubera Spirit 1/2 When Dripping-Tongue Zubera dies, put a 1/1 colorless Spirit creature token onto the battlefield for each Zubera that died this turn. CHK C Driver of the Dead {3}{B} Creature - Vampire 3/2 When Driver of the Dead dies, return target creature card with converted mana cost 2 or less from your graveyard to the battlefield. AVR C Drogskol Captain {1}{W}{U} Creature - Spirit Soldier 2/2 Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.) DKA U Drogskol Reaver {5}{W}{U} Creature - Spirit 3/5 Flying, double strike, lifelink Whenever you gain life, draw a card. DKA M Dromad Purebred {4}{W} Creature - Camel Beast 1/5 Whenever Dromad Purebred is dealt damage, you gain 1 life. RAV C Dromar's Attendant {5} Artifact Creature - Golem 3/3 {1}, Sacrifice Dromar's Attendant: Add {W}{U}{B} to your mana pool. IN U Dromar's Cavern Land - Lair When Dromar's Cavern enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {W}, {U}, or {B} to your mana pool. PS U Dromar's Charm {W}{U}{B} Instant Choose one - • You gain 5 life. • Counter target spell. • Target creature gets -2/-2 until end of turn. PS U, C13 U Dromar, the Banisher {3}{W}{U}{B} Legendary Creature - Dragon 6/6 Flying Whenever Dromar, the Banisher deals combat damage to a player, you may pay {2}{U}. If you do, choose a color, then return all creatures of that color to their owners' hands. IN R Dromoka Captain {2}{W} Creature - Human Soldier 1/1 First strike Whenever Dromoka Captain attacks, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.) DTK U Dromoka Dunecaster {W} Creature - Human Wizard 0/2 {1}{W}, {T}: Tap target creature without flying. DTK C Dromoka Monument {3} Artifact {T}: Add {G} or {W} to your mana pool. {4}{G}{W}: Dromoka Monument becomes a 4/4 green and white Dragon artifact creature with flying until end of turn. DTK U Dromoka Warrior {1}{W} Creature - Human Warrior 3/1 DTK C Dromoka's Command {G}{W} Instant Choose two - • Prevent all damage target instant or sorcery spell would deal this turn. • Target player sacrifices an enchantment. • Put a +1/+1 counter on target creature. • Target creature you control fights target creature you don't control. DTK R Dromoka's Gift {4}{G} Instant Bolster 4. (Choose a creature with the least toughness among creatures you control and put four +1/+1 counters on it.) DTK U Dromoka, the Eternal {3}{G}{W} Legendary Creature - Dragon 5/5 Flying Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) FRF R Dromosaur {2}{R} Creature - Lizard 2/3 Whenever Dromosaur blocks or becomes blocked, it gets +2/-2 until end of turn. UZ C Droning Bureaucrats {3}{W} Creature - Human Advisor 1/4 {X}, {T}: Each creature with converted mana cost X can't attack or block this turn. GPT U Drooling Groodion {3}{B}{B}{G} Creature - Beast 4/3 {2}{B}{G}, Sacrifice a creature: Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn. RAV U, DDM U, MM2 U Drooling Ogre {1}{R} Creature - Ogre 3/3 Whenever a player casts an artifact spell, that player gains control of Drooling Ogre. (This effect lasts indefinitely.) DST C Drop of Honey {G} Enchantment At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them. When there are no creatures on the battlefield, sacrifice Drop of Honey. AN R, ME4 R Dross Crocodile {3}{B} Creature - Zombie Crocodile 5/1 5DN C, 10E C Dross Golem {5} Artifact Creature - Golem 3/2 Affinity for Swamps (This spell costs {1} less to cast for each Swamp you control.) Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) DST C Dross Harvester {1}{B}{B} Creature - Horror 4/4 Protection from white At the beginning of your end step, you lose 4 life. Whenever a creature dies, you gain 2 life. MRD R Dross Hopper {1}{B} Creature - Insect Horror 2/1 Sacrifice a creature: Dross Hopper gains flying until end of turn. SOM C Dross Prowler {2}{B} Creature - Zombie 2/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) MRD C Dross Ripper {4} Artifact Creature - Hound 3/3 {2}{B}: Dross Ripper gets +1/+1 until end of turn. MBS C Dross Scorpion {4} Artifact Creature - Scorpion 3/1 Whenever Dross Scorpion or another artifact creature dies, you may untap target artifact. MRD C Drought {2}{W}{W} Enchantment At the beginning of your upkeep, sacrifice Drought unless you pay {W}{W}. Spells cost an additional "Sacrifice a Swamp" to cast for each black mana symbol in their mana costs. Activated abilities cost an additional "Sacrifice a Swamp" to activate for each black mana symbol in their activation costs. IA U Drove of Elves {3}{G} Creature - Elf */* Hexproof Drove of Elves's power and toughness are each equal to the number of green permanents you control. SHM U, C14 U Drown in Filth {B}{G} Sorcery Choose target creature. Put the top four cards of your library into your graveyard, then that creature gets -1/-1 until end of turn for each land card in your graveyard. DGM C Drown in Sorrow {1}{B}{B} Sorcery All creatures get -2/-2 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.) BNG U Drowned {1}{U} Creature - Zombie 1/1 {B}: Regenerate Drowned. DK C, ME4 C Drowned Catacomb Land Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp. {T}: Add {U} or {B} to your mana pool. M10 R, M11 R, M12 R, M13 R Drowned Rusalka {U} Creature - Spirit 1/1 {U}, Sacrifice a creature: Discard a card, then draw a card. GPT U Drowner Initiate {U} Creature - Merfolk Wizard 1/1 Whenever a player casts a blue spell, you may pay {1}. If you do, target player puts the top two cards of his or her library into his or her graveyard. SHM C Drowner of Hope {5}{U} Creature - Eldrazi 5/5 Devoid (This card has no color.) When Drowner of Hope enters the battlefield, put two 1/1 colorless Eldrazi Scion creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." Sacrifice an Eldrazi Scion: Tap target creature. R Drowner of Secrets {2}{U} Creature - Merfolk Wizard 1/3 Tap an untapped Merfolk you control: Target player puts the top card of his or her library into his or her graveyard. LRW U Drudge Beetle {1}{G} Creature - Insect 2/2 Scavenge {5}{G} ({5}{G}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.) RTR C Drudge Reavers {3}{B} Creature - Skeleton 2/1 Flash (You may cast this spell any time you could cast an instant.) {B}: Regenerate Drudge Reavers. TSP C Drudge Skeletons {1}{B} Creature - Skeleton 1/1 {B}: Regenerate Drudge Skeletons. (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.) 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 6E C, P4 C, 7E C, 8ED C, 9ED U, 10E U, M10 C, DDD C, DD3_GVL C Drudge Spell {B}{B} Enchantment {B}, Exile two creature cards from your graveyard: Put a 1/1 black Skeleton creature token onto the battlefield. It has "{B}: Regenerate this creature." When Drudge Spell leaves the battlefield, destroy all Skeleton tokens. They can't be regenerated. HM U Druid Lyrist {G} Creature - Human Druid 1/1 {G}, {T}, Sacrifice Druid Lyrist: Destroy target enchantment. OD C Druid of the Anima {1}{G} Creature - Elf Druid 1/1 {T}: Add {R}, {G}, or {W} to your mana pool. ALA C Druid's Call {1}{G} Enchantment - Aura Enchant creature Whenever enchanted creature is dealt damage, its controller puts that many 1/1 green Squirrel creature tokens onto the battlefield. OD U Druid's Deliverance {1}{G} Instant Prevent all combat damage that would be dealt to you this turn. Populate. (Put a token onto the battlefield that's a copy of a creature token you control.) RTR C Druid's Familiar {3}{G} Creature - Bear 2/2 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Druid's Familiar is paired with another creature, each of those creatures gets +2/+2. AVR U Druidic Satchel {3} Artifact {2}, {T}: Reveal the top card of your library. If it's a creature card, put a 1/1 green Saproling creature token onto the battlefield. If it's a land card, put that card onto the battlefield under your control. If it's a noncreature, nonland card, you gain 2 life. M12 R, C13 R Druids' Repository {1}{G}{G} Enchantment Whenever a creature you control attacks, put a charge counter on Druids' Repository. Remove a charge counter from Druids' Repository: Add one mana of any color to your mana pool. AVR R Drumhunter {3}{G} Creature - Human Druid Warrior 2/2 At the beginning of your end step, if you control a creature with power 5 or greater, you may draw a card. {T}: Add {1} to your mana pool. ALA U, C13 U Dry Spell {1}{B} Sorcery Dry Spell deals 1 damage to each creature and each player. HM C (x2), PO U, 6E C, ME2 C Dryad Arbor (Green) Land Creature - Forest Dryad 1/1 (Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G} to your mana pool.") FUT U, V12 M Dryad Militant {G/W} Creature - Dryad Soldier 2/1 If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead. RTR U Dryad Sophisticate {1}{G} Creature - Dryad 2/1 Nonbasic landwalk (This creature can't be blocked as long as defending player controls a nonbasic land.) GPT U Dryad's Caress {4}{G}{G} Instant You gain 1 life for each creature on the battlefield. If {W} was spent to cast Dryad's Caress, untap all creatures you control. RAV C Dryad's Favor {G} Enchantment - Aura Enchant creature Enchanted creature has forestwalk. (It can't be blocked as long as defending player controls a Forest.) M11 C Dual Casting {1}{R} Enchantment - Aura Enchant creature Enchanted creature has "{R}, {T}: Copy target instant or sorcery spell you control. You may choose new targets for the copy." AVR R Dual Nature {4}{G}{G} Enchantment Whenever a nontoken creature enters the battlefield, its controller puts a token that's a copy of that creature onto the battlefield. Whenever a nontoken creature leaves the battlefield, exile all tokens with the same name as that creature. When Dual Nature leaves the battlefield, exile all tokens put onto the battlefield with Dual Nature. PR R Dualcaster Mage {1}{R}{R} Creature - Human Wizard 2/2 Flash When Dualcaster Mage enters the battlefield, copy target instant or sorcery spell. You may choose new targets for the copy. C14 R Duct Crawler {R} Creature - Insect 1/1 {1}{R}: Target creature can't block Duct Crawler this turn. ST C, 10E C Due Respect {1}{W} Instant Permanents enter the battlefield tapped this turn. Draw a card. NPH U Dueling Grounds {1}{G}{W} Enchantment No more than one creature can attack each turn. No more than one creature can block each turn. IN R Duergar Assailant {R/W} Creature - Dwarf Soldier 1/1 Sacrifice Duergar Assailant: Duergar Assailant deals 1 damage to target attacking or blocking creature. EVE C Duergar Cave-Guard {3}{R} Creature - Dwarf Warrior 1/3 Wither (This deals damage to creatures in the form of -1/-1 counters.) {R/W}: Duergar Cave-Guard gets +1/+0 until end of turn. EVE U Duergar Hedge-Mage {2}{R/W} Creature - Dwarf Shaman 2/2 When Duergar Hedge-Mage enters the battlefield, if you control two or more Mountains, you may destroy target artifact. When Duergar Hedge-Mage enters the battlefield, if you control two or more Plains, you may destroy target enchantment. EVE U, HOP U, CMD U Duergar Mine-Captain {2}{R/W} Creature - Dwarf Soldier 2/1 {1}{R/W}, {Q}: Attacking creatures get +1/+0 until end of turn. ({Q} is the untap symbol.) EVE U Dulcet Sirens {2}{U} Creature - Siren 1/3 {U}, {T}: Target creature attacks target opponent this turn if able. Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) C14 R Dune-Brood Nephilim {B}{R}{G}{W} Creature - Nephilim 3/3 Whenever Dune-Brood Nephilim deals combat damage to a player, put a 1/1 colorless Sand creature token onto the battlefield for each land you control. GPT R Duneblast {4}{W}{B}{G} Sorcery Choose up to one creature. Destroy the rest. KTK R Dunerider Outlaw {B}{B} Creature - Human Rebel Rogue 1/1 Protection from green At the beginning of each end step, if Dunerider Outlaw dealt damage to an opponent this turn, put a +1/+1 counter on it. PLC U Dungeon Geists {2}{U}{U} Creature - Spirit 3/3 Flying When Dungeon Geists enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Dungeon Geists. DKA R, C13 R Dungeon Shade {3}{B} Creature - Shade Spirit 1/1 Flying {B}: Dungeon Shade gets +1/+1 until end of turn. ST C, TPR C Dungrove Elder {2}{G} Creature - Treefolk */* Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dungrove Elder's power and toughness are each equal to the number of Forests you control. M12 R Duplicant {6} Artifact Creature - Shapeshifter 2/4 Imprint - When Duplicant enters the battlefield, you may exile target nontoken creature. As long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. It's still a Shapeshifter. MRD R, ARC R, CM1 R Duplicity {3}{U}{U} Enchantment When Duplicity enters the battlefield, exile the top five cards of your library face down. At the beginning of your upkeep, you may exile all cards from your hand face down. If you do, put all other cards you own exiled with Duplicity into your hand. At the beginning of your end step, discard a card. When you lose control of Duplicity, put all cards exiled with Duplicity into their owner's graveyard. TE R Duress {B} Sorcery Target opponent reveals his or her hand. You choose a noncreature, nonland card from it. That player discards that card. MD1 C, UZ C, 7E C, DDC C, M10 C, M11 C, PD3 C, M13 C, M14 C, DD3_DVD C, DTK C Durkwood Baloth {4}{G}{G} Creature - Beast 5/5 Suspend 5- {G} (Rather than cast this card from your hand, you may pay {G} and exile it with five 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. It has haste.) TSP C, MMA C Durkwood Boars {4}{G} Creature - Boar 4/4 LE C, 4E C, 5E C, P3 C, P4 C Durkwood Tracker {4}{G} Creature - Giant 4/3 {1}{G}, {T}: If Durkwood Tracker is on the battlefield, it deals damage equal to its power to target attacking creature. That creature deals damage equal to its power to Durkwood Tracker. TSP U Dusk Imp {2}{B} Creature - Imp 2/1 Flying OD C, 8ED C, 10E C, DDC C, DD3_DVD C Dusk Urchins {2}{B} Creature - Ouphe 4/3 Whenever Dusk Urchins attacks or blocks, put a -1/-1 counter on it. When Dusk Urchins dies, draw a card for each -1/-1 counter on it. SHM R Duskdale Wurm {5}{G}{G} Creature - Wurm 7/7 Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) EVE U, M11 U, M13 U Duskhunter Bat {1}{B} Creature - Bat 1/1 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) Flying M12 C, DDK C, MM2 C Duskmantle Guildmage {U}{B} Creature - Human Wizard 2/2 {1}{U}{B}: Whenever a card is put into an opponent's graveyard from anywhere this turn, that player loses 1 life. {2}{U}{B}: Target player puts the top two cards of his or her library into his or her graveyard. GTC U Duskmantle Prowler {3}{B} Creature - Vampire Rogue 2/2 Haste (This creature can attack and {T} as soon as it comes under your control.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) M13 U Duskmantle Seer {2}{U}{B} Creature - Vampire Wizard 4/4 Flying At the beginning of your upkeep, each player reveals the top card of his or her library, loses life equal to that card's converted mana cost, then puts it into his or her hand. GTC M Duskmantle, House of Shadow Land {T}: Add {1} to your mana pool. {U}{B}, {T}: Target player puts the top card of his or her library into his or her graveyard. RAV U Duskrider Falcon {1}{W} Creature - Bird 1/1 Flying, protection from black WL C Duskrider Peregrine {5}{W} Creature - Bird 3/3 Flying, protection from black Suspend 3- {1}{W} (Rather than cast this card from your hand, you may pay {1}{W} 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. It has haste.) TSP U Duskwalker {B} Creature - Human Minion 1/1 Kicker {3}{B} (You may pay an additional {3}{B} as you cast this spell.) If Duskwalker was kicked, it enters the battlefield with two +1/+1 counters on it and with fear. (It can't be blocked except by artifact creatures and/or black creatures.) IN C Duskworker {4} Artifact Creature - Construct 2/2 Whenever Duskworker becomes blocked, regenerate it. {3}: Duskworker gets +1/+0 until end of turn. MRD U Dust Bowl Land {T}: Add {1} to your mana pool. {3}, {T}, Sacrifice a land: Destroy target nonbasic land. MM R Dust Corona {R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+0 and can't be blocked by creatures with flying. PLC C Dust Elemental {2}{W}{W} Creature - Elemental 6/6 Flash (You may cast this spell any time you could cast an instant.) Flying, fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When Dust Elemental enters the battlefield, return three creatures you control to their owner's hand. PLC R Dust Stalker {2}{B}{R} Creature - Eldrazi 5/3 Devoid (This card has no color.) Haste At the beginning of each end step, if you control no other colorless creatures, return Dust Stalker to its owner's hand. R Dust of Moments {2}{W} Instant Choose one - • Remove two time counters from each permanent and each suspended card. • Put two time counters on each permanent with a time counter on it and each suspended card. FUT U Dust to Dust {1}{W}{W} Sorcery Exile two target artifacts. DK C, 5E U, MED C, ME4 U Dutiful Attendant {2}{B} Creature - Human Warrior 1/2 When Dutiful Attendant dies, return another target creature card from your graveyard to your hand. DTK C Dutiful Return {3}{B} Sorcery Return up to two target creature cards from your graveyard to your hand. C, KTK C Dutiful Thrull {W} Creature - Thrull 1/1 {B}: Regenerate Dutiful Thrull. GTC C Duty-Bound Dead {B} Creature - Skeleton 0/2 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {3}{B}: Regenerate Duty-Bound Dead. (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.) M13 C Dwarven Armorer {R} Creature - Dwarf 0/2 {R}, {T}, Discard a card: Put a +0/+1 counter or a +1/+0 counter on target creature. FE R Dwarven Armory {2}{R}{R} Enchantment {2}, Sacrifice a land: Put a +2/+2 counter on target creature. Activate this ability only during any upkeep step. IA R Dwarven Berserker {1}{R} Creature - Dwarf Berserker 1/1 Whenever Dwarven Berserker becomes blocked, it gets +3/+0 and gains trample until end of turn. WL C Dwarven Blastminer {1}{R} Creature - Dwarf 1/1 {2}{R}, {T}: Destroy target nonbasic land. Morph {R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Dwarven Bloodboiler {R}{R}{R} Creature - Dwarf 2/2 Tap an untapped Dwarf you control: Target creature gets +2/+0 until end of turn. JUD R Dwarven Catapult {X}{R} Instant Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls. FE U, 5E U, MED U Dwarven Demolition Team {2}{R} Creature - Dwarf 1/1 {T}: Destroy target Wall. 1E U, 2E U, 2U U, 8ED U Dwarven Driller {3}{R} Creature - Dwarf 2/2 {T}: Destroy target land unless its controller has Dwarven Driller deal 2 damage to him or her. JUD U Dwarven Grunt {R} Creature - Dwarf 1/1 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) OD C Dwarven Hold Land Dwarven Hold enters the battlefield tapped. You may choose not to untap Dwarven Hold during your untap step. At the beginning of your upkeep, if Dwarven Hold is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Dwarven Hold: Add {R} to your mana pool for each storage counter removed this way. FE R, 5E R Dwarven Landslide {3}{R} Sorcery Kicker- {2}{R}, Sacrifice a land. (You may pay {2}{R} and sacrifice a land in addition to any other costs as you cast this spell.) Destroy target land. If Dwarven Landslide was kicked, destroy another target land. AP C Dwarven Lieutenant {R}{R} Creature - Dwarf Soldier 1/2 {1}{R}: Target Dwarf creature gets +1/+0 until end of turn. FE U Dwarven Miner {1}{R} Creature - Dwarf 1/2 {2}{R}, {T}: Destroy target nonbasic land. MI U Dwarven Nomad {2}{R} Creature - Dwarf Nomad 1/1 {T}: Target creature with power 2 or less can't be blocked this turn. MI C Dwarven Patrol {2}{R} Creature - Dwarf 4/2 Dwarven Patrol doesn't untap during your untap step. Whenever you cast a nonred spell, untap Dwarven Patrol. AP U Dwarven Pony {R} Creature - Horse 1/1 {1}{R}, {T}: Target Dwarf creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.) HM R Dwarven Recruiter {2}{R} Creature - Dwarf 2/2 When Dwarven Recruiter enters the battlefield, search your library for any number of Dwarf cards and reveal those cards. Shuffle your library, then put them on top of it in any order. OD U Dwarven Ruins Land Dwarven Ruins enters the battlefield tapped. {T}: Add {R} to your mana pool. {T}, Sacrifice Dwarven Ruins: Add {R}{R} to your mana pool. FE U, 5E U, 6E U, BD U, ME2 U Dwarven Scorcher {R} Creature - Dwarf 1/1 Sacrifice Dwarven Scorcher: Dwarven Scorcher deals 1 damage to target creature unless that creature's controller has Dwarven Scorcher deal 2 damage to him or her. JUD C Dwarven Sea Clan {2}{R} Creature - Dwarf 1/1 {T}: Choose target attacking or blocking creature whose controller controls an Island. Dwarven Sea Clan deals 2 damage to that creature at end of combat. Activate this ability only before the end of combat step. HM R Dwarven Shrine {1}{R}{R} Enchantment Whenever a player casts a spell, Dwarven Shrine deals X damage to that player, where X is twice the number of cards in all graveyards with the same name as that spell. OD R Dwarven Soldier {1}{R} Creature - Dwarf Soldier 2/1 Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn. FE C (x3), 5E C, MED C Dwarven Song {R} Instant Any number of target creatures become red until end of turn. LE U Dwarven Strike Force {4}{R} Creature - Dwarf Berserker 4/3 Discard a card at random: Dwarven Strike Force gains first strike and haste until end of turn. OD U Dwarven Thaumaturgist {2}{R} Creature - Dwarf Shaman 1/2 {T}: Switch target creature's power and toughness until end of turn. WL R Dwarven Trader {R} Creature - Dwarf 1/1 HM C (x2) Dwarven Vigilantes {2}{R} Creature - Dwarf 2/2 Whenever Dwarven Vigilantes attacks and isn't blocked, you may have it deal damage equal to its power to target creature. If you do, Dwarven Vigilantes assigns no combat damage this turn. VI C Dwarven Warriors {2}{R} Creature - Dwarf Warrior 1/1 {T}: Target creature with power 2 or less can't be blocked this turn. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C Dwarven Weaponsmith {1}{R} Creature - Dwarf Artificer 1/1 {T}, Sacrifice an artifact: Put a +1/+1 counter on target creature. Activate this ability only during your upkeep. AQ U, 3E U Dwell on the Past {G} Sorcery Target player shuffles up to four target cards from his or her graveyard into his or her library. TOR U Dwynen's Elite {1}{G} Creature - Elf Warrior 2/2 When Dwynen's Elite enters the battlefield, if you control another Elf, put a 1/1 green Elf Warrior creature token onto the battlefield. ORI U Dwynen, Gilt-Leaf Daen {2}{G}{G} Legendary Creature - Elf Warrior 3/4 Reach Other Elf creatures you control get +1/+1. Whenever Dwynen, Gilt-Leaf Daen attacks, you gain 1 life for each attacking Elf you control. ORI R Dying Wail {1}{B} Enchantment - Aura Enchant creature When enchanted creature dies, target player discards two cards. CG C Dying Wish {1}{B} Enchantment - Aura Enchant creature you control When enchanted creature dies, target player loses X life and you gain X life, where X is its power. GTC U Dynacharge {R} Instant Target creature you control gets +2/+0 until end of turn. Overload {2}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") RTR C Dystopia {1}{B}{B} Enchantment Cumulative upkeep-Pay 1 life. (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.) At the beginning of each player's upkeep, that player sacrifices a green or white permanent. AL R, ME2 R Eager Cadet {W} Creature - Human Soldier 1/1 P3 C, P4 C, 7E C, 8ED C, 9ED C Eagle of the Watch {2}{W} Creature - Bird 2/1 Flying, vigilance JOU C, ORI C Early Frost {1}{U} Instant Tap up to three target lands. 5DN C Early Harvest {1}{G}{G} Instant Target player untaps all basic lands he or she controls. MI R, 6E R, 7E R, 9ED R Earnest Fellowship {1}{W} Enchantment Each creature has protection from its colors. OD R Earsplitting Rats {3}{B} Creature - Rat 2/1 When Earsplitting Rats enters the battlefield, each player discards a card. Discard a card: Regenerate Earsplitting Rats. JUD C Earth Elemental {3}{R}{R} Creature - Elemental 4/5 1E U, 2E U, 2U U, 3E U, 4E U, P3 U, 10E U Earth Rift {3}{R} Sorcery Destroy target land. Flashback {5}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C Earth Servant {5}{R} Creature - Elemental 4/4 Earth Servant gets +0/+1 for each Mountain you control. M11 U, DDI U Earth Surge {3}{G} Enchantment Each land gets +2/+2 as long as it's a creature. GPT R Earthbind {R} Enchantment - Aura Enchant creature When Earthbind enters the battlefield, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying." 1E C, 2E C, 2U C, 3E C Earthblighter {1}{B} Creature - Human Cleric 1/1 {2}{B}, {T}, Sacrifice a Goblin: Destroy target land. LGN U Earthbrawn {1}{G} Instant Target creature gets +3/+3 until end of turn. Reinforce 1- {1}{G} ({1}{G}, Discard this card: Put a +1/+1 counter on target creature.) MOR C Earthcraft {1}{G} Enchantment Tap an untapped creature you control: Untap target basic land. TE R Earthen Arms {1}{G} Sorcery Put two +1/+1 counters on target permanent. Awaken 4- {6}{G} (If you cast this spell for {6}{G}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) C Earthen Goo {2}{R} Creature - Ooze 2/2 Trample Cumulative upkeep {R} or {G} (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.) Earthen Goo gets +1/+1 for each age counter on it. CSP U Earthlink {3}{B}{R}{G} Enchantment At the beginning of your upkeep, sacrifice Earthlink unless you pay {2}. Whenever a creature dies, that creature's controller sacrifices a land. IA R, ME2 R Earthlore {G} Enchantment - Aura Enchant land you control Tap enchanted land: Target blocking creature gets +1/+2 until end of turn. Activate this ability only if enchanted land is untapped. IA C Earthquake {X}{R} Sorcery Earthquake deals X damage to each creature without flying and each player. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, PO R, P2 R, 6E R, 7E R, M10 R, CMD R Earthshaker {4}{R}{R} Creature - Spirit 4/5 Whenever you cast a Spirit or Arcane spell, Earthshaker deals 2 damage to each creature without flying. CHK U Earwig Squad {3}{B}{B} Creature - Goblin Rogue 5/3 Prowl {2}{B} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) When Earwig Squad enters the battlefield, if its prowl cost was paid, search target opponent's library for three cards and exile them. Then that player shuffles his or her library. MOR R, MMA R Eastern Paladin {2}{B}{B} Creature - Zombie Knight 3/3 {B}{B}, {T}: Destroy target green creature. UZ R, 7E R, 8ED R Eaten by Spiders {2}{G} Instant Destroy target creature with flying and all Equipment attached to that creature. AVR U Eater of Days {4} Artifact Creature - Leviathan 9/8 Flying, trample When Eater of Days enters the battlefield, you skip your next two turns. DST R Eater of Hope {5}{B}{B} Creature - Demon 6/4 Flying {B}, Sacrifice another creature: Regenerate Eater of Hope. {2}{B}, Sacrifice two other creatures: Destroy target creature. BNG R Eater of the Dead {4}{B} Creature - Horror 3/4 {0}: If Eater of the Dead is tapped, exile target creature card from a graveyard and untap Eater of the Dead. DK U, MED U Ebon Dragon {5}{B}{B} Creature - Dragon 5/4 Flying When Ebon Dragon enters the battlefield, you may have target opponent discard a card. PO R, DRB R, ME4 R Ebon Drake {2}{B} Creature - Drake 3/3 Flying Whenever a player casts a spell, you lose 1 life. 5DN U Ebon Praetor {4}{B}{B} Creature - Avatar Praetor 5/5 First strike, trample At the beginning of your upkeep, put a -2/-2 counter on Ebon Praetor. Sacrifice a creature: Remove a -2/-2 counter from Ebon Praetor. If the sacrificed creature was a Thrull, put a +1/+0 counter on Ebon Praetor. Activate this ability only during your upkeep and only once each turn. FE R, ME2 R Ebon Stronghold Land Ebon Stronghold enters the battlefield tapped. {T}: Add {B} to your mana pool. {T}, Sacrifice Ebon Stronghold: Add {B}{B} to your mana pool. FE U, 5E U, 6E U, BD U, ME2 U, PD3 U Ebonblade Reaper {2}{B} Creature - Human Cleric 1/1 Whenever Ebonblade Reaper attacks, you lose half your life, rounded up. Whenever Ebonblade Reaper deals combat damage to a player, that player loses half his or her life, rounded up. Morph {3}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS R Ebony Charm {B} Instant Choose one - • Target opponent loses 1 life and you gain 1 life. • Exile up to three target cards from a single graveyard. • Target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) MI C Ebony Horse {3} Artifact {2}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by that creature this turn. AN R, 3E R, 4E R, ME4 C Ebony Owl Netsuke {2} Artifact At the beginning of each opponent's upkeep, if that player has seven or more cards in hand, Ebony Owl Netsuke deals 4 damage to him or her. SOK U Ebony Rhino {7} Artifact Creature - Rhino 4/5 Trample HM C, ME4 C Ebony Treefolk {1}{B}{G} Creature - Treefolk 3/3 {B}{G}: Ebony Treefolk gets +1/+1 until end of turn. AP U Echo Chamber {4} Artifact {4}, {T}: An opponent chooses target creature he or she controls. Put a token that's a copy of that creature onto the battlefield. That token gains haste until end of turn. Exile the token at the beginning of the next end step. Activate this ability only any time you could cast a sorcery. TE R Echo Circlet {2} Artifact - Equipment Equipped creature can block an additional creature. Equip {1} SOM C Echo Mage {1}{U}{U} Creature - Human Wizard 2/3 Level up {1}{U} ({1}{U}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 2/4 {U}{U}, {T}: Copy target instant or sorcery spell. You may choose new targets for the copy. LEVEL 4+ 2/5 {U}{U}, {T}: Copy target instant or sorcery spell twice. You may choose new targets for the copies. ROE R, C13 R Echo Tracer {2}{U} Creature - Human Wizard 2/2 Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Echo Tracer is turned face up, return target creature to its owner's hand. LGN C, DDN C Echoes of the Kin Tree {1}{W} Enchantment {2}{W}: Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.) DTK U Echoing Calm {1}{W} Instant Destroy target enchantment and all other enchantments with the same name as that enchantment. DST C Echoing Courage {1}{G} Instant Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn. DST C, MMA C, CNS C Echoing Decay {1}{B} Instant Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn. DST C Echoing Ruin {1}{R} Sorcery Destroy target artifact and all other artifacts with the same name as that artifact. DST C Echoing Truth {1}{U} Instant Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands. DST C, DDF C, MMA C Edge of Autumn {1}{G} Sorcery If you control four or fewer lands, search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Cycling-Sacrifice a land. (Sacrifice a land, Discard this card: Draw a card.) FUT C, DDG C Edge of Malacol Plane - Belenon If a creature you control would untap during your untap step, put two +1/+1 counters on it instead. Whenever you roll CHAOS, untap each creature you control. PC2 C Edge of the Divinity {W/B} Enchantment - Aura Enchant creature As long as enchanted creature is white, it gets +1/+2. As long as enchanted creature is black, it gets +2/+1. EVE C Edgewalker {1}{W}{B} Creature - Human Cleric 2/2 Cleric spells you cast cost {W}{B} less to cast. This effect reduces only the amount of colored mana you pay. (For example, if you cast a Cleric spell with mana cost {1}{W}, it costs {1} to cast.) SCG U Edric, Spymaster of Trest {1}{G}{U} Legendary Creature - Elf Rogue 2/2 Whenever a creature deals combat damage to one of your opponents, its controller may draw a card. CMD R, CM1 R, CNS R, VMA R Eel Umbra {1}{U} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +1/+1. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) ROE C Eerie Procession {2}{U} Sorcery - Arcane Search your library for an Arcane card, reveal that card, and put it into your hand. Then shuffle your library. CHK U Efreet Weaponmaster {3}{U}{R}{W} Creature - Efreet Monk 4/3 First strike When Efreet Weaponmaster enters the battlefield or is turned face up, another target creature you control gets +3/+0 until end of turn. Morph {2}{U}{R}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Ego Erasure {2}{U} Tribal Instant - Shapeshifter Changeling (This card is every creature type.) Creatures target player controls get -2/-0 and lose all creature types until end of turn. LRW U Eidolon of Blossoms {2}{G}{G} Enchantment Creature - Spirit 2/2 Constellation - Whenever Eidolon of Blossoms or another enchantment enters the battlefield under your control, draw a card. JOU R Eidolon of Countless Battles {1}{W}{W} Enchantment Creature - Spirit 0/0 Bestow {2}{W}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Eidolon of Countless Battles and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control. BNG R Eidolon of Rhetoric {2}{W} Enchantment Creature - Spirit 1/4 Each player can't cast more than one spell each turn. JOU U Eidolon of the Great Revel {R}{R} Enchantment Creature - Spirit 2/2 Whenever a player casts a spell with converted mana cost 3 or less, Eidolon of the Great Revel deals 2 damage to that player. JOU R Eiganjo Castle Legendary Land {T}: Add {W} to your mana pool. {W}, {T}: Prevent the next 2 damage that would be dealt to target legendary creature this turn. CHK R Eiganjo Free-Riders {3}{W} Creature - Human Soldier 3/4 Flying At the beginning of your upkeep, return a white creature you control to its owner's hand. SOK U Eight-and-a-Half-Tails {W}{W} Legendary Creature - Fox Cleric 2/2 {1}{W}: Target permanent you control gains protection from white until end of turn. {1}: Target spell or permanent becomes white until end of turn. CHK R Eight-and-a-Half-Tails Avatar Vanguard Hand +2, life -3 {1}: Until end of turn, target permanent you control gains protection from a color chosen at random from colors it doesn't have protection from. VAN S Eightfold Maze {2}{W} Instant Cast Eightfold Maze only during the declare attackers step and only if you've been attacked this step. Destroy target attacking creature. PK R, ME3 U Ekundu Cyclops {3}{R} Creature - Cyclops 3/4 If a creature you control attacks, Ekundu Cyclops also attacks if able. MI C Ekundu Griffin {3}{W} Creature - Griffin 2/2 Flying, first strike MI C, 6E C El-Hajjaj {1}{B}{B} Creature - Human Wizard 1/1 Whenever El-Hajjaj deals damage, you gain that much life. AN R, 3E R, 4E R Eladamri Vanguard Hand -1, life +15 {0}: The next 1 damage that would be dealt to target creature you control is dealt to you instead. VAN S Eladamri's Call {G}{W} Instant Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. PS R Eladamri's Vineyard {G} Enchantment At the beginning of each player's precombat main phase, add {G}{G} to that player's mana pool. TE R Eladamri, Lord of Leaves {G}{G} Legendary Creature - Elf Warrior 2/2 Other Elf creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.) Other Elves have shroud. (They can't be the targets of spells or abilities.) TE R Eladamri, Lord of Leaves Avatar Vanguard Hand -1, life +2 At the beginning of each player's precombat main phase, that player adds {G}{G} to his or her mana pool. VAN S Eland Umbra {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +0/+4. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) ROE C Elbrus, the Binding Blade {7} Legendary Artifact - Equipment Equipped creature gets +1/+0. When equipped creature deals combat damage to a player, unattach Elbrus, the Binding Blade, then transform it. Equip {1} ---- Withengar Unbound (Black) Legendary Creature - Demon 13/13 Flying, intimidate, trample (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound. DKA M Elder Cathar {2}{W} Creature - Human Soldier 2/2 When Elder Cathar dies, put a +1/+1 counter on target creature you control. If that creature is a Human, put two +1/+1 counters on it instead. ISD C Elder Druid {3}{G} Creature - Elf Cleric Druid 2/2 {3}{G}, {T}: You may tap or untap target artifact, creature, or land. IA R, 5E R, 6E R, 7E R Elder Land Wurm {4}{W}{W}{W} Creature - Dragon Wurm 5/5 Defender, trample When Elder Land Wurm blocks, it loses defender. LE R, 4E R, MED U Elder Mastery {3}{U}{B}{R} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 and has flying. Whenever enchanted creature deals damage to a player, that player discards two cards. CON U, DDH U Elder Pine of Jukai {2}{G} Creature - Spirit 2/1 Whenever you cast a Spirit or Arcane spell, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order. Soulshift 2 (When this creature dies, you may return target Spirit card with converted mana cost 2 or less from your graveyard to your hand.) SOK C Elder Spawn {4}{U}{U}{U} Creature - Spawn 6/6 At the beginning of your upkeep, unless you sacrifice an Island, sacrifice Elder Spawn and it deals 6 damage to you. Elder Spawn can't be blocked by red creatures. LE R Elder of Laurels {2}{G} Creature - Human Advisor 2/3 {3}{G}: Target creature gets +X/+X until end of turn, where X is the number of creatures you control. ISD R Elderscale Wurm {4}{G}{G}{G} Creature - Wurm 7/7 Trample When Elderscale Wurm enters the battlefield, if your life total is less than 7, your life total becomes 7. As long as you have 7 or more life, damage that would reduce your life total to less than 7 reduces it to 7 instead. M13 M Elderwood Scion {3}{G}{W} Creature - Elemental 4/4 Trample, lifelink Spells you cast that target Elderwood Scion cost {2} less to cast. Spells your opponents cast that target Elderwood Scion cost {2} more to cast. PC2 R Eldrazi Conscription {8} Tribal Enchantment - Eldrazi Aura Enchant creature Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents.) ROE R Eldrazi Devastator {8} Creature - Eldrazi 8/9 Trample C Eldrazi Monument {5} Artifact Creatures you control get +1/+1 and have flying and indestructible. At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice Eldrazi Monument. ZEN M Eldrazi Skyspawner {2}{U} Creature - Eldrazi Drone 2/1 Devoid (This card has no color.) Flying When Eldrazi Skyspawner enters the battlefield, put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." C Eldrazi Spawn - Token Creature Eldrazi Spawn 0/1 Sacrifice this creature: Add {1} to your mana pool. C (x3) Eldrazi Temple Land {T}: Add {1} to your mana pool. {T}: Add {2} to your mana pool. Spend this mana only to cast colorless Eldrazi spells or activate abilities of colorless Eldrazi. U, ROE R, MM2 U Electric Eel {U} Creature - Fish 1/1 When Electric Eel enters the battlefield, it deals 1 damage to you. {R}{R}: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you. DK U Electrickery {R} Instant Electrickery deals 1 damage to target creature you don't control. Overload {1}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") RTR C Electrolyze {1}{U}{R} Instant Electrolyze deals 2 damage divided as you choose among one or two target creatures and/or players. Draw a card. GPT U, CMD U, MMA U, MM2 U Electropotence {2}{R} Enchantment Whenever a creature enters the battlefield under your control, you may pay {2}{R}. If you do, that creature deals damage equal to its power to target creature or player. ZEN R Electrostatic Bolt {R} Instant Electrostatic Bolt deals 2 damage to target creature. If it's an artifact creature, Electrostatic Bolt deals 4 damage to it instead. MRD C Electryte {3}{R}{R} Creature - Beast 3/3 Whenever Electryte deals combat damage to defending player, it deals damage equal to its power to each blocking creature. UZ R Elemental Appeal {R}{R}{R}{R} Sorcery Kicker {5} (You may pay an additional {5} as you cast this spell.) Put a 7/1 red Elemental creature token with trample and haste onto the battlefield. Exile it at the beginning of the next end step. If Elemental Appeal was kicked, that creature gets +7/+0 until end of turn. ZEN R Elemental Augury {U}{B}{R} Enchantment {3}: Look at the top three cards of target player's library, then put them back in any order. IA R, ME2 R Elemental Bond {2}{G} Enchantment Whenever a creature with power 3 or greater enters the battlefield under your control, draw a card. ORI U Elemental Mastery {3}{R} Enchantment - Aura Enchant creature Enchanted creature has "{T}: Put X 1/1 red Elemental creature tokens with haste onto the battlefield, where X is this creature's power. Exile them at the beginning of the next end step." SHM R Elemental Resonance {2}{G}{G} Enchantment - Aura Enchant permanent At the beginning of your precombat main phase, add mana equal to enchanted permanent's mana cost to your mana pool. (Mana cost includes color. If a mana symbol has multiple colors, choose one.) DIS R Elephant Ambush {2}{G}{G} Instant Put a 3/3 green Elephant creature token onto the battlefield. Flashback {6}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C Elephant Grass {G} Enchantment Cumulative upkeep {1} (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.) Black creatures can't attack you. Nonblack creatures can't attack you unless their controller pays {2} for each creature he or she controls that's attacking you. VI U Elephant Graveyard Land {T}: Add {1} to your mana pool. {T}: Regenerate target Elephant. AN R, ME4 U Elephant Guide {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. When enchanted creature dies, put a 3/3 green Elephant creature token onto the battlefield. JUD U, DDD U, CNS U, VMA C, DD3_GVL U Elephant Resurgence {1}{G} Sorcery Each player puts a green Elephant creature token onto the battlefield. Those creatures have "This creature's power and toughness are each equal to the number of creature cards in its controller's graveyard." PR R Elesh Norn, Grand Cenobite {5}{W}{W} Legendary Creature - Praetor 4/7 Vigilance Other creatures you control get +2/+2. Creatures your opponents control get -2/-2. NPH M, MM2 M Elf Replica {3} Artifact Creature - Elf 2/2 {1}{G}, Sacrifice Elf Replica: Destroy target enchantment. MRD C Elfhame Palace Land Elfhame Palace enters the battlefield tapped. {T}: Add {G} or {W} to your mana pool. IN U, 8ED U, DDE U Elfhame Sanctuary {1}{G} Enchantment At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, you skip your draw step this turn and shuffle your library. IN U Elgaud Inquisitor {3}{W} Creature - Human Cleric 2/2 Lifelink (Damage dealt by this creature also causes you to gain that much life.) When Elgaud Inquisitor dies, put a 1/1 white Spirit creature token with flying onto the battlefield. DKA C Elgaud Shieldmate {3}{U} Creature - Human Soldier 2/3 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Elgaud Shieldmate is paired with another creature, both creatures have hexproof. (They can't be the targets of spells or abilities your opponents control.) AVR C Elite Arcanist {3}{U} Creature - Human Wizard 1/1 When Elite Arcanist enters the battlefield, you may exile an instant card from your hand. {X}, {T}: Copy the exiled card. You may cast the copy without paying its mana cost. X is the converted mana cost of the exiled card. M14 R Elite Archers {5}{W} Creature - Human Soldier Archer 3/3 {T}: Elite Archers deals 3 damage to target attacking or blocking creature. UZ R, 7E R, 8ED R Elite Cat Warrior {2}{G} Creature - Cat Warrior 2/3 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) PO C (x2), ME4 C Elite Inquisitor {W}{W} Creature - Human Soldier 2/2 First strike, vigilance Protection from Vampires, from Werewolves and from Zombies ISD R Elite Javelineer {2}{W} Creature - Human Soldier 2/2 Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature. TE C, 8ED U Elite Scaleguard {4}{W} Creature - Human Soldier 2/3 When Elite Scaleguard enters the battlefield, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls. FRF U Elite Skirmisher {2}{W} Creature - Human Soldier 3/1 Heroic - Whenever you cast a spell that targets Elite Skirmisher, you may tap target creature. BNG C Elite Vanguard {W} Creature - Human Soldier 2/1 M10 U, M11 U, DDF U, M12 U Elixir of Immortality {1} Artifact {2}, {T}: You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library. M11 U, DDF U, M12 U, M13 U, M14 U Elixir of Vitality {4} Artifact Elixir of Vitality enters the battlefield tapped. {T}, Sacrifice Elixir of Vitality: You gain 4 life. {8}, {T}, Sacrifice Elixir of Vitality: You gain 8 life. MI U Elkin Bottle {3} Artifact {3}, {T}: Exile the top card of your library. Until the beginning of your next upkeep, you may play that card. IA R, 5E R, ME2 R Elkin Lair {3}{R} World Enchantment At the beginning of each player's upkeep, that player exiles a card at random from his or her hand. The player may play that card this turn. At the beginning of the next end step, if the player hasn't played the card, he or she puts it into his or her graveyard. VI R Eloren Wilds Plane - Shandalar Whenever a player taps a permanent for mana, that player adds one mana to his or her mana pool of any type that permanent produced. Whenever you roll CHAOS, target player can't cast spells until a player planeswalks. HOP C Elsewhere Flask {2} Artifact When Elsewhere Flask enters the battlefield, draw a card. Sacrifice Elsewhere Flask: Choose a basic land type. Each land you control becomes that type until end of turn. SHM C Elspeth Tirel {3}{W}{W} Planeswalker - Elspeth 4 [+2] You gain 1 life for each creature you control. [-2] Put three 1/1 white Soldier creature tokens onto the battlefield. [-5] Destroy all other permanents except for lands and tokens. SOM M Elspeth, Knight-Errant {2}{W}{W} Planeswalker - Elspeth 4 [+1] Put a 1/1 white Soldier creature token onto the battlefield. [+1] Target creature gets +3/+3 and gains flying until end of turn. [-8] You get an emblem with "Artifacts, creatures, enchantments, and lands you control have indestructible." MD1 M, ALA M, DDF M, MMA M Elspeth, Sun's Champion {4}{W}{W} Planeswalker - Elspeth 4 [+1] Put three 1/1 white Soldier creature tokens onto the battlefield. [-3] Destroy all creatures with power 4 or greater. [-7] You get an emblem with "Creatures you control get +2/+2 and have flying." THS M, DDO M Elusive Krasis {1}{G}{U} Creature - Fish Mutant 0/4 Elusive Krasis can't be blocked. Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) GTC U Elusive Spellfist {1}{U} Creature - Human Monk 1/3 Whenever you cast a noncreature spell, Elusive Spellfist gets +1/+0 until end of turn and can't be blocked this turn. DTK C Elven Cache {2}{G}{G} Sorcery Return target card from your graveyard to your hand. VI C, PO C, 6E C Elven Fortress {G} Enchantment {1}{G}: Target blocking creature gets +0/+1 until end of turn. FE C (x4) Elven Lyre {2} Artifact {1}, {T}, Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn. FE R, ME2 C Elven Palisade {G} Enchantment Sacrifice a Forest: Target attacking creature gets -3/-0 until end of turn. EX U Elven Riders {3}{G}{G} Creature - Elf 3/3 Elven Riders can't be blocked except by Walls and/or creatures with flying. LE R, 4E U, 5E U, 6E U, ONS U, 10E U Elven Rite {1}{G} Sorcery Distribute two +1/+1 counters among one or two target creatures. ST U, TPR C Elven Warhounds {3}{G} Creature - Hound 2/2 Whenever Elven Warhounds becomes blocked by a creature, put that creature on top of its owner's library. TE R Elves of Deep Shadow {G} Creature - Elf Druid 1/1 {T}: Add {B} to your mana pool. Elves of Deep Shadow deals 1 damage to you. DK U, RAV C, ME3 C, DDJ C Elvish Aberration {5}{G} Creature - Elf Mutant 4/5 {T}: Add {G}{G}{G} to your mana pool. Forestcycling {2} ({2}, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.) SCG U, CMD U, CNS C, VMA C Elvish Archdruid {1}{G}{G} Creature - Elf Druid 2/2 Other Elf creatures you control get +1/+1. {T}: Add {G} to your mana pool for each Elf you control. M10 R, M11 R, M12 R, M13 R, C14 R Elvish Archers {1}{G} Creature - Elf Archer 2/1 First strike 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 7E R Elvish Bard {3}{G}{G} Creature - Elf Shaman 2/4 All creatures able to block Elvish Bard do so. AL U, 9ED U Elvish Berserker {G} Creature - Elf Berserker 1/1 Whenever Elvish Berserker becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. EX C, 9ED C, 10E C Elvish Branchbender {2}{G} Creature - Elf Druid 2/2 {T}: Until end of turn, target Forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control. LRW C Elvish Champion {1}{G}{G} Creature - Elf 2/2 Other Elf creatures get +1/+1 and have forestwalk. (They can't be blocked as long as defending player controls a Forest.) IN R, 7E R, 8ED R, 9ED R, 10E R Elvish Champion Avatar Vanguard Hand +0, life -5 You begin the game with a 1/1 green Elf creature token on the battlefield. It has "{T}: Add {G} to your mana pool." VAN S Elvish Eulogist {G} Creature - Elf Shaman 1/1 Sacrifice Elvish Eulogist: You gain 1 life for each Elf card in your graveyard. LRW C, EVG C, DD3_EVG C Elvish Farmer {1}{G} Creature - Elf 0/2 At the beginning of your upkeep, put a spore counter on Elvish Farmer. Remove three spore counters from Elvish Farmer: Put a 1/1 green Saproling creature token onto the battlefield. Sacrifice a Saproling: You gain 2 life. FE R, ME2 R Elvish Fury {G} Instant Buyback {4} (You may pay an additional {4} as you cast this spell. If you do, put this card into your hand as it resolves.) Target creature gets +2/+2 until end of turn. TE C, TPR C Elvish Guidance {2}{G} Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds {G} to his or her mana pool for each Elf on the battlefield. (in addition to the mana the land produces) ONS C Elvish Handservant {G} Creature - Elf Warrior 1/1 Whenever a player casts a Giant spell, you may put a +1/+1 counter on Elvish Handservant. LRW C Elvish Harbinger {2}{G} Creature - Elf Druid 1/2 When Elvish Harbinger enters the battlefield, you may search your library for an Elf card, reveal it, then shuffle your library and put that card on top of it. {T}: Add one mana of any color to your mana pool. LRW U, EVG U, DD3_EVG U Elvish Healer {2}{W} Creature - Elf Cleric 1/2 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. If that creature is green, prevent the next 2 damage instead. IA C Elvish Herder {G} Creature - Elf 1/1 {G}: Target creature gains trample until end of turn. UZ C Elvish Hexhunter {G/W} Creature - Elf Shaman 1/1 {G/W}, {T}, Sacrifice Elvish Hexhunter: Destroy target enchantment. SHM C Elvish Hunter {1}{G} Creature - Elf Archer 1/1 {1}{G}, {T}: Target creature doesn't untap during its controller's next untap step. FE C (x3), ME2 C Elvish Lookout {G} Creature - Elf 1/1 Shroud (This creature can't be the target of spells or abilities.) CG C Elvish Lyrist {G} Creature - Elf 1/1 {G}, {T}, Sacrifice Elvish Lyrist: Destroy target enchantment. UZ C, BR U, 7E U, 8ED U Elvish Mystic {G} Creature - Elf Druid 1/1 {T}: Add {G} to your mana pool. M14 C, M15 C, C14 C Elvish Pathcutter {3}{G} Creature - Elf Scout 1/2 {2}{G}: Target Elf creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.) ONS C Elvish Pioneer {G} Creature - Elf Druid 1/1 When Elvish Pioneer enters the battlefield, you may put a basic land card from your hand onto the battlefield tapped. ONS C, 8ED C Elvish Piper {3}{G} Creature - Elf Shaman 1/1 {G}, {T}: You may put a creature card from your hand onto the battlefield. CG R, 7E R, 8ED R, 9ED R, 10E R, M10 R Elvish Promenade {3}{G} Tribal Sorcery - Elf Put a 1/1 green Elf Warrior creature token onto the battlefield for each Elf you control. LRW U, EVG U, DD3_EVG U Elvish Ranger {2}{G} Creature - Elf 4/1 AL C (x2), PO C, ME2 C Elvish Scout {G} Creature - Elf Scout 1/1 {G}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn. FE C (x3) Elvish Scrapper {G} Creature - Elf 1/1 {G}, {T}, Sacrifice Elvish Scrapper: Destroy target artifact. ONS U, 8ED U Elvish Skysweeper {G} Creature - Elf Warrior 1/1 {4}{G}, Sacrifice a creature: Destroy target creature with flying. RAV C, C13 C, C14 C Elvish Soultiller {3}{G}{G} Creature - Elf Mutant 5/4 When Elvish Soultiller dies, choose a creature type. Shuffle all creature cards of that type from your graveyard into your library. LGN R Elvish Spirit Guide {2}{G} Creature - Elf Spirit 2/2 Exile Elvish Spirit Guide from your hand: Add {G} to your mana pool. AL U, ME2 U Elvish Vanguard {1}{G} Creature - Elf Warrior 1/1 Whenever another Elf enters the battlefield, put a +1/+1 counter on Elvish Vanguard. ONS R Elvish Visionary {1}{G} Creature - Elf Shaman 1/1 When Elvish Visionary enters the battlefield, draw a card. ALA C, M10 C, M13 C, C14 C, ORI C Elvish Warrior {G}{G} Creature - Elf Warrior 2/3 ONS C, 9ED C, EVG C, MOR C, DD3_EVG C Emancipation Angel {1}{W}{W} Creature - Angel 3/3 Flying When Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand. AVR U Embalmed Brawler {2}{B} Creature - Zombie 2/2 Amplify 1 (As this creature enters the battlefield, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) Whenever Embalmed Brawler attacks or blocks, you lose 1 life for each +1/+1 counter on it. LGN C Embargo {3}{U} Enchantment Nonland permanents don't untap during their controllers' untap steps. At the beginning of your upkeep, you lose 2 life. MM R Ember Beast {2}{R} Creature - Beast 3/4 Ember Beast can't attack or block alone. OD C, GTC C Ember Gale {3}{R} Sorcery Creatures target player controls can't block this turn. Ember Gale deals 1 damage to each white and/or blue creature that player controls. SHM C Ember Hauler {R}{R} Creature - Goblin 2/2 {1}, Sacrifice Ember Hauler: Ember Hauler deals 2 damage to target creature or player. M11 U Ember Shot {6}{R} Instant Ember Shot deals 3 damage to target creature or player. Draw a card. JUD C Ember Swallower {2}{R}{R} Creature - Elemental 4/5 {5}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Ember Swallower becomes monstrous, each player sacrifices three lands. THS R Ember Weaver {2}{G} Creature - Spider 2/3 Reach (This creature can block creatures with flying.) As long as you control a red permanent, Ember Weaver gets +1/+0 and has first strike. CON C Ember-Fist Zubera {1}{R} Creature - Zubera Spirit 1/2 When Ember-Fist Zubera dies, it deals damage to target creature or player equal to the number of Zubera that died this turn. CHK C Embermage Goblin {3}{R} Creature - Goblin Wizard 1/1 When Embermage Goblin enters the battlefield, you may search your library for a card named Embermage Goblin, reveal it, and put it into your hand. If you do, shuffle your library. {T}: Embermage Goblin deals 1 damage to target creature or player. ONS U Embermaw Hellion {3}{R}{R} Creature - Hellion 4/5 Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.) If another red source you control would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead. ORI R Embersmith {1}{R} Creature - Human Artificer 2/1 Whenever you cast an artifact spell, you may pay {1}. If you do, Embersmith deals 1 damage to target creature or player. SOM U Emberstrike Duo {1}{B/R} Creature - Elemental Warrior Shaman 1/1 Whenever you cast a black spell, Emberstrike Duo gets +1/+1 until end of turn. Whenever you cast a red spell, Emberstrike Duo gains first strike until end of turn. SHM C Emberwilde Augur {1}{R} Creature - Goblin Shaman 2/1 Sacrifice Emberwilde Augur: Emberwilde Augur deals 3 damage to target player. Activate this ability only during your upkeep. FUT C, EVG C, DD3_EVG C Emberwilde Caliph {2}{U}{R} Creature - Djinn 4/4 Flying, trample Emberwilde Caliph attacks each turn if able. Whenever Emberwilde Caliph deals damage, you lose that much life. MI R Emberwilde Djinn {2}{R}{R} Creature - Djinn 5/4 Flying At the beginning of each player's upkeep, that player may pay {R}{R} or 2 life. If he or she does, the player gains control of Emberwilde Djinn. MI R Emblazoned Golem {2} Artifact Creature - Golem 1/2 Kicker {X} (You may pay an additional {X} as you cast this spell.) Spend only colored mana on X. No more than one mana of each color may be spent this way. If Emblazoned Golem was kicked, it enters the battlefield with X +1/+1 counters on it. AP U Emblem of the Warmind {1}{R} Enchantment - Aura Enchant creature you control Creatures you control have haste. FUT U Embodiment of Spring {U} Creature - Elemental 0/3 {1}{G}, {T}, Sacrifice Embodiment of Spring: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. KTK C Embolden {2}{W} Instant Prevent the next 4 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. Flashback {1}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C Embrace My Diabolical Vision Scheme When you set this scheme in motion, each player shuffles his or her hand and graveyard into his or her library. You draw seven cards, then each other player draws four cards. ARC C Emerald Charm {G} Instant Choose one - • Untap target permanent. • Destroy target non-Aura enchantment. • Target creature loses flying until end of turn. VI C Emerald Dragonfly {1}{G} Creature - Insect 1/1 Flying {G}{G}: Emerald Dragonfly gains first strike until end of turn. LE C, CH C Emerald Medallion {2} Artifact Green spells you cast cost {1} less to cast. TE R, C14 R Emerald Oryx {3}{G} Creature - Antelope 2/3 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) M10 C Emerge Unscathed {W} Instant Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) ROE U Emeria Angel {2}{W}{W} Creature - Angel 3/3 Flying Landfall - Whenever a land enters the battlefield under your control, you may put a 1/1 white Bird creature token with flying onto the battlefield. ZEN R Emeria Shepherd {5}{W}{W} Creature - Angel 4/4 Flying Landfall - Whenever a land enters the battlefield under your control, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead. R Emeria, the Sky Ruin Land Emeria, the Sky Ruin enters the battlefield tapped. At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield. {T}: Add {W} to your mana pool. ZEN R, C14 R Emissary of Despair {1}{B}{B} Creature - Spirit 2/1 Flying Whenever Emissary of Despair deals combat damage to a player, that player loses 1 life for each artifact he or she controls. DST U Emissary of Hope {1}{W}{W} Creature - Spirit 2/1 Flying Whenever Emissary of Hope deals combat damage to a player, you gain 1 life for each artifact that player controls. DST U Emmara Tandris {5}{G}{W} Legendary Creature - Elf Shaman 5/7 Prevent all damage that would be dealt to creature tokens you control. DGM R Emmessi Tome {4} Artifact {5}, {T}: Draw two cards, then discard a card. TE R, TPR U Emperor Crocodile {3}{G} Creature - Crocodile 5/5 When you control no other creatures, sacrifice Emperor Crocodile. CG R, 8ED R, 9ED R Empress Galina {3}{U}{U} Legendary Creature - Merfolk 1/3 {U}{U}, {T}: Gain control of target legendary permanent. (This effect lasts indefinitely.) IN R Empty City Ruse {W} Sorcery Target opponent skips all combat phases of his or her next turn. PK U Empty the Catacombs {3}{B} Sorcery Each player returns all creature cards from his or her graveyard to his or her hand. RAV R Empty the Pits {X}{X}{B}{B}{B}{B} Instant Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Put X 2/2 black Zombie creature tokens onto the battlefield tapped. KTK M Empty the Warrens {3}{R} Sorcery Put two 1/1 red Goblin creature tokens onto the battlefield. Storm (When you cast this spell, copy it for each spell cast before it this turn.) TSP C, MMA C Empty-Shrine Kannushi {W} Creature - Human Cleric 1/1 Empty-Shrine Kannushi has protection from the colors of permanents you control. BOK U Empyrial Archangel {4}{G}{W}{W}{U} Creature - Angel 5/8 Flying Shroud (This creature can't be the target of spells or abilities.) All damage that would be dealt to you is dealt to Empyrial Archangel instead. ALA M Empyrial Armor {1}{W}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each card in your hand. WL C, VMA U Empyrial Plate {2} Artifact - Equipment Equipped creature gets +1/+1 for each card in your hand. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) MRD R Emrakul's Hatcher {4}{R} Creature - Eldrazi Drone 3/3 When Emrakul's Hatcher enters the battlefield, put three 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." C, ROE C Emrakul, the Aeons Torn {15} Legendary Creature - Eldrazi 15/15 Emrakul, the Aeons Torn can't be countered. When you cast Emrakul, take an extra turn after this one. Flying, protection from colored spells, annihilator 6 When Emrakul is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library. ROE M, MM2 M Enatu Golem {6} Artifact Creature - Golem 3/5 When Enatu Golem dies, you gain 4 life. ROE U Encase in Ice {1}{U} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant red or green creature When Encase in Ice enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. DTK U Enchanted Being {1}{W}{W} Creature - Human 2/2 Prevent all combat damage that would be dealt to Enchanted Being by enchanted creatures. LE C Enchanted Evening {3}{W/U}{W/U} Enchantment All permanents are enchantments in addition to their other types. SHM R Enchantment Alteration {U} Instant Attach target Aura attached to a creature or land to another permanent of that type. LE C, CH U, UZ U Enchantress's Presence {2}{G} Enchantment Whenever you cast an enchantment spell, draw a card. ONS R Encircling Fissure {2}{W} Instant Prevent all combat damage that would be dealt this turn by creatures target opponent controls. Awaken 2- {4}{W} (If you cast this spell for {4}{W}, also put two +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) U Enclave Cryptologist {U} Creature - Merfolk Wizard 0/1 Level up {1}{U} ({1}{U}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 0/1 {T}: Draw a card, then discard a card. LEVEL 3+ 0/1 {T}: Draw a card. ROE U Enclave Elite {2}{U} Creature - Merfolk Soldier 2/2 Multikicker {1}{U} (You may pay an additional {1}{U} any number of times as you cast this spell.) Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Enclave Elite enters the battlefield with a +1/+1 counter on it for each time it was kicked. WWK C, CNS C Encroach {B} Sorcery Target player reveals his or her hand. You choose a nonbasic land card from it. That player discards that card. CG U Encroaching Wastes Land {T}: Add {1} to your mana pool. {4}, {T}, Sacrifice Encroaching Wastes: Destroy target nonbasic land. M14 U Encrust {1}{U}{U} Enchantment - Aura Enchant artifact or creature Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated. M13 C, M15 C End Hostilities {3}{W}{W} Sorcery Destroy all creatures and all permanents attached to creatures. KTK R Endangered Armodon {2}{G}{G} Creature - Elephant 4/5 When you control a creature with toughness 2 or less, sacrifice Endangered Armodon. ST C, TPR C Endbringer's Revel {2}{B} Enchantment {4}: Return target creature card from a graveyard to its owner's hand. Any player may activate this ability but only any time he or she could cast a sorcery. PR U Endemic Plague {3}{B} Sorcery As an additional cost to cast Endemic Plague, sacrifice a creature. Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated. ONS R Endless Cockroaches {1}{B}{B} Creature - Insect 1/1 When Endless Cockroaches dies, return it to its owner's hand. PO R, C13 R Endless Horizons {3}{W} Enchantment When Endless Horizons enters the battlefield, search your library for any number of Plains cards and exile them. Then shuffle your library. At the beginning of your upkeep, you may put a card you own exiled with Endless Horizons into your hand. EVE R Endless Obedience {4}{B}{B} Sorcery Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Put target creature card from a graveyard onto the battlefield under your control. M15 U Endless One {X} Creature - Eldrazi 0/0 Endless One enters the battlefield with X +1/+1 counters on it. R Endless Ranks of the Dead {2}{B}{B} Enchantment At the beginning of your upkeep, put X 2/2 black Zombie creature tokens onto the battlefield, where X is half the number of Zombies you control, rounded down. ISD R Endless Scream {X}{B} Enchantment - Aura Enchant creature Endless Scream enters the battlefield with X scream counters on it. Enchanted creature gets +1/+0 for each scream counter on Endless Scream. TE C Endless Swarm {5}{G}{G}{G} Sorcery Put a 1/1 green Snake creature token onto the battlefield for each card in your hand. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.) SOK R Endless Whispers {2}{B}{B} Enchantment Each creature has "When this creature dies, choose target opponent. That player puts this card from its owner's graveyard onto the battlefield under his or her control at the beginning of the next end step." 5DN R Endless Wurm {3}{G}{G} Creature - Wurm 9/9 Trample At the beginning of your upkeep, sacrifice Endless Wurm unless you sacrifice an enchantment. UZ R Endoskeleton {2} Artifact You may choose not to untap Endoskeleton during your untap step. {2}, {T}: Target creature gets +0/+3 for as long as Endoskeleton remains tapped. UZ U Endrek Sahr, Master Breeder {4}{B} Legendary Creature - Human Wizard 2/2 Whenever you cast a creature spell, put X 1/1 black Thrull creature tokens onto the battlefield, where X is that spell's converted mana cost. When you control seven or more Thrulls, sacrifice Endrek Sahr, Master Breeder. TSP R, C13 R, MM2 R Endure {3}{W}{W} Instant Prevent all damage that would be dealt to you and permanents you control this turn. EVE U Enduring Ideal {5}{W}{W} Sorcery Search your library for an enchantment card and put it onto the battlefield. Then shuffle your library. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.) SOK R Enduring Renewal {2}{W}{W} Enchantment Play with your hand revealed. If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card. Whenever a creature is put into your graveyard from the battlefield, return it to your hand. IA R, TSB S Enduring Scalelord {4}{G}{W} Creature - Dragon 4/4 Flying Whenever one or more +1/+1 counters are placed on another creature you control, you may put a +1/+1 counter on Enduring Scalelord. DTK U Enduring Victory {4}{W} Instant Destroy target attacking or blocking creature. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.) DTK C Enemy of the Guildpact {4}{B} Creature - Spirit 4/2 Protection from multicolored DIS C Energizer {4} Artifact Creature - Juggernaut 2/2 {2}, {T}: Put a +1/+1 counter on Energizer. TE R Energy Arc {W}{U} Instant Untap any number of target creatures. Prevent all combat damage that would be dealt to and dealt by those creatures this turn. AL U, MED U Energy Bolt {X}{R}{W} Sorcery Choose one - • Energy Bolt deals X damage to target player. • Target player gains X life. MI R Energy Chamber {2} Artifact At the beginning of your upkeep, choose one - • Put a +1/+1 counter on target artifact creature. • Put a charge counter on target noncreature artifact. 5DN U, DDF U Energy Field {1}{U} Enchantment Prevent all damage that would be dealt to you by sources you don't control. When a card is put into your graveyard from anywhere, sacrifice Energy Field. UZ R Energy Flux {2}{U} Enchantment All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay {2}." AQ U, 3E U, 4E U, 5E U, MM U, ME4 U Energy Storm {1}{W} Enchantment Cumulative upkeep {1} (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.) Prevent all damage that would be dealt by instant and sorcery spells. Creatures with flying don't untap during their controllers' untap steps. IA R, ME2 R Energy Tap {U} Sorcery Tap target untapped creature you control. If you do, add {X} to your mana pool, where X is that creature's converted mana cost. LE C, 4E C Energy Vortex {3}{U}{U} Enchantment As Energy Vortex enters the battlefield, choose an opponent. At the beginning of your upkeep, remove all energy counters from Energy Vortex. At the beginning of the chosen player's upkeep, Energy Vortex deals 3 damage to that player unless he or she pays {1} for each energy counter on Energy Vortex. {X}: Put X energy counters on Energy Vortex. Activate this ability only during your upkeep. MI R Enervate {1}{U} Instant Tap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. IA C, 5E C, ME2 C Enfeeblement {B}{B} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature gets -2/-2. MI C, TE C, 6E C, 9ED C Engineered Explosives {X} Artifact Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.) {2}, Sacrifice Engineered Explosives: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Engineered Explosives. 5DN R, MMA R Engineered Plague {2}{B} Enchantment As Engineered Plague enters the battlefield, choose a creature type. All creatures of the chosen type get -1/-1. GU U, 7E U Engulfing Flames {R} Instant Engulfing Flames deals 1 damage to target creature. It can't be regenerated this turn. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD U Engulfing Slagwurm {5}{G}{G} Creature - Wurm 7/7 Whenever Engulfing Slagwurm blocks or becomes blocked by a creature, destroy that creature. You gain life equal to that creature's toughness. SOM R Enhanced Awareness {4}{U} Instant Draw three cards, then discard a card. FRF C Enigma Eidolon {3}{U} Creature - Spirit 2/2 {U}, Sacrifice Enigma Eidolon: Target player puts the top three cards of his or her library into his or her graveyard. Whenever you cast a multicolored spell, you may return Enigma Eidolon from your graveyard to your hand. DIS C Enigma Sphinx {4}{W}{U}{B} Artifact Creature - Sphinx 5/4 Flying When Enigma Sphinx is put into your graveyard from the battlefield, put it into your library third from the top. Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) ARB R, PC2 R Enigma Sphinx Avatar Vanguard Hand +0, life +5 Whenever you cast a colored artifact spell for the first time in a turn, search your library for a colored artifact card chosen at random whose converted mana cost is less than that spell's converted mana cost. You may play that card without paying its mana cost. If you don't, put that card on the bottom of your library. VAN S Enlarge {3}{G}{G} Sorcery Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. (If a creature with trample would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) M14 U Enlightened Ascetic {1}{W} Creature - Cat Monk 1/1 When Enlightened Ascetic enters the battlefield, you may destroy target enchantment. ORI C Enlightened Tutor {W} Instant Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it. MI U, 6E U Enlisted Wurm {4}{G}{W} Creature - Wurm 5/5 Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) ARB U, PC2 U Enlistment Officer {3}{W} Creature - Human Soldier 2/3 First strike When Enlistment Officer enters the battlefield, reveal the top four cards of your library. Put all Soldier cards revealed this way into your hand and the rest on the bottom of your library in any order. AP U Enormous Baloth {6}{G} Creature - Beast 7/7 LGN U, 8ED U, 9ED U, 10E U, M10 U Enrage {X}{R} Instant Target creature gets +X/+0 until end of turn. SCG U, 8ED U, 9ED U Enraged Revolutionary {2}{R} Creature - Human Warrior 2/1 Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) CNS C Enraging Licid {1}{R} Creature - Licid 1/1 {R}, {T}: Enraging Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {R} to end this effect. Enchanted creature has haste. TE U Enshrined Memories {X}{G} Sorcery Reveal the top X cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order. BOK R Enshrouding Mist {W} Instant Target creature gets +1/+1 until end of turn. Prevent all damage that would be dealt to it this turn. If it's renowned, untap it. ORI C Enslave {4}{B}{B} Enchantment - Aura Enchant creature You control enchanted creature. At the beginning of your upkeep, enchanted creature deals 1 damage to its owner. PLC U, DDD U, NPH U, DD3_GVL U Enslaved Dwarf {R} Creature - Dwarf 1/1 {R}, Sacrifice Enslaved Dwarf: Target black creature gets +1/+0 and gains first strike until end of turn. TOR C Enslaved Horror {3}{B} Creature - Horror 4/4 When Enslaved Horror enters the battlefield, each other player may return a creature card from his or her graveyard to the battlefield. MM U Enslaved Scout {2}{R} Creature - Goblin Scout 2/2 {2}: Enslaved Scout gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.) AL C (x2) Ensnare {3}{U} Instant You may return two Islands you control to their owner's hand rather than pay Ensnare's mana cost. Tap all creatures. NE U Ensnaring Bridge {3} Artifact Creatures with power greater than the number of cards in your hand can't attack. ST R, 7E R, 8ED R Ensoul Artifact {1}{U} Enchantment - Aura Enchant artifact Enchanted artifact is a creature with base power and toughness 5/5 in addition to its other types. M15 U Ensouled Scimitar {3} Artifact - Equipment {3}: Ensouled Scimitar becomes a 1/5 Spirit artifact creature with flying until end of turn. (Equipment that's a creature can't equip a creature.) Equipped creature gets +1/+5. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) 5DN U Entangler {2}{W}{W} Enchantment - Aura Enchant creature Enchanted creature can block any number of creatures. PR U Entangling Trap {1}{W} Enchantment Whenever you clash, tap target creature an opponent controls. If you won, that creature doesn't untap during its controller's next untap step. (This ability triggers after the clash ends.) LRW U Entangling Vines {3}{G} Enchantment - Aura Enchant tapped creature Enchanted creature doesn't untap during its controller's untap step. M10 C Enter the Infinite {8}{U}{U}{U}{U} Sorcery Draw cards equal to the number of cards in your library, then put a card from your hand on top of your library. You have no maximum hand size until your next turn. GTC M Enthralling Victor {3}{R} Creature - Human Warrior 3/2 When Enthralling Victor enters the battlefield, gain control of target creature an opponent controls with power 2 or less until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and {T} this turn.) ORI U Entomb {B} Instant Search your library for a card and put that card into your graveyard. Then shuffle your library. OD R, PD3 R Entomber Exarch {2}{B}{B} Creature - Cleric 2/2 When Entomber Exarch enters the battlefield, choose one - • Return target creature card from your graveyard to your hand. • Target opponent reveals his or her hand, you choose a noncreature card from it, then that player discards that card. NPH U Entrails Feaster {B} Creature - Zombie Cat 1/1 At the beginning of your upkeep, you may exile a creature card from a graveyard. If you do, put a +1/+1 counter on Entrails Feaster. If you don't, tap Entrails Feaster. ONS R Entreat the Angels {X}{X}{W}{W}{W} Sorcery Put X 4/4 white Angel creature tokens with flying onto the battlefield. Miracle {X}{W}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) M, AVR M Entropic Eidolon {3}{B} Creature - Spirit 2/2 {B}, Sacrifice Entropic Eidolon: Target player loses 1 life and you gain 1 life. Whenever you cast a multicolored spell, you may return Entropic Eidolon from your graveyard to your hand. DIS C Entropic Specter {3}{B}{B} Creature - Specter Spirit */* Flying As Entropic Specter enters the battlefield, choose an opponent. Entropic Specter's power and toughness are each equal to the number of cards in the chosen player's hand. Whenever Entropic Specter deals damage to a player, that player discards a card. EX R Envelop {U} Instant Counter target sorcery spell. JUD C Eon Hub {5} Artifact Players skip their upkeep steps. 5DN R Ephara's Enlightenment {1}{W}{U} Enchantment - Aura Enchant creature When Ephara's Enlightenment enters the battlefield, put a +1/+1 counter on enchanted creature. Enchanted creature has flying. Whenever a creature enters the battlefield under your control, you may return Ephara's Enlightenment to its owner's hand. BNG U Ephara's Radiance {W} Enchantment - Aura Enchant creature Enchanted creature has "{1}{W}, {T}: You gain 3 life." BNG C Ephara's Warden {3}{W} Creature - Human Cleric 1/2 {T}: Tap target creature with power 3 or less. THS C Ephara, God of the Polis {2}{W}{U} Legendary Enchantment Creature - God 6/5 Indestructible As long as your devotion to white and blue is less than seven, Ephara isn't a creature. At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card. BNG M Ephemeral Shields {1}{W} Instant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) M15 C Ephemeron {4}{U}{U} Creature - Illusion 4/4 Flying Discard a card: Return Ephemeron to its owner's hand. EX R, VMA R, TPR R Epic Confrontation {1}{G} Sorcery Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.) DTK C Epic Experiment {X}{U}{R} Sorcery Exile the top X cards of your library. For each instant and sorcery card with converted mana cost X or less among them, you may cast that card without paying its mana cost. Then put all cards exiled this way that weren't cast into your graveyard. RTR M Epic Proportions {4}{G}{G} Enchantment - Aura Flash Enchant creature Enchanted creature gets +5/+5 and has trample. LRW R Epic Struggle {2}{G}{G} Enchantment At the beginning of your upkeep, if you control twenty or more creatures, you win the game. JUD R Epicenter {4}{R} Sorcery Target player sacrifices a land. Threshold - Each player sacrifices all lands he or she controls instead if seven or more cards are in your graveyard. OD R Epiphany Storm {R} Enchantment - Aura Enchant creature Enchanted creature has "{R}, {T}, Discard a card: Draw a card." BNG C Epochrasite {2} Artifact Creature - Construct 1/1 Epochrasite enters the battlefield with three +1/+1 counters on it if you didn't cast it from your hand. When Epochrasite dies, exile it with three time counters on it and it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, cast this card without paying its mana cost. It has haste.) FUT R, MMA U, C14 R Equal Treatment {1}{W} Instant If any source would deal 1 or more damage to a creature or player this turn, it deals 2 damage to that creature or player instead. Draw a card. TOR U Equilibrium {1}{U}{U} Enchantment Whenever you cast a creature spell, you may pay {1}. If you do, return target creature to its owner's hand. EX R, 7E R Equinox {W} Enchantment - Aura Enchant land Enchanted land has "{T}: Counter target spell if it would destroy a land you control." LE C Equipoise {2}{W} Enchantment At the beginning of your upkeep, for each land target player controls in excess of the number you control, choose a land he or she controls, then the chosen permanents phase out. Repeat this process for artifacts and creatures. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during his or her next untap step.) VI R Eradicate {2}{B}{B} Sorcery Exile target nonblack creature. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and exile them. Then that player shuffles his or her library. CG U, BOK U Erase {W} Instant Exile target enchantment. GU C, M13 C, KTK C Erayo, Soratami Ascendant {1}{U} Legendary Creature - Moonfolk Monk 1/1 Flying Whenever the fourth spell of a turn is cast, flip Erayo, Soratami Ascendant. ---- Erayo's Essence Legendary Enchantment 1/1 Whenever an opponent casts a spell for the first time in a turn, counter that spell. SOK R Erdwal Ripper {1}{R}{R} Creature - Vampire 2/1 Haste Whenever Erdwal Ripper deals combat damage to a player, put a +1/+1 counter on it. DKA C Erebos's Emissary {3}{B} Enchantment Creature - Snake 3/3 Bestow {5}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Discard a creature card: Erebos's Emissary gets +2/+2 until end of turn. If Erebos's Emissary is an Aura, enchanted creature gets +2/+2 until end of turn instead. Enchanted creature gets +3/+3. THS U Erebos's Titan {1}{B}{B}{B} Creature - Giant 5/5 As long as your opponents control no creatures, Erebos's Titan has indestructible. (Damage and effects that say "destroy" don't destroy it.) Whenever a creature card leaves an opponent's graveyard, you may discard a card. If you do, return Erebos's Titan from your graveyard to your hand. ORI M Erebos, God of the Dead {3}{B} Legendary Enchantment Creature - God 5/7 Indestructible As long as your devotion to black is less than five, Erebos isn't a creature. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.) Your opponents can't gain life. {1}{B}, Pay 2 life: Draw a card. THS M Erg Raiders {1}{B} Creature - Human Warrior 2/3 At the beginning of your end step, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn. AN C (x2), 3E C, 4E C, 5E C, MED C Erhnam Djinn {3}{G} Creature - Djinn 4/5 At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. (It can't be blocked as long as defending player controls a Forest.) AN R, CH U, BD U, JUD R, VMA U Erhnam Djinn Avatar Vanguard Hand +0, life +3 Whenever you cast a creature spell, put a 1/1 green Saproling creature token onto the battlefield. VAN S (x2) Erithizon {2}{G}{G} Creature - Beast 4/4 Whenever Erithizon attacks, put a +1/+1 counter on target creature of defending player's choice. MM R Eron the Relentless {3}{R}{R} Legendary Creature - Human Rogue 5/2 Haste {R}{R}{R}: Regenerate Eron the Relentless. HM U, TSB S Erosion {U}{U}{U} Enchantment - Aura Enchant land At the beginning of the upkeep of enchanted land's controller, destroy that land unless that player pays {1} or 1 life. DK C, 4E C Errand of Duty {1}{W} Instant Put a 1/1 white Knight creature token with banding onto the battlefield. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) AL C (x2), ME2 U Errant Doomsayers {1}{W} Creature - Human Rebel 1/1 {T}: Tap target creature with toughness 2 or less. TSP C Errant Ephemeron {6}{U} Creature - Illusion 4/4 Flying Suspend 4- {1}{U} (Rather than cast this card from your hand, you may pay {1}{U} 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. It has haste.) TSP C, DD2 C, MMA C, DDM C, DD3_JVC C Errant Minion {2}{U} Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player may pay any amount of mana. Errant Minion deals 2 damage to that player. Prevent X of that damage, where X is the amount of mana that player paid this way. IA C Errantry {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +3/+0 and can only attack alone. IA C, 5E C, ME2 C Erratic Explosion {2}{R} Sorcery Choose target creature or player. Reveal cards from the top of your library until you reveal a nonland card. Erratic Explosion deals damage equal to that card's converted mana cost to that creature or player. Put the revealed cards on the bottom of your library in any order. ONS C, PC2 C Erratic Mutation {2}{U} Instant Choose target creature. Reveal cards from the top of your library until you reveal a nonland card. That creature gets +X/-X until end of turn, where X is that card's converted mana cost. Put all cards revealed this way on the bottom of your library in any order. PLC C, MMA C Erratic Portal {4} Artifact {1}, {T}: Return target creature to its owner's hand unless its controller pays {1}. EX R, TPR R Ersatz Gnomes {3} Artifact Creature - Gnome 1/1 {T}: Target spell becomes colorless. {T}: Target permanent becomes colorless until end of turn. MI U Ertai Vanguard Hand -1, life +4 Creatures you control have hexproof. (They can't be the targets of spells or abilities your opponents control.) VAN S Ertai's Familiar {1}{U} Creature - Illusion 2/2 Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) When Ertai's Familiar phases out or leaves the battlefield, put the top three cards of your library into your graveyard. {U}: Until your next upkeep, Ertai's Familiar can't phase out. WL R Ertai's Meddling {X}{U} Instant X can't be 0. Target spell's controller exiles it with X delay counters on it. At the beginning of each of that player's upkeeps, if that card is exiled, remove a delay counter from it. If the card has no delay counters on it, he or she puts it onto the stack as a copy of the original spell. TE R Ertai's Trickery {U} Instant Counter target spell if it was kicked. PS U Ertai, Wizard Adept {2}{U} Legendary Creature - Human Wizard 1/1 {2}{U}{U}, {T}: Counter target spell. EX R Ertai, the Corrupted {2}{W}{U}{B} Legendary Creature - Human Wizard 3/4 {U}, {T}, Sacrifice a creature or enchantment: Counter target spell. PS R (x2) Escape Artist {1}{U} Creature - Human Wizard 1/1 Escape Artist can't be blocked. {U}, Discard a card: Return Escape Artist to its owner's hand. OD C Escape Routes {2}{U} Enchantment {2}{U}: Return target white or black creature you control to its owner's hand. PS C Escaped Null {3}{B} Creature - Zombie Berserker 1/2 Lifelink Whenever Escaped Null blocks or becomes blocked, it gets +5/+0 until end of turn. ROE U Escaped Shapeshifter {3}{U}{U} Creature - Shapeshifter 3/4 As long as an opponent controls a creature with flying not named Escaped Shapeshifter, Escaped Shapeshifter has flying. The same is true for first strike, trample, and protection from any color. TE R Esper Battlemage {2}{U} Artifact Creature - Human Wizard 2/2 {W}, {T}: Prevent the next 2 damage that would be dealt to you this turn. {B}, {T}: Target creature gets -1/-1 until end of turn. ALA U Esper Charm {W}{U}{B} Instant Choose one - • Destroy target enchantment. • Draw two cards. • Target player discards two cards. ALA U Esper Cormorants {2}{W}{U} Artifact Creature - Bird 3/3 Flying CON C Esper Panorama Land {T}: Add {1} to your mana pool. {1}, {T}, Sacrifice Esper Panorama: Search your library for a basic Plains, Island, or Swamp card and put it onto the battlefield tapped. Then shuffle your library. ALA C, C13 C Esper Sojourners {W}{U}{B} Artifact Creature - Vedalken Wizard 2/3 When you cycle Esper Sojourners or it dies, you may tap or untap target permanent. Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.) ARB C Esper Stormblade {W/B}{U} Artifact Creature - Vedalken Wizard 2/1 As long as you control another multicolored permanent, Esper Stormblade gets +1/+1 and has flying. ARB C Esperzoa {2}{U} Artifact Creature - Jellyfish 4/3 Flying At the beginning of your upkeep, return an artifact you control to its owner's hand. CON U, DDF U, MMA U Essence Backlash {2}{U}{R} Instant Counter target creature spell. Essence Backlash deals damage equal to that spell's power to its controller. RTR C Essence Bottle {2} Artifact {3}, {T}: Put an elixir counter on Essence Bottle. {T}, Remove all elixir counters from Essence Bottle: You gain 2 life for each elixir counter removed this way. TE U Essence Drain {4}{B} Sorcery Essence Drain deals 3 damage to target creature or player and you gain 3 life. DST C, 10E C, M13 C Essence Feed {5}{B} Sorcery Target player loses 3 life. You gain 3 life and put three 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." ROE C Essence Filter {1}{G}{G} Sorcery Destroy all enchantments or all nonwhite enchantments. IA C, ME2 U Essence Flare {U} Enchantment - Aura Enchant creature Enchanted creature gets +2/+0. At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature. IA C, ME2 C Essence Fracture {3}{U}{U} Sorcery Return two target creatures to their owners' hands. Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.) ONS U Essence Harvest {2}{B} Sorcery Target player loses X life and you gain X life, where X is the greatest power among creatures you control. AVR C Essence Leak {U} Enchantment - Aura Enchant permanent As long as enchanted permanent is red or green, it has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost." IN U Essence Scatter {1}{U} Instant Counter target creature spell. M10 C, M13 C, M14 C Essence Sliver {3}{W} Creature - Sliver 3/3 Whenever a Sliver deals damage, its controller gains that much life. LGN R, TSB S Essence Vortex {1}{U}{B} Instant Destroy target creature unless its controller pays life equal to its toughness. A creature destroyed this way can't be regenerated. IA U Essence Warden {G} Creature - Elf Shaman 1/1 Whenever another creature enters the battlefield, you gain 1 life. PLC C, DDH C, C14 C Essence of the Wild {3}{G}{G}{G} Creature - Avatar 6/6 Creatures you control enter the battlefield as a copy of Essence of the Wild. ISD M Etched Champion {3} Artifact Creature - Soldier 2/2 Metalcraft - Etched Champion has protection from all colors as long as you control three or more artifacts. SOM R, MM2 R Etched Monstrosity {5} Artifact Creature - Golem 10/10 Etched Monstrosity enters the battlefield with five -1/-1 counters on it. {W}{U}{B}{R}{G}, Remove five -1/-1 counters from Etched Monstrosity: Target player draws three cards. NPH M, MM2 R Etched Oracle {4} Artifact Creature - Wizard 0/0 Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.) {1}, Remove four +1/+1 counters from Etched Oracle: Target player draws three cards. 5DN U, HOP U, MMA U, MM2 U Etched Oracle Avatar Vanguard Hand +1, life -4 You may pay {W}{U}{B}{R}{G} rather than pay the mana cost for spells that you cast. VAN S Eternal Dominion {7}{U}{U}{U} Sorcery Search target opponent's library for an artifact, creature, enchantment, or land card. Put that card onto the battlefield under your control. Then that player shuffles his or her library. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.) SOK R Eternal Dragon {5}{W}{W} Creature - Dragon Spirit 5/5 Flying {3}{W}{W}: Return Eternal Dragon from your graveyard to your hand. Activate this ability only during your upkeep. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.) SCG R, C13 R, VMA R Eternal Flame {2}{R}{R} Sorcery Eternal Flame deals X damage to target opponent, where X is the number of Mountains you control. It deals half X damage, rounded up, to you. DK R Eternal Thirst {1}{B} Enchantment - Aura Enchant creature Enchanted creature has lifelink and "Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature." (Damage dealt by a creature with lifelink also causes its controller to gain that much life.) M15 C Eternal Warrior {R} Enchantment - Aura Enchant creature Enchanted creature has vigilance. LE U, 4E C, 5E C Eternal Witness {1}{G}{G} Creature - Human Shaman 2/1 When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand. 5DN U, CMD U, DDJ U, MMA U Eternity Snare {5}{U} Enchantment - Aura Enchant creature When Eternity Snare enters the battlefield, draw a card. Enchanted creature doesn't untap during its controller's untap step. TSP C, BNG U Eternity Vessel {6} Artifact Eternity Vessel enters the battlefield with X charge counters on it, where X is your life total. Landfall - Whenever a land enters the battlefield under your control, you may have your life total become the number of charge counters on Eternity Vessel. ZEN M Ether Well {3}{U} Instant Put target creature on top of its owner's library. If that creature is red, you may put it on the bottom of its owner's library instead. MI U Ethercaste Knight {W}{U} Artifact Creature - Human Knight 1/3 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) ARB C, MM2 U Ethereal Ambush {3}{G}{U} Instant Manifest the top two cards of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) FRF C Ethereal Armor {W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each enchantment you control and has first strike. RTR C Ethereal Champion {2}{W}{W}{W} Creature - Avatar 3/4 Pay 1 life: Prevent the next 1 damage that would be dealt to Ethereal Champion this turn. MI R, 6E R Ethereal Haze {W} Instant - Arcane Prevent all damage that would be dealt by creatures this turn. CHK C Ethereal Usher {5}{U} Creature - Spirit 2/3 {U}, {T}: Target creature can't be blocked this turn. Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV U Ethereal Whiskergill {3}{U} Creature - Elemental 4/3 Flying Ethereal Whiskergill can't attack unless defending player controls an Island. LRW U Etherium Abomination {3}{U}{B} Artifact Creature - Horror 4/3 Unearth {1}{U}{B} ({1}{U}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ARB C Etherium Astrolabe {2}{U} Artifact Flash {B}, {T}, Sacrifice an artifact: Draw a card. ALA U Etherium Sculptor {1}{U} Artifact Creature - Vedalken Artificer 1/2 Artifact spells you cast cost {1} less to cast. ALA C, MMA C Etherium-Horn Sorcerer {4}{U}{R} Artifact Creature - Minotaur Wizard 3/6 {1}{U}{R}: Return Etherium-Horn Sorcerer to its owner's hand. Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) PC2 R Ethersworn Adjudicator {4}{U} Artifact Creature - Vedalken Knight 4/4 Flying {1}{W}{B}, {T}: Destroy target creature or enchantment. {2}{U}: Untap Ethersworn Adjudicator. CON M Ethersworn Canonist {1}{W} Artifact Creature - Human Cleric 2/2 Each player who has cast a nonartifact spell this turn can't cast additional nonartifact spells. ALA R, MMA R Ethersworn Shieldmage {1}{W}{U} Artifact Creature - Vedalken Wizard 2/2 Flash When Ethersworn Shieldmage enters the battlefield, prevent all damage that would be dealt to artifact creatures this turn. ARB C, ARC C Etherwrought Page {1}{W}{U}{B} Artifact At the beginning of your upkeep, choose one - • You gain 2 life. • Look at the top card of your library. You may put that card into your graveyard. • Each opponent loses 1 life. ARB U Eunuchs' Intrigues {2}{R} Sorcery Target opponent chooses a creature he or she controls. Other creatures he or she controls can't block this turn. PK U Eureka {2}{G}{G} Sorcery Starting with you, each player may put a permanent card from his or her hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield. LE R, MED R, VMA M Evacuation {3}{U}{U} Instant Return all creatures to their owners' hands. ST R, 7E R, 8ED R, 9ED R, 10E R Evanescent Intellect {U} Enchantment - Aura Enchant creature Enchanted creature has "{1}{U}, {T}: Target player puts the top three cards of his or her library into his or her graveyard." BNG C Evangel of Heliod {4}{W}{W} Creature - Human Cleric 1/3 When Evangel of Heliod enters the battlefield, put a number of 1/1 white Soldier creature tokens onto the battlefield equal to your devotion to white. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.) THS U Evangelize {4}{W} Sorcery Buyback {2}{W}{W} (You may pay an additional {2}{W}{W} as you cast this spell. If you do, put this card into your hand as it resolves.) Gain control of target creature of an opponent's choice he or she controls. TSP R Evaporate {2}{R} Sorcery Evaporate deals 1 damage to each white and/or blue creature. HM U Evasive Action {1}{U} Instant Domain - Counter target spell unless its controller pays {1} for each basic land type among lands you control. AP U, DDE U Even the Odds {2}{W} Instant Cast Even the Odds only if you control fewer creatures than each opponent. Put three 1/1 white Soldier creature tokens onto the battlefield. FUT U Everbark Shaman {4}{G} Creature - Treefolk Shaman 3/5 {T}, Exile a Treefolk card from your graveyard: Search your library for up to two Forest cards and put them onto the battlefield tapped. Then shuffle your library. MOR C Everflame Eidolon {1}{R} Enchantment Creature - Spirit 1/1 Bestow {2}{R} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) {R}: Everflame Eidolon gets +1/+0 until end of turn. If it's an Aura, enchanted creature gets +1/+0 until end of turn instead. Enchanted creature gets +1/+1. BNG U Everflowing Chalice {0} Artifact Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked. {T}: Add {1} to your mana pool for each charge counter on Everflowing Chalice. WWK U, ARC U, DDF U, C14 U, MM2 U Everglades Land Everglades enters the battlefield tapped. When Everglades enters the battlefield, sacrifice it unless you return an untapped Swamp you control to its owner's hand. {T}: Add {1}{B} to your mana pool. VI U, C14 U Everglove Courier {2}{G} Creature - Elf 2/1 You may choose not to untap Everglove Courier during your untap step. {2}{G}, {T}: Target Elf creature gets +2/+2 and has trample for as long as Everglove Courier remains tapped. ONS U Everlasting Torment {2}{B/R} Enchantment Players can't gain life. Damage can't be prevented. All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.) SHM R Evermind (Blue) Instant - Arcane (Nonexistent mana costs can't be paid.) Draw a card. Splice onto Arcane {1}{U} (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.) SOK U Evernight Shade {3}{B} Creature - Shade 1/1 {B}: Evernight Shade gets +1/+1 until end of turn. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) AVR U, C14 U Evershrike {3}{W/B}{W/B} Creature - Elemental Spirit 2/2 Flying Evershrike gets +2/+2 for each Aura attached to it. {X}{W/B}{W/B}: Return Evershrike from your graveyard to the battlefield. You may put an Aura card with converted mana cost X or less from your hand onto the battlefield attached to it. If you don't, exile Evershrike. EVE R Every Hope Shall Vanish Scheme When you set this scheme in motion, each opponent reveals his or her hand. Choose a nonland card from each of those hands. Those players discard those cards. ARC C Every Last Vestige Shall Rot Scheme When you set this scheme in motion, you may pay {X}. If you do, put each nonland permanent target player controls with converted mana cost X or less on the bottom of its owner's library. ARC C Evil Comes to Fruition Scheme When you set this scheme in motion, put seven 0/1 green Plant creature tokens onto the battlefield. If you control ten or more lands, put seven 3/3 green Elemental creature tokens onto the battlefield instead. ARC C Evil Eye of Orms-by-Gore {4}{B} Creature - Eye 3/6 Non-Eye creatures you control can't attack. Evil Eye of Orms-by-Gore can't be blocked except by Walls. LE U, 5E U, 6E U, TSB S Evil Eye of Urborg {4}{B} Creature - Eye 6/3 Non-Eye creatures you control can't attack. Whenever Evil Eye of Urborg becomes blocked by a creature, destroy that creature. TSP U Evil Presence {B} Enchantment - Aura Enchant land Enchanted land is a Swamp. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, ME3 C, NPH C Evil Twin {2}{U}{B} Creature - Shapeshifter 0/0 You may have Evil Twin enter the battlefield as a copy of any creature on the battlefield except it gains "{U}{B}, {T}: Destroy target creature with the same name as this creature." ISD R Evincar's Justice {2}{B}{B} Sorcery Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Evincar's Justice deals 2 damage to each creature and each player. TE C, CMD C, TPR U Eviscerator {3}{B}{B} Creature - Horror 5/5 Protection from white When Eviscerator enters the battlefield, you lose 5 life. GU R Evolution Charm {1}{G} Instant Choose one - • Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. • Return target creature card from your graveyard to your hand. • Target creature gains flying until end of turn. PLC C Evolution Vat {3} Artifact {3}, {T}: Tap target creature and put a +1/+1 counter on it. Until end of turn, that creature gains "{2}{G}{U}: Double the number of +1/+1 counters on this creature." DIS R Evolutionary Leap {1}{G} Enchantment {G}, Sacrifice a creature: Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order. ORI R Evolving Wilds Land {T}, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library. C (x2), ROE C, CMD C, DDH C, DKA C, M13 C, DDK C, C13 C, M15 C, DDN C, C14 C, DDO C, DTK C, MM2 C, ORI C Exalted Angel {4}{W}{W} Creature - Angel 4/5 Flying Whenever Exalted Angel deals damage, you gain that much life. Morph {2}{W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) M, ONS R Exalted Dragon {4}{W}{W} Creature - Dragon 5/5 Flying Exalted Dragon can't attack unless you sacrifice a land. (This cost is paid as attackers are declared.) EX R, TPR R Exava, Rakdos Blood Witch {2}{B}{R} Legendary Creature - Human Cleric 3/3 First strike, haste Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) Each other creature you control with a +1/+1 counter on it has haste. DGM R Excavation {1}{U} Enchantment {1}, Sacrifice a land: Draw a card. Any player may activate this ability. PR U Excavator {2} Artifact {T}, Sacrifice a basic land: Target creature gains landwalk of each of the land types of the sacrificed land until end of turn. (It can't be blocked as long as defending player controls a land of any of those types.) TE U Excise {X}{W} Instant Exile target attacking creature unless its controller pays {X}. PR C Exclude {2}{U} Instant Counter target creature spell. Draw a card. IN C, C14 C Exclusion Ritual {4}{W}{W} Enchantment Imprint - When Exclusion Ritual enters the battlefield, exile target nonland permanent. Players can't cast spells with the same name as the exiled card. NPH U Excommunicate {2}{W} Sorcery Put target creature on top of its owner's library. ALA C, M10 C, M11 C Excoriate {3}{W} Sorcery Exile target tapped creature. BNG C Excruciator {6}{R}{R} Creature - Avatar 7/7 Damage that would be dealt by Excruciator can't be prevented. RAV R Execute {2}{B} Instant Destroy target white creature. It can't be regenerated. Draw a card. OD U, 8ED U, 9ED U Executioner's Capsule {B} Artifact {1}{B}, {T}, Sacrifice Executioner's Capsule: Destroy target nonblack creature. ALA C, MMA U Executioner's Hood {2} Artifact - Equipment Equipped creature has intimidate. (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) DKA C Executioner's Swing {W}{B} Instant Target creature that dealt damage this turn gets -5/-5 until end of turn. GTC C Exert Influence {4}{U} Sorcery Converge - Gain control of target creature if its power is less than or equal to the number of colors of mana spent to cast Exert Influence. R Exhaustion {2}{U} Sorcery Creatures and lands target opponent controls don't untap during his or her next untap step. PO R, P2 R, UZ U, PK R, P3 U, 9ED U Exhume {1}{B} Sorcery Each player puts a creature card from his or her graveyard onto the battlefield. UZ C, BR C, PD3 C Exhumer Thrull {5}{B} Creature - Thrull 3/3 Haunt (When this creature dies, exile it haunting target creature.) When Exhumer Thrull enters the battlefield or the creature it haunts dies, return target creature card from your graveyard to your hand. GPT U Exile {2}{W} Instant Exile target nonwhite attacking creature. You gain life equal to its toughness. AL R, 6E R, MED C, VMA C Exile into Darkness {4}{B} Sorcery Target player sacrifices a creature with converted mana cost 3 or less. At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Exile into Darkness from your graveyard to your hand. SOK U Exiled Boggart {1}{B} Creature - Goblin Rogue 2/2 When Exiled Boggart dies, discard a card. LRW C Exiled Doomsayer {1}{W} Creature - Human Cleric 1/2 All morph costs cost {2} more. (This doesn't affect the cost to cast creature spells face down.) SCG R Exorcist {W}{W} Creature - Human Cleric 1/1 {1}{W}, {T}: Destroy target black creature. DK R, ME3 U Exoskeletal Armor {1}{G} Enchantment - Aura Enchant creature Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards. JUD U Exotic Curse {2}{B} Enchantment - Aura Enchant creature Domain - Enchanted creature gets -1/-1 for each basic land type among lands you control. IN C, DDE C Exotic Disease {4}{B} Sorcery Domain - Target player loses X life and you gain X life, where X is the number of basic land types among lands you control. PS U Exotic Orchard Land {T}: Add to your mana pool one mana of any color that a land an opponent controls could produce. CON R, PC2 R Expedition Envoy {W} Creature - Human Scout Ally 2/1 U Expedition Map {1} Artifact {2}, {T}, Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. ZEN C, MM2 U Expendable Troops {1}{W} Creature - Human Soldier 2/1 {T}, Sacrifice Expendable Troops: Expendable Troops deals 2 damage to target attacking or blocking creature. GU C Experiment Kraj {2}{G}{G}{U}{U} Legendary Creature - Ooze Mutant 4/6 Experiment Kraj has all activated abilities of each other creature with a +1/+1 counter on it. {T}: Put a +1/+1 counter on target creature. DIS R Experiment One {G} Creature - Human Ooze 1/1 Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Remove two +1/+1 counters from Experiment One: Regenerate Experiment One. GTC U Exploding Borders {2}{R}{G} Sorcery Domain - Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. Exploding Borders deals X damage to target player, where X is the number of basic land types among lands you control. CON C Exploration {G} Enchantment You may play an additional land on each of your turns. UZ R, CNS R Explore {1}{G} Sorcery You may play an additional land this turn. Draw a card. WWK C, DDO C Explorer's Scope {1} Artifact - Equipment Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) C, ZEN C, CNS U Explosive Growth {G} Instant Kicker {5} (You may pay an additional {5} as you cast this spell.) Target creature gets +2/+2 until end of turn. If Explosive Growth was kicked, that creature gets +5/+5 until end of turn instead. IN C Explosive Impact {5}{R} Instant Explosive Impact deals 5 damage to target creature or player. RTR C Explosive Revelation {3}{R}{R} Sorcery Choose target creature or player. Reveal cards from the top of your library until you reveal a nonland card. Explosive Revelation deals damage equal to that card's converted mana cost to that creature or player. Put the nonland card into your hand and the rest on the bottom of your library in any order. ROE U Explosive Vegetation {3}{G} Sorcery Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library. ONS U, HOP U, CMD U, DDO U, DTK U Expunge {2}{B} Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C, VMA C Exquisite Blood {4}{B} Enchantment Whenever an opponent loses life, you gain that much life. AVR R Exquisite Firecraft {1}{R}{R} Sorcery Exquisite Firecraft deals 4 damage to target creature or player. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, Exquisite Firecraft can't be countered by spells or abilities. ORI R Exsanguinate {X}{B}{B} Sorcery Each opponent loses X life. You gain life equal to the life lost this way. SOM U Extinction {4}{B} Sorcery Destroy all creatures of the creature type of your choice. TE R Extinguish {1}{U} Instant Counter target sorcery spell. P2 C, PK C, P3 C Extinguish All Hope {4}{B}{B} Sorcery Destroy all nonenchantment creatures. JOU R Extirpate {B} Instant Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles his or her library. PLC R, MMA R Extortion {3}{B}{B} Sorcery Look at target player's hand and choose up to two cards from it. That player discards those cards. MM R Extra Arms {4}{R} Enchantment - Aura Enchant creature Whenever enchanted creature attacks, it deals 2 damage to target creature or player. SCG U Extract {U} Sorcery Search target player's library for a card and exile it. Then that player shuffles his or her library. OD R Extract from Darkness {3}{U}{B} Sorcery Each player puts the top two cards of his or her library into his or her graveyard. Then put a creature card from a graveyard onto the battlefield under your control. CNS U Extractor Demon {4}{B}{B} Creature - Demon 5/5 Flying Whenever another creature leaves the battlefield, you may have target player put the top two cards of his or her library into his or her graveyard. Unearth {2}{B} ({2}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) CON R, ARC R, CMD R Extraplanar Lens {3} Artifact Imprint - When Extraplanar Lens enters the battlefield, you may exile target land you control. Whenever a land with the same name as the exiled card is tapped for mana, its controller adds one mana to his or her mana pool of any type that land produced. MRD R Extravagant Spirit {3}{U} Creature - Spirit 4/4 Flying At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay {1} for each card in your hand. MM R Extruder {4} Artifact Creature - Juggernaut 4/3 Echo {4} (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.) Sacrifice an artifact: Put a +1/+1 counter on target creature. CG U Exuberant Firestoker {2}{R} Creature - Human Druid Shaman 1/1 At the beginning of your end step, if you control a creature with power 5 or greater, you may have Exuberant Firestoker deal 2 damage to target player. {T}: Add {1} to your mana pool. ALA U Eye Gouge {B} Instant Target creature gets -1/-1 until end of turn. If it's a Cyclops, destroy it. BNG C Eye Spy {U} Sorcery Look at the top card of target player's library. You may put that card into his or her graveyard. P2 U, P3 U Eye for an Eye {W}{W} Instant The next time a source of your choice would deal damage to you this turn, instead that source deals that much damage to you and Eye for an Eye deals that much damage to that source's controller. AN U, 3E R, 4E R, 5E R, ME4 R Eye of Doom {4} Artifact When Eye of Doom enters the battlefield, each player chooses a nonland permanent and puts a doom counter on it. {2}, {T}, Sacrifice Eye of Doom: Destroy each permanent with a doom counter on it. C13 R Eye of Nowhere {U}{U} Sorcery - Arcane Return target permanent to its owner's hand. CHK C Eye of Ramos {3} Artifact {T}: Add {U} to your mana pool. Sacrifice Eye of Ramos: Add {U} to your mana pool. MM R Eye of Singularity {3}{W} World Enchantment When Eye of Singularity enters the battlefield, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated. Whenever a permanent other than a basic land enters the battlefield, destroy all other permanents with that name. They can't be regenerated. VI R Eye of Ugin Legendary Land Colorless Eldrazi spells you cast cost {2} less to cast. {7}, {T}: Search your library for a colorless creature card, reveal it, and put it into your hand. Then shuffle your library. WWK M, MM2 R Eye of Yawgmoth {3} Artifact {3}, {T}, Sacrifice a creature: Reveal a number of cards from the top of your library equal to the sacrificed creature's power. Put one into your hand and exile the rest. NE R Eye of the Storm {5}{U}{U} Enchantment Whenever a player casts an instant or sorcery card, exile it. Then that player copies each instant or sorcery card exiled with Eye of the Storm. For each copy, the player may cast the copy without paying its mana cost. RAV R Eyeblight Assassin {2}{B} Creature - Elf Assassin 2/2 When Eyeblight Assassin enters the battlefield, target creature an opponent controls gets -1/-1 until end of turn. ORI C Eyeblight Massacre {2}{B}{B} Sorcery Non-Elf creatures get -2/-2 until end of turn. ORI U Eyeblight's Ending {2}{B} Tribal Instant - Elf Destroy target non-Elf creature. LRW C Eyeless Watcher {3}{G} Creature - Eldrazi Drone 1/1 Devoid (This card has no color.) When Eyeless Watcher enters the battlefield, put two 1/1 colorless Eldrazi Scion creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." C Eyes in the Skies {3}{W} Instant Put a 1/1 white Bird creature token with flying onto the battlefield, then populate. (Put a token onto the battlefield that's a copy of a creature token you control.) RTR C Eyes of the Watcher {2}{U} Enchantment Whenever you cast an instant or sorcery spell, you may pay {1}. If you do, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 5DN U Eyes of the Wisent {1}{G} Tribal Enchantment - Elemental Whenever an opponent casts a blue spell during your turn, you may put a 4/4 green Elemental creature token onto the battlefield. LRW R Ezuri's Archers {G} Creature - Elf Archer 1/2 Reach (This creature can block creatures with flying.) Whenever Ezuri's Archers blocks a creature with flying, Ezuri's Archers gets +3/+0 until end of turn. SOM C Ezuri's Brigade {2}{G}{G} Creature - Elf Warrior 4/4 Metalcraft - As long as you control three or more artifacts, Ezuri's Brigade gets +4/+4 and has trample. SOM R Ezuri, Renegade Leader {1}{G}{G} Legendary Creature - Elf Warrior 2/2 {G}: Regenerate another target Elf. {2}{G}{G}{G}: Elf creatures you control get +3/+3 and gain trample until end of turn. SOM R, C14 R Fa'adiyah Seer {1}{G} Creature - Human Shaman 1/1 {T}: Draw a card and reveal it. If it isn't a land card, discard it. PLC C Fable of Wolf and Owl {3}{G/U}{G/U}{G/U} Enchantment Whenever you cast a green spell, you may put a 2/2 green Wolf creature token onto the battlefield. Whenever you cast a blue spell, you may put a 1/1 blue Bird creature token with flying onto the battlefield. EVE R Fabled Hero {1}{W}{W} Creature - Human Soldier 2/2 Double strike Heroic - Whenever you cast a spell that targets Fabled Hero, put a +1/+1 counter on Fabled Hero. THS R Fabricate {2}{U} Sorcery Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library. MRD U, M10 U, HOP U Face of Fear {5}{B} Creature - Horror 3/4 {2}{B}, Discard a card: Face of Fear gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) OD U Faceless Butcher {2}{B}{B} Creature - Nightmare Horror 2/3 When Faceless Butcher enters the battlefield, exile target creature other than Faceless Butcher. When Faceless Butcher leaves the battlefield, return the exiled card to the battlefield under its owner's control. TOR C, TSB S, PD3 C Faceless Devourer {2}{B} Creature - Nightmare Horror 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) When Faceless Devourer enters the battlefield, exile another target creature with shadow. When Faceless Devourer leaves the battlefield, return the exiled card to the battlefield under its owner's control. TSP U Faces of the Past {2}{U} Enchantment Whenever a creature dies, tap all untapped creatures that share a creature type with it or untap all tapped creatures that share a creature type with it. SCG R Facevaulter {B} Creature - Goblin Warrior 1/1 {B}, Sacrifice a Goblin: Facevaulter gets +2/+2 until end of turn. LRW C, MMA C Fact or Fiction {3}{U} Instant Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. IN U, DD2 U, CMD U, V13 M, CNS U, VMA U, DD3_JVC U Fade Away {2}{U} Sorcery For each creature, its controller sacrifices a permanent unless he or she pays {1}. EX C Fade from Memory {B} Instant Exile target card from a graveyard. Cycling {B} ({B}, Discard this card: Draw a card.) ONS U Fade into Antiquity {2}{G} Sorcery Exile target artifact or enchantment. THS C Faerie Conclave Land Faerie Conclave enters the battlefield tapped. {T}: Add {U} to your mana pool. {1}{U}: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land. GU U, 10E U, C13 U Faerie Dragon {2}{G}{G} Creature - Dragon 1/3 Flying {1}{G}{G}: Perform a random action from the following list: A creature chosen at random gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn. You may tap or untap an artifact, creature, or land chosen at random. If a creature chosen at random has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1. A spell or permanent chosen at random becomes green. (Mana symbols on that permanent remain unchanged.) A spell or permanent chosen at random becomes white. (Mana symbols on that permanent remain unchanged.) A spell or permanent chosen at random becomes red. (Mana symbols on that permanent remain unchanged.) Faerie Dragon deals 3 damage to a creature or player chosen at random. A creature chosen at random gains flying until end of turn. A creature chosen at random gets +3/+3 until end of turn. A creature chosen at random gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) A spell or permanent chosen at random becomes black. (Mana symbols on that permanent remain unchanged.) A spell or permanent chosen at random becomes blue. (Mana symbols on that permanent remain unchanged.) A creature chosen at random can't be regenerated this turn. If a creature chosen at random has power 2 or less, it is unblockable this turn. A creature chosen at random gets -2/-0 until end of turn. Return a creature chosen at random to its owner's hand. Faerie Dragon deals 1 damage to a creature or player chosen at random. A creature other than Faerie Dragon chosen at random becomes 0/2 until end of turn. Exile a creature chosen at random. Its controller gains life equal to its power. Randomly distribute X -0/-1 counters among a random number of creatures chosen at random. ASTRAL S Faerie Harbinger {3}{U} Creature - Faerie Wizard 2/2 Flash Flying When Faerie Harbinger enters the battlefield, you may search your library for a Faerie card, reveal it, then shuffle your library and put that card on top of it. LRW U Faerie Impostor {U} Creature - Faerie Rogue 2/1 Flying When Faerie Impostor enters the battlefield, sacrifice it unless you return another creature you control to its owner's hand. RTR U, DDN U Faerie Invaders {4}{U} Creature - Faerie Rogue 3/3 Flash (You may cast this spell any time you could cast an instant.) Flying M13 C, DDN C Faerie Macabre {1}{B}{B} Creature - Faerie Rogue 2/2 Flying Discard Faerie Macabre: Exile up to two target cards from graveyards. SHM C, DDD C, MMA C, DD3_GVL C Faerie Mechanist {3}{U} Artifact Creature - Faerie Artificer 2/2 Flying When Faerie Mechanist enters the battlefield, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order. CON C, DDF C, MMA C, MM2 C Faerie Miscreant {U} Creature - Faerie Rogue 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) When Faerie Miscreant enters the battlefield, if you control another creature named Faerie Miscreant, draw a card. ORI C Faerie Noble {2}{G} Creature - Faerie 1/2 Flying Other Faerie creatures you control get +0/+1. {T}: Other Faerie creatures you control get +1/+0 until end of turn. HM R, ME3 U Faerie Squadron {U} Creature - Faerie 1/1 Kicker {3}{U} (You may pay an additional {3}{U} as you cast this spell.) If Faerie Squadron was kicked, it enters the battlefield with two +1/+1 counters on it and with flying. IN C Faerie Swarm {3}{U} Creature - Faerie */* Flying Faerie Swarm's power and toughness are each equal to the number of blue permanents you control. SHM U Faerie Tauntings {2}{B} Tribal Enchantment - Faerie Whenever you cast a spell during an opponent's turn, you may have each opponent lose 1 life. LRW U Faerie Trickery {1}{U}{U} Tribal Instant - Faerie Counter target non-Faerie spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. LRW C Faith Healer {1}{W} Creature - Human Cleric 1/1 Sacrifice an enchantment: You gain life equal to the sacrificed enchantment's converted mana cost. UZ R Faith's Fetters {3}{W} Enchantment - Aura Enchant permanent When Faith's Fetters enters the battlefield, you gain 4 life. Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities. RAV C, DDC C, DD3_DVD C Faith's Reward {3}{W} Instant Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn. M13 R Faith's Shield {W} Instant Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour - If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn. DKA U Faithful Squire {1}{W}{W} Creature - Human Soldier 2/2 Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Faithful Squire. At the beginning of the end step, if there are two or more ki counters on Faithful Squire, you may flip it. ---- Kaiso, Memory of Loyalty Legendary Creature - Spirit 3/4 Flying Remove a ki counter from Kaiso, Memory of Loyalty: Prevent all damage that would be dealt to target creature this turn. BOK U Faithless Looting {R} Sorcery Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA C, DDK C, C14 C Falkenrath Aristocrat {2}{B}{R} Creature - Vampire 4/1 Flying, haste Sacrifice a creature: Falkenrath Aristocrat gains indestructible until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Aristocrat. DKA M Falkenrath Exterminator {1}{R} Creature - Vampire Archer 1/1 Whenever Falkenrath Exterminator deals combat damage to a player, put a +1/+1 counter on it. {2}{R}: Falkenrath Exterminator deals damage to target creature equal to the number of +1/+1 counters on Falkenrath Exterminator. AVR U Falkenrath Marauders {3}{R}{R} Creature - Vampire Warrior 2/2 Flying, haste Whenever Falkenrath Marauders deals combat damage to a player, put two +1/+1 counters on it. ISD R Falkenrath Noble {3}{B} Creature - Vampire 2/2 Flying Whenever Falkenrath Noble or another creature dies, target player loses 1 life and you gain 1 life. ISD U Falkenrath Torturer {2}{B} Creature - Vampire 2/1 Sacrifice a creature: Falkenrath Torturer gains flying until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Torturer. DKA C Fall of the Gavel {3}{W}{U} Instant Counter target spell. You gain 5 life. RTR U Fall of the Hammer {1}{R} Instant Target creature you control deals damage equal to its power to another target creature. BNG C Fallen Angel {3}{B}{B} Creature - Angel 3/3 Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. LE U, CH U, 5E U, 6E R, BD R, 7E R, 8ED R, DDC R, CMD R, DD3_DVD U Fallen Angel Avatar Vanguard Hand +0, life -5 Whenever a creature you control dies, target opponent loses 1 life and you gain 1 life. VAN S Fallen Askari {1}{B} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Fallen Askari can't block. VI C, VMA C Fallen Cleric {4}{B} Creature - Zombie Cleric 4/2 Protection from Clerics Morph {4}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Fallen Ferromancer {3}{R} Creature - Human Shaman 1/1 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) {1}{R}, {T}: Fallen Ferromancer deals 1 damage to target creature or player. NPH U Fallen Ideal {2}{B} Enchantment - Aura Enchant creature Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn." When Fallen Ideal is put into a graveyard from the battlefield, return Fallen Ideal to its owner's hand. TSP U Falling Star {2}{R} Sorcery Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect. LE R Falling Timber {2}{G} Instant Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.) Prevent all combat damage target creature would deal this turn. If Falling Timber was kicked, prevent all combat damage another target creature would deal this turn. PS C Fallow Earth {2}{G} Sorcery Put target land on top of its owner's library. MI U, 6E U Fallow Wurm {2}{G} Creature - Wurm 4/4 When Fallow Wurm enters the battlefield, sacrifice it unless you discard a land card. WL U Fallowsage {3}{U} Creature - Merfolk Wizard 2/2 Whenever Fallowsage becomes tapped, you may draw a card. LRW U False Cure {B}{B} Instant Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life he or she gained. ONS R False Dawn {1}{W} Sorcery Until end of turn, spells and abilities you control that would add colored mana to your mana pool add that much white mana instead. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card. AP R False Defeat {3}{W} Sorcery Return target creature card from your graveyard to the battlefield. PK C, ME3 U False Demise {2}{U} Enchantment - Aura Enchant creature When enchanted creature dies, return that card to the battlefield under your control. AL C (x2), MM U False Memories {1}{U} Instant Put the top seven cards of your library into your graveyard. At the beginning of the next end step, exile seven cards from your graveyard. TOR R False Mourning {G} Sorcery Put target card from your graveyard on top of your library. PK U False Orders {R} Instant Cast False Orders only during the declare blockers step. Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice. 1E C, 2E C, 2U C False Peace {W} Sorcery Target player skips all combat phases of his or her next turn. PO C, P3 U False Prophet {2}{W}{W} Creature - Human Cleric 2/2 When False Prophet dies, exile all creatures. PPR R, CG R, CMD R False Summoning {1}{U} Instant Counter target creature spell. P2 C, ME4 C Falter {1}{R} Instant Creatures without flying can't block this turn. UZ C, VMA C Familiar Ground {2}{G} Enchantment Each creature you control can't be blocked by more than one creature. WL U, 6E U, 7E U Familiar's Ruse {U}{U} Instant As an additional cost to cast Familiar's Ruse, return a creature you control to its owner's hand. Counter target spell. LRW U Famine {3}{B}{B} Sorcery Famine deals 3 damage to each creature and each player. PK U, ME3 U, C13 U, VMA U Famished Ghoul {3}{B} Creature - Zombie 3/2 {1}{B}, Sacrifice Famished Ghoul: Exile up to two target cards from a single graveyard. OD U Fanatic of Mogis {3}{R} Creature - Minotaur Shaman 4/2 When Fanatic of Mogis enters the battlefield, it deals damage to each opponent equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) THS U Fanatic of Xenagos {1}{R}{G} Creature - Centaur Warrior 3/3 Trample Tribute 1 (As this creature enters the battlefield, an opponent of your choice may place a +1/+1 counter on it.) When Fanatic of Xenagos enters the battlefield, if tribute wasn't paid, it gets +1/+1 and gains haste until end of turn. BNG U Fanatical Devotion {2}{W} Enchantment Sacrifice a creature: Regenerate target creature. NE C Fanatical Fever {2}{G}{G} Instant Target creature gets +3/+0 and gains trample until end of turn. IA U Fang Skulkin {2} Artifact Creature - Scarecrow 2/1 {2}: Target black creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.) EVE C Fangren Firstborn {1}{G}{G}{G} Creature - Beast 4/2 Whenever Fangren Firstborn attacks, put a +1/+1 counter on each attacking creature. DST R Fangren Hunter {3}{G}{G} Creature - Beast 4/4 Trample MRD C Fangren Marauder {5}{G} Creature - Beast 5/5 Whenever an artifact is put into a graveyard from the battlefield, you may gain 5 life. MBS C Fangren Pathcutter {4}{G}{G} Creature - Beast 4/6 Whenever Fangren Pathcutter attacks, attacking creatures gain trample until end of turn. 5DN U Fanning the Flames {X}{R}{R} Sorcery Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Fanning the Flames deals X damage to target creature or player. ST U, TPR R Far {1}{U} Instant Return target creature to its owner's hand. Fuse (You may cast one or both halves of this card from your hand.) ---- Away {2}{B} Instant Target player sacrifices a creature. Fuse (You may cast one or both halves of this card from your hand.) DGM U Far Wanderings {2}{G} Sorcery Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. Threshold - If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle your library. TOR C Farbog Boneflinger {4}{B} Creature - Zombie 2/2 When Farbog Boneflinger enters the battlefield, target creature gets -2/-2 until end of turn. DKA U Farbog Explorer {2}{W} Creature - Human Scout 2/3 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) AVR C Farhaven Elf {2}{G} Creature - Elf Druid 1/1 When Farhaven Elf enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped. If you do, shuffle your library. SHM C, C13 C, C14 C Farmstead {W}{W}{W} Enchantment - Aura Enchant land Enchanted land has "At the beginning of your upkeep, you may pay {W}{W}. If you do, you gain 1 life." 1E R, 2E R, 2U R, 3E R Farrel's Mantle {2}{W} Enchantment - Aura Enchant creature Whenever enchanted creature attacks and isn't blocked, its controller may have it deal damage equal to its power plus 2 to another target creature. If that player does, the attacking creature assigns no combat damage this turn. FE U, ME2 U Farrel's Zealot {1}{W}{W} Creature - Human 2/2 Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot assigns no combat damage this turn. FE C (x3), ME2 U Farrelite Priest {1}{W}{W} Creature - Human Cleric 1/3 {1}: Add {W} to your mana pool. If this ability has been activated four or more times this turn, sacrifice Farrelite Priest at the beginning of the next end step. FE U Farseek {1}{G} Sorcery Search your library for a Plains, Island, Swamp, or Mountain card and put it onto the battlefield tapped. Then shuffle your library. RAV C, M13 C Farsight Mask {5} Artifact Whenever a source an opponent controls deals damage to you, if Farsight Mask is untapped, you may draw a card. MRD U, PC2 U Fascination {X}{U}{U} Sorcery Choose one - • Each player draws X cards. • Each player puts the top X cards of his or her library into his or her graveyard. FRF U Fastbond {G} Enchantment You may play any number of lands on each of your turns. Whenever you play a land, if it wasn't the first land you played this turn, Fastbond deals 1 damage to you. 1E R, 2E R, 2U R, 3E R, ME4 R, VMA M Fasting {W} Enchantment At the beginning of your upkeep, put a hunger counter on Fasting. Then destroy Fasting if it has five or more hunger counters on it. If you would begin your draw step, you may skip that step instead. If you do, you gain 2 life. When you draw a card, destroy Fasting. DK U Fatal Attraction {2}{R} Enchantment - Aura Enchant creature When Fatal Attraction enters the battlefield, it deals 2 damage to enchanted creature. At the beginning of your upkeep, Fatal Attraction deals 4 damage to enchanted creature. FUT C Fatal Blow {B} Instant Destroy target creature that was dealt damage this turn. It can't be regenerated. WL C, 6E C Fatal Frenzy {2}{R} Instant Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at the beginning of the next end step. PLC R Fatal Fumes {3}{B} Instant Target creature gets -4/-2 until end of turn. DGM C Fatal Lore {2}{B}{B} Sorcery An opponent chooses one - • You draw three cards. • You destroy up to two target creatures that player controls. They can't be regenerated. That player draws up to three cards. AL R Fatal Mutation {B} Enchantment - Aura Enchant creature When enchanted creature is turned face up, destroy it. It can't be regenerated. SCG U Fate Foretold {1}{U} Enchantment - Aura Enchant creature When Fate Foretold enters the battlefield, draw a card. When enchanted creature dies, its controller draws a card. THS C Fate Forgotten {2}{W} Instant Exile target artifact or enchantment. DTK C Fate Transfer {1}{U/B} Instant Move all counters from target creature onto another target creature. SHM C Fate Unraveler {3}{B} Enchantment Creature - Hag 3/4 Whenever an opponent draws a card, Fate Unraveler deals 1 damage to that player. BNG R Fated Conflagration {1}{R}{R}{R} Instant Fated Conflagration deals 5 damage to target creature or planeswalker. If it's your turn, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) BNG R Fated Infatuation {U}{U}{U} Instant Put a token onto the battlefield that's a copy of target creature you control. If it's your turn, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) BNG R Fated Intervention {2}{G}{G}{G} Instant Put two 3/3 green Centaur enchantment creature tokens onto the battlefield. If it's your turn, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) BNG R Fated Retribution {4}{W}{W}{W} Instant Destroy all creatures and planeswalkers. If it's your turn, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) BNG R Fated Return {4}{B}{B}{B} Instant Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible. If it's your turn, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) BNG R Fatespinner {1}{U}{U} Creature - Human Wizard 1/2 At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn. MRD R Fatestitcher {3}{U} Creature - Zombie Wizard 1/2 {T}: You may tap or untap another target permanent. Unearth {U} ({U}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA U Fathom Feeder {U}{B} Creature - Eldrazi Drone 1/1 Devoid (This card has no color.) Deathtouch Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.) {3}{U}{B}: Draw a card. Each opponent exiles the top card of his or her library. R Fathom Mage {2}{G}{U} Creature - Human Wizard 1/1 Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever a +1/+1 counter is placed on Fathom Mage, you may draw a card. GTC R Fathom Seer {1}{U} Creature - Illusion 1/3 Morph-Return two Islands you control to their owner's hand. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Fathom Seer is turned face up, draw two cards. TSP C, DD2 C, DDN C, C14 C, DD3_JVC C Fathom Trawl {3}{U}{U} Sorcery Reveal cards from the top of your library until you reveal three nonland cards. Put the nonland cards revealed this way into your hand, then put the rest of the revealed cards on the bottom of your library in any order. LRW R Fatigue {1}{U} Sorcery Target player skips his or her next draw step. CG C Fault Line {X}{R}{R} Instant Fault Line deals X damage to each creature without flying and each player. UZ R Fault Riders {2}{R} Creature - Human Soldier 2/2 Sacrifice a land: Fault Riders gets +2/+0 and gains first strike until end of turn. Activate this ability only once each turn. PR C Faultgrinder {6}{R} Creature - Elemental 4/4 Trample When Faultgrinder enters the battlefield, destroy target land. Evoke {4}{R} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) LRW C, CMD C Fauna Shaman {1}{G} Creature - Elf Shaman 2/2 {G}, {T}, Discard a creature card: Search your library for a creature card, reveal it, and put it into your hand. Then shuffle your library. M11 R Favor of the Mighty {1}{W} Tribal Enchantment - Giant Each creature with the highest converted mana cost has protection from all colors. LRW R Favor of the Overbeing {1}{G/U} Enchantment - Aura Enchant creature As long as enchanted creature is green, it gets +1/+1 and has vigilance. As long as enchanted creature is blue, it gets +1/+1 and has flying. EVE C Favor of the Woods {2}{G} Enchantment - Aura Enchant creature Whenever enchanted creature blocks, you gain 3 life. DKA C Favorable Destiny {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+2 as long as it's white. Enchanted creature has shroud as long as its controller controls another creature. (It can't be the target of spells or abilities.) MI U Favorable Winds {1}{U} Enchantment Creatures you control with flying get +1/+1. AVR U, CNS U Favored Hoplite {W} Creature - Human Soldier 1/2 Heroic - Whenever you cast a spell that targets Favored Hoplite, put a +1/+1 counter on Favored Hoplite and prevent all damage that would be dealt to it this turn. THS U Fear {B}{B} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) 1E C, 2E C, 2U C, 3E C, 4E C, IA C, 5E C, 6E C, 7E C, 8ED C, 9ED C, 10E C Fearsome Awakening {4}{B} Sorcery Return target creature card from your graveyard to the battlefield. If it's a Dragon, put two +1/+1 counters on it. FRF U Fearsome Temper {2}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has "{2}{R}: Target creature can't block this creature this turn." BNG C Feast of Blood {1}{B} Sorcery Cast Feast of Blood only if you control two or more Vampires. Destroy target creature. You gain 4 life. ZEN U Feast of Dreams {1}{B} Instant Destroy target enchanted creature or enchantment creature. JOU C Feast of Flesh {B} Sorcery Feast of Flesh deals X damage to target creature and you gain X life, where X is 1 plus the number of cards named Feast of Flesh in all graveyards. CSP C Feast of Worms {3}{G}{G} Sorcery - Arcane Destroy target land. If that land was legendary, its controller sacrifices another land. CHK U Feast of the Unicorn {3}{B} Enchantment - Aura Enchant creature Enchanted creature gets +4/+0. HM C (x2), 6E C Feast on the Fallen {2}{B} Enchantment At the beginning of each upkeep, if an opponent lost life last turn, put a +1/+1 counter on target creature you control. M15 U Feast or Famine {3}{B} Instant Choose one - • Put a 2/2 black Zombie creature token onto the battlefield. • Destroy target nonartifact, nonblack creature. It can't be regenerated. AL C (x2), MED C, DDJ C Feat of Resistance {1}{W} Instant Put a +1/+1 counter on target creature you control. It gains protection from the color of your choice until end of turn. KTK C Fecundity {2}{G} Enchantment Whenever a creature dies, that creature's controller may draw a card. UZ U, BR U, 8ED U, C13 U Feebleness {1}{B} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets -2/-1. TSP C Feed the Clan {1}{G} Instant You gain 5 life. Ferocious - You gain 10 life instead if you control a creature with power 4 or greater. KTK C Feed the Machine Scheme When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, he or she sacrifices two creatures. If the player chooses others, each of your other opponents sacrifices a creature. ARC C Feed the Pack {5}{G} Enchantment At the beginning of your end step, you may sacrifice a nontoken creature. If you do, put X 2/2 green Wolf creature tokens onto the battlefield, where X is the sacrificed creature's toughness. DKA R Feedback {2}{U} Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U Feedback Bolt {4}{R} Instant Feedback Bolt deals damage to target player equal to the number of artifacts you control. 5DN U Feeding Frenzy {2}{B} Instant Target creature gets -X/-X until end of turn, where X is the number of Zombies on the battlefield. ONS U Feeding Grounds Plane - Muraganda Red spells cost {1} less to cast. Green spells cost {1} less to cast. Whenever you roll CHAOS, put X +1/+1 counters on target creature, where X is that creature's converted mana cost. HOP C Feeling of Dread {1}{W} Instant Tap up to two target creatures. Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD C Feint {R} Instant Tap all creatures blocking target attacking creature. Prevent all combat damage that would be dealt this turn by that creature and each creature blocking it. LE C Feldon of the Third Path {1}{R}{R} Legendary Creature - Human Artificer 2/3 {2}{R}, {T}: Put a token onto the battlefield that's a copy of target creature card in your graveyard, except it's an artifact in addition to its other types. It gains haste. Sacrifice it at the beginning of the next end step. C14 M Feldon's Cane {1} Artifact {T}, Exile Feldon's Cane: Shuffle your graveyard into your library. AQ U, CH C, 5E U, TSB S Felhide Brawler {1}{B} Creature - Minotaur 2/2 Felhide Brawler can't block unless you control another Minotaur. BNG C Felhide Minotaur {2}{B} Creature - Minotaur 2/3 THS C Felhide Petrifier {2}{B} Creature - Minotaur Warrior 2/3 Deathtouch Other Minotaur creatures you control have deathtouch. JOU U Felhide Spiritbinder {3}{R} Creature - Minotaur Shaman 3/4 Inspired - Whenever Felhide Spiritbinder becomes untapped, you may pay {1}{R}. If you do, put a token onto the battlefield that's a copy of another target creature except it's an enchantment in addition to its other types. It gains haste. Exile it at the beginning of the next end step. BNG R Felidar Cub {1}{W} Creature - Cat Beast 2/2 Sacrifice Felidar Cub: Destroy target enchantment. C Felidar Sovereign {4}{W}{W} Creature - Cat Beast 4/6 Vigilance, lifelink At the beginning of your upkeep, if you have 40 or more life, you win the game. R, ZEN M Felidar Umbra {1}{W} Enchantment - Aura Enchant creature Enchanted creature has lifelink. {1}{W}: Attach Felidar Umbra to target creature you control. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) PC2 U Fell Shepherd {5}{B}{B} Creature - Avatar 8/6 Whenever Fell Shepherd deals combat damage to a player, you may return to your hand all creature cards that were put into your graveyard from the battlefield this turn. {B}, Sacrifice another creature: Target creature gets -2/-2 until end of turn. C13 R Fell the Mighty {4}{W} Sorcery Destroy all creatures with power greater than target creature's power. C14 R Fellwar Stone {2} Artifact {T}: Add to your mana pool one mana of any color that a land an opponent controls could produce. DK U, 4E U, 5E U, 9ED U, ME3 C, CMD U Femeref Archers {2}{G} Creature - Human Archer 2/2 {T}: Femeref Archers deals 4 damage to target attacking creature with flying. MI U, 6E U, 7E U, 10E U Femeref Enchantress {G}{W} Creature - Human Druid 1/2 Whenever an enchantment is put into a graveyard from the battlefield, draw a card. VI R Femeref Healer {1}{W} Creature - Human Cleric 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. MI C Femeref Knight {2}{W} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {W}: Femeref Knight gains vigilance until end of turn. MI C Femeref Scouts {2}{W} Creature - Human Scout 1/4 MI C Fen Stalker {3}{B} Creature - Nightstalker 3/2 Fen Stalker has fear as long as you control no untapped lands. (It can't be blocked except by artifact creatures and/or black creatures.) PR C Fencer Clique {2}{U}{U} Creature - Faerie Soldier 3/2 Flying {U}: Put Fencer Clique on top of its owner's library. MOR C Fencer's Magemark {2}{R} Enchantment - Aura Enchant creature Creatures you control that are enchanted get +1/+1 and have first strike. GPT C Fencing Ace {1}{W} Creature - Human Soldier 1/1 Double strike (This creature deals both first-strike and regular combat damage.) RTR U, DDL U Fend Off {1}{W} Instant Prevent all combat damage that would be dealt by target creature this turn. Cycling {2} ({2}, Discard this card: Draw a card.) CG C Fendeep Summoner {4}{B} Creature - Treefolk Shaman 3/5 {T}: Up to two target Swamps each become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn. MOR R Feral Animist {1}{R}{G} Creature - Goblin Shaman 2/1 {3}: Feral Animist gets +X/+0 until end of turn, where X is its power. GPT U, DGM U Feral Contest {3}{G} Sorcery Put a +1/+1 counter on target creature you control. Another target creature blocks it this turn if able. WWK C Feral Deceiver {3}{G} Creature - Spirit 3/2 {1}: Look at the top card of your library. {2}: Reveal the top card of your library. If it's a land card, Feral Deceiver gets +2/+2 and gains trample until end of turn. Activate this ability only once each turn. CHK C Feral Hydra {X}{G} Creature - Hydra Beast 0/0 Feral Hydra enters the battlefield with X +1/+1 counters on it. {3}: Put a +1/+1 counter on Feral Hydra. Any player may activate this ability. ALA R, ARC R Feral Incarnation {8}{G} Sorcery Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Put three 3/3 green Beast creature tokens onto the battlefield. M15 U Feral Instinct {1}{G} Instant Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep. VI C Feral Invocation {2}{G} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +2/+2. THS C Feral Krushok {4}{G} Creature - Beast 5/4 FRF C Feral Lightning {3}{R}{R}{R} Sorcery Put three 3/1 red Elemental creature tokens with haste onto the battlefield. Exile them at the beginning of the next end step. SOK U Feral Ridgewolf {2}{R} Creature - Wolf 1/2 Trample {1}{R}: Feral Ridgewolf gets +2/+0 until end of turn. ISD C Feral Shadow {2}{B} Creature - Nightstalker 2/1 Flying MI C, PO C, 6E C, P3 C, BD C Feral Thallid {3}{G}{G}{G} Creature - Fungus 6/3 At the beginning of your upkeep, put a spore counter on Feral Thallid. Remove three spore counters from Feral Thallid: Regenerate Feral Thallid. FE U, ME2 C Feral Throwback {4}{G}{G} Creature - Beast 3/3 Amplify 2 (As this creature enters the battlefield, put two +1/+1 counters on it for each Beast card you reveal in your hand.) Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) PPR R, LGN R Ferocious Charge {2}{G} Instant Target creature gets +4/+4 until end of turn. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 5DN C Ferocity {1}{G} Enchantment - Aura Enchant creature Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it. MM C Feroz's Ban {6} Artifact Creature spells cost {2} more to cast. HM R, 5E R, 7E R Ferropede {3} Artifact Creature - Insect 1/1 Ferropede can't be blocked. Whenever Ferropede deals combat damage to a player, you may remove a counter from target permanent. 5DN U Ferrovore {2}{R} Creature - Beast 2/2 {R}, Sacrifice an artifact: Ferrovore gets +3/+0 until end of turn. SOM C Fertile Ground {1}{G} Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool. (in addition to the mana the land produces) UZ C, BR C, IN C, 8ED C, LRW C, HOP C, DDE C Fertile Imagination {2}{G}{G} Sorcery Choose a card type. Target opponent reveals his or her hand. Put two 1/1 green Saproling creature tokens onto the battlefield for each card of the chosen type revealed this way. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.) DIS U Fertile Thicket Land Fertile Thicket enters the battlefield tapped. When Fertile Thicket enters the battlefield, you may look at the top five cards of your library. If you do, reveal up to one basic land card from among them, then put that card on top of your library and the rest on the bottom in any order. {T}: Add {G} to your mana pool. C Fertilid {2}{G} Creature - Elemental 0/0 Fertilid enters the battlefield with two +1/+1 counters on it. {1}{G}, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it onto the battlefield tapped. Then that player shuffles his or her library. MOR C, HOP C, ARC C, CMD C Fervent Cathar {2}{R} Creature - Human Knight 2/1 Haste When Fervent Cathar enters the battlefield, target creature can't block this turn. AVR C Fervent Charge {1}{W}{B}{R} Enchantment Whenever a creature you control attacks, it gets +2/+2 until end of turn. AP R Fervent Denial {3}{U}{U} Instant Counter target spell. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD U Fervor {2}{R} Enchantment Creatures you control have haste. (They can attack and {T} as soon as they come under your control.) WL R, 6E R, 7E R, M13 R Festercreep {1}{B} Creature - Elemental 0/0 Festercreep enters the battlefield with a +1/+1 counter on it. {1}{B}, Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn. MOR C Festergloom {2}{B} Sorcery Nonblack creatures get -1/-1 until end of turn. M15 C Festerhide Boar {3}{G} Creature - Boar 3/3 Trample Morbid - Festerhide Boar enters the battlefield with two +1/+1 counters on it if a creature died this turn. ISD C, DDM C Festering Evil {3}{B}{B} Enchantment At the beginning of your upkeep, Festering Evil deals 1 damage to each creature and each player. {B}{B}, Sacrifice Festering Evil: Festering Evil deals 3 damage to each creature and each player. WL U Festering Goblin {B} Creature - Zombie Goblin 1/1 When Festering Goblin dies, target creature gets -1/-1 until end of turn. ONS C, 9ED C, 10E C, HOP C, ARC C, MMA C Festering March {3}{B}{B} Sorcery Creatures your opponents control get -1/-1 until end of turn. Exile Festering March with three time counters on it. Suspend 3- {2}{B} (Rather than cast this card from your hand, you may pay {2}{B} 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.) FUT U Festering Newt {B} Creature - Salamander 1/1 When Festering Newt dies, target creature an opponent controls gets -1/-1 until end of turn. That creature gets -4/-4 instead if you control a creature named Bogbrew Witch. M14 C Festering Wound {1}{B} Enchantment - Aura Enchant creature At the beginning of your upkeep, you may put an infection counter on Festering Wound. At the beginning of the upkeep of enchanted creature's controller, Festering Wound deals X damage to that player, where X is the number of infection counters on Festering Wound. CG U Festival {W} Instant Cast Festival only during an opponent's upkeep. Creatures can't attack this turn. DK C Festival of Trokin {W} Sorcery You gain 2 life for each creature you control. P2 C Festival of the Guildpact {X}{W} Instant Prevent the next X damage that would be dealt to you this turn. Draw a card. RAV U Fetid Heath Land {T}: Add {1} to your mana pool. {W/B}, {T}: Add {W}{W}, {W}{B}, or {B}{B} to your mana pool. EVE R Fetid Horror {3}{B} Creature - Shade Horror 1/2 {B}: Fetid Horror gets +1/+1 until end of turn. MI C Fetid Imp {1}{B} Creature - Imp 1/2 Flying (This creature can't be blocked except by creatures with flying or reach.) {B}: Fetid Imp gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) ORI C Fettergeist {2}{U} Creature - Spirit 3/4 Flying At the beginning of your upkeep, sacrifice Fettergeist unless you pay {1} for each other creature you control. AVR U Feudkiller's Verdict {4}{W}{W} Tribal Sorcery - Giant You gain 10 life. Then if you have more life than an opponent, put a 5/5 white Giant Warrior creature token onto the battlefield. MOR R, MMA U Fever Charm {R} Instant Choose one - • Target creature gains haste until end of turn. • Target creature gets +2/+0 until end of turn. • Fever Charm deals 3 damage to target Wizard creature. ONS C Fevered Convulsions {B}{B} Enchantment {2}{B}{B}: Put a -1/-1 counter on target creature. TE R Fevered Strength {2}{B} Instant Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep. AL C (x2), ME3 C Fickle Efreet {3}{R} Creature - Efreet 5/2 Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet. PR R Fiddlehead Kami {4}{G} Creature - Spirit 3/3 Whenever you cast a Spirit or Arcane spell, regenerate Fiddlehead Kami. SOK C Field Marshal {1}{W}{W} Creature - Human Soldier 2/2 Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.) CSP R, 10E R Field Surgeon {1}{W} Creature - Human Cleric 1/1 Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn. CG C Field of Dreams {U} World Enchantment Players play with the top card of their libraries revealed. LE R Field of Reality {2}{U} Enchantment - Aura Enchant creature Enchanted creature can't be blocked by Spirits. {1}{U}: Return Field of Reality to its owner's hand. CHK C Field of Souls {2}{W}{W} Enchantment Whenever a nontoken creature is put into your graveyard from the battlefield, put a 1/1 white Spirit creature token with flying onto the battlefield. TE R, DDK R, TPR R Fieldmist Borderpost {1}{W}{U} Artifact You may pay {1} and return a basic land you control to its owner's hand rather than pay Fieldmist Borderpost's mana cost. Fieldmist Borderpost enters the battlefield tapped. {T}: Add {W} or {U} to your mana pool. ARB C, ARC C Fields of Summer Plane - Moag Whenever a player casts a spell, that player may gain 2 life. Whenever you roll CHAOS, you may gain 10 life. HOP C Fiend Hunter {1}{W}{W} Creature - Human Cleric 1/3 When Fiend Hunter enters the battlefield, you may exile another target creature. When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control. ISD U, DDK U, C13 U Fiend of the Shadows {3}{B}{B} Creature - Vampire Wizard 3/3 Flying Whenever Fiend of the Shadows deals combat damage to a player, that player exiles a card from his or her hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate Fiend of the Shadows. DKA R Fiendslayer Paladin {1}{W}{W} Creature - Human Knight 2/2 First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Fiendslayer Paladin can't be the target of black or red spells your opponents control. M14 R Fierce Empath {2}{G} Creature - Elf 1/1 When Fierce Empath enters the battlefield, you may search your library for a creature card with converted mana cost 6 or greater, reveal it, put it into your hand, then shuffle your library. SCG C, ARC C, CMD C Fierce Invocation {4}{R} Sorcery Manifest the top card of your library, then put two +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) C, FRF C Fiery Bombardment {1}{R} Enchantment Chroma - {2}, Sacrifice a creature: Fiery Bombardment deals damage to target creature or player equal to the number of red mana symbols in the sacrificed creature's mana cost. EVE R Fiery Conclusion {1}{R} Instant As an additional cost to cast Fiery Conclusion, sacrifice a creature. Fiery Conclusion deals 5 damage to target creature. RAV C, PC2 C, ORI U Fiery Fall {5}{R} Instant Fiery Fall deals 5 damage to target creature. Basic landcycling {1}{R} ({1}{R}, Discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.) CON C, DDG C, PC2 C, MMA C, DDN C, MM2 C Fiery Gambit {2}{R} Sorcery Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control. MRD R Fiery Hellhound {1}{R}{R} Creature - Elemental Hound 2/2 {R}: Fiery Hellhound gets +1/+0 until end of turn. M10 C, M11 C, M12 C, DDI C, ORI C Fiery Impulse {R} Instant Fiery Impulse deals 2 damage to target creature. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, Fiery Impulse deals 3 damage to that creature instead. ORI C Fiery Justice {R}{G}{W} Sorcery Fiery Justice deals 5 damage divided as you choose among any number of target creatures and/or players. Target opponent gains 5 life. IA R, TSB S, C13 R Fiery Mantle {1}{R} Enchantment - Aura Enchant creature {R}: Enchanted creature gets +1/+0 until end of turn. When Fiery Mantle is put into a graveyard from the battlefield, return Fiery Mantle to its owner's hand. UZ C Fiery Temper {1}{R}{R} Instant Fiery Temper deals 3 damage to target creature or player. Madness {R} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TOR C, TSB S Fight or Flight {3}{W} Enchantment At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of his or her choice can attack this turn. IN R Fight to the Death {R}{W} Instant Destroy all blocking creatures and all blocked creatures. ARB R Fighting Chance {R} Instant For each blocking creature, flip a coin. If you win the flip, prevent all combat damage that would be dealt by that creature this turn. EX R Fighting Drake {2}{U}{U} Creature - Drake 2/4 Flying TE U, 7E U, 8ED U, TPR U Figure of Destiny {R/W} Creature - Kithkin 1/1 {R/W}: Figure of Destiny becomes a Kithkin Spirit with base power and toughness 2/2. {R/W}{R/W}{R/W}: If Figure of Destiny is a Spirit, it becomes a Kithkin Spirit Warrior with base power and toughness 4/4. {R/W}{R/W}{R/W}{R/W}{R/W}{R/W}: If Figure of Destiny is a Warrior, it becomes a Kithkin Spirit Warrior Avatar with base power and toughness 8/8, flying, and first strike. EVE R, PD2 R, MMA R, DDL R Figure of Destiny Avatar Vanguard Hand +0, life +3 {X}: Put a +1/+1 counter on target creature with fewer than X +1/+1 counters on it. VAN S Filigree Angel {5}{W}{W}{U} Artifact Creature - Angel 4/4 Flying When Filigree Angel enters the battlefield, you gain 3 life for each artifact you control. ARB R, C13 R Filigree Fracture {2}{G} Instant Destroy target artifact or enchantment. If that permanent was blue or black, draw a card. CON U Filigree Sages {3}{U} Artifact Creature - Vedalken Wizard 2/3 {2}{U}: Untap target artifact. ALA U Fill with Fright {3}{B} Sorcery Target player discards two cards. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 5DN C Filth {3}{B} Creature - Incarnation 2/2 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk. JUD U Filthy Cur {1}{B} Creature - Hound 2/2 Whenever Filthy Cur is dealt damage, you lose that much life. OD C Final Fortune {R}{R} Instant Take an extra turn after this one. At the beginning of that turn's end step, you lose the game. MI R, 6E R, 7E R Final Judgment {4}{W}{W} Sorcery Exile all creatures. BOK R Final Punishment {3}{B}{B} Sorcery Target player loses life equal to the damage already dealt to him or her this turn. SCG R, 9ED R Final Revels {4}{B} Sorcery Choose one - • All creatures get +2/+0 until end of turn. • All creatures get -0/-2 until end of turn. LRW U Final Strike {2}{B}{B} Sorcery As an additional cost to cast Final Strike, sacrifice a creature. Final Strike deals damage to target opponent equal to the sacrificed creature's power. PO R Final-Sting Faerie {3}{B} Creature - Faerie Assassin 2/2 Flying When Final-Sting Faerie enters the battlefield, destroy target creature that was dealt damage this turn. MOR C Finest Hour {2}{G}{W}{U} Enchantment Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase. ARB R Fire {1}{R} Instant Fire deals 2 damage divided as you choose among one or two target creatures and/or players. ---- Ice {1}{U} Instant Tap target permanent. Draw a card. AP U (x2), CMD U, DDJ U Fire Ambush {1}{R} Sorcery Fire Ambush deals 3 damage to target creature or player. PK C, ME3 C Fire Ants {2}{R} Creature - Insect 2/1 {T}: Fire Ants deals 1 damage to each other creature without flying. UZ U, BR U Fire Bowman {R} Creature - Human Soldier Archer 1/1 Sacrifice Fire Bowman: Fire Bowman deals 1 damage to target creature or player. Activate this ability only during your turn, before attackers are declared. PK U Fire Covenant {1}{B}{R} Instant As an additional cost to cast Fire Covenant, pay X life. Fire Covenant deals X damage divided as you choose among any number of target creatures. IA U, MED U Fire Diamond {2} Artifact Fire Diamond enters the battlefield tapped. {T}: Add {R} to your mana pool. MI U, 6E U, 7E U, C14 U Fire Dragon {6}{R}{R}{R} Creature - Dragon 6/6 Flying When Fire Dragon enters the battlefield, it deals damage to target creature equal to the number of Mountains you control. PO R, ME2 R Fire Drake {1}{R}{R} Creature - Drake 1/2 Flying {R}: Fire Drake gets +1/+0 until end of turn. Activate this ability only once each turn. DK U, CH U, 5E U, ME3 C Fire Elemental {3}{R}{R} Creature - Elemental 5/4 1E U, 2E U, 2U U, 3E U, 4E U, 6E U, P3 U, 7E U, M13 C Fire Imp {2}{R} Creature - Imp 2/1 When Fire Imp enters the battlefield, it deals 2 damage to target creature. PO U, ME4 U Fire Juggler {2}{R} Creature - Goblin Shaman 2/2 Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) MOR C Fire Servant {3}{R}{R} Creature - Elemental 4/3 If a red instant or sorcery spell you control would deal damage, it deals double that damage instead. M11 U, PD2 U Fire Snake {4}{R} Creature - Snake 3/1 When Fire Snake dies, destroy target land. PO C Fire Sprites {1}{G} Creature - Faerie 1/1 Flying {G}, {T}: Add {R} to your mana pool. LE C, ME3 C Fire Tempest {5}{R}{R} Sorcery Fire Tempest deals 6 damage to each creature and each player. PO R, P3 R, ME4 R Fire Whip {1}{R} Enchantment - Aura Enchant creature you control Enchanted creature has "{T}: This creature deals 1 damage to target creature or player." Sacrifice Fire Whip: Fire Whip deals 1 damage to target creature or player. WL C, TSB S Fire and Brimstone {3}{W}{W} Instant Fire and Brimstone deals 4 damage to target player who declared an attacking creature this turn and 4 damage to you. DK U Fire at Will {R/W}{R/W}{R/W} Instant Fire at Will deals 3 damage divided as you choose among one, two, or three target attacking or blocking creatures. EVE C Fire-Belly Changeling {1}{R} Creature - Shapeshifter 1/1 Changeling (This card is every creature type.) {R}: Fire-Belly Changeling gets +1/+0 until end of turn. Activate this ability no more than twice each turn. LRW C, DDG C Fire-Field Ogre {1}{U}{B}{R} Creature - Ogre Mutant 4/2 First strike Unearth {U}{B}{R} ({U}{B}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA U, DDH U Fire-Lit Thicket Land {T}: Add {1} to your mana pool. {R/G}, {T}: Add {R}{R}, {R}{G}, or {G}{G} to your mana pool. SHM R Fireball {X}{R} Sorcery Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players. Fireball costs {1} more to cast for each target beyond the first. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, BD C, DST U, DD2 U, M10 U, ARC U, M11 U, PD2 U, ME4 U, M12 U, C13 U, DD3_JVC U Fireblast {4}{R}{R} Instant You may sacrifice two Mountains rather than pay Fireblast's mana cost. Fireblast deals 4 damage to target creature or player. VI C, DD2 C, PD2 C, VMA U, DD3_JVC C Firebolt {R} Sorcery Firebolt deals 2 damage to target creature or player. Flashback {4}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C, DD2 C, DD3_JVC C Firebrand Ranger {1}{R} Creature - Human Soldier 2/1 {G}, {T}: You may put a basic land card from your hand onto the battlefield. IN U Firebreathing {R} Enchantment - Aura Enchant creature {R}: Enchanted creature gets +1/+0 until end of turn. 1E C, 2E C, 2U C, 3E C, 4E C, MI C, 5E C, 6E C, 9ED C, 10E C, M10 C, M12 C Firecat Blitz {X}{R}{R} Sorcery Put X 1/1 red Elemental Cat creature tokens with haste onto the battlefield. Exile them at the beginning of the next end step. Flashback- {R}{R}, Sacrifice X Mountains. (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD U Firedrinker Satyr {R} Creature - Satyr Shaman 2/1 Whenever Firedrinker Satyr is dealt damage, it deals that much damage to you. {1}{R}: Firedrinker Satyr gets +1/+0 until end of turn and deals 1 damage to you. THS R Firefiend Elemental {3}{R} Creature - Elemental 3/2 Haste (This creature can attack and {T} as soon as it comes under your control.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) ORI C Firefist Striker {1}{R} Creature - Human Soldier 2/1 Battalion - Whenever Firefist Striker and at least two other creatures attack, target creature can't block this turn. GTC U Firefly {3}{R} Creature - Insect 1/1 Flying {R}: Firefly gets +1/+0 until end of turn. TE U Firefright Mage {R} Creature - Goblin Spellshaper 1/1 {1}{R}, {T}, Discard a card: Target creature can't be blocked this turn except by artifact creatures and/or red creatures. PLC C Firehoof Cavalry {W} Creature - Human Berserker 1/1 {3}{R}: Firehoof Cavalry gets +2/+0 and gains trample until end of turn. KTK C Firemane Angel {3}{R}{W}{W} Creature - Angel 4/3 Flying, first strike At the beginning of your upkeep, if Firemane Angel is in your graveyard or on the battlefield, you may gain 1 life. {6}{R}{R}{W}{W}: Return Firemane Angel from your graveyard to the battlefield. Activate this ability only during your upkeep. RAV R, DDH R Firemane Avenger {2}{R}{W} Creature - Angel 3/3 Flying Battalion - Whenever Firemane Avenger and at least two other creatures attack, Firemane Avenger deals 3 damage to target creature or player and you gain 3 life. GTC R Firemantle Mage {2}{R} Creature - Human Shaman Ally 2/2 Rally - Whenever Firemantle Mage or another Ally enters the battlefield under your control, creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.) U Firemaw Kavu {5}{R} Creature - Kavu 4/2 Echo {5}{R} (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.) When Firemaw Kavu enters the battlefield, it deals 2 damage to target creature. When Firemaw Kavu leaves the battlefield, it deals 4 damage to target creature. TSP U Firemind's Foresight {5}{U}{R} Instant Search your library for an instant card with converted mana cost 3, reveal it, and put it into your hand. Then repeat this process for instant cards with converted mana costs 2 and 1. Then shuffle your library. RTR R Fires of Undeath {2}{R} Instant Fires of Undeath deals 2 damage to target creature or player. Flashback {5}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA C Fires of Yavimaya {1}{R}{G} Enchantment Creatures you control have haste. Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn. IN U, HOP U, ARC U, PC2 U, DDL U, C13 U, CNS U, VMA U Firescreamer {3}{B} Creature - Kavu 2/2 {R}: Firescreamer gets +1/+0 until end of turn. IN C Fireshrieker {3} Artifact - Equipment Equipped creature has double strike. (It deals both first-strike and regular combat damage.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) MRD U, M14 U, CNS U Fireslinger {1}{R} Creature - Human Wizard 1/1 {T}: Fireslinger deals 1 damage to target creature or player and 1 damage to you. TE C, DD2 C, DD3_JVC C Firespout {2}{R/G} Sorcery Firespout deals 3 damage to each creature without flying if {R} was spent to cast Firespout and 3 damage to each creature with flying if {G} was spent to cast it. (Do both if {R}{G} was spent.) SHM U, CMD U, V14 M Firestorm {R} Instant As an additional cost to cast Firestorm, discard X cards. Firestorm deals X damage to each of X target creatures and/or players. WL R Firestorm Hellkite {4}{U}{R} Creature - Dragon 6/6 Flying, trample Cumulative upkeep {U}{R} (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.) VI R Firestorm Phoenix {4}{R}{R} Creature - Phoenix 3/2 Flying If Firestorm Phoenix would die, return Firestorm Phoenix to its owner's hand instead. Until that player's next turn, that player plays with that card revealed in his or her hand and can't play it. LE R, ME3 R Firewake Sliver {1}{R}{G} Creature - Sliver 1/1 All Sliver creatures have haste. All Slivers have "{1}, Sacrifice this permanent: Target Sliver creature gets +2/+2 until end of turn." TSP U Firewild Borderpost {1}{R}{G} Artifact You may pay {1} and return a basic land you control to its owner's hand rather than pay Firewild Borderpost's mana cost. Firewild Borderpost enters the battlefield tapped. {T}: Add {R} or {G} to your mana pool. ARB C Firewing Phoenix {3}{R} Creature - Phoenix 4/2 Flying {1}{R}{R}{R}: Return Firewing Phoenix from your graveyard to your hand. M13 R First Response {3}{W} Enchantment At the beginning of each upkeep, if you lost life last turn, put a 1/1 white Soldier creature token onto the battlefield. M15 U First Volley {1}{R} Instant - Arcane First Volley deals 1 damage to target creature and 1 damage to that creature's controller. BOK C Fishliver Oil {1}{U} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature has islandwalk. (It can't be blocked as long as defending player controls an Island.) AN C (x2), CH C, 9ED C Fissure {3}{R}{R} Instant Destroy target creature or land. It can't be regenerated. DK C, 4E C, MED C Fissure Vent {3}{R}{R} Sorcery Choose one or both - • Destroy target artifact. • Destroy target nonbasic land. ROE C, C13 C Fist of Suns {3} Artifact You may pay {W}{U}{B}{R}{G} rather than pay the mana cost for spells that you cast. 5DN R Fistful of Force {1}{G} Instant Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C Fists of Ironwood {1}{G} Enchantment - Aura Enchant creature When Fists of Ironwood enters the battlefield, put two 1/1 green Saproling creature tokens onto the battlefield. Enchanted creature has trample. RAV C, CMD C Fists of the Anvil {1}{R} Instant Target creature gets +4/+0 until end of turn. MRD C, 10E C Fists of the Demigod {1}{B/R} Enchantment - Aura Enchant creature As long as enchanted creature is black, it gets +1/+1 and has wither. (It deals damage to creatures in the form of -1/-1 counters.) As long as enchanted creature is red, it gets +1/+1 and has first strike. SHM C Fit of Rage {1}{R} Sorcery Target creature gets +3/+3 and gains first strike until end of turn. WL C, 6E C Five-Alarm Fire {1}{R}{R} Enchantment Whenever a creature you control deals combat damage, put a blaze counter on Five-Alarm Fire. Remove five blaze counters from Five-Alarm Fire: Five-Alarm Fire deals 5 damage to target creature or player. GTC R Flagstones of Trokair Legendary Land {T}: Add {W} to your mana pool. When Flagstones of Trokair is put into a graveyard from the battlefield, you may search your library for a Plains card and put it onto the battlefield tapped. If you do, shuffle your library. TSP R Flailing Drake {3}{G} Creature - Drake 2/3 Flying Whenever Flailing Drake blocks or becomes blocked by a creature, that creature gets +1/+1 until end of turn. TE U Flailing Manticore {3}{R} Creature - Manticore 3/3 Flying, first strike {1}: Flailing Manticore gets +1/+1 until end of turn. Any player may activate this ability. {1}: Flailing Manticore gets -1/-1 until end of turn. Any player may activate this ability. MM R Flailing Ogre {2}{R} Creature - Ogre 3/3 {1}: Flailing Ogre gets +1/+1 until end of turn. Any player may activate this ability. {1}: Flailing Ogre gets -1/-1 until end of turn. Any player may activate this ability. MM U Flailing Soldier {R} Creature - Human Soldier 2/2 {1}: Flailing Soldier gets +1/+1 until end of turn. Any player may activate this ability. {1}: Flailing Soldier gets -1/-1 until end of turn. Any player may activate this ability. MM C Flame Burst {1}{R} Instant Flame Burst deals X damage to target creature or player, where X is 2 plus the number of cards named Flame Burst in all graveyards. OD C Flame Elemental {2}{R}{R} Creature - Elemental 3/2 {R}, {T}, Sacrifice Flame Elemental: Flame Elemental deals damage equal to its power to target creature. MI U Flame Fusillade {3}{R} Sorcery Until end of turn, permanents you control gain "{T}: This permanent deals 1 damage to target creature or player." RAV R Flame Jab {R} Sorcery Flame Jab deals 1 damage to target creature or player. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) EVE C Flame Javelin {2/R}{2/R}{2/R} Instant ({2/R} can be paid with any two mana or with {R}. This card's converted mana cost is 6.) Flame Javelin deals 4 damage to target creature or player. SHM U, DD2 U, DDK U, DD3_JVC U Flame Jet {1}{R} Sorcery Flame Jet deals 3 damage to target player. Cycling {2} ({2}, Discard this card: Draw a card.) CG C Flame Rift {1}{R} Sorcery Flame Rift deals 4 damage to each player. NE C Flame Slash {R} Sorcery Flame Slash deals 4 damage to target creature. ROE C, DDK C Flame Spirit {4}{R} Creature - Elemental Spirit 2/3 {R}: Flame Spirit gets +1/+0 until end of turn. IA U, 5E U, 6E C, P4 C, ME2 U Flame Wave {3}{R}{R}{R}{R} Sorcery Flame Wave deals 4 damage to target player and each creature he or she controls. ST U, 9ED U, TPR R Flame-Kin War Scout {3}{R} Creature - Elemental Scout 2/4 When another creature enters the battlefield, sacrifice Flame-Kin War Scout. If you do, Flame-Kin War Scout deals 4 damage to that creature. DIS U Flame-Kin Zealot {1}{R}{R}{W} Creature - Elemental Berserker 2/2 When Flame-Kin Zealot enters the battlefield, creatures you control get +1/+1 and gain haste until end of turn. RAV U, DDN U Flame-Wreathed Phoenix {2}{R}{R} Creature - Phoenix 3/3 Flying Tribute 2 (As this creature enters the battlefield, an opponent of your choice may place two +1/+1 counters on it.) When Flame-Wreathed Phoenix enters the battlefield, if tribute wasn't paid, it gains haste and "When this creature dies, return it to its owner's hand." BNG M Flameblast Dragon {4}{R}{R} Creature - Dragon 5/5 Flying Whenever Flameblast Dragon attacks, you may pay {X}{R}. If you do, Flameblast Dragon deals X damage to target creature or player. ALA R, ARC R, M12 R Flameborn Hellion {5}{R} Creature - Hellion 5/4 Haste Flameborn Hellion attacks each turn if able. SOM C Flameborn Viron {4}{R}{R} Creature - Insect 6/4 NPH C Flamebreak {R}{R}{R} Sorcery Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn. DST R Flamecast Wheel {1} Artifact {5}, {T}, Sacrifice Flamecast Wheel: Flamecast Wheel deals 3 damage to target creature. THS U Flamecore Elemental {2}{R}{R} Creature - Elemental 5/4 Echo {2}{R}{R} (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.) TSP C Flamekin Bladewhirl {R} Creature - Elemental Warrior 2/1 As an additional cost to cast Flamekin Bladewhirl, reveal an Elemental card from your hand or pay {3}. LRW U Flamekin Brawler {R} Creature - Elemental Warrior 0/2 {R}: Flamekin Brawler gets +1/+0 until end of turn. LRW C, DD2 C, DD3_JVC C Flamekin Harbinger {R} Creature - Elemental Shaman 1/1 When Flamekin Harbinger enters the battlefield, you may search your library for an Elemental card, reveal it, then shuffle your library and put that card on top of it. LRW U, HOP U Flamekin Spitfire {1}{R} Creature - Elemental Shaman 1/1 {3}{R}: Flamekin Spitfire deals 1 damage to target creature or player. LRW U Flamekin Village Land As Flamekin Village enters the battlefield, you may reveal an Elemental card from your hand. If you don't, Flamekin Village enters the battlefield tapped. {T}: Add {R} to your mana pool. {R}, {T}: Target creature gains haste until end of turn. C14 R Flamerush Rider {4}{R} Creature - Human Warrior 3/3 Whenever Flamerush Rider attacks, put a token onto the battlefield tapped and attacking that's a copy of another target attacking creature. Exile the token at end of combat. Dash {2}{R}{R} (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.) FRF R Flames of the Blood Hand {2}{R} Instant Flames of the Blood Hand deals 4 damage to target player. The damage can't be prevented. If that player would gain life this turn, that player gains no life instead. BOK U, PD2 U Flames of the Firebrand {2}{R} Sorcery Flames of the Firebrand deals 3 damage divided as you choose among one, two, or three target creatures and/or players. M13 U, M14 U Flameshadow Conjuring {3}{R} Enchantment Whenever a nontoken creature enters the battlefield under your control, you may pay {R}. If you do, put a token onto the battlefield that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step. ORI R Flameshot {3}{R} Sorcery You may discard a Mountain card rather than pay Flameshot's mana cost. Flameshot deals 3 damage divided as you choose among one, two, or three target creatures. PR U Flamespeaker Adept {2}{R} Creature - Human Shaman 2/3 Whenever you scry, Flamespeaker Adept gets +2/+0 and gains first strike until end of turn. THS U Flamespeaker's Will {R} Enchantment - Aura Enchant creature you control Enchanted creature gets +1/+1. Whenever enchanted creature deals combat damage to a player, you may sacrifice Flamespeaker's Will. If you do, destroy target artifact. JOU C Flamestick Courier {2}{R} Creature - Goblin 2/1 You may choose not to untap Flamestick Courier during your untap step. {2}{R}, {T}: Target Goblin creature gets +2/+2 and has haste for as long as Flamestick Courier remains tapped. ONS U Flametongue Kavu {3}{R} Creature - Kavu 4/2 When Flametongue Kavu enters the battlefield, it deals 4 damage to target creature. PS U, DD2 U, HOP U, CMD U, VMA U, C14 U, DD3_JVC U Flametongue Kavu Avatar Vanguard Hand +0, life -6 Whenever a nontoken creature enters the battlefield under your control, that creature deals X damage to target creature, where X is a number chosen at random from 0 to 4. VAN S Flamewake Phoenix {1}{R}{R} Creature - Phoenix 2/2 Flying, haste Flamewake Phoenix attacks each turn if able. Ferocious - At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay {R}. If you do, return Flamewake Phoenix from your graveyard to the battlefield. FRF R Flamewave Invoker {2}{R} Creature - Goblin Mutant 2/2 {7}{R}: Flamewave Invoker deals 5 damage to target player. LGN C, 10E U, EVG U, DD2 U, DD3_EVG U, DD3_JVC U Flamewright {R}{W} Creature - Human Artificer 1/1 {1}, {T}: Put a 1/1 colorless Construct artifact creature token with defender onto the battlefield. {T}, Sacrifice a creature with defender: Flamewright deals 1 damage to target creature or player. CNS U Flaming Gambit {X}{R} Instant Flaming Gambit deals X damage to target player. That player may choose a creature he or she controls and have Flaming Gambit deal that damage to it instead. Flashback {X}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) TOR U Flaming Sword {1}{R} Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+0 and has first strike. MM C Flanking Troops {2}{W}{W} Creature - Human Soldier 2/2 Whenever Flanking Troops attacks, you may tap target creature. PK U Flare {2}{R} Instant Flare deals 1 damage to target creature or player. Draw a card at the beginning of the next turn's upkeep. IA C, MI C, 5E C Flaring Flame-Kin {2}{R} Creature - Elemental Warrior 2/2 As long as Flaring Flame-Kin is enchanted, it gets +2/+2, has trample, and has "{R}: Flaring Flame-Kin gets +1/+0 until end of turn." DIS U, CNS U Flaring Pain {1}{R} Instant Damage can't be prevented this turn. Flashback {R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD C Flash {1}{U} Instant You may put a creature card from your hand onto the battlefield. If you do, sacrifice it unless you pay its mana cost reduced by up to {2}. MI R, 6E R Flash Conscription {5}{R} Instant Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. If {W} was spent to cast Flash Conscription, the creature gains "Whenever this creature deals combat damage, you gain that much life" until end of turn. RAV U Flash Counter {1}{U} Instant Counter target instant spell. LE C, 8ED C Flash Flood {U} Instant Choose one - • Destroy target red permanent. • Return target Mountain to its owner's hand. LE C, CH C, ME3 U Flash Foliage {2}{G} Instant Cast Flash Foliage only during combat after blockers are declared. Put a 1/1 green Saproling creature token onto the battlefield blocking target creature attacking you. Draw a card. DIS U Flash of Defiance {1}{R} Sorcery Green creatures and white creatures can't block this turn. Flashback- {1}{R}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.) TOR C Flash of Insight {X}{1}{U} Instant Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. Flashback- {1}{U}, Exile X blue cards from your graveyard. (You may cast this card from your graveyard for its flashback cost, then exile it. You can't exile Flash of Insight to pay for its own flashback cost.) JUD U Flashfires {3}{R} Sorcery Destroy all Plains. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, PO U, 6E U, 8ED U, 9ED U Flashfreeze {1}{U} Instant Counter target red or green spell. CSP U, 10E U, M10 U, M11 U, M12 U, MM2 U Flatten {3}{B} Instant Target creature gets -4/-4 until end of turn. DTK C Flay {3}{B} Sorcery Target player discards a card at random. Then that player discards another card at random unless he or she pays {1}. PR C Flayed Nim {3}{B} Creature - Skeleton 2/2 Whenever Flayed Nim deals combat damage to a creature, that creature's controller loses that much life. {2}{B}: Regenerate Flayed Nim. MRD U Flayer Husk {1} Artifact - Equipment Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.) Equipped creature gets +1/+1. Equip {2} MBS C, PC2 C, MM2 C Flayer of the Hatebound {5}{R} Creature - Devil 4/2 Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) Whenever Flayer of the Hatebound or another creature enters the battlefield from your graveyard, that creature deals damage equal to its power to target creature or player. DKA R Fledgling Djinn {1}{B} Creature - Djinn 2/2 Flying At the beginning of your upkeep, Fledgling Djinn deals 1 damage to you. WL C, VMA C Fledgling Dragon {2}{R}{R} Creature - Dragon 2/2 Flying Threshold - As long as seven or more cards are in your graveyard, Fledgling Dragon gets +3/+3 and has "{R}: Fledgling Dragon gets +1/+0 until end of turn." JUD R Fledgling Griffin {1}{W} Creature - Griffin 2/2 Landfall - Whenever a land enters the battlefield under your control, Fledgling Griffin gains flying until end of turn. WWK C Fledgling Imp {2}{B} Creature - Imp 2/2 {B}, Discard a card: Fledgling Imp gains flying until end of turn. OD C Fledgling Mawcor {3}{U} Creature - Beast 2/2 Flying {T}: Fledgling Mawcor deals 1 damage to target creature or player. Morph {U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) TSP U, DD2 U, DD3_JVC U Fledgling Osprey {U} Creature - Bird 1/1 Fledgling Osprey has flying as long as it's enchanted. CG C Fleecemane Lion {G}{W} Creature - Cat 3/3 {3}{G}{W}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.) As long as Fleecemane Lion is monstrous, it has hexproof and indestructible. THS R Fleet-Footed Monk {1}{W} Creature - Human Monk 1/1 Fleet-Footed Monk can't be blocked by creatures with power 2 or greater. PO C Fleetfeather Cockatrice {3}{G}{U} Creature - Cockatrice 3/3 Flash (You may cast this spell any time you could cast an instant.) Flying, deathtouch {5}{G}{U}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) JOU U Fleetfeather Sandals {2} Artifact - Equipment Equipped creature has flying and haste. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) THS C Fleetfoot Panther {1}{G}{W} Creature - Cat 3/4 Flash When Fleetfoot Panther enters the battlefield, return a green or white creature you control to its owner's hand. PS U, DDH U Fleeting Aven {1}{U}{U} Creature - Bird Wizard 2/2 Flying Whenever a player cycles a card, return Fleeting Aven to its owner's hand. ONS U Fleeting Distraction {U} Instant Target creature gets -1/-0 until end of turn. Draw a card. ROE C, AVR C, DDN C Fleeting Image {2}{U} Creature - Illusion 2/1 Flying (This creature can't be blocked except by creatures with flying or reach.) {1}{U}: Return Fleeting Image to its owner's hand. GU R, 7E R, 8ED R, 9ED R Flensermite {1}{B} Creature - Gremlin 1/1 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) MBS C Flesh {3}{B}{G} Sorcery Exile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled. Fuse (You may cast one or both halves of this card from your hand.) ---- Blood {R}{G} Sorcery Target creature you control deals damage equal to its power to target creature or player. Fuse (You may cast one or both halves of this card from your hand.) DGM R Flesh Allergy {2}{B}{B} Sorcery As an additional cost to cast Flesh Allergy, sacrifice a creature. Destroy target creature. Its controller loses life equal to the number of creatures that died this turn. SOM U Flesh Carver {2}{B} Creature - Human Wizard 2/2 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) {1}{B}, Sacrifice another creature: Put two +1/+1 counters on Flesh Carver. When Flesh Carver dies, put an X/X black Horror creature token onto the battlefield, where X is Flesh Carver's power. C14 R Flesh Reaver {1}{B} Creature - Horror 4/4 Whenever Flesh Reaver deals damage to a creature or opponent, Flesh Reaver deals that much damage to you. UZ U Flesh to Dust {3}{B}{B} Instant Destroy target creature. It can't be regenerated. M15 C, ORI C Flesh-Eater Imp {3}{B} Creature - Imp 2/2 Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Sacrifice a creature: Flesh-Eater Imp gets +1/+1 until end of turn. MBS U Fleshbag Marauder {2}{B} Creature - Zombie Warrior 3/1 When Fleshbag Marauder enters the battlefield, each player sacrifices a creature. ALA U, DDD U, CMD U, DDN U, DD3_GVL U, ORI U Fleshformer {2}{B} Creature - Human Wizard 2/2 {W}{U}{B}{R}{G}: Fleshformer gets +2/+2 and gains fear until end of turn. Target creature gets -2/-2 until end of turn. Activate this ability only during your turn. (A creature with fear can't be blocked except by artifact creatures and/or black creatures.) CON U Fleshgrafter {2}{B} Creature - Human Warrior 2/2 Discard an artifact card: Fleshgrafter gets +2/+2 until end of turn. 5DN C Fleshmad Steed {1}{B} Creature - Horse 2/2 Whenever another creature dies, tap Fleshmad Steed. THS C Fleshpulper Giant {5}{R}{R} Creature - Giant 4/4 When Fleshpulper Giant enters the battlefield, you may destroy target creature with toughness 2 or less. M14 U Fleshwrither {2}{B}{B} Creature - Horror 3/3 Transfigure {1}{B}{B} ({1}{B}{B}, Sacrifice this creature: Search your library for a creature card with the same converted mana cost as this creature and put that card onto the battlefield. Then shuffle your library. Transfigure only as a sorcery.) FUT U Flicker {1}{W} Sorcery Exile target nontoken permanent, then return it to the battlefield under its owner's control. CG R Flickerform {1}{W} Enchantment - Aura Enchant creature {2}{W}{W}: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature. RAV R, C13 R Flickering Spirit {3}{W} Creature - Spirit 2/2 Flying {3}{W}: Exile Flickering Spirit, then return it to the battlefield under its owner's control. TSP C Flickering Ward {W} Enchantment - Aura Enchant creature As Flickering Ward enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Flickering Ward. {W}: Return Flickering Ward to its owner's hand. TE U Flickerwisp {1}{W}{W} Creature - Elemental 3/1 Flying When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step. EVE U, MMA U, C13 U, C14 U Flight {U} Enchantment - Aura Enchant creature Enchanted creature has flying. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 6E C, P4 C, 7E C, 8ED C, 9ED C, M12 C Flight Spellbomb {1} Artifact {T}, Sacrifice Flight Spellbomb: Target creature gains flying until end of turn. When Flight Spellbomb is put into a graveyard from the battlefield, you may pay {U}. If you do, draw a card. SOM C Flight of Fancy {3}{U} Enchantment - Aura Enchant creature When Flight of Fancy enters the battlefield, draw two cards. Enchanted creature has flying. RAV C Fling {1}{R} Instant As an additional cost to cast Fling, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to target creature or player. ST C, M11 C, M12 C, DKA C, PC2 C Flint Golem {4} Artifact Creature - Golem 2/3 Whenever Flint Golem becomes blocked, defending player puts the top three cards of his or her library into his or her graveyard. NE U Flinthoof Boar {1}{G} Creature - Boar 2/2 Flinthoof Boar gets +1/+1 as long as you control a Mountain. {R}: Flinthoof Boar gains haste until end of turn. (It can attack and {T} this turn.) M13 U Flitterstep Eidolon {1}{U} Enchantment Creature - Spirit 1/1 Bestow {5}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flitterstep Eidolon can't be blocked. Enchanted creature gets +1/+1 and can't be blocked. BNG U Floating Shield {2}{W} Enchantment - Aura Enchant creature As Floating Shield enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Floating Shield. Sacrifice Floating Shield: Target creature gains protection from the chosen color until end of turn. TOR C Floating-Dream Zubera {1}{U} Creature - Zubera Spirit 1/2 When Floating-Dream Zubera dies, draw a card for each Zubera that died this turn. CHK C Flood {U} Enchantment {U}{U}: Tap target creature without flying. DK U, 4E C, 5E C, BR C Flood Plain Land Flood Plain enters the battlefield tapped. {T}, Sacrifice Flood Plain: Search your library for a Plains or Island card and put it onto the battlefield. Then shuffle your library. MI U, DDI U, VMA U Floodbringer {1}{U} Creature - Moonfolk Wizard 1/2 Flying {2}, Return a land you control to its owner's hand: Tap target land. BOK C Floodchaser {5}{U} Creature - Elemental 0/0 Floodchaser enters the battlefield with six +1/+1 counters on it. Floodchaser can't attack unless defending player controls an Island. {U}, Remove a +1/+1 counter from Floodchaser: Target land becomes an Island until end of turn. MOR C Flooded Grove Land {T}: Add {1} to your mana pool. {G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U} to your mana pool. EVE R Flooded Shoreline {U}{U} Enchantment {U}{U}, Return two Islands you control to their owner's hand: Return target creature to its owner's hand. VI R Flooded Strand Land {T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card and put it onto the battlefield. Then shuffle your library. M, ONS R, KTK R Flooded Woodlands {2}{U}{B} Enchantment Green creatures can't attack unless their controller sacrifices a land for each green creature he or she controls that's attacking. (This cost is paid as attackers are declared.) IA R Floodgate {3}{U} Creature - Wall 0/5 Defender (This creature can't attack.) When Floodgate has flying, sacrifice it. When Floodgate leaves the battlefield, it deals damage equal to half the number of Islands you control, rounded down, to each nonblue creature without flying. MI U Floodtide Serpent {4}{U} Creature - Serpent 4/4 Floodtide Serpent can't attack unless you return an enchantment you control to its owner's hand. (This cost is paid as attackers are declared.) BNG C Floodwater Dam {3} Artifact {X}{X}{1}, {T}: Tap X target lands. AL R, ME4 R Floral Spuzzem {3}{G} Creature - Elemental 2/2 Whenever Floral Spuzzem attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, Floral Spuzzem assigns no combat damage this turn. LE U Flourishing Defenses {4}{G} Enchantment Whenever a -1/-1 counter is placed on a creature, you may put a 1/1 green Elf Warrior creature token onto the battlefield. SHM U Flow of Ideas {5}{U} Sorcery Draw a card for each Island you control. RAV U, SHM U Flow of Maggots {2}{B} Creature - Insect 2/2 Cumulative upkeep {1} (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.) Flow of Maggots can't be blocked by non-Wall creatures. IA R Flowering Field {1}{W} Enchantment - Aura Enchant land Enchanted land has "{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn." PR U Flowering Lumberknot {3}{G} Creature - Treefolk 5/5 Flowering Lumberknot can't attack or block unless it's paired with a creature with soulbond. AVR C Flowstone Armor {3} Artifact You may choose not to untap Flowstone Armor during your untap step. {3}, {T}: Target creature gets +1/-1 for as long as Flowstone Armor remains tapped. NE U Flowstone Blade {R} Enchantment - Aura Enchant creature {R}: Enchanted creature gets +1/-1 until end of turn. ST C, CNS C, TPR C Flowstone Channeler {2}{R} Creature - Human Spellshaper 2/2 {1}{R}, {T}, Discard a card: Target creature gets +1/-1 and gains haste until end of turn. TSP C Flowstone Charger {2}{R}{W} Creature - Beast 2/5 Whenever Flowstone Charger attacks, it gets +3/-3 until end of turn. AP U Flowstone Crusher {3}{R}{R} Creature - Beast 4/4 {R}: Flowstone Crusher gets +1/-1 until end of turn. NE C, 9ED U Flowstone Embrace {1}{R} Enchantment - Aura Enchant creature {T}: Enchanted creature gets +2/-2 until end of turn. FUT C Flowstone Flood {3}{R} Sorcery Buyback-Pay 3 life, Discard a card at random. (You may pay 3 life and discard a card at random in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Destroy target land. EX U Flowstone Giant {2}{R}{R} Creature - Giant 3/3 {R}: Flowstone Giant gets +2/-2 until end of turn. TE C Flowstone Hellion {4}{R} Creature - Hellion Beast 3/3 Haste {0}: Flowstone Hellion gets +1/-1 until end of turn. ST U, VMA U Flowstone Mauler {4}{R}{R} Creature - Beast 4/5 Trample {R}: Flowstone Mauler gets +1/-1 until end of turn. ST R, TPR U Flowstone Overseer {2}{R}{R}{R} Creature - Beast 4/4 {R}{R}: Target creature gets +1/-1 until end of turn. NE R Flowstone Salamander {3}{R}{R} Creature - Salamander 3/4 {R}: Flowstone Salamander deals 1 damage to target creature blocking it. TE U Flowstone Sculpture {6} Artifact Creature - Shapeshifter 4/4 {2}, Discard a card: Put a +1/+1 counter on Flowstone Sculpture or Flowstone Sculpture gains flying, first strike, or trample. (This effect lasts indefinitely.) TE R, VMA R Flowstone Shambler {2}{R} Creature - Beast 2/2 {R}: Flowstone Shambler gets +1/-1 until end of turn. ST C, 9ED C Flowstone Slide {X}{2}{R}{R} Sorcery All creatures get +X/-X until end of turn. NE R, 9ED R, 10E R Flowstone Strike {1}{R} Instant Target creature gets +1/-1 and gains haste until end of turn. NE C Flowstone Surge {1}{R} Enchantment Creatures you control get +1/-1. NE U Flowstone Thopter {7} Artifact Creature - Thopter 4/4 {1}: Flowstone Thopter gets +1/-1 and gains flying until end of turn. NE U Flowstone Wall {2}{R} Creature - Wall 0/6 Defender (This creature can't attack.) {R}: Flowstone Wall gets +1/-1 until end of turn. NE C Flowstone Wyvern {3}{R}{R} Creature - Drake 3/3 Flying {R}: Flowstone Wyvern gets +2/-2 until end of turn. TE R, TPR U Fluctuator {2} Artifact Cycling abilities you activate cost you up to {2} less to activate. UZ R Flurry of Horns {4}{R} Sorcery Put two 2/3 red Minotaur creature tokens with haste onto the battlefield. JOU C Flurry of Wings {G}{W}{U} Instant Put X 1/1 white Bird Soldier creature tokens with flying onto the battlefield, where X is the number of attacking creatures. ARB U Flusterstorm {U} Instant Counter target instant or sorcery spell unless its controller pays {1}. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) CMD R, VMA R Flux {2}{U} Sorcery Each player discards any number of cards, then draws that many cards. Draw a card. PO U, WL C Fluxcharger {2}{U}{R} Creature - Weird 1/5 Flying Whenever you cast an instant or sorcery spell, you may switch Fluxcharger's power and toughness until end of turn. DGM U Flying Carpet {4} Artifact {2}, {T}: Target creature gains flying until end of turn. AN U, 3E R, 4E R, 5E R, 6E R, 7E R, 8ED R, ME4 C Flying Crane Technique {3}{U}{R}{W} Instant Untap all creatures you control. They gain flying and double strike until end of turn. KTK R Flying Men {U} Creature - Human 1/1 Flying AN C, TSB S Fodder Cannon {4} Artifact {4}, {T}, Sacrifice a creature: Fodder Cannon deals 4 damage to target creature. CG U, 8ED U Fodder Launch {3}{B} Tribal Sorcery - Goblin As an additional cost to cast Fodder Launch, sacrifice a Goblin. Target creature gets -5/-5 until end of turn. Fodder Launch deals 5 damage to that creature's controller. LRW U Foe-Razer Regent {5}{G}{G} Creature - Dragon 4/5 Flying When Foe-Razer Regent enters the battlefield, you may have it fight target creature you don't control. Whenever a creature you control fights, put two +1/+1 counters on it at the beginning of the next end step. DTK R Fog {G} Instant Prevent all combat damage that would be dealt this turn. 1E C, 2E C, 2U C, 3E C, 4E C, MI C, 5E C, 6E C, BD C, 7E C, M10 C, ARC C, M11 C, ME4 C, M12 C, M13 C, M14 C Fog Bank {1}{U} Creature - Wall 0/2 Defender, flying Prevent all combat damage that would be dealt to and dealt by Fog Bank. UZ U, CMD U, M13 U, C13 U, C14 U Fog Elemental {2}{U} Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) When Fog Elemental attacks or blocks, sacrifice it at end of combat. WL C, 6E C, BD C, 10E U Fog Patch {1}{G} Instant Cast Fog Patch only during the declare blockers step. Attacking creatures become blocked. (This spell works on creatures that can't be blocked.) NE C Fog of Gnats {B}{B} Creature - Insect 1/1 Flying {B}: Regenerate Fog of Gnats. GU C Foil {2}{U}{U} Instant You may discard an Island card and another card rather than pay Foil's mana cost. Counter target spell. PR U, DDF U Fold into AEther {2}{U}{U} Instant Counter target spell. If that spell is countered this way, its controller may put a creature card from his or her hand onto the battlefield. 5DN U Folk Medicine {2}{G} Instant You gain 1 life for each creature you control. Flashback {1}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD C Folk of An-Havva {G} Creature - Human 1/1 Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn. HM C (x2) Folk of the Pines {4}{G} Creature - Dryad 2/5 {1}{G}: Folk of the Pines gets +1/+0 until end of turn. IA C, ME2 C Followed Footsteps {3}{U}{U} Enchantment - Aura Enchant creature At the beginning of your upkeep, put a token that's a copy of enchanted creature onto the battlefield. RAV R Fomori Nomad {4}{R} Creature - Nomad Giant 4/4 FUT C Font of Fertility {G} Enchantment {1}{G}, Sacrifice Font of Fertility: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. JOU C Font of Fortunes {1}{U} Enchantment {1}{U}, Sacrifice Font of Fortunes: Draw two cards. JOU C Font of Ire {1}{R} Enchantment {3}{R}, Sacrifice Font of Ire: Font of Ire deals 5 damage to target player. JOU C Font of Mythos {4} Artifact At the beginning of each player's draw step, that player draws two additional cards. CON R Font of Return {1}{B} Enchantment {3}{B}, Sacrifice Font of Return: Return up to three target creature cards from your graveyard to your hand. JOU C Font of Vigor {1}{W} Enchantment {2}{W}, Sacrifice Font of Vigor: You gain 7 life. JOU C Food Chain {2}{G} Enchantment Exile a creature you control: Add X mana of any one color to your mana pool, where X is the exiled creature's converted mana cost plus one. Spend this mana only to cast creature spells. MM R Fool's Demise {4}{U} Enchantment - Aura Enchant creature When enchanted creature dies, return that card to the battlefield under your control. When Fool's Demise is put into a graveyard from the battlefield, return Fool's Demise to its owner's hand. TSP U, C14 U Fool's Tome {4} Artifact {2}, {T}: Draw a card. Activate this ability only if you have no cards in hand. TE R Foot Soldiers {3}{W} Creature - Human Soldier 2/4 PO C, P3 C, 9ED C Footbottom Feast {2}{B} Instant Put any number of target creature cards from your graveyard on top of your library. Draw a card. LRW C, CMD C Foothill Guide {W} Creature - Human Cleric 1/1 Protection from Goblins Morph {W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Footsteps of the Goryo {2}{B} Sorcery - Arcane Return target creature card from your graveyard to the battlefield. Sacrifice that creature at the beginning of the next end step. SOK U Foratog {2}{G} Creature - Atog 1/2 {G}, Sacrifice a Forest: Foratog gets +2/+2 until end of turn. MI U, 8ED U Forbid {1}{U}{U} Instant Buyback-Discard two cards. (You may discard two cards in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Counter target spell. EX U, TPR R Forbidden Alchemy {2}{U} Instant Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. Flashback {6}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD C Forbidden Crypt {3}{B}{B} Enchantment If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game. If a card would be put into your graveyard from anywhere, exile that card instead. MI R, 6E R Forbidden Lore {2}{G} Enchantment - Aura Enchant land Enchanted land has "{T}: Target creature gets +2/+1 until end of turn." IA R, ME2 U Forbidden Orchard Land {T}: Add one mana of any color to your mana pool. Whenever you tap Forbidden Orchard for mana, target opponent puts a 1/1 colorless Spirit creature token onto the battlefield. CHK R, V12 M Forbidden Ritual {2}{B}{B} Sorcery Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless he or she sacrifices a permanent or discards a card. You may repeat this process any number of times. VI R Forbidding Watchtower Land Forbidding Watchtower enters the battlefield tapped. {T}: Add {W} to your mana pool. {1}{W}: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land. GU U, 10E U Force Away {1}{U} Instant Return target creature to its owner's hand. Ferocious - If you control a creature with power 4 or greater, you may draw a card. If you do, discard a card. KTK C Force Bubble {2}{W}{W} Enchantment If damage would be dealt to you, put that many depletion counters on Force Bubble instead. When there are four or more depletion counters on Force Bubble, sacrifice it. At the beginning of each end step, remove all depletion counters from Force Bubble. SCG R Force Spike {U} Instant Counter target spell unless its controller pays {1}. LE C, 5E C, 7E C, ME3 C, DDJ C Force Void {2}{U} Instant Counter target spell unless its controller pays {1}. Draw a card at the beginning of the next turn's upkeep. IA U Force of Nature {2}{G}{G}{G}{G} Creature - Elemental 8/8 Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay {G}{G}{G}{G}. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, BD R, 9ED R, ME4 R Force of Savagery {2}{G} Creature - Elemental 8/0 Trample FUT R Force of Will {3}{U}{U} Instant You may pay 1 life and exile a blue card from your hand rather than pay Force of Will's mana cost. Counter target spell. AL U, MED R, VMA R Forced Adaptation {G} Enchantment - Aura Enchant creature At the beginning of your upkeep, put a +1/+1 counter on enchanted creature. GTC C Forced Fruition {4}{U}{U} Enchantment Whenever an opponent casts a spell, that player draws seven cards. LRW R Forced March {X}{B}{B}{B} Sorcery Destroy all creatures with converted mana cost X or less. MM R Forced Retreat {2}{U} Sorcery Put target creature on top of its owner's library. PK C, ME3 C Forced Worship {1}{W} Enchantment - Aura Enchant creature Enchanted creature can't attack. {2}{W}: Return Forced Worship to its owner's hand. NPH C Forcefield {3} Artifact {1}: The next time an unblocked creature of your choice would deal combat damage to you this turn, prevent all but 1 of that damage. 1E R, 2E R, 2U R, MED R Forcemage Advocate {1}{G} Creature - Centaur Shaman 2/1 {T}: Return target card from an opponent's graveyard to his or her hand. Put a +1/+1 counter on target creature. JUD U Forerunner of Slaughter {B}{R} Creature - Eldrazi Drone 3/2 Devoid (This card has no color.) {1}: Target colorless creature gains haste until end of turn. U (x2) Foresee {3}{U} Sorcery Scry 4, then draw two cards. (To scry 4, look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) FUT C, M11 C Foreshadow {1}{U} Instant Name a card, then target opponent puts the top card of his or her library into his or her graveyard. If that card is the named card, you draw a card. Draw a card at the beginning of the next turn's upkeep. VI U Foresight {1}{U} Sorcery Search your library for three cards, exile them, then shuffle your library. Draw a card at the beginning of the next turn's upkeep. AL C (x2) Forest Basic Land - Forest B (x13), 1E B (x2), 2E B (x3), 2U B (x3), 3E B (x3), 4E B (x3), IA B (x3), MI B (x4), 5E B (x4), PO B (x4), TE B (x4), P2 B (x3), UG C, UZ B (x4), 6E B (x4), PK B (x3), P3 B (x4), MM B (x4), BR B (x9), P4 B (x2), IN B (x4), BD B (x3), 7E B (x4), OD B (x4), ONS B (x4), 8ED B (x4), MRD B (x4), CHK B (x4), UNH B, 9ED B (x4), RAV B (x4), TSP B (x4), 10E B (x4), MED B (x3), LRW B (x4), EVG B (x4), SHM B (x4), ALA B (x4), M10 B (x4), HOP B (x5), ME3 B (x3), ZEN B (x8), DDD B (x4), H09 B, DDE B (x2), ROE B (x4), ARC B (x3), M11 B (x4), SOM B (x4), MBS B (x2), DDG B (x4), NPH B (x2), CMD B (x4), M12 B (x4), DDH B (x2), ISD B (x3), AVR B (x3), PC2 B (x6), M13 B (x4), DDJ B (x4), RTR B (x5), M14 B (x4), DDL B (x4), THS B (x4), C13 B (x4), DDM B (x5), M15 B (x4), KTK B (x4), C14 B (x4), DD3_EVG B (x4), DD3_GVL B (x4), FRF B (x2), DDO B (x3), DTK B (x3), TPR B (x4), ORI B (x4) Forest Bear {1}{G} Creature - Bear 2/2 PK C Forethought Amulet {5} Artifact At the beginning of your upkeep, sacrifice Forethought Amulet unless you pay {3}. If an instant or sorcery source would deal 3 or more damage to you, it deals 2 damage to you instead. LE R Forfend {1}{W} Instant Prevent all damage that would be dealt to creatures this turn. MOR C Forge Armor {4}{R} Instant As an additional cost to cast Forge Armor, sacrifice an artifact. Put X +1/+1 counters on target creature, where X is the sacrificed artifact's converted mana cost. MRD U Forge Devil {R} Creature - Devil 1/1 When Forge Devil enters the battlefield, it deals 1 damage to target creature and 1 damage to you. DKA C, M15 C Forgeborn Oreads {2}{R}{R} Enchantment Creature - Nymph 4/2 Constellation - Whenever Forgeborn Oreads or another enchantment enters the battlefield under your control, Forgeborn Oreads deals 1 damage to target creature or player. JOU U Forgestoker Dragon {4}{R}{R} Creature - Dragon 5/4 Flying {1}{R}: Forgestoker Dragon deals 1 damage to target creature. That creature can't block this combat. Activate this ability only if Forgestoker Dragon is attacking. BNG R Forget {U}{U} Sorcery Target player discards two cards, then draws as many cards as he or she discarded this way. HM R, 5E R, 6E R Forgotten Ancient {3}{G} Creature - Elemental 0/3 Whenever a player casts a spell, you may put a +1/+1 counter on Forgotten Ancient. At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures. SCG R, HOP R, ARC R Forgotten Cave Land Forgotten Cave enters the battlefield tapped. {T}: Add {R} to your mana pool. Cycling {R} ({R}, Discard this card: Draw a card.) ONS C, EVG C, CMD C, DDJ C, C13 C, VMA C, C14 C, DD3_EVG C Forgotten Harvest {1}{G} Enchantment At the beginning of your upkeep, you may exile a land card from your graveyard. If you do, put a +1/+1 counter on target creature. PR R Forgotten Lore {G} Sorcery Target opponent chooses a card in your graveyard. You may pay {G}. If you do, repeat this process except that opponent can't choose a card already chosen for Forgotten Lore. Then put the last chosen card into your hand. IA U, ME2 U Foriysian Brigade {3}{W} Creature - Human Soldier 2/4 Foriysian Brigade can block an additional creature. WL U Foriysian Interceptor {3}{W} Creature - Human Soldier 0/5 Flash (You may cast this spell any time you could cast an instant.) Defender Foriysian Interceptor can block an additional creature. TSP C Foriysian Totem {3} Artifact {T}: Add {R} to your mana pool. {4}{R}: Foriysian Totem becomes a 4/4 red Giant artifact creature with trample until end of turn. As long as Foriysian Totem is a creature, it can block an additional creature. TSP U Fork {R}{R} Instant Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy. 1E R, 2E R, 2U R, 3E R, ME4 R Forked Bolt {R} Sorcery Forked Bolt deals 2 damage divided as you choose among one or two target creatures and/or players. C, ROE U Forked Lightning {3}{R} Sorcery Forked Lightning deals 4 damage divided as you choose among one, two, or three target creatures. PO R, ME3 U Forked-Branch Garami {3}{G}{G} Creature - Spirit 4/4 Soulshift 4, soulshift 4 (When this creature dies, you may return up to two target Spirit cards with converted mana cost 4 or less from your graveyard to your hand.) BOK U Forlorn Pseudamma {3}{B} Creature - Zombie 2/1 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Inspired - Whenever Forlorn Pseudamma becomes untapped, you may pay {2}{B}. If you do, put a 2/2 black Zombie enchantment creature token onto the battlefield. BNG U Form of the Dragon {4}{R}{R}{R} Enchantment At the beginning of your upkeep, Form of the Dragon deals 5 damage to target creature or player. At the beginning of each end step, your life total becomes 5. Creatures without flying can't attack you. SCG R, 9ED R, DRB R Formation {1}{W} Instant Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) Draw a card at the beginning of the next turn's upkeep. IA R Formless Nurturing {3}{G} Sorcery Manifest the top card of your library, then put a +1/+1 counter on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) C, FRF C Forsaken City Land Forsaken City doesn't untap during your untap step. At the beginning of your upkeep, you may exile a card from your hand. If you do, untap Forsaken City. {T}: Add one mana of any color to your mana pool. PS R Forsaken Drifters {3}{B} Creature - Zombie 4/2 When Forsaken Drifters dies, put the top four cards of your library into your graveyard. BNG C Forsaken Wastes {2}{B} World Enchantment Players can't gain life. At the beginning of each player's upkeep, that player loses 1 life. Whenever Forsaken Wastes becomes the target of a spell, that spell's controller loses 5 life. MI R Fortified Area {1}{W}{W} Enchantment Wall creatures you control get +1/+0 and have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) LE U, 4E C Fortified Rampart {1}{W} Creature - Wall 0/6 Defender C Fortify {2}{W} Instant Choose one - • Creatures you control get +2/+0 until end of turn. • Creatures you control get +0/+2 until end of turn. TSP C, M14 C, MM2 C Fortitude {1}{G} Enchantment - Aura Enchant creature Sacrifice a Forest: Regenerate enchanted creature. When Fortitude is put into a graveyard from the battlefield, return Fortitude to its owner's hand. UZ C Fortress Crab {3}{U} Creature - Crab 1/6 ISD C Fortress Cyclops {3}{R}{W} Creature - Cyclops Soldier 3/3 Whenever Fortress Cyclops attacks, it gets +3/+0 until end of turn. Whenever Fortress Cyclops blocks, it gets +0/+3 until end of turn. GTC U Fortune Thief {4}{R} Creature - Human Rogue 0/1 Damage that would reduce your life total to less than 1 reduces it to 1 instead. Morph {R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) TSP R Fossil Find {R/G} Sorcery Return a card at random from your graveyard to your hand, then reorder your graveyard as you choose. SHM U Foster {2}{G}{G} Enchantment Whenever a creature you control dies, you may pay {1}. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard. MM R, C13 R Foul Familiar {2}{B} Creature - Spirit 3/1 Foul Familiar can't block. {B}, Pay 1 life: Return Foul Familiar to its owner's hand. IA C, ME2 C Foul Imp {B}{B} Creature - Imp 2/2 Flying When Foul Imp enters the battlefield, you lose 2 life. ST C, 7E U, 9ED C, DDC C, DD3_DVD C Foul Presence {2}{B} Enchantment - Aura Enchant creature Enchanted creature gets -1/-1 and has "{T}: Target creature gets -1/-1 until end of turn." AP U Foul Renewal {3}{B} Instant Return target creature card from your graveyard to your hand. Target creature gets -X/-X until end of turn, where X is the toughness of the card returned this way. DTK R Foul Spirit {2}{B} Creature - Spirit 3/2 Flying When Foul Spirit enters the battlefield, sacrifice a land. P2 U, ME4 C Foul-Tongue Invocation {2}{B} Instant As an additional cost to cast Foul-Tongue Invocation, you may reveal a Dragon card from your hand. Target player sacrifices a creature. If you revealed a Dragon card or controlled a Dragon as you cast Foul-Tongue Invocation, you gain 4 life. DTK U Foul-Tongue Shriek {B} Instant Target opponent loses 1 life for each attacking creature you control. You gain that much life. DTK C Foundry Champion {4}{R}{W} Creature - Elemental Soldier 4/4 When Foundry Champion enters the battlefield, it deals damage to target creature or player equal to the number of creatures you control. {R}: Foundry Champion gets +1/+0 until end of turn. {W}: Foundry Champion gets +0/+1 until end of turn. GTC R Foundry Street Denizen {R} Creature - Goblin Warrior 1/1 Whenever another red creature enters the battlefield under your control, Foundry Street Denizen gets +1/+0 until end of turn. GTC C, M15 C Foundry of the Consuls Land {T}: Add {1} to your mana pool. {5}, {T}, Sacrifice Foundry of the Consuls: Put two 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield. ORI U Fountain Watch {3}{W}{W} Creature - Human Cleric 2/4 Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.) MM R Fountain of Cho Land Fountain of Cho enters the battlefield tapped. {T}: Put a storage counter on Fountain of Cho. {T}, Remove any number of storage counters from Fountain of Cho: Add {W} to your mana pool for each storage counter removed this way. MM U Fountain of Youth {0} Artifact {2}, {T}: You gain 1 life. DK U, CH C, 5E U, 6E U, 10E U Foxfire {2}{G} Instant Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Draw a card at the beginning of the next turn's upkeep. IA C, 5E C Foxfire Oak {5}{G} Creature - Treefolk Shaman 3/6 {R/G}{R/G}{R/G}: Foxfire Oak gets +3/+0 until end of turn. SHM C Fractured Loyalty {1}{R} Enchantment - Aura Enchant creature Whenever enchanted creature becomes the target of a spell or ability, that spell or ability's controller gains control of that creature. (This effect lasts indefinitely.) MRD U Fractured Powerstone {2} Artifact {T}: Add {1} to your mana pool. {T}: Roll the planar die. Activate this ability only any time you could cast a sorcery. PC2 C Fracturing Gust {2}{G/W}{G/W}{G/W} Instant Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way. SHM R, V14 M Frankenstein's Monster {X}{B}{B} Creature - Zombie 0/1 As Frankenstein's Monster enters the battlefield, exile X creature cards from your graveyard. If you can't, put Frankenstein's Monster into its owner's graveyard instead of onto the battlefield. For each creature card exiled this way, Frankenstein's Monster enters the battlefield with a +2/+0, +1/+1, or +0/+2 counter on it. DK R Frantic Purification {2}{W} Instant Destroy target enchantment. Madness {W} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TOR C Frantic Salvage {3}{W} Instant Put any number of target artifact cards from your graveyard on top of your library. Draw a card. MBS C Frantic Search {2}{U} Instant Draw two cards, then discard two cards. Untap up to three lands. GU C, VMA C Frazzle {3}{U} Instant Counter target nonblue spell. GPT U Freed from the Real {2}{U} Enchantment - Aura Enchant creature {U}: Tap enchanted creature. {U}: Untap enchanted creature. SOK C Freewind Equenaut {2}{W} Creature - Human Archer 2/2 Flying As long as Freewind Equenaut is enchanted, it has "{T}: Freewind Equenaut deals 2 damage to target attacking or blocking creature." DIS C, DDL C Freewind Falcon {1}{W} Creature - Bird 1/1 Flying, protection from red VI C Frenetic Efreet {1}{U}{R} Creature - Efreet 2/1 Flying {0}: Flip a coin. If you win the flip, Frenetic Efreet phases out. If you lose the flip, sacrifice Frenetic Efreet. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.) MI R Frenetic Efreet Avatar Vanguard Hand -1, life -3 Each permanent you control has phasing. (It phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) At the beginning of your end step, flip a coin. If you win the flip, take an extra turn after this one. VAN S Frenetic Ogre {4}{R} Creature - Ogre 2/3 {R}, Discard a card at random: Frenetic Ogre gets +3/+0 until end of turn. OD U Frenetic Raptor {5}{R} Creature - Lizard Beast 6/6 Beasts can't block. LGN U Frenetic Sliver {1}{U}{R} Creature - Sliver 2/2 All Slivers have "{0}: If this permanent is on the battlefield, flip a coin. If you win the flip, exile this permanent and return it to the battlefield under its owner's control at the beginning of the next end step. If you lose the flip, sacrifice it." PLC U Frenzied Goblin {R} Creature - Goblin Berserker 1/1 Whenever Frenzied Goblin attacks, you may pay {R}. If you do, target creature can't block this turn. RAV U, M15 U, DDN U Frenzied Tilling {3}{R}{G} Sorcery Destroy target land. Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. IN C, GTC U Frenzy Sliver {1}{B} Creature - Sliver 1/1 All Sliver creatures have frenzy 1. (Whenever a Sliver attacks and isn't blocked, it gets +1/+0 until end of turn.) FUT C, H09 C Fresh Meat {3}{G} Instant Put a 3/3 green Beast creature token onto the battlefield for each creature put into your graveyard from the battlefield this turn. NPH R, C14 R Fresh Volunteers {1}{W} Creature - Human Rebel 2/2 MM C Freyalise Supplicant {1}{G} Creature - Human Cleric 1/1 {T}, Sacrifice a red or white creature: Freyalise Supplicant deals damage to target creature or player equal to half the sacrificed creature's power, rounded down. IA U Freyalise's Charm {G}{G} Enchantment Whenever an opponent casts a black spell, you may pay {G}{G}. If you do, you draw a card. {G}{G}: Return Freyalise's Charm to its owner's hand. IA U Freyalise's Radiance {1}{G} Enchantment Cumulative upkeep {2} (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.) Snow permanents don't untap during their controllers' untap steps. CSP U Freyalise's Winds {2}{G}{G} Enchantment Whenever a permanent becomes tapped, put a wind counter on it. If a permanent with a wind counter on it would untap during its controller's untap step, remove all wind counters from it instead. IA R, ME3 R Freyalise, Llanowar's Fury {3}{G}{G} Planeswalker - Freyalise 3 [+2] Put a 1/1 green Elf Druid creature token onto the battlefield with "{T}: Add {G} to your mana pool." [-2] Destroy target artifact or enchantment. [-6] Draw a card for each green creature you control. Freyalise, Llanowar's Fury can be your commander. C14 M Friendly Fire {3}{R} Instant Target creature's controller reveals a card at random from his or her hand. Friendly Fire deals damage to that creature and that player equal to the revealed card's converted mana cost. FRF U Frightcrawler {1}{B} Creature - Horror 1/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Threshold - As long as seven or more cards are in your graveyard, Frightcrawler gets +2/+2 and can't block. OD C Frightful Delusion {2}{U} Instant Counter target spell unless its controller pays {1}. That player discards a card. ISD C Frightshroud Courier {2}{B} Creature - Zombie 2/1 You may choose not to untap Frightshroud Courier during your untap step. {2}{B}, {T}: Target Zombie creature gets +2/+2 and has fear for as long as Frightshroud Courier remains tapped. (It can't be blocked except by artifact creatures and/or black creatures.) ONS U Frilled Oculus {1}{U} Creature - Homunculus 1/3 {1}{G}: Frilled Oculus gets +2/+2 until end of turn. Activate this ability only once each turn. GTC C Frog Tongue {G} Enchantment - Aura Enchant creature When Frog Tongue enters the battlefield, draw a card. Enchanted creature has reach. (It can block creatures with flying.) TE C Frogmite {4} Artifact Creature - Frog 2/2 Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) MRD C, DDF C, MMA C, MM2 C Frogtosser Banneret {1}{B} Creature - Goblin Rogue 1/1 Haste Goblin spells and Rogue spells you cast cost {1} less to cast. MOR C From Beyond {3}{G} Enchantment Devoid (This card has no color.) At the beginning of your upkeep, put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." {1}{G}, Sacrifice From Beyond: Search your library for an Eldrazi card, reveal it, put it into your hand, then shuffle your library. R From the Ashes {3}{R} Sorcery Destroy all nonbasic lands. For each land destroyed this way, its controller may search his or her library for a basic land card and put it onto the battlefield. Then each player who searched his or her library this way shuffles it. C13 R Frontier Bivouac Land Frontier Bivouac enters the battlefield tapped. {T}: Add {G}, {U}, or {R} to your mana pool. KTK U Frontier Guide {1}{G} Creature - Elf Scout 1/1 {3}{G}, {T}: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library. U, ZEN U Frontier Mastodon {2}{G} Creature - Elephant 3/2 Ferocious - Frontier Mastodon enters the battlefield with a +1/+1 counter on it if you control a creature with power 4 or greater. FRF C Frontier Siege {3}{G} Enchantment As Frontier Siege enters the battlefield, choose Khans or Dragons. • Khans - At the beginning of each of your main phases, add {G}{G} to your mana pool. • Dragons - Whenever a creature with flying enters the battlefield under your control, you may have it fight target creature you don't control. FRF R Frontline Medic {2}{W} Creature - Human Cleric 3/3 Battalion - Whenever Frontline Medic and at least two other creatures attack, creatures you control gain indestructible until end of turn. Sacrifice Frontline Medic: Counter target spell with {X} in its mana cost unless its controller pays {3}. GTC R Frontline Sage {2}{U} Creature - Human Wizard 0/1 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {U}, {T}: Draw a card, then discard a card. CON C Frontline Strategist {W} Creature - Human Soldier 1/1 Morph {W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Frontline Strategist is turned face up, prevent all combat damage non-Soldier creatures would deal this turn. SCG C Frost Breath {2}{U} Instant Tap up to two target creatures. Those creatures don't untap during their controller's next untap step. M12 C, M14 C Frost Giant {3}{R}{R}{R} Creature - Giant 4/4 Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) LE U, ME3 U Frost Lynx {2}{U} Creature - Elemental Cat 2/2 When Frost Lynx enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. M15 C Frost Marsh Snow Land Frost Marsh enters the battlefield tapped. {T}: Add {U} or {B} to your mana pool. CSP U Frost Ogre {3}{R}{R} Creature - Ogre Warrior 5/3 BOK C Frost Raptor {2}{U} Snow Creature - Bird 2/2 Flying {S}{S}: Frost Raptor gains shroud until end of turn. ({S} can be paid with one mana from a snow permanent. A creature with shroud can't be the target of spells or abilities.) CSP C Frost Titan {4}{U}{U} Creature - Giant 6/6 Whenever Frost Titan becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays {2}. Whenever Frost Titan enters the battlefield or attacks, tap target permanent. It doesn't untap during its controller's next untap step. M11 M, M12 M, C14 M Frost Walker {1}{U} Creature - Elemental 4/1 When Frost Walker becomes the target of a spell or ability, sacrifice it. FRF U Frostburn Weird {U/R}{U/R} Creature - Weird 1/4 {U/R}: Frostburn Weird gets +1/-1 until end of turn. RTR C Frostling {R} Creature - Spirit 1/1 Sacrifice Frostling: Frostling deals 1 damage to target creature. BOK C Frostweb Spider {2}{G} Snow Creature - Spider 1/3 Reach (This creature can block creatures with flying.) Whenever Frostweb Spider blocks a creature with flying, put a +1/+1 counter on Frostweb Spider at end of combat. CSP C Frostwielder {2}{R}{R} Creature - Human Shaman 1/2 {T}: Frostwielder deals 1 damage to target creature or player. If a creature dealt damage by Frostwielder this turn would die, exile it instead. CHK C Frostwind Invoker {4}{U} Creature - Merfolk Wizard 3/3 Flying {8}: Creatures you control gain flying until end of turn. ROE C Frozen AEther {3}{U} Enchantment Artifacts, creatures, and lands your opponents control enter the battlefield tapped. PLC U Frozen Shade {2}{B} Creature - Shade 0/1 {B}: Frozen Shade gets +1/+1 until end of turn. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C Frozen Solid {1}{U}{U} Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. When enchanted creature is dealt damage, destroy it. SCG C, CSP C Fruit of the First Tree {3}{G} Enchantment - Aura Enchant creature When enchanted creature dies, you gain X life and draw X cards, where X is its toughness. FRF U Fruition {G} Sorcery You gain 1 life for each Forest on the battlefield. PO C Fuel for the Cause {2}{U}{U} Instant Counter target spell, then proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) MBS C Fugitive Druid {3}{G} Creature - Human Druid 3/2 Whenever Fugitive Druid becomes the target of an Aura spell, you draw a card. TE R Fugitive Wizard {U} Creature - Human Wizard 1/1 LGN C, 8ED C, 9ED C, 10E C, M15 C Fugue {3}{B}{B} Sorcery Target player discards three cards. EX U, 7E U, TPR U Fulgent Distraction {2}{W} Instant Choose two target creatures. Tap those creatures, then unattach all Equipment from them. SOM C Full Moon's Rise {1}{G} Enchantment Werewolf creatures you control get +1/+0 and have trample. Sacrifice Full Moon's Rise: Regenerate all Werewolf creatures you control. ISD U Fulminator Mage {1}{B/R}{B/R} Creature - Elemental Shaman 2/2 Sacrifice Fulminator Mage: Destroy target nonbasic land. SHM R, MM2 R Fumarole {3}{B}{R} Sorcery As an additional cost to cast Fumarole, pay 3 life. Destroy target creature and target land. IA U, ME2 U Fume Spitter {B} Creature - Horror 1/1 Sacrifice Fume Spitter: Put a -1/-1 counter on target creature. SOM C Fumiko the Lowblood {2}{R}{R} Legendary Creature - Human Samurai 3/2 Fumiko the Lowblood has bushido X, where X is the number of attacking creatures. (Whenever this creature blocks or becomes blocked, it gets +X/+X until end of turn.) Creatures your opponents control attack each turn if able. BOK R Funeral Charm {B} Instant Choose one - • Target player discards a card. • Target creature gets +2/-1 until end of turn. • Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.) VI C, TSB S Funeral March {1}{B}{B} Enchantment - Aura Enchant creature When enchanted creature leaves the battlefield, its controller sacrifices a creature. HM C, 5E C, ME2 C Funeral Pyre {W} Instant Exile target card from a graveyard. Its owner puts a 1/1 white Spirit creature token with flying onto the battlefield. JUD C Fungal Behemoth {3}{G} Creature - Fungus */* Fungal Behemoth's power and toughness are each equal to the number of +1/+1 counters on creatures you control. Suspend X- {X}{G}{G}. X can't be 0. (Rather than cast this card from your hand, you may pay {X}{G}{G} and exile it with X 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. It has haste.) Whenever a time counter is removed from Fungal Behemoth while it's exiled, you may put a +1/+1 counter on target creature. PLC R Fungal Bloom {G}{G} Enchantment {G}{G}: Put a spore counter on target Fungus. FE R, ME2 R Fungal Reaches Land {T}: Add {1} to your mana pool. {1}, {T}: Put a storage counter on Fungal Reaches. {1}, Remove X storage counters from Fungal Reaches: Add X mana in any combination of {R} and/or {G} to your mana pool. TSP U, CMD U Fungal Shambler {4}{G}{U}{B} Creature - Fungus Beast 6/4 Trample Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card. PPR R, AP R Fungal Sprouting {3}{G} Sorcery Put X 1/1 green Saproling creature tokens onto the battlefield, where X is the greatest power among creatures you control. M13 U Fungus Elemental {3}{G} Creature - Fungus Elemental 3/3 {G}, Sacrifice a Forest: Put a +2/+2 counter on Fungus Elemental. Activate this ability only if Fungus Elemental entered the battlefield this turn. WL R Fungus Sliver {3}{G} Creature - Fungus Sliver 2/2 All Sliver creatures have "Whenever this creature is dealt damage, put a +1/+1 counter on it." (The damage is dealt before the counter is put on.) TSP R, H09 R Fungusaur {3}{G} Creature - Fungus Lizard 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 8ED R Furious Assault {2}{R} Enchantment Whenever you cast a creature spell, Furious Assault deals 1 damage to target player. MM C Furious Resistance {R} Instant Target blocking creature gets +3/+0 and gains first strike until end of turn. GTC C Furnace Brood {3}{R} Creature - Elemental 3/3 {R}: Target creature can't be regenerated this turn. EX C, TPR C Furnace Celebration {1}{R}{R} Enchantment Whenever you sacrifice another permanent, you may pay {2}. If you do, Furnace Celebration deals 2 damage to target creature or player. SOM U, C13 U Furnace Dragon {6}{R}{R}{R} Creature - Dragon 5/5 Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Flying When Furnace Dragon enters the battlefield, if you cast it from your hand, exile all artifacts. DST R Furnace Layer Plane - New Phyrexia When you planeswalk to Furnace Layer or at the beginning of your upkeep, select target player at random. That player discards a card. If that player discards a land card this way, he or she loses 3 life. Whenever you roll CHAOS, you may destroy target nonland permanent. PC2 C Furnace Scamp {R} Creature - Beast 1/1 Whenever Furnace Scamp deals combat damage to a player, you may sacrifice it. If you do, Furnace Scamp deals 3 damage to that player. NPH C Furnace Spirit {2}{R} Creature - Spirit 1/1 Haste {R}: Furnace Spirit gets +1/+0 until end of turn. ST C Furnace Whelp {2}{R}{R} Creature - Dragon 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) {R}: Furnace Whelp gets +1/+0 until end of turn. 5DN U, 10E U, DD2 U, ARC U, CMD U, M13 U, M15 U, DD3_JVC U Furnace of Rath {1}{R}{R}{R} Enchantment If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead. TE R, 8ED R, 9ED R, 10E R, HOP R Furor of the Bitten {R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and attacks each turn if able. ISD C Fury Charm {1}{R} Instant Choose one - • Destroy target artifact. • Target creature gets +1/+1 and gains trample until end of turn. • Remove two time counters from target permanent or suspended card. PLC C, MMA C Fury Sliver {5}{R} Creature - Sliver 3/3 All Sliver creatures have double strike. TSP U, H09 U Fury of the Horde {5}{R}{R} Sorcery You may exile two red cards from your hand rather than pay Fury of the Horde's mana cost. Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. CSP R, DDN R Furyborn Hellkite {4}{R}{R}{R} Creature - Dragon 6/6 Bloodthirst 6 (If an opponent was dealt damage this turn, this creature enters the battlefield with six +1/+1 counters on it.) Flying M12 M Furystoke Giant {3}{R}{R} Creature - Giant Warrior 3/3 When Furystoke Giant enters the battlefield, other creatures you control gain "{T}: This creature deals 2 damage to target creature or player" until end of turn. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM R Fusion Elemental {W}{U}{B}{R}{G} Creature - Elemental 8/8 CON U, PC2 U Future Sight {2}{U}{U}{U} Enchantment Play with the top card of your library revealed. You may play the top card of your library. ONS R, DDM R, VMA R Fylamarid {1}{U}{U} Creature - Squid Beast 1/3 Flying Fylamarid can't be blocked by blue creatures. {U}: Target creature becomes blue until end of turn. TE U Fylgja {W} Enchantment - Aura Enchant creature Fylgja enters the battlefield with four healing counters on it. Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn. {2}{W}: Put a healing counter on Fylgja. IA C Fyndhorn Bow {2} Artifact {3}, {T}: Target creature gains first strike until end of turn. IA U Fyndhorn Brownie {2}{G} Creature - Ouphe 1/1 {2}{G}, {T}: Untap target creature. IA C, 6E C Fyndhorn Druid {2}{G} Creature - Elf Druid 2/2 When Fyndhorn Druid dies, if it was blocked this turn, you gain 4 life. AL C (x2) Fyndhorn Elder {2}{G} Creature - Elf Druid 1/1 {T}: Add {G}{G} to your mana pool. IA U, 5E U, 6E U, 7E U, 8ED U Fyndhorn Elves {G} Creature - Elf Druid 1/1 {T}: Add {G} to your mana pool. IA C, MED C, V13 M, VMA C Fyndhorn Pollen {2}{G} Enchantment Cumulative upkeep {1} (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.) All creatures get -1/-0. {1}{G}: All creatures get -1/-0 until end of turn. IA R, ME2 R Gabriel Angelfire {3}{G}{G}{W}{W} Legendary Creature - Angel 4/4 At the beginning of your upkeep, choose flying, first strike, trample, or rampage 3. Gabriel Angelfire gains that ability until your next upkeep. (Whenever a creature with rampage 3 becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.) LE R, CH R, ME3 R Gaddock Teeg {G}{W} Legendary Creature - Kithkin Advisor 2/2 Noncreature spells with converted mana cost 4 or greater can't be cast. Noncreature spells with {X} in their mana costs can't be cast. LRW R Gaea's Anthem {1}{G}{G} Enchantment Creatures you control get +1/+1. PLC R Gaea's Avenger {1}{G}{G} Creature - Treefolk 1+*/1+* Gaea's Avenger's power and toughness are each equal to 1 plus the number of artifacts your opponents control. AQ R, ME4 U Gaea's Balance {3}{G} Sorcery As an additional cost to cast Gaea's Balance, sacrifice five lands. Search your library for a land card of each basic land type and put them onto the battlefield. Then shuffle your library. AP U Gaea's Blessing {1}{G} Sorcery Target player shuffles up to three target cards from his or her graveyard into his or her library. Draw a card. When Gaea's Blessing is put into your graveyard from your library, shuffle your graveyard into your library. WL U, TSB S Gaea's Bounty {2}{G} Sorcery Search your library for up to two Forest cards, reveal those cards, and put them into your hand. Then shuffle your library. UZ C Gaea's Cradle Legendary Land {T}: Add {G} to your mana pool for each creature you control. UZ R Gaea's Embrace {2}{G}{G} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 and has trample. {G}: Regenerate enchanted creature. UZ U, VMA U Gaea's Herald {1}{G} Creature - Elf 1/1 Creature spells can't be countered. PS R, 8ED R, 10E R Gaea's Liege {3}{G}{G}{G} Creature - Avatar */* As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls. {T}: Target land becomes a Forest until Gaea's Liege leaves the battlefield. 1E R, 2E R, 2U R, 3E R, 4E R, TSB S Gaea's Might {G} Instant Domain - Target creature gets +1/+1 until end of turn for each basic land type among lands you control. PS C Gaea's Revenge {5}{G}{G} Creature - Elemental 8/5 Gaea's Revenge can't be countered. Haste Gaea's Revenge can't be the target of nongreen spells or abilities from nongreen sources. M11 M, ORI R Gaea's Skyfolk {G}{U} Creature - Elf Merfolk 2/2 Flying AP C Gaea's Touch {G}{G} Enchantment {0}: You may put a basic Forest card from your hand onto the battlefield. Activate this ability only any time you could cast a sorcery and only once each turn. Sacrifice Gaea's Touch: Add {G}{G} to your mana pool. DK C, ME3 U Gahiji, Honored One {2}{R}{G}{W} Legendary Creature - Beast 4/4 Whenever a creature attacks one of your opponents or a planeswalker an opponent controls, that creature gets +2/+0 until end of turn. C13 M Gainsay {1}{U} Instant Counter target blue spell. PS U, THS U Gale Force {4}{G} Sorcery Gale Force deals 5 damage to each creature with flying. CHK U Galepowder Mage {3}{W} Creature - Kithkin Wizard 3/3 Flying Whenever Galepowder Mage attacks, exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step. LRW R, DDI R Galerider Sliver {U} Creature - Sliver 1/1 Sliver creatures you control have flying. M14 R Galina's Knight {W}{U} Creature - Merfolk Knight 2/2 Protection from red IN C Gallantry {1}{W} Instant Target blocking creature gets +4/+4 until end of turn. Draw a card. TE U, OD U, TPR U Gallowbraid {3}{B}{B} Legendary Creature - Horror 5/5 Trample Cumulative upkeep-Pay 1 life. (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.) WL R Gallows Warden {4}{W} Creature - Spirit 3/3 Flying Other Spirit creatures you control get +0/+1. ISD U Gallows at Willow Hill {3} Artifact {3}, {T}, Tap three untapped Humans you control: Destroy target creature. Its controller puts a 1/1 white Spirit creature token with flying onto the battlefield. AVR R Galvanic Alchemist {2}{U} Creature - Human Wizard 1/4 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Galvanic Alchemist is paired with another creature, each of those creatures has "{2}{U}: Untap this creature." AVR C Galvanic Arc {2}{R} Enchantment - Aura Enchant creature When Galvanic Arc enters the battlefield, it deals 3 damage to target creature or player. Enchanted creature has first strike. RAV C Galvanic Blast {R} Instant Galvanic Blast deals 2 damage to target creature or player. Metalcraft - Galvanic Blast deals 4 damage to that creature or player instead if you control three or more artifacts. SOM C Galvanic Juggernaut {4} Artifact Creature - Juggernaut 5/5 Galvanic Juggernaut attacks each turn if able. Galvanic Juggernaut doesn't untap during your untap step. Whenever another creature dies, untap Galvanic Juggernaut. ISD U, CNS U Galvanic Key {2} Artifact Flash {3}, {T}: Untap target artifact. MRD C Galvanoth {3}{R}{R} Creature - Beast 3/3 At the beginning of your upkeep, you may look at the top card of your library. If it's an instant or sorcery card, you may cast it without paying its mana cost. MBS R, DDJ R Gamble {R} Sorcery Search your library for a card, put that card into your hand, discard a card at random, then shuffle your library. UZ R, VMA R Game Preserve {2}{G} Enchantment At the beginning of your upkeep, each player reveals the top card of his or her library. If all cards revealed this way are creature cards, put those cards onto the battlefield under their owners' control. MM R Game of Chaos {R}{R}{R} Sorcery Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip. IA R, 5E R Game-Trail Changeling {3}{G}{G} Creature - Shapeshifter 4/4 Changeling (This card is every creature type.) Trample MOR C Gamekeeper {3}{G} Creature - Elf 2/2 When Gamekeeper dies, you may exile it. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and put all other cards revealed this way into your graveyard. CG U, CNS U Gang of Devils {5}{R} Creature - Devil 3/3 When Gang of Devils dies, it deals 3 damage divided as you choose among one, two, or three target creatures and/or players. AVR U, DDK U Gang of Elk {5}{G} Creature - Elk Beast 5/4 Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. GU U, 7E U Gangrenous Goliath {3}{B}{B} Creature - Zombie Giant 4/4 Tap three untapped Clerics you control: Return Gangrenous Goliath from your graveyard to your hand. ONS R Gangrenous Zombies {1}{B}{B} Creature - Zombie 2/2 {T}, Sacrifice Gangrenous Zombies: Gangrenous Zombies deals 1 damage to each creature and each player. If you control a snow Swamp, Gangrenous Zombies deals 2 damage to each creature and each player instead. IA C, ME2 C Gargantuan Gorilla {4}{G}{G}{G} Creature - Ape 7/7 At the beginning of your upkeep, you may sacrifice a Forest. If you sacrifice a snow Forest this way, Gargantuan Gorilla gains trample until end of turn. If you don't sacrifice a Forest, sacrifice Gargantuan Gorilla and it deals 7 damage to you. {T}: Gargantuan Gorilla deals damage equal to its power to another target creature. That creature deals damage equal to its power to Gargantuan Gorilla. AL R, MED R Gargoyle Castle Land {T}: Add {1} to your mana pool. {5}, {T}, Sacrifice Gargoyle Castle: Put a 3/4 colorless Gargoyle artifact creature token with flying onto the battlefield. M10 R, C14 R Gargoyle Sentinel {3} Artifact Creature - Gargoyle 3/3 Defender (This creature can't attack.) {3}: Until end of turn, Gargoyle Sentinel loses defender and gains flying. M11 U, M15 U Garruk Relentless {3}{G} Planeswalker - Garruk 3 When Garruk Relentless has two or fewer loyalty counters on him, transform him. [0] Garruk Relentless deals 3 damage to target creature. That creature deals damage equal to its power to him. [0] Put a 2/2 green Wolf creature token onto the battlefield. ---- Garruk, the Veil-Cursed (Black, Green) Planeswalker - Garruk [+1] Put a 1/1 black Wolf creature token with deathtouch onto the battlefield. [-1] Sacrifice a creature. If you do, search your library for a creature card, reveal it, put it into your hand, then shuffle your library. [-3] Creatures you control gain trample and get +X/+X until end of turn, where X is the number of creature cards in your graveyard. ISD M Garruk Wildspeaker {2}{G}{G} Planeswalker - Garruk 3 [+1] Untap two target lands. [-1] Put a 3/3 green Beast creature token onto the battlefield. [-4] Creatures you control get +3/+3 and gain trample until end of turn. LRW R, M10 M, DDD M, M11 M, CMD M, DD3_GVL M Garruk's Companion {G}{G} Creature - Beast 3/2 Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) M11 C, M12 C Garruk's Horde {5}{G}{G} Creature - Beast 7/7 Trample Play with the top card of your library revealed. You may cast the top card of your library if it's a creature card. (Do this only any time you could cast that creature card. You still pay the spell's costs.) M12 R, M14 R Garruk's Packleader {4}{G} Creature - Beast 4/4 Whenever another creature with power 3 or greater enters the battlefield under your control, you may draw a card. M11 U, M13 U, M15 U Garruk, Apex Predator {5}{B}{G} Planeswalker - Garruk 5 [+1] Destroy another target planeswalker. [+1] Put a 3/3 black Beast creature token with deathtouch onto the battlefield. [-3] Destroy target creature. You gain life equal to its toughness. [-8] Target opponent gets an emblem with "Whenever a creature attacks you, it gets +5/+5 and gains trample until end of turn." M15 M Garruk, Caller of Beasts {4}{G}{G} Planeswalker - Garruk 4 [+1] Reveal the top five cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order. [-3] You may put a green creature card from your hand onto the battlefield. [-7] You get an emblem with "Whenever you cast a creature spell, you may search your library for a creature card, put it onto the battlefield, then shuffle your library." M14 M Garruk, Primal Hunter {2}{G}{G}{G} Planeswalker - Garruk 3 [+1] Put a 3/3 green Beast creature token onto the battlefield. [-3] Draw cards equal to the greatest power among creatures you control. [-6] Put a 6/6 green Wurm creature token onto the battlefield for each land you control. M12 M, M13 M Garza Zol, Plague Queen {4}{U}{B}{R} Legendary Creature - Vampire 5/5 Flying, haste Whenever a creature dealt damage by Garza Zol, Plague Queen this turn dies, put a +1/+1 counter on Garza Zol. Whenever Garza Zol deals combat damage to a player, you may draw a card. CSP R Garza's Assassin {B}{B}{B} Creature - Human Assassin 2/2 Sacrifice Garza's Assassin: Destroy target nonblack creature. Recover-Pay half your life, rounded up. (When another creature is put into your graveyard from the battlefield, you may pay half your life, rounded up. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.) CSP R Gaseous Form {2}{U} Enchantment - Aura Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. LE C, 4E C, 5E C, TE C, 6E C, BD C, TPR C Gate Hound {2}{W} Creature - Hound 1/1 Creatures you control have vigilance as long as Gate Hound is enchanted. RAV C Gate Smasher {3} Artifact - Equipment Gate Smasher can be attached only to a creature with toughness 4 or greater. Equipped creature gets +3/+0 and has trample. Equip {3} DTK U Gate to Phyrexia {B}{B} Enchantment Sacrifice a creature: Destroy target artifact. Activate this ability only during your upkeep and only once each turn. AQ U, ME4 U Gate to the AEther {6} Artifact At the beginning of each player's upkeep, that player reveals the top card of his or her library. If it's an artifact, creature, enchantment, or land card, the player may put it onto the battlefield. MRD R Gatecreeper Vine {1}{G} Creature - Plant 0/2 Defender When Gatecreeper Vine enters the battlefield, you may search your library for a basic land card or a Gate card, reveal it, put it into your hand, then shuffle your library. RTR C, DDM C Gatekeeper of Malakir {B}{B} Creature - Vampire Warrior 2/2 Kicker {B} (You may pay an additional {B} as you cast this spell.) When Gatekeeper of Malakir enters the battlefield, if it was kicked, target player sacrifices a creature. ZEN U, DDK U Gateway Shade {2}{B} Creature - Shade 1/1 {B}: Gateway Shade gets +1/+1 until end of turn. Tap an untapped Gate you control: Gateway Shade gets +2/+2 until end of turn. GTC U Gathan Raiders {3}{R}{R} Creature - Human Warrior 3/3 Hellbent - Gathan Raiders gets +2/+2 as long as you have no cards in hand. Morph-Discard a card. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) FUT C, ARC C Gather Courage {G} Instant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Target creature gets +2/+2 until end of turn. RAV C, M15 U Gather Specimens {3}{U}{U}{U} Instant If a creature would enter the battlefield under an opponent's control this turn, it enters the battlefield under your control instead. ALA R Gather the Pack {1}{G} Sorcery Reveal the top five cards of your library. You may put a creature card from among them into your hand. Put the rest into your graveyard. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, put up to two creature cards from among the revealed cards into your hand instead of one. ORI U Gather the Townsfolk {1}{W} Sorcery Put two 1/1 white Human creature tokens onto the battlefield. Fateful hour - If you have 5 or less life, put five of those tokens onto the battlefield instead. DKA C Gatherer of Graces {1}{G} Creature - Human Druid 1/2 Gatherer of Graces gets +1/+1 for each Aura attached to it. Sacrifice an Aura: Regenerate Gatherer of Graces. GPT U Gatstaf Shepherd {1}{G} Creature - Human Werewolf 2/2 At the beginning of each upkeep, if no spells were cast last turn, transform Gatstaf Shepherd. ---- Gatstaf Howler (Green) Creature - Werewolf 3/3 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) At the beginning of each upkeep, if a player cast two or more spells last turn, transform Gatstaf Howler. ISD U Gauntlet of Might {4} Artifact Red creatures get +1/+1. Whenever a Mountain is tapped for mana, its controller adds {R} to his or her mana pool. (in addition to the mana the land produces) 1E R, 2E R, 2U R, ME4 R Gauntlet of Power {5} Artifact As Gauntlet of Power enters the battlefield, choose a color. Creatures of the chosen color get +1/+1. Whenever a basic land is tapped for mana of the chosen color, its controller adds one mana of that color to his or her mana pool. (in addition to the mana the land produces) TSP R Gauntlets of Chaos {5} Artifact {5}, Sacrifice Gauntlets of Chaos: Exchange control of target artifact, creature, or land you control and target permanent an opponent controls that shares one of those types with it. If those permanents are exchanged this way, destroy all Auras attached to them. LE R, CH R, 5E R, ME3 R Gavony Plane - Innistrad All creatures have vigilance. Whenever you roll CHAOS, creatures you control gain indestructible until end of turn. PC2 C Gavony Ironwright {2}{W} Creature - Human Soldier 1/4 Fateful hour - As long as you have 5 or less life, other creatures you control get +1/+4. DKA U Gavony Township Land {T}: Add {1} to your mana pool. {2}{G}{W}, {T}: Put a +1/+1 counter on each creature you control. ISD R Gaze of Adamaro {2}{R}{R} Instant - Arcane Gaze of Adamaro deals damage to target player equal to the number of cards in that player's hand. SOK U Gaze of Granite {X}{B}{B}{G} Sorcery Destroy each nonland permanent with converted mana cost X or less. DGM R Gaze of Justice {W} Sorcery As an additional cost to cast Gaze of Justice, tap three untapped white creatures you control. Exile target creature. Flashback {5}{W} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.) TSP C Gaze of Pain {1}{B} Sorcery Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it assigns no combat damage this turn. IA C Gaze of the Gorgon {3}{B/G} Instant ({B/G} can be paid with either {B} or {G}.) Regenerate target creature. At this turn's next end of combat, destroy all creatures that blocked or were blocked by it this turn. RAV C Geist Snatch {2}{U}{U} Instant Counter target creature spell. Put a 1/1 blue Spirit creature token with flying onto the battlefield. AVR C Geist Trappers {4}{G} Creature - Human Warrior 3/5 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Geist Trappers is paired with another creature, both creatures have reach. AVR C Geist of Saint Traft {1}{W}{U} Legendary Creature - Spirit Cleric 2/2 Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever Geist of Saint Traft attacks, put a 4/4 white Angel creature token with flying onto the battlefield tapped and attacking. Exile that token at end of combat. ISD M Geist of the Moors {1}{W}{W} Creature - Spirit 3/1 Flying M15 U Geist-Honored Monk {3}{W}{W} Creature - Human Monk */* Vigilance Geist-Honored Monk's power and toughness are each equal to the number of creatures you control. When Geist-Honored Monk enters the battlefield, put two 1/1 white Spirit creature tokens with flying onto the battlefield. ISD R, C14 R Geistcatcher's Rig {6} Artifact Creature - Construct 4/5 When Geistcatcher's Rig enters the battlefield, you may have it deal 4 damage to target creature with flying. ISD U Geistflame {R} Instant Geistflame deals 1 damage to target creature or player. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD C, DDK C Gelatinous Genesis {X}{X}{G} Sorcery Put X X/X green Ooze creature tokens onto the battlefield. ROE R Gelectrode {1}{U}{R} Creature - Weird 0/1 {T}: Gelectrode deals 1 damage to target creature or player. Whenever you cast an instant or sorcery spell, you may untap Gelectrode. GPT U, DDJ U Gelid Shackles {W} Snow Enchantment - Aura Enchant creature Enchanted creature can't block, and its activated abilities can't be activated. {S}: Enchanted creature gains defender until end of turn. ({S} can be paid with one mana from a snow permanent.) CSP C Gem Bazaar Land As Gem Bazaar enters the battlefield, choose a color at random. {T}: Add one mana of the last chosen color to your mana pool. Then choose a color at random. ASTRAL S Gem of Becoming {3} Artifact {3}, {T}, Sacrifice Gem of Becoming: Search your library for an Island card, a Swamp card, and a Mountain card. Reveal those cards and put them into your hand. Then shuffle your library. M13 U Gemhide Sliver {1}{G} Creature - Sliver 1/1 All Slivers have "{T}: Add one mana of any color to your mana pool." TSP C, H09 C Gemini Engine {6} Artifact Creature - Construct 3/4 Whenever Gemini Engine attacks, put a colorless Construct artifact creature token named Twin onto the battlefield attacking. Its power is equal to Gemini Engine's power and its toughness is equal to Gemini Engine's toughness. Sacrifice the token at end of combat. DST R Gempalm Avenger {5}{W} Creature - Human Soldier 3/5 Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.) When you cycle Gempalm Avenger, Soldier creatures get +1/+1 and gain first strike until end of turn. LGN C, DDO C Gempalm Incinerator {2}{R} Creature - Goblin 2/1 Cycling {1}{R} ({1}{R}, Discard this card: Draw a card.) When you cycle Gempalm Incinerator, you may have it deal X damage to target creature, where X is the number of Goblins on the battlefield. LGN U, EVG U, DD3_EVG U Gempalm Polluter {5}{B} Creature - Zombie 4/3 Cycling {B}{B} ({B}{B}, Discard this card: Draw a card.) When you cycle Gempalm Polluter, you may have target player lose life equal to the number of Zombies on the battlefield. LGN C Gempalm Sorcerer {2}{U} Creature - Human Wizard 2/2 Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.) When you cycle Gempalm Sorcerer, Wizard creatures gain flying until end of turn. LGN U Gempalm Strider {1}{G} Creature - Elf 2/2 Cycling {2}{G}{G} ({2}{G}{G}, Discard this card: Draw a card.) When you cycle Gempalm Strider, Elf creatures get +2/+2 until end of turn. LGN U, EVG U, DD3_EVG U Gemstone Array {4} Artifact {2}: Put a charge counter on Gemstone Array. Remove a charge counter from Gemstone Array: Add one mana of any color to your mana pool. 5DN U Gemstone Caverns Legendary Land If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand. {T}: Add {1} to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool. TSP R Gemstone Mine Land Gemstone Mine enters the battlefield with three mining counters on it. {T}, Remove a mining counter from Gemstone Mine: Add one mana of any color to your mana pool. If there are no mining counters on Gemstone Mine, sacrifice it. WL U, TSB S General Jarkeld {3}{W} Legendary Creature - Human Soldier 1/2 {T}: Switch the blocking creatures of two target attacking creatures. Activate this ability only during the declare blockers step. IA R General's Kabuto {4} Artifact - Equipment Equipped creature has shroud. (It can't be the target of spells or abilities.) Prevent all combat damage that would be dealt to equipped creature. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) CHK R General's Regalia {3} Artifact {3}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature you control instead. MM R Generator Servant {1}{R} Creature - Elemental 2/1 {T}, Sacrifice Generator Servant: Add {2} to your mana pool. If that mana is spent on a creature spell, it gains haste until end of turn. (That creature can attack and {T} as soon as it comes under your control.) M15 C Genesis {4}{G} Creature - Incarnation 4/4 At the beginning of your upkeep, if Genesis is in your graveyard, you may pay {2}{G}. If you do, return target creature card from your graveyard to your hand. JUD R, VMA R Genesis Chamber {2} Artifact Whenever a nontoken creature enters the battlefield, if Genesis Chamber is untapped, that creature's controller puts a 1/1 colorless Myr artifact creature token onto the battlefield. DST U Genesis Hydra {X}{G}{G} Creature - Plant Hydra 0/0 When you cast Genesis Hydra, reveal the top X cards of your library. You may put a nonland permanent card with converted mana cost X or less from among them onto the battlefield. Then shuffle the rest into your library. Genesis Hydra enters the battlefield with X +1/+1 counters on it. M15 R Genesis Wave {X}{G}{G}{G} Sorcery Reveal the top X cards of your library. You may put any number of permanent cards with converted mana cost X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard. SOM R Genju of the Cedars {G} Enchantment - Aura Enchant Forest {2}: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land. When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand. BOK U, DDD U, DD3_GVL U Genju of the Falls {U} Enchantment - Aura Enchant Island {2}: Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land. When enchanted Island is put into a graveyard, you may return Genju of the Falls from your graveyard to your hand. BOK U Genju of the Fens {B} Enchantment - Aura Enchant Swamp {2}: Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with "{B}: This creature gets +1/+1 until end of turn." It's still a land. When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand. BOK U, DDD U, DD3_GVL U Genju of the Fields {W} Enchantment - Aura Enchant Plains {2}: Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, its controller gains that much life." It's still a land. When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand. BOK U Genju of the Realm {W}{U}{B}{R}{G} Legendary Enchantment - Aura Enchant land {2}: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land. When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand. BOK R Genju of the Spires {R} Enchantment - Aura Enchant Mountain {2}: Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land. When enchanted Mountain is put into a graveyard, you may return Genju of the Spires from your graveyard to your hand. BOK U Geosurge {R}{R}{R}{R} Sorcery Add {R}{R}{R}{R}{R}{R}{R} to your mana pool. Spend this mana only to cast artifact or creature spells. NPH U Geothermal Crevice Land Geothermal Crevice enters the battlefield tapped. {T}: Add {R} to your mana pool. {T}, Sacrifice Geothermal Crevice: Add {B}{G} to your mana pool. IN C Geralf's Messenger {B}{B}{B} Creature - Zombie 3/2 Geralf's Messenger enters the battlefield tapped. When Geralf's Messenger enters the battlefield, target opponent loses 2 life. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA R Geralf's Mindcrusher {4}{U}{U} Creature - Zombie Horror 5/5 When Geralf's Mindcrusher enters the battlefield, target player puts the top five cards of his or her library into his or her graveyard. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA R Gerrard Vanguard Hand -4, life +0 At the beginning of your draw step, draw an additional card. VAN S Gerrard Capashen {3}{W}{W} Legendary Creature - Human Soldier 3/4 At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand. {3}{W}: Tap target creature. Activate this ability only if Gerrard Capashen is attacking. AP R, DDE R Gerrard's Battle Cry {W} Enchantment {2}{W}: Creatures you control get +1/+1 until end of turn. TE R, VMA R, TPR R Gerrard's Command {G}{W} Instant Untap target creature. It gets +3/+3 until end of turn. PS C, DDE C Gerrard's Irregulars {4}{R} Creature - Human Soldier 4/2 Trample, haste MM C Gerrard's Verdict {W}{B} Sorcery Target player discards two cards. You gain 3 life for each land card discarded this way. AP U Gerrard's Wisdom {2}{W}{W} Sorcery You gain 2 life for each card in your hand. WL U, P3 R, 7E U Geth's Grimoire {4} Artifact Whenever an opponent discards a card, you may draw a card. DST U Geth's Verdict {B}{B} Instant Target player sacrifices a creature and loses 1 life. NPH C Geth, Lord of the Vault {4}{B}{B} Legendary Creature - Zombie 5/5 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) {X}{B}: Put target artifact or creature card with converted mana cost X from an opponent's graveyard onto the battlefield under your control tapped. Then that player puts the top X cards of his or her library into his or her graveyard. SOM M Geyser Glider {3}{R}{R} Creature - Elemental Beast 4/4 Landfall - Whenever a land enters the battlefield under your control, Geyser Glider gains flying until end of turn. ZEN U, DDI U Geyserfield Stalker {4}{B} Creature - Elemental 3/2 Menace (This creature can't be blocked except by two or more creatures.) Landfall - Whenever a land enters the battlefield under your control, Geyserfield Stalker gets +2/+2 until end of turn. C Ghalma's Warden {3}{W} Creature - Elephant Soldier 2/4 Metalcraft - Ghalma's Warden gets +2/+2 as long as you control three or more artifacts. SOM C Ghastlord of Fugue {U/B}{U/B}{U/B}{U/B}{U/B} Creature - Spirit Avatar 4/4 Ghastlord of Fugue can't be blocked. Whenever Ghastlord of Fugue deals combat damage to a player, that player reveals his or her hand. You choose a card from it. That player exiles that card. SHM R Ghastly Conscription {5}{B}{B} Sorcery Exile all creature cards from target player's graveyard in a face-down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) FRF M Ghastly Demise {B} Instant Destroy target nonblack creature if its toughness is less than or equal to the number of cards in your graveyard. OD C Ghastly Discovery {2}{U} Sorcery Draw two cards, then discard a card. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.) SHM C Ghastly Remains {B}{B}{B} Creature - Zombie 0/0 Amplify 1 (As this creature enters the battlefield, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) At the beginning of your upkeep, if Ghastly Remains is in your graveyard, you may pay {B}{B}{B}. If you do, return Ghastly Remains to your hand. LGN R Ghave, Guru of Spores {2}{B}{G}{W} Legendary Creature - Fungus Shaman 0/0 Ghave, Guru of Spores enters the battlefield with five +1/+1 counters on it. {1}, Remove a +1/+1 counter from a creature you control: Put a 1/1 green Saproling creature token onto the battlefield. {1}, Sacrifice a creature: Put a +1/+1 counter on target creature. CMD M Ghazban Ogre {G} Creature - Ogre 2/2 At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of Ghazban Ogre. AN C, CH C, 5E C, MED C Ghirapur AEther Grid {2}{R} Enchantment Tap two untapped artifacts you control: Ghirapur AEther Grid deals 1 damage to target creature or player. ORI U Ghirapur Gearcrafter {2}{R} Creature - Human Artificer 2/1 When Ghirapur Gearcrafter enters the battlefield, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield. (A creature with flying can't be blocked except by creatures with flying or reach.) ORI C Ghitu Encampment Land Ghitu Encampment enters the battlefield tapped. {T}: Add {R} to your mana pool. {1}{R}: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. (It deals combat damage before creatures without first strike.) GU U, 10E U, PD2 U, DDN U Ghitu Fire {X}{R} Sorcery You may cast Ghitu Fire as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) Ghitu Fire deals X damage to target creature or player. IN R Ghitu Fire-Eater {2}{R} Creature - Human Nomad 2/2 {T}, Sacrifice Ghitu Fire-Eater: Ghitu Fire-Eater deals damage equal to its power to target creature or player. GU U, 7E U Ghitu Firebreathing {1}{R} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature {R}: Enchanted creature gets +1/+0 until end of turn. {R}: Return Ghitu Firebreathing to its owner's hand. TSP C Ghitu Slinger {2}{R} Creature - Human Nomad 2/2 Echo {2}{R} (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.) When Ghitu Slinger enters the battlefield, it deals 2 damage to target creature or player. GU C Ghitu War Cry {2}{R} Enchantment {R}: Target creature gets +1/+0 until end of turn. GU U Ghor-Clan Bloodscale {3}{R} Creature - Viashino Warrior 2/1 First strike {3}{G}: Ghor-Clan Bloodscale gets +2/+2 until end of turn. Activate this ability only once each turn. GPT U Ghor-Clan Rampager {2}{R}{G} Creature - Beast 4/4 Trample Bloodrush - {R}{G}, Discard Ghor-Clan Rampager: Target attacking creature gets +4/+4 and gains trample until end of turn. GTC U Ghor-Clan Savage {3}{G}{G} Creature - Centaur Berserker 2/3 Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.) GPT C, DDL C Ghost Council of Orzhova {W}{W}{B}{B} Legendary Creature - Spirit 4/4 When Ghost Council of Orzhova enters the battlefield, target opponent loses 1 life and you gain 1 life. {1}, Sacrifice a creature: Exile Ghost Council of Orzhova. Return it to the battlefield under its owner's control at the beginning of the next end step. GPT R, MM2 R Ghost Hounds {1}{B} Creature - Hound Spirit 1/1 Vigilance Whenever Ghost Hounds blocks or becomes blocked by a white creature, Ghost Hounds gains first strike until end of turn. HM U Ghost Quarter Land {T}: Add {1} to your mana pool. {T}, Sacrifice Ghost Quarter: Destroy target land. Its controller may search his or her library for a basic land card, put it onto the battlefield, then shuffle his or her library. MD1 U, DIS U, ISD U, C14 U Ghost Ship {2}{U}{U} Creature - Spirit 2/4 Flying {U}{U}{U}: Regenerate Ghost Ship. DK C, 4E U, TSB S Ghost Tactician {4}{W} Creature - Spirit Spellshaper 2/5 {W}, {T}, Discard a card: Creatures you control get +1/+0 until end of turn. PLC C Ghost Town Land {T}: Add {1} to your mana pool. {0}: Return Ghost Town to its owner's hand. Activate this ability only if it's not your turn. TE U Ghost Warden {1}{W} Creature - Spirit 1/1 {T}: Target creature gets +1/+1 until end of turn. GPT C, 10E C Ghost-Lit Nourisher {2}{G} Creature - Spirit 2/1 {2}{G}, {T}: Target creature gets +2/+2 until end of turn. Channel - {3}{G}, Discard Ghost-Lit Nourisher: Target creature gets +4/+4 until end of turn. SOK U Ghost-Lit Raider {2}{R} Creature - Spirit 2/1 {2}{R}, {T}: Ghost-Lit Raider deals 2 damage to target creature. Channel - {3}{R}, Discard Ghost-Lit Raider: Ghost-Lit Raider deals 4 damage to target creature. SOK U Ghost-Lit Redeemer {W} Creature - Spirit 1/1 {W}, {T}: You gain 2 life. Channel - {1}{W}, Discard Ghost-Lit Redeemer: You gain 4 life. SOK U Ghost-Lit Stalker {B} Creature - Spirit 1/1 {4}{B}, {T}: Target player discards two cards. Activate this ability only any time you could cast a sorcery. Channel - {5}{B}{B}, Discard Ghost-Lit Stalker: Target player discards four cards. Activate this ability only any time you could cast a sorcery. SOK U, DDD U, DD3_GVL U Ghost-Lit Warder {1}{U} Creature - Spirit 1/1 {3}{U}, {T}: Counter target spell unless its controller pays {2}. Channel - {3}{U}, Discard Ghost-Lit Warder: Counter target spell unless its controller pays {4}. SOK U Ghostblade Eidolon {2}{W} Enchantment Creature - Spirit 1/1 Bestow {5}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Double strike (This creature deals both first-strike and regular combat damage.) Enchanted creature gets +1/+1 and has double strike. BNG U Ghostfire {2}{R} Instant Ghostfire is colorless. Ghostfire deals 3 damage to target creature or player. FUT C, DDG C Ghostfire Blade {1} Artifact - Equipment Equipped creature gets +2/+2. Equip {3} Ghostfire Blade's equip ability costs {2} less to activate if it targets a colorless creature. R, KTK R Ghostflame Sliver {B}{R} Creature - Sliver 2/2 All Slivers are colorless. TSP U Ghostform {1}{U} Sorcery Up to two target creatures can't be blocked this turn. AVR C Ghosthelm Courier {2}{U} Creature - Human Wizard 2/1 You may choose not to untap Ghosthelm Courier during your untap step. {2}{U}, {T}: Target Wizard creature gets +2/+2 and has shroud for as long as Ghosthelm Courier remains tapped. (It can't be the target of spells or abilities.) ONS U Ghostly Changeling {2}{B} Creature - Shapeshifter 2/2 Changeling (This card is every creature type.) {1}{B}: Ghostly Changeling gets +1/+1 until end of turn. LRW U, MM2 C Ghostly Flame {B}{R} Enchantment Black and/or red permanents and spells are colorless sources of damage. IA R Ghostly Flicker {2}{U} Instant Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control. AVR C Ghostly Possession {2}{W} Enchantment - Aura Enchant creature Enchanted creature has flying. Prevent all combat damage that would be dealt to and dealt by enchanted creature. ISD C Ghostly Prison {2}{W} Enchantment Creatures can't attack you unless their controller pays {2} for each creature he or she controls that's attacking you. CHK U, CMD U, PC2 U Ghostly Sentinel {4}{W} Creature - Kor Spirit 3/3 Flying, vigilance C Ghostly Touch {1}{U} Enchantment - Aura Enchant creature Enchanted creature has "Whenever this creature attacks, you may tap or untap target permanent." AVR U Ghostly Visit {2}{B} Sorcery Destroy target nonblack creature. PK C, ME3 C Ghostly Wings {1}{U} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has flying. Discard a card: Return enchanted creature to its owner's hand. TOR C Ghosts of the Damned {1}{B}{B} Creature - Spirit 0/2 {T}: Target creature gets -1/-0 until end of turn. LE C, ME3 C Ghosts of the Innocent {5}{W}{W} Creature - Spirit 4/5 If a source would deal damage to a creature or player, it deals half that damage, rounded down, to that creature or player instead. RAV R Ghostway {2}{W} Instant Exile each creature you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step. GPT R Ghoul's Feast {1}{B} Instant Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. MM U, DDJ U Ghoulcaller Gisa {3}{B}{B} Legendary Creature - Human Wizard 3/4 {B}, {T}, Sacrifice another creature: Put X 2/2 black Zombie creature tokens onto the battlefield, where X is the sacrificed creature's power. C14 M Ghoulcaller's Bell {1} Artifact {T}: Each player puts the top card of his or her library into his or her graveyard. ISD C Ghoulcaller's Chant {B} Sorcery Choose one - • Return target creature card from your graveyard to your hand. • Return two target Zombie cards from your graveyard to your hand. ISD C Ghoulflesh {B} Enchantment - Aura Enchant creature Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types. AVR C Ghoulraiser {1}{B}{B} Creature - Zombie 2/2 When Ghoulraiser enters the battlefield, return a Zombie card at random from your graveyard to your hand. ISD C Ghoultree {7}{G} Creature - Zombie Treefolk 10/10 Ghoultree costs {1} less to cast for each creature card in your graveyard. DKA R Giant Adephage {5}{G}{G} Creature - Insect 7/7 Trample Whenever Giant Adephage deals combat damage to a player, put a token onto the battlefield that's a copy of Giant Adephage. GTC M Giant Albatross {1}{U} Creature - Bird 1/1 Flying When Giant Albatross dies, you may pay {1}{U}. If you do, for each creature that dealt damage to Giant Albatross this turn, destroy that creature unless its controller pays 2 life. A creature destroyed this way can't be regenerated. HM C (x2) Giant Ambush Beetle {3}{B/G}{R} Creature - Insect 4/3 Haste When Giant Ambush Beetle enters the battlefield, you may have target creature block it this turn if able. ARB U Giant Badger {1}{G}{G} Creature - Badger 2/2 Whenever Giant Badger blocks, it gets +2/+2 until end of turn. PPR S, 8ED C Giant Caterpillar {3}{G} Creature - Insect 3/3 {G}, Sacrifice Giant Caterpillar: Put a 1/1 green Insect creature token with flying named Butterfly onto the battlefield at the beginning of the next end step. VI C, MM C Giant Cockroach {3}{B} Creature - Insect 4/2 GU C, 7E C, 8ED C, 9ED C Giant Crab {4}{U} Creature - Crab 3/3 {U}: Giant Crab gains shroud until end of turn. (It can't be the target of spells or abilities.) TE C, BD C Giant Dustwasp {3}{G}{G} Creature - Insect 3/3 Flying Suspend 4- {1}{G} (Rather than cast this card from your hand, you may pay {1}{G} 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. It has haste.) PLC C, MMA C Giant Growth {G} Instant Target creature gets +3/+3 until end of turn. 1E C, 2E C, 2U C, 3E C, 4E C, IA C, 5E C, 6E C, BR C, P4 C, BD C, 7E C, 8ED C, 9ED C, 10E C, EVG C, ME2 C, M10 C, ME3 C, DDD C, M11 C, ME4 C, RTR C, M14 C, DD3_EVG C, DD3_GVL C Giant Harbinger {4}{R} Creature - Giant Shaman 3/4 When Giant Harbinger enters the battlefield, you may search your library for a Giant card, reveal it, then shuffle your library and put that card on top of it. LRW U Giant Mantis {3}{G} Creature - Insect 2/4 Reach (This creature can block creatures with flying.) C, MI C, VMA C Giant Octopus {3}{U} Creature - Octopus 3/3 PO C, P3 C, P4 C, 7E C, 8ED C, 9ED C Giant Oyster {2}{U}{U} Creature - Oyster 0/3 You may choose not to untap Giant Oyster during your untap step. {T}: For as long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your draw steps, put a -1/-1 counter on that creature. When Giant Oyster leaves the battlefield or becomes untapped, remove all -1/-1 counters from the creature. HM U, TSB S Giant Scorpion {2}{B} Creature - Scorpion 1/3 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) ZEN C, M13 C Giant Shark {5}{U} Creature - Fish 4/4 Giant Shark can't attack unless defending player controls an Island. Whenever Giant Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Giant Shark gets +2/+0 and gains trample until end of turn. When you control no Islands, sacrifice Giant Shark. DK C Giant Slug {1}{B} Creature - Slug 1/1 {5}: At the beginning of your next upkeep, choose a basic land type. Giant Slug gains landwalk of the chosen type until the end of that turn. (It can't be blocked as long as defending player controls a land of that type.) LE C, CH C Giant Solifuge {2}{R/G}{R/G} Creature - Insect 4/1 ({R/G} can be paid with either {R} or {G}.) Trample, haste, shroud (This creature can't be the target of spells or abilities.) GPT R Giant Spider {3}{G} Creature - Spider 2/4 Reach (This creature can block creatures with flying.) 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, PO C, 6E C, 7E C, 8ED C, 9ED C, 10E C, M10 C, M11 C, M12 C, M14 C Giant Strength {R}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. LE C, 4E C, 5E C, TE C, 6E C, VMA C Giant Tortoise {1}{U} Creature - Turtle 1/1 Giant Tortoise gets +0/+3 as long as it's untapped. AN C (x2), 4E C, MED C, ME4 C Giant Trap Door Spider {1}{R}{G} Creature - Spider 2/3 {1}{R}{G}, {T}: Exile Giant Trap Door Spider and target creature without flying that's attacking you. IA U, ME2 U Giant Turtle {1}{G}{G} Creature - Turtle 2/4 Giant Turtle can't attack if it attacked during your last turn. LE C Giant Warthog {5}{G} Creature - Boar Beast 5/5 Trample JUD C Giant's Ire {3}{R} Tribal Sorcery - Giant Giant's Ire deals 4 damage to target player. If you control a Giant, draw a card. LRW C Giantbaiting {2}{R/G} Sorcery Put a 4/4 red and green Giant Warrior creature token with haste onto the battlefield. Exile it at the beginning of the next end step. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.) SHM C Gibbering Descent {4}{B}{B} Enchantment At the beginning of each player's upkeep, that player loses 1 life and discards a card. Hellbent - Skip your upkeep step if you have no cards in hand. Madness {2}{B}{B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) FUT R Gibbering Hyenas {2}{G} Creature - Hyena 3/2 Gibbering Hyenas can't block black creatures. MI C Gibbering Kami {3}{B} Creature - Spirit 2/2 Flying Soulshift 3 (When this creature dies, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) CHK C Gideon Jura {3}{W}{W} Planeswalker - Gideon 6 [+2] During target opponent's next turn, creatures that player controls attack Gideon Jura if able. [-2] Destroy target tapped creature. [0] Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn. ROE M, M12 M Gideon's Avenger {1}{W}{W} Creature - Human Soldier 2/2 Whenever a creature an opponent controls becomes tapped, put a +1/+1 counter on Gideon's Avenger. M12 R Gideon's Lawkeeper {W} Creature - Human Soldier 1/1 {W}, {T}: Tap target creature. M12 C Gideon's Phalanx {5}{W}{W} Instant Put four 2/2 white Knight creature tokens with vigilance onto the battlefield. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, creatures you control gain indestructible until end of turn. ORI R Gideon's Reproach {1}{W} Instant Gideon's Reproach deals 4 damage to target attacking or blocking creature. C Gideon, Ally of Zendikar {2}{W}{W} Planeswalker - Gideon 4 [+1] Until end of turn, Gideon, Ally of Zendikar becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn. [0] Put a 2/2 white Knight Ally creature token onto the battlefield. [-4] You get an emblem with "Creatures you control get +1/+1." M Gideon, Champion of Justice {2}{W}{W} Planeswalker - Gideon 4 [+1] Put a loyalty counter on Gideon, Champion of Justice for each creature target opponent controls. [0] Until end of turn, Gideon, Champion of Justice becomes a Human Soldier creature with power and toughness each equal to the number of loyalty counters on him and gains indestructible. He's still a planeswalker. Prevent all damage that would be dealt to him this turn. [-15] Exile all other permanents. GTC M Gift of Estates {1}{W} Sorcery If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library. PO R, 9ED U, C14 U Gift of Granite {W} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +0/+2. FUT C Gift of Immortality {2}{W} Enchantment - Aura Enchant creature When enchanted creature dies, return that card to the battlefield under its owner's control. Return Gift of Immortality to the battlefield attached to that creature at the beginning of the next end step. THS R Gift of Orzhova {1}{W/B}{W/B} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has flying and lifelink. GTC U Gift of the Deity {4}{B/G} Enchantment - Aura Enchant creature As long as enchanted creature is black, it gets +1/+1 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy that creature.) As long as enchanted creature is green, it gets +1/+1 and all creatures able to block it do so. EVE C Gift of the Gargantuan {2}{G} Sorcery Look at the top four cards of your library. You may reveal a creature card and/or a land card from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order. ALA C Gift of the Woods {G} Enchantment - Aura Enchant creature Whenever enchanted creature blocks or becomes blocked, it gets +0/+3 until end of turn and you gain 1 life. AL C (x2) Gifts Ungiven {3}{U} Instant Search your library for up to four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle your library. CHK R, V09 M, MMA R Gigadrowse {U} Instant Replicate {U} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Tap target permanent. GPT C Gigantiform {3}{G}{G} Enchantment - Aura Kicker {4} Enchant creature Enchanted creature has base power and toughness 8/8 and has trample. When Gigantiform enters the battlefield, if it was kicked, you may search your library for a card named Gigantiform, put it onto the battlefield, then shuffle your library. ZEN R Gigantomancer {7}{G} Creature - Human Shaman 1/1 {1}: Target creature you control has base power and toughness 7/7 until end of turn. ROE R Gigapede {3}{G}{G} Creature - Insect 6/1 Shroud (This creature can't be the target of spells or abilities.) At the beginning of your upkeep, if Gigapede is in your graveyard, you may discard a card. If you do, return Gigapede to your hand. ONS R, VMA R Gild {3}{B} Sorcery Exile target creature. Put a colorless artifact token named Gold onto the battlefield. It has "Sacrifice this artifact: Add one mana of any color to your mana pool." BNG R Gilded Drake {1}{U} Creature - Drake 3/3 Flying When Gilded Drake enters the battlefield, exchange control of Gilded Drake and up to one target creature an opponent controls. If you don't make an exchange, sacrifice Gilded Drake. This ability can't be countered except by spells and abilities. (This effect lasts indefinitely.) UZ R Gilded Light {1}{W} Instant You gain shroud until end of turn. (You can't be the target of spells or abilities.) Cycling {2} ({2}, Discard this card: Draw a card.) SCG U, VMA C Gilded Lotus {5} Artifact {T}: Add three mana of any one color to your mana pool. MRD R, M13 R, V13 M Gilder Bairn {1}{G/U}{G/U} Creature - Ouphe 1/3 {2}{G/U}, {Q}: For each counter on target permanent, put another of those counters on that permanent. ({Q} is the untap symbol.) EVE U Gilt-Leaf Ambush {2}{G} Tribal Instant - Elf Put two 1/1 green Elf Warrior creature tokens onto the battlefield. Clash with an opponent. If you win, those creatures gain deathtouch until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost. Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.) LRW C Gilt-Leaf Archdruid {3}{G}{G} Creature - Elf Druid 3/3 Whenever you cast a Druid spell, you may draw a card. Tap seven untapped Druids you control: Gain control of all lands target player controls. MOR R Gilt-Leaf Palace Land As Gilt-Leaf Palace enters the battlefield, you may reveal an Elf card from your hand. If you don't, Gilt-Leaf Palace enters the battlefield tapped. {T}: Add {B} or {G} to your mana pool. LRW R Gilt-Leaf Seer {2}{G} Creature - Elf Shaman 2/2 {G}, {T}: Look at the top two cards of your library, then put them back in any order. LRW C Gilt-Leaf Winnower {3}{B}{B} Creature - Elf Warrior 4/3 Menace (This creature can't be blocked except by two or more creatures.) When Gilt-Leaf Winnower enters the battlefield, you may destroy target non-Elf creature whose power and toughness aren't equal. ORI R Giltspire Avenger {G}{W}{U} Creature - Human Soldier 2/2 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Destroy target creature that dealt damage to you this turn. CON R Gisela, Blade of Goldnight {4}{R}{W}{W} Legendary Creature - Angel 5/5 Flying, first strike If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead. If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up. AVR M Gitaxian Probe {P/U} Sorcery ({P/U} can be paid with either {U} or 2 life.) Look at target player's hand. Draw a card. NPH C Give {2}{G} Sorcery Put three +1/+1 counters on target creature. Fuse (You may cast one or both halves of this card from your hand.) ---- Take {2}{U} Sorcery Remove all +1/+1 counters from target creature you control. Draw that many cards. Fuse (You may cast one or both halves of this card from your hand.) DGM U Gix Vanguard Hand -2, life +18 {3}: Return target creature card from your graveyard to your hand. VAN S Glacial Chasm Land Cumulative upkeep-Pay 2 life. (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 Glacial Chasm enters the battlefield, sacrifice a land. Creatures you control can't attack. Prevent all damage that would be dealt to you. IA U, ME2 R, V12 M Glacial Crasher {4}{U}{U} Creature - Elemental 5/5 Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) Glacial Crasher can't attack unless there is a Mountain on the battlefield. M15 C Glacial Crevasses {2}{R} Enchantment Sacrifice a snow Mountain: Prevent all combat damage that would be dealt this turn. IA R, ME2 R Glacial Fortress Land Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island. {T}: Add {W} or {U} to your mana pool. M10 R, M11 R, M12 R, M13 R Glacial Plating {2}{W}{W} Snow Enchantment - Aura Enchant creature Cumulative upkeep {S} (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. {S} can be paid with one mana from a snow permanent.) Enchanted creature gets +3/+3 for each age counter on Glacial Plating. CSP U Glacial Ray {1}{R} Instant - Arcane Glacial Ray deals 2 damage to target creature or player. Splice onto Arcane {1}{R} (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.) CHK C, MMA C Glacial Stalker {5}{U} Creature - Elemental 4/5 Morph {4}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Glacial Wall {2}{U} Creature - Wall 0/7 Defender (This creature can't attack.) IA U, 5E U, 6E U, 7E U Glaciers {2}{W}{U} Enchantment At the beginning of your upkeep, sacrifice Glaciers unless you pay {W}{U}. All Mountains are Plains. IA R Glade Gnarr {5}{G} Creature - Beast 4/4 Whenever a player casts a blue spell, Glade Gnarr gets +2/+2 until end of turn. AP C Glade Watcher {1}{G} Creature - Elemental 3/3 Defender Formidable - {G}: Glade Watcher can attack this turn as though it didn't have defender. Activate this ability only if creatures you control have total power 8 or greater. DTK C Gladecover Scout {G} Creature - Elf Scout 1/1 Hexproof (This creature can't be the target of spells or abilities your opponents control.) M12 C, M14 C Glamer Spinners {4}{W/U} Creature - Faerie Wizard 2/4 Flash Flying When Glamer Spinners enters the battlefield, attach all Auras enchanting target permanent to another permanent with the same controller. SHM U Glamerdye {1}{U} Instant Change the text of target spell or permanent by replacing all instances of one color word with another. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) EVE R Glare of Heresy {1}{W} Sorcery Exile target white permanent. THS U Glare of Subdual {2}{G}{W} Enchantment Tap an untapped creature you control: Tap target artifact or creature. RAV R Glarecaster {4}{W}{W} Creature - Bird Cleric 3/3 Flying {5}{W}: The next time damage would be dealt to Glarecaster and/or you this turn, that damage is dealt to target creature or player instead. ONS R Glarewielder {4}{R} Creature - Elemental Shaman 3/1 Haste When Glarewielder enters the battlefield, up to two target creatures can't block this turn. Evoke {1}{R} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) LRW U Glaring Aegis {W} Enchantment - Aura Enchant creature When Glaring Aegis enters the battlefield, tap target creature an opponent controls. Enchanted creature gets +1/+3. DTK C Glaring Spotlight {1} Artifact Creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof. {3}, Sacrifice Glaring Spotlight: Creatures you control gain hexproof until end of turn and can't be blocked this turn. GTC R Glass Asp {1}{G}{G} Creature - Snake 2/1 Whenever Glass Asp deals combat damage to a player, that player loses 2 life at the beginning of his or her next draw step unless he or she pays {2} before that step. TSP C Glass Golem {5} Artifact Creature - Golem 6/2 RAV U Glassdust Hulk {3}{W}{U} Artifact Creature - Golem 3/4 Whenever another artifact enters the battlefield under your control, Glassdust Hulk gets +1/+1 until end of turn and can't be blocked this turn. Cycling {W/U} ({W/U}, Discard this card: Draw a card.) ARB C, MM2 U Glasses of Urza {1} Artifact {T}: Look at target player's hand. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, ME4 C Glaze Fiend {1}{B} Artifact Creature - Illusion 0/1 Flying Whenever another artifact enters the battlefield under your control, Glaze Fiend gets +2/+2 until end of turn. ALA C Gleam of Authority {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each +1/+1 counter on other creatures you control. Enchanted creature has vigilance and "{W}, {T}: Bolster 1." (To bolster 1, choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.) DTK R Gleam of Battle {4}{R}{W} Enchantment Whenever a creature you control attacks, put a +1/+1 counter on it. DGM U Gleam of Resistance {4}{W} Instant Creatures you control get +1/+2 until end of turn. Untap those creatures. Basic landcycling {1}{W} ({1}{W}, Discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.) CON C, MMA C Gleancrawler {3}{B/G}{B/G}{B/G} Creature - Insect Horror 6/6 ({B/G} can be paid with either {B} or {G}.) Trample At the beginning of your end step, return to your hand all creature cards in your graveyard that were put there from the battlefield this turn. RAV R, DDJ R Gleeful Sabotage {1}{G} Sorcery Destroy target artifact or enchantment. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.) SHM C, ARC C Glen Elendra Plane - Lorwyn At end of combat, you may exchange control of target creature you control that dealt combat damage to a player this combat and target creature that player controls. Whenever you roll CHAOS, gain control of target creature you own. PC2 C Glen Elendra Archmage {3}{U} Creature - Faerie Wizard 2/2 Flying {U}, Sacrifice Glen Elendra Archmage: Counter target noncreature spell. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) EVE R, MMA R Glen Elendra Liege {1}{U/B}{U/B}{U/B} Creature - Faerie Knight 2/3 Flying Other blue creatures you control get +1/+1. Other black creatures you control get +1/+1. SHM R, PC2 R Glen Elendra Pranksters {3}{U} Creature - Faerie Wizard 1/3 Flying Whenever you cast a spell during an opponent's turn, you may return target creature you control to its owner's hand. LRW U Gliding Licid {2}{U} Creature - Licid 2/2 {U}, {T}: Gliding Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {U} to end this effect. Enchanted creature has flying. ST U Glimmerdust Nap {2}{U} Enchantment - Aura Enchant tapped creature Enchanted creature doesn't untap during its controller's untap step. LRW C Glimmering Angel {3}{W} Creature - Angel 2/2 Flying {U}: Glimmering Angel gains shroud until end of turn. (It can't be the target of spells or abilities.) IN C Glimmerpoint Stag {2}{W}{W} Creature - Elk 3/3 Vigilance When Glimmerpoint Stag enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step. SOM U, CNS U Glimmerpost Land - Locus When Glimmerpost enters the battlefield, you gain 1 life for each Locus on the battlefield. {T}: Add {1} to your mana pool. SOM C Glimmervoid Land At the beginning of the end step, if you control no artifacts, sacrifice Glimmervoid. {T}: Add one mana of any color to your mana pool. MRD R, MMA R Glimmervoid Basin Plane - Mirrodin Whenever a player casts an instant or sorcery spell with a single target, he or she copies that spell for each other spell, permanent, card not on the battlefield, and/or player the spell could target. Each copy targets a different one of them. Whenever you roll CHAOS, choose target creature. Each player except that creature's controller puts a token that's a copy of that creature onto the battlefield. HOP C Glimpse of Nature {G} Sorcery Whenever you cast a creature spell this turn, draw a card. CHK R Glimpse the Future {2}{U} Sorcery Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. M14 U Glimpse the Sun God {X}{W} Instant Tap X target creatures. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) BNG U Glimpse the Unthinkable {U}{B} Sorcery Target player puts the top ten cards of his or her library into his or her graveyard. RAV R Glint {1}{U} Instant Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) DTK C Glint Hawk {W} Creature - Bird 2/2 Flying When Glint Hawk enters the battlefield, sacrifice it unless you return an artifact you control to its owner's hand. SOM C Glint Hawk Idol {2} Artifact Whenever another artifact enters the battlefield under your control, you may have Glint Hawk Idol become a 2/2 Bird artifact creature with flying until end of turn. {W}: Glint Hawk Idol becomes a 2/2 Bird artifact creature with flying until end of turn. SOM C, MM2 C Glint-Eye Nephilim {U}{B}{R}{G} Creature - Nephilim 2/2 Whenever Glint-Eye Nephilim deals combat damage to a player, draw that many cards. {1}, Discard a card: Glint-Eye Nephilim gets +1/+1 until end of turn. GPT R Glintwing Invoker {4}{U} Creature - Human Wizard Mutant 3/3 {7}{U}: Glintwing Invoker gets +3/+3 and gains flying until end of turn. LGN C Glissa Sunseeker {2}{G}{G} Legendary Creature - Elf 3/2 First strike {T}: Destroy target artifact if its converted mana cost is equal to the amount of mana in your mana pool. MRD R Glissa's Courier {1}{G}{G} Creature - Horror 2/3 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) MBS C Glissa's Scorn {1}{G} Instant Destroy target artifact. Its controller loses 1 life. NPH C Glissa, the Traitor {B}{G}{G} Legendary Creature - Zombie Elf 3/3 First strike, deathtouch Whenever a creature an opponent controls dies, you may return target artifact card from your graveyard to your hand. MBS M Glistener Elf {G} Creature - Elf Warrior 1/1 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) NPH C Glistening Oil {B}{B} Enchantment - Aura Enchant creature Enchanted creature has infect. At the beginning of your upkeep, put a -1/-1 counter on enchanted creature. When Glistening Oil is put into a graveyard from the battlefield, return Glistening Oil to its owner's hand. NPH R Glitterfang {R} Creature - Spirit 1/1 Haste At the beginning of the end step, return Glitterfang to its owner's hand. SOK C Glittering Lion {2}{W} Creature - Cat 2/2 Prevent all damage that would be dealt to Glittering Lion. {3}: Until end of turn, Glittering Lion loses "Prevent all damage that would be dealt to Glittering Lion." Any player may activate this ability. PR U Glittering Lynx {W} Creature - Cat 1/1 Prevent all damage that would be dealt to Glittering Lynx. {2}: Until end of turn, Glittering Lynx loses "Prevent all damage that would be dealt to Glittering Lynx." Any player may activate this ability. PR C Glittering Wish {G}{W} Sorcery You may choose a multicolored card you own from outside the game, reveal that card, and put it into your hand. Exile Glittering Wish. FUT R Global Ruin {4}{W} Sorcery Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest. IN R Gloom {2}{B} Enchantment White spells cost {3} more to cast. Activated abilities of white enchantments cost {3} more to activate. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, ME4 R Gloom Surgeon {1}{B} Creature - Spirit 2/1 If combat damage would be dealt to Gloom Surgeon, prevent that damage and exile that many cards from the top of your library. AVR R Gloomdrifter {3}{B} Creature - Zombie Minion 2/2 Flying Threshold - As long as seven or more cards are in your graveyard, Gloomdrifter has "When Gloomdrifter enters the battlefield, nonblack creatures get -2/-2 until end of turn." TOR U Gloomhunter {2}{B} Creature - Bat 2/1 Flying ROE C Gloomlance {3}{B}{B} Sorcery Destroy target creature. If that creature was green or white, its controller discards a card. SHM C Gloomwidow {2}{G} Creature - Spider 3/3 Reach Gloomwidow can block only creatures with flying. SHM U, AVR U Gloomwidow's Feast {3}{G} Instant Destroy target creature with flying. If that creature was blue or black, put a 1/2 green Spider creature token with reach onto the battlefield. (It can block creatures with flying.) SHM C Glorious Anthem {1}{W}{W} Enchantment Creatures you control get +1/+1. UZ R, 7E R, 8ED R, 9ED R, 10E R Glorious Charge {1}{W} Instant Creatures you control get +1/+1 until end of turn. M10 C, M13 C Glory {3}{W}{W} Creature - Incarnation 3/3 Flying {2}{W}: Choose a color. Creatures you control gain protection from the chosen color until end of turn. Activate this ability only if Glory is in your graveyard. PPR R, JUD R Glory Seeker {1}{W} Creature - Human Soldier 2/2 ONS C, 8ED C, 9ED C, ROE C, DDF C Glory of Warfare {2}{R}{W} Enchantment 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. ARB R, HOP R Gloryscale Viashino {1}{R}{G}{W} Creature - Viashino Soldier 3/3 Whenever you cast a multicolored spell, Gloryscale Viashino gets +3/+3 until end of turn. ARB U Glowering Rogon {5}{G} Creature - Beast 4/4 Amplify 1 (As this creature enters the battlefield, put a +1/+1 counter on it for each Beast card you reveal in your hand.) LGN C Glowing Anemone {3}{U} Creature - Jellyfish Beast 1/3 When Glowing Anemone enters the battlefield, you may return target land to its owner's hand. MM U Glowrider {2}{W} Creature - Human Cleric 2/1 Noncreature spells cost {1} more to cast. LGN R Gluttonous Cyclops {5}{R} Creature - Cyclops 5/4 {5}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) JOU C Gluttonous Slime {2}{G} Creature - Ooze 2/2 Flash Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.) CON U, PC2 U Gluttonous Zombie {4}{B} Creature - Zombie 3/3 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) ONS U, 8ED U, 9ED U Glyph of Delusion {U} Instant Put X glyph counters on target creature that target Wall blocked this turn, where X is the power of that blocked creature. The creature gains "This creature doesn't untap during your untap step if it has a glyph counter on it" and "At the beginning of your upkeep, remove a glyph counter from this creature." LE C Glyph of Destruction {R} Instant Target blocking Wall you control gets +10/+0 until end of combat. Prevent all damage that would be dealt to it this turn. Destroy it at the beginning of the next end step. LE C Glyph of Doom {B} Instant Choose target Wall creature. At this turn's next end of combat, destroy all creatures that were blocked by that creature this turn. LE C Glyph of Life {W} Instant Choose target Wall creature. Whenever that creature is dealt damage by an attacking creature this turn, you gain that much life. LE C Glyph of Reincarnation {G} Instant Cast Glyph of Reincarnation only after combat. Destroy all creatures that were blocked by target Wall this turn. They can't be regenerated. For each creature that died this way, put a creature card from the graveyard of the player who controlled that creature the last time it became blocked by that Wall onto the battlefield under its owner's control. LE C Gnarled Effigy {4} Artifact {4}, {T}: Put a -1/-1 counter on target creature. SHM U Gnarled Mass {1}{G}{G} Creature - Spirit 3/3 BOK C Gnarled Scarhide {B} Enchantment Creature - Minotaur 2/1 Bestow {3}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Gnarled Scarhide can't block. Enchanted creature gets +2/+1 and can't block. JOU U Gnarlid Pack {1}{G} Creature - Beast 2/2 Multikicker {1}{G} (You may pay an additional {1}{G} any number of times as you cast this spell.) Gnarlid Pack enters the battlefield with a +1/+1 counter on it for each time it was kicked. WWK C, CNS C, MM2 C Gnarlroot Trapper {B} Creature - Elf Druid 1/1 {T}, Pay 1 life: Add {G} to your mana pool. Spend this mana only to cast an Elf creature spell. {T}: Target attacking Elf you control gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) ORI U Gnat Alley Creeper {2}{R} Creature - Human Rogue 3/1 Gnat Alley Creeper can't be blocked by creatures with flying. DIS U Gnat Miser {B} Creature - Rat Shaman 1/1 Each opponent's maximum hand size is reduced by one. SOK C Gnathosaur {4}{R}{R} Creature - Lizard 5/4 Sacrifice an artifact: Gnathosaur gains trample until end of turn. MBS C Gnaw to the Bone {2}{G} Instant You gain 2 life for each creature card in your graveyard. Flashback {2}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD C Gnawing Zombie {1}{B} Creature - Zombie 1/3 {1}{B}, Sacrifice a creature: Target player loses 1 life and you gain 1 life. M14 U Go for the Throat {1}{B} Instant Destroy target nonartifact creature. MBS U Goatnapper {2}{R} Creature - Goblin Rogue 2/2 When Goatnapper enters the battlefield, untap target Goat and gain control of it until end of turn. It gains haste until end of turn. LRW U Gobbling Ooze {4}{G} Creature - Ooze 3/3 {G}, Sacrifice another creature: Put a +1/+1 counter on Gobbling Ooze. RTR U Gobhobbler Rats {B}{R} Creature - Rat 2/2 Hellbent - As long as you have no cards in hand, Gobhobbler Rats gets +1/+0 and has "{B}: Regenerate Gobhobbler Rats." DIS C Goblin Archaeologist {1}{R} Creature - Goblin Artificer 1/2 {R}, {T}: Flip a coin. If you win the flip, destroy target artifact and untap Goblin Archaeologist. If you lose the flip, sacrifice Goblin Archaeologist. DST U Goblin Arsonist {R} Creature - Goblin Shaman 1/1 When Goblin Arsonist dies, you may have it deal 1 damage to target creature or player. ROE C, M12 C, M13 C, DDK C Goblin Artillery {1}{R}{R} Creature - Goblin Warrior 1/3 {T}: Goblin Artillery deals 2 damage to target creature or player and 3 damage to you. M10 U Goblin Artisans {R} Creature - Goblin Artificer 1/1 {T}: Flip a coin. If you win the flip, draw a card. If you lose the flip, counter target artifact spell you control that isn't the target of an ability from another creature named Goblin Artisans. AQ U, CH U Goblin Assassin {3}{R}{R} Creature - Goblin Assassin 2/2 Whenever Goblin Assassin or another Goblin enters the battlefield, each player flips a coin. Each player whose coin comes up tails sacrifices a creature. LGN U Goblin Assault {2}{R} Enchantment At the beginning of your upkeep, put a 1/1 red Goblin creature token with haste onto the battlefield. Goblin creatures attack each turn if able. ALA R Goblin Balloon Brigade {R} Creature - Goblin Warrior 1/1 {R}: Goblin Balloon Brigade gains flying until end of turn. 1E U, 2E U, 2U U, 3E U, 4E U, 9ED U, M11 C Goblin Bangchuckers {2}{R}{R} Creature - Goblin Warrior 2/2 {T}: Flip a coin. If you win the flip, Goblin Bangchuckers deals 2 damage to target creature or player. If you lose the flip, Goblin Bangchuckers deals 2 damage to itself. M12 U Goblin Battle Jester {3}{R} Creature - Goblin 2/2 Whenever you cast a red spell, target creature can't block this turn. M13 C Goblin Berserker {3}{R} Creature - Goblin Berserker 2/2 First strike, haste CG U Goblin Bomb {1}{R} Enchantment At the beginning of your upkeep, you may flip a coin. If you win the flip, put a fuse counter on Goblin Bomb. If you lose the flip, remove a fuse counter from Goblin Bomb. Remove five fuse counters from Goblin Bomb, Sacrifice Goblin Bomb: Goblin Bomb deals 20 damage to target player. WL R Goblin Bombardment {1}{R} Enchantment Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player. TE U, C13 U, DDN U, TPR U Goblin Boom Keg {4} Artifact At the beginning of your upkeep, sacrifice Goblin Boom Keg. When Goblin Boom Keg is put into a graveyard from the battlefield, it deals 3 damage to target creature or player. FRF U Goblin Brawler {2}{R} Creature - Goblin Warrior 2/2 First strike Goblin Brawler can't be equipped. 5DN C Goblin Brigand {1}{R} Creature - Goblin Warrior 2/2 Goblin Brigand attacks each turn if able. SCG C, 9ED C Goblin Bully {1}{R} Creature - Goblin 2/1 PO C, ME4 C Goblin Burrows Land {T}: Add {1} to your mana pool. {1}{R}, {T}: Target Goblin creature gets +2/+0 until end of turn. ONS U, EVG U, DD3_EVG U Goblin Bushwhacker {R} Creature - Goblin Warrior 1/1 Kicker {R} (You may pay an additional {R} as you cast this spell.) When Goblin Bushwhacker enters the battlefield, if it was kicked, creatures you control get +1/+0 and gain haste until end of turn. ZEN C Goblin Cadets {R} Creature - Goblin 2/1 Whenever Goblin Cadets blocks or becomes blocked, target opponent gains control of it. (This removes Goblin Cadets from combat.) UZ U, CMD U Goblin Cannon {4} Artifact {2}: Goblin Cannon deals 1 damage to target creature or player. Sacrifice Goblin Cannon. 5DN U Goblin Cavaliers {2}{R} Creature - Goblin 3/2 P2 C, P3 C, ME4 C Goblin Caves {1}{R}{R} Enchantment - Aura Enchant land As long as enchanted land is a basic Mountain, Goblin creatures get +0/+2. DK C, ME4 C Goblin Charbelcher {4} Artifact {3}, {T}: Reveal cards from the top of your library until you reveal a land card. Goblin Charbelcher deals damage equal to the number of nonland cards revealed this way to target creature or player. If the revealed land card was a Mountain, Goblin Charbelcher deals double that damage instead. Put the revealed cards on the bottom of your library in any order. MRD R Goblin Chariot {2}{R} Creature - Goblin Warrior 2/2 Haste (This creature can attack the turn it comes under your control.) P3 C, 7E C, 8ED C, 9ED C Goblin Chieftain {1}{R}{R} Creature - Goblin 2/2 Haste (This creature can attack and {T} as soon as it comes under your control.) Other Goblin creatures you control get +1/+1 and have haste. M10 R, M11 R, M12 R Goblin Chirurgeon {R} Creature - Goblin Shaman 0/2 Sacrifice a Goblin: Regenerate target creature. FE C (x3), MED C Goblin Clearcutter {3}{R} Creature - Goblin 3/3 {T}, Sacrifice a Forest: Add three mana in any combination of {R} and/or {G} to your mana pool. LGN U Goblin Cohort {R} Creature - Goblin Warrior 2/2 Goblin Cohort can't attack unless you've cast a creature spell this turn. BOK C, EVG C, DD3_EVG C Goblin Commando {4}{R} Creature - Goblin 2/2 When Goblin Commando enters the battlefield, it deals 2 damage to target creature. P3 U, VMA C Goblin Deathraiders {B}{R} Creature - Goblin Warrior 3/1 Trample ALA C, DDN C Goblin Digging Team {R} Creature - Goblin 1/1 {T}, Sacrifice Goblin Digging Team: Destroy target Wall. DK C, CH C, 5E C, 6E C, 7E C Goblin Diplomats {1}{R} Creature - Goblin 2/1 {T}: Each creature attacks this turn if able. M14 R Goblin Dirigible {6} Artifact Creature - Construct 4/4 Flying Goblin Dirigible doesn't untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap Goblin Dirigible. MRD U Goblin Dynamo {5}{R}{R} Creature - Goblin Mutant 4/4 {T}: Goblin Dynamo deals 1 damage to target creature or player. {X}{R}, {T}, Sacrifice Goblin Dynamo: Goblin Dynamo deals X damage to target creature or player. LGN U Goblin Electromancer {U}{R} Creature - Goblin Wizard 2/2 Instant and sorcery spells you cast cost {1} less to cast. DDJ C, RTR C Goblin Elite Infantry {1}{R} Creature - Goblin Warrior 2/2 Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn. MI C, 6E C, 7E C, 10E C Goblin Festival {1}{R} Enchantment {2}: Goblin Festival deals 1 damage to target creature or player. Flip a coin. If you lose the flip, choose one of your opponents. That player gains control of Goblin Festival. CG R Goblin Fire Fiend {3}{R} Creature - Goblin Berserker 1/1 Haste Goblin Fire Fiend must be blocked if able. {R}: Goblin Fire Fiend gets +1/+0 until end of turn. RAV C Goblin Firebug {1}{R} Creature - Goblin 2/2 When Goblin Firebug leaves the battlefield, sacrifice a land. LGN C Goblin Fireslinger {R} Creature - Goblin Warrior 1/1 {T}: Goblin Fireslinger deals 1 damage to target player. M12 C, MM2 C Goblin Firestarter {R} Creature - Goblin 1/1 Sacrifice Goblin Firestarter: Goblin Firestarter deals 1 damage to target creature or player. Activate this ability only during your turn, before attackers are declared. P2 U, ME4 C Goblin Flectomancer {U}{R}{R} Creature - Goblin Wizard 2/2 Sacrifice Goblin Flectomancer: You may change the targets of target instant or sorcery spell. GPT U Goblin Flotilla {2}{R} Creature - Goblin 2/2 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) At the beginning of each combat, unless you pay {R}, whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn. FE R Goblin Furrier {1}{R} Creature - Goblin Warrior 2/2 Prevent all damage that Goblin Furrier would deal to snow creatures. CSP C Goblin Game {5}{R}{R} Sorcery Each player hides at least one item, then all players reveal them simultaneously. Each player loses life equal to the number of items he or she revealed. The player who revealed the fewest items then loses half his or her life, rounded up. If two or more players are tied for fewest, each loses half his or her life, rounded up. PS R Goblin Gardener {3}{R} Creature - Goblin 2/1 When Goblin Gardener dies, destroy target land. CG C, 7E C Goblin Gaveleer {R} Creature - Goblin Warrior 1/1 Trample Goblin Gaveleer gets +2/+0 for each Equipment attached to it. SOM C Goblin General {1}{R}{R} Creature - Goblin Warrior 1/1 Whenever Goblin General attacks, Goblin creatures you control get +1/+1 until end of turn. P2 R, P3 U, ME4 U, VMA C Goblin Glider {1}{R} Creature - Goblin 1/1 Flying Goblin Glider can't block. P2 C, P3 U, 7E U, 8ED U Goblin Glory Chaser {R} Creature - Goblin Warrior 1/1 Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) As long as Goblin Glory Chaser is renowned, it has menace. (It can't be blocked except by two or more creatures.) ORI U Goblin Goon {3}{R} Creature - Goblin Mutant 6/6 Goblin Goon can't attack unless you control more creatures than defending player. Goblin Goon can't block unless you control more creatures than attacking player. LGN R, VMA U Goblin Grappler {R} Creature - Goblin 1/1 Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) LGN C Goblin Grenade {R} Sorcery As an additional cost to cast Goblin Grenade, sacrifice a Goblin. Goblin Grenade deals 5 damage to target creature or player. FE C (x3), MED U, M12 U Goblin Grenadiers {3}{R} Creature - Goblin 2/2 Whenever Goblin Grenadiers attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature and target land. WL U Goblin Guide {R} Creature - Goblin Scout 2/2 Haste Whenever Goblin Guide attacks, defending player reveals the top card of his or her library. If it's a land card, that player puts it into his or her hand. ZEN R Goblin Heelcutter {3}{R} Creature - Goblin Berserker 3/2 Whenever Goblin Heelcutter attacks, target creature can't block this turn. Dash {2}{R} (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.) FRF C Goblin Hero {2}{R} Creature - Goblin 2/2 DK C, 5E C, 6E C, P3 R, P4 C Goblin Kaboomist {1}{R} Creature - Goblin Warrior 1/2 At the beginning of your upkeep, put a colorless artifact token named Land Mine onto the battlefield with "{R}, Sacrifice this artifact: This artifact deals 2 damage to target attacking creature without flying." Then flip a coin. If you lose the flip, Goblin Kaboomist deals 2 damage to itself. M15 R Goblin King {1}{R}{R} Creature - Goblin 2/2 Other Goblin creatures get +1/+1 and have mountainwalk. (They can't be blocked as long as defending player controls a Mountain.) 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 7E R, 8ED R, 9ED R, 10E R Goblin Kites {1}{R} Enchantment {R}: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at the beginning of the next end step. If you lose the flip, sacrifice that creature. FE U Goblin Lackey {R} Creature - Goblin 1/1 Whenever Goblin Lackey deals damage to a player, you may put a Goblin permanent card from your hand onto the battlefield. UZ U, V09 M, VMA R Goblin Legionnaire {R}{W} Creature - Goblin Soldier 2/2 {R}, Sacrifice Goblin Legionnaire: Goblin Legionnaire deals 2 damage to target creature or player. {W}, Sacrifice Goblin Legionnaire: Prevent the next 2 damage that would be dealt to target creature or player this turn. AP C Goblin Lookout {1}{R} Creature - Goblin 1/2 {T}, Sacrifice a Goblin: Goblin creatures get +2/+0 until end of turn. LGN C Goblin Lore {1}{R} Sorcery Draw four cards, then discard three cards at random. P2 U, P3 U, 10E U Goblin Lyre {3} Artifact Sacrifice Goblin Lyre: Flip a coin. If you win the flip, Goblin Lyre deals damage to target opponent equal to the number of creatures you control. If you lose the flip, Goblin Lyre deals damage to you equal to the number of creatures that opponent controls. IA R Goblin Machinist {4}{R} Creature - Goblin 0/5 {2}{R}: Reveal cards from the top of your library until you reveal a nonland card. Goblin Machinist gets +X/+0 until end of turn, where X is that card's converted mana cost. Put the revealed cards on the bottom of your library in any order. ONS U Goblin Marshal {4}{R}{R} Creature - Goblin Warrior 3/3 Echo {4}{R}{R} (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.) When Goblin Marshal enters the battlefield or dies, put two 1/1 red Goblin creature tokens onto the battlefield. CG R Goblin Masons {1}{R} Creature - Goblin 2/1 When Goblin Masons dies, destroy target Wall. CG C Goblin Matron {2}{R} Creature - Goblin 1/1 When Goblin Matron enters the battlefield, you may search your library for a Goblin card, reveal that card, and put it into your hand. If you do, shuffle your library. P2 U, UZ C, 7E U, EVG U, VMA C, DD3_EVG U Goblin Medics {2}{R} Creature - Goblin Shaman 1/1 Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player. GU C Goblin Mountaineer {R} Creature - Goblin Scout 1/1 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) P2 C, P3 C, 9ED C, ALA C Goblin Mutant {2}{R}{R} Creature - Goblin Mutant 5/3 Trample Goblin Mutant can't attack if defending player controls an untapped creature with power 3 or greater. Goblin Mutant can't block creatures with power 3 or greater. IA U, MED U Goblin Offensive {X}{1}{R}{R} Sorcery Put X 1/1 red Goblin creature tokens onto the battlefield. UZ U, HOP U Goblin Outlander {B}{R} Creature - Goblin Scout 2/2 Protection from white CON C Goblin Patrol {R} Creature - Goblin 2/1 Echo {R} (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.) UZ C, VMA C Goblin Piker {1}{R} Creature - Goblin Warrior 2/1 P2 C, 9ED C, 10E C, M10 C, M11 C, M12 C Goblin Piledriver {1}{R} Creature - Goblin Warrior 1/2 Protection from blue (This creature can't be blocked, targeted, dealt damage, or enchanted by anything blue.) Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin. ONS R, VMA R, ORI R Goblin Polka Band {R}{R} Creature - Goblin 1/1 {2}, {T}: Choose any number of target creatures at random. Tap those creatures. Goblins tapped this way do not untap during their controllers' next untap steps. This ability costs R more to activate for each target. ASTRAL S Goblin Psychopath {3}{R} Creature - Goblin Mutant 5/5 Whenever Goblin Psychopath attacks or blocks, flip a coin. If you lose the flip, the next time it would deal combat damage this turn, it deals that damage to you instead. SCG U Goblin Pyromancer {3}{R} Creature - Goblin Wizard 2/2 When Goblin Pyromancer enters the battlefield, Goblin creatures get +3/+0 until end of turn. At the beginning of the end step, destroy all Goblins. ONS R Goblin Rabblemaster {2}{R} Creature - Goblin Warrior 2/2 Other Goblin creatures you control attack each turn if able. At the beginning of combat on your turn, put a 1/1 red Goblin creature token with haste onto the battlefield. Whenever Goblin Rabblemaster attacks, it gets +1/+0 until end of turn for each other attacking Goblin. M15 R Goblin Raider {1}{R} Creature - Goblin Warrior 2/2 Goblin Raider can't block. P2 C, UZ C, 7E C, 8ED C, 9ED C Goblin Rally {3}{R}{R} Sorcery Put four 1/1 red Goblin creature tokens onto the battlefield. RTR U Goblin Razerunners {2}{R}{R} Creature - Goblin Warrior 3/4 {1}{R}, Sacrifice a land: Put a +1/+1 counter on Goblin Razerunners. At the beginning of your end step, you may have Goblin Razerunners deal damage equal to the number of +1/+1 counters on it to target player. CON R Goblin Recruiter {1}{R} Creature - Goblin 1/1 When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order. VI U, 6E U Goblin Replica {3} Artifact Creature - Goblin 2/2 {3}{R}, Sacrifice Goblin Replica: Destroy target artifact. MRD C Goblin Rimerunner {2}{R} Snow Creature - Goblin Warrior 2/2 {T}: Target creature can't block this turn. {S}: Goblin Rimerunner gains haste until end of turn. ({S} can be paid with one mana from a snow permanent.) CSP C Goblin Ringleader {3}{R} Creature - Goblin 2/2 Haste When Goblin Ringleader enters the battlefield, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library in any order. AP U, EVG U, VMA U, DD3_EVG U Goblin Rock Sled {1}{R} Creature - Goblin 3/1 Trample Goblin Rock Sled doesn't untap during your untap step if it attacked during your last turn. Goblin Rock Sled can't attack unless defending player controls a Mountain. DK C, 4E C Goblin Roughrider {2}{R} Creature - Goblin Knight 3/2 WWK C, M15 C Goblin Ruinblaster {2}{R} Creature - Goblin Shaman 2/1 Kicker {R} (You may pay an additional {R} as you cast this spell.) Haste When Goblin Ruinblaster enters the battlefield, if it was kicked, destroy target nonbasic land. ZEN U Goblin Sappers {1}{R} Creature - Goblin 1/1 {R}{R}, {T}: Target creature you control can't be blocked this turn. Destroy it and Goblin Sappers at end of combat. {R}{R}{R}{R}, {T}: Target creature you control can't be blocked this turn. Destroy it at end of combat. IA C Goblin Scouts {3}{R}{R} Sorcery Put three 1/1 red Goblin Scout creature tokens with mountainwalk onto the battlefield. (They can't be blocked as long as defending player controls a Mountain.) MI U Goblin Settler {3}{R} Creature - Goblin 1/1 When Goblin Settler enters the battlefield, destroy target land. P3 U, VMA U Goblin Sharpshooter {2}{R} Creature - Goblin 1/1 Goblin Sharpshooter doesn't untap during your untap step. Whenever a creature dies, untap Goblin Sharpshooter. {T}: Goblin Sharpshooter deals 1 damage to target creature or player. ONS R, C13 R Goblin Shortcutter {1}{R} Creature - Goblin Scout 2/1 When Goblin Shortcutter enters the battlefield, target creature can't block this turn. ZEN C, M14 C Goblin Shrine {1}{R}{R} Enchantment - Aura Enchant land As long as enchanted land is a basic Mountain, Goblin creatures get +1/+0. When Goblin Shrine leaves the battlefield, it deals 1 damage to each Goblin creature. DK C, CH C, ME4 C Goblin Ski Patrol {1}{R} Creature - Goblin 1/1 {1}{R}: Goblin Ski Patrol gets +2/+0 and gains flying. Its controller sacrifices it at the beginning of the next end step. Activate this ability only once and only if you control a snow Mountain. IA C, ME2 C Goblin Sky Raider {2}{R} Creature - Goblin Warrior 1/2 Flying (This creature can't be blocked except by creatures with flying or reach.) ONS C, 9ED C, 10E C Goblin Skycutter {1}{R} Creature - Goblin Warrior 2/1 Sacrifice Goblin Skycutter: Goblin Skycutter deals 2 damage to target creature with flying. That creature loses flying until end of turn. TSP C Goblin Sledder {R} Creature - Goblin 1/1 Sacrifice a Goblin: Target creature gets +1/+1 until end of turn. ONS C, EVG C, DD3_EVG C Goblin Snowman {3}{R} Creature - Goblin 1/1 Whenever Goblin Snowman blocks, prevent all combat damage that would be dealt to and dealt by it this turn. {T}: Goblin Snowman deals 1 damage to target creature it's blocking. IA U, TSB S Goblin Soothsayer {R} Creature - Goblin Shaman 1/1 {R}, {T}, Sacrifice a Goblin: Red creatures get +1/+1 until end of turn. MI U Goblin Spelunkers {2}{R} Creature - Goblin Warrior 2/2 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) UZ C, 7E C, RAV C Goblin Spy {R} Creature - Goblin Rogue 1/1 Play with the top card of your library revealed. IN U Goblin Striker {1}{R} Creature - Goblin Berserker 1/1 First strike, haste MRD C Goblin Swine-Rider {R} Creature - Goblin 1/1 Whenever Goblin Swine-Rider becomes blocked, it deals 2 damage to each attacking creature and each blocking creature. VI C Goblin Taskmaster {R} Creature - Goblin 1/1 {1}{R}: Target Goblin creature gets +1/+0 until end of turn. Morph {R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Goblin Test Pilot {1}{U}{R} Creature - Goblin Wizard 0/2 Flying {T}: Goblin Test Pilot deals 2 damage to target creature or player chosen at random. DGM U Goblin Tinkerer {1}{R} Creature - Goblin Artificer 1/2 {R}, {T}: Destroy target artifact. That artifact deals damage equal to its converted mana cost to Goblin Tinkerer. MI C Goblin Trenches {1}{R}{W} Enchantment {2}, Sacrifice a land: Put two 1/1 red and white Goblin Soldier creature tokens onto the battlefield. AP R, VMA U Goblin Tunneler {1}{R} Creature - Goblin Rogue 1/1 {T}: Target creature with power 2 or less can't be blocked this turn. ROE C, M11 C, M12 C Goblin Turncoat {1}{B} Creature - Goblin Mercenary 2/1 Sacrifice a Goblin: Regenerate Goblin Turncoat. LGN C Goblin Vandal {R} Creature - Goblin Rogue 1/1 Whenever Goblin Vandal attacks and isn't blocked, you may pay {R}. If you do, destroy target artifact defending player controls and Goblin Vandal assigns no combat damage this turn. WL C Goblin War Buggy {1}{R} Creature - Goblin 2/2 Haste Echo {1}{R} (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.) UZ C Goblin War Cry {2}{R} Sorcery Target opponent chooses a creature he or she controls. Other creatures he or she controls can't block this turn. P2 U Goblin War Drums {2}{R} Enchantment Creatures you control have menace. (They can't be blocked except by two or more creatures.) FE C (x4), 5E C, 7E U Goblin War Paint {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has haste. C, ZEN C, M12 C, MM2 C Goblin War Strike {R} Sorcery Goblin War Strike deals damage equal to the number of Goblins you control to target player. P2 C, SCG C Goblin War Wagon {4} Artifact Creature - Juggernaut 3/3 Goblin War Wagon doesn't untap during your untap step. At the beginning of your upkeep, you may pay {2}. If you do, untap Goblin War Wagon. MRD C Goblin Warchief {1}{R}{R} Creature - Goblin Warrior 2/2 Goblin spells you cast cost {1} less to cast. Goblin creatures you control have haste. SCG U, EVG U, VMA U, DDN U, DD3_EVG U Goblin Warchief Avatar Vanguard Hand +1, life +2 Attacking creatures you control get +1/+0. VAN S (x2) Goblin Wardriver {R}{R} Creature - Goblin Warrior 2/2 Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) MBS U Goblin Warrens {2}{R} Enchantment {2}{R}, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens onto the battlefield. FE R, 5E R, 6E R, ME4 U Goblin Welder {R} Creature - Goblin Artificer 1/1 {T}: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield. GU R, C14 R Goblin Wizard {2}{R}{R} Creature - Goblin Wizard 1/1 {T}: You may put a Goblin permanent card from your hand onto the battlefield. {R}: Target Goblin gains protection from white until end of turn. DK R, MED R Goblins of the Flarg {R} Creature - Goblin Warrior 1/1 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) When you control a Dwarf, sacrifice Goblins of the Flarg. DK C, CH C, MED C Goblinslide {2}{R} Enchantment Whenever you cast a noncreature spell, you may pay {1}. If you do, put a 1/1 red Goblin creature token with haste onto the battlefield. KTK U God-Favored General {1}{W} Creature - Human Soldier 1/1 Inspired - Whenever God-Favored General becomes untapped, you may pay {2}{W}. If you do, put two 1/1 white Soldier enchantment creature tokens onto the battlefield. BNG U Godhead of Awe {W/U}{W/U}{W/U}{W/U}{W/U} Creature - Spirit Avatar 4/4 Flying Other creatures have base power and toughness 1/1. SHM R Godhunter Octopus {5}{U} Creature - Octopus 5/5 Godhunter Octopus can't attack unless defending player controls an enchantment or an enchanted permanent. JOU C Godless Shrine Land - Plains Swamp ({T}: Add {W} or {B} to your mana pool.) As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, Godless Shrine enters the battlefield tapped. M, GPT R, GTC R Godo's Irregulars {R} Creature - Human Warrior 1/1 {R}: Godo's Irregulars deals 1 damage to target creature blocking it. SOK U Godo, Bandit Warlord {5}{R} Legendary Creature - Human Barbarian 3/3 When Godo, Bandit Warlord enters the battlefield, you may search your library for an Equipment card and put it onto the battlefield. If you do, shuffle your library. Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase. CHK R Gods Willing {W} Instant Target creature you control gains protection from the color of your choice 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.) THS C Gods' Eye, Gate to the Reikai Legendary Land {T}: Add {1} to your mana pool. When Gods' Eye, Gate to the Reikai is put into a graveyard from the battlefield, put a 1/1 colorless Spirit creature token onto the battlefield. BOK U Godsend {1}{W}{W} Legendary Artifact - Equipment Equipped creature gets +3/+3. Whenever equipped creature blocks or becomes blocked by one or more creatures, you may exile one of those creatures. Opponents can't cast cards with the same name as cards exiled with Godsend. Equip {3} JOU M Godsire {4}{R}{G}{G}{W} Creature - Beast 8/8 Vigilance {T}: Put an 8/8 Beast creature token that's red, green, and white onto the battlefield. ALA M Godtoucher {3}{G} Creature - Elf Cleric 2/2 {1}{W}, {T}: Prevent all damage that would be dealt to target creature with power 5 or greater this turn. ALA C Godtracker of Jund {1}{R}{G} Creature - Elf Shaman 2/2 Whenever a creature with power 5 or greater enters the battlefield under your control, you may put a +1/+1 counter on Godtracker of Jund. ARB C Goham Djinn {5}{B} Creature - Djinn 5/5 {1}{B}: Regenerate Goham Djinn. Goham Djinn gets -2/-2 as long as black is the most common color among all permanents or is tied for most common. IN U Gold Myr {2} Artifact Creature - Myr 1/1 {T}: Add {W} to your mana pool. MRD C, HOP C, SOM C Gold-Forged Sentinel {6} Artifact Creature - Chimera 4/4 Flying JOU U, ORI U Golden Bear {3}{G} Creature - Bear 4/3 P2 C Golden Hind {1}{G} Creature - Elk 2/1 {T}: Add {G} to your mana pool. JOU C Golden Urn {1} Artifact At the beginning of your upkeep, you may put a charge counter on Golden Urn. {T}, Sacrifice Golden Urn: You gain life equal to the number of charge counters on Golden Urn. SOM C Golden Wish {3}{W}{W} Sorcery You may choose an artifact or enchantment card you own from outside the game, reveal that card, and put it into your hand. Exile Golden Wish. JUD R Goldenglow Moth {W} Creature - Insect 0/1 Flying Whenever Goldenglow Moth blocks, you may gain 4 life. SHM C, M11 C Goldenhide Ox {5}{G} Enchantment Creature - Ox 5/4 Constellation - Whenever Goldenhide Ox or another enchantment enters the battlefield under your control, target creature must be blocked this turn if able. JOU U Goldmeadow Plane - Lorwyn Whenever a land enters the battlefield, that land's controller puts three 0/1 white Goat creature tokens onto the battlefield. Whenever you roll CHAOS, put a 0/1 white Goat creature token onto the battlefield. HOP C Goldmeadow Dodger {W} Creature - Kithkin Rogue 1/1 Goldmeadow Dodger can't be blocked by creatures with power 4 or greater. LRW C Goldmeadow Harrier {W} Creature - Kithkin Soldier 1/1 {W}, {T}: Tap target creature. LRW C, DDF C Goldmeadow Lookout {3}{W} Creature - Kithkin Spellshaper 2/2 {W}, {T}, Discard a card: Put a 1/1 white Kithkin Soldier creature token named Goldmeadow Harrier onto the battlefield. It has "{W}, {T}: Tap target creature." FUT U Goldmeadow Stalwart {W} Creature - Kithkin Soldier 2/2 As an additional cost to cast Goldmeadow Stalwart, reveal a Kithkin card from your hand or pay {3}. LRW U Goldnight Commander {3}{W} Creature - Human Cleric Soldier 2/2 Whenever another creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn. AVR U Goldnight Redeemer {4}{W}{W} Creature - Angel 4/4 Flying When Goldnight Redeemer enters the battlefield, you gain 2 life for each other creature you control. AVR U Golem Artisan {5} Artifact Creature - Golem 3/3 {2}: Target artifact creature gets +1/+1 until end of turn. {2}: Target artifact creature gains your choice of flying, trample, or haste until end of turn. SOM U Golem Foundry {3} Artifact Whenever you cast an artifact spell, you may put a charge counter on Golem Foundry. Remove three charge counters from Golem Foundry: Put a 3/3 colorless Golem artifact creature token onto the battlefield. SOM C Golem's Heart {2} Artifact Whenever a player casts an artifact spell, you may gain 1 life. SOM U Golem-Skin Gauntlets {1} Artifact - Equipment Equipped creature gets +1/+0 for each Equipment attached to it. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) MRD U Golgari Brownscale {1}{G}{G} Creature - Lizard 2/3 When Golgari Brownscale is put into your hand from your graveyard, you gain 2 life. Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) RAV C Golgari Charm {B}{G} Instant Choose one - • All creatures get -1/-1 until end of turn. • Destroy target enchantment. • Regenerate each creature you control. RTR U Golgari Cluestone {3} Artifact {T}: Add {B} or {G} to your mana pool. {B}{G}, {T}, Sacrifice Golgari Cluestone: Draw a card. DGM C Golgari Decoy {3}{G} Creature - Elf Rogue 2/2 All creatures able to block Golgari Decoy do so. Scavenge {3}{G}{G} ({3}{G}{G}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.) RTR U Golgari Germination {1}{B}{G} Enchantment Whenever a nontoken creature you control dies, put a 1/1 green Saproling creature token onto the battlefield. RAV U, DDJ U Golgari Grave-Troll {4}{G} Creature - Skeleton Troll 0/0 Golgari Grave-Troll enters the battlefield with a +1/+1 counter on it for each creature card in your graveyard. {1}, Remove a +1/+1 counter from Golgari Grave-Troll: Regenerate Golgari Grave-Troll. Dredge 6 (If you would draw a card, instead you may put exactly six cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) RAV R, DDJ R Golgari Guildgate Land - Gate Golgari Guildgate enters the battlefield tapped. {T}: Add {B} or {G} to your mana pool. RTR C, DGM C, C13 C, DDM C Golgari Guildmage {B/G}{B/G} Creature - Elf Shaman 2/2 {4}{B}, Sacrifice a creature: Return target creature card from your graveyard to your hand. {4}{G}: Put a +1/+1 counter on target creature. RAV U, CMD U, C13 U Golgari Keyrune {3} Artifact {T}: Add {B} or {G} to your mana pool. {B}{G}: Golgari Keyrune becomes a 2/2 black and green Insect artifact creature with deathtouch until end of turn. RTR U Golgari Longlegs {3}{B/G}{B/G} Creature - Insect 5/4 RTR C Golgari Rot Farm Land Golgari Rot Farm enters the battlefield tapped. When Golgari Rot Farm enters the battlefield, return a land you control to its owner's hand. {T}: Add {B}{G} to your mana pool. RAV C, CMD C, DDJ C, C13 C, MM2 U Golgari Rotwurm {3}{B}{G} Creature - Zombie Wurm 5/4 {B}, Sacrifice a creature: Target player loses 1 life. RAV C, DDJ C Golgari Signet {2} Artifact {1}, {T}: Add {B}{G} to your mana pool. RAV C, CMD C, DDJ C Golgari Thug {1}{B} Creature - Human Warrior 1/1 When Golgari Thug dies, put target creature card from your graveyard on top of your library. Dredge 4 (If you would draw a card, instead you may put exactly four cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) RAV U, DDJ U Golgothian Sylex {4} Artifact {1}, {T}: Each nontoken permanent originally printed in the Antiquities expansion is sacrificed by its controller. AQ R Goliath Beetle {2}{G} Creature - Insect 3/1 Trample CG C Goliath Sphinx {5}{U}{U} Creature - Sphinx 8/7 Flying WWK R Goliath Spider {6}{G}{G} Creature - Spider 7/6 Reach (This creature can block creatures with flying.) RAV U Gomazoa {2}{U} Creature - Jellyfish 0/3 Defender, flying {T}: Put Gomazoa and each creature it's blocking on top of their owners' libraries, then those players shuffle their libraries. ZEN U, CMD U Gore Swine {2}{R} Creature - Boar 4/1 FRF C Gore Vassal {2}{W} Creature - Hound 2/1 Sacrifice Gore Vassal: Put a -1/-1 counter on target creature. Then if that creature's toughness is 1 or greater, regenerate it. MBS U Gore-House Chainwalker {1}{R} Creature - Human Warrior 2/1 Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) RTR C Gorehorn Minotaurs {2}{R}{R} Creature - Minotaur Warrior 3/3 Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.) M12 C, DDL C, MM2 C Goretusk Firebeast {5}{R} Creature - Elemental Boar Beast 2/2 When Goretusk Firebeast enters the battlefield, it deals 4 damage to target player. JUD C Gorger Wurm {3}{R}{G} Creature - Wurm 5/5 Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.) ARB C Gorgon Flail {2} Artifact - Equipment Equipped creature gets +1/+1 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy that creature.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) M10 U Gorgon Recluse {3}{B}{B} Creature - Gorgon 2/4 Whenever Gorgon Recluse blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Madness {B}{B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TSP C Gorgon's Head {1} Artifact - Equipment Equipped creature has deathtouch. Equip {2} BNG U Gorilla Berserkers {3}{G}{G} Creature - Ape Berserker 2/3 Trample, rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Gorilla Berserkers can't be blocked except by three or more creatures. AL C (x2) Gorilla Chieftain {2}{G}{G} Creature - Ape 3/3 {1}{G}: Regenerate Gorilla Chieftain. AL C (x2), 6E C, 7E C Gorilla Pack {2}{G} Creature - Ape 3/3 Gorilla Pack can't attack unless defending player controls a Forest. When you control no Forests, sacrifice Gorilla Pack. IA C Gorilla Shaman {R} Creature - Ape Shaman 1/1 {X}{X}{1}: Destroy target noncreature artifact with converted mana cost X. AL C (x2), ME2 U Gorilla Titan {3}{G}{G} Creature - Ape 4/4 Trample Gorilla Titan gets +4/+4 as long as there are no cards in your graveyard. OD U Gorilla War Cry {1}{R} Instant Cast Gorilla War Cry only during combat before blockers are declared. All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.) Draw a card at the beginning of the next turn's upkeep. AL C (x2), ME4 C Gorilla Warrior {2}{G} Creature - Ape Warrior 3/2 PO C, UZ C, P3 C, BR C Goryo's Vengeance {1}{B} Instant - Arcane Return target legendary creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Splice onto Arcane {2}{B} (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.) BOK R Gossamer Chains {W}{W} Enchantment Return Gossamer Chains to its owner's hand: Prevent all combat damage that would be dealt by target unblocked creature this turn. VI C Gossamer Phantasm {1}{U} Creature - Illusion 2/1 Flying When Gossamer Phantasm becomes the target of a spell or ability, sacrifice it. PLC C Gosta Dirk {3}{W}{W}{U}{U} Legendary Creature - Human Warrior 4/4 First strike Creatures with islandwalk can be blocked as though they didn't have islandwalk. LE R Govern the Guildless {5}{U} Sorcery Gain control of target monocolored creature. Forecast - {1}{U}, Reveal Govern the Guildless from your hand: Target creature becomes the color or colors of your choice until end of turn. (Activate this ability only during your upkeep and only once each turn.) DIS R Grab the Reins {3}{R} Instant Choose one - • Until end of turn, you gain control of target creature and it gains haste. • Sacrifice a creature. Grab the Reins deals damage equal to that creature's power to target creature or player. Entwine {2}{R} (Choose both if you pay the entwine cost.) MRD U Graceblade Artisan {2}{W} Creature - Human Monk 2/3 Graceblade Artisan gets +2/+2 for each Aura attached to it. DTK U Graceful Adept {2}{U} Creature - Human Wizard 1/3 You have no maximum hand size. CHK U Graceful Antelope {2}{W}{W} Creature - Antelope 1/4 Plainswalk (This creature can't be blocked as long as defending player controls a Plains.) Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves the battlefield. OD R Graceful Reprieve {1}{W} Instant When target creature dies this turn, return that card to the battlefield under its owner's control. MOR U Grafdigger's Cage {1} Artifact Creature cards can't enter the battlefield from graveyards or libraries. Players can't cast cards in graveyards or libraries. DKA R Grafted Exoskeleton {4} Artifact - Equipment Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever Grafted Exoskeleton becomes unattached from a permanent, sacrifice that permanent. Equip {2} SOM U Grafted Skullcap {4} Artifact At the beginning of your draw step, draw an additional card. At the beginning of your end step, discard your hand. UZ R, 7E R Grafted Wargear {3} Artifact - Equipment Equipped creature gets +3/+2. Whenever Grafted Wargear becomes unattached from a permanent, sacrifice that permanent. Equip {0} ({0}: Attach to target creature you control. Equip only as a sorcery.) 5DN U Grand Abolisher {W}{W} Creature - Human Cleric 2/2 During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments. M12 R, C14 R Grand Arbiter Augustin IV {2}{W}{U} Legendary Creature - Human Advisor 2/3 White spells you cast cost {1} less to cast. Blue spells you cast cost {1} less to cast. Spells your opponents cast cost {1} more to cast. DIS R, MMA R Grand Architect {1}{U}{U} Creature - Vedalken Artificer 1/3 Other blue creatures you control get +1/+1. {U}: Target artifact creature becomes blue until end of turn. Tap an untapped blue creature you control: Add {2} to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts. SOM R Grand Coliseum Land Grand Coliseum enters the battlefield tapped. {T}: Add {1} to your mana pool. {T}: Add one mana of any color to your mana pool. Grand Coliseum deals 1 damage to you. ONS R, VMA R Grand Melee {3}{R} Enchantment All creatures attack each turn if able. All creatures block each turn if able. ONS R Grand Ossuary Plane - Ravnica Whenever a creature dies, its controller distributes a number of +1/+1 counters equal to its power among any number of target creatures he or she controls. Whenever you roll CHAOS, each player exiles all creatures he or she controls and puts X 1/1 green Saproling creature tokens onto the battlefield, where X is the total power of the creatures he or she exiled this way. Then planeswalk. PC2 C Grandmother Sengir {4}{B} Legendary Creature - Human Wizard 3/3 {1}{B}, {T}: Target creature gets -1/-1 until end of turn. HM R, ME2 R Granger Guildmage {G} Creature - Human Wizard 1/1 {R}, {T}: Granger Guildmage deals 1 damage to target creature or player and 1 damage to you. {W}, {T}: Target creature gains first strike until end of turn. MI C Granite Gargoyle {2}{R} Creature - Gargoyle 2/2 Flying {R}: Granite Gargoyle gets +0/+1 until end of turn. 1E R, 2E R, 2U R, 3E R, MED U Granite Grip {2}{R} Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 for each Mountain you control. GU C, 7E C Granite Shard {3} Artifact {3}, {T} or {R}, {T}: Granite Shard deals 1 damage to target creature or player. MRD U Granulate {2}{R}{R} Sorcery Destroy each nonland artifact with converted mana cost 4 or less. 5DN R Grapeshot {1}{R} Sorcery Grapeshot deals 1 damage to target creature or player. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) TSP C, MMA C Grapeshot Catapult {4} Artifact Creature - Construct 2/3 {T}: Grapeshot Catapult deals 1 damage to target creature with flying. AQ C, 4E C, 5E C, 7E U, ME4 U Grappler Spider {1}{G} Creature - Spider 2/1 Reach (This creature can block creatures with flying.) WWK C Grappling Hook {4} Artifact - Equipment Equipped creature has double strike. Whenever equipped creature attacks, you may have target creature block it this turn if able. Equip {4} ZEN R Grasp of Darkness {B}{B} Instant Target creature gets -4/-4 until end of turn. SOM C Grasp of Phantoms {3}{U} Sorcery Put target creature on top of its owner's library. Flashback {7}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD U Grasp of the Hieromancer {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has "Whenever this creature attacks, tap target creature defending player controls." ORI C Grassland Crusader {5}{W} Creature - Human Cleric Soldier 2/4 {T}: Target Elf or Soldier creature gets +2/+2 until end of turn. ONS C Grasslands Land Grasslands enters the battlefield tapped. {T}, Sacrifice Grasslands: Search your library for a Forest or Plains card and put it onto the battlefield. Then shuffle your library. MI U, DDG U, VMA U Gratuitous Violence {2}{R}{R}{R} Enchantment If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead. ONS R Grave Betrayal {5}{B}{B} Enchantment Whenever a creature you don't control dies, return it to the battlefield under your control with an additional +1/+1 counter on it at the beginning of the next end step. That creature is a black Zombie in addition to its other colors and types. RTR R Grave Birthing {2}{B} Instant Devoid (This card has no color.) Target opponent exiles a card from his or her graveyard. You put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." Draw a card. C Grave Bramble {1}{G}{G} Creature - Plant 3/4 Defender, protection from Zombies ISD C Grave Consequences {1}{B} Instant Each player may exile any number of cards from his or her graveyard. Then each player loses 1 life for each card in his or her graveyard. Draw a card. JUD U Grave Defiler {3}{B} Creature - Zombie 2/1 When Grave Defiler enters the battlefield, reveal the top four cards of your library. Put all Zombie cards revealed this way into your hand and the rest on the bottom of your library in any order. {1}{B}: Regenerate Grave Defiler. AP U Grave Exchange {4}{B}{B} Sorcery Return target creature card from your graveyard to your hand. Target player sacrifices a creature. AVR C Grave Pact {1}{B}{B}{B} Enchantment Whenever a creature you control dies, each other player sacrifices a creature. ST R, 8ED R, 9ED R, 10E R, HOP R, CMD R Grave Peril {1}{B} Enchantment When a nonblack creature enters the battlefield, sacrifice Grave Peril. If you do, destroy that creature. FUT C Grave Robbers {1}{B}{B} Creature - Human Rogue 1/1 {B}, {T}: Exile target artifact card from a graveyard. You gain 2 life. DK R Grave Scrabbler {3}{B} Creature - Zombie 2/2 Madness {1}{B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) When Grave Scrabbler enters the battlefield, if its madness cost was paid, you may return target creature card from a graveyard to its owner's hand. FUT C Grave Servitude {1}{B} Enchantment - Aura You may cast Grave Servitude as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature gets +3/-1 and is black. MI C Grave Sifter {5}{G} Creature - Elemental Beast 5/7 When Grave Sifter enters the battlefield, each player chooses a creature type and returns any number of cards of that type from his or her graveyard to his or her hand. C14 R Grave Strength {1}{B} Sorcery Choose target creature. Put the top three cards of your library into your graveyard, then put a +1/+1 counter on that creature for each creature card in your graveyard. FRF U Grave Titan {4}{B}{B} Creature - Giant 6/6 Deathtouch Whenever Grave Titan enters the battlefield or attacks, put two 2/2 black Zombie creature tokens onto the battlefield. M11 M, M12 M, C14 M Grave-Shell Scarab {2}{B}{G}{G} Creature - Insect 4/4 {1}, Sacrifice Grave-Shell Scarab: Draw a card. Dredge 1 (If you would draw a card, instead you may put exactly one card from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) RAV R Gravebane Zombie {3}{B} Creature - Zombie 3/2 If Gravebane Zombie would die, put Gravebane Zombie on top of its owner's library instead. MI C, 6E U Gravebind {B} Instant Target creature can't be regenerated this turn. Draw a card at the beginning of the next turn's upkeep. IA R, ME4 C Graveblade Marauder {2}{B} Creature - Human Warrior 1/4 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever Graveblade Marauder deals combat damage to a player, that player loses life equal to the number of creature cards in your graveyard. ORI R Graveborn Muse {2}{B}{B} Creature - Zombie Spirit 3/3 At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control. LGN R, 10E R Gravecrawler {B} Creature - Zombie 2/1 Gravecrawler can't block. You may cast Gravecrawler from your graveyard as long as you control a Zombie. DKA R Gravedigger {3}{B} Creature - Zombie 2/2 When Gravedigger enters the battlefield, you may return target creature card from your graveyard to your hand. PO U, TE C, 6E C, P3 U, BD C, 7E C, OD C, 8ED C, 9ED C, 10E C, M10 C, HOP C, M11 C, CMD C, M12 C, M15 U, TPR C Gravegouger {2}{B} Creature - Nightmare Horror 2/2 When Gravegouger enters the battlefield, exile up to two target cards from a single graveyard. When Gravegouger leaves the battlefield, return the exiled cards to their owner's graveyard. TOR C Gravel Slinger {3}{W} Creature - Human Soldier 1/3 {T}: Gravel Slinger deals 1 damage to target attacking or blocking creature. Morph {1}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Gravelgill Axeshark {4}{U/B} Creature - Merfolk Soldier 3/3 Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM C Gravelgill Duo {2}{U/B} Creature - Merfolk Rogue Warrior 2/1 Whenever you cast a blue spell, Gravelgill Duo gets +1/+1 until end of turn. Whenever you cast a black spell, Gravelgill Duo gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) SHM C Graven Cairns Land {T}: Add {1} to your mana pool. {B/R}, {T}: Add {B}{B}, {B}{R}, or {R}{R} to your mana pool. FUT R, SHM R Graven Dominator {4}{W}{W} Creature - Gargoyle 4/4 Flying Haunt (When this creature dies, exile it haunting target creature.) When Graven Dominator enters the battlefield or the creature it haunts dies, each other creature has base power and toughness 1/1 until end of turn. GPT R Gravepurge {2}{B} Instant Put any number of target creature cards from your graveyard on top of your library. Draw a card. DKA C, DTK C Graverobber Spider {3}{G} Creature - Spider 2/4 Reach {3}{B}: Graverobber Spider gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Activate this ability only once each turn. BNG U Gravespawn Sovereign {4}{B}{B} Creature - Zombie 3/3 Tap five untapped Zombies you control: Put target creature card from a graveyard onto the battlefield under your control. ONS R Gravestorm {B}{B}{B} Enchantment At the beginning of your upkeep, target opponent may exile a card from his or her graveyard. If that player doesn't, you may draw a card. OD R Gravetiller Wurm {5}{G} Creature - Wurm 4/4 Trample Morbid - Gravetiller Wurm enters the battlefield with four +1/+1 counters on it if a creature died this turn. DKA U Graveyard Shovel {2} Artifact {2}, {T}: Target player exiles a card from his or her graveyard. If it's a creature card, you gain 2 life. ISD U Gravitational Shift {3}{U}{U} Enchantment Creatures with flying get +2/+0. Creatures without flying get -2/-0. ROE R Gravity Sphere {2}{R} World Enchantment All creatures lose flying. LE R Gravity Well {1}{G}{G} Enchantment Whenever a creature with flying attacks, it loses flying until end of turn. ROE U Graxiplon {5}{U} Creature - Beast 3/4 Graxiplon can't be blocked unless defending player controls three or more creatures that share a creature type. ONS U Gray Merchant of Asphodel {3}{B}{B} Creature - Zombie 2/4 When Gray Merchant of Asphodel enters the battlefield, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.) THS C, C14 C Gray Ogre {2}{R} Creature - Ogre 2/2 1E C, 2E C, 2U C, 3E C, 4E C Graypelt Hunter {3}{G} Creature - Human Warrior Ally 2/2 Trample Whenever Graypelt Hunter or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Graypelt Hunter. C, WWK C Graypelt Refuge Land Graypelt Refuge enters the battlefield tapped. When Graypelt Refuge enters the battlefield, you gain 1 life. {T}: Add {G} or {W} to your mana pool. U, ZEN U, ARC U, DDH U, PC2 U Grayscaled Gharial {U} Creature - Crocodile 1/1 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) RAV C Grazing Gladehart {2}{G} Creature - Antelope 2/2 Landfall - Whenever a land enters the battlefield under your control, you may gain 2 life. C, ZEN C, DDH C, C13 C, DDO C Grazing Kelpie {3}{G/U} Creature - Beast 2/3 {G/U}, Sacrifice Grazing Kelpie: Put target card from a graveyard on the bottom of its owner's library. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) EVE C Great Defender {W} Instant Target creature gets +0/+X until end of turn, where X is its converted mana cost. LE U Great Furnace Artifact Land {T}: Add {R} to your mana pool. MRD C, HOP C, C14 C Great Hart {3}{W} Creature - Elk 2/4 BNG C Great Sable Stag {1}{G}{G} Creature - Elk 3/3 Great Sable Stag can't be countered. Protection from blue and from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything blue or black.) M10 R Great Teacher's Decree {3}{W} Sorcery Creatures you control get +2/+1 until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) DTK U Great Wall {2}{W} Enchantment Creatures with plainswalk can be blocked as though they didn't have plainswalk. LE U Great Whale {5}{U}{U} Creature - Whale 5/5 When Great Whale enters the battlefield, untap up to seven lands. UZ R Great-Horn Krushok {4}{W} Creature - Beast 3/5 FRF C Greatbow Doyen {4}{G} Creature - Elf Archer 2/4 Other Archer creatures you control get +1/+1. Whenever an Archer you control deals damage to a creature, that Archer deals that much damage to that creature's controller. MOR R Greater Auramancy {1}{W} Enchantment Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.) Enchanted creatures you control have shroud. SHM R Greater Basilisk {3}{G}{G} Creature - Basilisk 3/5 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) M11 C, M12 C Greater Forgeling {3}{R}{R} Creature - Elemental 3/4 {1}{R}: Greater Forgeling gets +3/-3 until end of turn. RAV U Greater Gargadon {9}{R} Creature - Beast 9/7 Suspend 10- {R} Sacrifice an artifact, creature, or land: Remove a time counter from Greater Gargadon. Activate this ability only if Greater Gargadon is suspended. TSP R, MMA R Greater Good {2}{G}{G} Enchantment Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. UZ R, 9ED R Greater Harvester {2}{B}{B}{B} Creature - Horror 5/6 At the beginning of your upkeep, sacrifice a permanent. Whenever Greater Harvester deals combat damage to a player, that player sacrifices two permanents. DST R Greater Mossdog {3}{G} Creature - Plant Hound 3/3 Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) RAV C, DDJ C, MMA C Greater Realm of Preservation {1}{W} Enchantment {1}{W}: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage. LE U, 5E U, MED U Greater Stone Spirit {4}{R}{R} Creature - Elemental Spirit 4/4 Greater Stone Spirit can't be blocked by creatures with flying. {2}{R}: Until end of turn, target creature gets +0/+2 and gains "{R}: This creature gets +1/+0 until end of turn." CSP U, DDI U Greater Werewolf {4}{B} Creature - Werewolf 2/4 At end of combat, put a -0/-2 counter on each creature blocking or blocked by Greater Werewolf. HM C, 5E U Greatsword {3} Artifact - Equipment Equipped creature gets +3/+0. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) M12 U Greed {3}{B} Enchantment {B}, Pay 2 life: Draw a card. LE R, 4E R, 6E R, 7E R, C13 R Greel's Caress {1}{B} Enchantment - Aura Flash Enchant creature Enchanted creature gets -3/-0. PR C Greel, Mind Raker {3}{B}{B} Legendary Creature - Horror Spellshaper 3/3 {X}{B}, {T}, Discard two cards: Target player discards X cards at random. PR R Green Mana Battery {4} Artifact {2}, {T}: Put a charge counter on Green Mana Battery. {T}, Remove any number of charge counters from Green Mana Battery: Add {G} to your mana pool, then add an additional {G} to your mana pool for each charge counter removed this way. LE U, 4E R Green Scarab {W} Enchantment - Aura Enchant creature Enchanted creature can't be blocked by green creatures. Enchanted creature gets +2/+2 as long as an opponent controls a green permanent. IA U Green Sun's Zenith {X}{G} Sorcery Search your library for a green creature card with converted mana cost X or less, put it onto the battlefield, then shuffle your library. Shuffle Green Sun's Zenith into its owner's library. MBS R, V13 M Green Ward {W} Enchantment - Aura Enchant creature Enchanted creature has protection from green. This effect doesn't remove Green Ward. 1E U, 2E U, 2U U, 3E U, 4E U Greener Pastures {2}{G} Enchantment At the beginning of each player's upkeep, if that player controls more lands than each other player, the player puts a 1/1 green Saproling creature token onto the battlefield. UZ R Greenhilt Trainee {3}{G} Creature - Elf Warrior 2/3 {T}: Target creature gets +4/+4 until end of turn. Activate this ability only if Greenhilt Trainee's power is 4 or greater. NPH U Greenseeker {G} Creature - Elf Spellshaper 1/1 {G}, {T}, Discard a card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. TSP C Greenside Watcher {1}{G} Creature - Elf Druid 2/1 {T}: Untap target Gate. GTC C Greenwarden of Murasa {4}{G}{G} Creature - Elemental 5/4 When Greenwarden of Murasa enters the battlefield, you may return target card from your graveyard to your hand. When Greenwarden of Murasa dies, you may exile it. If you do, return target card from your graveyard to your hand. M Greenweaver Druid {2}{G} Creature - Elf Druid 1/1 {T}: Add {G}{G} to your mana pool. ZEN U Gremlin Mine {1} Artifact {1}, {T}, Sacrifice Gremlin Mine: Gremlin Mine deals 4 damage to target artifact creature. {1}, {T}, Sacrifice Gremlin Mine: Remove up to four charge counters from target noncreature artifact. NPH C Grenzo's Cutthroat {1}{R} Creature - Goblin Rogue 1/1 First strike Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) CNS C Grenzo's Rebuttal {4}{R}{R} Sorcery Put a 4/4 red Ogre creature token onto the battlefield. Starting with you, each player chooses an artifact, a creature, and a land from among the permanents controlled by the player to his or her left. Destroy each permanent chosen this way. CNS R Grenzo, Dungeon Warden {X}{B}{R} Legendary Creature - Goblin Rogue 2/2 Grenzo, Dungeon Warden enters the battlefield with X +1/+1 counters on it. {2}: Put the bottom card of your library into your graveyard. If it's a creature card with power less than or equal to Grenzo's power, put it onto the battlefield. CNS R, VMA R Greven il-Vec Vanguard Hand -1, life +2 Whenever a creature you control deals damage to a creature, destroy the other creature. It can't be regenerated. VAN S Grid Monitor {4} Artifact Creature - Construct 4/6 You can't cast creature spells. MRD R Gridlock {X}{U} Instant Tap X target nonland permanents. GTC U Grief Tyrant {5}{B/R} Creature - Horror 8/8 Grief Tyrant enters the battlefield with four -1/-1 counters on it. When Grief Tyrant dies, put a -1/-1 counter on target creature for each -1/-1 counter on Grief Tyrant. SHM U Griffin Canyon Land {T}: Add {1} to your mana pool. {T}: Untap target Griffin. If it's a creature, it gets +1/+1 until end of turn. VI R Griffin Dreamfinder {3}{W}{W} Creature - Griffin 1/4 Flying When Griffin Dreamfinder enters the battlefield, return target enchantment card from your graveyard to your hand. BNG C Griffin Guide {2}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has flying. When enchanted creature dies, put a 2/2 white Griffin creature token with flying onto the battlefield. TSP U, DDG U, DDH U, DDL U Griffin Protector {3}{W} Creature - Griffin 2/3 Flying Whenever another creature enters the battlefield under your control, Griffin Protector gets +1/+1 until end of turn. M13 C Griffin Rider {1}{W} Creature - Human Knight 1/1 As long as you control a Griffin creature, Griffin Rider gets +3/+3 and has flying. M12 C Griffin Sentinel {2}{W} Creature - Griffin 1/3 Flying Vigilance (Attacking doesn't cause this creature to tap.) M10 C, M12 C, M14 C Grifter's Blade {3} Artifact - Equipment Flash As Grifter's Blade enters the battlefield, choose a creature you control it could be attached to. If you do, it enters the battlefield attached to that creature. Equipped creature gets +1/+1. Equip {1} RAV U Grim Affliction {2}{B} Instant Put a -1/-1 counter on target creature, then proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) NPH C, MM2 C Grim Backwoods Land {T}: Add {1} to your mana pool. {2}{B}{G}, {T}, Sacrifice a creature: Draw a card. DKA R, C13 R Grim Contest {1}{B}{G} Instant Choose target creature you control and target creature an opponent controls. Each of those creatures deals damage equal to its toughness to the other. FRF C Grim Discovery {1}{B} Sorcery Choose one or both - • Return target creature card from your graveyard to your hand. • Return target land card from your graveyard to your hand. ZEN C Grim Feast {1}{B}{G} Enchantment At the beginning of your upkeep, Grim Feast deals 1 damage to you. Whenever a creature is put into an opponent's graveyard from the battlefield, you gain life equal to its toughness. MI R Grim Flowering {5}{G} Sorcery Draw a card for each creature card in your graveyard. DKA U, DDJ U, C14 U Grim Guardian {2}{B} Enchantment Creature - Zombie 1/4 Constellation - Whenever Grim Guardian or another enchantment enters the battlefield under your control, each opponent loses 1 life. JOU C Grim Haruspex {2}{B} Creature - Human Wizard 3/2 Morph {B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Whenever another nontoken creature you control dies, draw a card. R, KTK R Grim Harvest {1}{B} Instant Return target creature card from your graveyard to your hand. Recover {2}{B} (When a creature is put into your graveyard from the battlefield, you may pay {2}{B}. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.) CSP C Grim Lavamancer {R} Creature - Human Wizard 1/1 {R}, {T}, Exile two cards from your graveyard: Grim Lavamancer deals 2 damage to target creature or player. TOR R, PD2 R, M12 R Grim Monolith {2} Artifact Grim Monolith doesn't untap during your untap step. {T}: Add {3} to your mana pool. {4}: Untap Grim Monolith. GU R Grim Poppet {7} Artifact Creature - Scarecrow 4/4 Grim Poppet enters the battlefield with three -1/-1 counters on it. Remove a -1/-1 counter from Grim Poppet: Put a -1/-1 counter on another target creature. SHM R Grim Reminder {2}{B} Instant Search your library for a nonland card and reveal it. Each opponent who cast a card this turn with the same name as that card loses 6 life. Then shuffle your library. {B}{B}: Return Grim Reminder from your graveyard to your hand. Activate this ability only during your upkeep. MRD R Grim Return {2}{B} Instant Choose target creature card in a graveyard that was put there from the battlefield this turn. Put that card onto the battlefield under your control. M14 R Grim Roustabout {1}{B} Creature - Skeleton Warrior 1/1 Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) {1}{B}: Regenerate Grim Roustabout. RTR C Grim Tutor {1}{B}{B} Sorcery Search your library for a card and put that card into your hand, then shuffle your library. You lose 3 life. P3 R, ME3 R Grimclaw Bats {1}{B} Creature - Bat 1/1 Flying {B}, Pay 1 life: Grimclaw Bats gets +1/+1 until end of turn. DST C Grimgrin, Corpse-Born {3}{U}{B} Legendary Creature - Zombie Warrior 5/5 Grimgrin, Corpse-Born enters the battlefield tapped and doesn't untap during your untap step. Sacrifice another creature: Untap Grimgrin and put a +1/+1 counter on it. Whenever Grimgrin attacks, destroy target creature defending player controls, then put a +1/+1 counter on Grimgrin. ISD M Grimoire Thief {U}{U} Creature - Merfolk Rogue 2/2 Whenever Grimoire Thief becomes tapped, exile the top three cards of target opponent's library face down. You may look at cards exiled with Grimoire Thief. {U}, Sacrifice Grimoire Thief: Turn all cards exiled with Grimoire Thief face up. Counter all spells with those names. MOR R Grimoire of the Dead {4} Legendary Artifact {1}, {T}, Discard a card: Put a study counter on Grimoire of the Dead. {T}, Remove three study counters from Grimoire of the Dead and sacrifice it: Put all creature cards from all graveyards onto the battlefield under your control. They're black Zombies in addition to their other colors and types. ISD M Grindclock {2} Artifact {T}: Put a charge counter on Grindclock. {T}: Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of charge counters on Grindclock. SOM R, M15 R Grinding Station {2} Artifact {T}, Sacrifice an artifact: Target player puts the top three cards of his or her library into his or her graveyard. Whenever an artifact enters the battlefield, you may untap Grinding Station. 5DN U Grindstone {1} Artifact {3}, {T}: Target player puts the top two cards of his or her library into his or her graveyard. If both cards share a color, repeat this process. TE R, TPR M Grinning Demon {2}{B}{B} Creature - Demon 6/6 At the beginning of your upkeep, you lose 2 life. Morph {2}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS R Grinning Demon Avatar Vanguard Hand -1, life -2 Whenever a nontoken creature you control dies, target opponent discards a card. VAN S (x2) Grinning Ignus {2}{R} Creature - Elemental 2/2 {R}, Return Grinning Ignus to its owner's hand: Add {2}{R} to your mana pool. Activate this ability only any time you could cast a sorcery. FUT C, MMA U Grinning Totem {4} Artifact {2}, {T}, Sacrifice Grinning Totem: Search target opponent's library for a card and exile it. Then that player shuffles his or her library. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played it, put it into its owner's graveyard. MI R, 6E R, TSB S Grip of Amnesia {1}{U} Instant Counter target spell unless its controller exiles all cards from his or her graveyard. Draw a card. JUD C Grip of Chaos {4}{R}{R} Enchantment Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.) SCG R Grip of Desolation {4}{B}{B} Instant Devoid (This card has no color.) Exile target creature and target land. U Griptide {3}{U} Instant Put target creature on top of its owner's library. DKA C, THS C, DDM C Griselbrand {4}{B}{B}{B}{B} Legendary Creature - Demon 7/7 Flying, lifelink Pay 7 life: Draw seven cards. AVR M Grisly Salvage {B}{G} Instant Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard. RTR C Grisly Spectacle {2}{B}{B} Instant Destroy target nonartifact creature. Its controller puts a number of cards equal to that creature's power from the top of his or her library into his or her graveyard. GTC C, DDM C Grisly Transformation {2}{B} Enchantment - Aura Enchant creature When Grisly Transformation enters the battlefield, draw a card. Enchanted creature has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) BNG C Gristle Grinner {4}{B} Creature - Zombie 3/3 Whenever a creature dies, Gristle Grinner gets +2/+2 until end of turn. CSP U Gristleback {2}{G} Creature - Boar Beast 2/2 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) Sacrifice Gristleback: You gain life equal to Gristleback's power. GPT U Grixis Plane - Alara Blue, black, and/or red creature cards in your graveyard have unearth. The unearth cost is equal to the card's mana cost. (Pay the card's mana cost: Return it to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) Whenever you roll CHAOS, put target creature card from a graveyard onto the battlefield under your control. HOP C Grixis Battlemage {2}{B} Creature - Human Wizard 2/2 {U}, {T}: Draw a card, then discard a card. {R}, {T}: Target creature can't block this turn. ALA U Grixis Charm {U}{B}{R} Instant Choose one - • Return target permanent to its owner's hand. • Target creature gets -4/-4 until end of turn. • Creatures you control get +2/+0 until end of turn. ALA U, DDH U, C13 U Grixis Grimblade {U/R}{B} Creature - Zombie Warrior 2/1 As long as you control another multicolored permanent, Grixis Grimblade gets +1/+1 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy that creature.) ARB C Grixis Illusionist {U} Creature - Human Wizard 1/1 {T}: Target land you control becomes the basic land type of your choice until end of turn. CON C, CNS C Grixis Panorama Land {T}: Add {1} to your mana pool. {1}, {T}, Sacrifice Grixis Panorama: Search your library for a basic Island, Swamp, or Mountain card and put it onto the battlefield tapped. Then shuffle your library. ALA C, C13 C Grixis Slavedriver {5}{B} Creature - Zombie Giant 4/4 When Grixis Slavedriver leaves the battlefield, put a 2/2 black Zombie creature token onto the battlefield. Unearth {3}{B} ({3}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) CON U Grixis Sojourners {1}{U}{B}{R} Creature - Zombie Ogre 4/3 When you cycle Grixis Sojourners or it dies, you may exile target card from a graveyard. Cycling {2}{B} ({2}{B}, Discard this card: Draw a card.) ARB C Grizzled Leotau {G}{W} Creature - Cat 1/5 ARB C Grizzled Outcasts {4}{G} Creature - Human Werewolf 4/4 At the beginning of each upkeep, if no spells were cast last turn, transform Grizzled Outcasts. ---- Krallenhorde Wantons (Green) Creature - Werewolf 7/7 At the beginning of each upkeep, if a player cast two or more spells last turn, transform Krallenhorde Wantons. ISD C Grizzled Wolverine {1}{R}{R} Creature - Wolverine 2/2 {R}: Grizzled Wolverine gets +2/+0 until end of turn. Activate this ability only during the declare blockers step, only if at least one creature is blocking Grizzled Wolverine, and only once each turn. IA C Grizzly Bears {1}{G} Creature - Bear 2/2 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, PO C, 6E C, P3 C, 7E C, 8ED C, 9ED C, 10E C Grizzly Fate {3}{G}{G} Sorcery Put two 2/2 green Bear creature tokens onto the battlefield. Threshold - Put four 2/2 green Bear creature tokens onto the battlefield instead if seven or more cards are in your graveyard. Flashback {5}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD U, VMA U Groffskithur {5}{G} Creature - Beast 3/3 Whenever Groffskithur becomes blocked, you may return target card named Groffskithur from your graveyard to your hand. MRD C Grollub {2}{B} Creature - Beast 3/3 Whenever Grollub is dealt damage, each opponent gains that much life. EX C Grotag Siege-Runner {1}{R} Creature - Goblin Rogue 2/1 {R}, Sacrifice Grotag Siege-Runner: Destroy target creature with defender. Grotag Siege-Runner deals 2 damage to that creature's controller. ROE C Grotag Thrasher {4}{R} Creature - Lizard 3/3 Whenever Grotag Thrasher attacks, target creature can't block this turn. WWK C Grotesque Hybrid {4}{B} Creature - Zombie 3/3 Whenever Grotesque Hybrid deals combat damage to a creature, destroy that creature. It can't be regenerated. Discard a card: Grotesque Hybrid gains flying and protection from green and from white until end of turn. TOR U Ground Assault {R}{G} Sorcery Ground Assault deals damage to target creature equal to the number of lands you control. GTC U Ground Rift {R} Sorcery Target creature without flying can't block this turn. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) TSP C Ground Seal {1}{G} Enchantment When Ground Seal enters the battlefield, draw a card. Cards in graveyards can't be the targets of spells or abilities. OD R, M13 R Groundbreaker {G}{G}{G} Creature - Elemental 6/1 Trample, haste At the beginning of the end step, sacrifice Groundbreaker. PLC R Grounded {1}{G} Enchantment - Aura Enchant creature Enchanted creature loses flying. AVR C Groundling Pouncer {1}{G/U} Creature - Faerie 2/1 {G/U}: Groundling Pouncer gets +1/+3 and gains flying until end of turn. Activate this ability only once each turn and only if an opponent controls a creature with flying. EVE U Groundshaker Sliver {6}{G} Creature - Sliver 5/5 Sliver creatures you control have trample. (If a Sliver you control would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) M14 C Groundskeeper {G} Creature - Human Druid 1/1 {1}{G}: Return target basic land card from your graveyard to your hand. MM U, 9ED U Groundswell {G} Instant Target creature gets +2/+2 until end of turn. Landfall - If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead. C, WWK C Grove Rumbler {2}{R}{G} Creature - Elemental 3/3 Trample Landfall - Whenever a land enters the battlefield under your control, Grove Rumbler gets +2/+2 until end of turn. U Grove of the Burnwillows Land {T}: Add {1} to your mana pool. {T}: Add {R} or {G} to your mana pool. Each opponent gains 1 life. FUT R, V12 M Grove of the Dreampods Plane - Fabacin When you planeswalk to Grove of the Dreampods or at the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Whenever you roll CHAOS, return target creature card from your graveyard to the battlefield. PC2 C Grove of the Guardian Land {T}: Add {1} to your mana pool. {3}{G}{W}, {T}, Tap two untapped creatures you control, Sacrifice Grove of the Guardian: Put an 8/8 green and white Elemental creature token with vigilance onto the battlefield. RTR R Grovetender Druids {2}{G}{W} Creature - Elf Druid Ally 3/3 Rally - Whenever Grovetender Druids or another Ally enters the battlefield under your control, you may pay {1}. If you do, put a 1/1 green Plant creature token onto the battlefield. U Growing Ranks {2}{G/W}{G/W} Enchantment At the beginning of your upkeep, populate. (Put a token onto the battlefield that's a copy of a creature token you control.) RTR R Growth Spasm {2}{G} Sorcery Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." ROE C Grozoth {6}{U}{U}{U} Creature - Leviathan 9/9 Defender (This creature can't attack.) When Grozoth enters the battlefield, you may search your library for any number of cards that have converted mana cost 9, reveal them, and put them into your hand. If you do, shuffle your library. {4}: Grozoth loses defender until end of turn. Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV R Grudge Keeper {1}{B} Creature - Zombie Wizard 2/1 Whenever players finish voting, each opponent who voted for a choice you didn't vote for loses 2 life. CNS C Gruesome Deformity {B} Enchantment - Aura Enchant creature Enchanted creature has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) ISD C Gruesome Discovery {2}{B}{B} Sorcery Target player discards two cards. Morbid - If a creature died this turn, instead that player reveals his or her hand, you choose two cards from it, then that player discards those cards. DKA C Gruesome Encore {2}{B} Sorcery Put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. Exile it at the beginning of the next end step. If that creature would leave the battlefield, exile it instead of putting it anywhere else. MBS U Gruesome Slaughter {6} Sorcery Until end of turn, colorless creatures you control gain "{T}: This creature deals damage equal to its power to target creature." R Gruul Charm {R}{G} Instant Choose one - • Creatures without flying can't block this turn. • Gain control of all permanents you own. • Gruul Charm deals 3 damage to each creature with flying. GTC U Gruul Cluestone {3} Artifact {T}: Add {R} or {G} to your mana pool. {R}{G}, {T}, Sacrifice Gruul Cluestone: Draw a card. DGM C Gruul Guildgate Land - Gate Gruul Guildgate enters the battlefield tapped. {T}: Add {R} or {G} to your mana pool. GTC C, DGM C, C13 C Gruul Guildmage {R/G}{R/G} Creature - Human Shaman 2/2 ({R/G} can be paid with either {R} or {G}.) {3}{R}, Sacrifice a land: Gruul Guildmage deals 2 damage to target player. {3}{G}: Target creature gets +2/+2 until end of turn. GPT U Gruul Keyrune {3} Artifact {T}: Add {R} or {G} to your mana pool. {R}{G}: Gruul Keyrune becomes a 3/2 red and green Beast artifact creature with trample until end of turn. GTC U Gruul Nodorog {4}{G}{G} Creature - Beast 4/4 {R}: Gruul Nodorog gains menace until end of turn. (It can't be blocked except by two or more creatures.) GPT C Gruul Ragebeast {5}{R}{G} Creature - Beast 6/6 Whenever Gruul Ragebeast or another creature enters the battlefield under your control, that creature fights target creature an opponent controls. GTC R Gruul Scrapper {3}{G} Creature - Human Berserker 3/2 When Gruul Scrapper enters the battlefield, if {R} was spent to cast Gruul Scrapper, it gains haste until end of turn. GPT C Gruul Signet {2} Artifact {1}, {T}: Add {R}{G} to your mana pool. GPT C, ARC C, CMD C Gruul Turf Land Gruul Turf enters the battlefield tapped. When Gruul Turf enters the battlefield, return a land you control to its owner's hand. {T}: Add {R}{G} to your mana pool. GPT C, HOP C, CMD C, PC2 C, MM2 U Gruul War Chant {2}{R}{G} Enchantment Attacking creatures you control get +1/+0 and have menace. (They can't be blocked except by two or more creatures.) DGM U Gruul War Plow {4} Artifact Creatures you control have trample. {1}{R}{G}: Gruul War Plow becomes a 4/4 Juggernaut artifact creature until end of turn. GPT R Gryff Vanguard {4}{U} Creature - Human Knight 3/2 Flying When Gryff Vanguard enters the battlefield, draw a card. AVR C Guan Yu's 1,000-Li March {4}{W}{W} Sorcery Destroy all tapped creatures. PK R, ME3 R Guan Yu, Sainted Warrior {3}{W}{W} Legendary Creature - Human Soldier Warrior 3/5 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Guan Yu, Sainted Warrior is put into your graveyard from the battlefield, you may shuffle Guan Yu into your library. PK R, ME3 U Guard Dogs {3}{W} Creature - Hound 2/2 {2}{W}, {T}: Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent. PS U Guard Duty {W} Enchantment - Aura Enchant creature Enchanted creature has defender. ROE C Guard Gomazoa {2}{U} Creature - Jellyfish 1/3 Defender, flying Prevent all combat damage that would be dealt to Guard Gomazoa. ROE U, CMD U, PC2 U, C13 U Guardian Angel {X}{W} Instant Prevent the next X damage that would be dealt to target creature or player this turn. Until end of turn, you may pay {1} any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that creature or player this turn. 1E C, 2E C, 2U C, 3E C Guardian Automaton {4} Artifact Creature - Construct 3/3 When Guardian Automaton dies, you gain 3 life. ORI C Guardian Beast {3}{B} Creature - Beast 2/4 As long as Guardian Beast is untapped, noncreature artifacts you control can't be enchanted, they have indestructible, and other players can't gain control of them. This effect doesn't remove Auras already attached to those artifacts. AN R, ME4 R Guardian Idol {2} Artifact Guardian Idol enters the battlefield tapped. {T}: Add {1} to your mana pool. {2}: Guardian Idol becomes a 2/2 Golem artifact creature until end of turn. 5DN U Guardian Lions {4}{W} Creature - Cat 1/6 Vigilance (Attacking doesn't cause this creature to tap.) M13 C Guardian Seraph {2}{W}{W} Creature - Angel 3/4 Flying If a source an opponent controls would deal damage to you, prevent 1 of that damage. M10 R Guardian Shield-Bearer {1}{G} Creature - Human Soldier 2/1 Megamorph {3}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Guardian Shield-Bearer is turned face up, put a +1/+1 counter on another target creature you control. DTK C Guardian Zendikon {2}{W} Enchantment - Aura Enchant land Enchanted land is a 2/6 white Wall creature with defender. It's still a land. When enchanted land dies, return that card to its owner's hand. WWK C, CNS C Guardian of Cloverdell {5}{G}{G} Creature - Treefolk Shaman 4/5 When Guardian of Cloverdell enters the battlefield, put three 1/1 white Kithkin Soldier creature tokens onto the battlefield. {G}, Sacrifice a Kithkin: You gain 1 life. LRW U Guardian of Solitude {1}{U} Creature - Spirit 1/2 Whenever you cast a Spirit or Arcane spell, target creature gains flying until end of turn. CHK U Guardian of Tazeem {3}{U}{U} Creature - Sphinx 4/5 Flying Landfall - Whenever a land enters the battlefield under your control, tap target creature an opponent controls. If that land is an Island, that creature doesn't untap during its controller's next untap step. R Guardian of Vitu-Ghazi {6}{G}{W} Creature - Elemental 4/7 Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Vigilance RAV C Guardian of the Ages {7} Artifact Creature - Golem 7/7 Defender (This creature can't attack.) When a creature attacks you or a planeswalker you control, if Guardian of the Ages has defender, it loses defender and gains trample. M14 R Guardian of the Gateless {4}{W} Creature - Angel 3/3 Flying Guardian of the Gateless can block any number of creatures. Whenever Guardian of the Gateless blocks, it gets +1/+1 until end of turn for each creature it's blocking. GTC U Guardian of the Guildpact {3}{W} Creature - Spirit 2/3 Protection from monocolored DIS C Guardian's Magemark {2}{W} Enchantment - Aura Flash Enchant creature Creatures you control that are enchanted get +1/+1. GPT C Guardians of Akrasa {2}{W} Creature - Human Soldier 0/4 Defender (This creature can't attack.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) ALA C, M13 C Guardians of Meletis {3} Artifact Creature - Golem 0/6 Defender (This creature can't attack.) THS C, ORI C Guardians' Pledge {1}{W}{W} Instant White creatures you control get +2/+2 until end of turn. M12 C Gudul Lurker {U} Creature - Salamander 1/1 Gudul Lurker can't be blocked. Megamorph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK U Guerrilla Tactics {1}{R} Instant Guerrilla Tactics deals 2 damage to target creature or player. When a spell or ability an opponent controls causes you to discard Guerrilla Tactics, Guerrilla Tactics deals 4 damage to target creature or player. AL C (x2), 8ED U, 9ED U, 10E U Guided Passage {U}{R}{G} Sorcery Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle your library. AP R Guided Strike {1}{W} Instant Target creature gets +1/+0 and gains first strike until end of turn. Draw a card. WL C, JUD C Guiding Spirit {1}{W}{U} Creature - Angel Spirit 1/2 Flying {T}: If the top card of target player's graveyard is a creature card, put that card on top of that player's library. VI R Guild Feud {5}{R} Enchantment At the beginning of your upkeep, target opponent reveals the top three cards of his or her library, may put a creature card from among them onto the battlefield, then puts the rest into his or her graveyard. You do the same with the top three cards of your library. If two creatures are put onto the battlefield this way, those creatures fight each other. RTR R Guildscorn Ward {W} Enchantment - Aura Enchant creature Enchanted creature has protection from multicolored. GTC C Guile {3}{U}{U}{U} Creature - Elemental Incarnation 6/6 Guile can't be blocked except by three or more creatures. If a spell or ability you control would counter a spell, instead exile that spell and you may play that card without paying its mana cost. When Guile is put into a graveyard from anywhere, shuffle it into its owner's library. LRW R, DD2 R, DD3_JVC R, MM2 R Guiltfeeder {3}{B}{B} Creature - Horror 0/4 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever Guiltfeeder attacks and isn't blocked, defending player loses 1 life for each card in his or her graveyard. JUD R Guilty Conscience {W} Enchantment - Aura Enchant creature Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature. SCG C Guise of Fire {R} Enchantment - Aura Enchant creature Enchanted creature gets +1/-1 and attacks each turn if able. AVR C Gulf Squid {3}{U} Creature - Squid Beast 2/2 When Gulf Squid enters the battlefield, tap all lands target player controls. PR C Guma {2}{R} Creature - Cat 2/2 Protection from blue UZ U Gurmag Angler {6}{B} Creature - Zombie Fish 5/5 Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) FRF C Gurmag Drowner {3}{U} Creature - Naga Wizard 2/4 Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Gurmag Drowner exploits a creature, look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. DTK C Gurmag Swiftwing {1}{B} Creature - Bat 1/2 Flying, first strike, haste KTK U Gurzigost {3}{G}{G} Creature - Beast 6/8 At the beginning of your upkeep, sacrifice Gurzigost unless you put two cards from your graveyard on the bottom of your library. {G}{G}, Discard a card: You may have Gurzigost assign its combat damage this turn as though it weren't blocked. TOR R Gush {4}{U} Instant You may return two Islands you control to their owner's hand rather than pay Gush's mana cost. Draw two cards. MM C, DD2 C, VMA U, DD3_JVC C Gust-Skimmer {2} Artifact Creature - Insect 2/1 {U}: Gust-Skimmer gains flying until end of turn. MBS C, MM2 C Gustcloak Cavalier {3}{W}{W} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Whenever Gustcloak Cavalier attacks, you may tap target creature. Whenever Gustcloak Cavalier becomes blocked, you may untap Gustcloak Cavalier and remove it from combat. TSP U Gustcloak Harrier {1}{W}{W} Creature - Bird Soldier 2/2 Flying Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat. ONS C, VMA C, DDO C Gustcloak Runner {W} Creature - Human Soldier 1/1 Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat. ONS C Gustcloak Savior {4}{W} Creature - Bird Soldier 3/4 Flying Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat. ONS R, DDO R Gustcloak Sentinel {2}{W}{W} Creature - Human Soldier 3/3 Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat. ONS U, DDL U, DDO U Gustcloak Skirmisher {3}{W} Creature - Bird Soldier 2/3 Flying Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat. ONS U, DDO U Gustha's Scepter {0} Artifact {T}: Exile a card from your hand face down. You may look at it for as long as it remains exiled. {T}: Return a card you own exiled with Gustha's Scepter to your hand. When you lose control of Gustha's Scepter, put all cards exiled with Gustha's Scepter into their owner's graveyard. AL R, ME2 R Gustrider Exuberant {2}{W} Creature - Human Wizard 1/2 Flying Sacrifice Gustrider Exuberant: Creatures you control with power 5 or greater gain flying until end of turn. ALA C Gut Shot {P/R} Instant ({P/R} can be paid with either {R} or 2 life.) Gut Shot deals 1 damage to target creature or player. NPH U, MM2 C Gutless Ghoul {2}{B} Snow Creature - Zombie 2/2 {1}, Sacrifice a creature: You gain 2 life. CSP C Gutter Grime {4}{G} Enchantment Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then put a green Ooze creature token onto the battlefield with "This creature's power and toughness are each equal to the number of slime counters on Gutter Grime." ISD R Gutter Skulk {1}{B} Creature - Zombie Rat 2/2 GTC C Guttersnipe {2}{R} Creature - Goblin Shaman 2/2 Whenever you cast an instant or sorcery spell, Guttersnipe deals 2 damage to each opponent. RTR U, C13 U Guttural Response {R/G} Instant Counter target blue instant spell. SHM U Gutwrencher Oni {3}{B}{B} Creature - Demon Spirit 5/4 Trample At the beginning of your upkeep, discard a card if you don't control an Ogre. CHK U Guul Draz Assassin {B} Creature - Vampire Assassin 1/1 Level up {1}{B} ({1}{B}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 2/2 {B}, {T}: Target creature gets -2/-2 until end of turn. LEVEL 4+ 4/4 {B}, {T}: Target creature gets -4/-4 until end of turn. ROE R Guul Draz Overseer {4}{B}{B} Creature - Vampire 3/4 Flying Landfall - Whenever a land enters the battlefield under your control, other creatures you control get +1/+0 until end of turn. If that land is a Swamp, those creatures get +2/+0 until end of turn instead. R Guul Draz Specter {2}{B}{B} Creature - Specter 2/2 Flying Guul Draz Specter gets +3/+3 as long as an opponent has no cards in hand. Whenever Guul Draz Specter deals combat damage to a player, that player discards a card. ZEN R Guul Draz Vampire {B} Creature - Vampire Rogue 1/1 As long as an opponent has 10 or less life, Guul Draz Vampire gets +2/+1 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) ZEN C Gwafa Hazid, Profiteer {1}{W}{U} Legendary Creature - Human Rogue 2/2 {W}{U}, {T}: Put a bribery counter on target creature you don't control. Its controller draws a card. Creatures with bribery counters on them can't attack or block. CON R Gwendlyn Di Corci {U}{B}{B}{R} Legendary Creature - Human Rogue 3/5 {T}: Target player discards a card at random. Activate this ability only during your turn. LE R, ME3 R Gwyllion Hedge-Mage {2}{W/B} Creature - Hag Wizard 2/2 When Gwyllion Hedge-Mage enters the battlefield, if you control two or more Plains, you may put a 1/1 white Kithkin Soldier creature token onto the battlefield. When Gwyllion Hedge-Mage enters the battlefield, if you control two or more Swamps, you may put a -1/-1 counter on target creature. EVE U, CMD U Gyre Sage {1}{G} Creature - Elf Druid 1/2 Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) {T}: Add {G} to your mana pool for each +1/+1 counter on Gyre Sage. GTC R Haakon, Stromgald Scourge {1}{B}{B} Legendary Creature - Zombie Knight 3/3 You may cast Haakon, Stromgald Scourge from your graveyard, but not from anywhere else. As long as Haakon is on the battlefield, you may play Knight cards from your graveyard. When Haakon dies, you lose 2 life. CSP R Haakon, Stromgald Scourge Avatar Vanguard Hand +0, life -3 Pay 1 life: You may play target creature card in your graveyard this turn. Whenever you play a creature card from your graveyard, it becomes a black Zombie Knight. If a Zombie Knight would be put into your graveyard from the battlefield, exile it instead. VAN S Haazda Exonerator {W} Creature - Human Cleric 1/1 {T}, Sacrifice Haazda Exonerator: Destroy target Aura. DIS C Haazda Shield Mate {2}{W} Creature - Human Soldier 1/1 At the beginning of your upkeep, sacrifice Haazda Shield Mate unless you pay {W}{W}. {W}: The next time a source of your choice would deal damage to you this turn, prevent that damage. DIS R Haazda Snare Squad {2}{W} Creature - Human Soldier 1/4 Whenever Haazda Snare Squad attacks, you may pay {W}. If you do, tap target creature an opponent controls. DGM C Hada Freeblade {W} Creature - Human Soldier Ally 0/1 Whenever Hada Freeblade or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Hada Freeblade. WWK U Hada Spy Patrol {1}{U} Creature - Human Rogue 1/1 Level up {2}{U} ({2}{U}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 2/2 Hada Spy Patrol can't be blocked. LEVEL 3+ 3/3 Shroud (This creature can't be the target of spells or abilities.) Hada Spy Patrol can't be blocked. ROE U, C13 U Hag Hedge-Mage {2}{B/G} Creature - Hag Shaman 2/2 When Hag Hedge-Mage enters the battlefield, if you control two or more Swamps, you may have target player discard a card. When Hag Hedge-Mage enters the battlefield, if you control two or more Forests, you may put target card from your graveyard on top of your library. EVE U Hagra Crocodile {3}{B} Creature - Crocodile 3/1 Hagra Crocodile can't block. Landfall - Whenever a land enters the battlefield under your control, Hagra Crocodile gets +2/+2 until end of turn. ZEN C Hagra Diabolist {4}{B} Creature - Ogre Shaman Ally 3/2 Whenever Hagra Diabolist or another Ally enters the battlefield under your control, you may have target player lose life equal to the number of Allies you control. ZEN U Hagra Sharpshooter {2}{B} Creature - Human Assassin Ally 2/2 {4}{B}: Target creature gets -1/-1 until end of turn. U Hail Storm {1}{G}{G} Instant Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control. AL U, TSB S Hail of Arrows {X}{W} Instant Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures. SOK U, 10E U Hair-Strung Koto {6} Artifact Tap an untapped creature you control: Target player puts the top card of his or her library into his or her graveyard. CHK R Hakim, Loreweaver {3}{U}{U} Legendary Creature - Human Wizard 2/4 Flying {U}{U}: Return target Aura card from your graveyard to the battlefield attached to Hakim, Loreweaver. Activate this ability only during your upkeep and only if Hakim isn't enchanted. {U}{U}, {T}: Destroy all Auras attached to Hakim. MI R Halam Djinn {5}{R} Creature - Djinn 6/5 Haste Halam Djinn gets -2/-2 as long as red is the most common color among all permanents or is tied for most common. IN U Halberdier {3}{R} Creature - Human Barbarian 3/1 First strike OD C Halcyon Glaze {1}{U}{U} Enchantment Whenever you cast a creature spell, Halcyon Glaze becomes a 4/4 Illusion creature with flying in addition to its other types until end of turn. RAV U Halfdane {1}{W}{U}{B} Legendary Creature - Shapeshifter 3/3 At the beginning of your upkeep, change Halfdane's base power and toughness to the power and toughness of target creature other than Halfdane until the end of your next upkeep. LE R, ME3 R Halimar Depths Land Halimar Depths enters the battlefield tapped. When Halimar Depths enters the battlefield, look at the top three cards of your library, then put them back in any order. {T}: Add {U} to your mana pool. WWK C, DDM C Halimar Excavator {1}{U} Creature - Human Wizard Ally 1/3 Whenever Halimar Excavator or another Ally enters the battlefield under your control, target player puts the top X cards of his or her library into his or her graveyard, where X is the number of Allies you control. WWK C Halimar Tidecaller {2}{U} Creature - Human Wizard Ally 2/3 When Halimar Tidecaller enters the battlefield, you may return target card with awaken from your graveyard to your hand. Land creatures you control have flying. U Halimar Wavewatch {1}{U} Creature - Merfolk Soldier 0/3 Level up {2} ({2}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 0/6 LEVEL 5+ 6/6 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) ROE C Hall of Gemstone {1}{G}{G} World Enchantment At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color. MI R Hall of Triumph {3} Legendary Artifact As Hall of Triumph enters the battlefield, choose a color. Creatures you control of the chosen color get +1/+1. JOU R Hall of the Bandit Lord Legendary Land Hall of the Bandit Lord enters the battlefield tapped. {T}, Pay 3 life: Add {1} to your mana pool. If that mana is spent on a creature spell, it gains haste. CHK R Hallow {W} Instant Prevent all damage target spell would deal this turn. You gain life equal to the damage prevented this way. DST C Hallowed Burial {3}{W}{W} Sorcery Put all creatures on the bottom of their owners' libraries. EVE R Hallowed Fountain Land - Plains Island ({T}: Add {W} or {U} to your mana pool.) As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, Hallowed Fountain enters the battlefield tapped. M, DIS R, RTR R Hallowed Ground {1}{W} Enchantment {W}{W}: Return target nonsnow land you control to its owner's hand. IA U, MED U Hallowed Healer {2}{W} Creature - Human Cleric 1/1 {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. Threshold - {T}: Prevent the next 4 damage that would be dealt to target creature or player this turn. Activate this ability only if seven or more cards are in your graveyard. OD C Hallowed Moonlight {1}{W} Instant Until end of turn, if a creature would enter the battlefield and it wasn't cast, exile it instead. Draw a card. ORI R Hallowed Spiritkeeper {1}{W}{W} Creature - Avatar 3/2 Vigilance When Hallowed Spiritkeeper dies, put X 1/1 white Spirit creature tokens with flying onto the battlefield, where X is the number of creature cards in your graveyard. C14 R Halls of Mist Land Cumulative upkeep {1} (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.) Creatures that attacked during their controller's last turn can't attack. IA R Halo Hunter {2}{B}{B}{B} Creature - Demon 6/3 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When Halo Hunter enters the battlefield, destroy target Angel. ZEN R Halt Order {2}{U} Instant Counter target artifact spell. Draw a card. SOM U Hamlet Captain {1}{G} Creature - Human Warrior 2/2 Whenever Hamlet Captain attacks or blocks, other Human creatures you control get +1/+1 until end of turn. ISD U Hamletback Goliath {6}{R} Creature - Giant Warrior 6/6 Whenever another creature enters the battlefield, you may put X +1/+1 counters on Hamletback Goliath, where X is that creature's power. LRW R, M13 R Hammer Mage {1}{R} Creature - Human Spellshaper 1/1 {X}{R}, {T}, Discard a card: Destroy all artifacts with converted mana cost X or less. MM U Hammer of Bogardan {1}{R}{R} Sorcery Hammer of Bogardan deals 3 damage to target creature or player. {2}{R}{R}{R}: Return Hammer of Bogardan from your graveyard to your hand. Activate this ability only during your upkeep. MI R, 6E R, 8ED R, PD2 R Hammer of Purphoros {1}{R}{R} Legendary Enchantment Artifact Creatures you control have haste. {2}{R}, {T}, Sacrifice a land: Put a 3/3 colorless Golem enchantment artifact creature token onto the battlefield. THS R Hammer of Ruin {2} Artifact - Equipment Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, you may destroy target Equipment that player controls. Equip {2} WWK U Hammerfist Giant {4}{R}{R} Creature - Giant Warrior 5/4 {T}: Hammerfist Giant deals 4 damage to each creature without flying and each player. RAV R Hammerhand {R} Enchantment - Aura Enchant creature When Hammerhand enters the battlefield, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste. (It can attack and {T} no matter when it came under your control.) M15 C Hammerhead Shark {1}{U} Creature - Fish 2/3 Hammerhead Shark can't attack unless defending player controls an Island. ST C, TPR C Hammerheim Legendary Land {T}: Add {R} to your mana pool. {T}: Target creature loses all landwalk abilities until end of turn. LE U, ME3 U Hammerheim Deadeye {3}{R} Creature - Giant Warrior 3/3 Echo {5}{R} (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.) When Hammerheim Deadeye enters the battlefield, destroy target creature with flying. PLC U, MMA C Hana Kami {G} Creature - Spirit 1/1 {1}{G}, Sacrifice Hana Kami: Return target Arcane card from your graveyard to your hand. CHK U, MMA C Hanabi Blast {1}{R}{R} Instant Hanabi Blast deals 2 damage to target creature or player. Return Hanabi Blast to its owner's hand, then discard a card at random. CHK U Hand of Cruelty {B}{B} Creature - Human Samurai 2/2 Protection from white Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) SOK U Hand of Death {2}{B} Sorcery Destroy target nonblack creature. PO C (x2), P2 C, P3 C, P4 C Hand of Emrakul {9} Creature - Eldrazi 7/7 You may sacrifice four Eldrazi Spawn rather than pay Hand of Emrakul's mana cost. Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent.) ROE C Hand of Honor {W}{W} Creature - Human Samurai 2/2 Protection from black Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) SOK U Hand of Justice {5}{W} Creature - Avatar 2/6 {T}, Tap three untapped white creatures you control: Destroy target creature. FE R, MED R Hand of Silumgar {1}{B} Creature - Human Warrior 2/1 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) DTK C Hand of the Praetors {3}{B} Creature - Zombie 3/2 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Other creatures you control with infect get +1/+1. Whenever you cast a creature spell with infect, target player gets a poison counter. SOM R Hand to Hand {2}{R} Enchantment During combat, players can't cast instant spells or activate abilities that aren't mana abilities. TE R Hands of Binding {1}{U} Sorcery Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. 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.) GTC C Hangarback Walker {X}{X} Artifact Creature - Construct 0/0 Hangarback Walker enters the battlefield with X +1/+1 counters on it. When Hangarback Walker dies, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield for each +1/+1 counter on Hangarback Walker. {1}, {T}: Put a +1/+1 counter on Hangarback Walker. ORI R Hankyu {1} Artifact - Equipment Equipped creature has "{T}: Put an aim counter on Hankyu" and "{T}, Remove all aim counters from Hankyu: This creature deals damage to target creature or player equal to the number of aim counters removed this way." Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) CHK U Hanna Vanguard Hand +1, life -5 Spells you cast cost {1} less to cast. VAN S Hanna's Custody {2}{W} Enchantment All artifacts have shroud. (They can't be the targets of spells or abilities.) TE R Hanna, Ship's Navigator {1}{W}{U} Legendary Creature - Human Artificer 1/2 {1}{W}{U}, {T}: Return target artifact or enchantment card from your graveyard to your hand. IN R Hanweir Lancer {2}{R} Creature - Human Knight 2/2 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Hanweir Lancer is paired with another creature, both creatures have first strike. AVR C Hanweir Watchkeep {2}{R} Creature - Human Warrior Werewolf 1/5 Defender At the beginning of each upkeep, if no spells were cast last turn, transform Hanweir Watchkeep. ---- Bane of Hanweir (Red) Creature - Werewolf 5/5 Bane of Hanweir attacks each turn if able. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Bane of Hanweir. ISD U Hapato's Might {2}{B} Instant Target creature gets +X/+0 until end of turn, where X is a number chosen randomly from 0 to 6. DREAM S Hapless Researcher {U} Creature - Human Wizard 1/1 Sacrifice Hapless Researcher: Draw a card, then discard a card. JUD C Harabaz Druid {1}{G} Creature - Human Druid Ally 0/1 {T}: Add X mana of any one color to your mana pool, where X is the number of Allies you control. WWK R Harbinger of Night {2}{B}{B} Creature - Spirit 2/3 At the beginning of your upkeep, put a -1/-1 counter on each creature. MI R Harbinger of Spring {4}{G} Creature - Spirit 2/1 Protection from non-Spirit creatures Soulshift 4 (When this creature dies, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) BOK C Harbinger of the Hunt {3}{R}{G} Creature - Dragon 5/3 Flying {2}{R}: Harbinger of the Hunt deals 1 damage to each creature without flying. {2}{G}: Harbinger of the Hunt deals 1 damage to each other creature with flying. DTK R Harbinger of the Tides {U}{U} Creature - Merfolk Wizard 2/2 You may cast Harbinger of the Tides as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) When Harbinger of the Tides enters the battlefield, you may return target tapped creature an opponent controls to its owner's hand. ORI R Harbor Bandit {2}{B} Creature - Human Rogue 2/2 Harbor Bandit gets +1/+1 as long as you control an Island. {1}{U}: Harbor Bandit can't be blocked this turn. M13 U Harbor Guardian {2}{W}{U} Creature - Gargoyle 3/4 Reach (This creature can block creatures with flying.) Whenever Harbor Guardian attacks, defending player may draw a card. MI U Harbor Serpent {4}{U}{U} Creature - Serpent 5/5 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Harbor Serpent can't attack unless there are five or more Islands on the battlefield. M11 C, M12 C, M13 C Hardened Berserker {2}{R} Creature - Human Berserker 3/2 Whenever Hardened Berserker attacks, the next spell you cast this turn costs {1} less to cast. DTK C Hardened Scales {G} Enchantment If one or more +1/+1 counters would be placed on a creature you control, that many plus one +1/+1 counters are placed on it instead. KTK R Harm's Way {W} Instant The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead. M10 U, DDG U Harmattan Efreet {2}{U}{U} Creature - Efreet 2/2 Flying {1}{U}{U}: Target creature gains flying until end of turn. MI U, 6E U Harmless Assault {2}{W}{W} Instant Prevent all combat damage that would be dealt this turn by attacking creatures. ROE C Harmonic Convergence {2}{G} Instant Put all enchantments on top of their owners' libraries. GU U Harmonic Sliver {1}{G}{W} Creature - Sliver 1/1 All Slivers have "When this permanent enters the battlefield, destroy target artifact or enchantment." TSP U Harmonize {2}{G}{G} Sorcery Draw three cards. PLC U, EVG U, DDD U, ARC U, CMD U, C13 U, DD3_EVG U, DD3_GVL U Harmony of Nature {2}{G} Sorcery Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way. P2 U Harness by Force {1}{R}{R} Sorcery Strive - Harness by Force costs {2}{R} more to cast for each target beyond the first. Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn. JOU R Harpoon Sniper {2}{W} Creature - Merfolk Archer 2/2 {W}, {T}: Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control. LRW U Harrier Griffin {5}{W} Creature - Griffin 3/3 Flying At the beginning of your upkeep, tap target creature. GPT U Harrow {2}{G} Instant As an additional cost to cast Harrow, sacrifice a land. Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library. C, TE U, IN C, ZEN C, DDE C, C14 C, TPR C Harrowing Journey {4}{B} Sorcery Target player draws three cards and loses 3 life. DKA U Harsh Deceiver {3}{W} Creature - Spirit 1/4 {1}: Look at the top card of your library. {2}: Reveal the top card of your library. If it's a land card, untap Harsh Deceiver and it gets +1/+1 until end of turn. Activate this ability only once each turn. CHK C Harsh Judgment {2}{W}{W} Enchantment As Harsh Judgment enters the battlefield, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead. IN R Harsh Justice {2}{W} Instant Cast Harsh Justice only during the declare attackers step and only if you've been attacked this step. This turn, whenever an attacking creature deals combat damage to you, it deals that much damage to its controller. PO R, ME4 R Harsh Mercy {2}{W} Sorcery Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated. ONS R Harsh Sustenance {1}{W}{B} Instant Harsh Sustenance deals X damage to target creature or player and you gain X life, where X is the number of creatures you control. FRF C Haru-Onna {3}{G} Creature - Spirit 2/1 When Haru-Onna enters the battlefield, draw a card. Whenever you cast a Spirit or Arcane spell, you may return Haru-Onna to its owner's hand. SOK U Harvest Gwyllion {2}{W/B}{W/B} Creature - Hag 2/4 Wither (This deals damage to creatures in the form of -1/-1 counters.) EVE C Harvest Mage {G} Creature - Human Spellshaper 1/1 {G}, {T}, Discard a card: Until end of turn, if you tap a land for mana, it produces one mana of a color of your choice instead of any other type and amount. NE C Harvest Pyre {1}{R} Instant As an additional cost to cast Harvest Pyre, exile X cards from your graveyard. Harvest Pyre deals X damage to target creature. ISD C Harvest Wurm {1}{G} Creature - Wurm 3/2 When Harvest Wurm enters the battlefield, sacrifice it unless you return a basic land card from your graveyard to your hand. WL C Harvester Druid {1}{G} Creature - Human Druid 1/1 {T}: Add to your mana pool one mana of any color that a land you control could produce. JUD C Harvester of Souls {4}{B}{B} Creature - Demon 5/5 Deathtouch Whenever another nontoken creature dies, you may draw a card. AVR R Harvestguard Alseids {2}{W} Enchantment Creature - Nymph 2/3 Constellation - Whenever Harvestguard Alseids or another enchantment enters the battlefield under your control, prevent all damage that would be dealt to target creature this turn. JOU C Hasran Ogress {B}{B} Creature - Ogre 3/2 Whenever Hasran Ogress attacks, it deals 3 damage to you unless you pay {2}. AN C (x2), CH C, ME4 C Hatchet Bully {3}{R} Creature - Goblin Warrior 3/3 {2}{R}, {T}, Put a -1/-1 counter on a creature you control: Hatchet Bully deals 2 damage to target creature or player. EVE U Hatching Plans {1}{U} Enchantment When Hatching Plans is put into a graveyard from the battlefield, draw three cards. GPT R Hate Weaver {1}{B} Creature - Zombie Wizard 2/1 {2}: Target blue or red creature gets +1/+0 until end of turn. IN U, 10E U Hateflayer {5}{R}{R} Creature - Elemental 5/5 Wither (This deals damage to creatures in the form of -1/-1 counters.) {2}{R}, {Q}: Hateflayer deals damage equal to its power to target creature or player. ({Q} is the untap symbol.) EVE R Hatred {3}{B}{B} Instant As an additional cost to cast Hatred, pay X life. Target creature gets +X/+0 until end of turn. EX R Haunted Angel {2}{W} Creature - Angel 3/3 Flying When Haunted Angel dies, exile Haunted Angel and each other player puts a 3/3 black Angel creature token with flying onto the battlefield. AP U Haunted Cadaver {3}{B} Creature - Zombie 2/2 Whenever Haunted Cadaver deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards. Morph {1}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Haunted Crossroads {2}{B} Enchantment {B}: Put target creature card from your graveyard on top of your library. MM U Haunted Fengraf Land {T}: Add {1} to your mana pool. {3}, {T}, Sacrifice Haunted Fengraf: Return a creature card at random from your graveyard to your hand. DKA C, C14 C Haunted Guardian {2} Artifact Creature - Construct 2/1 Defender, first strike AVR U Haunted Plate Mail {4} Artifact - Equipment Equipped creature gets +4/+4. {0}: Until end of turn, Haunted Plate Mail becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate this ability only if you control no creatures. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) M14 R, M15 R Haunter of Nightveil {3}{U}{B} Creature - Spirit 3/4 Creatures your opponents control get -1/-0. DGM U Haunting Apparition {1}{U}{B} Creature - Spirit 1+*/2 Flying As Haunting Apparition enters the battlefield, choose an opponent. Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard. MI U Haunting Echoes {3}{B}{B} Sorcery Exile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles his or her library. OD R, M10 R, M11 R Haunting Hymn {4}{B}{B} Instant Target player discards two cards. If you cast this spell during your main phase, that player discards four cards instead. TSP U Haunting Misery {1}{B}{B} Sorcery As an additional cost to cast Haunting Misery, exile X creature cards from your graveyard. Haunting Misery deals X damage to target player. WL C Haunting Wind {3}{B} Enchantment Whenever an artifact becomes tapped or a player activates an artifact's ability without {T} in its activation cost, Haunting Wind deals 1 damage to that artifact's controller. AQ U Haven of the Spirit Dragon Land {T}: Add {1} to your mana pool. {T}: Add one mana of any color to your mana pool. Spend this mana only to cast a Dragon creature spell. {2}, {T}, Sacrifice Haven of the Spirit Dragon: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand. DTK R Havengul Lich {3}{U}{B} Creature - Zombie Wizard 4/4 {1}: You may cast target creature card in a graveyard this turn. When you cast that card this turn, Havengul Lich gains all activated abilities of that card until end of turn. DKA M Havengul Runebinder {2}{U}{U} Creature - Human Wizard 2/2 {2}{U}, {T}, Exile a creature card from your graveyard: Put a 2/2 black Zombie creature token onto the battlefield, then put a +1/+1 counter on each Zombie creature you control. DKA R Havengul Skaab {5}{U} Creature - Zombie Horror 4/5 Whenever Havengul Skaab attacks, return another creature you control to its owner's hand. AVR C Havengul Vampire {3}{R} Creature - Vampire 2/2 Whenever Havengul Vampire deals combat damage to a player, put a +1/+1 counter on it. Whenever another creature dies, put a +1/+1 counter on Havengul Vampire. AVR U Havenwood Battleground Land Havenwood Battleground enters the battlefield tapped. {T}: Add {G} to your mana pool. {T}, Sacrifice Havenwood Battleground: Add {G}{G} to your mana pool. FE U, 5E U, 6E U, BD U, ME2 U, C14 U Havenwood Wurm {6}{G} Creature - Wurm 5/6 Flash (You may cast this spell any time you could cast an instant.) Trample TSP C Havoc {1}{R} Enchantment Whenever an opponent casts a white spell, he or she loses 2 life. TE U Havoc Demon {5}{B}{B} Creature - Demon 5/5 Flying When Havoc Demon dies, all creatures get -5/-5 until end of turn. LGN R Havoc Festival {4}{B}{R} Enchantment Players can't gain life. At the beginning of each player's upkeep, that player loses half his or her life, rounded up. RTR R Hawkeater Moth {3}{G} Creature - Insect 1/2 Flying Shroud (This creature can't be the target of spells or abilities.) UZ U Hazduhr the Abbot {3}{W}{W} Legendary Creature - Human Cleric 2/5 {X}, {T}: The next X damage that would be dealt this turn to target white creature you control is dealt to Hazduhr the Abbot instead. HM R Haze Frog {3}{G}{G} Creature - Frog 2/1 Flash (You may cast this spell any time you could cast an instant.) When Haze Frog enters the battlefield, prevent all combat damage that other creatures would deal this turn. ROE C Haze of Rage {1}{R} Sorcery Buyback {2} (You may pay an additional {2} as you cast this spell. If you do, put this card into your hand as it resolves.) Creatures you control get +1/+0 until end of turn. Storm (When you cast this spell, copy it for each spell cast before it this turn.) FUT U Hazerider Drake {2}{W}{U} Creature - Drake 2/3 Flying, protection from red MI U Hazezon Tamar {4}{R}{G}{W} Legendary Creature - Human Warrior 2/4 When Hazezon Tamar enters the battlefield, put X 1/1 Sand Warrior creature tokens that are red, green, and white onto the battlefield at the beginning of your next upkeep, where X is the number of lands you control at that time. When Hazezon leaves the battlefield, exile all Sand Warriors. LE R, ME3 R Hazy Homunculus {1}{U} Creature - Homunculus Illusion 1/1 Hazy Homunculus can't be blocked as long as defending player controls an untapped land. PR C He Who Hungers {4}{B} Legendary Creature - Spirit 3/2 Flying {1}, Sacrifice a Spirit: Target opponent reveals his or her hand. You choose a card from it. That player discards that card. Activate this ability only any time you could cast a sorcery. Soulshift 4 (When this creature dies, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) CHK R Head Games {3}{B}{B} Sorcery Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library. ONS R, 10E R Headhunter {1}{B} Creature - Human Cleric 1/1 Whenever Headhunter deals combat damage to a player, that player discards a card. Morph {B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Headless Horseman {2}{B} Creature - Zombie Knight 2/2 LE C Headless Skaab {2}{U} Creature - Zombie Warrior 3/6 As an additional cost to cast Headless Skaab, exile a creature card from your graveyard. Headless Skaab enters the battlefield tapped. DKA C Headlong Rush {1}{R} Instant Attacking creatures gain first strike until end of turn. UZ C Headstone {1}{B} Instant Exile target card from a graveyard. Draw a card at the beginning of the next turn's upkeep. HM C Heal {W} Instant Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card at the beginning of the next turn's upkeep. IA C, 5E C, ME3 C Heal the Scars {3}{G} Instant Regenerate target creature. You gain life equal to that creature's toughness. LRW C Healer of the Pride {3}{W} Creature - Cat Cleric 2/3 Whenever another creature enters the battlefield under your control, you gain 2 life. M13 U Healer's Headdress {2} Artifact - Equipment Equipped creature gets +0/+2 and has "{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn." {W}{W}: Attach Healer's Headdress to target creature you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) 5DN C Healing Hands {2}{W} Sorcery Target player gains 4 life. Draw a card. ORI C Healing Leaves {G} Instant Choose one - • Target player gains 3 life. • Prevent the next 3 damage that would be dealt to target creature or player this turn. PLC C Healing Salve {W} Instant Choose one - • Target player gains 3 life. • Prevent the next 3 damage that would be dealt to target creature or player this turn. 1E C, 2E C, 2U C, 3E C, 4E C, MI C, 5E C, UZ C, 6E C, BR C, 7E C, 8ED C, DDC C, ME4 C, DD3_DVD C Heap Doll {1} Artifact Creature - Scarecrow 1/1 Sacrifice Heap Doll: Exile target card from a graveyard. SHM U Heart Sliver {1}{R} Creature - Sliver 1/1 All Sliver creatures have haste. TE C, H09 C Heart Warden {1}{G} Creature - Elf Druid 1/1 {T}: Add {G} to your mana pool. {2}, Sacrifice Heart Warden: Draw a card. CG C Heart Wolf {3}{R} Creature - Wolf 2/2 First strike {T}: Target Dwarf creature gets +2/+0 and gains first strike until end of turn. When that creature leaves the battlefield this turn, sacrifice Heart Wolf. Activate this ability only during combat. HM R Heart of Bogardan {2}{R}{R} Enchantment Cumulative upkeep {2} (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 a player doesn't pay Heart of Bogardan's cumulative upkeep, Heart of Bogardan deals X damage to target player and each creature he or she controls, where X is twice the number of age counters on Heart of Bogardan minus 2. WL R Heart of Light {2}{W} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Prevent all damage that would be dealt to and dealt by enchanted creature. BOK C, 10E C Heart of Ramos {3} Artifact {T}: Add {R} to your mana pool. Sacrifice Heart of Ramos: Add {R} to your mana pool. MM R Heart of Yavimaya Land If Heart of Yavimaya would enter the battlefield, sacrifice a Forest instead. If you do, put Heart of Yavimaya onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add {G} to your mana pool. {T}: Target creature gets +1/+1 until end of turn. AL R, ME2 R Heart-Piercer Bow {2} Artifact - Equipment Whenever equipped creature attacks, Heart-Piercer Bow deals 1 damage to target creature defending player controls. Equip {1} KTK U Heartbeat of Spring {2}{G} Enchantment Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced. CHK R Hearth Charm {R} Instant Choose one - • Destroy target artifact creature. • Attacking creatures get +1/+0 until end of turn. • Target creature with power 2 or less can't be blocked this turn. VI C Hearth Kami {1}{R} Creature - Spirit 2/1 {X}, Sacrifice Hearth Kami: Destroy target artifact with converted mana cost X. CHK C Hearthcage Giant {6}{R}{R} Creature - Giant Warrior 5/5 When Hearthcage Giant enters the battlefield, put two 3/1 red Elemental Shaman creature tokens onto the battlefield. Sacrifice an Elemental: Target Giant creature gets +3/+1 until end of turn. LRW U Hearthfire Hobgoblin {R/W}{R/W}{R/W} Creature - Goblin Soldier 2/2 Double strike EVE U, HOP U, MM2 U Heartlash Cinder {1}{R} Creature - Elemental Warrior 1/1 Haste Chroma - When Heartlash Cinder enters the battlefield, it gets +X/+0 until end of turn, where X is the number of red mana symbols in the mana costs of permanents you control. EVE C Heartless Hidetsugu {3}{R}{R} Legendary Creature - Ogre Shaman 4/3 {T}: Heartless Hidetsugu deals damage to each player equal to half that player's life total, rounded down. BOK R, CNS R Heartless Summoning {1}{B} Enchantment Creature spells you cast cost {2} less to cast. Creatures you control get -1/-1. ISD R Heartmender {2}{G/W}{G/W} Creature - Elemental 2/2 At the beginning of your upkeep, remove a -1/-1 counter from each creature you control. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM R Heartseeker {4} Artifact - Equipment Equipped creature gets +2/+1 and has "{T}, Unattach Heartseeker: Destroy target creature." Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) DST R Heartstabber Mosquito {3}{B} Creature - Insect 2/2 Kicker {2}{B} (You may pay an additional {2}{B} as you cast this spell.) Flying When Heartstabber Mosquito enters the battlefield, if it was kicked, destroy target creature. C, ZEN C Heartstone {3} Artifact Activated abilities of creatures cost {1} less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana. ST U, H09 U Heartwood Dryad {1}{G} Creature - Dryad 2/1 Heartwood Dryad can block creatures with shadow as though Heartwood Dryad had shadow. TE C, TPR C Heartwood Giant {3}{G}{G} Creature - Giant 4/4 {T}, Sacrifice a Forest: Heartwood Giant deals 2 damage to target player. TE R, TPR R Heartwood Shard {3} Artifact {3}, {T} or {G}, {T}: Target creature gains trample until end of turn. MRD U Heartwood Storyteller {1}{G}{G} Creature - Treefolk 2/3 Whenever a player casts a noncreature spell, each of that player's opponents may draw a card. FUT R Heartwood Storyteller Avatar Vanguard Hand -1, life +4 The first creature spell you cast each turn costs {1} less to cast. The first noncreature spell each opponent casts each turn costs {1} more to cast. VAN S Heartwood Treefolk {2}{G}{G} Creature - Treefolk 3/4 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) TE U Heat Ray {X}{R} Instant Heat Ray deals X damage to target creature. UZ C, BR C, ROE C, M15 U Heat Shimmer {2}{R} Sorcery Put a token that's a copy of target creature onto the battlefield. That token has haste and "At the beginning of the end step, exile this permanent." LRW R Heat Stroke {2}{R} Enchantment At end of combat, destroy each creature that blocked or was blocked this turn. WL R Heat Wave {2}{R} Enchantment Cumulative upkeep {R} (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.) Blue creatures can't block creatures you control. Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature he or she controls. VI U Heat of Battle {1}{R} Enchantment Whenever a creature blocks, Heat of Battle deals 1 damage to that creature's controller. ST U Heaven's Gate {W} Instant Any number of target creatures become white until end of turn. LE U Heavy Arbalest {3} Artifact - Equipment Equipped creature doesn't untap during its controller's untap step. Equipped creature has "{T}: This creature deals 2 damage to target creature or player." Equip {4} SOM U Heavy Ballista {3}{W} Creature - Human Soldier 2/3 {T}: Heavy Ballista deals 2 damage to target attacking or blocking creature. WL C, 6E U, 7E U Heavy Fog {1}{G} Instant Cast Heavy Fog only during the declare attackers step and only if you've been attacked this step. Prevent all damage that would be dealt to you this turn by attacking creatures. PK U, ME3 C Heavy Infantry {4}{W} Creature - Human Soldier 3/4 When Heavy Infantry enters the battlefield, tap target creature an opponent controls. ORI C Heavy Mattock {3} Artifact - Equipment Equipped creature gets +1/+1. As long as equipped creature is a Human, it gets an additional +1/+1. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) DKA C Hecatomb {1}{B}{B} Enchantment When Hecatomb enters the battlefield, sacrifice Hecatomb unless you sacrifice four creatures. Tap an untapped Swamp you control: Hecatomb deals 1 damage to target creature or player. IA R, 5E R, 6E R, MED R Heckling Fiends {2}{R} Creature - Devil 2/2 {2}{R}: Target creature attacks this turn if able. DKA U, CNS U Hedge Troll {2}{G} Creature - Troll Cleric 2/2 Hedge Troll gets +1/+1 as long as you control a Plains. {W}: Regenerate Hedge Troll. PLC U Hedonist's Trove {5}{B}{B} Enchantment When Hedonist's Trove enters the battlefield, exile all cards from target opponent's graveyard. You may play land cards exiled with Hedonist's Trove. You may cast nonland cards exiled with Hedonist's Trove. You can't cast more than one spell this way each turn. DTK R Hedron Archive {4} Artifact {T}: Add {2} to your mana pool. {2}, {T}, Sacrifice Hedron Archive: Draw two cards. U Hedron Blade {1} Artifact - Equipment Equipped creature gets +1/+1. Whenever equipped creature becomes blocked by one or more colorless creatures, it gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) C Hedron Crab {U} Creature - Crab 0/2 Landfall - Whenever a land enters the battlefield under your control, target player puts the top three cards of his or her library into his or her graveyard. ZEN U Hedron Fields of Agadeem Plane - Zendikar Creatures with power 7 or greater can't attack or block. Whenever you roll CHAOS, put a 7/7 colorless Eldrazi creature token with annihilator 1 onto the battlefield. (Whenever it attacks, defending player sacrifices a permanent.) PC2 C Hedron Matrix {4} Artifact - Equipment Equipped creature gets +X/+X, where X is its converted mana cost. Equip {4} ROE R Hedron Rover {4} Artifact Creature - Construct 2/2 Landfall - Whenever a land enters the battlefield under your control, Hedron Rover gets +2/+2 until end of turn. WWK C Hedron Scrabbler {2} Artifact Creature - Construct 1/1 Landfall - Whenever a land enters the battlefield under your control, Hedron Scrabbler gets +1/+1 until end of turn. ZEN C Hedron-Field Purists {2}{W} Creature - Human Cleric 0/3 Level up {2}{W} ({2}{W}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 1/4 If a source would deal damage to you or a creature you control, prevent 1 of that damage. LEVEL 5+ 2/5 If a source would deal damage to you or a creature you control, prevent 2 of that damage. ROE R Heed the Mists {3}{U}{U} Sorcery - Arcane Put the top card of your library into your graveyard, then draw cards equal to that card's converted mana cost. BOK U Heedless One {3}{G} Creature - Elf Avatar */* Trample Heedless One's power and toughness are each equal to the number of Elves on the battlefield. ONS U, EVG U, DD3_EVG U Heidar, Rimewind Master {4}{U} Legendary Creature - Human Wizard 3/3 {2}, {T}: Return target permanent to its owner's hand. Activate this ability only if you control four or more snow permanents. CSP R Heightened Awareness {3}{U}{U} Enchantment As Heightened Awareness enters the battlefield, discard your hand. At the beginning of your draw step, draw an additional card. PR R Heir of the Wilds {1}{G} Creature - Human Warrior 2/2 Deathtouch Ferocious - Whenever Heir of the Wilds attacks, if you control a creature with power 4 or greater, Heir of the Wilds gets +1/+1 until end of turn. KTK U Heirs of Stromkirk {2}{R}{R} Creature - Vampire 2/2 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever Heirs of Stromkirk deals combat damage to a player, put a +1/+1 counter on it. AVR C Heliod's Emissary {3}{W} Enchantment Creature - Elk 3/3 Bestow {6}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Whenever Heliod's Emissary or enchanted creature attacks, tap target creature an opponent controls. Enchanted creature gets +3/+3. THS U Heliod's Pilgrim {2}{W} Creature - Human Cleric 1/2 When Heliod's Pilgrim enters the battlefield, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle your library. M15 C Heliod, God of the Sun {3}{W} Legendary Enchantment Creature - God 5/6 Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.) Other creatures you control have vigilance. {2}{W}{W}: Put a 2/1 white Cleric enchantment creature token onto the battlefield. THS M Helionaut {2}{W} Creature - Human Soldier 1/2 Flying {1}, {T}: Add one mana of any color to your mana pool. AP C Heliophial {5} Artifact Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.) {2}, Sacrifice Heliophial: Heliophial deals damage equal to the number of charge counters on it to target creature or player. 5DN C Helium Squirter {4}{U} Creature - Beast Mutant 0/0 Graft 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) {1}: Target creature with a +1/+1 counter on it gains flying until end of turn. DIS C, MM2 C Helix Pinnacle {G} Enchantment Shroud (This enchantment can't be the target of spells or abilities.) {X}: Put X tower counters on Helix Pinnacle. At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game. EVE R Hell Swarm {B} Instant All creatures get -1/-0 until end of turn. LE C Hell's Caretaker {3}{B} Creature - Horror 1/1 {T}, Sacrifice a creature: Return target creature card from your graveyard to the battlefield. Activate this ability only during your upkeep. LE R, CH R, 9ED R Hell's Caretaker Avatar Vanguard Hand -1, life -4 {3}, Sacrifice a creature: Return target creature card from your graveyard to the battlefield. VAN S Hell's Thunder {1}{R}{R} Creature - Elemental 4/4 Flying, haste At the beginning of the end step, sacrifice Hell's Thunder. Unearth {4}{R} ({4}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA R, DDN R Hell-Bent Raider {1}{R}{R} Creature - Human Barbarian 2/2 First strike, haste Discard a card at random: Hell-Bent Raider gains protection from white until end of turn. TOR R Hellcarver Demon {3}{B}{B}{B} Creature - Demon 6/6 Flying Whenever Hellcarver Demon deals combat damage to a player, sacrifice all other permanents you control and discard your hand. Exile the top six cards of your library. You may cast any number of nonland cards exiled this way without paying their mana costs. ROE M Helldozer {3}{B}{B}{B} Creature - Zombie Giant 6/5 {B}{B}{B}, {T}: Destroy target land. If that land was nonbasic, untap Helldozer. RAV R, HOP R Hellfire {2}{B}{B}{B} Sorcery Destroy all nonblack creatures. Hellfire deals X plus 3 damage to you, where X is the number of creatures that died this way. LE R, ME3 R Hellfire Mongrel {2}{R} Creature - Elemental Hound 2/2 At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Hellfire Mongrel deals 2 damage to him or her. ZEN U, DDH U Hellhole Flailer {1}{B}{R} Creature - Ogre Warrior 3/2 Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) {2}{B}{R}, Sacrifice Hellhole Flailer: Hellhole Flailer deals damage equal to its power to target player. RTR U Hellhole Rats {2}{B}{R} Creature - Rat 2/2 Haste When Hellhole Rats enters the battlefield, target player discards a card. Hellhole Rats deals damage to that player equal to that card's converted mana cost. DIS U Hellion - Token Creature Hellion 4/4 C Hellion Crucible Land {T}: Add {1} to your mana pool. {1}{R}, {T}: Put a pressure counter on Hellion Crucible. {1}{R}, {T}, Remove two pressure counters from Hellion Crucible and sacrifice it: Put a 4/4 red Hellion creature token with haste onto the battlefield. (It can attack and {T} as soon as it comes under your control.) M13 R Hellion Eruption {5}{R} Sorcery Sacrifice all creatures you control, then put that many 4/4 red Hellion creature tokens onto the battlefield. R, ROE R, PC2 R Hellkite Charger {4}{R}{R} Creature - Dragon 5/5 Flying, haste Whenever Hellkite Charger attacks, you may pay {5}{R}{R}. If you do, untap all attacking creatures and after this phase, there is an additional combat phase. ZEN R, ARC R, MM2 R Hellkite Hatchling {2}{R}{G} Creature - Dragon 2/2 Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.) Hellkite Hatchling has flying and trample if it devoured a creature. CON U, PC2 U Hellkite Igniter {5}{R}{R} Creature - Dragon 5/5 Flying, haste {1}{R}: Hellkite Igniter gets +X/+0 until end of turn, where X is the number of artifacts you control. MBS R Hellkite Overlord {4}{B}{R}{R}{G} Creature - Dragon 8/8 Flying, trample, haste {R}: Hellkite Overlord gets +1/+0 until end of turn. {B}{G}: Regenerate Hellkite Overlord. DRB R, ALA M Hellkite Tyrant {4}{R}{R} Creature - Dragon 6/5 Flying, trample Whenever Hellkite Tyrant deals combat damage to a player, gain control of all artifacts that player controls. At the beginning of your upkeep, if you control twenty or more artifacts, you win the game. GTC M Hellraiser Goblin {2}{R} Creature - Goblin Berserker 2/2 Creatures you control have haste and attack each combat if able. GTC U, DDN U Hellrider {2}{R}{R} Creature - Devil 3/3 Haste Whenever a creature you control attacks, Hellrider deals 1 damage to defending player. DKA R, DDK R Hellspark Elemental {1}{R} Creature - Elemental 3/1 Trample, haste At the beginning of the end step, sacrifice Hellspark Elemental. Unearth {1}{R} ({1}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) CON U, PD2 U, DDK U Helm of Awakening {2} Artifact Spells cost {1} less to cast. VI U Helm of Chatzuk {1} Artifact {1}, {T}: Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) 1E R, 2E R, 2U R, 3E R, 4E R, 5E R Helm of Kaldra {3} Legendary Artifact - Equipment Equipped creature has first strike, trample, and haste. {1}: If you control Equipment named Helm of Kaldra, Sword of Kaldra, and Shield of Kaldra, put a legendary 4/4 colorless Avatar creature token named Kaldra onto the battlefield and attach those Equipment to it. Equip {2} PPR R, 5DN R Helm of Obedience {4} Artifact {X}, {T}: Target opponent puts cards from the top of his or her library into his or her graveyard until a creature card or X cards are put into that graveyard this way, whichever comes first. If a creature card is put into that graveyard this way, sacrifice Helm of Obedience and put that card onto the battlefield under your control. X can't be 0. AL R, ME2 R Helm of Possession {4} Artifact You may choose not to untap Helm of Possession during your untap step. {2}, {T}, Sacrifice a creature: Gain control of target creature for as long as you control Helm of Possession and Helm of Possession remains tapped. TE R Helm of the Ghastlord {3}{U/B} Enchantment - Aura Enchant creature As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card." As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card." SHM C Helm of the Gods {1} Artifact - Equipment Equipped creature gets +1/+1 for each enchantment you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) ORI R Helvault {3} Legendary Artifact {1}, {T}: Exile target creature you control. {7}, {T}: Exile target creature you don't control. When Helvault is put into a graveyard from the battlefield, return all cards exiled with it to the battlefield under their owners' control. DKA M Hematite Golem {4} Artifact Creature - Golem 1/4 {1}{R}: Hematite Golem gets +2/+0 until end of turn. MRD C Hematite Talisman {2} Artifact Whenever a player casts a red spell, you may pay {3}. If you do, untap target permanent. IA U Henchfiend of Ukor {3}{R} Creature - Ogre 3/2 Haste Echo {1}{B} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice this permanent unless you pay its echo cost.) {B/R}: Henchfiend of Ukor gets +1/+0 until end of turn. FUT C Henge Guardian {5} Artifact Creature - Dragon Wurm 3/4 {2}: Henge Guardian gains trample until end of turn. MM U, DDG U Henge of Ramos Land {T}: Add {1} to your mana pool. {2}, {T}: Add one mana of any color to your mana pool. MM U Herald of Anafenza {W} Creature - Human Soldier 1/2 Outlast {2}{W} ({2}{W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Whenever you activate Herald of Anafenza's outlast ability, put a 1/1 white Warrior creature token onto the battlefield. KTK R Herald of Dromoka {1}{W} Creature - Human Warrior 2/2 Vigilance Other Warrior creatures you control have vigilance. DTK C Herald of Kozilek {1}{U}{R} Creature - Eldrazi Drone 2/4 Devoid (This card has no color.) Colorless spells you cast cost {1} less to cast. U Herald of Leshrac {6}{B} Creature - Avatar 2/4 Flying Cumulative upkeep-Gain control of a land you don't control. (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.) Herald of Leshrac gets +1/+1 for each land you control but don't own. When Herald of Leshrac leaves the battlefield, each player gains control of each land he or she owns that you control. CSP R Herald of Serra {2}{W}{W} Creature - Angel 3/4 Flying, vigilance Echo {2}{W}{W} (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.) UZ R Herald of Torment {1}{B}{B} Enchantment Creature - Demon 3/3 Bestow {3}{B}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying At the beginning of your upkeep, you lose 1 life. Enchanted creature gets +3/+3 and has flying. BNG R Herald of War {3}{W}{W} Creature - Angel 3/3 Flying Whenever Herald of War attacks, put a +1/+1 counter on it. Angel spells and Human spells you cast cost {1} less to cast for each +1/+1 counter on Herald of War. AVR R Herald of the Pantheon {1}{G} Creature - Centaur Shaman 2/2 Enchantment spells you cast cost {1} less to cast. Whenever you cast an enchantment spell, you gain 1 life. ORI R Herbal Poultice {0} Artifact {3}, Sacrifice Herbal Poultice: Regenerate target creature. LRW C Herd Gnarr {3}{G} Creature - Beast 2/2 Whenever another creature enters the battlefield under your control, Herd Gnarr gets +2/+2 until end of turn. TSP C Herdchaser Dragon {5}{G} Creature - Dragon 3/3 Flying, trample Megamorph {5}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Herdchaser Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control. DTK U Heretic's Punishment {4}{R} Enchantment {3}{R}: Choose target creature or player, then put the top three cards of your library into your graveyard. Heretic's Punishment deals damage to that creature or player equal to the highest converted mana cost among those cards. ISD R Heritage Druid {G} Creature - Elf Druid 1/1 Tap three untapped Elves you control: Add {G}{G}{G} to your mana pool. MOR U Hermetic Study {1}{U} Enchantment - Aura Enchant creature Enchanted creature has "{T}: This creature deals 1 damage to target creature or player." UZ C Hermit Druid {1}{G} Creature - Human Druid 1/1 {G}, {T}: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard. ST R, VMA R, TPR U Hermit Druid Avatar Vanguard Hand -2, life -2 At the beginning of your upkeep, put a land card from your library chosen at random onto the battlefield. VAN S Hero of Bladehold {2}{W}{W} Creature - Human Knight 3/4 Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Whenever Hero of Bladehold attacks, put two 1/1 white Soldier creature tokens onto the battlefield tapped and attacking. MBS M Hero of Goma Fada {4}{W} Creature - Human Knight Ally 4/3 Rally - Whenever Hero of Goma Fada or another Ally enters the battlefield under your control, creatures you control gain indestructible until end of turn. R Hero of Iroas {1}{W} Creature - Human Soldier 2/2 Aura spells you cast cost {1} less to cast. Heroic - Whenever you cast a spell that targets Hero of Iroas, put a +1/+1 counter on Hero of Iroas. BNG R Hero of Leina Tower {G} Creature - Human Warrior 1/1 Heroic - Whenever you cast a spell that targets Hero of Leina Tower, you may pay {X}. If you do, put X +1/+1 counters on Hero of Leina Tower. BNG R Hero of Oxid Ridge {2}{R}{R} Creature - Human Knight 4/2 Haste Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Whenever Hero of Oxid Ridge attacks, creatures with power 1 or less can't block this turn. MBS M Hero's Blade {2} Artifact - Equipment Equipped creature gets +3/+2. Whenever a legendary creature enters the battlefield under your control, you may attach Hero's Blade to it. Equip {4} FRF U Hero's Demise {1}{B} Instant Destroy target legendary creature. BOK R Hero's Downfall {1}{B}{B} Instant Destroy target creature or planeswalker. THS R Hero's Resolve {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+5. TE C, 6E C, P4 C Heroes Remembered {6}{W}{W}{W} Sorcery You gain 20 life. Suspend 10- {W} (Rather than cast this card from your hand, you may pay {W} and exile it with ten 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.) PLC R Heroes' Bane {3}{G}{G} Creature - Hydra 0/0 Heroes' Bane enters the battlefield with four +1/+1 counters on it. {2}{G}{G}: Put X +1/+1 counters on Heroes' Bane, where X is its power. JOU R Heroes' Podium {5} Legendary Artifact Each legendary creature you control gets +1/+1 for each other legendary creature you control. {X}, {T}: Look at the top X cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. BNG R Heroes' Reunion {G}{W} Instant Target player gains 7 life. IN U, ARC U, DDG U, RTR U Heroic Defiance {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common. PS C Heroism {2}{W} Enchantment Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by that creature this turn unless its controller pays {2}{R}. FE U Hesitation {1}{U} Enchantment When a player casts a spell, sacrifice Hesitation and counter that spell. ST U Hewed Stone Retainers {3} Artifact Creature - Golem 4/4 Cast Hewed Stone Retainers only if you've cast another spell this turn. U, FRF U Hex {4}{B}{B} Sorcery Destroy six target creatures. RAV R, CMD R Hex Parasite {1} Artifact Creature - Insect 1/1 {X}{P/B}: Remove up to X counters from target permanent. For each counter removed this way, Hex Parasite gets +1/+0 until end of turn. ({P/B} can be paid with either {B} or 2 life.) NPH R Hexplate Golem {7} Artifact Creature - Golem 5/7 MBS C Hibernation {2}{U} Instant Return all green permanents to their owners' hands. UZ U, 7E U, 8ED U Hibernation Sliver {U}{B} Creature - Sliver 2/2 All Slivers have "Pay 2 life: Return this permanent to its owner's hand." ST U, H09 U, TPR U Hibernation's End {4}{G} Enchantment Cumulative upkeep {1} (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.) Whenever you pay Hibernation's End's cumulative upkeep, you may search your library for a creature card with converted mana cost equal to the number of age counters on Hibernation's End and put it onto the battlefield. If you do, shuffle your library. CSP R Hickory Woodlot Land Hickory Woodlot enters the battlefield tapped with two depletion counters on it. {T}, Remove a depletion counter from Hickory Woodlot: Add {G}{G} to your mana pool. If there are no depletion counters on Hickory Woodlot, sacrifice it. MM C Hidden Ancients {1}{G} Enchantment When an opponent casts an enchantment spell, if Hidden Ancients is an enchantment, Hidden Ancients becomes a 5/5 Treefolk creature. UZ U Hidden Dragonslayer {1}{W} Creature - Human Warrior 2/1 Lifelink Megamorph {2}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Hidden Dragonslayer is turned face up, destroy target creature with power 4 or greater an opponent controls. DTK R Hidden Gibbons {G} Enchantment When an opponent casts an instant spell, if Hidden Gibbons is an enchantment, Hidden Gibbons becomes a 4/4 Ape creature. GU R Hidden Guerrillas {G} Enchantment When an opponent casts an artifact spell, if Hidden Guerrillas is an enchantment, Hidden Guerrillas becomes a 5/3 Soldier creature with trample. UZ U Hidden Herd {G} Enchantment When an opponent plays a nonbasic land, if Hidden Herd is an enchantment, Hidden Herd becomes a 3/3 Beast creature. UZ R Hidden Horror {1}{B}{B} Creature - Horror 4/4 When Hidden Horror enters the battlefield, sacrifice it unless you discard a creature card. WL U, P2 R, 6E U, 10E U, PD3 U Hidden Path {2}{G}{G}{G}{G} Enchantment Green creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.) DK R Hidden Predators {G} 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. UZ R Hidden Retreat {2}{W} 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. ST R Hidden Spider {G} 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.) UZ C Hidden Stag {1}{G} 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. UZ R Hidden Strings {1}{U} 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.) DGM C Hide {R}{W} Instant Put target artifact or enchantment on the bottom of its owner's library. ---- Seek {W}{B} Instant Search target opponent's library for a card and exile it. You gain life equal to its converted mana cost. Then that player shuffles his or her library. DIS R Hideous End {1}{B}{B} Instant Destroy target nonblack creature. Its controller loses 2 life. HOP C, ZEN C, DDD C, DDE C, DD3_GVL C Hideous Laughter {2}{B}{B} Instant - Arcane All creatures get -2/-2 until end of turn. Splice onto Arcane {3}{B}{B} (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.) CHK U Hideous Visage {2}{B} 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.) M12 C Hidetsugu's Second Rite {3}{R} Instant If target player has exactly 10 life, Hidetsugu's Second Rite deals 10 damage to that player. SOK R High Ground {W} Enchantment Each creature you control can block an additional creature. EX U, 10E U High Market Land {T}: Add {1} to your mana pool. {T}, Sacrifice a creature: You gain 1 life. MM R, V12 M High Priest of Penance {W}{B} Creature - Human Cleric 1/1 Whenever High Priest of Penance is dealt damage, you may destroy target nonland permanent. GTC R High Seas {2}{U} Enchantment Red creature spells and green creature spells cost {1} more to cast. MM U High Sentinels of Arashin {3}{W} 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. {3}{W}: Put a +1/+1 counter on target creature. KTK R High Tide {U} Instant Until end of turn, whenever a player taps an Island for mana, that player adds {U} to his or her mana pool. (in addition to the mana the land produces) FE C (x3), MED U, VMA U Highborn Ghoul {B}{B} Creature - Zombie 2/1 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) DKA C Highland Berserker {1}{R} 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. ZEN C Highland Game {1}{G} Creature - Elk 2/1 When Highland Game dies, you gain 2 life. KTK C Highland Giant {2}{R}{R} Creature - Giant 3/4 PO C Highland Weald Snow Land Highland Weald enters the battlefield tapped. {T}: Add {R} or {G} to your mana pool. CSP U Highspire Mantis {2}{R}{W} Creature - Insect 3/3 Flying, trample KTK U Highway Robber {2}{B}{B} Creature - Human Mercenary 2/2 When Highway Robber enters the battlefield, target opponent loses 2 life and you gain 2 life. MM C, 9ED C, 10E C, DDM C Higure, the Still Wind {3}{U}{U} Legendary Creature - Human Ninja 3/4 Ninjutsu {2}{U}{U} ({2}{U}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Higure, the Still Wind deals combat damage to a player, you may search your library for a Ninja card, reveal it, and put it into your hand. If you do, shuffle your library. {2}: Target Ninja creature can't be blocked this turn. BOK R, PC2 R Higure, the Still Wind Avatar Vanguard Hand -1, life +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. VAN S Hikari, Twilight Guardian {3}{W}{W} 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. CHK R, MM2 U Hill Giant {3}{R} Creature - Giant 3/3 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, PO C, 7E C, 8ED C, 9ED C, 10E C Hillcomber Giant {2}{W}{W} Creature - Giant Scout 3/3 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) LRW C, MMA C Hinder {1}{U}{U} 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. CHK U Hindering Light {W}{U} Instant Counter target spell that targets you or a permanent you control. Draw a card. ALA C Hindering Touch {3}{U} Instant Counter target spell unless its controller pays {2}. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) SCG C Hindervines {2}{G} Instant Prevent all combat damage that would be dealt this turn by creatures with no +1/+1 counters on them. GTC U Hint of Insanity {2}{B} Sorcery Target player reveals his or her hand. That player discards all nonland cards with the same name as another card in his or her hand. OD R Hinterland Harbor Land Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island. {T}: Add {G} or {U} to your mana pool. ISD R Hinterland Hermit {1}{R} Creature - Human Werewolf 2/1 At the beginning of each upkeep, if no spells were cast last turn, transform Hinterland Hermit. ---- Hinterland Scourge (Red) 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. DKA C Hipparion {1}{W} Creature - Horse 1/3 Hipparion can't block creatures with power 3 or greater unless you pay {1}. IA U, 5E C Hired Giant {3}{R} Creature - Giant 4/4 When Hired Giant enters the battlefield, each other player may search his or her library for a land card and put that card onto the battlefield. Then each player who searched his or her library this way shuffles it. MM U Hired Muscle {1}{B}{B} 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. ---- Scarmaker Legendary Creature - Spirit 4/4 Remove a ki counter from Scarmaker: Target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) BOK U Hired Torturer {2}{B} Creature - Human Rogue 2/3 Defender {3}{B}, {T}: Target opponent loses 2 life, then reveals a card at random from his or her hand. DGM C Hisoka's Defiance {1}{U} Instant Counter target Spirit or Arcane spell. CHK C Hisoka's Guard {1}{U} Creature - Human Wizard 1/1 You may choose not to untap Hisoka's Guard during your untap step. {1}{U}, {T}: 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.) CHK C Hisoka, Minamo Sensei {2}{U}{U} Legendary Creature - Human Wizard 1/3 {2}{U}, Discard a card: Counter target spell if it has the same converted mana cost as the discarded card. CHK R Hissing Iguanar {2}{R} Creature - Lizard 3/1 Whenever another creature dies, you may have Hissing Iguanar deal 1 damage to target player. ALA C, PC2 C Hissing Miasma {1}{B}{B} Enchantment Whenever a creature attacks you, its controller loses 1 life. GPT U Hit {1}{B}{R} Instant Target player sacrifices an artifact or creature. Hit deals damage to that player equal to that permanent's converted mana cost. ---- Run {3}{R}{G} Instant Attacking creatures you control get +1/+0 until end of turn for each other attacking creature. DIS U Hitchclaw Recluse {2}{G} Creature - Spider 1/4 Reach (This creature can block creatures with flying.) ORI C Hive Mind {5}{U} 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 his or her copy. M10 R Hive Stirrings {2}{W} Sorcery Put two 1/1 colorless Sliver creature tokens onto the battlefield. M14 C Hivestone {2} Artifact Creatures you control are Slivers in addition to their other creature types. TSP R Hivis of the Scale {3}{R}{R} Legendary Creature - Viashino Shaman 3/4 You may choose not to untap Hivis of the Scale during your untap step. {T}: Gain control of target Dragon for as long as you control Hivis and Hivis remains tapped. MI R Hixus, Prison Warden {3}{W}{W} 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.) ORI R Hoar Shade {3}{B} Creature - Shade 1/2 {B}: Hoar Shade gets +1/+1 until end of turn. IA C Hoard-Smelter Dragon {4}{R}{R} Creature - Dragon 5/5 Flying {3}{R}: Destroy target artifact. Hoard-Smelter Dragon gets +X/+0 until end of turn, where X is that artifact's converted mana cost. SOM R, C14 R Hoarder's Greed {3}{B} 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 his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW U Hoarding Dragon {3}{R}{R} 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. M11 R, M15 R Hobble {2}{W} 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. PS C Hobgoblin Dragoon {2}{R/W} Creature - Goblin Knight 1/2 Flying, first strike EVE C Hokori, Dust Drinker {2}{W}{W} 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 he or she controls. BOK R Hold at Bay {1}{W} Instant Prevent the next 7 damage that would be dealt to target creature or player this turn. BNG C Hold the Gates {2}{W} Enchantment Creatures you control get +0/+1 for each Gate you control and have vigilance. GTC U Hold the Line {1}{W}{W} Instant Blocking creatures get +7/+7 until end of turn. CHK R, DDN R Holistic Wisdom {1}{G}{G} Enchantment {2}, 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.) OD R Hollow Dogs {4}{B} Creature - Zombie Hound 3/3 Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn. UZ C, P3 C, BD C, 7E C, 9ED C Hollow Specter {1}{B}{B} Creature - Specter 2/2 Flying Whenever Hollow Specter deals combat damage to a player, you may pay {X}. If you do, that player reveals X cards from his or her hand and you choose one of them. That player discards that card. LGN R Hollow Trees 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. {T}, Remove any number of storage counters from Hollow Trees: Add {G} to your mana pool for each storage counter removed this way. FE R, 5E R 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.) PR U Hollowborn Barghest {5}{B}{B} 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, he or she loses 2 life. SHM R Hollowhenge Beast {3}{G}{G} Creature - Beast 5/5 DKA C Hollowhenge Scavenger {3}{G}{G} Creature - Elemental 4/5 Morbid - When Hollowhenge Scavenger enters the battlefield, if a creature died this turn, you gain 5 life. ISD U Hollowhenge Spirit {3}{W} 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. DKA U Hollowsage {3}{B} Creature - Merfolk Wizard 2/2 Whenever Hollowsage becomes untapped, you may have target player discard a card. SHM U Holy Armor {W} Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. {W}: Enchanted creature gets +0/+1 until end of turn. 1E C, 2E C, 2U C, 3E C, 4E C Holy Day {W} Instant Prevent all combat damage that would be dealt this turn. LE C, IN C, 8ED C, 9ED C, 10E C Holy Justiciar {3}{W} Creature - Human Cleric 2/1 {2}{W}, {T}: Tap target creature. If that creature is a Zombie, exile it. AVR U Holy Light {2}{W} Instant Nonwhite creatures get -1/-1 until end of turn. DK C, MED C Holy Mantle {2}{W}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has protection from creatures. GTC U Holy Strength {W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+2. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 7E C, 8ED C, 9ED C, 10E C, M10 C, M11 C Homarid {2}{U} Creature - Homarid 2/2 Homarid enters the battlefield with a tide counter on it. At the beginning of your upkeep, put a tide counter on Homarid. As long as there is exactly one tide counter on Homarid, it gets -1/-1. As long as there are exactly three tide counters on Homarid, it gets +1/+1. Whenever there are four tide counters on Homarid, remove all tide counters from it. FE C (x4) Homarid Shaman {2}{U}{U} Creature - Homarid Shaman 2/1 {U}: Tap target green creature. FE R Homarid Spawning Bed {U}{U} Enchantment {1}{U}{U}, Sacrifice a blue creature: Put X 1/1 blue Camarid creature tokens onto the battlefield, where X is the sacrificed creature's converted mana cost. FE U, MED U Homarid Warrior {4}{U} Creature - Homarid Warrior 3/3 {U}: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior. (A creature with shroud can't be the target of spells or abilities.) FE C (x3), 5E C Homeward Path Land {T}: Add {1} to your mana pool. {T}: Each player gains control of all creatures he or she owns. CMD R, C13 R Homicidal Seclusion {4}{B} Enchantment As long as you control exactly one creature, that creature gets +3/+1 and has lifelink. AVR U Homing Lightning {2}{R}{R} Instant Homing Lightning deals 4 damage to target creature and each other creature with the same name as that creature. GTC U Homing Sliver {2}{R} Creature - Sliver 2/2 Each Sliver card in each player's hand has slivercycling {3}. Slivercycling {3} ({3}, Discard this card: Search your library for a Sliver card, reveal it, and put it into your hand. Then shuffle your library.) FUT C, H09 C Homura, Human Ascendant {4}{R}{R} Legendary Creature - Human Monk 4/4 Homura, Human Ascendant can't block. When Homura dies, return it to the battlefield flipped. ---- Homura's Essence Legendary Enchantment Creatures you control get +2/+2 and have flying and "{R}: This creature gets +1/+0 until end of turn." SOK R Honden of Cleansing Fire {3}{W} Legendary Enchantment - Shrine At the beginning of your upkeep, you gain 2 life for each Shrine you control. CHK U Honden of Infinite Rage {2}{R} Legendary Enchantment - Shrine At the beginning of your upkeep, Honden of Infinite Rage deals damage to target creature or player equal to the number of Shrines you control. CHK U Honden of Life's Web {4}{G} Legendary Enchantment - Shrine At the beginning of your upkeep, put a 1/1 colorless Spirit creature token onto the battlefield for each Shrine you control. CHK U Honden of Night's Reach {3}{B} Legendary Enchantment - Shrine At the beginning of your upkeep, target opponent discards a card for each Shrine you control. CHK U Honden of Seeing Winds {4}{U} Legendary Enchantment - Shrine At the beginning of your upkeep, draw a card for each Shrine you control. CHK U Honor Guard {W} Creature - Human Soldier 1/1 {W}: Honor Guard gets +0/+1 until end of turn. ST C, 7E C, 8ED C, 9ED C, 10E C Honor of the Pure {1}{W} Enchantment White creatures you control get +1/+1. MD1 R, M10 R, M11 R, M12 R Honor the Fallen {1}{W} Instant Exile all creature cards from all graveyards. You gain 1 life for each card exiled this way. MM R Honor's Reward {2}{W} Instant You gain 4 life. Bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) FRF U Honor-Worn Shaku {3} Artifact {T}: Add {1} to your mana pool. Tap an untapped legendary permanent you control: Untap Honor-Worn Shaku. CHK U Honorable Passage {1}{W} Instant The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals that much damage to the source's controller. VI U, TSB S Honorable Scout {W} Creature - Human Soldier Scout 1/1 When Honorable Scout enters the battlefield, you gain 2 life for each black and/or red creature target opponent controls. PS C Honored Hierarch {G} Creature - Human Druid 1/1 Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) As long as Honored Hierarch is renowned, it has vigilance and "{T}: Add one mana of any color to your mana pool." ORI R Hooded Assassin {2}{B} Creature - Human Assassin 1/2 When Hooded Assassin enters the battlefield, choose one - • Put a +1/+1 counter on Hooded Assassin. • Destroy target creature that was dealt damage this turn. FRF C Hooded Horror {4}{B} Creature - Horror 4/4 Hooded Horror can't be blocked as long as defending player controls the most creatures or is tied for the most. C13 U Hooded Hydra {X}{G}{G} Creature - Snake Hydra 0/0 Hooded Hydra enters the battlefield with X +1/+1 counters on it. When Hooded Hydra dies, put a 1/1 green Snake creature token onto the battlefield for each +1/+1 counter on it. Morph {3}{G}{G} As Hooded Hydra is turned face up, put five +1/+1 counters on it. KTK M Hooded Kavu {2}{R} Creature - Kavu 2/2 {B}: Hooded Kavu gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) IN C Hoodwink {1}{U} Instant Return target artifact, enchantment, or land to its owner's hand. MM C Hoof Skulkin {3} Artifact Creature - Scarecrow 2/2 {3}: Target green creature gets +1/+1 until end of turn. EVE C Hoofprints of the Stag {1}{W} Tribal Enchantment - Elemental Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag. {2}{W}, Remove four hoofprint counters from Hoofprints of the Stag: Put a 4/4 white Elemental creature token with flying onto the battlefield. Activate this ability only during your turn. LRW R Hooting Mandrills {5}{G} Creature - Ape 4/4 Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Trample KTK C Hope Charm {W} Instant Choose one - • Target creature gains first strike until end of turn. • Target player gains 2 life. • Destroy target Aura. VI C Hope and Glory {1}{W} Instant Untap two target creatures. Each of them gets +1/+1 until end of turn. GU U Hopeful Eidolon {W} Enchantment Creature - Spirit 1/1 Bestow {3}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Enchanted creature gets +1/+1 and has lifelink. THS C Hopping Automaton {3} Artifact Creature - Construct 2/2 {0}: Hopping Automaton gets -1/-1 and gains flying until end of turn. UZ U Horde Ambusher {1}{R} Creature - Human Berserker 2/2 Whenever Horde Ambusher blocks, it deals 1 damage to you. Morph-Reveal a red card in your hand. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Horde Ambusher is turned face up, target creature can't block this turn. KTK U Horde of Boggarts {3}{R} Creature - Goblin */* Menace (This creature can't be blocked except by two or more creatures.) Horde of Boggarts's power and toughness are each equal to the number of red permanents you control. SHM U Horde of Notions {W}{U}{B}{R}{G} Legendary Creature - Elemental 5/5 Vigilance, trample, haste {W}{U}{B}{R}{G}: You may play target Elemental card from your graveyard without paying its mana cost. LRW R, MM2 R Hordeling Outburst {1}{R}{R} Sorcery Put three 1/1 red Goblin creature tokens onto the battlefield. KTK U Horizon Boughs Plane - Pyrulea All permanents untap during each player's untap step. Whenever you roll {C}, you may search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle your library. HOP P Horizon Canopy Land {T}, Pay 1 life: Add {G} or {W} to your mana pool. {1}, {T}, Sacrifice Horizon Canopy: Draw a card. FUT R Horizon Chimera {2}{G}{U} Creature - Chimera 3/2 Flash (You may cast this spell any time you could cast an instant.) Flying, trample Whenever you draw a card, you gain 1 life. THS U Horizon Drake {1}{U}{U} Creature - Drake 3/1 Flying, protection from lands WWK U Horizon Scholar {5}{U} Creature - Sphinx 4/4 Flying When Horizon Scholar enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) THS U Horizon Seed {4}{W} Creature - Spirit 2/1 Whenever you cast a Spirit or Arcane spell, regenerate target creature. CHK U Horizon Spellbomb {1} Artifact {2}, {T}, Sacrifice Horizon Spellbomb: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. When Horizon Spellbomb is put into a graveyard from the battlefield, you may pay {G}. If you do, draw a card. SOM C Horn of Deafening {4} Artifact {2}, {T}: Prevent all combat damage that would be dealt by target creature this turn. LE R, CH R, ME4 U Horn of Greed {3} Artifact Whenever a player plays a land, that player draws a card. ST R Horn of Plenty {6} Artifact Whenever a player casts a spell, he or she may pay {1}. If that player does, he or she draws a card at the beginning of the next end step. MM R Horn of Ramos {3} Artifact {T}: Add {G} to your mana pool. Sacrifice Horn of Ramos: Add {G} to your mana pool. MM R Horncaller's Chant {7}{G} Sorcery Put a 4/4 green Rhino creature token with trample onto the battlefield, then populate. (Put a token onto the battlefield that's a copy of a creature token you control.) RTR C Horned Cheetah {2}{G}{W} Creature - Cat 2/2 Whenever Horned Cheetah deals damage, you gain that much life. IN U Horned Helm {2} Artifact - Equipment Equipped creature gets +1/+1 and has trample. {G}{G}: Attach Horned Helm to target creature you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) 5DN C Horned Kavu {R}{G} Creature - Kavu 3/4 When Horned Kavu enters the battlefield, return a red or green creature you control to its owner's hand. PS C Horned Sliver {2}{G} Creature - Sliver 2/2 All Sliver creatures have trample. TE U, TPR C Horned Troll {2}{G} Creature - Troll 2/2 {G}: Regenerate Horned Troll. MM C, 8ED C Horned Turtle {2}{U} Creature - Turtle 1/4 PO C, TE C, 6E C, 7E C, 8ED C, 9ED C, M10 C, TPR C Hornet Cannon {4} Artifact {3}, {T}: Put a 1/1 colorless Insect artifact creature token with flying and haste named Hornet onto the battlefield. Destroy it at the beginning of the next end step. ST U, DDE U Hornet Cobra {1}{G}{G} Creature - Snake 2/1 First strike LE C Hornet Harasser {2}{B}{B} Creature - Goblin Shaman 2/2 When Hornet Harasser dies, target creature gets -2/-2 until end of turn. LRW C Hornet Nest {2}{G} Creature - Insect 0/2 Defender (This creature can't attack.) Whenever Hornet Nest is dealt damage, put that many 1/1 green Insect creature tokens with flying and deathtouch onto the battlefield. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.) M15 R Hornet Queen {4}{G}{G}{G} Creature - Insect 2/2 Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When Hornet Queen enters the battlefield, put four 1/1 green Insect creature tokens with flying and deathtouch onto the battlefield. CMD R, M15 R Hornet Sting {G} Instant Hornet Sting deals 1 damage to target creature or player. M11 C Horobi's Whisper {1}{B}{B} Instant - Arcane If you control a Swamp, destroy target nonblack creature. Splice onto Arcane-Exile four cards from your graveyard. (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.) BOK C, MMA U Horobi, Death's Wail {2}{B}{B} Legendary Creature - Spirit 4/4 Flying Whenever a creature becomes the target of a spell or ability, destroy that creature. CHK R Horrible Hordes {3} Artifact Creature - Spirit 2/2 Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) MI U Horribly Awry {1}{U} Instant Devoid (This card has no color.) Counter target creature spell with converted mana cost 4 or less. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. U Horrifying Revelation {B} Sorcery Target player discards a card, then puts the top card of his or her library into his or her graveyard. MBS C Horror of Horrors {3}{B}{B} Enchantment Sacrifice a Swamp: Regenerate target black creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) LE U, 9ED U Horror of the Dim {4}{B} Creature - Horror 3/4 {U}: Horror of the Dim gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) GTC C Horseshoe Crab {2}{U} Creature - Crab 1/3 {U}: Untap Horseshoe Crab. UZ C, 10E C Hostile Realm {2}{R} Enchantment - Aura Enchant land Enchanted land has "{T}: Target creature can't block this turn." MOR C Hostility {3}{R}{R}{R} Creature - Elemental Incarnation 6/6 Haste If a spell you control would deal damage to an opponent, prevent that damage. Put a 3/1 red Elemental Shaman creature token with haste onto the battlefield for each 1 damage prevented this way. When Hostility is put into a graveyard from anywhere, shuffle it into its owner's library. LRW R, DD2 R, DD3_JVC R Hot Soup {1} Artifact - Equipment Equipped creature can't be blocked. Whenever equipped creature is dealt damage, destroy it. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) M15 U Hot Springs {1}{G} Enchantment - Aura Enchant land you control Enchanted land has "{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn." IA R Hotheaded Giant {3}{R} Creature - Giant Warrior 4/4 Haste Hotheaded Giant enters the battlefield with two -1/-1 counters on it unless you've cast another red spell this turn. EVE C Hound of Griselbrand {2}{R}{R} Creature - Elemental Hound 2/2 Double strike Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) AVR R Hour of Need {2}{U} Instant Strive - Hour of Need costs {1}{U} more to cast for each target beyond the first. Exile any number of target creatures. For each creature exiled this way, its controller puts a 4/4 blue Sphinx creature token with flying onto the battlefield. JOU U Hour of Reckoning {4}{W}{W}{W} Sorcery Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy all nontoken creatures. RAV R, CMD R Hover Barrier {2}{U} Creature - Illusion Wall 0/6 Defender, flying RTR U Hoverguard Observer {2}{U}{U} Creature - Drone 3/3 Flying Hoverguard Observer can block only creatures with flying. DST U Hoverguard Sweepers {6}{U}{U} Creature - Drone 5/6 Flying When Hoverguard Sweepers enters the battlefield, you may return up to two target creatures to their owners' hands. 5DN R, C14 R Hovermyr {2} Artifact Creature - Myr 1/2 Flying, vigilance NPH C Howl from Beyond {X}{B} Instant Target creature gets +X/+0 until end of turn. 1E C, 2E C, 2U C, 3E C, 4E C, IA C, 5E C, 6E C, 7E C, ME4 C Howl of the Horde {2}{R} Sorcery When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Raid - If you attacked with a creature this turn, when you cast your next instant or sorcery spell this turn, copy that spell an additional time. You may choose new targets for the copy. KTK R Howl of the Night Pack {6}{G} Sorcery Put a 2/2 green Wolf creature token onto the battlefield for each Forest you control. SHM U, M10 U, M14 U Howlgeist {5}{G} Creature - Spirit Wolf 4/2 Creatures with power less than Howlgeist's power can't block it. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) AVR U Howling Banshee {2}{B}{B} Creature - Spirit 3/3 Flying When Howling Banshee enters the battlefield, each player loses 3 life. M10 U, DDD U, M11 U, DD3_GVL U Howling Fury {2}{B} Sorcery Target creature gets +4/+0 until end of turn. PO C, P3 U Howling Gale {1}{G} Instant Howling Gale deals 1 damage to each creature with flying and each player. Flashback {1}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD U Howling Mine {2} Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws an additional card. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 7E R, 8ED R, 9ED R, 10E R, M10 R, CMD R Howling Wolf {2}{G}{G} Creature - Wolf 2/2 When Howling Wolf enters the battlefield, you may search your library for up to three cards named Howling Wolf, reveal them, and put them into your hand. If you do, shuffle your library. MM C, CNS C Howltooth Hollow Land Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) {T}: Add {B} to your mana pool. {B}, {T}: You may play the exiled card without paying its mana cost if each player has no cards in hand. LRW R Hua Tuo, Honored Physician {1}{G}{G} Legendary Creature - Human 1/2 {T}: Put target creature card from your graveyard on top of your library. Activate this ability only during your turn, before attackers are declared. PK R, ME3 R, C13 R Huang Zhong, Shu General {2}{W}{W} Legendary Creature - Human Soldier 2/3 Huang Zhong, Shu General can't be blocked by more than one creature. PK R Hubris {1}{U} Instant Return target creature and all Auras attached to it to their owners' hands. JOU C Hulking Cyclops {3}{R}{R} Creature - Cyclops 5/5 Hulking Cyclops can't block. VI U, PO U, 6E U, BD U, 8ED U Hulking Goblin {1}{R} Creature - Goblin 2/2 Hulking Goblin can't block. PO C, P3 C, VMA C Hulking Ogre {2}{R} Creature - Ogre 3/3 Hulking Ogre can't block. CG C, P3 U Hull Breach {R}{G} Sorcery Choose one - • Destroy target artifact. • Destroy target enchantment. • Destroy target artifact and target enchantment. PS C, HOP C, CMD C, C13 C Hum of the Radix {2}{G}{G} Enchantment Each artifact spell costs {1} more to cast for each artifact its controller controls. MRD R Human Frailty {B} Instant Destroy target Human creature. AVR U Humble {1}{W} Instant Until end of turn, target creature loses all abilities and has base power and toughness 0/1. UZ U Humble Budoka {1}{G} Creature - Human Monk 2/2 Shroud (This creature can't be the target of spells or abilities.) CHK C Humble Defector {1}{R} Creature - Human Rogue 2/1 {T}: Draw two cards. Target opponent gains control of Humble Defector. Activate this ability only during your turn. FRF U Humbler of Mortals {4}{G}{G} Enchantment Creature - Elemental 5/5 Constellation - Whenever Humbler of Mortals or another enchantment enters the battlefield under your control, creatures you control gain trample until end of turn. JOU C Humility {2}{W}{W} Enchantment All creatures lose all abilities and have base power and toughness 1/1. TE R, TPR M Hunding Gjornersen {3}{W}{U}{U} Legendary Creature - Human Warrior 5/4 Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) LE U, ME3 U Hundred-Handed One {2}{W}{W} Creature - Giant 3/5 Vigilance {3}{W}{W}{W}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) As long as Hundred-Handed One is monstrous, it has reach and can block an additional ninety-nine creatures each combat. THS R Hundred-Talon Kami {4}{W} Creature - Spirit 2/3 Flying Soulshift 4 (When this creature dies, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) CHK C Hundred-Talon Strike {W} Instant - Arcane Target creature gets +1/+0 and gains first strike until end of turn. Splice onto Arcane-Tap an untapped white creature you control. (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.) BOK C Hundroog {6}{G} Creature - Beast 4/7 Cycling {3} ({3}, Discard this card: Draw a card.) LGN C Hunger of the Howlpack {G} Instant Put a +1/+1 counter on target creature. Morbid - Put three +1/+1 counters on that creature instead if a creature died this turn. DKA C, CNS C Hunger of the Nim {1}{B} Sorcery Target creature gets +1/+0 until end of turn for each artifact you control. DST C Hungering Yeti {4}{R} Creature - Yeti 4/4 As long as you control a green or blue permanent, you may cast Hungering Yeti as though it had flash. (You may cast it any time you could cast an instant.) FRF U Hungry Mist {2}{G}{G} Creature - Elemental 6/2 At the beginning of your upkeep, sacrifice Hungry Mist unless you pay {G}{G}. HM C (x2), 5E C, MED C Hungry Spriggan {2}{G} Creature - Goblin Warrior 1/1 Trample Whenever Hungry Spriggan attacks, it gets +3/+3 until end of turn. SHM C Hunt Down {G} Sorcery Target creature blocks target creature this turn if able. LRW C Hunt the Hunter {G} Sorcery Target green creature you control gets +2/+2 until end of turn. It fights target green creature an opponent controls. THS U Hunt the Weak {3}{G} Sorcery Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.) M14 C, M15 C, FRF C Hunted Dragon {3}{R}{R} Creature - Dragon 6/6 Flying, haste When Hunted Dragon enters the battlefield, target opponent puts three 2/2 white Knight creature tokens with first strike onto the battlefield. RAV R Hunted Ghoul {B} Creature - Zombie 1/2 Hunted Ghoul can't block Humans. AVR C Hunted Horror {B}{B} Creature - Horror 7/7 Trample When Hunted Horror enters the battlefield, target opponent puts two 3/3 green Centaur creature tokens with protection from black onto the battlefield. RAV R Hunted Lammasu {2}{W}{W} Creature - Lammasu 5/5 Flying When Hunted Lammasu enters the battlefield, target opponent puts a 4/4 black Horror creature token onto the battlefield. RAV R Hunted Phantasm {1}{U}{U} Creature - Spirit 4/6 Hunted Phantasm can't be blocked. When Hunted Phantasm enters the battlefield, target opponent puts five 1/1 red Goblin creature tokens onto the battlefield. RAV R Hunted Troll {2}{G}{G} Creature - Troll Warrior 8/4 When Hunted Troll enters the battlefield, target opponent puts four 1/1 blue Faerie creature tokens with flying onto the battlefield. {G}: Regenerate Hunted Troll. RAV R, C13 R Hunted Wumpus {3}{G} Creature - Beast 6/6 When Hunted Wumpus enters the battlefield, each other player may put a creature card from his or her hand onto the battlefield. MM U, 8ED U, 9ED U, 10E U Hunter Sliver {1}{R} Creature - Sliver 1/1 All Sliver creatures have provoke. (Whenever a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.) LGN C Hunter of Eyeblights {3}{B}{B} Creature - Elf Assassin 3/3 When Hunter of Eyeblights enters the battlefield, put a +1/+1 counter on target creature you don't control. {2}{B}, {T}: Destroy target creature with a counter on it. LRW U Hunter's Ambush {2}{G} Instant Prevent all combat damage that would be dealt by nongreen creatures this turn. M15 C Hunter's Insight {2}{G} Instant Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards. M12 U Hunter's Prowess {4}{G} Sorcery Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards." BNG R Hunters' Feast {3}{G} Sorcery Any number of target players each gain 6 life. M11 C Hunting Cheetah {2}{G} Creature - Cat 2/3 Whenever Hunting Cheetah deals damage to an opponent, you may search your library for a Forest card, reveal that card, put it into your hand, then shuffle your library. PK U, ME3 C Hunting Drake {4}{U} Creature - Drake 2/2 Flying When Hunting Drake enters the battlefield, put target red or green creature on top of its owner's library. PS C Hunting Grounds {G}{W} Enchantment Threshold - As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield." JUD R Hunting Kavu {1}{R}{G} Creature - Kavu 2/3 {1}{R}{G}, {T}: Exile Hunting Kavu and target creature without flying that's attacking you. IN U Hunting Moa {2}{G} Creature - Bird Beast 3/2 Echo {2}{G} (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.) When Hunting Moa enters the battlefield or dies, put a +1/+1 counter on target creature. CG U, TSB S, ARC U Hunting Pack {5}{G}{G} Instant Put a 4/4 green Beast creature token onto the battlefield. Storm (When you cast this spell, copy it for each spell cast before it this turn.) SCG U, CMD U Hunting Triad {3}{G} Tribal Sorcery - Elf Put three 1/1 green Elf Warrior creature tokens onto the battlefield. Reinforce 3- {3}{G} ({3}{G}, Discard this card: Put three +1/+1 counters on target creature.) MOR U, C14 U Hunting Wilds {3}{G} Sorcery Kicker {3}{G} (You may pay an additional {3}{G} as you cast this spell.) Search your library for up to two Forest cards and put them onto the battlefield tapped. Then shuffle your library. If Hunting Wilds was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands. PLC U Huntmaster of the Fells {2}{R}{G} Creature - Human Werewolf 2/2 Whenever this creature enters the battlefield or transforms into Huntmaster of the Fells, put a 2/2 green Wolf creature token onto the battlefield and you gain 2 life. At the beginning of each upkeep, if no spells were cast last turn, transform Huntmaster of the Fells. ---- Ravager of the Fells (Red, Green) Creature - Werewolf 4/4 Trample Whenever this creature transforms into Ravager of the Fells, it deals 2 damage to target opponent and 2 damage to up to one target creature that player controls. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ravager of the Fells. DKA M Hurkyl's Recall {1}{U} Instant Return all artifacts target player owns to his or her hand. AQ R, 3E R, 4E R, 5E R, 10E R, MM2 R Hurloon Minotaur {1}{R}{R} Creature - Minotaur 2/3 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, ME3 C Hurloon Shaman {1}{R}{R} Creature - Minotaur Shaman 2/3 When Hurloon Shaman dies, each player sacrifices a land. WL U Hurly-Burly {1}{R} Sorcery Choose one - • Hurly-Burly deals 1 damage to each creature without flying. • Hurly-Burly deals 1 damage to each creature with flying. LRW C Hurr Jackal {R} Creature - Hound 1/1 {T}: Target creature can't be regenerated this turn. AN C, 4E R Hurricane {X}{G} Sorcery Hurricane deals X damage to each creature with flying and each player. 1E U, 2E U, 2U U, 3E U, 4E U, IA U, 5E U, PO R, P2 R, 6E R, BR U, 7E R, 10E R Hush {3}{G} Sorcery Destroy all enchantments. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Hushwing Gryff {2}{W} Creature - Hippogriff 2/1 Flash (You may cast this spell any time you could cast an instant.) Flying Creatures entering the battlefield don't cause abilities to trigger. M15 R Hussar Patrol {2}{W}{U} Creature - Human Knight 2/4 Flash (You may cast this spell any time you could cast an instant.) Vigilance RTR C, DDN C Hyalopterous Lemure {4}{B} Creature - Spirit 4/3 {0}: Hyalopterous Lemure gets -1/-0 and gains flying until end of turn. IA U, MED C Hydra Broodmaster {4}{G}{G} Creature - Hydra 7/7 {X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) When Hydra Broodmaster becomes monstrous, put X X/X green Hydra creature tokens onto the battlefield. JOU R Hydra Omnivore {4}{G}{G} Creature - Hydra 8/8 Whenever Hydra Omnivore deals combat damage to an opponent, it deals that much damage to each other opponent. CMD R, CNS M Hydroblast {U} Instant Choose one - • Counter target spell if it's red. • Destroy target permanent if it's red. IA C, 5E U, MED C Hydroform {G}{U} Instant Target land becomes a 3/3 Elemental creature with flying until end of turn. It's still a land. GTC C Hydrolash {2}{U} Instant Attacking creatures get -2/-0 until end of turn. Draw a card. ORI U Hydromorph Guardian {2}{U} Creature - Elemental 2/2 {U}, Sacrifice Hydromorph Guardian: Counter target spell that targets one or more creatures you control. TOR C Hydromorph Gull {3}{U}{U} Creature - Elemental Bird 3/3 Flying {U}, Sacrifice Hydromorph Gull: Counter target spell that targets one or more creatures you control. TOR U Hydrosurge {U} Instant Target creature gets -5/-0 until end of turn. M13 C, M15 C Hyena Umbra {W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has first strike. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) ROE C, PC2 C Hymn of Rebirth {3}{G}{W} Sorcery Put target creature card from a graveyard onto the battlefield under your control. IA U, MED U Hymn to Tourach {B}{B} Sorcery Target player discards two cards at random. FE C (x4), MED U, V13 M, VMA U Hypergenesis (Green) Sorcery Suspend 3- {1}{G}{G} (Rather than cast this card from your hand, pay {1}{G}{G} 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.) Starting with you, each player may put an artifact, creature, enchantment, or land card from his or her hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield. TSP R Hyperion Blacksmith {1}{R}{R} Creature - Human Artificer 2/2 {T}: You may tap or untap target artifact an opponent controls. LE U Hypersonic Dragon {3}{U}{R} Creature - Dragon 4/4 Flying, haste You may cast sorcery cards as though they had flash. (You may cast them any time you could cast an instant.) RTR R Hypervolt Grasp {2}{R} Enchantment - Aura Enchant creature Enchanted creature has "{T}: This creature deals 1 damage to target creature or player." {1}{U}: Return Hypervolt Grasp to its owner's hand. GPT U Hypnotic Cloud {1}{B} Sorcery Kicker {4} (You may pay an additional {4} as you cast this spell.) Target player discards a card. If Hypnotic Cloud was kicked, that player discards three cards instead. IN C, DDM C Hypnotic Siren {U} Enchantment Creature - Siren 1/1 Bestow {5}{U}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying You control enchanted creature. Enchanted creature gets +1/+1 and has flying. JOU R Hypnotic Specter {1}{B}{B} Creature - Specter 2/2 Flying Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random. 1E U, 2E U, 2U U, 3E U, 4E U, 9ED R, 10E R, M10 R Hypnox {8}{B}{B}{B} Creature - Nightmare Horror 8/8 Flying When Hypnox enters the battlefield, if you cast it from your hand, exile all cards from target opponent's hand. When Hypnox leaves the battlefield, return the exiled cards to their owner's hand. TOR R Hypochondria {1}{W} Enchantment {W}, Discard a card: Prevent the next 3 damage that would be dealt to target creature or player this turn. {W}, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to target creature or player this turn. TOR U Hysterical Blindness {2}{U} Instant Creatures your opponents control get -4/-0 until end of turn. ISD C Hystrodon {4}{G} Creature - Beast 3/4 Trample Whenever Hystrodon deals combat damage to a player, you may draw a card. Morph {1}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS R Hythonia the Cruel {4}{B}{B} Legendary Creature - Gorgon 4/6 Deathtouch {6}{B}{B}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Hythonia the Cruel becomes monstrous, destroy all non-Gorgon creatures. THS M I Bask in Your Silent Awe Ongoing Scheme (An ongoing scheme remains face up until it's abandoned.) Each opponent can't cast more than one spell each turn. At the beginning of your upkeep, if no opponent cast a spell since your last turn ended, abandon this scheme. ARC C I Call on the Ancient Magics Scheme When you set this scheme in motion, each other player searches his or her library for a card, reveals it, and puts it into his or her hand. Then you search your library for two cards and put them into your hand. Each player shuffles his or her library. ARC C I Delight in Your Convulsions Scheme When you set this scheme in motion, each opponent loses 3 life. You gain life equal to the life lost this way. ARC C I Know All, I See All Ongoing Scheme (An ongoing scheme remains face up until it's abandoned.) Untap all permanents you control during each opponent's untap step. At the beginning of each end step, if three or more cards were put into your graveyard this turn from anywhere, abandon this scheme. ARC C Ib Halfheart, Goblin Tactician {3}{R} Legendary Creature - Goblin Advisor 3/2 Whenever another Goblin you control becomes blocked, sacrifice it. If you do, it deals 4 damage to each creature blocking it. Sacrifice two Mountains: Put two 1/1 red Goblin creature tokens onto the battlefield. TSP R, EVG R, DD3_EVG R Icatian Crier {2}{W} Creature - Human Spellshaper 1/1 {1}{W}, {T}, Discard a card: Put two 1/1 white Citizen creature tokens onto the battlefield. TSP C Icatian Infantry {W} Creature - Human Soldier 1/1 {1}: Icatian Infantry gains first strike until end of turn. {1}: Icatian Infantry gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) FE C (x4) Icatian Javelineers {W} Creature - Human Soldier 1/1 Icatian Javelineers enters the battlefield with a javelin counter on it. {T}, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player. FE C (x3), TSB S, ME2 C, DDO C Icatian Lieutenant {W}{W} Creature - Human Soldier 1/2 {1}{W}: Target Soldier creature gets +1/+0 until end of turn. FE R, MED C Icatian Moneychanger {W} Creature - Human 0/2 Icatian Moneychanger enters the battlefield with three credit counters on it. When Icatian Moneychanger enters the battlefield, it deals 3 damage to you. At the beginning of your upkeep, put a credit counter on Icatian Moneychanger. Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Activate this ability only during your upkeep. FE C (x3) Icatian Phalanx {4}{W} Creature - Human Soldier 2/4 Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) FE U, 5E U, ME2 C Icatian Priest {W} Creature - Human Cleric 1/1 {1}{W}{W}: Target creature gets +1/+1 until end of turn. FE U, 10E U, DDC U, DD3_DVD U Icatian Scout {W} Creature - Human Soldier Scout 1/1 {1}, {T}: Target creature gains first strike until end of turn. FE C (x4), 5E C, ME2 C Icatian Skirmishers {3}{W} Creature - Human Soldier 1/1 First strike, banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) Whenever Icatian Skirmishers attacks, all creatures banded with it gain first strike until end of turn. FE R Icatian Store Land Icatian Store enters the battlefield tapped. You may choose not to untap Icatian Store during your untap step. At the beginning of your upkeep, if Icatian Store is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Icatian Store: Add {W} to your mana pool for each storage counter removed this way. FE R, 5E R Icatian Town {5}{W} Sorcery Put four 1/1 white Citizen creature tokens onto the battlefield. FE R, 5E R, 6E R, MED U Ice Cage {1}{U} Enchantment - Aura Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. When enchanted creature becomes the target of a spell or ability, destroy Ice Cage. M10 C, M11 C, M12 C Ice Cauldron {4} Artifact {X}, {T}: Put a charge counter on Ice Cauldron and exile a nonland card from your hand. You may cast that card for as long as it remains exiled. Note the type and amount of mana spent to pay this activation cost. Activate this ability only if there are no charge counters on Ice Cauldron. {T}, Remove a charge counter from Ice Cauldron: Add Ice Cauldron's last noted type and amount of mana to your mana pool. Spend this mana only to cast the last card exiled with Ice Cauldron. IA R, ME4 R Ice Cave {3}{U}{U} Enchantment Whenever a player casts a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.) AP R Ice Floe Land You may choose not to untap Ice Floe during your untap step. {T}: Tap target creature without flying that's attacking you. It doesn't untap during its controller's untap step for as long as Ice Floe remains tapped. IA U, 5E U, ME2 U Ice Storm {2}{G} Sorcery Destroy target land. 1E U, 2E U, 2U U, MED U Iceberg {X}{U}{U} Enchantment Iceberg enters the battlefield with X ice counters on it. {3}: Put an ice counter on Iceberg. Remove an ice counter from Iceberg: Add {1} to your mana pool. IA U, ME2 U Icefall {2}{R}{R} Sorcery Destroy target artifact or land. Recover {R}{R} (When a creature is put into your graveyard from the battlefield, you may pay {R}{R}. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.) CSP C Icefall Regent {3}{U}{U} Creature - Dragon 4/3 Flying When Icefall Regent enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Icefall Regent. Spells your opponents cast that target Icefall Regent cost {2} more to cast. DTK R Icefeather Aven {G}{U} Creature - Bird Shaman 2/2 Flying Morph {1}{G}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Icefeather Aven is turned face up, you may return another target creature to its owner's hand. KTK U Icequake {1}{B}{B} Sorcery Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land's controller. IA U, ME2 C Ichneumon Druid {1}{G}{G} Creature - Human Druid 1/1 Whenever an opponent casts an instant spell other than the first instant spell that player casts each turn, Ichneumon Druid deals 4 damage to him or her. LE U Ichor Explosion {5}{B}{B} Sorcery As an additional cost to cast Ichor Explosion, sacrifice a creature. All creatures get -X/-X until end of turn, where X is the sacrificed creature's power. NPH U Ichor Rats {1}{B}{B} Creature - Rat 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.) When Ichor Rats enters the battlefield, each player gets a poison counter. SOM U Ichor Slick {2}{B} Sorcery Target creature gets -3/-3 until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.) Madness {3}{B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) FUT C, DDD C, DD3_GVL C Ichor Wellspring {2} Artifact When Ichor Wellspring enters the battlefield or is put into a graveyard from the battlefield, draw a card. MBS C, C14 C Ichorclaw Myr {2} Artifact Creature - Myr 1/1 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever Ichorclaw Myr becomes blocked, it gets +2/+2 until end of turn. SOM C Ichorid {3}{B} Creature - Horror 3/1 Haste At the beginning of the end step, sacrifice Ichorid. At the beginning of your upkeep, if Ichorid is in your graveyard, you may exile a black creature card other than Ichorid from your graveyard. If you do, return Ichorid to the battlefield. TOR R, VMA R Icy Blast {X}{U} Instant Tap X target creatures. Ferocious - If you control a creature with power 4 or greater, those creatures don't untap during their controllers' next untap steps. KTK R Icy Manipulator {4} Artifact {1}, {T}: Tap target artifact, creature, or land. 1E U, 2E U, 2U U, IA U, MRD U, 9ED U, 10E U, ME4 U, DDH U Icy Prison {U}{U} Enchantment When Icy Prison enters the battlefield, exile target creature. At the beginning of your upkeep, sacrifice Icy Prison unless any player pays {3}. When Icy Prison leaves the battlefield, return the exiled card to the battlefield under its owner's control. IA R, ME2 C Ideas Unbound {U}{U} Sorcery - Arcane Draw three cards. Discard three cards at the beginning of the next end step. SOK C Identity Crisis {2}{W}{W}{B}{B} Sorcery Exile all cards from target player's hand and graveyard. ARB R Idle Thoughts {3}{U} Enchantment {2}: Draw a card if you have no cards in hand. EVE U Idyllic Tutor {2}{W} Sorcery Search your library for an enchantment card, reveal it, and put it into your hand. Then shuffle your library. MOR R Ifh-Biff Efreet {2}{G}{G} Creature - Efreet 3/3 Flying {G}: Ifh-Biff Efreet deals 1 damage to each creature with flying and each player. Any player may activate this ability. AN R, MED R Igneous Golem {5} Artifact Creature - Golem 3/4 {2}: Igneous Golem gains trample until end of turn. MI U Igneous Pouncer {4}{B}{R} Creature - Elemental 5/1 Haste Swampcycling {2}, mountaincycling {2} ({2}, Discard this card: Search your library for a Swamp or Mountain card, reveal it, and put it into your hand. Then shuffle your library.) ARB C, DDH C Ignite Disorder {1}{R} Instant Ignite Disorder deals 3 damage divided as you choose among one, two, or three target white and/or blue creatures. CON U, M10 U Ignite Memories {4}{R} Sorcery Target player reveals a card at random from his or her hand. Ignite Memories deals damage to that player equal to that card's converted mana cost. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) TSP U Ignite the Cloneforge! Scheme When you set this scheme in motion, put a token onto the battlefield that's a copy of target permanent an opponent controls. ARC C Ignition Team {5}{R}{R} Creature - Goblin Warrior 0/0 Ignition Team enters the battlefield with X +1/+1 counters on it, where X is the number of tapped lands on the battlefield. {2}{R}, Remove a +1/+1 counter from Ignition Team: Target land becomes a 4/4 red Elemental creature until end of turn. It's still a land. CNS R Ignoble Soldier {2}{W} Creature - Human Soldier 3/1 Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn. MM U Ignorant Bliss {1}{R} Instant Exile all cards from your hand face down. At the beginning of the next end step, return those cards to your hand, then draw a card. DIS U Ihsan's Shade {3}{B}{B}{B} Legendary Creature - Shade Knight 5/5 Protection from white HM U, ME2 R Iizuka the Ruthless {3}{R}{R} Legendary Creature - Human Samurai 3/3 Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) {2}{R}, Sacrifice a Samurai: Samurai creatures you control gain double strike until end of turn. SOK R Ikiral Outrider {1}{W} Creature - Human Soldier 1/2 Level up {4} ({4}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 2/6 Vigilance LEVEL 4+ 3/10 Vigilance ROE C Ill-Gotten Gains {2}{B}{B} Sorcery Exile Ill-Gotten Gains. Each player discards his or her hand, then returns up to three cards from his or her graveyard to his or her hand. UZ R, CNS R Ill-Tempered Cyclops {3}{R} Creature - Cyclops 3/3 Trample {5}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) THS C Illicit Auction {3}{R}{R} Sorcery Each player may bid life for control of target creature. You start the bidding with a bid of 0. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect lasts indefinitely.) MI R, 6E R Illness in the Ranks {B} Enchantment Creature tokens get -1/-1. GTC U Illuminate {X}{R} Sorcery Kicker {2}{R} and/or {3}{U} (You may pay an additional {2}{R} and/or {3}{U} as you cast this spell.) Illuminate deals X damage to target creature. If Illuminate was kicked with its {2}{R} kicker, it deals X damage to that creature's controller. If Illuminate was kicked with its {3}{U} kicker, you draw X cards. AP U Illuminated Folio {5} Artifact {1}, {T}, Reveal two cards from your hand that share a color: Draw a card. SHM U Illuminated Wings {1}{U} Enchantment - Aura Enchant creature Enchanted creature has flying. {2}, Sacrifice Illuminated Wings: Draw a card. CG C Illumination {W}{W} Instant Counter target artifact or enchantment spell. Its controller gains life equal to its converted mana cost. MI U Illusion {U} Instant Target spell or permanent becomes the color of your choice until end of turn. ---- Reality {2}{G} Instant Destroy target artifact. AP U (x2) Illusionary Armor {4}{U} Enchantment - Aura Enchant creature Enchanted creature gets +4/+4. When enchanted creature becomes the target of a spell or ability, sacrifice Illusionary Armor. M14 U Illusionary Forces {3}{U} Creature - Illusion 4/4 Flying Cumulative upkeep {U} (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.) IA C, MED U Illusionary Mask {2} Artifact {X}: You may choose a creature card in your hand whose mana cost could be paid by some amount of, or all of, the mana you spent on {X}. If you do, you may cast that card face down as a 2/2 creature spell without paying its mana cost. If the creature that spell becomes as it resolves has not been turned face up and would assign or deal damage, be dealt damage, or become tapped, instead it's turned face up and assigns or deals damage, is dealt damage, or becomes tapped. Activate this ability only any time you could cast a sorcery. 1E R, 2E R, 2U R, ME3 R Illusionary Presence {1}{U}{U} Creature - Illusion 2/2 Cumulative upkeep {U} (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.) At the beginning of your upkeep, choose a land type. Illusionary Presence gains landwalk of the chosen type until end of turn. (It can't be blocked as long as defending player controls a land of that type.) IA R Illusionary Servant {1}{U}{U} Creature - Illusion 3/4 Flying When Illusionary Servant becomes the target of a spell or ability, sacrifice it. M10 C Illusionary Terrain {U}{U} Enchantment Cumulative upkeep {2} (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.) As Illusionary Terrain enters the battlefield, choose two basic land types. Basic lands of the first chosen type are the second chosen type. IA U Illusionary Wall {4}{U} Creature - Illusion Wall 7/4 Defender, flying, first strike Cumulative upkeep {U} (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.) IA C, MED C Illusionist's Bracers {2} Artifact - Equipment Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy. Equip {3} GTC R Illusionist's Gambit {2}{U}{U} Instant Cast Illusionist's Gambit only during the declare blockers step on an opponent's turn. Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or a planeswalker you control that combat. C13 R Illusions of Grandeur {3}{U} Enchantment Cumulative upkeep {2} (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 Illusions of Grandeur enters the battlefield, you gain 20 life. When Illusions of Grandeur leaves the battlefield, you lose 20 life. IA R, MED R Illusory Angel {2}{U} Creature - Angel Illusion 4/4 Flying Cast Illusory Angel only if you've cast another spell this turn. PC2 U, M15 U Illusory Demon {1}{U}{B} Creature - Demon Illusion 4/3 Flying When you cast a spell, sacrifice Illusory Demon. ARB U Illusory Gains {3}{U}{U} Enchantment - Aura Enchant creature You control enchanted creature. Whenever a creature enters the battlefield under an opponent's control, attach Illusory Gains to that creature. DTK R Imagecrafter {U} Creature - Human Wizard 1/1 {T}: Choose a creature type other than Wall. Target creature becomes that type until end of turn. ONS C Imaginary Pet {1}{U} Creature - Illusion 4/4 At the beginning of your upkeep, if you have a card in hand, return Imaginary Pet to its owner's hand. UZ R, 9ED R Imi Statue {3} Artifact Players can't untap more than one artifact during their untap steps. CHK R Immaculate Magistrate {3}{G} Creature - Elf Shaman 2/2 {T}: Put a +1/+1 counter on target creature for each Elf you control. LRW R, C14 R Immediate Action Conspiracy Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.) Creatures you control with the chosen name have haste. CNS C Immersturm Plane - Valla Whenever a creature enters the battlefield, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice. Whenever you roll CHAOS, exile target creature, then return it to the battlefield under its owner's control. HOP C Immerwolf {1}{R}{G} Creature - Wolf 2/2 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Each other creature you control that's a Wolf or a Werewolf gets +1/+1. Non-Human Werewolves you control can't transform. DKA U Immobilizing Ink {1}{U} Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has "{1}, Discard a card: Untap this creature." OD C Immolating Souleater {2} Artifact Creature - Hound 1/1 {P/R}: Immolating Souleater gets +1/+0 until end of turn. ({P/R} can be paid with either {R} or 2 life.) NPH C Immolation {R} Enchantment - Aura Enchant creature Enchanted creature gets +2/-2. LE C, 4E C, ME3 C Immortal Coil {2}{B}{B} Artifact {T}, Exile two cards from your graveyard: Draw a card. If damage would be dealt to you, prevent that damage. Exile a card from your graveyard for each 1 damage prevented this way. When there are no cards in your graveyard, you lose the game. ALA R Immortal Servitude {X}{W/B}{W/B}{W/B} Sorcery Return each creature card with converted mana cost X from your graveyard to the battlefield. GTC R Imp's Mischief {1}{B} Instant Change the target of target spell with a single target. You lose life equal to that spell's converted mana cost. PLC R Impact Resonance {1}{R} Instant Impact Resonance deals X damage divided as you choose among any number of target creatures, where X is the greatest amount of damage dealt by a source to a permanent or player this turn. C14 R Impact Tremors {1}{R} Enchantment Whenever a creature enters the battlefield under your control, Impact Tremors deals 1 damage to each opponent. DTK C Impaler Shrike {2}{U}{U} Creature - Bird 3/1 Flying Whenever Impaler Shrike deals combat damage to a player, you may sacrifice it. If you do, draw three cards. NPH C Impatience {2}{R} Enchantment At the beginning of each player's end step, if that player didn't cast a spell this turn, Impatience deals 2 damage to him or her. CG R, 7E R Impelled Giant {4}{R}{R} Creature - Giant Warrior 3/3 Trample Tap an untapped red creature you control other than Impelled Giant: Impelled Giant gets +X/+0 until end of turn, where X is the power of the creature tapped this way. EVE U Impending Disaster {1}{R} Enchantment At the beginning of your upkeep, if there are seven or more lands on the battlefield, sacrifice Impending Disaster and destroy all lands. GU R Imperial Edict {1}{B} Sorcery Target opponent chooses a creature he or she controls. Destroy it. PK C Imperial Hellkite {5}{R}{R} Creature - Dragon 6/6 Flying Morph {6}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Imperial Hellkite is turned face up, you may search your library for a Dragon card, reveal it, and put it into your hand. If you do, shuffle your library. LGN R, ARC R Imperial Mask {4}{W} Enchantment When Imperial Mask enters the battlefield, if it's not a token, each of your teammates puts a token that's a copy of Imperial Mask onto the battlefield. You have hexproof. (You can't be the target of spells or abilities your opponents control.) FUT R Imperial Recruiter {2}{R} Creature - Human Advisor 1/1 When Imperial Recruiter enters the battlefield, search your library for a creature card with power 2 or less, reveal it, and put it into your hand. Then shuffle your library. PK U, ME2 R Imperial Seal {B} Sorcery Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life. PK R, ME2 R Imperiosaur {2}{G}{G} Creature - Lizard 5/5 Spend only mana produced by basic lands to cast Imperiosaur. FUT U, MMA C Imperious Perfect {2}{G} Creature - Elf Warrior 2/2 Other Elf creatures you control get +1/+1. {G}, {T}: Put a 1/1 green Elf Warrior creature token onto the battlefield. LRW U, EVG U, C14 U, DD3_EVG U Impetuous Sunchaser {1}{R} Creature - Human Soldier 1/1 Flying, haste Impetuous Sunchaser attacks each turn if able. BNG C Implements of Sacrifice {2} Artifact {1}, {T}, Sacrifice Implements of Sacrifice: Add two mana of any one color to your mana pool. FE R Implode {4}{R} Sorcery Destroy target land. Draw a card. PS U Imposing Sovereign {1}{W} Creature - Human 2/1 Creatures your opponents control enter the battlefield tapped. M14 R Imposing Visage {R} Enchantment - Aura Enchant creature Enchanted creature has menace. (It can't be blocked except by two or more creatures.) IA C, 5E C Imprison {B} Enchantment - Aura Enchant creature Whenever a player activates an ability of enchanted creature with {T} in its activation cost that isn't a mana ability, you may pay {1}. If you do, counter that ability. If you don't, destroy Imprison. Whenever enchanted creature attacks or blocks, you may pay {1}. If you do, tap the creature, remove it from combat, and creatures it was blocking that had become blocked by only that creature this combat become unblocked. If you don't, destroy Imprison. LE R Imprison This Insolent Wretch Ongoing Scheme When you set this scheme in motion, choose an opponent. Permanents the chosen player controls don't untap during his or her untap step. When the chosen player is attacked or becomes the target of a spell or ability, abandon this scheme. ARC P Impromptu Raid {3}{R/G} Enchantment {2}{R/G}: Reveal the top card of your library. If it isn't a creature card, put it into your graveyard. Otherwise, put that card onto the battlefield. That creature gains haste. Sacrifice it at the beginning of the next end step. SHM R Improvised Armor {3}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+5. Cycling {3} ({3}, Discard this card: Draw a card.) ONS U Imps' Taunt {1}{B} Instant Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Target creature attacks this turn if able. TE U Impulse {1}{U} Instant Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. VI C, BD C, V13 M, DDN C Impulsive Maneuvers {2}{R}{R} Enchantment Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage. OD R In Garruk's Wake {7}{B}{B} Sorcery Destroy all creatures you don't control and all planeswalkers you don't control. M15 R In the Eye of Chaos {2}{U} World Enchantment Whenever a player casts an instant spell, counter it unless that player pays {X}, where X is its converted mana cost. LE R, ME4 R In the Web of War {3}{R}{R} Enchantment Whenever a creature enters the battlefield under your control, it gets +2/+0 and gains haste until end of turn. BOK R Inaction Injunction {1}{U} Sorcery Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.) Draw a card. RTR C Iname as One {8}{B}{B}{G}{G} Legendary Creature - Spirit 8/8 When Iname as One enters the battlefield, if you cast it from your hand, you may search your library for a Spirit permanent card, put it onto the battlefield, then shuffle your library. When Iname as One dies, you may exile it. If you do, return target Spirit permanent card from your graveyard to the battlefield. SOK R Iname, Death Aspect {4}{B}{B} Legendary Creature - Spirit 4/4 When Iname, Death Aspect enters the battlefield, you may search your library for any number of Spirit cards and put them into your graveyard. If you do, shuffle your library. CHK R Iname, Life Aspect {4}{G}{G} Legendary Creature - Spirit 4/4 When Iname, Life Aspect dies, you may exile it. If you do, return any number of target Spirit cards from your graveyard to your hand. CHK R Incandescent Soulstoke {2}{R} Creature - Elemental Shaman 2/2 Other Elemental creatures you control get +1/+1. {1}{R}, {T}: You may put an Elemental creature card from your hand onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step. LRW R, MM2 U Incendiary {R} Enchantment - Aura Enchant creature At the beginning of your upkeep, you may put a fuse counter on Incendiary. When enchanted creature dies, Incendiary deals X damage to target creature or player, where X is the number of fuse counters on Incendiary. CG U Incendiary Command {3}{R}{R} Sorcery Choose two - • Incendiary Command deals 4 damage to target player. • Incendiary Command deals 2 damage to each creature. • Destroy target nonbasic land. • Each player discards all the cards in his or her hand, then draws that many cards. LRW R, C13 R Incinerate {1}{R} Instant Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn. IA C, MI C, 5E C, 10E C, ME2 C, DD2 C, M12 C, DD3_JVC C Incite {R} Instant Target creature becomes red until end of turn and attacks this turn if able. M11 C Incite Hysteria {2}{R} Sorcery Radiance - Until end of turn, target creature and each other creature that shares a color with it gain "This creature can't block." RAV C Incite Rebellion {4}{R}{R} Sorcery For each player, Incite Rebellion deals damage to that player and each creature that player controls equal to the number of creatures he or she controls. C14 R Incite War {2}{R} Instant Choose one - • Creatures target player controls attack this turn if able. • Creatures you control gain first strike until end of turn. Entwine {2} (Choose both if you pay the entwine cost.) MRD C Increasing Ambition {4}{B} Sorcery Search your library for a card and put that card into your hand. If Increasing Ambition was cast from a graveyard, instead search your library for two cards and put those cards into your hand. Then shuffle your library. Flashback {7}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA R Increasing Confusion {X}{U} Sorcery Target player puts the top X cards of his or her library into his or her graveyard. If Increasing Confusion was cast from a graveyard, that player puts twice that many cards into his or her graveyard instead. Flashback {X}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA R Increasing Devotion {3}{W}{W} Sorcery Put five 1/1 white Human creature tokens onto the battlefield. If Increasing Devotion was cast from a graveyard, put ten of those tokens onto the battlefield instead. Flashback {7}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA R Increasing Savagery {2}{G}{G} Sorcery Put five +1/+1 counters on target creature. If Increasing Savagery was cast from a graveyard, put ten +1/+1 counters on that creature instead. Flashback {5}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA R Increasing Vengeance {R}{R} Instant Copy target instant or sorcery spell you control. If Increasing Vengeance was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies. Flashback {3}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA R Incremental Blight {3}{B}{B} Sorcery Put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature. SHM U, HOP U, ARC U Incremental Growth {3}{G}{G} Sorcery Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature. LRW U, MMA U, KTK U Incubator Drone {3}{U} Creature - Eldrazi Drone 2/3 Devoid (This card has no color.) When Incubator Drone enters the battlefield, put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." C Incurable Ogre {3}{R} Creature - Ogre Mutant 5/1 ALA C Incursion Specialist {1}{U} Creature - Human Wizard 1/3 Whenever you cast your second spell each turn, Incursion Specialist gets +2/+0 until end of turn and can't be blocked this turn. GTC U Indebted Samurai {3}{W} Creature - Human Samurai 2/3 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever a Samurai you control dies, you may put a +1/+1 counter on Indebted Samurai. BOK U Indentured Djinn {1}{U}{U} Creature - Djinn 4/4 Flying When Indentured Djinn enters the battlefield, each other player may draw up to three cards. MM U Indentured Oaf {3}{R} Creature - Ogre Warrior 4/3 Prevent all damage that Indentured Oaf would deal to red creatures. RAV U Independent Troops {1}{R} Creature - Human Soldier 2/1 PK C Indestructibility {3}{W} Enchantment - Aura Enchant permanent Enchanted permanent has indestructible. (Effects that say "destroy" don't destroy that permanent. A creature with indestructible can't be destroyed by damage.) M10 R, M14 R Indestructible Aura {W} Instant Prevent all damage that would be dealt to target creature this turn. LE C, CH C Index {U} Sorcery Look at the top five cards of your library, then put them back in any order. AP C, 8ED C, 9ED C, M13 C Indigo Faerie {1}{U} Creature - Faerie Wizard 1/1 Flying {U}: Target permanent becomes blue in addition to its other colors until end of turn. EVE U Indomitable Ancients {2}{W}{W} Creature - Treefolk Warrior 2/10 MOR R Indomitable Archangel {2}{W}{W} Creature - Angel 4/4 Flying Metalcraft - Artifacts you control have shroud as long as you control three or more artifacts. (An artifact with shroud can't be the target of spells or abilities.) SOM M, MM2 R Indomitable Will {1}{W} Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+2. CHK C Indrik Stomphowler {4}{G} Creature - Beast 4/4 When Indrik Stomphowler enters the battlefield, destroy target artifact or enchantment. DIS U, DDD U, DD3_GVL U Indrik Umbra {4}{G}{W} Enchantment - Aura Enchant creature Enchanted creature gets +4/+4 and has first strike, and all creatures able to block it do so. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) PC2 R Induce Despair {2}{B} Instant As an additional cost to cast Induce Despair, reveal a creature card from your hand. Target creature gets -X/-X until end of turn, where X is the revealed card's converted mana cost. C, ROE C Induce Paranoia {2}{U}{U} Instant Counter target spell. If {B} was spent to cast Induce Paranoia, that spell's controller puts the top X cards of his or her library into his or her graveyard, where X is the spell's converted mana cost. RAV C Indulgent Tormentor {3}{B}{B} Creature - Demon 5/3 Flying At the beginning of your upkeep, draw a card unless target opponent sacrifices a creature or pays 3 life. M15 R Inertia Bubble {1}{U} Enchantment - Aura Enchant artifact Enchanted artifact doesn't untap during its controller's untap step. MRD C Inescapable Brute {5}{R} Creature - Giant Warrior 3/3 Wither (This deals damage to creatures in the form of -1/-1 counters.) Inescapable Brute must be blocked if able. SHM C Inexorable Tide {3}{U}{U} Enchantment Whenever you cast a spell, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) SOM R, MM2 R Infantry Veteran {W} Creature - Human Soldier 1/1 {T}: Target attacking creature gets +1/+1 until end of turn. VI C, 6E C, BR C, 9ED C, M11 C, DDF C, DDN C Infected Vermin {2}{B} Creature - Rat 1/1 {2}{B}: Infected Vermin deals 1 damage to each creature and each player. Threshold - {3}{B}: Infected Vermin deals 3 damage to each creature and each player. Activate this ability only if seven or more cards are in your graveyard. OD U Infectious Bloodlust {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+1, has haste, and attacks each turn if able. When enchanted creature dies, you may search your library for a card named Infectious Bloodlust, reveal it, put it into your hand, then shuffle your library. ORI C Infectious Horror {3}{B} Creature - Zombie Horror 2/2 Whenever Infectious Horror attacks, each opponent loses 2 life. CON C, ARC C, CNS C Infectious Host {2}{B} Creature - Zombie 1/1 When Infectious Host dies, target player loses 2 life. RAV C Infectious Rage {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/-1. When enchanted creature dies, choose a creature at random Infectious Rage can enchant. Return Infectious Rage to the battlefield attached to that creature. JUD U Infernal Caretaker {3}{B} Creature - Human Cleric 2/2 Morph {3}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Infernal Caretaker is turned face up, return all Zombie cards from all graveyards to their owners' hands. LGN C Infernal Contract {B}{B}{B} Sorcery Draw four cards. You lose half your life, rounded up. MI R, 6E R, 7E R Infernal Darkness {2}{B}{B} Enchantment Cumulative upkeep-Pay {B} and 1 life. (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.) If a land is tapped for mana, it produces {B} instead of any other type. IA R, ME2 R Infernal Denizen {7}{B} Creature - Demon 5/7 At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap Infernal Denizen, and an opponent may gain control of a creature you control of his or her choice for as long as Infernal Denizen remains on the battlefield. {T}: Gain control of target creature for as long as Infernal Denizen remains on the battlefield. IA R Infernal Genesis {4}{B}{B} Enchantment At the beginning of each player's upkeep, that player puts the top card of his or her library into his or her graveyard. Then he or she puts X 1/1 black Minion creature tokens onto the battlefield, where X is that card's converted mana cost. PR R Infernal Harvest {1}{B} Sorcery As an additional cost to cast Infernal Harvest, return X Swamps you control to their owner's hand. Infernal Harvest deals X damage divided as you choose among any number of target creatures. VI C Infernal Kirin {2}{B}{B} Legendary Creature - Kirin Spirit 3/3 Flying Whenever you cast a Spirit or Arcane spell, target player reveals his or her hand and discards all cards with that spell's converted mana cost. SOK R Infernal Medusa {3}{B}{B} Creature - Gorgon 2/4 Whenever Infernal Medusa blocks a creature, destroy that creature at end of combat. Whenever Infernal Medusa becomes blocked by a non-Wall creature, destroy that creature at end of combat. LE U Infernal Offering {4}{B} Sorcery Choose an opponent. You and that player each sacrifice a creature. Each player who sacrificed a creature this way draws two cards. Choose an opponent. Return a creature card from your graveyard to the battlefield, then that player returns a creature card from his or her graveyard to the battlefield. C14 R Infernal Plunge {R} Sorcery As an additional cost to cast Infernal Plunge, sacrifice a creature. Add {R}{R}{R} to your mana pool. ISD C Infernal Scarring {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+0 and has "When this creature dies, draw a card." ORI C Infernal Tribute {B}{B}{B} Enchantment {2}, Sacrifice a nontoken permanent: Draw a card. WL R Infernal Tutor {1}{B} Sorcery Reveal a card from your hand. Search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle your library. Hellbent - If you have no cards in hand, instead search your library for a card, put it into your hand, then shuffle your library. DIS R Inferno {5}{R}{R} Instant Inferno deals 6 damage to each creature and each player. DK R, 4E R, 5E R, 6E R, 7E R, 8ED R Inferno Elemental {4}{R}{R} Creature - Elemental 4/4 Whenever Inferno Elemental blocks or becomes blocked by a creature, Inferno Elemental deals 3 damage to that creature. M10 U Inferno Fist {1}{R} Enchantment - Aura Enchant creature you control Enchanted creature gets +2/+0. {R}, Sacrifice Inferno Fist: Inferno Fist deals 2 damage to target creature or player. M15 C Inferno Titan {4}{R}{R} Creature - Giant 6/6 {R}: Inferno Titan gets +1/+0 until end of turn. Whenever Inferno Titan enters the battlefield or attacks, it deals 3 damage divided as you choose among one, two, or three target creatures and/or players. M11 M, M12 M, C13 M Inferno Trap {3}{R} Instant - Trap If you've been dealt damage by two or more creatures this turn, you may pay {R} rather than pay Inferno Trap's mana cost. Inferno Trap deals 4 damage to target creature. ZEN U, ARC U, DDN U Infest {1}{B}{B} Sorcery All creatures get -2/-2 until end of turn. ONS U, ALA U, ARC U, C13 U Infested Roothold {4}{G} Creature - Wall 0/3 Defender (This creature can't attack.) Protection from artifacts Whenever an opponent casts an artifact spell, you may put a 1/1 green Insect creature token onto the battlefield. DST U Infiltrate {U} Instant Target creature can't be blocked this turn. NE C Infiltration Lens {1} Artifact - Equipment Whenever equipped creature becomes blocked by a creature, you may draw two cards. Equip {1} SOM U Infiltrator il-Kor {4}{U} Creature - Kor Rogue 3/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Suspend 2- {1}{U} (Rather than cast this card from your hand, you may pay {1}{U} and exile it with two 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. It has haste.) FUT C Infiltrator's Magemark {2}{U} Enchantment - Aura Enchant creature Creatures you control that are enchanted get +1/+1 and can't be blocked except by creatures with defender. GPT C Infinite Authority {W}{W}{W} Enchantment - Aura Enchant creature Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At the beginning of the next end step, if that creature was destroyed this way, put a +1/+1 counter on the first creature. LE R Infinite Hourglass {4} Artifact At the beginning of your upkeep, put a time counter on Infinite Hourglass. All creatures get +1/+0 for each time counter on Infinite Hourglass. {3}: Remove a time counter from Infinite Hourglass. Any player may activate this ability but only during any upkeep step. IA R, 5E R Infinite Obliteration {1}{B}{B} Sorcery Name a creature card. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library. ORI R Infinite Reflection {5}{U} Enchantment - Aura Enchant creature When Infinite Reflection enters the battlefield attached to a creature, each other nontoken creature you control becomes a copy of that creature. Nontoken creatures you control enter the battlefield as a copy of enchanted creature. AVR R, C14 R Inflame {R} Instant Inflame deals 2 damage to each creature dealt damage this turn. PR C, DST C Information Dealer {1}{U} Creature - Human Wizard 1/1 {T}: Look at the top X cards of your library, where X is the number of Wizards on the battlefield, then put them back in any order. ONS C Infuse {2}{U} Instant Untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. IA C, ME3 C Infuse with the Elements {3}{G} Instant Converge - Put X +1/+1 counters on target creature, where X is the number of colors of mana spent to cast Infuse with the Elements. That creature gains trample until end of turn. U Infused Arrows {4} Artifact Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.) {T}, Remove X charge counters from Infused Arrows: Target creature gets -X/-X until end of turn. 5DN U Ingenious Thief {1}{U} Creature - Human Rogue 1/1 Flying When Ingenious Thief enters the battlefield, look at target player's hand. PO U, P3 C Ingot Chewer {4}{R} Creature - Elemental 3/3 When Ingot Chewer enters the battlefield, destroy target artifact. Evoke {R} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) LRW C, DD2 C, C14 C, DD3_JVC C Inheritance {W} Enchantment Whenever a creature dies, you may pay {3}. If you do, draw a card. AL U, ME2 U Initiate of Blood {3}{R} Creature - Ogre Shaman 2/2 {T}: Initiate of Blood deals 1 damage to target creature that was dealt damage this turn. When that creature dies this turn, flip Initiate of Blood. ---- Goka the Unjust Legendary Creature - Ogre Shaman 4/4 {T}: Goka the Unjust deals 4 damage to target creature that was dealt damage this turn. CHK U Initiates of the Ebon Hand {B} Creature - Cleric 1/1 {1}: Add {B} to your mana pool. If this ability has been activated four or more times this turn, sacrifice Initiates of the Ebon Hand at the beginning of the next end step. FE C (x3), 5E C Ink Dissolver {1}{U} Creature - Merfolk Wizard 2/1 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Ink Dissolver, you may reveal it. If you do, each opponent puts the top three cards of his or her library into his or her graveyard. MOR C Ink-Eyes, Servant of Oni {4}{B}{B} Legendary Creature - Rat Ninja 5/4 Ninjutsu {3}{B}{B} ({3}{B}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Ink-Eyes, Servant of Oni deals combat damage to a player, you may put target creature card from that player's graveyard onto the battlefield under your control. {1}{B}: Regenerate Ink-Eyes. BOK R, PC2 R, V13 M Ink-Eyes, Servant of Oni Avatar Vanguard Hand +0, life -3 At the beginning of the game, look at target opponent's hand and choose a nonland card from it. That player discards that card. {X}, Pay X life: Put target creature card with converted mana cost X from an opponent's graveyard onto the battlefield under your control. VAN S Ink-Treader Nephilim {R}{G}{W}{U} Creature - Nephilim 3/3 Whenever a player casts an instant or sorcery spell, if that spell targets only Ink-Treader Nephilim, copy the spell for each other creature that spell could target. Each copy targets a different one of those creatures. GPT R Inkfathom Divers {3}{U}{U} Creature - Merfolk Soldier 3/3 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) When Inkfathom Divers enters the battlefield, look at the top four cards of your library, then put them back in any order. LRW C Inkfathom Infiltrator {U/B}{U/B} Creature - Merfolk Rogue 2/1 Inkfathom Infiltrator can't block and can't be blocked. SHM U Inkfathom Witch {1}{U/B} Creature - Merfolk Wizard 1/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) {2}{U}{B}: Each unblocked creature has base power and toughness 4/1 until end of turn. SHM U, PC2 U Inkmoth Nexus Land {T}: Add {1} to your mana pool. {1}: Inkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) MBS R Inkwell Leviathan {7}{U}{U} Artifact Creature - Leviathan 7/11 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Trample Shroud (This creature can't be the target of spells or abilities.) CON R, PD3 R, DDO R Inner Calm, Outer Strength {2}{G} Instant - Arcane Target creature gets +X/+X until end of turn, where X is the number of cards in your hand. SOK C Inner Fire {3}{R} Sorcery Add {R} to your mana pool for each card in your hand. SOK C Inner Sanctum {1}{W}{W} Enchantment Cumulative upkeep-Pay 2 life. (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.) Prevent all damage that would be dealt to creatures you control. WL R Inner-Chamber Guard {1}{W} Creature - Human Samurai 0/2 Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) SOK U Inner-Flame Acolyte {1}{R}{R} Creature - Elemental Shaman 2/2 When Inner-Flame Acolyte enters the battlefield, target creature gets +2/+0 and gains haste until end of turn. Evoke {R} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) LRW C, DD2 C, DD3_JVC C Inner-Flame Igniter {2}{R} Creature - Elemental Warrior 2/2 {2}{R}: Creatures you control get +1/+0 until end of turn. If this is the third time this ability has resolved this turn, creatures you control gain first strike until end of turn. LRW U, MM2 C Innocence Kami {3}{W}{W} Creature - Spirit 2/3 {W}, {T}: Tap target creature. Whenever you cast a Spirit or Arcane spell, untap Innocence Kami. CHK U Innocent Blood {B} Sorcery Each player sacrifices a creature. OD C, HOP C Inquisition {2}{B} Sorcery Target player reveals his or her hand. Inquisition deals damage to that player equal to the number of white cards in his or her hand. DK C Inquisition of Kozilek {B} Sorcery Target player reveals his or her hand. You choose a nonland card from it with converted mana cost 3 or less. That player discards that card. MD1 U, ROE U Inquisitor Exarch {W}{W} Creature - Cleric 2/2 When Inquisitor Exarch enters the battlefield, choose one - • You gain 2 life. • Target opponent loses 2 life. NPH U Inquisitor's Flail {2} Artifact - Equipment If equipped creature would deal combat damage, it deals double that damage instead. If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead. Equip {2} ISD U Inquisitor's Snare {1}{W} Instant Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it. SHM C Insatiable Harpy {2}{B}{B} Creature - Harpy 2/2 Flying, lifelink THS U Insatiable Souleater {4} Artifact Creature - Beast 5/1 {P/G}: Insatiable Souleater gains trample until end of turn. ({P/G} can be paid with either {G} or 2 life.) NPH C Inside Out {1}{U/R} Instant Switch target creature's power and toughness until end of turn. Draw a card. EVE C Insidious Bookworms {B} Creature - Worm 1/1 When Insidious Bookworms dies, you may pay {1}{B}. If you do, target player discards a card at random. AL C (x2) Insidious Dreams {3}{B} Instant As an additional cost to cast Insidious Dreams, discard X cards. Search your library for X cards. Then shuffle your library and put those cards on top of it in any order. TOR R Insight {2}{U} Enchantment Whenever an opponent casts a green spell, you draw a card. TE U, 6E U Insist {G} Sorcery The next creature spell you cast this turn can't be countered by spells or abilities. Draw a card. TOR R Insolence {2}{R} Enchantment - Aura Enchant creature Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that creature's controller. PS C Inspiration {3}{U} Instant Target player draws two cards. VI C, 6E C, P4 C, 7E C, 8ED C, RTR C Inspired Charge {2}{W}{W} Instant Creatures you control get +2/+1 until end of turn. C, M11 C, M15 C Inspired Sprite {3}{U} Creature - Faerie Wizard 2/2 Flash Flying Whenever you cast a Wizard spell, you may untap Inspired Sprite. {T}: Draw a card, then discard a card. MOR U Inspiring Call {2}{G} Instant Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) DTK U Inspirit {2}{W} Instant Untap target creature. It gets +2/+4 until end of turn. ONS U, 9ED U Instigator {1}{B} Creature - Human Spellshaper 1/1 {1}{B}{B}, {T}, Discard a card: Creatures target player controls attack this turn if able. MM R Instigator Gang {3}{R} Creature - Human Werewolf 2/3 Attacking creatures you control get +1/+0. At the beginning of each upkeep, if no spells were cast last turn, transform Instigator Gang. ---- Wildblood Pack (Red) Creature - Werewolf 5/5 Trample Attacking creatures you control get +3/+0. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Wildblood Pack. ISD R Instill Energy {G} Enchantment - Aura Enchant creature Enchanted creature can attack as though it had haste. {0}: Untap enchanted creature. Activate this ability only during your turn and only once each turn. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, ME4 U Instill Furor {1}{R} Enchantment - Aura Enchant creature Enchanted creature has "At the beginning of your end step, sacrifice this creature unless it attacked this turn." RAV U Instill Infection {3}{B} Instant Put a -1/-1 counter on target creature. Draw a card. SOM C, MM2 C Insubordination {B}{B} Enchantment - Aura Enchant creature At the beginning of the end step of enchanted creature's controller, Insubordination deals 2 damage to that player unless that creature attacked this turn. MM C Insurrection {5}{R}{R}{R} Sorcery Untap all creatures and gain control of them until end of turn. They gain haste until end of turn. ONS R, HOP R, CMD R Intangible Virtue {1}{W} Enchantment Creature tokens you control get +1/+1 and have vigilance. MD1 U, ISD U, CNS U Intellectual Offering {4}{U} Instant Choose an opponent. You and that player each draw three cards. Choose an opponent. Untap all nonland permanents you control and all nonland permanents that player controls. C14 R Interdict {1}{U} Instant Counter target activated ability from an artifact, creature, enchantment, or land. That permanent's activated abilities can't be activated this turn. (Mana abilities can't be targeted.) Draw a card. TE U Interplanar Tunnel Phenomenon When you encounter Interplanar Tunnel, reveal cards from the top of your planar deck until you reveal five plane cards. Put a plane card from among them on top of your planar deck, then put the rest of the revealed cards on the bottom in a random order. (Then planeswalk away from this phenomenon.) PC2 C Interpret the Signs {5}{U} Sorcery Scry 3, then reveal the top card of your library. Draw cards equal to that card's converted mana cost. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) JOU U Intervene {U} Instant Counter target spell that targets a creature. GU C Intervention Pact {0} (White) Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game. FUT R Intet, the Dreamer {3}{U}{R}{G} Legendary Creature - Dragon 6/6 Flying Whenever Intet, the Dreamer deals combat damage to a player, you may pay {2}{U}. If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield. PLC R, CMD R Intimidation {2}{B}{B}{B} Enchantment Creatures you control have fear. (They can't be blocked except by artifact creatures and/or black creatures.) MM U Intimidation Bolt {1}{R}{W} Instant Intimidation Bolt deals 3 damage to target creature. Other creatures can't attack this turn. ARB U Intimidator Initiate {R} Creature - Goblin Shaman 1/1 Whenever a player casts a red spell, you may pay {1}. If you do, target creature can't block this turn. SHM C Into Thin Air {5}{U} Instant Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Return target artifact to its owner's hand. 5DN C Into the Core {2}{R}{R} Instant Exile two target artifacts. MBS U Into the Earthen Maw Scheme When you set this scheme in motion, exile up to one target creature with flying, up to one target creature without flying, and all cards from up to one target opponent's graveyard. ARC C Into the Fray {R} Instant - Arcane Target creature attacks this turn if able. Splice onto Arcane {R} (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.) SOK C Into the Maw of Hell {4}{R}{R} Sorcery Destroy target land. Into the Maw of Hell deals 13 damage to target creature. ISD U Into the North {1}{G} Sorcery Search your library for a snow land card and put it onto the battlefield tapped. Then shuffle your library. CSP C Into the Roil {1}{U} Instant Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Return target nonland permanent to its owner's hand. If Into the Roil was kicked, draw a card. ZEN C, DDM C, C14 C Into the Void {3}{U} Sorcery Return up to two target creatures to their owners' hands. AVR U, M15 U, ORI U Into the Wilds {3}{G} Enchantment At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield. M14 R Intrepid Hero {2}{W} Creature - Human Soldier 1/1 {T}: Destroy target creature with power 4 or greater. UZ R, 7E R, 8ED R, M13 R Introductions Are in Order Scheme When you set this scheme in motion, choose one - • Search your library for a creature card, reveal it, put it into your hand, then shuffle your library. • You may put a creature card from your hand onto the battlefield. ARC C Intruder Alarm {2}{U} Enchantment Creatures don't untap during their controllers' untap steps. Whenever a creature enters the battlefield, untap all creatures. ST R, 8ED R Intuition {2}{U} Instant Search your library for three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library. TE R, TPR R Inundate {3}{U}{U}{U} Sorcery Return all nonblue creatures to their owners' hands. EVE R Invader Parasite {3}{R}{R} Creature - Insect 3/2 Imprint - When Invader Parasite enters the battlefield, exile target land. Whenever a land with the same name as the exiled card enters the battlefield under an opponent's control, Invader Parasite deals 2 damage to that player. NPH R Invasion Plans {2}{R} Enchantment All creatures block each turn if able. The attacking player chooses how each creature blocks each turn. ST R Invasive Species {2}{G} Creature - Insect 3/3 When Invasive Species enters the battlefield, return another permanent you control to its owner's hand. M15 C Invert the Skies {3}{G/U} Instant Creatures your opponents control lose flying until end of turn if {G} was spent to cast Invert the Skies, and creatures you control gain flying until end of turn if {U} was spent to cast it. (Do both if {G}{U} was spent.) EVE U Invigorate {2}{G} Instant If you control a Forest, rather than pay Invigorate's mana cost, you may have an opponent gain 3 life. Target creature gets +4/+4 until end of turn. MM C, DDD C, CMD C, DD3_GVL C Invigorating Boon {1}{G} Enchantment Whenever a player cycles a card, you may put a +1/+1 counter on target creature. ONS U Invigorating Falls {2}{G}{G} Sorcery You gain life equal to the number of creature cards in all graveyards. TOR C Invincible Hymn {6}{W}{W} Sorcery Count the number of cards in your library. Your life total becomes that number. ALA R Inviolability {1}{W} Enchantment - Aura Enchant creature Prevent all damage that would be dealt to enchanted creature. MM C Invisibility {U}{U} Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by Walls. 1E C, 2E C, 2U C, 8ED U, M15 C Invisible Stalker {1}{U} Creature - Human Rogue 1/1 Hexproof (This creature can't be the target of spells or abilities your opponents control.) Invisible Stalker can't be blocked. ISD U Invoke Prejudice {U}{U}{U}{U} Enchantment Whenever an opponent casts a creature spell that doesn't share a color with a creature you control, counter that spell unless that player pays {X}, where X is its converted mana cost. LE R Invoke the Firemind {X}{U}{U}{R} Sorcery Choose one - • Draw X cards. • Invoke the Firemind deals X damage to target creature or player. GPT R, DDJ R Invulnerability {1}{W} Instant Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) The next time a source of your choice would deal damage to you this turn, prevent that damage. TE U Ion Storm {2}{R} Enchantment {1}{R}, Remove a +1/+1 counter or a charge counter from a permanent you control: Ion Storm deals 2 damage to target creature or player. 5DN R Iona's Judgment {4}{W} Sorcery Exile target creature or enchantment. WWK C Iona, Shield of Emeria {6}{W}{W}{W} Legendary Creature - Angel 7/7 Flying As Iona, Shield of Emeria enters the battlefield, choose a color. Your opponents can't cast spells of the chosen color. M, ZEN M, MM2 M Ior Ruin Expedition {1}{U} Enchantment Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on Ior Ruin Expedition. Remove three quest counters from Ior Ruin Expedition and sacrifice it: Draw two cards. ZEN C Ire Shaman {1}{R} Creature - Orc Shaman 2/1 Menace (This creature can't be blocked except by two or more creatures.) Megamorph {R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Ire Shaman is turned face up, exile the top card of your library. Until end of turn, you may play that card. DTK R Ire of Kaminari {3}{R} Instant - Arcane Ire of Kaminari deals damage to target creature or player equal to the number of Arcane cards in your graveyard. BOK C Iridescent Angel {5}{W}{U} Creature - Angel 4/4 Flying, protection from all colors M, OD R Iridescent Drake {3}{U} Creature - Drake 2/2 Flying When Iridescent Drake enters the battlefield, put target Aura card from a graveyard onto the battlefield under your control attached to Iridescent Drake. CG U Irini Sengir {2}{B}{B} Legendary Creature - Vampire Dwarf 2/2 Green enchantment spells and white enchantment spells cost {2} more to cast. HM U Iroas's Champion {1}{R}{W} Creature - Human Soldier 2/2 Double strike (This creature deals both first-strike and regular combat damage.) ORI U Iroas, God of Victory {2}{R}{W} Legendary Enchantment Creature - God 7/4 Indestructible As long as your devotion to red and white is less than seven, Iroas isn't a creature. Creatures you control have menace. (They can't be blocked except by two or more creatures.) Prevent all damage that would be dealt to attacking creatures you control. JOU M Iron Lance {2} Artifact {3}, {T}: Target creature gains first strike until end of turn. MM U Iron Maiden {3} Artifact At the beginning of each opponent's upkeep, Iron Maiden deals X damage to that player, where X is the number of cards in his or her hand minus 4. GU R Iron Myr {2} Artifact Creature - Myr 1/1 {T}: Add {R} to your mana pool. MRD C, HOP C, SOM C Iron Star {1} Artifact Whenever a player casts a red spell, you may pay {1}. If you do, you gain 1 life. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, 7E U, 8ED U Iron Tusk Elephant {4}{W} Creature - Elephant 3/3 Trample MI U Iron Will {W} Instant Target creature gets +0/+4 until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.) GU C Iron-Barb Hellion {5}{R} Creature - Hellion Beast 5/4 Haste Iron-Barb Hellion can't block. 5DN U Iron-Heart Chimera {4} Artifact Creature - Chimera 2/2 Vigilance Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera creature. It gains vigilance. (This effect lasts indefinitely.) VI U Ironclaw Buzzardiers {2}{R} Creature - Orc Scout 2/2 Ironclaw Buzzardiers can't block creatures with power 2 or greater. {R}: Ironclaw Buzzardiers gains flying until end of turn. TSP C Ironclaw Curse {R} Enchantment - Aura Enchant creature Enchanted creature gets -0/-1. Enchanted creature can't block creatures with power equal to or greater than the enchanted creature's toughness. HM R, 5E R Ironclaw Orcs {1}{R} Creature - Orc 2/2 Ironclaw Orcs can't block creatures with power 2 or greater. 1E C, 2E C, 2U C, 4E C, 5E C, ME2 C Ironfist Crusher {4}{W} Creature - Human Soldier 2/4 Ironfist Crusher can block any number of creatures. Morph {3}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Ironhoof Ox {3}{G}{G} Creature - Ox 4/4 Ironhoof Ox can't be blocked by more than one creature. P2 U, ME4 C Ironroot Treefolk {4}{G} Creature - Treefolk 3/5 1E C, 2E C, 2U C, 3E C, 4E C, 5E C Ironshell Beetle {1}{G} Creature - Insect 1/1 When Ironshell Beetle enters the battlefield, put a +1/+1 counter on target creature. JUD C Irradiate {3}{B} Instant Target creature gets -1/-1 until end of turn for each artifact you control. MRD C Irresistible Prey {G} Sorcery Target creature must be blocked this turn if able. Draw a card. ROE U Irrigation Ditch Land Irrigation Ditch enters the battlefield tapped. {T}: Add {W} to your mana pool. {T}, Sacrifice Irrigation Ditch: Add {G}{U} to your mana pool. IN C Isamaru, Hound of Konda {W} Legendary Creature - Hound 2/2 CHK R Isao, Enlightened Bushi {2}{G} Legendary Creature - Human Samurai 2/1 Isao, Enlightened Bushi can't be countered. Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) {2}: Regenerate target Samurai. BOK R Ishi-Ishi, Akki Crackshot {1}{R} Legendary Creature - Goblin Warrior 1/1 Whenever an opponent casts a Spirit or Arcane spell, Ishi-Ishi, Akki Crackshot deals 2 damage to that player. BOK R Island Basic Land - Island B (x10), 1E B (x2), 2E B (x3), 2U B (x3), 3E B (x3), 4E B (x3), IA B (x3), MI B (x4), 5E B (x4), PO B (x4), TE B (x4), P2 B (x3), UG C, UZ B (x4), 6E B (x4), PK B (x3), P3 B (x4), MM B (x4), BR B (x5), P4 B (x2), IN B (x4), BD B (x3), 7E B (x4), OD B (x4), ONS B (x4), 8ED B (x4), MRD B (x4), CHK B (x4), UNH B, 9ED B (x4), RAV B (x4), TSP B (x4), 10E B (x4), MED B (x3), LRW B (x4), SHM B (x4), ALA B (x4), DD2 B (x4), M10 B (x4), HOP B (x4), ME3 B (x3), ZEN B (x8), H09 B, DDE B, ROE B (x4), ARC B (x3), M11 B (x4), DDF B (x4), SOM B (x4), MBS B (x2), NPH B (x2), CMD B (x4), M12 B (x4), DDH B, ISD B (x3), DDI B (x3), AVR B (x3), PC2 B (x5), M13 B (x4), DDJ B (x4), RTR B (x5), M14 B (x4), THS B (x4), C13 B (x4), DDM B (x5), M15 B (x4), DDN B (x3), KTK B (x4), C14 B (x4), DD3_JVC B (x4), FRF B (x2), DDO B (x3), DTK B (x3), TPR B (x4), ORI B (x4) Island Fish Jasconius {4}{U}{U}{U} Creature - Fish 6/8 Island Fish Jasconius doesn't untap during your untap step. At the beginning of your upkeep, you may pay {U}{U}{U}. If you do, untap Island Fish Jasconius. Island Fish Jasconius can't attack unless defending player controls an Island. When you control no Islands, sacrifice Island Fish Jasconius. AN R, 3E R, 4E R Island Sanctuary {1}{W} Enchantment If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, ME4 R Island of Wak-Wak Land {T}: Target creature with flying has base power 0 until end of turn. AN R, MED R Isle of Vesuva Plane - Dominaria Whenever a nontoken creature enters the battlefield, its controller puts a token onto the battlefield that's a copy of that creature. Whenever you roll CHAOS, destroy target creature and all other creatures with the same name as that creature. HOP C Isleback Spawn {5}{U}{U} Creature - Kraken 4/8 Shroud (This creature can't be the target of spells or abilities.) Isleback Spawn gets +4/+8 as long as a library has twenty or fewer cards in it. SHM R Isochron Scepter {2} Artifact Imprint - When Isochron Scepter enters the battlefield, you may exile an instant card with converted mana cost 2 or less from your hand. {2}, {T}: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost. MRD U, V10 M, DDJ U Isolated Chapel Land Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp. {T}: Add {W} or {B} to your mana pool. MD1 R, ISD R Isolation Cell {4} Artifact Whenever an opponent casts a creature spell, that player loses 2 life unless he or she pays {2}. NPH U Isperia the Inscrutable {1}{W}{W}{U}{U} Legendary Creature - Sphinx 3/6 Flying Whenever Isperia the Inscrutable deals combat damage to a player, name a card. That player reveals his or her hand. If he or she reveals the named card, search your library for a creature card with flying, reveal it, put it into your hand, then shuffle your library. DIS R Isperia's Skywatch {5}{U} Creature - Vedalken Knight 3/3 Flying When Isperia's Skywatch enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.) RTR C Isperia, Supreme Judge {2}{W}{W}{U}{U} Legendary Creature - Sphinx 6/4 Flying Whenever a creature attacks you or a planeswalker you control, you may draw a card. RTR M It That Betrays {12} Creature - Eldrazi 11/11 Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.) Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control. R, ROE R Iterative Analysis Conspiracy Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.) Whenever you cast an instant or sorcery spell with the chosen name, you may draw a card. CNS U Ith, High Arcanist {5}{W}{U} Legendary Creature - Human Wizard 3/5 Vigilance {T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Suspend 4- {W}{U} (Rather than cast this card from your hand, you may pay {W}{U} 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. It has haste.) TSP R Ivory Charm {W} Instant Choose one - • All creatures get -2/-0 until end of turn. • Tap target creature. • Prevent the next 1 damage that would be dealt to target creature or player this turn. MI C Ivory Crane Netsuke {2} Artifact At the beginning of your upkeep, if you have seven or more cards in hand, you gain 4 life. SOK U Ivory Cup {1} Artifact Whenever a player casts a white spell, you may pay {1}. If you do, you gain 1 life. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, 7E U, 8ED U Ivory Gargoyle {4}{W} Creature - Gargoyle 2/2 Flying When Ivory Gargoyle dies, return it to the battlefield under its owner's control at the beginning of the next end step and you skip your next draw step. {4}{W}: Exile Ivory Gargoyle. AL R, ME2 R Ivory Giant {5}{W}{W} Creature - Giant 3/4 When Ivory Giant enters the battlefield, tap all nonwhite creatures. Suspend 5- {W} (Rather than cast this card from your hand, you may pay {W} and exile it with five 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. It has haste.) TSP C, MMA C Ivory Guardians {4}{W}{W} Creature - Giant Cleric 3/3 Protection from red Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a nontoken red permanent. LE U, CH U, 5E U, ME3 U Ivory Mask {2}{W}{W} Enchantment You have shroud. (You can't be the target of spells or abilities.) MM R, 8ED R, 9ED R Ivory Tower {1} Artifact At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus 4. AQ U, 3E R, 4E R, MED R, V10 M, VMA U Ivorytusk Fortress {2}{W}{B}{G} Creature - Elephant 5/7 Untap each creature you control with a +1/+1 counter on it during each other player's untap step. KTK R Ivy Dancer {2}{G} Creature - Dryad Shaman 1/2 {T}: Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.) RAV U Ivy Elemental {X}{G} Creature - Elemental 0/0 Ivy Elemental enters the battlefield with X +1/+1 counters on it. OD R, HOP R Ivy Lane Denizen {3}{G} Creature - Elf Warrior 2/3 Whenever another green creature enters the battlefield under your control, put a +1/+1 counter on target creature. GTC C Ivy Seer {3}{G} Creature - Elf Wizard 1/1 {2}{G}, {T}: Reveal any number of green cards in your hand. Target creature gets +X/+X until end of turn, where X is the number of cards revealed this way. CG U Iwamori of the Open Fist {2}{G}{G} Legendary Creature - Human Monk 5/5 Trample When Iwamori of the Open Fist enters the battlefield, each opponent may put a legendary creature card from his or her hand onto the battlefield. BOK R Ixidor's Will {2}{U} Instant Counter target spell unless its controller pays {2} for each Wizard on the battlefield. ONS C Ixidor, Reality Sculptor {3}{U}{U} Legendary Creature - Human Wizard 3/4 Face-down creatures get +1/+1. {2}{U}: Turn target face-down creature face up. ONS R Ixidron {3}{U}{U} Creature - Illusion */* As Ixidron enters the battlefield, turn all other nontoken creatures face down. (They're 2/2 creatures.) Ixidron's power and toughness are each equal to the number of face-down creatures on the battlefield. TSP R, C14 R Izzet Boilerworks Land Izzet Boilerworks enters the battlefield tapped. When Izzet Boilerworks enters the battlefield, return a land you control to its owner's hand. {T}: Add {U}{R} to your mana pool. GPT C, CMD C, DDJ C, C13 C, MM2 U Izzet Charm {U}{R} Instant Choose one - • Counter target noncreature spell unless its controller pays {2}. • Izzet Charm deals 2 damage to target creature. • Draw two cards, then discard two cards. DDJ U, RTR U Izzet Chronarch {3}{U}{R} Creature - Human Wizard 2/2 When Izzet Chronarch enters the battlefield, return target instant or sorcery card from your graveyard to your hand. GPT C, CMD C, DDJ C Izzet Cluestone {3} Artifact {T}: Add {U} or {R} to your mana pool. {U}{R}, {T}, Sacrifice Izzet Cluestone: Draw a card. DGM C Izzet Guildgate Land - Gate Izzet Guildgate enters the battlefield tapped. {T}: Add {U} or {R} to your mana pool. RTR C, DGM C, C13 C Izzet Guildmage {U/R}{U/R} Creature - Human Wizard 2/2 ({U/R} can be paid with either {U} or {R}.) {2}{U}: Copy target instant spell you control with converted mana cost 2 or less. You may choose new targets for the copy. {2}{R}: Copy target sorcery spell you control with converted mana cost 2 or less. You may choose new targets for the copy. GPT U, DDJ U Izzet Keyrune {3} Artifact {T}: Add {U} or {R} to your mana pool. {U}{R}: Until end of turn, Izzet Keyrune becomes a 2/1 blue and red Elemental artifact creature. Whenever Izzet Keyrune deals combat damage to a player, you may draw a card. If you do, discard a card. RTR U Izzet Signet {2} Artifact {1}, {T}: Add {U}{R} to your mana pool. GPT C, CMD C, DDJ C Izzet Staticaster {1}{U}{R} Creature - Human Wizard 0/3 Flash (You may cast this spell any time you could cast an instant.) Haste {T}: Izzet Staticaster deals 1 damage to target creature and each other creature with the same name as that creature. RTR U Izzet Steam Maze Plane - Ravnica Whenever a player casts an instant or sorcery spell, that player copies it. The player may choose new targets for the copy. Whenever you roll CHAOS, instant and sorcery spells you cast this turn cost {3} less to cast. HOP C Jabari's Banner {2} Artifact {1}, {T}: Target creature gains flanking until end of turn. (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) WL U Jabari's Influence {3}{W}{W} Instant Cast Jabari's Influence only after combat. Gain control of target nonartifact, nonblack creature that attacked you this turn and put a -1/-0 counter on it. MI R Jace Beleren {1}{U}{U} Planeswalker - Jace 3 [+2] Each player draws a card. [-1] Target player draws a card. [-10] Target player puts the top twenty cards of his or her library into his or her graveyard. LRW R, DD2 M, M10 M, M11 M, DD3_JVC M Jace's Archivist {1}{U}{U} Creature - Vedalken Wizard 2/2 {U}, {T}: Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way. M12 R, C13 R Jace's Erasure {1}{U} Enchantment Whenever you draw a card, you may have target player put the top card of his or her library into his or her graveyard. M11 C, M12 C Jace's Ingenuity {3}{U}{U} Instant Draw three cards. M11 U, DDM U, M15 U Jace's Mindseeker {4}{U}{U} Creature - Fish Illusion 4/4 Flying When Jace's Mindseeker enters the battlefield, target opponent puts the top five cards of his or her library into his or her graveyard. You may cast an instant or sorcery card from among them without paying its mana cost. M14 R, DDM R Jace's Phantasm {U} Creature - Illusion 1/1 Flying Jace's Phantasm gets +4/+4 as long as an opponent has ten or more cards in his or her graveyard. M13 U, DDM U Jace's Sanctum {3}{U} Enchantment Instant and sorcery spells you cast cost {1} less to cast. Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) ORI R Jace, Architect of Thought {2}{U}{U} Planeswalker - Jace 4 [+1] Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn. [-2] Reveal the top three cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other on the bottom of your library in any order. [-8] For each player, search that player's library for a nonland card and exile it, then that player shuffles his or her library. You may cast those cards without paying their mana costs. RTR M, DDM M Jace, Memory Adept {3}{U}{U} Planeswalker - Jace 4 [+1] Draw a card. Target player puts the top card of his or her library into his or her graveyard. [0] Target player puts the top ten cards of his or her library into his or her graveyard. [-7] Any number of target players each draw twenty cards. M12 M, M13 M, M14 M Jace, Vryn's Prodigy {1}{U} Legendary Creature - Human Wizard 0/2 {T}: Draw a card, then discard a card. If there are five or more cards in your graveyard, exile Jace, Vryn's Prodigy, then return him to the battlefield transformed under his owner's control. ---- Jace, Telepath Unbound Planeswalker - Jace 5 [+1] Up to one target creature gets -2/-0 until your next turn. [-3] You may cast target instant or sorcery card from your graveyard this turn. If that card would be put into your graveyard this turn, exile it instead. [-9] You get an emblem with "Whenever you cast a spell, target opponent puts the top five cards of his or her library into his or her graveyard." ORI M Jace, the Living Guildpact {2}{U}{U} Planeswalker - Jace 5 [+1] Look at the top two cards of your library. Put one of them into your graveyard. [-3] Return another target nonland permanent to its owner's hand. [-8] Each player shuffles his or her hand and graveyard into his or her library. You draw seven cards. M15 M Jace, the Mind Sculptor {2}{U}{U} Planeswalker - Jace 3 [+2] Look at the top card of target player's library. You may put that card on the bottom of that player's library. [0] Draw three cards, then put two cards from your hand on top of your library in any order. [-1] Return target creature to its owner's hand. [-12] Exile all cards from target player's library, then that player shuffles his or her hand into his or her library. WWK M, V13 M, VMA M Jackal Familiar {R} Creature - Hound 2/2 Jackal Familiar can't attack or block alone. M10 C Jackal Pup {R} Creature - Hound 2/1 Whenever Jackal Pup is dealt damage, it deals that much damage to you. TE U, PD2 U Jackalope Herd {3}{G} Creature - Rabbit Beast 4/5 When you cast a spell, return Jackalope Herd to its owner's hand. EX C Jacques le Vert {1}{R}{G}{W} Legendary Creature - Human Warrior 3/2 Green creatures you control get +0/+2. LE R, MED R Jaddi Lifestrider {4}{G} Creature - Elemental 2/8 When Jaddi Lifestrider enters the battlefield, you may tap any number of untapped creatures you control. You gain 2 life for each creature tapped this way. ROE U Jaddi Offshoot {G} Creature - Plant 0/3 Defender Landfall - Whenever a land enters the battlefield under your control, you gain 1 life. U Jade Idol {4} Artifact Whenever you cast a Spirit or Arcane spell, Jade Idol becomes a 4/4 Spirit artifact creature until end of turn. CHK U Jade Leech {2}{G}{G} Creature - Leech 5/5 Green spells you cast cost {G} more to cast. IN R Jade Mage {1}{G} Creature - Human Shaman 2/1 {2}{G}: Put a 1/1 green Saproling creature token onto the battlefield. M12 U, DDH U, C13 U Jade Monolith {4} Artifact {1}: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, ME4 R Jade Statue {4} Artifact 3/6 {2}: Jade Statue becomes a 3/6 Golem artifact creature until end of combat. Activate this ability only during combat. 1E U, 2E U, 2U U, 9ED R Jaded Response {1}{U} Instant Counter target spell if it shares a color with a creature you control. AP C Jagged Lightning {3}{R}{R} Sorcery Jagged Lightning deals 3 damage to each of two target creatures. P2 U, UZ U, P3 U Jagged Poppet {1}{B}{R} Creature - Ogre Warrior 3/4 Whenever Jagged Poppet is dealt damage, discard that many cards. Hellbent - Whenever Jagged Poppet deals combat damage to a player, if you have no cards in hand, that player discards cards equal to the damage. DIS U Jagged-Scar Archers {1}{G}{G} Creature - Elf Archer */* Jagged-Scar Archers's power and toughness are each equal to the number of Elves you control. {T}: Jagged-Scar Archers deals damage equal to its power to target creature with flying. LRW U Jagwasp Swarm {3}{B} Creature - Insect 3/2 Flying WWK C Jalira, Master Polymorphist {3}{U} Legendary Creature - Human Wizard 2/2 {2}{U}, {T}, Sacrifice another creature: Reveal cards from the top of your library until you reveal a nonlegendary creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. M15 R Jalum Tome {3} Artifact {2}, {T}: Draw a card, then discard a card. AQ U, CH R, 5E R, 6E R, 7E R, C14 R Jamuraan Lion {2}{W} Creature - Cat 3/1 {W}, {T}: Target creature can't block this turn. VI C Jandor's Ring {6} Artifact {2}, {T}, Discard the last card you drew this turn: Draw a card. AN R, 3E R Jandor's Saddlebags {2} Artifact {3}, {T}: Untap target creature. AN R, 3E R, 4E R, 5E R, 7E R Jangling Automaton {3} Artifact Creature - Construct 3/2 Whenever Jangling Automaton attacks, untap all creatures defending player controls. WL C Jar of Eyeballs {3} Artifact Whenever a creature you control dies, put two eyeball counters on Jar of Eyeballs. {3}, {T}, Remove all eyeball counters from Jar of Eyeballs: Look at the top X cards of your library, where X is the number of eyeball counters removed this way. Put one of them into your hand and the rest on the bottom of your library in any order. DKA R, C13 R Jarad's Orders {2}{B}{G} Sorcery Search your library for up to two creature cards and reveal them. Put one into your hand and the other into your graveyard. Then shuffle your library. RTR R Jarad, Golgari Lich Lord {B}{B}{G}{G} Legendary Creature - Zombie Elf 2/2 Jarad, Golgari Lich Lord gets +1/+1 for each creature card in your graveyard. {1}{B}{G}, Sacrifice another creature: Each opponent loses life equal to the sacrificed creature's power. Sacrifice a Swamp and a Forest: Return Jarad from your graveyard to your hand. DDJ M, RTR M Jareth, Leonine Titan {3}{W}{W}{W} Legendary Creature - Cat Giant 4/7 Whenever Jareth, Leonine Titan blocks, it gets +7/+7 until end of turn. {W}: Jareth gains protection from the color of your choice until end of turn. ONS R, VMA R Jasmine Boreal {3}{G}{W} Legendary Creature - Human 4/5 LE U, TSB S Jasmine Seer {3}{W} Creature - Human Wizard 1/1 {2}{W}, {T}: Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way. CG U Jawbone Skulkin {1} Artifact Creature - Scarecrow 1/1 {2}: Target red creature gains haste until end of turn. EVE C Jaws of Stone {5}{R} Sorcery Jaws of Stone deals X damage divided as you choose among any number of target creatures and/or players, where X is the number of Mountains you control as you cast Jaws of Stone. SHM U, DDG U, DDI U Jaya Ballard Avatar Vanguard Hand +0, life +1 {X}: Jaya Ballard Avatar deals an amount of damage chosen at random from 0 to X to target creature or player. Activate this ability only once each turn. VAN S Jaya Ballard, Task Mage {1}{R}{R} Legendary Creature - Human Spellshaper 2/2 {R}, {T}, Discard a card: Destroy target blue permanent. {1}{R}, {T}, Discard a card: Jaya Ballard, Task Mage deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn. {5}{R}{R}, {T}, Discard a card: Jaya Ballard deals 6 damage to each creature and each player. TSP R, PD2 R Jayemdae Tome {4} Artifact {4}, {T}: Draw a card. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 7E R, 8ED R, 10E R, M13 U, ORI U Jazal Goldmane {2}{W}{W} Legendary Creature - Cat Warrior 4/4 First strike {3}{W}{W}: Attacking creatures you control get +X/+X until end of turn, where X is the number of attacking creatures. C14 M Jedit Ojanen {4}{W}{W}{U} Legendary Creature - Cat Warrior 5/5 LE U, ME3 C Jedit Ojanen of Efrava {3}{G}{G}{G} Legendary Creature - Cat Warrior 5/5 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat Warrior creature token with forestwalk onto the battlefield. PLC R Jedit's Dragoons {5}{W} Creature - Cat Soldier 2/5 Vigilance When Jedit's Dragoons enters the battlefield, you gain 4 life. TSP C, DDI C Jeering Instigator {1}{R} Creature - Goblin Rogue 2/1 Morph {2}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Jeering Instigator is turned face up, if it's your turn, gain control of another target creature until end of turn. Untap that creature. It gains haste until end of turn. R, KTK R Jelenn Sphinx {3}{W}{U} Creature - Sphinx 1/5 Flying, vigilance Whenever Jelenn Sphinx attacks, other attacking creatures get +1/+1 until end of turn. DGM U Jeleva, Nephalia's Scourge {1}{U}{B}{R} Legendary Creature - Vampire Wizard 1/3 Flying When Jeleva, Nephalia's Scourge enters the battlefield, each player exiles the top X cards of his or her library, where X is the amount of mana spent to cast Jeleva. Whenever Jeleva attacks, you may cast an instant or sorcery card exiled with it without paying its mana cost. C13 M Jenara, Asura of War {G}{W}{U} Legendary Creature - Angel 3/3 Flying {1}{W}: Put a +1/+1 counter on Jenara, Asura of War. M, ARB M Jerrard of the Closed Fist {3}{R}{G}{G} Legendary Creature - Human Knight 6/5 LE U, ME3 C Jeska, Warrior Adept {2}{R}{R} Legendary Creature - Human Barbarian Warrior 3/1 First strike, haste {T}: Jeska, Warrior Adept deals 1 damage to target creature or player. JUD R Jeskai Ascendancy {U}{R}{W} Enchantment Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn. Untap those creatures. Whenever you cast a noncreature spell, you may draw a card. If you do, discard a card. KTK R Jeskai Banner {3} Artifact {T}: Add {U}, {R}, or {W} to your mana pool. {U}{R}{W}, {T}, Sacrifice Jeskai Banner: Draw a card. KTK C Jeskai Barricade {1}{W} Creature - Wall 0/4 Flash (You may cast this spell any time you could cast an instant.) Defender When Jeskai Barricade enters the battlefield, you may return another target creature you control to its owner's hand. FRF U Jeskai Charm {U}{R}{W} Instant Choose one - • Put target creature on top of its owner's library. • Jeskai Charm deals 4 damage to target opponent. • Creatures you control get +1/+1 and gain lifelink until end of turn. KTK U Jeskai Elder {1}{U} Creature - Human Monk 1/2 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever Jeskai Elder deals combat damage to a player, you may draw a card. If you do, discard a card. DDN U, KTK U Jeskai Infiltrator {2}{U} Creature - Human Monk 2/3 Jeskai Infiltrator can't be blocked as long as you control no other creatures. When Jeskai Infiltrator deals combat damage to a player, exile it and the top card of your library in a face-down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) R, FRF R Jeskai Runemark {2}{U} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Enchanted creature has flying as long as you control a red or white permanent. FRF C Jeskai Sage {1}{U} Creature - Human Monk 1/1 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Jeskai Sage dies, draw a card. FRF C Jeskai Student {1}{W} Creature - Human Monk 1/3 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) KTK C Jeskai Windscout {2}{U} Creature - Bird Scout 2/1 Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) KTK C Jester's Cap {4} Artifact {2}, {T}, Sacrifice Jester's Cap: Search target player's library for three cards and exile them. Then that player shuffles his or her library. IA R, 5E R, 9ED R, V10 M Jester's Mask {5} Artifact Jester's Mask enters the battlefield tapped. {1}, {T}, Sacrifice Jester's Mask: Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. That player puts those cards into his or her hand, then shuffles his or her library. IA R, ME2 R Jester's Scepter {3} Artifact When Jester's Scepter enters the battlefield, exile the top five cards of target player's library face down. You may look at those cards for as long as they remain exiled. {2}, {T}, Put a card exiled with Jester's Scepter into its owner's graveyard: Counter target spell if it has the same name as that card. CSP R Jet Medallion {2} Artifact Black spells you cast cost {1} less to cast. TE R, C14 R Jetting Glasskite {4}{U}{U} Creature - Spirit 4/4 Flying Whenever Jetting Glasskite becomes the target of a spell or ability for the first time in a turn, counter that spell or ability. BOK U, CNS U Jeweled Amulet {0} Artifact {1}, {T}: Put a charge counter on Jeweled Amulet. Note the type of mana spent to pay this activation cost. Activate this ability only if there are no charge counters on Jeweled Amulet. {T}, Remove a charge counter from Jeweled Amulet: Add one mana of Jeweled Amulet's last noted type to your mana pool. IA U, ME2 U Jeweled Bird {1} Artifact Remove Jeweled Bird from your deck before playing if you're not playing for ante. {T}: Ante Jeweled Bird. If you do, put all other cards you own from the ante into your graveyard, then draw a card. AN U, CH R Jeweled Spirit {3}{W}{W} Creature - Spirit 3/3 Flying Sacrifice two lands: Jeweled Spirit gains protection from artifacts or from the color of your choice until end of turn. PR R Jeweled Torque {2} Artifact As Jeweled Torque enters the battlefield, choose a color. Whenever a player casts a spell of the chosen color, you may pay {2}. If you do, you gain 2 life. MM U Jhessian Balmgiver {1}{W}{U} Creature - Human Cleric 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. {T}: Target creature can't be blocked this turn. CON U Jhessian Infiltrator {G}{U} Creature - Human Rogue 2/2 Jhessian Infiltrator can't be blocked. ALA U Jhessian Lookout {1}{U} Creature - Human Scout 2/1 ALA C Jhessian Thief {2}{U} Creature - Human Rogue 1/3 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever Jhessian Thief deals combat damage to a player, draw a card. ORI U Jhessian Zombies {4}{U}{B} Creature - Zombie 2/4 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Islandcycling {2}, swampcycling {2} ({2}, Discard this card: Search your library for an Island or Swamp card, reveal it, and put it into your hand. Then shuffle your library.) ARB C, DDH C Jhoira of the Ghitu {1}{U}{R} Legendary Creature - Human Wizard 2/2 {2}, Exile a nonland card from your hand: Put four time counters on the exiled card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter from that card. When the last is removed, cast it without paying its mana cost. If it's a creature, it has haste.) FUT R, MMA R Jhoira of the Ghitu Avatar Vanguard Hand +1, life +0 {3}, Discard a card: Copy three instant cards chosen at random. You may cast one of the copies without paying its mana cost. {3}, Discard a card: Copy three sorcery cards chosen at random. You may cast one of the copies without paying its mana cost. Activate this ability only any time you could cast a sorcery. VAN S Jhoira's Timebug {2} Artifact Creature - Insect 1/2 {T}: Choose target permanent you control or suspended card you own. If that permanent or card has a time counter on it, you may remove a time counter from it or put another time counter on it. TSP C Jhoira's Toolbox {2} Artifact Creature - Insect 1/1 {2}: Regenerate target artifact creature. GU U Jhovall Queen {4}{W}{W} Creature - Cat Rebel 4/7 Vigilance MM R Jhovall Rider {4}{W} Creature - Human Rebel 3/3 Trample MM U Jihad {W}{W}{W} Enchantment As Jihad enters the battlefield, choose a color and an opponent. White creatures get +2/+1 as long as the chosen player controls a nontoken permanent of the chosen color. When the chosen player controls no nontoken permanents of the chosen color, sacrifice Jihad. AN R Jilt {1}{U} Instant Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.) Return target creature to its owner's hand. If Jilt was kicked, it deals 2 damage to another target creature. AP C Jin-Gitaxias, Core Augur {8}{U}{U} Legendary Creature - Praetor 5/4 Flash At the beginning of your end step, draw seven cards. Each opponent's maximum hand size is reduced by seven. NPH M Jinx {1}{U} Instant Target land becomes the basic land type of your choice until end of turn. Draw a card at the beginning of the next turn's upkeep. HM C Jinxed Choker {3} Artifact At the beginning of your end step, target opponent gains control of Jinxed Choker and puts a charge counter on it. At the beginning of your upkeep, Jinxed Choker deals damage to you equal to the number of charge counters on it. {3}: Put a charge counter on Jinxed Choker or remove one from it. MRD R Jinxed Idol {2} Artifact At the beginning of your upkeep, Jinxed Idol deals 2 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Idol. TE R, M11 R, TPR R Jinxed Ring {2} Artifact Whenever a nontoken permanent is put into your graveyard from the battlefield, Jinxed Ring deals 1 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Ring. (This effect lasts indefinitely.) ST R Jiwari, the Earth Aflame {3}{R}{R} Legendary Creature - Spirit 3/3 {X}{R}, {T}: Jiwari, the Earth Aflame deals X damage to target creature without flying. Channel - {X}{R}{R}{R}, Discard Jiwari: Jiwari deals X damage to each creature without flying. SOK R Jodah's Avenger {5}{U} Creature - Shapeshifter 4/4 {0}: Until end of turn, Jodah's Avenger gets -1/-1 and gains your choice of double strike, protection from red, vigilance, or shadow. (A creature with shadow can block or be blocked by only creatures with shadow.) PLC U Johan {3}{R}{G}{W} Legendary Creature - Human Wizard 5/4 At the beginning of combat on your turn, you may have Johan gain "Johan can't attack" until end of combat. If you do, attacking doesn't cause creatures you control to tap this combat if Johan is untapped. LE R, CH R Johtull Wurm {5}{G} Creature - Wurm 6/6 Whenever Johtull Wurm becomes blocked, it gets -2/-1 until end of turn for each creature blocking it beyond the first. IA U, 5E U, ME2 U Join the Ranks {3}{W} Instant Put two 1/1 white Soldier Ally creature tokens onto the battlefield. WWK C Joiner Adept {1}{G} Creature - Elf Druid 2/1 Lands you control have "{T}: Add one mana of any color to your mana pool." 5DN R, 10E R Joint Assault {G} Instant Target creature gets +2/+2 until end of turn. If it's paired with a creature, that creature also gets +2/+2 until end of turn. AVR C Jokulhaups {4}{R}{R} Sorcery Destroy all artifacts, creatures, and lands. They can't be regenerated. IA R, 5E R, 6E R, MED R Jokulmorder {4}{U}{U}{U} Creature - Leviathan 12/12 Trample Jokulmorder enters the battlefield tapped. When Jokulmorder enters the battlefield, sacrifice it unless you sacrifice five lands. Jokulmorder doesn't untap during your untap step. Whenever you play an Island, you may untap Jokulmorder. CSP R Jolrael's Centaur {1}{G}{G} Creature - Centaur Archer 2/2 Shroud (This creature can't be the target of spells or abilities.) Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) MI C Jolrael's Favor {1}{G} Enchantment - Aura Flash Enchant creature {1}{G}: Regenerate enchanted creature. PR C Jolrael, Empress of Beasts {3}{G}{G} Legendary Creature - Human Spellshaper 3/3 {2}{G}, {T}, Discard two cards: All lands target player controls become 3/3 creatures until end of turn. They're still lands. PR R, TSB S Jolt {2}{U} Instant You may tap or untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. MI C Jolting Merfolk {2}{U}{U} Creature - Merfolk 2/2 Fading 4 (This creature enters the battlefield with four 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 Jolting Merfolk: Tap target creature. NE U Jor Kadeen, the Prevailer {3}{R}{W} Legendary Creature - Human Warrior 5/4 First strike Metalcraft - Creatures you control get +3/+0 as long as you control three or more artifacts. NPH R Joraga Bard {3}{G} Creature - Elf Rogue Ally 1/4 Whenever Joraga Bard or another Ally enters the battlefield under your control, you may have Ally creatures you control gain vigilance until end of turn. C, ZEN C Joraga Invocation {4}{G}{G} Sorcery Each creature you control gets +3/+3 until end of turn and must be blocked this turn if able. ORI U Joraga Treespeaker {G} Creature - Elf Druid 1/1 Level up {1}{G} ({1}{G}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 1/2 {T}: Add {G}{G} to your mana pool. LEVEL 5+ 1/4 Elves you control have "{T}: Add {G}{G} to your mana pool." ROE U Joraga Warcaller {G} Creature - Elf Warrior 1/1 Multikicker {1}{G} (You may pay an additional {1}{G} any number of times as you cast this spell.) Joraga Warcaller enters the battlefield with a +1/+1 counter on it for each time it was kicked. Other Elf creatures you control get +1/+1 for each +1/+1 counter on Joraga Warcaller. WWK R, C14 R Jorubai Murk Lurker {2}{U} Creature - Leech 1/3 Jorubai Murk Lurker gets +1/+1 as long as you control a Swamp. {1}{B}: Target creature gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.) M15 U Jotun Grunt {1}{W} Creature - Giant Soldier 4/4 Cumulative upkeep-Put two cards from a single graveyard on the bottom of their owner's library. (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.) CSP U, CMD U Jotun Owl Keeper {2}{W} Creature - Giant 3/3 Cumulative upkeep {W} or {U} (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 Jotun Owl Keeper dies, put a 1/1 white Bird creature token with flying onto the battlefield for each age counter on it. CSP U Journey of Discovery {2}{G} Sorcery Choose one - • Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library. • You may play up to two additional lands this turn. Entwine {2}{G} (Choose both if you pay the entwine cost.) MRD C Journey to Nowhere {1}{W} Enchantment When Journey to Nowhere enters the battlefield, exile target creature. When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control. ZEN C, DDF C, CMD C Journeyer's Kite {2} Artifact {3}, {T}: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. CHK R, DDI R Joven {3}{R}{R} Legendary Creature - Human Rogue 3/3 {R}{R}{R}, {T}: Destroy target noncreature artifact. HM C Joven's Ferrets {G} Creature - Ferret 1/1 Whenever Joven's Ferrets attacks, it gets +0/+2 until end of turn. At end of combat, tap all creatures that blocked Joven's Ferrets this turn. They don't untap during their controller's next untap step. HM C, ME2 U Joven's Tools {6} Artifact {4}, {T}: Target creature can't be blocked this turn except by Walls. HM U, 5E U Jovial Evil {2}{B} Sorcery Jovial Evil deals X damage to target opponent, where X is twice the number of white creatures that player controls. LE R Joyous Respite {3}{G} Sorcery - Arcane You gain 1 life for each land you control. CHK C Judge Unworthy {1}{W} Instant Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card's converted mana cost to that creature. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) FUT C Judge of Currents {1}{W} Creature - Merfolk Wizard 1/1 Whenever a Merfolk you control becomes tapped, you may gain 1 life. LRW C Judge's Familiar {W/U} Creature - Bird 1/1 Flying Sacrifice Judge's Familiar: Counter target instant or sorcery spell unless its controller pays {1}. RTR U Jugan, the Rising Star {3}{G}{G}{G} Legendary Creature - Dragon Spirit 5/5 Flying When Jugan, the Rising Star dies, you may distribute five +1/+1 counters among any number of target creatures. CHK R, MMA M Juggernaut {4} Artifact Creature - Juggernaut 5/3 Juggernaut attacks each turn if able. Juggernaut can't be blocked by Walls. 1E U, 2E U, 2U U, 3E U, DST U, 10E U, ARC U, M11 U, DDF U, ME4 U, M15 U Juju Bubble {1} Artifact Cumulative upkeep {1} (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 you play a card, sacrifice Juju Bubble. {2}: You gain 1 life. VI U Jukai Messenger {G} Creature - Human Monk 1/1 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) CHK C Jump {U} Instant Target creature gains flying until end of turn. 1E C, 2E C, 2U C, 3E C, 4E C, M10 C Jund Plane - Alara Whenever a player casts a black, red, or green creature spell, it gains devour 5. (As the creature enters the battlefield, its controller may sacrifice any number of creatures. The creature enters the battlefield with five times that many +1/+1 counters on it.) Whenever you roll CHAOS, put two 1/1 red Goblin creature tokens onto the battlefield. PC2 C Jund Battlemage {2}{R} Creature - Human Shaman 2/2 {B}, {T}: Target player loses 1 life. {G}, {T}: Put a 1/1 green Saproling creature token onto the battlefield. ALA U Jund Charm {B}{R}{G} Instant Choose one - • Exile all cards from target player's graveyard. • Jund Charm deals 2 damage to each creature. • Put two +1/+1 counters on target creature. ALA U, C13 U Jund Hackblade {B/G}{R} Creature - Goblin Berserker 2/1 As long as you control another multicolored permanent, Jund Hackblade gets +1/+1 and has haste. ARB C Jund Panorama Land {T}: Add {1} to your mana pool. {1}, {T}, Sacrifice Jund Panorama: Search your library for a basic Swamp, Mountain, or Forest card and put it onto the battlefield tapped. Then shuffle your library. ALA C, C13 C Jund Sojourners {B}{R}{G} Creature - Viashino Shaman 3/2 When you cycle Jund Sojourners or it dies, you may have it deal 1 damage to target creature or player. Cycling {2}{R} ({2}{R}, Discard this card: Draw a card.) ARB C Jungle Barrier {2}{G}{U} Creature - Plant Wall 2/6 Defender (This creature can't attack.) When Jungle Barrier enters the battlefield, draw a card. AP U Jungle Basin Land Jungle Basin enters the battlefield tapped. When Jungle Basin enters the battlefield, sacrifice it unless you return an untapped Forest you control to its owner's hand. {T}: Add {1}{G} to your mana pool. VI U, C14 U Jungle Hollow Land Jungle Hollow enters the battlefield tapped. When Jungle Hollow enters the battlefield, you gain 1 life. {T}: Add {B} or {G} to your mana pool. KTK C, FRF C Jungle Lion {G} Creature - Cat 2/1 Jungle Lion can't block. PO C, ME3 C Jungle Patrol {3}{G} Creature - Human Soldier 3/2 {1}{G}, {T}: Put a 0/1 green Wall creature token with defender named Wood onto the battlefield. Sacrifice a token named Wood: Add {R} to your mana pool. MI R Jungle Shrine Land Jungle Shrine enters the battlefield tapped. {T}: Add {R}, {G}, or {W} to your mana pool. ALA U, DDH U, C13 U Jungle Troll {1}{R}{G} Creature - Troll 2/1 {R}: Regenerate Jungle Troll. {G}: Regenerate Jungle Troll. MI U Jungle Weaver {5}{G}{G} Creature - Spider 5/6 Reach (This creature can block creatures with flying.) Cycling {2} ({2}, Discard this card: Draw a card.) ALA C Jungle Wurm {3}{G}{G} Creature - Wurm 5/5 Whenever Jungle Wurm becomes blocked, it gets -1/-1 until end of turn for each creature blocking it beyond the first. MI C, VMA C Juniper Order Advocate {2}{W} Creature - Human Knight 1/2 As long as Juniper Order Advocate is untapped, green creatures you control get +1/+1. AL U, ME2 U Juniper Order Druid {2}{G} Creature - Human Cleric Druid 1/1 {T}: Untap target land. IA C Juniper Order Ranger {3}{G}{W} Creature - Human Knight 2/4 Whenever another creature enters the battlefield under your control, put a +1/+1 counter on that creature and a +1/+1 counter on Juniper Order Ranger. CSP U, DDG U Junk Diver {3} Artifact Creature - Bird 1/1 Flying When Junk Diver dies, return another target artifact card from your graveyard to your hand. CG R, C14 R Junk Golem {4} Artifact Creature - Golem 0/0 Junk Golem enters the battlefield with three +1/+1 counters on it. At the beginning of your upkeep, sacrifice Junk Golem unless you remove a +1/+1 counter from it. {1}, Discard a card: Put a +1/+1 counter on Junk Golem. OD R Junktroller {4} Artifact Creature - Golem 0/6 Defender (This creature can't attack.) {T}: Put target card from a graveyard on the bottom of its owner's library. RAV U Junkyo Bell {4} Artifact At the beginning of your upkeep, you may have target creature you control get +X/+X until end of turn, where X is the number of creatures you control. If you do, sacrifice that creature at the beginning of the next end step. CHK R Juntu Stakes {2} Artifact Creatures with power 1 or less don't untap during their controllers' untap steps. IN R Junun Efreet {1}{B}{B} Creature - Efreet 3/3 Flying At the beginning of your upkeep, sacrifice Junun Efreet unless you pay {B}{B}. AN R, 4E U, ME4 U Jushi Apprentice {1}{U} Creature - Human Wizard 1/2 {2}{U}, {T}: Draw a card. If you have nine or more cards in hand, flip Jushi Apprentice. ---- Tomoya the Revealer Legendary Creature - Human Wizard 2/3 {3}{U}{U}, {T}: Target player draws X cards, where X is the number of cards in your hand. CHK R Just Fate {2}{W} Instant Cast Just Fate only during the declare attackers step and only if you've been attacked this step. Destroy target attacking creature. P2 R, ME4 C Justice {2}{W}{W} Enchantment At the beginning of your upkeep, sacrifice Justice unless you pay {W}{W}. Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller. IA U, 5E U Juvenile Gloomwidow {G}{G} Creature - Spider 1/3 Reach (This creature can block creatures with flying.) Wither (This deals damage to creatures in the form of -1/-1 counters.) SHM C Juxtapose {3}{U} Sorcery You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest cost, their controller chooses one of them. LE R, CH R, 5E R, 6E R, MED U Juzam Djinn {2}{B}{B} Creature - Djinn 5/5 At the beginning of your upkeep, Juzam Djinn deals 1 damage to you. AN R, MED R Jwar Isle Refuge Land Jwar Isle Refuge enters the battlefield tapped. When Jwar Isle Refuge enters the battlefield, you gain 1 life. {T}: Add {U} or {B} to your mana pool. ZEN U, CMD U, PC2 U, C13 U Jwari Scuttler {2}{U} Creature - Crab 2/3 ROE C Jwari Shapeshifter {1}{U} Creature - Shapeshifter Ally 0/0 You may have Jwari Shapeshifter enter the battlefield as a copy of any Ally creature on the battlefield. WWK R Kaalia of the Vast {1}{W}{B}{R} Legendary Creature - Human Cleric 2/2 Flying Whenever Kaalia of the Vast attacks an opponent, you may put an Angel, Demon, or Dragon creature card from your hand onto the battlefield tapped and attacking that opponent. CMD M, CM1 M Kabira Crossroads Land Kabira Crossroads enters the battlefield tapped. When Kabira Crossroads enters the battlefield, you gain 2 life. {T}: Add {W} to your mana pool. ZEN C, DDF C Kabira Evangel {2}{W} Creature - Human Cleric Ally 2/3 Whenever Kabira Evangel or another Ally enters the battlefield under your control, you may choose a color. If you do, Allies you control gain protection from the chosen color until end of turn. ZEN R Kabira Vindicator {3}{W} Creature - Human Knight 2/4 Level up {2}{W} ({2}{W}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-4 3/6 Other creatures you control get +1/+1. LEVEL 5+ 4/8 Other creatures you control get +2/+2. U, ROE U, DDG U Kaboom! {4}{R} Sorcery Choose any number of target players. For each of those players, reveal cards from the top of your library until you reveal a nonland card. Kaboom deals damage equal to that card's converted mana cost to that player, then you put the revealed cards on the bottom of your library in any order. ONS R Kabuto Moth {2}{W} Creature - Spirit 1/2 Flying {T}: Target creature gets +1/+2 until end of turn. CHK C Kaervek the Merciless {5}{B}{R} Legendary Creature - Human Shaman 5/4 Whenever an opponent casts a spell, Kaervek the Merciless deals damage to target creature or player equal to that spell's converted mana cost. TSP R, ARC R Kaervek's Hex {3}{B} Sorcery Kaervek's Hex deals 1 damage to each nonblack creature and an additional 1 damage to each green creature. MI U Kaervek's Purge {X}{B}{R} Sorcery Destroy target creature with converted mana cost X. If that creature dies this way, Kaervek's Purge deals damage equal to the creature's power to the creature's controller. MI U Kaervek's Spite {B}{B}{B} Instant As an additional cost to cast Kaervek's Spite, sacrifice all permanents you control and discard your hand. Target player loses 5 life. VI R Kaervek's Torch {X}{R} Sorcery As long as Kaervek's Torch is on the stack, spells that target it cost {2} more to cast. Kaervek's Torch deals X damage to target creature or player. MI C, VMA U Kagemaro's Clutch {3}{B} Enchantment - Aura Enchant creature Enchanted creature gets -X/-X, where X is the number of cards in your hand. SOK C Kagemaro, First to Suffer {3}{B}{B} Legendary Creature - Demon Spirit */* Kagemaro, First to Suffer's power and toughness are each equal to the number of cards in your hand. {B}, Sacrifice Kagemaro: All creatures get -X/-X until end of turn, where X is the number of cards in your hand. SOK R Kaho, Minamo Historian {2}{U}{U} Legendary Creature - Human Wizard 2/2 When Kaho, Minamo Historian enters the battlefield, search your library for up to three instant cards and exile them. Then shuffle your library. {X}, {T}: You may cast a card with converted mana cost X exiled with Kaho without paying its mana cost. SOK R Kaijin of the Vanishing Touch {1}{U} Creature - Spirit 0/3 Defender (This creature can't attack.) Whenever Kaijin of the Vanishing Touch blocks a creature, return that creature to its owner's hand at end of combat. (Return it only if it's on the battlefield.) BOK U Kalastria Healer {1}{B} Creature - Vampire Cleric Ally 1/2 Rally - Whenever Kalastria Healer or another Ally enters the battlefield under your control, each opponent loses 1 life and you gain 1 life. C Kalastria Highborn {B}{B} Creature - Vampire Shaman 2/2 Whenever Kalastria Highborn or another Vampire you control dies, you may pay {B}. If you do, target player loses 2 life and you gain 2 life. WWK R Kalastria Nightwatch {4}{B} Creature - Vampire Warrior Ally 4/5 Whenever you gain life, Kalastria Nightwatch gains flying until end of turn. C Kaleidostone {2} Artifact When Kaleidostone enters the battlefield, draw a card. {5}, {T}, Sacrifice Kaleidostone: Add {W}{U}{B}{R}{G} to your mana pool. CON C Kalitas, Bloodchief of Ghet {5}{B}{B} Legendary Creature - Vampire Warrior 5/5 {B}{B}{B}, {T}: Destroy target creature. If that creature dies this way, put a black Vampire creature token onto the battlefield. Its power is equal to that creature's power and its toughness is equal to that creature's toughness. ZEN M Kalonian Behemoth {5}{G}{G} Creature - Beast 9/9 Shroud (This creature can't be the target of spells or abilities.) M10 R Kalonian Hydra {3}{G}{G} Creature - Hydra 0/0 Trample Kalonian Hydra enters the battlefield with four +1/+1 counters on it. Whenever Kalonian Hydra attacks, double the number of +1/+1 counters on each creature you control. M14 M Kalonian Tusker {G}{G} Creature - Beast 3/3 M14 U Kalonian Twingrove {5}{G} Creature - Treefolk Warrior */* Kalonian Twingrove's power and toughness are each equal to the number of Forests you control. When Kalonian Twingrove enters the battlefield, put a green Treefolk Warrior creature token onto the battlefield with "This creature's power and toughness are each equal to the number of Forests you control." M15 R Kamahl's Desire {1}{R} Enchantment - Aura Enchant creature Enchanted creature has first strike. Threshold - Enchanted creature gets +3/+0 as long as seven or more cards are in your graveyard. OD C Kamahl's Sledge {5}{R}{R} Sorcery Kamahl's Sledge deals 4 damage to target creature. Threshold - If seven or more cards are in your graveyard, instead Kamahl's Sledge deals 4 damage to that creature and 4 damage to that creature's controller. TOR C Kamahl's Summons {3}{G} Sorcery Each player may reveal any number of creature cards from his or her hand. Then each player puts a 2/2 green Bear creature token onto the battlefield for each card he or she revealed this way. ONS U Kamahl, Fist of Krosa {4}{G}{G} Legendary Creature - Human Druid 4/3 {G}: Target land becomes a 1/1 creature until end of turn. It's still a land. {2}{G}{G}{G}: Creatures you control get +3/+3 and gain trample until end of turn. ONS R, ARC R Kamahl, Pit Fighter {4}{R}{R} Legendary Creature - Human Barbarian 6/1 Haste (This creature can attack and {T} as soon as it comes under your control.) {T}: Kamahl, Pit Fighter deals 3 damage to target creature or player. OD R, 10E R, DDL R Kami of Ancient Law {1}{W} Creature - Spirit 2/2 Sacrifice Kami of Ancient Law: Destroy target enchantment. CHK C, MM2 C Kami of Empty Graves {3}{B} Creature - Spirit 4/1 Soulshift 3 (When this creature dies, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) SOK C Kami of False Hope {W} Creature - Spirit 1/1 Sacrifice Kami of False Hope: Prevent all combat damage that would be dealt this turn. BOK C Kami of Fire's Roar {3}{R} Creature - Spirit 2/3 Whenever you cast a Spirit or Arcane spell, target creature can't block this turn. CHK C Kami of Lunacy {4}{B}{B} Creature - Spirit 4/1 Flying Soulshift 5 (When this creature dies, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) CHK U Kami of Old Stone {3}{W} Creature - Spirit 1/7 CHK U, 9ED U Kami of Tattered Shoji {4}{W} Creature - Spirit 2/5 Whenever you cast a Spirit or Arcane spell, Kami of Tattered Shoji gains flying until end of turn. BOK C Kami of Twisted Reflection {1}{U}{U} Creature - Spirit 2/2 Sacrifice Kami of Twisted Reflection: Return target creature you control to its owner's hand. CHK C Kami of the Crescent Moon {U}{U} Legendary Creature - Spirit 1/3 At the beginning of each player's draw step, that player draws an additional card. SOK R Kami of the Honored Dead {5}{W}{W} Creature - Spirit 3/5 Flying Whenever Kami of the Honored Dead is dealt damage, you gain that much life. 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.) BOK U Kami of the Hunt {2}{G} Creature - Spirit 2/2 Whenever you cast a Spirit or Arcane spell, Kami of the Hunt gets +1/+1 until end of turn. CHK C Kami of the Painted Road {4}{W} Creature - Spirit 3/3 Whenever you cast a Spirit or Arcane spell, Kami of the Painted Road gains protection from the color of your choice until end of turn. CHK C Kami of the Palace Fields {5}{W} Creature - Spirit 3/2 Flying, first strike Soulshift 5 (When this creature dies, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) CHK U Kami of the Tended Garden {3}{G} Creature - Spirit 4/4 At the beginning of your upkeep, sacrifice Kami of the Tended Garden unless you pay {G}. Soulshift 3 (When this creature dies, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) SOK U Kami of the Waning Moon {2}{B} Creature - Spirit 1/1 Flying Whenever you cast a Spirit or Arcane spell, target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) CHK C Kangee, Aerie Keeper {2}{W}{U} Legendary Creature - Bird Wizard 2/2 Kicker {X}{2} (You may pay an additional {X}{2} as you cast this spell.) Flying When Kangee, Aerie Keeper enters the battlefield, if it was kicked, put X feather counters on it. Other Bird creatures get +1/+1 for each feather counter on Kangee, Aerie Keeper. IN R Kapsho Kitefins {4}{U}{U} Creature - Fish 3/3 Flying Whenever Kapsho Kitefins or another creature enters the battlefield under your control, tap target creature an opponent controls. M15 U Karador, Ghost Chieftain {5}{B}{G}{W} Legendary Creature - Centaur Spirit 3/4 Karador, Ghost Chieftain costs {1} less to cast for each creature card in your graveyard. During each of your turns, you may cast one creature card from your graveyard. CMD M Karakas Legendary Land {T}: Add {W} to your mana pool. {T}: Return target legendary creature to its owner's hand. LE U, ME3 R Karametra's Acolyte {3}{G} Creature - Human Druid 1/4 {T}: Add an amount of {G} to your mana pool equal to your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.) THS U Karametra's Favor {1}{G} Enchantment - Aura Enchant creature When Karametra's Favor enters the battlefield, draw a card. Enchanted creature has "{T}: Add one mana of any color to your mana pool." BNG C Karametra, God of Harvests {3}{G}{W} Legendary Enchantment Creature - God 6/7 Indestructible As long as your devotion to green and white is less than seven, Karametra isn't a creature. Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle your library. BNG M Kargan Dragonlord {R}{R} Creature - Human Warrior 2/2 Level up {R} ({R}: Put a level counter on this. Level up only as a sorcery.) LEVEL 4-7 4/4 Flying LEVEL 8+ 8/8 Flying, trample {R}: Kargan Dragonlord gets +1/+0 until end of turn. ROE M Karma {2}{W}{W} Enchantment At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 8ED U Karmic Guide {3}{W}{W} Creature - Angel Spirit 2/2 Flying, protection from black Echo {3}{W}{W} (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.) When Karmic Guide enters the battlefield, return target creature card from your graveyard to the battlefield. GU R, C13 R, VMA R Karmic Justice {2}{W} Enchantment Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls. OD R Karn Vanguard Hand +1, life +6 Each noncreature artifact you control is an artifact creature with power and toughness each equal to its converted mana cost. VAN S Karn Liberated {7} Planeswalker - Karn 6 [+4] Target player exiles a card from his or her hand. [-3] Exile target permanent. [-14] Restart the game, leaving in exile all non-Aura permanent cards exiled with Karn Liberated. Then put those cards onto the battlefield under your control. NPH M, MM2 M Karn's Touch {U}{U} Instant Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.) MM R Karn, Silver Golem {5} Legendary Artifact Creature - Golem 4/4 Whenever Karn, Silver Golem blocks or becomes blocked, it gets -4/+4 until end of turn. {1}: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. UZ R, V10 M, VMA R Karona's Zealot {4}{W} Creature - Human Cleric 2/5 Morph {3}{W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Karona's Zealot is turned face up, all damage that would be dealt to it this turn is dealt to target creature instead. SCG U Karona, False God {1}{W}{U}{B}{R}{G} Legendary Creature - Avatar 5/5 Haste At the beginning of each player's upkeep, that player untaps Karona, False God and gains control of it. Whenever Karona attacks, creatures of the creature type of your choice get +3/+3 until end of turn. SCG R Karona, False God Avatar Vanguard Hand -1, life +8 At the beginning of your upkeep, exchange control of a permanent you control chosen at random and a permanent target opponent controls chosen at random. VAN S Karoo Land Karoo enters the battlefield tapped. When Karoo enters the battlefield, sacrifice it unless you return an untapped Plains you control to its owner's hand. {T}: Add {1}{W} to your mana pool. VI U, C14 U Karoo Meerkat {1}{G} Creature - Mongoose 2/1 Protection from blue MI U Karplusan Forest Land {T}: Add {1} to your mana pool. {T}: Add {R} or {G} to your mana pool. Karplusan Forest deals 1 damage to you. IA R, 5E R, 6E R, 7E R, 9ED R, 10E R Karplusan Giant {6}{R} Creature - Giant 3/3 Tap an untapped snow land you control: Karplusan Giant gets +1/+1 until end of turn. IA U, ME2 U Karplusan Minotaur {2}{R}{R} Creature - Minotaur Warrior 3/3 Cumulative upkeep-Flip a coin. (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.) Whenever you win a coin flip, Karplusan Minotaur deals 1 damage to target creature or player. Whenever you lose a coin flip, Karplusan Minotaur deals 1 damage to target creature or player of an opponent's choice. CSP R Karplusan Strider {3}{G} Creature - Yeti 3/4 Karplusan Strider can't be the target of blue or black spells. CSP U, 10E U, MM2 U Karplusan Wolverine {R} Snow Creature - Wolverine Beast 1/1 Whenever Karplusan Wolverine becomes blocked, you may have it deal 1 damage to target creature or player. CSP C Karplusan Yeti {3}{R}{R} Creature - Yeti 3/3 {T}: Karplusan Yeti deals damage equal to its power to target creature. That creature deals damage equal to its power to Karplusan Yeti. IA R, 9ED R Karrthus, Tyrant of Jund {4}{B}{R}{G} Legendary Creature - Dragon 7/7 Flying, haste When Karrthus, Tyrant of Jund enters the battlefield, gain control of all Dragons, then untap all Dragons. Other Dragon creatures you control have haste. ARB M Karstoderm {2}{G}{G} Creature - Beast 0/0 Karstoderm enters the battlefield with five +1/+1 counters on it. Whenever an artifact enters the battlefield, remove a +1/+1 counter from Karstoderm. DST U Kashi-Tribe Elite {1}{G}{G} Creature - Snake Warrior 2/3 Legendary Snakes you control have shroud. (They can't be the targets of spells or abilities.) Whenever Kashi-Tribe Elite deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. SOK U Kashi-Tribe Reaver {3}{G} Creature - Snake Warrior 3/2 Whenever Kashi-Tribe Reaver deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. {1}{G}: Regenerate Kashi-Tribe Reaver. CHK U Kashi-Tribe Warriors {3}{G}{G} Creature - Snake Warrior 2/4 Whenever Kashi-Tribe Warriors deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. CHK C Kasimir the Lone Wolf {4}{W}{U} Legendary Creature - Human Warrior 5/3 LE U Katabatic Winds {2}{G} Enchantment Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Creatures with flying can't attack or block, and their activated abilities with {T} in their costs can't be activated. VI R Kataki, War's Wage {1}{W} Legendary Creature - Spirit 2/1 All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay {1}." MD1 R, SOK R, MMA R Kathari Bomber {1}{B}{R} Creature - Bird Shaman 2/2 Flying When Kathari Bomber deals combat damage to a player, put two 1/1 red Goblin creature tokens onto the battlefield and sacrifice Kathari Bomber. Unearth {3}{B}{R} ({3}{B}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ARB C, DDN C Kathari Remnant {2}{U}{B} Creature - Bird Skeleton 0/1 Flying {B}: Regenerate Kathari Remnant. Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) ARB U, PC2 U Kathari Screecher {2}{U} Creature - Bird Soldier 2/2 Flying Unearth {2}{U} ({2}{U}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA C Kavu Aggressor {2}{R} Creature - Kavu 3/2 Kicker {4} (You may pay an additional {4} as you cast this spell.) Kavu Aggressor can't block. If Kavu Aggressor was kicked, it enters the battlefield with a +1/+1 counter on it. IN C Kavu Chameleon {3}{G}{G} Creature - Kavu 4/4 Kavu Chameleon can't be countered. {G}: Kavu Chameleon becomes the color of your choice until end of turn. IN U Kavu Climber {3}{G}{G} Creature - Kavu 3/3 When Kavu Climber enters the battlefield, draw a card. IN C, 9ED C, 10E C Kavu Glider {2}{R} Creature - Kavu 2/1 {W}: Kavu Glider gets +0/+1 until end of turn. {U}: Kavu Glider gains flying until end of turn. AP C Kavu Howler {4}{G}{G} Creature - Kavu 4/5 When Kavu Howler enters the battlefield, reveal the top four cards of your library. Put all Kavu cards revealed this way into your hand and the rest on the bottom of your library in any order. AP U Kavu Lair {2}{G} Enchantment Whenever a creature with power 4 or greater enters the battlefield, its controller draws a card. IN R Kavu Mauler {4}{G}{G} Creature - Kavu 4/4 Trample Whenever Kavu Mauler attacks, it gets +1/+1 until end of turn for each other attacking Kavu. AP R Kavu Monarch {2}{R}{R} Creature - Kavu 3/3 Kavu creatures have trample. Whenever another Kavu enters the battlefield, put a +1/+1 counter on Kavu Monarch. IN R Kavu Predator {1}{G} Creature - Kavu 2/2 Trample Whenever an opponent gains life, put that many +1/+1 counters on Kavu Predator. PLC U, DDL U Kavu Primarch {3}{G} Creature - Kavu 3/3 Kicker {4} (You may pay an additional {4} as you cast this spell.) Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) If Kavu Primarch was kicked, it enters the battlefield with four +1/+1 counters on it. FUT C, MM2 C Kavu Recluse {2}{R} Creature - Kavu 2/2 {T}: Target land becomes a Forest until end of turn. PS C Kavu Runner {3}{R} Creature - Kavu 3/3 Kavu Runner has haste as long as no opponent controls a white or blue creature. IN U Kavu Scout {2}{R} Creature - Kavu Scout 0/2 Domain - Kavu Scout gets +1/+0 for each basic land type among lands you control. IN C Kavu Titan {1}{G} Creature - Kavu 2/2 Kicker {2}{G} (You may pay an additional {2}{G} as you cast this spell.) If Kavu Titan was kicked, it enters the battlefield with three +1/+1 counters on it and with trample. IN R Kaysa {3}{G}{G} Legendary Creature - Elf Druid 2/3 Green creatures you control get +1/+1. AL R, ME2 R Kazandu Blademaster {W}{W} Creature - Human Soldier Ally 1/1 First strike, vigilance Whenever Kazandu Blademaster or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Kazandu Blademaster. ZEN U Kazandu Refuge Land Kazandu Refuge enters the battlefield tapped. When Kazandu Refuge enters the battlefield, you gain 1 life. {T}: Add {R} or {G} to your mana pool. ZEN U, ARC U, CMD U, DDH U, PC2 U, DDL U, C13 U Kazandu Tuskcaller {1}{G} Creature - Human Shaman 1/1 Level up {1}{G} ({1}{G}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-5 1/1 {T}: Put a 3/3 green Elephant creature token onto the battlefield. LEVEL 6+ 1/1 {T}: Put two 3/3 green Elephant creature tokens onto the battlefield. ROE R, C13 R Kazuul Warlord {4}{R} Creature - Minotaur Warrior Ally 3/3 Whenever Kazuul Warlord or another Ally enters the battlefield under your control, you may put a +1/+1 counter on each Ally creature you control. ZEN R Kazuul, Tyrant of the Cliffs {3}{R}{R} Legendary Creature - Ogre Warrior 5/4 Whenever a creature an opponent controls attacks, if you're the defending player, put a 3/3 red Ogre creature token onto the battlefield unless that creature's controller pays {3}. WWK R Kederekt Creeper {U}{B}{R} Creature - Horror 2/3 Menace (This creature can't be blocked except by two or more creatures.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) ALA C Kederekt Leviathan {6}{U}{U} Creature - Leviathan 5/5 When Kederekt Leviathan enters the battlefield, return all other nonland permanents to their owners' hands. Unearth {6}{U} ({6}{U}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA R Kederekt Parasite {B} Creature - Horror 1/1 Whenever an opponent draws a card, if you control a red permanent, you may have Kederekt Parasite deal 1 damage to that player. CON R Keen Sense {G} Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card. PLC U Keen-Eyed Archers {2}{W} Creature - Elf Archer 2/2 Reach (This creature can block creatures with flying.) PO C Keeneye Aven {3}{U} Creature - Bird Soldier 2/3 Flying Cycling {2} ({2}, Discard this card: Draw a card.) LGN C, VMA C Keening Apparition {1}{W} Creature - Spirit 2/2 Sacrifice Keening Apparition: Destroy target enchantment. RTR C Keening Banshee {2}{B}{B} Creature - Spirit 2/2 Flying When Keening Banshee enters the battlefield, target creature gets -2/-2 until end of turn. RAV U, DDD U, DD3_GVL U Keening Stone {6} Artifact {5}, {T}: Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in that player's graveyard. ROE R Keep Watch {2}{U} Instant Draw a card for each attacking creature. JUD C, HOP C Keeper of Kookus {R} Creature - Goblin 1/1 {R}: Keeper of Kookus gains protection from red until end of turn. VI C Keeper of Progenitus {3}{G} Creature - Elf Druid 1/3 Whenever a player taps a Mountain, Forest, or Plains for mana, that player adds one mana to his or her mana pool of any type that land produced. ALA R Keeper of Tresserhorn {5}{B} Creature - Avatar 6/6 Whenever Keeper of Tresserhorn attacks and isn't blocked, it assigns no combat damage this turn and defending player loses 2 life. AL R Keeper of the Beasts {G}{G} Creature - Human Wizard 1/2 {G}, {T}: Choose target opponent who controlled more creatures than you did as you activated this ability. Put a 2/2 green Beast creature token onto the battlefield. EX U Keeper of the Dead {B}{B} Creature - Human Wizard 1/2 {B}, {T}: Choose target opponent who had at least two fewer creature cards in his or her graveyard than you did as you activated this ability. Destroy target nonblack creature he or she controls. EX U Keeper of the Flame {R}{R} Creature - Human Wizard 1/2 {R}, {T}: Choose target opponent who had more life than you did as you activated this ability. Keeper of the Flame deals 2 damage to him or her. EX U Keeper of the Lens {1} Artifact Creature - Golem 1/2 You may look at face-down creatures you don't control. (You may do this at any time.) DTK C Keeper of the Light {W}{W} Creature - Human Wizard 1/2 {W}, {T}: Choose target opponent who had more life than you did as you activated this ability. You gain 3 life. EX U Keeper of the Mind {U}{U} Creature - Human Wizard 1/2 {U}, {T}: Choose target opponent who had at least two more cards in hand than you did as you activated this ability. Draw a card. EX U Keeper of the Nine Gales {2}{U} Creature - Bird Wizard 1/2 Flying {T}, Tap two untapped Birds you control: Return target permanent to its owner's hand. LGN R Keepers of the Faith {1}{W}{W} Creature - Human Cleric 2/3 LE C, CH C Keepsake Gorgon {3}{B}{B} Creature - Gorgon 2/5 Deathtouch {5}{B}{B}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.) When Keepsake Gorgon becomes monstrous, destroy target non-Gorgon creature an opponent controls. THS U Kei Takahashi {2}{G}{W} Legendary Creature - Human Cleric 2/2 {T}: Prevent the next 2 damage that would be dealt to target creature this turn. LE R, CH U, ME3 U Keiga, the Tide Star {5}{U} Legendary Creature - Dragon Spirit 5/5 Flying When Keiga, the Tide Star dies, gain control of target creature. CHK R, MMA M Keldon Arsonist {2}{R} Creature - Human Soldier 1/1 {1}, Sacrifice two lands: Destroy target land. PR U Keldon Battlewagon {5} Artifact Creature - Juggernaut 0/3 Trample Keldon Battlewagon can't block. When Keldon Battlewagon attacks, sacrifice it at end of combat. Tap an untapped creature you control: Keldon Battlewagon gets +X/+0 until end of turn, where X is the power of the creature tapped this way. PR R Keldon Berserker {3}{R} Creature - Human Soldier Berserker 2/3 Whenever Keldon Berserker attacks, if you control no untapped lands, it gets +3/+0 until end of turn. PR C Keldon Champion {2}{R}{R} Creature - Human Barbarian 3/2 Haste Echo {2}{R}{R} (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.) When Keldon Champion enters the battlefield, it deals 3 damage to target player. CG U, HOP U, PD2 U Keldon Firebombers {3}{R}{R} Creature - Human Soldier 3/3 When Keldon Firebombers enters the battlefield, each player sacrifices all lands he or she controls except for three. PR R Keldon Halberdier {4}{R} Creature - Human Warrior 4/1 First strike Suspend 4- {R} (Rather than cast this card from your hand, you may pay {R} 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. It has haste.) TSP C Keldon Mantle {1}{R} Enchantment - Aura Enchant creature {B}: Regenerate enchanted creature. {R}: Enchanted creature gets +1/+0 until end of turn. {G}: Enchanted creature gains trample until end of turn. PS C Keldon Marauders {1}{R} Creature - Human Warrior 3/3 Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Keldon Marauders enters the battlefield or leaves the battlefield, it deals 1 damage to target player. PLC C, PD2 C Keldon Megaliths Land Keldon Megaliths enters the battlefield tapped. {T}: Add {R} to your mana pool. Hellbent - {1}{R}, {T}: Keldon Megaliths deals 1 damage to target creature or player. Activate this ability only if you have no cards in hand. FUT U, DD2 U, DD3_JVC U Keldon Necropolis Legendary Land {T}: Add {1} to your mana pool. {4}{R}, {T}, Sacrifice a creature: Keldon Necropolis deals 2 damage to target creature or player. IN R, VMA R Keldon Twilight {1}{B}{R} Enchantment At the beginning of each player's end step, if no creatures attacked this turn, that player sacrifices a creature he or she controlled since the beginning of the turn. PS R Keldon Vandals {2}{R} Creature - Human Rogue 4/1 Echo {2}{R} (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.) When Keldon Vandals enters the battlefield, destroy target artifact. CG C Keldon Warlord {2}{R}{R} Creature - Human Barbarian */* Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, MED U Kelinore Bat {2}{B} Creature - Bat 2/1 Flying M10 C Kelsinko Ranger {W} Creature - Human 1/1 {1}{W}: Target green creature gains first strike until end of turn. IA C Kemba's Legion {5}{W}{W} Creature - Cat Soldier 4/6 Vigilance Kemba's Legion can block an additional creature for each Equipment attached to Kemba's Legion. MBS U Kemba's Skyguard {1}{W}{W} Creature - Cat Knight 2/2 Flying When Kemba's Skyguard enters the battlefield, you gain 2 life. DDF C, SOM C Kemba, Kha Regent {1}{W}{W} Legendary Creature - Cat Cleric 2/4 At the beginning of your upkeep, put a 2/2 white Cat creature token onto the battlefield for each Equipment attached to Kemba, Kha Regent. SOM R, C14 R Kemuri-Onna {4}{B} Creature - Spirit 3/3 When Kemuri-Onna enters the battlefield, target player discards a card. Whenever you cast a Spirit or Arcane spell, you may return Kemuri-Onna to its owner's hand. SOK U Kentaro, the Smiling Cat {1}{W} Legendary Creature - Human Samurai 2/1 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) You may pay {X} rather than pay the mana cost for Samurai spells you cast, where X is that spell's converted mana cost. BOK R Keranos, God of Storms {3}{U}{R} Legendary Enchantment Creature - God 6/5 Indestructible As long as your devotion to blue and red is less than seven, Keranos isn't a creature. Reveal the first card you draw on each of your turns. Whenever you reveal a land card this way, draw a card. Whenever you reveal a nonland card this way, Keranos deals 3 damage to target creature or player. JOU M Kessig Plane - Innistrad Prevent all combat damage that would be dealt by non-Werewolf creatures. Whenever you roll CHAOS, each creature you control gets +2/+2, gains trample, and becomes a Werewolf in addition to its other types until end of turn. PC2 C Kessig Cagebreakers {4}{G} Creature - Human Rogue 3/4 Whenever Kessig Cagebreakers attacks, put a 2/2 green Wolf creature token onto the battlefield tapped and attacking for each creature card in your graveyard. ISD R Kessig Malcontents {2}{R} Creature - Human Warrior 3/1 When Kessig Malcontents enters the battlefield, it deals damage to target player equal to the number of Humans you control. AVR U Kessig Recluse {2}{G}{G} Creature - Spider 2/3 Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) DKA C Kessig Wolf {2}{R} Creature - Wolf 3/1 {1}{R}: Kessig Wolf gains first strike until end of turn. ISD C Kessig Wolf Run Land {T}: Add {1} to your mana pool. {X}{R}{G}, {T}: Target creature gets +X/+0 and gains trample until end of turn. ISD R, V13 M Keymaster Rogue {3}{U} Creature - Human Rogue 3/2 Keymaster Rogue can't be blocked. When Keymaster Rogue enters the battlefield, return a creature you control to its owner's hand. GTC C Kezzerdrix {2}{B}{B} Creature - Rabbit Beast 4/4 First strike At the beginning of your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you. TE R, VMA U, TPR R Khabal Ghoul {2}{B} Creature - Zombie 1/1 At the beginning of each end step, put a +1/+1 counter on Khabal Ghoul for each creature that died this turn. AN U, MED R Khalni Garden Land Khalni Garden enters the battlefield tapped. When Khalni Garden enters the battlefield, put a 0/1 green Plant creature token onto the battlefield. {T}: Add {G} to your mana pool. WWK C, ARC C, PC2 C, C13 C Khalni Gem {4} Artifact When Khalni Gem enters the battlefield, return two lands you control to their owner's hand. {T}: Add two mana of any one color to your mana pool. ZEN U Khalni Heart Expedition {1}{G} Enchantment Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on Khalni Heart Expedition. Remove three quest counters from Khalni Heart Expedition and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library. C, ZEN C Khalni Hydra {G}{G}{G}{G}{G}{G}{G}{G} Creature - Hydra 8/8 Khalni Hydra costs {G} less to cast for each green creature you control. Trample ROE M Kharasha Foothills Plane - Mongseng Whenever a creature you control attacks a player, for each other opponent, you may put a token that's a copy of that creature onto the battlefield tapped and attacking that opponent. Exile those tokens at the beginning of the next end step. Whenever you roll CHAOS, you may sacrifice any number of creatures. If you do, Kharasha Foothills deals that much damage to target creature. PC2 C Kher Keep Legendary Land {T}: Add {1} to your mana pool. {1}{R}, {T}: Put a 0/1 red Kobold creature token named Kobolds of Kher Keep onto the battlefield. TSP R, C13 R Kheru Bloodsucker {2}{B} Creature - Vampire 2/2 Whenever a creature you control with toughness 4 or greater dies, each opponent loses 2 life and you gain 2 life. {2}{B}, Sacrifice another creature: Put a +1/+1 counter on Kheru Bloodsucker. KTK U Kheru Dreadmaw {4}{B} Creature - Zombie Crocodile 4/4 Defender {1}{G}, Sacrifice another creature: You gain life equal to the sacrificed creature's toughness. KTK C Kheru Lich Lord {3}{B}{G}{U} Creature - Zombie Wizard 4/4 At the beginning of your upkeep, you may pay {2}{B}. If you do, return a creature card at random from your graveyard to the battlefield. It gains flying, trample, and haste. Exile that card at the beginning of your next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. KTK R Kheru Spellsnatcher {3}{U} Creature - Naga Wizard 3/3 Morph {4}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Kheru Spellsnatcher is turned face up, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled. KTK R Kiki-Jiki, Mirror Breaker {2}{R}{R}{R} Legendary Creature - Goblin Shaman 2/2 Haste {T}: Put a token that's a copy of target nonlegendary creature you control onto the battlefield. That token has haste. Sacrifice it at the beginning of the next end step. CHK R, V11 M, MMA M, MM2 M Kiku's Shadow {B}{B} Sorcery Target creature deals damage to itself equal to its power. SOK U Kiku, Night's Flower {B}{B} Legendary Creature - Human Assassin 1/1 {2}{B}{B}, {T}: Target creature deals damage to itself equal to its power. CHK R Kill Shot {2}{W} Instant Destroy target attacking creature. KTK C Kill Switch {3} Artifact {2}, {T}: Tap all other artifacts. They don't untap during their controllers' untap steps for as long as Kill Switch remains tapped. NE R Kill-Suit Cultist {R} Creature - Goblin Berserker 1/1 Kill-Suit Cultist attacks each turn if able. {B}, Sacrifice Kill-Suit Cultist: The next time damage would be dealt to target creature this turn, destroy that creature instead. DIS C Killer Bees {1}{G}{G} Creature - Insect 0/1 Flying {G}: Killer Bees gets +1/+1 until end of turn. LE R, 4E U, 5E U, ME3 U Killer Instinct {4}{R}{G} Enchantment At the beginning of your upkeep, reveal the top card of your library. If it's a creature card, put it onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step. GPT R Killer Whale {3}{U}{U} Creature - Whale 3/5 {U}: Killer Whale gains flying until end of turn. EX U, BD U, VMA C, TPR U Killing Glare {X}{B} Instant Destroy target creature with power X or less. GTC U Killing Wave {X}{B} Sorcery For each creature, its controller sacrifices it unless he or she pays X life. AVR R Kiln Fiend {1}{R} Creature - Elemental Beast 1/2 Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0 until end of turn. ROE C, DDJ C Kiln Walker {3} Artifact Creature - Construct 0/3 Whenever Kiln Walker attacks, it gets +3/+0 until end of turn. NPH U Kilnmouth Dragon {5}{R}{R} Creature - Dragon 5/5 Amplify 3 (As this creature enters the battlefield, put three +1/+1 counters on it for each Dragon card you reveal in your hand.) Flying {T}: Kilnmouth Dragon deals damage equal to the number of +1/+1 counters on it to target creature or player. LGN R, ARC R, DDG R Kilnspire District Plane - Ravnica When you planeswalk to Kilnspire District or at the beginning of your precombat main phase, put a charge counter on Kilnspire District, then add {R} to your mana pool for each charge counter on it. Whenever you roll CHAOS, you may pay {X}. If you do, Kilnspire District deals X damage to target creature or player. PC2 C Kin-Tree Invocation {B}{G} Sorcery Put an X/X black and green Spirit Warrior creature token onto the battlefield, where X is the greatest toughness among creatures you control. KTK U Kin-Tree Warden {G} Creature - Human Warrior 1/1 {2}: Regenerate Kin-Tree Warden. Morph {G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Kindercatch {3}{G}{G}{G} Creature - Spirit 6/6 ISD C Kindle {1}{R} Instant Kindle deals X damage to target creature or player, where X is 2 plus the number of cards named Kindle in all graveyards. TE C, VMA C, TPR C Kindle the Carnage {1}{R}{R} Sorcery Discard a card at random. If you do, Kindle the Carnage deals damage equal to that card's converted mana cost to each creature. You may repeat this process any number of times. DIS U Kindled Fury {R} Instant Target creature gets +1/+0 and gains first strike until end of turn. MOR C, M10 C, M13 C, DTK C King Cheetah {3}{G} Creature - Cat 3/2 Flash VI C, 9ED U King Crab {4}{U}{U} Creature - Crab 4/5 {1}{U}, {T}: Put target green creature on top of its owner's library. GU U King Macar, the Gold-Cursed {2}{B}{B} Legendary Creature - Human 2/3 Inspired - Whenever King Macar, the Gold-Cursed becomes untapped, you may exile target creature. If you do, put a colorless artifact token named Gold onto the battlefield. It has "Sacrifice this artifact: Add one mana of any color to your mana pool." JOU R King Suleiman {1}{W} Creature - Human 1/1 {T}: Destroy target Djinn or Efreet. AN R King's Assassin {1}{B}{B} Creature - Human Assassin 1/1 {T}: Destroy target tapped creature. Activate this ability only during your turn, before attackers are declared. PO R Kingfisher {3}{U} Creature - Bird 2/2 Flying When Kingfisher dies, draw a card. CG C Kingpin's Pet {1}{W}{B} Creature - Thrull 2/2 Flying Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) GTC C Kinsbaile Balloonist {3}{W} Creature - Kithkin Soldier 2/2 Flying Whenever Kinsbaile Balloonist attacks, you may have target creature gain flying until end of turn. LRW C Kinsbaile Borderguard {1}{W}{W} Creature - Kithkin Soldier 1/1 Kinsbaile Borderguard enters the battlefield with a +1/+1 counter on it for each other Kithkin you control. When Kinsbaile Borderguard dies, put a 1/1 white Kithkin Soldier creature token onto the battlefield for each counter on it. MOR R Kinsbaile Cavalier {3}{W} Creature - Kithkin Knight 2/2 Knight creatures you control have double strike. MOR R, DDG R Kinsbaile Skirmisher {1}{W} Creature - Kithkin Soldier 2/2 When Kinsbaile Skirmisher enters the battlefield, target creature gets +1/+1 until end of turn. LRW C, M15 C, DDO C Kinscaer Harpoonist {3}{U} Creature - Kithkin Soldier 2/2 Flying Whenever Kinscaer Harpoonist attacks, you may have target creature lose flying until end of turn. SHM C Kiora's Dismissal {U} Instant Strive - Kiora's Dismissal costs {U} more to cast for each target beyond the first. Return any number of target enchantments to their owners' hands. JOU U Kiora's Follower {G}{U} Creature - Merfolk 2/2 {T}: Untap another target permanent. BNG U, DDO U Kiora, Master of the Depths {2}{G}{U} Planeswalker - Kiora 4 [+1] Untap up to one target creature and up to one target land. [-2] Reveal the top four cards of your library. You may put a creature card and/or a land card from among them into your hand. Put the rest into your graveyard. [-8] You get an emblem with "Whenever a creature enters the battlefield under your control, you may have it fight target creature." Then put three 8/8 blue Octopus creature tokens onto the battlefield. M Kiora, the Crashing Wave {2}{G}{U} Planeswalker - Kiora 2 [+1] Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls. [-1] Draw a card. You may play an additional land this turn. [-5] You get an emblem with "At the beginning of your end step, put a 9/9 blue Kraken creature token onto the battlefield." BNG M, DDO M Kira, Great Glass-Spinner {1}{U}{U} Legendary Creature - Spirit 2/2 Flying Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time in a turn, counter that spell or ability." BOK R, MMA R Kird Ape {R} Creature - Ape 1/1 Kird Ape gets +1/+2 as long as you control a Forest. AN C, 3E C, BD C, 9ED U, V09 M, DDH U Kird Chieftain {3}{R} Creature - Ape 3/3 Kird Chieftain gets +1/+1 as long as you control a Forest. {4}{G}: Target creature gets +2/+2 and gains trample until end of turn. (If it would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) M15 U Kiri-Onna {4}{U} Creature - Spirit 2/2 When Kiri-Onna enters the battlefield, return target creature to its owner's hand. Whenever you cast a Spirit or Arcane spell, you may return Kiri-Onna to its owner's hand. SOK U Kirtar's Desire {W} Enchantment - Aura Enchant creature Enchanted creature can't attack. Threshold - Enchanted creature can't block as long as seven or more cards are in your graveyard. OD C Kirtar's Wrath {4}{W}{W} Sorcery Destroy all creatures. They can't be regenerated. Threshold - If seven or more cards are in your graveyard, instead destroy all creatures, then put two 1/1 white Spirit creature tokens with flying onto the battlefield. Creatures destroyed this way can't be regenerated. OD R, C13 R Kismet {3}{W} Enchantment Artifacts, creatures, and lands played by your opponents enter the battlefield tapped. LE U, 4E U, 5E U, 6E U, ME4 R Kiss of Death {4}{B}{B} Sorcery Kiss of Death deals 4 damage to target opponent. You gain 4 life. P2 U Kiss of the Amesha {4}{W}{U} Sorcery Target player gains 7 life and draws two cards. ALA U Kitchen Finks {1}{G/W}{G/W} Creature - Ouphe 3/2 When Kitchen Finks enters the battlefield, you gain 2 life. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM U, MMA U Kite Shield {0} Artifact - Equipment Equipped creature gets +0/+3. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) M12 U Kitesail {2} Artifact - Equipment Equipped creature gets +1/+0 and has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) WWK C, M13 U, MM2 C Kitesail Apprentice {W} Creature - Kor Soldier 1/1 As long as Kitesail Apprentice is equipped, it gets +1/+1 and has flying. WWK C Kitesail Scout {W} Creature - Kor Scout 1/1 Flying C Kithkin Armor {W} Enchantment - Aura Enchant creature Enchanted creature can't be blocked by creatures with power 3 or greater. Sacrifice Kithkin Armor: The next time a source of your choice would deal damage to enchanted creature this turn, prevent that damage. WL C Kithkin Daggerdare {1}{G} Creature - Kithkin Soldier 1/1 {G}, {T}: Target attacking creature gets +2/+2 until end of turn. LRW C Kithkin Greatheart {1}{W} Creature - Kithkin Soldier 2/1 As long as you control a Giant, Kithkin Greatheart gets +1/+1 and has first strike. LRW C, MMA C Kithkin Harbinger {2}{W} Creature - Kithkin Wizard 1/3 When Kithkin Harbinger enters the battlefield, you may search your library for a Kithkin card, reveal it, then shuffle your library and put that card on top of it. LRW U Kithkin Healer {2}{W} Creature - Kithkin Cleric 2/2 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. LRW C Kithkin Mourncaller {2}{G} Creature - Kithkin Scout 2/2 Whenever an attacking Kithkin or Elf is put into your graveyard from the battlefield, you may draw a card. LRW U Kithkin Rabble {3}{W} Creature - Kithkin */* Vigilance Kithkin Rabble's power and toughness are each equal to the number of white permanents you control. SHM U Kithkin Shielddare {1}{W} Creature - Kithkin Soldier 1/1 {W}, {T}: Target blocking creature gets +2/+2 until end of turn. SHM C Kithkin Spellduster {4}{W} Creature - Kithkin Wizard 2/3 Flying {1}{W}, Sacrifice Kithkin Spellduster: Destroy target enchantment. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) EVE C Kithkin Zealot {1}{W} Creature - Kithkin Cleric 1/3 When Kithkin Zealot enters the battlefield, you gain 1 life for each black and/or red permanent target opponent controls. EVE C Kithkin Zephyrnaut {2}{W} Creature - Kithkin Soldier 2/2 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Kithkin Zephyrnaut, you may reveal it. If you do, Kithkin Zephyrnaut gets +2/+2 and gains flying and vigilance until end of turn. MOR C Kitsune Blademaster {2}{W} Creature - Fox Samurai 2/2 First strike Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) CHK C Kitsune Bonesetter {2}{W} Creature - Fox Cleric 0/1 {T}: Prevent the next 3 damage that would be dealt to target creature this turn. Activate this ability only if you have more cards in hand than each opponent. SOK C Kitsune Dawnblade {4}{W} Creature - Fox Samurai 2/3 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) When Kitsune Dawnblade enters the battlefield, you may tap target creature. SOK C Kitsune Diviner {W} Creature - Fox Cleric 0/1 {T}: Tap target Spirit. CHK C Kitsune Healer {3}{W} Creature - Fox Cleric 2/2 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. {T}: Prevent all damage that would be dealt to target legendary creature this turn. CHK C Kitsune Loreweaver {1}{W} Creature - Fox Cleric 2/1 {1}{W}: Kitsune Loreweaver gets +0/+X until end of turn, where X is the number of cards in your hand. SOK C Kitsune Mystic {3}{W} Creature - Fox Wizard 2/3 At the beginning of the end step, if Kitsune Mystic is enchanted by two or more Auras, flip it. ---- Autumn-Tail, Kitsune Sage Legendary Creature - Fox Wizard 4/5 {1}: Attach target Aura attached to a creature to another creature. CHK R Kitsune Palliator {2}{W} Creature - Fox Cleric 0/2 {T}: Prevent the next 1 damage that would be dealt to each creature and each player this turn. BOK U Kitsune Riftwalker {1}{W}{W} Creature - Fox Wizard 2/1 Protection from Spirits and from Arcane CHK C Kiyomaro, First to Stand {3}{W}{W} Legendary Creature - Spirit */* Kiyomaro, First to Stand's power and toughness are each equal to the number of cards in your hand. As long as you have four or more cards in hand, Kiyomaro has vigilance. Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life. SOK R Kjeldoran Dead {B} Creature - Skeleton 3/1 When Kjeldoran Dead enters the battlefield, sacrifice a creature. {B}: Regenerate Kjeldoran Dead. IA C, 5E C, 6E C, ME2 C Kjeldoran Elite Guard {3}{W} Creature - Human Soldier 2/2 {T}: Target creature gets +2/+2 until end of turn. When that creature leaves the battlefield this turn, sacrifice Kjeldoran Elite Guard. Activate this ability only during combat. IA U, ME2 C Kjeldoran Escort {2}{W}{W} Creature - Human Soldier 2/3 Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) AL C (x2) Kjeldoran Frostbeast {3}{G}{W} Creature - Elemental Beast 2/4 At end of combat, destroy all creatures blocking or blocked by Kjeldoran Frostbeast. IA U, ME3 U Kjeldoran Gargoyle {5}{W} Creature - Gargoyle 3/3 Flying, first strike Whenever Kjeldoran Gargoyle deals damage, you gain that much life. CSP U Kjeldoran Guard {1}{W} Creature - Human Soldier 1/1 {T}: Target creature gets +1/+1 until end of turn. When that creature leaves the battlefield this turn, sacrifice Kjeldoran Guard. Activate this ability only during combat and only if defending player controls no snow lands. IA C Kjeldoran Home Guard {3}{W} Creature - Human Soldier 1/6 At end of combat, if Kjeldoran Home Guard attacked or blocked this combat, put a -0/-1 counter on Kjeldoran Home Guard and put a 0/1 white Deserter creature token onto the battlefield. AL U, ME2 U Kjeldoran Javelineer {W} Creature - Human Soldier 1/2 Cumulative upkeep {1} (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.) {T}: Kjeldoran Javelineer deals damage equal to the number of age counters on it to target attacking or blocking creature. CSP C Kjeldoran Knight {W}{W} Creature - Human Knight 1/1 Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) {1}{W}: Kjeldoran Knight gets +1/+0 until end of turn. {W}{W}: Kjeldoran Knight gets +0/+2 until end of turn. IA R Kjeldoran Outpost Land If Kjeldoran Outpost would enter the battlefield, sacrifice a Plains instead. If you do, put Kjeldoran Outpost onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add {W} to your mana pool. {1}{W}, {T}: Put a 1/1 white Soldier creature token onto the battlefield. AL R, ME2 R, VMA R Kjeldoran Outrider {1}{W} Creature - Human Soldier 2/2 {W}: Kjeldoran Outrider gets +0/+1 until end of turn. CSP C Kjeldoran Phalanx {5}{W} Creature - Human Soldier 2/5 First strike, banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) IA R Kjeldoran Pride {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+2. {2}{U}: Attach Kjeldoran Pride to target creature other than enchanted creature. AL C (x2) Kjeldoran Royal Guard {3}{W}{W} Creature - Human Soldier 2/5 {T}: All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead. IA R, 5E R, 6E R, 7E R, 10E R Kjeldoran Skycaptain {4}{W} Creature - Human Soldier 2/2 Flying, first strike, banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) IA U, 5E U, ME2 C Kjeldoran Skyknight {2}{W} Creature - Human Knight 1/1 Flying, first strike, banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) IA C Kjeldoran War Cry {1}{W} Instant Creatures you control get +X/+X until end of turn, where X is 1 plus the number of cards named Kjeldoran War Cry in all graveyards. CSP C Kjeldoran Warrior {W} Creature - Human Warrior 1/1 Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) IA C Knacksaw Clique {3}{U} Creature - Faerie Rogue 1/4 Flying {1}{U}, {Q}: Target opponent exiles the top card of his or her library. Until end of turn, you may play that card. ({Q} is the untap symbol.) SHM R Knight Errant {1}{W} Creature - Human Knight 2/2 PO C, P3 C, P4 C, 7E C Knight Exemplar {1}{W}{W} Creature - Human Knight 2/2 First strike (This creature deals combat damage before creatures without first strike.) Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.) M11 R, DDG R Knight Watch {4}{W} Sorcery Put two 2/2 white Knight creature tokens with vigilance onto the battlefield. GTC C Knight of Cliffhaven {1}{W} Creature - Kor Knight 2/2 Level up {3} ({3}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 2/3 Flying LEVEL 4+ 4/4 Flying, vigilance C, ROE C, DDG C Knight of Dawn {1}{W}{W} Creature - Human Knight 2/2 First strike {W}{W}: Knight of Dawn gains protection from the color of your choice until end of turn. TE U Knight of Dusk {1}{B}{B} Creature - Human Knight 2/2 {B}{B}: Destroy target creature blocking Knight of Dusk. TE U, 10E U Knight of Glory {1}{W} Creature - Human Knight 2/1 Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) M13 U Knight of Infamy {1}{B} Creature - Human Knight 2/1 Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) M13 U Knight of Meadowgrain {W}{W} Creature - Kithkin Knight 2/2 First strike Lifelink (Damage dealt by this creature also causes you to gain that much life.) LRW U, DDG U Knight of New Alara {2}{G}{W} Creature - Human Knight 2/2 Each other multicolored creature you control gets +1/+1 for each of its colors. ARB R Knight of Obligation {3}{W} Creature - Human Knight 2/4 Vigilance Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) GTC U Knight of Stromgald {B}{B} Creature - Human Knight 2/1 Protection from white {B}: Knight of Stromgald gains first strike until end of turn. {B}{B}: Knight of Stromgald gets +1/+0 until end of turn. IA U, 5E U, ME2 U Knight of Sursi {3}{W} Creature - Human Knight 2/2 Flying, flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Suspend 3- {W} (Rather than cast this card from your hand, you may pay {W} 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. It has haste.) FUT C Knight of Valor {2}{W} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{W}: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Activate this ability only once each turn. VI C Knight of the Holy Nimbus {W}{W} Creature - Human Rebel Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) If Knight of the Holy Nimbus would be destroyed, regenerate it. {2}: Knight of the Holy Nimbus can't be regenerated this turn. Only any opponent may activate this ability. TSP U Knight of the Mists {2}{U} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) When Knight of the Mists enters the battlefield, you may pay {U}. If you don't, destroy target Knight and it can't be regenerated. VI C Knight of the Pilgrim's Road {2}{W} Creature - Human Knight 3/2 Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) ORI C Knight of the Reliquary {1}{G}{W} Creature - Human Knight 2/2 Knight of the Reliquary gets +1/+1 for each land card in your graveyard. {T}, Sacrifice a Forest or Plains: Search your library for a land card, put it onto the battlefield, then shuffle your library. CON R, DDG M, MMA R Knight of the Skyward Eye {1}{W} Creature - Human Knight 2/2 {3}{G}: Knight of the Skyward Eye gets +3/+3 until end of turn. Activate this ability only once each turn. ALA C Knight of the White Orchid {W}{W} Creature - Human Knight 2/2 First strike When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle your library. ALA R, DDG R, ORI R Knight-Captain of Eos {4}{W} Creature - Human Knight 2/2 When Knight-Captain of Eos enters the battlefield, put two 1/1 white Soldier creature tokens onto the battlefield. {W}, Sacrifice a Soldier: Prevent all combat damage that would be dealt this turn. ALA R Knighthood {2}{W} Enchantment Creatures you control have first strike. GU U, 7E U Knightly Valor {4}{W} Enchantment - Aura Enchant creature When Knightly Valor enters the battlefield, put a 2/2 white Knight creature token with vigilance onto the battlefield. (Attacking doesn't cause it to tap.) Enchanted creature gets +2/+2 and has vigilance. RTR C, ORI U Knights of Thorn {3}{W} Creature - Human Knight 2/2 Protection from red, banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) DK R, MED C Knollspine Dragon {5}{R}{R} Creature - Dragon 7/5 Flying When Knollspine Dragon enters the battlefield, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn. SHM R Knollspine Invocation {1}{R}{R} Enchantment {X}, Discard a card with converted mana cost X: Knollspine Invocation deals X damage to target creature or player. SHM R Knotvine Mystic {R}{G}{W} Creature - Elf Druid 2/2 {1}, {T}: Add {R}{G}{W} to your mana pool. CON U Knotvine Paladin {G}{W} Creature - Human Knight 2/2 Whenever Knotvine Paladin attacks, it gets +1/+1 until end of turn for each untapped creature you control. ARB R, DDG R Know Naught but Fire Scheme When you set this scheme in motion, it deals damage to each opponent equal to the number of cards in that player's hand. ARC C Knowledge Exploitation {5}{U}{U} Tribal Sorcery - Rogue Prowl {3}{U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Search target opponent's library for an instant or sorcery card. You may cast that card without paying its mana cost. Then that player shuffles his or her library. MOR R Knowledge Pool {6} Artifact Imprint - When Knowledge Pool enters the battlefield, each player exiles the top three cards of his or her library. Whenever a player casts a spell from his or her hand, that player exiles it. If the player does, he or she may cast another nonland card exiled with Knowledge Pool without paying that card's mana cost. MBS R Knowledge Vault {4} Artifact {2}, {T}: Exile the top card of your library face down. {0}: Sacrifice Knowledge Vault. If you do, discard your hand, then put all cards exiled with Knowledge Vault into their owner's hand. When Knowledge Vault leaves the battlefield, put all cards exiled with Knowledge Vault into their owner's graveyard. LE R, ME3 U Knowledge and Power {4}{R} Enchantment Whenever you scry, you may pay {2}. If you do, Knowledge and Power deals 2 damage to target creature or player. JOU U Knucklebone Witch {B} Creature - Goblin Shaman 1/1 Whenever a Goblin you control is put into a graveyard from the battlefield, you may put a +1/+1 counter on Knucklebone Witch. LRW R Kobold Drill Sergeant {1}{R} Creature - Kobold Soldier 1/2 Other Kobold creatures you control get +0/+1 and have trample. LE U, ME3 U Kobold Overlord {1}{R} Creature - Kobold 1/2 First strike Other Kobold creatures you control have first strike. LE R, ME3 U Kobold Taskmaster {1}{R} Creature - Kobold 1/2 Other Kobold creatures you control get +1/+0. LE U, TSB S, ME3 C Kobolds of Kher Keep {0} (Red) Creature - Kobold 0/1 LE C, ME3 C Kodama of the Center Tree {4}{G} Legendary Creature - Spirit */* Kodama of the Center Tree's power and toughness are each equal to the number of Spirits you control. Kodama of the Center Tree has soulshift X, where X is the number of Spirits you control. (When this creature dies, you may return target Spirit card with converted mana cost X or less from your graveyard to your hand.) BOK R Kodama of the North Tree {2}{G}{G}{G} Legendary Creature - Spirit 6/4 Trample Shroud (This creature can't be the target of spells or abilities.) CHK R Kodama of the South Tree {2}{G}{G} Legendary Creature - Spirit 4/4 Whenever you cast a Spirit or Arcane spell, each other creature you control gets +1/+1 and gains trample until end of turn. CHK R Kodama's Might {G} Instant - Arcane Target creature gets +2/+2 until end of turn. Splice onto Arcane {G} (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.) CHK C Kodama's Reach {2}{G} Sorcery - Arcane Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library. CHK C, CMD C, MMA C Kokusho, the Evening Star {4}{B}{B} Legendary Creature - Dragon Spirit 5/5 Flying When Kokusho, the Evening Star dies, each opponent loses 5 life. You gain life equal to the life lost this way. CHK R, DRB R, MMA M Kolaghan Aspirant {1}{R} Creature - Human Warrior 2/1 Whenever Kolaghan Aspirant becomes blocked by a creature, Kolaghan Aspirant deals 1 damage to that creature. DTK C Kolaghan Forerunners {2}{R} Creature - Human Berserker */3 Trample Kolaghan Forerunners's power is equal to the number of creatures you control. Dash {2}{R} (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.) DTK U Kolaghan Monument {3} Artifact {T}: Add {B} or {R} to your mana pool. {4}{B}{R}: Kolaghan Monument becomes a 4/4 black and red Dragon artifact creature with flying until end of turn. DTK U Kolaghan Skirmisher {1}{B} Creature - Human Warrior 2/2 Dash {2}{B} (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.) DTK C Kolaghan Stormsinger {R} Creature - Human Shaman 1/1 Haste Megamorph {R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Kolaghan Stormsinger is turned face up, target creature gains haste until end of turn. DTK C Kolaghan's Command {1}{B}{R} Instant Choose two - • Return target creature card from your graveyard to your hand. • Target player discards a card. • Destroy target artifact. • Kolaghan's Command deals 2 damage to target creature or player. DTK R Kolaghan, the Storm's Fury {3}{B}{R} Legendary Creature - Dragon 4/5 Flying Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn. Dash {3}{B}{R} (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.) FRF R Konda's Banner {2} Legendary Artifact - Equipment Konda's Banner can be attached only to a legendary creature. Creatures that share a color with equipped creature get +1/+1. Creatures that share a creature type with equipped creature get +1/+1. Equip {2} CHK R Konda's Hatamoto {1}{W} Creature - Human Samurai 1/2 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and has vigilance. (Attacking doesn't cause this creature to tap.) CHK U Konda, Lord of Eiganjo {5}{W}{W} Legendary Creature - Human Samurai 3/3 Indestructible Vigilance (Attacking doesn't cause this creature to tap.) Bushido 5 (Whenever this creature blocks or becomes blocked, it gets +5/+5 until end of turn.) CHK R Kongming's Contraptions {3}{W} Creature - Human Soldier 2/4 {T}: Kongming's Contraptions deals 2 damage to target attacking creature. Activate this ability only during the declare attackers step and only if you've been attacked this step. PK R Kongming, "Sleeping Dragon" {2}{W}{W} Legendary Creature - Human Advisor 2/2 Other creatures you control get +1/+1. PK R, ME3 R, C13 R, VMA R Kookus {3}{R}{R} Creature - Djinn 3/5 Trample At the beginning of your upkeep, if you don't control a creature named Keeper of Kookus, Kookus deals 3 damage to you and attacks this turn if able. {R}: Kookus gets +1/+0 until end of turn. VI R Kor Aeronaut {W}{W} Creature - Kor Soldier 2/2 Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.) Flying When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn. ZEN U, DDF U Kor Bladewhirl {1}{W} Creature - Kor Soldier Ally 2/2 Rally - Whenever Kor Bladewhirl or another Ally enters the battlefield under your control, creatures you control gain first strike until end of turn. U Kor Cartographer {3}{W} Creature - Kor Scout 2/2 When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library. ZEN C, DDI C Kor Castigator {1}{W} Creature - Kor Wizard Ally 3/1 Kor Castigator can't be blocked by Eldrazi Scions. C Kor Chant {2}{W} Instant All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead. EX C, CNS C, TPR U Kor Dirge {2}{B} Instant All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead. PLC U Kor Duelist {W} Creature - Kor Soldier 1/1 As long as Kor Duelist is equipped, it has double strike. (It deals both first-strike and regular combat damage.) ZEN U, MM2 U Kor Entanglers {4}{W} Creature - Kor Soldier Ally 3/4 Rally - Whenever Kor Entanglers or another Ally enters the battlefield under your control, tap target creature an opponent controls. U Kor Firewalker {W}{W} Creature - Kor Soldier 2/2 Protection from red Whenever a player casts a red spell, you may gain 1 life. WWK U Kor Haven Legendary Land {T}: Add {1} to your mana pool. {1}{W}, {T}: Prevent all combat damage that would be dealt by target attacking creature this turn. NE R Kor Hookmaster {2}{W} Creature - Kor Soldier 2/2 When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. ZEN C, DDF C, DDN C Kor Line-Slinger {1}{W} Creature - Kor Scout 0/1 {T}: Tap target creature with power 3 or less. ROE C Kor Outfitter {W}{W} Creature - Kor Soldier 2/2 When Kor Outfitter enters the battlefield, you may attach target Equipment you control to target creature you control. ZEN C Kor Sanctifiers {2}{W} Creature - Kor Cleric 2/3 Kicker {W} (You may pay an additional {W} as you cast this spell.) When Kor Sanctifiers enters the battlefield, if it was kicked, destroy target artifact or enchantment. HOP C, ZEN C, C14 C Kor Skyfisher {1}{W} Creature - Kor Soldier 2/3 Flying When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand. ZEN C, DDF C, DDO C Kor Spiritdancer {1}{W} Creature - Kor Wizard 0/2 Kor Spiritdancer gets +2/+2 for each Aura attached to it. Whenever you cast an Aura spell, you may draw a card. ROE R, PC2 R Korlash, Heir to Blackblade {2}{B}{B} Legendary Creature - Zombie Warrior */* Korlash, Heir to Blackblade's power and toughness are each equal to the number of Swamps you control. {1}{B}: Regenerate Korlash. Grandeur - Discard another card named Korlash, Heir to Blackblade: Search your library for up to two Swamp cards, put them onto the battlefield tapped, then shuffle your library. FUT R Kormus Bell {4} Artifact All Swamps are 1/1 black creatures that are still lands. 1E R, 2E R, 2U R, 3E R, 4E R, ME4 R Korozda Gorgon {3}{B}{G} Creature - Gorgon 2/5 Deathtouch {2}, Remove a +1/+1 counter from a creature you control: Target creature gets -1/-1 until end of turn. DGM U Korozda Guildmage {B}{G} Creature - Elf Shaman 2/2 {1}{B}{G}: Target creature gets +1/+1 and gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) {2}{B}{G}, Sacrifice a nontoken creature: Put X 1/1 green Saproling creature tokens onto the battlefield, where X is the sacrificed creature's toughness. DDJ U, RTR U Korozda Monitor {2}{G}{G} Creature - Lizard 3/3 Trample Scavenge {5}{G}{G} ({5}{G}{G}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.) RTR C Koskun Falls {2}{B}{B} World Enchantment At the beginning of your upkeep, sacrifice Koskun Falls unless you tap an untapped creature you control. Creatures can't attack you unless their controller pays {2} for each creature he or she controls that's attacking you. HM R Koskun Keep Land {T}: Add {1} to your mana pool. {1}, {T}: Add {R} to your mana pool. {2}, {T}: Add {B} or {G} to your mana pool. HM U Koth of the Hammer {2}{R}{R} Planeswalker - Koth 3 [+1] Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It's still a land. [-2] Add {R} to your mana pool for each Mountain you control. [-5] You get an emblem with "Mountains you control have '{T}: This land deals 1 damage to target creature or player.'" SOM M, DDI M Koth's Courier {1}{R}{R} Creature - Human Rogue 2/3 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) MBS C Kothophed, Soul Hoarder {4}{B}{B} Legendary Creature - Demon 6/6 Flying Whenever a permanent owned by another player is put into a graveyard from the battlefield, you draw a card and you lose 1 life. ORI R Kozilek's Channeler {5} Creature - Eldrazi 4/4 {T}: Add {2} to your mana pool. C Kozilek's Predator {3}{G} Creature - Eldrazi Drone 3/3 When Kozilek's Predator enters the battlefield, put two 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." ROE C, MM2 C Kozilek's Sentinel {1}{R} Creature - Eldrazi Drone 1/4 Devoid (This card has no color.) Whenever you cast a colorless spell, Kozilek's Sentinel gets +1/+0 until end of turn. C Kozilek, Butcher of Truth {10} Legendary Creature - Eldrazi 12/12 When you cast Kozilek, Butcher of Truth, draw four cards. Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents.) When Kozilek is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library. ROE M, MM2 M Kragma Butcher {2}{R} Creature - Minotaur Warrior 2/3 Inspired - Whenever Kragma Butcher becomes untapped, it gets +2/+0 until end of turn. BNG C Kragma Warcaller {3}{B}{R} Creature - Minotaur Warrior 2/3 Minotaur creatures you control have haste. Whenever a Minotaur you control attacks, it gets +2/+0 until end of turn. THS U Kraken - Token Creature Kraken 9/9 DDO C Kraken Hatchling {U} Creature - Kraken 0/4 ZEN C, M13 C Kraken of the Straits {5}{U}{U} Creature - Kraken 6/6 Creatures with power less than the number of Islands you control can't block Kraken of the Straits. BNG U Kraken's Eye {2} Artifact Whenever a player casts a blue spell, you may gain 1 life. DST U, 9ED U, 10E U, M10 U, M11 U, M12 U Krakilin {X}{G}{G} Creature - Beast 0/0 Krakilin enters the battlefield with X +1/+1 counters on it. {1}{G}: Regenerate Krakilin. TE U, TPR R Kranioceros {4}{R} Creature - Beast 5/2 {1}{W}: Kranioceros gets +0/+3 until end of turn. CON C Krark's Thumb {2} Legendary Artifact If you would flip a coin, instead flip two coins and ignore one. MRD R Krark-Clan Engineers {3}{R} Creature - Goblin Artificer 2/2 {R}, Sacrifice two artifacts: Destroy target artifact. 5DN U Krark-Clan Grunt {2}{R} Creature - Goblin Warrior 2/2 Sacrifice an artifact: Krark-Clan Grunt gets +1/+0 and gains first strike until end of turn. MRD C Krark-Clan Ironworks {4} Artifact Sacrifice an artifact: Add {2} to your mana pool. 5DN U Krark-Clan Ogre {3}{R}{R} Creature - Ogre 3/3 {R}, Sacrifice an artifact: Target creature can't block this turn. 5DN C Krark-Clan Shaman {R} Creature - Goblin Shaman 1/1 Sacrifice an artifact: Krark-Clan Shaman deals 1 damage to each creature without flying. MRD C Krark-Clan Stoker {2}{R} Creature - Goblin Shaman 2/2 {T}, Sacrifice an artifact: Add {R}{R} to your mana pool. DST C Krasis Incubation {2}{G}{U} Enchantment - Aura Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. {1}{G}{U}, Return Krasis Incubation to its owner's hand: Put two +1/+1 counters on enchanted creature. DGM U Kraul Warrior {1}{G} Creature - Insect Warrior 2/2 {5}{G}: Kraul Warrior gets +3/+3 until end of turn. DGM C Krenko's Command {1}{R} Sorcery Put two 1/1 red Goblin creature tokens onto the battlefield. M13 C, DDN C Krenko's Enforcer {1}{R}{R} Creature - Goblin Warrior 2/2 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) M15 C Krenko, Mob Boss {2}{R}{R} Legendary Creature - Goblin Warrior 3/3 {T}: Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control. M13 R, DDN R Kresh the Bloodbraided {2}{B}{R}{G} Legendary Creature - Human Warrior 3/3 Whenever another creature dies, you may put X +1/+1 counters on Kresh the Bloodbraided, where X is that creature's power. ALA M, V11 M Kresh the Bloodbraided Avatar Vanguard Hand +1, life -3 Whenever a creature you control is devoured, put an X/X green Ooze creature token onto the battlefield, where X is the devoured creature's power. VAN S Kris Mage {R} Creature - Human Spellshaper 1/1 {R}, {T}, Discard a card: Kris Mage deals 1 damage to target creature or player. MM C Krond the Dawn-Clad {G}{G}{G}{W}{W}{W} Legendary Creature - Archon 6/6 Flying, vigilance Whenever Krond the Dawn-Clad attacks, if it's enchanted, exile target permanent. PC2 M Krosa Plane - Dominaria All creatures get +2/+2. Whenever you roll CHAOS, you may add {W}{U}{B}{R}{G} to your mana pool. HOP C Krosan Archer {3}{G} Creature - Centaur Archer 2/3 Reach (This creature can block creatures with flying.) {G}, Discard a card: Krosan Archer gets +0/+2 until end of turn. OD C Krosan Avenger {2}{G} Creature - Human Druid 3/1 Trample Threshold - {1}{G}: Regenerate Krosan Avenger. Activate this ability only if seven or more cards are in your graveyard. OD C Krosan Beast {3}{G} Creature - Squirrel Beast 1/1 Threshold - Krosan Beast gets +7/+7 as long as seven or more cards are in your graveyard. OD R Krosan Cloudscraper {7}{G}{G}{G} Creature - Beast Mutant 13/13 At the beginning of your upkeep, sacrifice Krosan Cloudscraper unless you pay {G}{G}. Morph {7}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) LGN R, TSB S Krosan Colossus {6}{G}{G}{G} Creature - Beast 9/9 Morph {6}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS R Krosan Constrictor {3}{G} Creature - Snake 2/2 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) {T}: Target black creature gets -2/-0 until end of turn. TOR C Krosan Drover {3}{G} Creature - Elf 2/2 Creature spells you cast with converted mana cost 6 or greater cost {2} less to cast. SCG C Krosan Grip {2}{G} Instant Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Destroy target artifact or enchantment. TSP U, MMA U, C13 U Krosan Groundshaker {4}{G}{G}{G} Creature - Beast 6/6 {G}: Target Beast creature gains trample until end of turn. ONS U Krosan Reclamation {1}{G} Instant Target player shuffles up to two target cards from his or her graveyard into his or her library. Flashback {1}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD U Krosan Restorer {2}{G} Creature - Human Druid 1/2 {T}: Untap target land. Threshold - {T}: Untap up to three target lands. Activate this ability only if seven or more cards are in your graveyard. TOR C Krosan Tusker {5}{G}{G} Creature - Boar Beast 6/5 Cycling {2}{G} ({2}{G}, Discard this card: Draw a card.) When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, put it into your hand, then shuffle your library. ONS C, DDD C, ARC C, CMD C, DDL C, C13 C, VMA C, DD3_GVL C Krosan Verge Land Krosan Verge enters the battlefield tapped. {T}: Add {1} to your mana pool. {2}, {T}, Sacrifice Krosan Verge: Search your library for a Forest card and a Plains card and put them onto the battlefield tapped. Then shuffle your library. JUD U, ARC U, PC2 U Krosan Vorine {3}{G} Creature - Cat Beast 3/2 Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) Krosan Vorine can't be blocked by more than one creature. LGN C, VMA C Krosan Warchief {2}{G} Creature - Beast 2/2 Beast spells you cast cost {1} less to cast. {1}{G}: Regenerate target Beast. SCG U, C13 U Krosan Wayfarer {G} Creature - Human Druid 1/1 Sacrifice Krosan Wayfarer: You may put a land card from your hand onto the battlefield. JUD C Krovikan Elementalist {B}{B} Creature - Human Wizard 1/1 {2}{R}: Target creature gets +1/+0 until end of turn. {U}{U}: Target creature you control gains flying until end of turn. Sacrifice it at the beginning of the next end step. IA U Krovikan Fetish {2}{B} Enchantment - Aura Enchant creature When Krovikan Fetish enters the battlefield, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1. IA C, 5E C, ME2 C Krovikan Horror {3}{B} Creature - Horror Spirit 2/2 At the beginning of the end step, if Krovikan Horror is in your graveyard with a creature card directly above it, you may return Krovikan Horror to your hand. {1}, Sacrifice a creature: Krovikan Horror deals 1 damage to target creature or player. AL R, ME2 R Krovikan Mist {1}{U} Creature - Illusion */* Flying Krovikan Mist's power and toughness are each equal to the number of Illusions on the battlefield. CSP C, DDM C Krovikan Plague {2}{B} Enchantment - Aura Enchant non-Wall creature you control When Krovikan Plague enters the battlefield, draw a card at the beginning of the next turn's upkeep. Tap enchanted creature: Krovikan Plague deals 1 damage to target creature or player. Put a -0/-1 counter on enchanted creature. Activate this ability only if enchanted creature is untapped. AL U Krovikan Rot {2}{B} Instant Destroy target creature with power 2 or less. Recover {1}{B}{B} (When a creature is put into your graveyard from the battlefield, you may pay {1}{B}{B}. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.) CSP U Krovikan Scoundrel {1}{B} Creature - Human Rogue 2/1 CSP C Krovikan Sorcerer {2}{U} Creature - Human Wizard 1/1 {T}, Discard a nonblack card: Draw a card. {T}, Discard a black card: Draw two cards, then discard one of them. IA C, 5E C, ME2 C, VMA C Krovikan Vampire {3}{B}{B} Creature - Vampire 3/3 At the beginning of each end step, if a creature dealt damage by Krovikan Vampire this turn died, put that card onto the battlefield under your control. Sacrifice it when you lose control of Krovikan Vampire. IA U, ME2 U Krovikan Whispers {3}{U} Enchantment - Aura Enchant creature Cumulative upkeep {U} or {B} (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.) You control enchanted creature. When Krovikan Whispers is put into a graveyard from the battlefield, you lose 2 life for each age counter on it. CSP U Kruin Outlaw {1}{R}{R} Creature - Human Rogue Werewolf 2/2 First strike At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw. ---- Terror of Kruin Pass (Red) Creature - Werewolf 3/3 Double strike Werewolves you control have menace. (They can't be blocked except by two or more creatures.) At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass. ISD R Kruin Striker {1}{R} Creature - Human Warrior 2/1 Whenever another creature enters the battlefield under your control, Kruin Striker gets +1/+0 and gains trample until end of turn. AVR C Krumar Bond-Kin {3}{B}{B} Creature - Orc Warrior 5/3 Morph {4}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Kruphix's Insight {2}{G} Sorcery Reveal the top six cards of your library. Put up to three enchantment cards from among them into your hand and the rest of the revealed cards into your graveyard. JOU C Kruphix, God of Horizons {3}{G}{U} Legendary Enchantment Creature - God 4/7 Indestructible As long as your devotion to green and blue is less than seven, Kruphix isn't a creature. You have no maximum hand size. If unused mana would empty from your mana pool, that mana becomes colorless instead. JOU M Kry Shield {2} Artifact {2}, {T}: Prevent all damage that would be dealt this turn by target creature you control. That creature gets +0/+X until end of turn, where X is its converted mana cost. LE U Kudzu {1}{G}{G} Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it. That land's controller attaches Kudzu to a land of his or her choice. 1E R, 2E R, 2U R, 3E R, ME4 U Kukemssa Pirates {3}{U} Creature - Human Pirate 2/2 Whenever Kukemssa Pirates attacks and isn't blocked, you may gain control of target artifact defending player controls. If you do, Kukemssa Pirates assigns no combat damage this turn. MI R Kukemssa Serpent {3}{U} Creature - Serpent 4/3 Kukemssa Serpent can't attack unless defending player controls an Island. {U}, Sacrifice an Island: Target land an opponent controls becomes an Island until end of turn. When you control no Islands, sacrifice Kukemssa Serpent. MI C Kuldotha Flamefiend {4}{R}{R} Creature - Elemental 4/4 When Kuldotha Flamefiend enters the battlefield, you may sacrifice an artifact. If you do, Kuldotha Flamefiend deals 4 damage divided as you choose among any number of target creatures and/or players. MBS U Kuldotha Forgemaster {5} Artifact Creature - Construct 3/5 {T}, Sacrifice three artifacts: Search your library for an artifact card and put it onto the battlefield. Then shuffle your library. SOM R Kuldotha Phoenix {2}{R}{R}{R} Creature - Phoenix 4/4 Flying, haste Metalcraft - {4}: Return Kuldotha Phoenix from your graveyard to the battlefield. Activate this ability only during your upkeep and only if you control three or more artifacts. SOM R Kuldotha Rebirth {R} Sorcery As an additional cost to cast Kuldotha Rebirth, sacrifice an artifact. Put three 1/1 red Goblin creature tokens onto the battlefield. SOM C Kuldotha Ringleader {4}{R} Creature - Giant Berserker 4/4 Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Kuldotha Ringleader attacks each turn if able. MBS C Kulrath Knight {3}{B/R}{B/R} Creature - Elemental Knight 3/3 Flying Wither (This deals damage to creatures in the form of -1/-1 counters.) Creatures your opponents control with counters on them can't attack or block. SHM U Kumano's Blessing {2}{R} Enchantment - Aura Flash Enchant creature If a creature dealt damage by enchanted creature this turn would die, exile it instead. BOK C Kumano's Pupils {4}{R} Creature - Human Shaman 3/3 If a creature dealt damage by Kumano's Pupils this turn would die, exile it instead. CHK U Kumano, Master Yamabushi {3}{R}{R} Legendary Creature - Human Shaman 4/4 {1}{R}: Kumano, Master Yamabushi deals 1 damage to target creature or player. If a creature dealt damage by Kumano this turn would die, exile it instead. CHK R Kuon, Ogre Ascendant {B}{B}{B} Legendary Creature - Ogre Monk 2/4 At the beginning of the end step, if three or more creatures died this turn, flip Kuon, Ogre Ascendant. ---- Kuon's Essence Legendary Enchantment 2/4 At the beginning of each player's upkeep, that player sacrifices a creature. SOK R Kurgadon {4}{G} Creature - Beast 3/3 Whenever you cast a creature spell with converted mana cost 6 or greater, put three +1/+1 counters on Kurgadon. SCG U Kurkesh, Onakke Ancient {2}{R}{R} Legendary Creature - Ogre Spirit 4/3 Whenever you activate an ability of an artifact, if it isn't a mana ability, you may pay {R}. If you do, copy that ability. You may choose new targets for the copy. M15 R Kuro's Taken {1}{B} Creature - Rat Samurai 1/1 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) {1}{B}: Regenerate Kuro's Taken. SOK C Kuro, Pitlord {6}{B}{B}{B} Legendary Creature - Demon Spirit 9/9 At the beginning of your upkeep, sacrifice Kuro, Pitlord unless you pay {B}{B}{B}{B}. Pay 1 life: Target creature gets -1/-1 until end of turn. CHK R, DDC R, DD3_DVD R Kusari-Gama {3} Artifact - Equipment Equipped creature has "{2}: This creature gets +1/+0 until end of turn." Whenever equipped creature deals damage to a blocking creature, Kusari-Gama deals that much damage to each other creature defending player controls. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) CHK R Kyoki, Sanity's Eclipse {4}{B}{B} Legendary Creature - Demon Spirit 6/4 Whenever you cast a Spirit or Arcane spell, target opponent exiles a card from his or her hand. BOK R Kyren Archive {3} Artifact At the beginning of your upkeep, you may exile the top card of your library face down. {5}, Discard your hand, Sacrifice Kyren Archive: Put all cards exiled with Kyren Archive into their owner's hand. MM R Kyren Glider {1}{R} Creature - Goblin 1/1 Flying Kyren Glider can't block. MM C Kyren Legate {1}{R} Creature - Goblin 1/1 Haste If an opponent controls a Plains and you control a Mountain, you may cast Kyren Legate without paying its mana cost. MM U Kyren Negotiations {2}{R}{R} Enchantment Tap an untapped creature you control: Kyren Negotiations deals 1 damage to target player. MM U Kyren Sniper {2}{R} Creature - Goblin 1/1 At the beginning of your upkeep, you may have Kyren Sniper deal 1 damage to target player. MM C Kyren Toy {3} Artifact {1}, {T}: Put a charge counter on Kyren Toy. {T}, Remove X charge counters from Kyren Toy: Add {X}{1} to your mana pool. MM R Kyscu Drake {3}{G} Creature - Drake 2/2 Flying {G}: Kyscu Drake gets +0/+1 until end of turn. Activate this ability only once each turn. Sacrifice Kyscu Drake and a creature named Spitting Drake: Search your library for a card named Viashivan Dragon and put that card onto the battlefield. Then shuffle your library. VI U Kytheon's Irregulars {2}{W}{W} Creature - Human Soldier 4/3 Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) {W}{W}: Tap target creature. ORI R Kytheon's Tactics {1}{W}{W} Sorcery Creatures you control get +2/+1 until end of turn. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, those creatures also gain vigilance until end of turn. (Attacking doesn't cause them to tap.) ORI C Kytheon, Hero of Akros {W} Legendary Creature - Human Soldier 2/1 At end of combat, if Kytheon, Hero of Akros and at least two other creatures attacked this combat, exile Kytheon, then return him to the battlefield transformed under his owner's control. {2}{W}: Kytheon gains indestructible until end of turn. ---- Gideon, Battle-Forged Planeswalker - Gideon 3 [+2] Up to one target creature an opponent controls attacks Gideon, Battle-Forged during its controller's next turn if able. [+1] Until your next turn, target creature gains indestructible. Untap that creature. [0] Until end of turn, Gideon, Battle-Forged becomes a 4/4 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn. ORI M Lab Rats {B} Sorcery Buyback {4} (You may pay an additional {4} as you cast this spell. If you do, put this card into your hand as it resolves.) Put a 1/1 black Rat creature token onto the battlefield. ST C, TPR C Laboratory Maniac {2}{U} Creature - Human Wizard 2/2 If you would draw a card while your library has no cards in it, you win the game instead. ISD R Labyrinth Champion {3}{R} Creature - Human Warrior 2/2 Heroic - Whenever you cast a spell that targets Labyrinth Champion, Labyrinth Champion deals 2 damage to target creature or player. THS R Labyrinth Minotaur {3}{U} Creature - Minotaur 1/4 Whenever Labyrinth Minotaur blocks a creature, that creature doesn't untap during its controller's next untap step. HM C (x2), 5E C, ME3 C Laccolith Grunt {2}{R} Creature - Beast 2/2 Whenever Laccolith Grunt becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Grunt assigns no combat damage this turn. NE C Laccolith Rig {R} Enchantment - Aura Enchant creature Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, the first creature assigns no combat damage this turn. NE C Laccolith Titan {5}{R}{R} Creature - Beast 6/6 Whenever Laccolith Titan becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Titan assigns no combat damage this turn. NE R Laccolith Warrior {2}{R}{R} Creature - Beast Warrior 3/3 Whenever Laccolith Warrior becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Warrior assigns no combat damage this turn. NE U Laccolith Whelp {R} Creature - Beast 1/1 Whenever Laccolith Whelp becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Whelp assigns no combat damage this turn. NE C Lace with Moonglove {2}{G} Instant Target creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy that creature.) Draw a card. LRW C Lady Caleria {3}{G}{G}{W}{W} Legendary Creature - Human Archer 3/6 {T}: Lady Caleria deals 3 damage to target attacking or blocking creature. LE R, ME3 U Lady Evangela {W}{U}{B} Legendary Creature - Human Cleric 1/2 {W}{B}, {T}: Prevent all combat damage that would be dealt by target creature this turn. LE R, ME3 U Lady Orca {5}{B}{R} Legendary Creature - Demon 7/4 LE U, ME3 C Lady Sun {1}{U}{U} Legendary Creature - Human Advisor 1/1 {T}: Return Lady Sun and another target creature to their owners' hands. Activate this ability only during your turn, before attackers are declared. PK R Lady Zhurong, Warrior Queen {4}{G} Legendary Creature - Human Soldier Warrior 4/3 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK R Lagac Lizard {3}{R} Creature - Lizard 3/3 ROE C Lagonna-Band Elder {2}{W} Creature - Centaur Advisor 3/2 When Lagonna-Band Elder enters the battlefield, if you control an enchantment, you gain 3 life. THS C Lagonna-Band Trailblazer {W} Creature - Centaur Scout 0/4 Heroic - Whenever you cast a spell that targets Lagonna-Band Trailblazer, put a +1/+1 counter on Lagonna-Band Trailblazer. JOU C Lair Delve {2}{G} Sorcery Reveal the top two cards of your library. Put all creature and land cards revealed this way into your hand and the rest on the bottom of your library in any order. AVR C Lair of the Ashen Idol Plane - Azgol At the beginning of your upkeep, sacrifice a creature. If you can't, planeswalk. Whenever you roll CHAOS, any number of target players each put a 2/2 black Zombie creature token onto the battlefield. PC2 C Lairwatch Giant {5}{W} Creature - Giant Warrior 5/3 Lairwatch Giant can block an additional creature. Whenever Lairwatch Giant blocks two or more creatures, it gains first strike until end of turn. LRW C Lake of the Dead Land If Lake of the Dead would enter the battlefield, sacrifice a Swamp instead. If you do, put Lake of the Dead onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add {B} to your mana pool. {T}, Sacrifice a Swamp: Add {B}{B}{B}{B} to your mana pool. AL R, MED R, VMA R Lambholt Elder {2}{G} Creature - Human Werewolf 1/2 At the beginning of each upkeep, if no spells were cast last turn, transform Lambholt Elder. ---- Silverpelt Werewolf (Green) Creature - Werewolf 4/5 Whenever Silverpelt Werewolf deals combat damage to a player, draw a card. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Silverpelt Werewolf. DKA U Lammastide Weave {1}{G} Instant Name a card, then target player puts the top card of his or her library into his or her graveyard. If that card is the named card, you gain life equal to its converted mana cost. Draw a card. LRW U Lance {W} Enchantment - Aura Enchant creature Enchanted creature has first strike. 1E U, 2E U, 2U U, 3E U Lancers en-Kor {3}{W}{W} Creature - Kor Soldier 3/3 Trample {0}: The next 1 damage that would be dealt to Lancers en-Kor this turn is dealt to target creature you control instead. ST U Land Cap Land Land Cap doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from Land Cap. {T}: Add {W} or {U} to your mana pool. Put a depletion counter on Land Cap. IA R Land Equilibrium {2}{U}{U} Enchantment If an opponent who controls at least as many lands as you do would put a land onto the battlefield, that player instead puts that land onto the battlefield then sacrifices a land. LE R, ME3 R Land Grant {1}{G} Sorcery If you have no land cards in hand, you may reveal your hand rather than pay Land Grant's mana cost. Search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library. MM C Land Leeches {1}{G}{G} Creature - Leech 2/2 First strike DK C, 4E C Land Tax {W} Enchantment At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, and put them into your hand. If you do, shuffle your library. LE U, 4E R, BR U, ME3 R Land's Edge {1}{R}{R} World Enchantment Discard a card: If the discarded card was a land card, Land's Edge deals 2 damage to target player. Any player may activate this ability. LE R, CH R Landbind Ritual {3}{W}{W} Sorcery You gain 2 life for each Plains you control. ZEN U Landslide {R} Sorcery Sacrifice any number of Mountains. Landslide deals that much damage to target player. CG U Languish {2}{B}{B} Sorcery All creatures get -4/-4 until end of turn. ORI R Lantern Kami {W} Creature - Spirit 1/1 Flying CHK C Lantern Scout {2}{W} Creature - Human Scout Ally 3/2 Rally - Whenever Lantern Scout or another Ally enters the battlefield under your control, creatures you control gain lifelink until end of turn. R Lantern Spirit {2}{U} Creature - Spirit 2/1 Flying {U}: Return Lantern Spirit to its owner's hand. ISD U Lantern of Insight {1} Artifact Players play with the top card of their libraries revealed. {T}, Sacrifice Lantern of Insight: Target player shuffles his or her library. 5DN U Lantern-Lit Graveyard Land {T}: Add {1} to your mana pool. {T}: Add {B} or {R} to your mana pool. Lantern-Lit Graveyard doesn't untap during your next untap step. CHK U Lapis Lazuli Talisman {2} Artifact Whenever a player casts a blue spell, you may pay {3}. If you do, untap target permanent. IA U Lapse of Certainty {2}{W} Instant Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard. CON C Laquatus's Champion {4}{B}{B} Creature - Nightmare Horror 6/3 When Laquatus's Champion enters the battlefield, target player loses 6 life. When Laquatus's Champion leaves the battlefield, that player gains 6 life. {B}: Regenerate Laquatus's Champion. PPR R, TOR R, VMA R Laquatus's Creativity {4}{U} Sorcery Target player draws cards equal to the number of cards in his or her hand, then discards that many cards. OD U Laquatus's Disdain {1}{U} Instant Counter target spell cast from a graveyard. Draw a card. JUD U Larceny {3}{B}{B} Enchantment Whenever a creature you control deals combat damage to a player, that player discards a card. MM U, 8ED R Lash Out {1}{R} Instant Lash Out deals 3 damage to target creature. Clash with an opponent. If you win, Lash Out deals 3 damage to that creature's controller. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C, CMD C Lash of the Whip {4}{B} Instant Target creature gets -4/-4 until end of turn. THS C Lashknife {1}{W} Enchantment - Aura If you control a Plains, you may tap an untapped creature you control rather than pay Lashknife's mana cost. Enchant creature Enchanted creature has first strike. NE C Lashknife Barrier {2}{W} Enchantment When Lashknife Barrier enters the battlefield, draw a card. If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead. PS U Lashwrithe {4} Artifact - Equipment Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.) Equipped creature gets +1/+1 for each Swamp you control. Equip {P/B}{P/B} ({P/B} can be paid with either {B} or 2 life.) NPH R, C14 R Last Breath {1}{W} Instant Exile target creature with power 2 or less. Its controller gains 4 life. MM U, SHM C, THS C Last Caress {2}{B} Sorcery Target player loses 1 life and you gain 1 life. Draw a card. AP C Last Chance {R}{R} Sorcery Take an extra turn after this one. At the beginning of that turn's end step, you lose the game. PO R, P3 R, ME4 R Last Gasp {1}{B} Instant Target creature gets -3/-3 until end of turn. RAV C Last Kiss {2}{B} Instant Last Kiss deals 2 damage to target creature and you gain 2 life. ROE C, DDM C Last Laugh {2}{B}{B} Enchantment Whenever a permanent other than Last Laugh is put into a graveyard from the battlefield, Last Laugh deals 1 damage to each creature and each player. When no creatures are on the battlefield, sacrifice Last Laugh. TOR R Last Rites {2}{B} Sorcery Discard any number of cards. Target player reveals his or her hand, then you choose a nonland card from it for each card discarded this way. That player discards those cards. OD C, PD3 C Last Stand {W}{U}{B}{R}{G} Sorcery Target opponent loses 2 life for each Swamp you control. Last Stand deals damage equal to the number of Mountains you control to target creature. Put a 1/1 green Saproling creature token onto the battlefield for each Forest you control. You gain 2 life for each Plains you control. Draw a card for each Island you control, then discard that many cards. AP R, PC2 R Last Thoughts {3}{U} Sorcery Draw a card. 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.) GTC C Last Word {2}{U}{U} Instant Last Word can't be countered by spells or abilities. Counter target spell. DST R Last-Ditch Effort {R} Instant Sacrifice any number of creatures. Last-Ditch Effort deals that much damage to target creature or player. GU U Lat-Nam's Legacy {1}{U} Instant Shuffle a card from your hand into your library. If you do, draw two cards at the beginning of the next turn's upkeep. AL C (x2), ME2 C Latch Seeker {1}{U}{U} Creature - Spirit 3/1 Latch Seeker can't be blocked. AVR U Latchkey Faerie {3}{U} Creature - Faerie Rogue 3/1 Flying Prowl {2}{U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.) When Latchkey Faerie enters the battlefield, if its prowl cost was paid, draw a card. MOR C, MMA C Latulla's Orders {1}{R} Enchantment - Aura Flash Enchant creature Whenever enchanted creature deals combat damage to defending player, you may destroy target artifact that player controls. PR C Latulla, Keldon Overseer {3}{R}{R} Legendary Creature - Human Spellshaper 3/3 {X}{R}, {T}, Discard two cards: Latulla, Keldon Overseer deals X damage to target creature or player. PR R Launch {1}{U} Enchantment - Aura Enchant creature Enchanted creature has flying. When Launch is put into a graveyard from the battlefield, return Launch to its owner's hand. UZ C Launch Party {3}{B} Instant As an additional cost to cast Launch Party, sacrifice a creature. Destroy target creature. Its controller loses 2 life. RTR C Launch the Fleet {W} Sorcery Strive - Launch the Fleet costs {1} more to cast for each target beyond the first. Until end of turn, any number of target creatures each gain "Whenever this creature attacks, put a 1/1 white Soldier creature token onto the battlefield tapped and attacking." JOU R Lava Axe {4}{R} Sorcery Lava Axe deals 5 damage to target player. PO C, P2 C, GU C, P3 C, P4 C, BD C, 7E C, 8ED C, 9ED C, 10E C, M10 C, M11 C, M12 C, M14 C, M15 C Lava Blister {1}{R} Sorcery Destroy target nonbasic land unless its controller has Lava Blister deal 6 damage to him or her. OD U Lava Burst {X}{R} Sorcery Lava Burst deals X damage to target creature or player. If Lava Burst would deal damage to a creature, that damage can't be prevented or dealt instead to another creature or player. IA C, ME2 U Lava Dart {R} Instant Lava Dart deals 1 damage to target creature or player. Flashback-Sacrifice a Mountain. (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD C Lava Flow {3}{R}{R} Sorcery Destroy target creature or land. PO U, ME4 C Lava Hounds {2}{R}{R} Creature - Hound 4/4 Haste When Lava Hounds enters the battlefield, it deals 4 damage to you. WL U, 8ED R Lava Runner {1}{R}{R} Creature - Lizard 2/2 Haste Whenever Lava Runner becomes the target of a spell or ability, that spell or ability's controller sacrifices a land. MM R Lava Spike {R} Sorcery - Arcane Lava Spike deals 3 damage to target player. CHK C, MMA C Lava Storm {3}{R}{R} Instant Lava Storm deals 2 damage to each attacking creature or Lava Storm deals 2 damage to each blocking creature. WL C Lava Tubes Land Lava Tubes doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from Lava Tubes. {T}: Add {B} or {R} to your mana pool. Put a depletion counter on Lava Tubes. IA R Lava Zombie {1}{B}{R} Creature - Zombie 4/3 When Lava Zombie enters the battlefield, return a black or red creature you control to its owner's hand. {2}: Lava Zombie gets +1/+0 until end of turn. PS C Lavaball Trap {6}{R}{R} Instant - Trap If an opponent had two or more lands enter the battlefield under his or her control this turn, you may pay {3}{R}{R} rather than pay Lavaball Trap's mana cost. Destroy two target lands. Lavaball Trap deals 4 damage to each creature. ZEN R Lavaborn Muse {3}{R} Creature - Spirit 3/3 At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Lavaborn Muse deals 3 damage to him or her. LGN R, 10E R, DDK R Lavaclaw Reaches Land Lavaclaw Reaches enters the battlefield tapped. {T}: Add {B} or {R} to your mana pool. {1}{B}{R}: Until end of turn, Lavaclaw Reaches becomes a 2/2 black and red Elemental creature with "{X}: This creature gets +X/+0 until end of turn." It's still a land. WWK R Lavacore Elemental {2}{R} Creature - Elemental 5/3 Vanishing 1 (This permanent enters the battlefield with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a creature you control deals combat damage to a player, put a time counter on Lavacore Elemental. PLC U Lavafume Invoker {2}{R} Creature - Goblin Shaman 2/2 {8}: Creatures you control get +3/+0 until end of turn. ROE C Lavalanche {X}{B}{R}{G} Sorcery Lavalanche deals X damage to target player and each creature he or she controls. ARB R Lavamancer's Skill {1}{R} Enchantment - Aura Enchant creature Enchanted creature has "{T}: This creature deals 1 damage to target creature." As long as enchanted creature is a Wizard, it has "{T}: This creature deals 2 damage to target creature." ONS C Lavastep Raider {R} Creature - Goblin Warrior 1/2 {2}{R}: Lavastep Raider gets +2/+0 until end of turn. C Lavinia of the Tenth {3}{W}{U} Legendary Creature - Human Soldier 4/4 Protection from red When Lavinia of the Tenth enters the battlefield, detain each nonland permanent your opponents control with converted mana cost 4 or less. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.) DGM R Lawbringer {2}{W} Creature - Kor Rebel 2/2 {T}, Sacrifice Lawbringer: Exile target red creature. NE C Lay Bare {2}{U}{U} Instant Counter target spell. Look at its controller's hand. ROE C Lay Waste {3}{R} Sorcery Destroy target land. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C, ONS C Lay of the Land {G} Sorcery Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. AP C, M14 C Lazav, Dimir Mastermind {U}{U}{B}{B} Legendary Creature - Shapeshifter 3/3 Hexproof Whenever a creature card is put into an opponent's graveyard from anywhere, you may have Lazav, Dimir Mastermind become a copy of that card except its name is still Lazav, Dimir Mastermind, it's legendary in addition to its other types, and it gains hexproof and this ability. GTC M Lead Astray {1}{W} Instant Tap up to two target creatures. JUD C Lead Golem {5} Artifact Creature - Golem 3/5 Whenever Lead Golem attacks, it doesn't untap during its controller's next untap step. MI U, 6E U Lead the Stampede {2}{G} Sorcery Look at the top five cards of your library. You may reveal any number of creature cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order. MBS U, DDH U, CNS U Lead-Belly Chimera {4} Artifact Creature - Chimera 2/2 Trample Sacrifice Lead-Belly Chimera: Put a +2/+2 counter on target Chimera creature. It gains trample. (This effect lasts indefinitely.) VI U Leaden Fists {2}{U} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +3/+3 and doesn't untap during its controller's untap step. FUT C Leaden Myr {2} Artifact Creature - Myr 1/1 {T}: Add {B} to your mana pool. MRD C, HOP C, SOM C Leaf Arrow {G} Instant Leaf Arrow deals 3 damage to target creature with flying. ROE C Leaf Dancer {1}{G}{G} Creature - Centaur 2/2 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) OD C Leaf Gilder {1}{G} Creature - Elf Druid 2/1 {T}: Add {G} to your mana pool. LRW C, ARC C, ORI C Leaf-Crowned Elder {2}{G}{G} Creature - Treefolk Shaman 3/5 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Leaf-Crowned Elder, you may reveal it. If you do, you may play that card without paying its mana cost. MOR R Leafcrown Dryad {1}{G} Enchantment Creature - Nymph Dryad 2/2 Bestow {3}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Reach Enchanted creature gets +2/+2 and has reach. THS C Leafdrake Roost {3}{G}{U} Enchantment - Aura Enchant land Enchanted land has "{G}{U}, {T}: Put a 2/2 green and blue Drake creature token with flying onto the battlefield." DIS U, C13 U Leap {U} Instant Target creature gains flying until end of turn. Draw a card. ST C Leap of Faith {2}{W} Instant Target creature gains flying until end of turn. Prevent all damage that would be dealt to that creature this turn. AVR C Leap of Flame {U}{R} Instant Replicate {U}{R} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Target creature gets +1/+0 and gains flying and first strike until end of turn. GPT C Leaping Lizard {1}{G}{G} Creature - Lizard 2/3 {1}{G}: Leaping Lizard gets -0/-1 and gains flying until end of turn. HM C, ME2 C Leaping Master {1}{R} Creature - Human Monk 2/1 {2}{W}: Leaping Master gains flying until end of turn. KTK C Learn from the Past {3}{U} Instant Target player shuffles his or her graveyard into his or her library. Draw a card. DTK U Leashling {6} Artifact Creature - Hound 3/3 Put a card from your hand on top of your library: Return Leashling to its owner's hand. RAV U Leatherback Baloth {G}{G}{G} Creature - Beast 4/5 WWK U Leave No Trace {1}{W} Instant Radiance - Destroy target enchantment and each other enchantment that shares a color with it. RAV C Leech Bonder {2}{U} Creature - Merfolk Soldier 3/3 Leech Bonder enters the battlefield with two -1/-1 counters on it. {U}, {Q}: Move a counter from target creature onto a second target creature. ({Q} is the untap symbol.) SHM U Leeches {1}{W}{W} Sorcery Target player loses all poison counters. Leeches deals that much damage to that player. HM R, ME4 R Leeching Bite {1}{G} Instant Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn. NPH C Leeching Licid {1}{B} Creature - Licid 1/1 {B}, {T}: Leeching Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {B} to end this effect. At the beginning of the upkeep of enchanted creature's controller, Leeching Licid deals 1 damage to that player. TE U Leeching Sliver {1}{B} Creature - Sliver 1/1 Whenever a Sliver you control attacks, defending player loses 1 life. M15 U Leechridden Swamp Land - Swamp ({T}: Add {B} to your mana pool.) Leechridden Swamp enters the battlefield tapped. {B}, {T}: Each opponent loses 1 life. Activate this ability only if you control two or more black permanents. SHM U, HOP U Leering Emblem {2} Artifact - Equipment Whenever you cast a spell, equipped creature gets +2/+2 until end of turn. Equip {2} EVE R Leering Gargoyle {1}{W}{U} Creature - Gargoyle 2/2 Flying {T}: Leering Gargoyle gets -2/+2 and loses flying until end of turn. MI R Leery Fogbeast {2}{G} Creature - Beast 4/2 Whenever Leery Fogbeast becomes blocked, prevent all combat damage that would be dealt this turn. ONS C Legacy Weapon {7} Legendary Artifact {W}{U}{B}{R}{G}: Exile target permanent. If Legacy Weapon would be put into a graveyard from anywhere, reveal Legacy Weapon and shuffle it into its owner's library instead. AP R, 10E R Legacy's Allure {U}{U} Enchantment At the beginning of your upkeep, you may put a treasure counter on Legacy's Allure. Sacrifice Legacy's Allure: Gain control of target creature with power less than or equal to the number of treasure counters on Legacy's Allure. (This effect lasts indefinitely.) TE U, TPR R Legerdemain {2}{U}{U} Sorcery Exchange control of target artifact or creature and another target permanent that shares one of those types with it. (This effect lasts indefinitely.) TE U, TPR U Legion Loyalist {R} Creature - Goblin Soldier 1/1 Haste Battalion - Whenever Legion Loyalist and at least two other creatures attack, creatures you control gain first strike and trample until end of turn and can't be blocked by creature tokens this turn. GTC R Legion's Initiative {R}{W} Enchantment Red creatures you control get +1/+0. White creatures you control get +0/+1. {R}{W}, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn. DGM M Legions of Lim-Dul {1}{B}{B} Creature - Zombie 2/3 Snow swampwalk (This creature can't be blocked as long as defending player controls a snow Swamp.) IA C Lens of Clarity {1} Artifact You may look at the top card of your library and at face-down creatures you don't control. (You may do this at any time.) KTK C Leonin Abunas {3}{W} Creature - Cat Cleric 2/5 Artifacts you control have hexproof. (They can't be the targets of spells or abilities your opponents control.) MRD R, ARC R Leonin Arbiter {1}{W} Creature - Cat Cleric 2/2 Players can't search libraries. Any player may pay {2} for that player to ignore this effect until end of turn. SOM R Leonin Armorguard {2}{G}{W} Creature - Cat Soldier 3/3 When Leonin Armorguard enters the battlefield, creatures you control get +1/+1 until end of turn. ARB C Leonin Battlemage {3}{W} Creature - Cat Wizard 2/3 {T}: Target creature gets +1/+1 until end of turn. Whenever you cast a spell, you may untap Leonin Battlemage. DST U Leonin Bladetrap {3} Artifact Flash (You may cast this spell any time you could cast an instant.) {2}, Sacrifice Leonin Bladetrap: Leonin Bladetrap deals 2 damage to each attacking creature without flying. MRD U, C13 U Leonin Bola {1} Artifact - Equipment Equipped creature has "{T}, Unattach Leonin Bola: Tap target creature." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) DST C Leonin Den-Guard {1}{W} Creature - Cat Soldier 1/3 As long as Leonin Den-Guard is equipped, it gets +1/+1 and has vigilance. MRD C Leonin Elder {W} Creature - Cat Cleric 1/1 Whenever an artifact enters the battlefield, you may gain 1 life. MRD C Leonin Iconoclast {3}{W} Creature - Cat Monk 3/2 Heroic - Whenever you cast a spell that targets Leonin Iconoclast, destroy target enchantment creature an opponent controls. JOU U Leonin Relic-Warder {W}{W} Creature - Cat Cleric 2/2 When Leonin Relic-Warder enters the battlefield, you may exile target artifact or enchantment. When Leonin Relic-Warder leaves the battlefield, return the exiled card to the battlefield under its owner's control. MBS U Leonin Scimitar {1} Artifact - Equipment Equipped creature gets +1/+1. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) MRD C, 10E U Leonin Shikari {1}{W} Creature - Cat Soldier 2/2 You may activate equip abilities any time you could cast an instant. DST R Leonin Skyhunter {W}{W} Creature - Cat Knight 2/2 Flying MRD U, 9ED U, MBS C, DDG U Leonin Snarecaster {1}{W} Creature - Cat Soldier 2/1 When Leonin Snarecaster enters the battlefield, you may tap target creature. THS C, DDN C Leonin Squire {1}{W} Creature - Cat Soldier 2/2 When Leonin Squire enters the battlefield, return target artifact card with converted mana cost 1 or less from your graveyard to your hand. 5DN C Leonin Sun Standard {2} Artifact {1}{W}: Creatures you control get +1/+1 until end of turn. MRD R Leshrac's Rite {B} Enchantment - Aura Enchant creature Enchanted creature has swampwalk. (It can't be blocked as long as defending player controls a Swamp.) IA U, 5E U, 6E U, 7E U Leshrac's Sigil {B}{B} Enchantment Whenever an opponent casts a green spell, you may pay {B}{B}. If you do, look at that player's hand and choose a card from it. The player discards that card. {B}{B}: Return Leshrac's Sigil to its owner's hand. IA U Lesser Gargadon {2}{R}{R} Creature - Beast 6/4 Whenever Lesser Gargadon attacks or blocks, sacrifice a land. PR U, 8ED U Lesser Werewolf {3}{B} Creature - Werewolf 2/4 {B}: If Lesser Werewolf's power is 1 or more, it gets -1/-0 until end of turn and put a -0/-1 counter on target creature blocking or blocked by Lesser Werewolf. Activate this ability only during the declare blockers step. LE U, ME3 C Lethal Vapors {2}{B}{B} Enchantment Whenever a creature enters the battlefield, destroy it. {0}: Destroy Lethal Vapors. You skip your next turn. Any player may activate this ability. SCG R Lethargy Trap {3}{U} Instant - Trap If three or more creatures are attacking, you may pay {U} rather than pay Lethargy Trap's mana cost. Attacking creatures get -3/-0 until end of turn. ZEN C Lethe Lake Plane - Arkhos At the beginning of your upkeep, put the top ten cards of your library into your graveyard. Whenever you roll CHAOS, target player puts the top ten cards of his or her library into his or her graveyard. HOP C Leveler {5} Artifact Creature - Juggernaut 10/10 When Leveler enters the battlefield, exile all cards from your library. MRD R Leviathan {5}{U}{U}{U}{U} Creature - Leviathan 10/10 Trample Leviathan enters the battlefield tapped and doesn't untap during your untap step. At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan. Leviathan can't attack unless you sacrifice two Islands. (This cost is paid as attackers are declared.) DK R, 4E R, 5E R, BD R, TSB S Levitation {2}{U}{U} Enchantment Creatures you control have flying. GU U, 7E U, 9ED U, M10 U, M12 U Ley Druid {2}{G} Creature - Human Druid 1/1 {T}: Untap target land. 1E U, 2E U, 2U U, 3E U, 4E U, 5E C, 9ED U Ley Line {3}{G} Enchantment At the beginning of each player's upkeep, that player may put a +1/+1 counter on target creature of his or her choice. MM U Leyline Phantom {4}{U} Creature - Illusion 5/5 When Leyline Phantom deals combat damage, return it to its owner's hand. (Return it only if it survived combat.) GTC C, DDM C Leyline of Anticipation {2}{U}{U} Enchantment If Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield. You may cast nonland cards as though they had flash. (You may cast them any time you could cast an instant.) M11 R Leyline of Lifeforce {2}{G}{G} Enchantment If Leyline of Lifeforce is in your opening hand, you may begin the game with it on the battlefield. Creature spells can't be countered. GPT R Leyline of Lightning {2}{R}{R} Enchantment If Leyline of Lightning is in your opening hand, you may begin the game with it on the battlefield. Whenever you cast a spell, you may pay {1}. If you do, Leyline of Lightning deals 1 damage to target player. GPT R Leyline of Punishment {2}{R}{R} Enchantment If Leyline of Punishment is in your opening hand, you may begin the game with it on the battlefield. Players can't gain life. Damage can't be prevented. M11 R Leyline of Sanctity {2}{W}{W} Enchantment If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield. You have hexproof. (You can't be the target of spells or abilities your opponents control.) M11 R, MM2 R Leyline of Singularity {2}{U}{U} Enchantment If Leyline of Singularity is in your opening hand, you may begin the game with it on the battlefield. All nonland permanents are legendary. GPT R Leyline of Vitality {2}{G}{G} Enchantment If Leyline of Vitality is in your opening hand, you may begin the game with it on the battlefield. Creatures you control get +0/+1. Whenever a creature enters the battlefield under your control, you may gain 1 life. M11 R Leyline of the Meek {2}{W}{W} Enchantment If Leyline of the Meek is in your opening hand, you may begin the game with it on the battlefield. Creature tokens get +1/+1. GPT R Leyline of the Void {2}{B}{B} Enchantment If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield. If a card would be put into an opponent's graveyard from anywhere, exile it instead. GPT R, M11 R Lhurgoyf {2}{G}{G} Creature - Lhurgoyf */1+* Lhurgoyf's power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1. IA R, 5E R, BR R, 8ED R, CMD R Liability {1}{B}{B} Enchantment Whenever a nontoken permanent is put into a player's graveyard from the battlefield, that player loses 1 life. MM R Liar's Pendulum {1} Artifact {2}, {T}: Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, draw a card. MRD R Liberate {1}{W} Instant Exile target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. IN U Liberated Dwarf {R} Creature - Dwarf 1/1 {R}, Sacrifice Liberated Dwarf: Target green creature gets +1/+0 and gains first strike until end of turn. JUD C Library of Alexandria Land {T}: Add {1} to your mana pool. {T}: Draw a card. Activate this ability only if you have exactly seven cards in hand. AN U, ME4 R, VMA M Library of Lat-Nam {4}{U} Sorcery An opponent chooses one - • You draw three cards at the beginning of the next turn's upkeep. • You search your library for a card, put that card into your hand, then shuffle your library. AL R, 6E R Library of Leng {1} Artifact You have no maximum hand size. If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, ME4 C Lich {B}{B}{B}{B} Enchantment As Lich enters the battlefield, you lose life equal to your life total. You don't lose the game for having 0 or less life. If you would gain life, draw that many cards instead. Whenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game. When Lich is put into a graveyard from the battlefield, you lose the game. 1E R, 2E R, 2U R, ME4 R Lich Lord of Unx {1}{U}{B} Creature - Zombie Wizard 2/2 {U}{B}, {T}: Put a 1/1 blue and black Zombie Wizard creature token onto the battlefield. {U}{U}{B}{B}: Target player loses X life and puts the top X cards of his or her library into his or her graveyard, where X is the number of Zombies you control. ARB R Lich's Mirror {5} Artifact If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20. ALA M Lich's Tomb {4} Artifact You don't lose the game for having 0 or less life. Whenever you lose life, sacrifice a permanent for each 1 life you lost. (Damage causes loss of life.) DST R Lichenthrope {3}{G}{G} Creature - Plant Fungus 5/5 If damage would be dealt to Lichenthrope, put that many -1/-1 counters on it instead. At the beginning of your upkeep, remove a -1/-1 counter from Lichenthrope. VI R Liege of the Axe {3}{W} Creature - Human Soldier 2/3 Vigilance Morph {1}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Liege of the Axe is turned face up, untap it. LGN U Liege of the Hollows {2}{G}{G} Creature - Spirit 3/4 When Liege of the Hollows dies, each player may pay any amount of mana. Then each player who paid mana this way puts that many 1/1 green Squirrel creature tokens onto the battlefield. WL R Liege of the Pit {5}{B}{B}{B} Creature - Demon 7/7 Flying, trample At the beginning of your upkeep, sacrifice a creature other than Liege of the Pit. If you can't, Liege of the Pit deals 7 damage to you. Morph {B}{B}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) TSP R Liege of the Tangle {6}{G}{G} Creature - Elemental 8/8 Trample Whenever Liege of the Tangle deals combat damage to a player, you may choose any number of target lands you control and put an awakening counter on each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakening counter on it. They're still lands. SOM M Lieutenant Kirtar {1}{W}{W} Legendary Creature - Bird Soldier 2/2 Flying {1}{W}, Sacrifice Lieutenant Kirtar: Exile target attacking creature. OD R Life {G} Sorcery All lands you control become 1/1 creatures until end of turn. They're still lands. ---- Death {1}{B} Sorcery Return target creature card from your graveyard to the battlefield. You lose life equal to its converted mana cost. AP U (x2), DDJ U Life Burst {1}{W} Instant Target player gains 4 life, then gains 4 life for each card named Life Burst in each graveyard. OD C Life Chisel {4} Artifact Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. Activate this ability only during your upkeep. LE U, ME3 R Life Matrix {4} Artifact {4}, {T}: Put a matrix counter on target creature and that creature gains "Remove a matrix counter from this creature: Regenerate this creature." Activate this ability only during your upkeep. LE R Life and Limb {3}{G} Enchantment All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types. PLC R Life from the Loam {1}{G} Sorcery Return up to three target land cards from your graveyard to your hand. Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) RAV R, DDJ R, MMA R Life's Finale {4}{B}{B} Sorcery Destroy all creatures, then search target opponent's library for up to three creature cards and put them into his or her graveyard. Then that player shuffles his or her library. NPH R Life's Legacy {1}{G} Sorcery As an additional cost to cast Life's Legacy, sacrifice a creature. Draw cards equal to the sacrificed creature's power. M15 R Lifebane Zombie {1}{B}{B} Creature - Zombie Warrior 3/1 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When Lifebane Zombie enters the battlefield, target opponent reveals his or her hand. You choose a green or white creature card from it and exile that card. M14 R Lifeblood {2}{W}{W} Enchantment Whenever a Mountain an opponent controls becomes tapped, you gain 1 life. LE R Lifeblood Hydra {X}{G}{G}{G} Creature - Hydra 0/0 Trample Lifeblood Hydra enters the battlefield with X +1/+1 counters on it. When Lifeblood Hydra dies, you gain life and draw cards equal to its power. C14 R Lifeforce {G}{G} Enchantment {G}{G}: Counter target black spell. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, ME4 R Lifegift {2}{G} Enchantment Whenever a land enters the battlefield, you may gain 1 life. BOK R Lifelace {G} Instant Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.) 1E R, 2E R, 2U R, 3E R, 4E R Lifeline {5} Artifact Whenever a creature dies, if another creature is on the battlefield, return the first card to the battlefield under its owner's control at the beginning of the next end step. UZ R Lifelink {W} Enchantment - Aura Enchant creature Enchanted creature has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) M10 C, M12 C Lifesmith {1}{G} Creature - Human Artificer 2/1 Whenever you cast an artifact spell, you may pay {1}. If you do, you gain 3 life. SOM U Lifespark Spellbomb {1} Artifact {G}, Sacrifice Lifespark Spellbomb: Until end of turn, target land becomes a 3/3 creature that's still a land. {1}, Sacrifice Lifespark Spellbomb: Draw a card. MRD C Lifespinner {3}{G} Creature - Spirit 3/3 {T}, Sacrifice three Spirits: Search your library for a legendary Spirit permanent card and put it onto the battlefield. Then shuffle your library. BOK U Lifespring Druid {2}{G} Creature - Elf Druid 2/1 {T}: Add one mana of any color to your mana pool. C Lifetap {U}{U} Enchantment Whenever a Forest an opponent controls becomes tapped, you gain 1 life. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U Lifted by Clouds {2}{U} Instant - Arcane Target creature gains flying until end of turn. Splice onto Arcane {1}{U} (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.) CHK C Light from Within {2}{W}{W} Enchantment Chroma - Each creature you control gets +1/+1 for each white mana symbol in its mana cost. EVE R Light of Day {3}{W} Enchantment Black creatures can't attack or block. TE U, 6E U Light of Sanction {1}{W}{W} Enchantment Prevent all damage that would be dealt to creatures you control by sources you control. RAV R Lightbringer {2}{W} Creature - Kor Rebel 2/2 {T}, Sacrifice Lightbringer: Exile target black creature. NE C Lightform {1}{W}{W} Enchantment When Lightform enters the battlefield, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Lightform to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and lifelink. FRF U Lighthouse Chronologist {1}{U} Creature - Human Wizard 1/3 Level up {U} ({U}: Put a level counter on this. Level up only as a sorcery.) LEVEL 4-6 2/4 LEVEL 7+ 3/5 At the beginning of each end step, if it's not your turn, take an extra turn after this one. ROE M Lightkeeper of Emeria {3}{W} Creature - Angel 2/4 Multikicker {W} (You may pay an additional {W} any number of times as you cast this spell.) Flying When Lightkeeper of Emeria enters the battlefield, you gain 2 life for each time it was kicked. WWK U, CMD U Lightmine Field {2}{W}{W} Enchantment Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures. ROE R Lightning Angel {1}{R}{W}{U} Creature - Angel 3/4 Flying, vigilance, haste M, AP R, TSB S, DDN R Lightning Axe {R} Instant As an additional cost to cast Lightning Axe, discard a card or pay {5}. Lightning Axe deals 5 damage to target creature. TSP C Lightning Berserker {R} Creature - Human Berserker 1/1 {R}: Lightning Berserker gets +1/+0 until end of turn. Dash {R} (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.) DTK U Lightning Blast {3}{R} Instant Lightning Blast deals 4 damage to target creature or player. TE C, 6E C, 7E C, 8ED U, TPR C Lightning Blow {1}{W} Instant Target creature gains first strike until end of turn. Draw a card at the beginning of the next turn's upkeep. IA R, ME3 C Lightning Bolt {R} Instant Lightning Bolt deals 3 damage to target creature or player. 1E C, 2E C, 2U C, 3E C, 4E C, BD C, MED C, M10 C, M11 C, PD2 C, MM2 U Lightning Cloud {3}{R} Enchantment Whenever a player casts a red spell, you may pay {R}. If you do, Lightning Cloud deals 1 damage to target creature or player. VI R Lightning Coils {3} Artifact Whenever a nontoken creature you control dies, put a charge counter on Lightning Coils. At the beginning of your upkeep, if Lightning Coils has five or more charge counters on it, remove all of them from it and put that many 3/1 red Elemental creature tokens with haste onto the battlefield. Exile them at the beginning of the next end step. MRD R Lightning Crafter {3}{R} Creature - Goblin Shaman 3/3 Champion a Goblin or Shaman (When this enters the battlefield, sacrifice it unless you exile another Goblin or Shaman you control. When this leaves the battlefield, that card returns to the battlefield.) {T}: Lightning Crafter deals 3 damage to target creature or player. MOR R Lightning Dart {1}{R} Instant Lightning Dart deals 1 damage to target creature. If that creature is white or blue, Lightning Dart deals 4 damage to it instead. IN U Lightning Diadem {5}{R} Enchantment - Aura Enchant creature When Lightning Diadem enters the battlefield, it deals 2 damage to target creature or player. Enchanted creature gets +2/+2. JOU C Lightning Dragon {2}{R}{R} Creature - Dragon 4/4 Flying Echo {2}{R}{R} (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.) {R}: Lightning Dragon gets +1/+0 until end of turn. PPR R, UZ R, VMA R Lightning Elemental {3}{R} Creature - Elemental 4/1 Haste (This creature can attack and {T} as soon as it comes under your control.) TE C, BR C, 7E C, 8ED C, 9ED C, 10E C, M10 C, M12 C Lightning Greaves {2} Artifact - Equipment Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0} MRD U, DDE U, ARC U, CMD U Lightning Helix {R}{W} Instant Lightning Helix deals 3 damage to target creature or player and you gain 3 life. RAV U, HOP U, DDH U, MMA U, DDN U Lightning Hounds {2}{R}{R} Creature - Hound 3/2 First strike MM C Lightning Javelin {3}{R} Sorcery Lightning Javelin deals 3 damage to target creature or player. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) ORI C Lightning Mauler {1}{R} Creature - Human Berserker 2/1 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Lightning Mauler is paired with another creature, both creatures have haste. AVR U Lightning Prowess {2}{R} Enchantment - Aura Enchant creature Enchanted creature has haste and "{T}: This creature deals 1 damage to target creature or player." AVR U Lightning Reaver {3}{B}{R} Creature - Zombie Beast 3/3 Haste, fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever Lightning Reaver deals combat damage to a player, put a charge counter on it. At the beginning of your end step, Lightning Reaver deals damage equal to the number of charge counters on it to each opponent. ARB R Lightning Reflexes {1}{R} Enchantment - Aura You may cast Lightning Reflexes as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature gets +1/+0 and has first strike. MI C Lightning Rift {1}{R} Enchantment Whenever a player cycles a card, you may pay {1}. If you do, Lightning Rift deals 2 damage to target creature or player. ONS U, VMA U Lightning Serpent {X}{R} Creature - Elemental Serpent 2/1 Trample, haste Lightning Serpent enters the battlefield with X +1/+0 counters on it. At the beginning of the end step, sacrifice Lightning Serpent. CSP R Lightning Shrieker {4}{R} Creature - Dragon 5/5 Flying, trample, haste At the beginning of the end step, Lightning Shrieker's owner shuffles it into his or her library. FRF C Lightning Storm {1}{R}{R} Instant Lightning Storm deals X damage to target creature or player, where X is 3 plus the number of charge counters on it. Discard a land card: Put two charge counters on Lightning Storm. You may choose a new target for it. Any player may activate this ability but only if Lightning Storm is on the stack. CSP U Lightning Strike {1}{R} Instant Lightning Strike deals 3 damage to target creature or player. THS C, M15 C Lightning Surge {3}{R}{R} Sorcery Lightning Surge deals 4 damage to target creature or player. Threshold - If seven or more cards are in your graveyard, instead Lightning Surge deals 6 damage to that creature or player and the damage can't be prevented. Flashback {5}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD R Lightning Talons {2}{R} Enchantment - Aura Enchant creature Enchanted creature gets +3/+0 and has first strike. (It deals combat damage before creatures without first strike.) ALA C, M14 C Lightning Volley {3}{R} Instant Until end of turn, creatures you control gain "{T}: This creature deals 1 damage to target creature or player." BNG U Lightwalker {1}{W} Creature - Human Warrior 2/1 Lightwalker has flying as long as it has a +1/+1 counter on it. DTK C Lightwielder Paladin {3}{W}{W} Creature - Human Knight 4/4 First strike (This creature deals combat damage before creatures without first strike.) Whenever Lightwielder Paladin deals combat damage to a player, you may exile target black or red permanent that player controls. M10 R Lignify {1}{G} Tribal Enchantment - Treefolk Aura Enchant creature Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities. LRW C, DDD C, DD3_GVL C Liliana Vess {3}{B}{B} Planeswalker - Liliana 5 [+1] Target player discards a card. [-2] Search your library for a card, then shuffle your library and put that card on top of it. [-8] Put all creature cards from all graveyards onto the battlefield under your control. LRW R, M10 M, DDD M, M11 M, M15 M, DD3_GVL M Liliana of the Dark Realms {2}{B}{B} Planeswalker - Liliana 3 [+1] Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library. [-3] Target creature gets +X/+X or -X/-X until end of turn, where X is the number of Swamps you control. [-6] You get an emblem with "Swamps you control have '{T}: Add {B}{B}{B}{B} to your mana pool.'" M13 M, M14 M Liliana of the Veil {1}{B}{B} Planeswalker - Liliana 3 [+1] Each player discards a card. [-2] Target player sacrifices a creature. [-6] Separate all permanents target player controls into two piles. That player sacrifices all permanents in the pile of his or her choice. ISD M Liliana's Caress {1}{B} Enchantment Whenever an opponent discards a card, that player loses 2 life. M11 U Liliana's Reaver {2}{B}{B} Creature - Zombie 4/3 Deathtouch Whenever Liliana's Reaver deals combat damage to a player, that player discards a card and you put a 2/2 black Zombie creature token onto the battlefield tapped. M14 R, C14 R Liliana's Shade {2}{B}{B} Creature - Shade 1/1 When Liliana's Shade enters the battlefield, you may search your library for a Swamp card, reveal it, put it into your hand, then shuffle your library. {B}: Liliana's Shade gets +1/+1 until end of turn. M13 C Liliana's Specter {1}{B}{B} Creature - Specter 2/1 Flying When Liliana's Specter enters the battlefield, each opponent discards a card. M11 C, PC2 C, CNS C Liliana, Heretical Healer {1}{B}{B} Legendary Creature - Human Cleric 2/3 Lifelink Whenever another nontoken creature you control dies, exile Liliana, Heretical Healer, then return her to the battlefield transformed under her owner's control. If you do, put a 2/2 black Zombie creature token onto the battlefield. ---- Liliana, Defiant Necromancer Planeswalker - Liliana 3 [+2] Each player discards a card. [-X] Return target nonlegendary creature card with converted mana cost X from your graveyard to the battlefield. [-8] You get an emblem with "Whenever a creature dies, return it to the battlefield under your control at the beginning of the next end step." ORI M Lilting Refrain {1}{U} Enchantment At the beginning of your upkeep, you may put a verse counter on Lilting Refrain. Sacrifice Lilting Refrain: Counter target spell unless its controller pays {X}, where X is the number of verse counters on Lilting Refrain. UZ U Lim-Dul the Necromancer {5}{B}{B} Legendary Creature - Human Wizard 4/4 Whenever a creature an opponent controls dies, you may pay {1}{B}. If you do, return that card to the battlefield under your control. If it's a creature, it's a Zombie in addition to its other creature types. {1}{B}: Regenerate target Zombie. TSP R Lim-Dul's Cohort {1}{B}{B} Creature - Zombie 2/3 Whenever Lim-Dul's Cohort blocks or becomes blocked by a creature, that creature can't be regenerated this turn. IA C, ME4 C Lim-Dul's Hex {1}{B} Enchantment At the beginning of your upkeep, for each player, Lim-Dul's Hex deals 1 damage to that player unless he or she pays {B} or {3}. IA U Lim-Dul's High Guard {1}{B}{B} Creature - Skeleton 2/1 First strike {1}{B}: Regenerate Lim-Dul's High Guard. AL C (x2), ME2 U Lim-Dul's Paladin {2}{B}{R} Creature - Human Knight 0/3 Trample At the beginning of your upkeep, you may discard a card. If you don't, sacrifice Lim-Dul's Paladin and draw a card. Whenever Lim-Dul's Paladin becomes blocked, it gets +6/+3 until end of turn. Whenever Lim-Dul's Paladin attacks and isn't blocked, it assigns no combat damage to defending player this turn and that player loses 4 life. AL U Lim-Dul's Vault {U}{B} Instant Look at the top five cards of your library. As many times as you choose, you may pay 1 life, put those cards on the bottom of your library in any order, then look at the top five cards of your library. Then shuffle your library and put the last cards you looked at this way on top of it in any order. AL U, MED U, C13 U Limestone Golem {6} Artifact Creature - Golem 3/4 {2}, Sacrifice Limestone Golem: Target player draws a card. OD U Limited Resources {W} Enchantment When Limited Resources enters the battlefield, each player chooses five lands he or she controls and sacrifices the rest. Players can't play lands as long as ten or more lands are on the battlefield. EX R Lin Sivvi, Defiant Hero {1}{W}{W} Legendary Creature - Human Rebel 1/3 {X}, {T}: Search your library for a Rebel permanent card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library. {3}: Put target Rebel card from your graveyard on the bottom of your library. NE R Linessa, Zephyr Mage {3}{U} Legendary Creature - Human Wizard 3/3 {X}{U}{U}, {T}: Return target creature with converted mana cost X to its owner's hand. Grandeur - Discard another card named Linessa, Zephyr Mage: Target player returns a creature he or she controls to its owner's hand, then repeats this process for an artifact, an enchantment, and a land. FUT R Lingering Death {1}{B} Enchantment - Aura Enchant creature At the beginning of the end step of enchanted creature's controller, that player sacrifices that creature. SCG C Lingering Mirage {1}{U} Enchantment - Aura Enchant land Enchanted land is an Island. Cycling {2} ({2}, Discard this card: Draw a card.) UZ U Lingering Souls {2}{W} Sorcery Put two 1/1 white Spirit creature tokens with flying onto the battlefield. Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) MD1 U, DKA U, DDK U Lingering Tormentor {3}{B} Creature - Spirit 2/2 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) EVE U Linvala, Keeper of Silence {2}{W}{W} Legendary Creature - Angel 3/4 Flying Activated abilities of creatures your opponents control can't be activated. ROE M Lion's Eye Diamond {0} Artifact Sacrifice Lion's Eye Diamond, Discard your hand: Add three mana of any one color to your mana pool. Activate this ability only any time you could cast an instant. MI R, VMA M Lionheart Maverick {W} Creature - Human Knight 1/1 Vigilance {4}{W}: Lionheart Maverick gets +1/+2 until end of turn. GPT C, DDG C Liquid Fire {4}{R}{R} Sorcery As an additional cost to cast Liquid Fire, choose a number between 0 and 5. Liquid Fire deals X damage to target creature and 5 minus X damage to that creature's controller, where X is the chosen number. OD U Liquify {2}{U} Instant Counter target spell with converted mana cost 3 or less. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. TOR C Liquimetal Coating {2} Artifact {T}: Target permanent becomes an artifact in addition to its other types until end of turn. SOM U, C14 U Lithatog {1}{R}{G} Creature - Atog 1/2 Sacrifice an artifact: Lithatog gets +1/+1 until end of turn. Sacrifice a land: Lithatog gets +1/+1 until end of turn. OD U Lithomancer's Focus {W} Instant Target creature gets +2/+2 until end of turn. Prevent all damage that would be dealt to that creature this turn by colorless sources. C Lithophage {3}{R}{R} Creature - Insect 7/7 At the beginning of your upkeep, sacrifice Lithophage unless you sacrifice a Mountain. MM R, DDI R Liturgy of Blood {3}{B}{B} Sorcery Destroy target creature. Add {B}{B}{B} to your mana pool. M14 C Liu Bei, Lord of Shu {3}{W}{W} Legendary Creature - Human Soldier 2/4 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Liu Bei, Lord of Shu gets +2/+2 as long as you control a permanent named Guan Yu, Sainted Warrior or a permanent named Zhang Fei, Fierce Warrior. PK R, ME3 R Livewire Lash {2} Artifact - Equipment Equipped creature gets +2/+0 and has "Whenever this creature becomes the target of a spell, this creature deals 2 damage to target creature or player." Equip {2} SOM R Living Airship {3}{U} Creature - Metathran 2/3 Flying {2}{G}: Regenerate Living Airship. AP C Living Armor {4} Artifact {T}, Sacrifice Living Armor: Put X +0/+1 counters on target creature, where X is that creature's converted mana cost. DK U, CH C Living Artifact {G} Enchantment - Aura Enchant artifact Whenever you're dealt damage, put that many vitality counters on Living Artifact. At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R Living Death {3}{B}{B} Sorcery Each player exiles all creature cards from his or her graveyard, then sacrifices all creatures he or she controls, then puts all cards he or she exiled this way onto the battlefield. TE R, BR R, DDE R, CMD R, VMA R, V14 M, TPR M Living Destiny {3}{G} Instant As an additional cost to cast Living Destiny, reveal a creature card from your hand. You gain life equal to the revealed card's converted mana cost. ROE C Living End (Black) Sorcery Suspend 3- {2}{B}{B} (Rather than cast this card from your hand, pay {2}{B}{B} 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.) Each player exiles all creature cards from his or her graveyard, then sacrifices all creatures he or she controls, then puts all cards he or she exiled this way onto the battlefield. TSP R Living Hive {6}{G}{G} Creature - Elemental Insect 6/6 Trample Whenever Living Hive deals combat damage to a player, put that many 1/1 green Insect creature tokens onto the battlefield. MRD R, HOP R Living Inferno {6}{R}{R} Creature - Elemental 8/5 {T}: Living Inferno deals damage equal to its power divided as you choose among any number of target creatures. Each of those creatures deals damage equal to its power to Living Inferno. GPT R Living Lands {3}{G} Enchantment All Forests are 1/1 creatures that are still lands. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, ME4 R Living Lore {3}{U} Creature - Avatar */* As Living Lore enters the battlefield, exile an instant or sorcery card from your graveyard. Living Lore's power and toughness are each equal to the exiled card's converted mana cost. Whenever Living Lore deals combat damage, you may sacrifice it. If you do, you may cast the exiled card without paying its mana cost. DTK R Living Plane {2}{G}{G} World Enchantment All lands are 1/1 creatures that are still lands. LE R, ME3 R Living Terrain {2}{G}{G} Enchantment - Aura Enchant land Enchanted land is a 5/6 green Treefolk creature that's still a land. PR U, 8ED U Living Totem {3}{G} Creature - Plant Elemental 2/3 Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) When Living Totem enters the battlefield, you may put a +1/+1 counter on another target creature. M15 C Living Tsunami {2}{U}{U} Creature - Elemental 4/4 Flying At the beginning of your upkeep, sacrifice Living Tsunami unless you return a land you control to its owner's hand. ZEN U Living Wall {4} Artifact Creature - Wall 0/6 Defender (This creature can't attack.) {1}: Regenerate Living Wall. 1E U, 2E U, 2U U, 3E U, ME4 U Living Wish {1}{G} Sorcery You may choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Exile Living Wish. JUD R Livonya Silone {2}{R}{R}{G}{G} Legendary Creature - Human Warrior 4/4 First strike; legendary landwalk (This creature can't be blocked as long as defending player controls a legendary land.) LE R, ME3 U Lizard Warrior {3}{R} Creature - Lizard Warrior 4/2 PO C, CNS C Llanowar Plane - Dominaria All creatures have "{T}: Add {G}{G} to your mana pool." Whenever you roll CHAOS, untap all creatures you control. HOP C Llanowar Augur {G} Creature - Elf Shaman 0/3 Sacrifice Llanowar Augur: Target creature gets +3/+3 and gains trample until end of turn. Activate this ability only during your upkeep. FUT C Llanowar Behemoth {3}{G}{G} Creature - Elemental 4/4 Tap an untapped creature you control: Llanowar Behemoth gets +1/+1 until end of turn. WL U, 8ED U, 9ED U Llanowar Cavalry {2}{G} Creature - Human Soldier 1/4 {W}: Llanowar Cavalry gains vigilance until end of turn. IN C Llanowar Dead {B}{G} Creature - Zombie Elf 2/2 {T}: Add {B} to your mana pool. AP C Llanowar Druid {1}{G} Creature - Elf Druid 1/2 {T}, Sacrifice Llanowar Druid: Untap all Forests. WL C Llanowar Elite {G} Creature - Elf 1/1 Kicker {8} (You may pay an additional {8} as you cast this spell.) Trample If Llanowar Elite was kicked, it enters the battlefield with five +1/+1 counters on it. IN C Llanowar Elves {G} Creature - Elf Druid 1/1 {T}: Add {G} to your mana pool. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 6E C, BR C, P4 C, BD C, 7E C, 9ED C, 10E C, EVG C, M10 C, M11 C, M12 C, C14 C, DD3_EVG C Llanowar Empath {3}{G} Creature - Elf Shaman 2/2 When Llanowar Empath enters the battlefield, scry 2, then reveal the top card of your library. If it's a creature card, put it into your hand. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) FUT C, ORI C Llanowar Knight {G}{W} Creature - Elf Knight 2/2 Protection from black IN C Llanowar Mentor {G} Creature - Elf Spellshaper 1/1 {G}, {T}, Discard a card: Put a 1/1 green Elf Druid creature token named Llanowar Elves onto the battlefield. It has "{T}: Add {G} to your mana pool." FUT U Llanowar Reborn Land Llanowar Reborn enters the battlefield tapped. {T}: Add {G} to your mana pool. Graft 1 (This land enters the battlefield with a +1/+1 counter on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this land onto it.) FUT U, ARC U, DDL U, C13 U Llanowar Sentinel {2}{G} Creature - Elf 2/3 When Llanowar Sentinel enters the battlefield, you may pay {1}{G}. If you do, search your library for a card named Llanowar Sentinel and put that card onto the battlefield. Then shuffle your library. WL C, 10E C Llanowar Vanguard {2}{G} Creature - Dryad 1/1 {T}: Llanowar Vanguard gets +0/+4 until end of turn. IN C Llanowar Wastes Land {T}: Add {1} to your mana pool. {T}: Add {B} or {G} to your mana pool. Llanowar Wastes deals 1 damage to you. AP R, 9ED R, 10E R, M15 R, ORI R Llawan, Cephalid Empress {3}{U} Legendary Creature - Cephalid 2/3 When Llawan, Cephalid Empress enters the battlefield, return all blue creatures your opponents control to their owners' hands. Your opponents can't cast blue creature spells. TOR R Loafing Giant {4}{R} Creature - Giant 4/6 Whenever Loafing Giant attacks or blocks, put the top card of your library into your graveyard. If that card is a land card, prevent all combat damage Loafing Giant would deal this turn. IN R Loam Dweller {1}{G} Creature - Spirit 2/2 Whenever you cast a Spirit or Arcane spell, you may put a land card from your hand onto the battlefield tapped. BOK U Loam Lion {W} Creature - Cat 1/1 Loam Lion gets +1/+2 as long as you control a Forest. WWK U, DDH U Loamdragger Giant {4}{R/G}{R/G}{R/G} Creature - Giant Warrior 7/6 SHM C Loaming Shaman {2}{G} Creature - Centaur Shaman 3/2 When Loaming Shaman enters the battlefield, target player shuffles any number of target cards from his or her graveyard into his or her library. DIS R Loathsome Catoblepas {5}{B} Creature - Beast 3/3 {2}{G}: Loathsome Catoblepas must be blocked this turn if able. When Loathsome Catoblepas dies, target creature an opponent controls gets -3/-3 until end of turn. THS C Lobber Crew {2}{R} Creature - Goblin Warrior 0/4 Defender {T}: Lobber Crew deals 1 damage to each opponent. Whenever you cast a multicolored spell, untap Lobber Crew. RTR C Lobotomy {2}{U}{B} Sorcery Target player reveals his or her hand, then you choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles his or her library. TE U, IN U Loch Korrigan {3}{B} Creature - Spirit 1/1 {U/B}: Loch Korrigan gets +1/+1 until end of turn. SHM C Locket of Yesterdays {1} Artifact Spells you cast cost {1} less to cast for each card with the same name as that spell in your graveyard. TSP U Lockjaw Snapper {4} Artifact Creature - Scarecrow 2/2 Wither (This deals damage to creatures in the form of -1/-1 counters.) When Lockjaw Snapper dies, put a -1/-1 counter on each creature with a -1/-1 counter on it. SHM U Locust Miser {2}{B}{B} Creature - Rat Shaman 2/2 Each opponent's maximum hand size is reduced by two. SOK U Locust Swarm {3}{G} Creature - Insect 1/1 Flying {G}: Regenerate Locust Swarm. {G}: Untap Locust Swarm. Activate this ability only once each turn. MI U Lodestone Bauble {0} Artifact {1}, {T}, Sacrifice Lodestone Bauble: Put up to four target basic land cards from a player's graveyard on top of his or her library in any order. That player draws a card at the beginning of the next turn's upkeep. AL R, ME2 R Lodestone Golem {4} Artifact Creature - Golem 5/3 Nonartifact spells cost {1} more to cast. WWK R, ARC R, MM2 R Lodestone Myr {4} Artifact Creature - Myr 2/2 Trample Tap an untapped artifact you control: Lodestone Myr gets +1/+1 until end of turn. MRD R, HOP R, MM2 R Logic Knot {X}{U}{U} Instant Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Counter target spell unless its controller pays {X}. FUT C, MMA C Lone Missionary {1}{W} Creature - Kor Monk 2/1 When Lone Missionary enters the battlefield, you gain 4 life. ROE C, DDN C Lone Revenant {3}{U}{U} Creature - Spirit 4/4 Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever Lone Revenant deals combat damage to a player, if you control no other creatures, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. AVR R Lone Wolf {2}{G} Creature - Wolf 2/2 You may have Lone Wolf assign its combat damage as though it weren't blocked. P2 U, GU U, PK U, P3 C, 7E C, 8ED C Lonely Sandbar Land Lonely Sandbar enters the battlefield tapped. {T}: Add {U} to your mana pool. Cycling {U} ({U}, Discard this card: Draw a card.) ONS C, CMD C, DDJ C, C13 C, VMA C, C14 C Long-Forgotten Gohei {3} Artifact Arcane spells you cast cost {1} less to cast. Spirit creatures you control get +1/+1. CHK R, MM2 R Long-Term Plans {2}{U} Instant Search your library for a card, shuffle your library, then put that card third from the top. SCG U Longbow Archer {W}{W} Creature - Human Soldier Archer 2/2 First strike, reach (This creature can block creatures with flying.) VI U, 6E U, 7E U Longhorn Firebeast {2}{R} Creature - Elemental Ox Beast 3/2 When Longhorn Firebeast enters the battlefield, any opponent may have it deal 5 damage to him or her. If a player does, sacrifice Longhorn Firebeast. TOR C Longshot Squad {3}{G} Creature - Hound Archer 3/3 Outlast {1}{G} ({1}{G}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has reach. (A creature with reach can block creatures with flying.) KTK C Look Skyward and Despair Scheme When you set this scheme in motion, put a 5/5 red Dragon creature token with flying onto the battlefield. ARC C Looming Hoverguard {4}{U}{U} Creature - Drone 3/3 Flying When Looming Hoverguard enters the battlefield, put target artifact on top of its owner's library. MRD U Looming Shade {2}{B} Creature - Shade 1/1 {B}: Looming Shade gets +1/+1 until end of turn. UZ C, 7E C, 8ED C, 9ED C, 10E C, M10 C Looming Spires Land Looming Spires enters the battlefield tapped. When Looming Spires enters the battlefield, target creature gets +1/+1 and gains first strike until end of turn. {T}: Add {R} to your mana pool. C Looter il-Kor {1}{U} Creature - Kor Rogue 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Looter il-Kor deals damage to an opponent, draw a card, then discard a card. TSP C Lord Magnus {3}{G}{W}{W} Legendary Creature - Human Druid 4/3 First strike Creatures with plainswalk can be blocked as though they didn't have plainswalk. Creatures with forestwalk can be blocked as though they didn't have forestwalk. LE U Lord of Atlantis {U}{U} Creature - Merfolk 2/2 Other Merfolk creatures get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.) 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 7E R, TSB S Lord of Extinction {3}{B}{G} Creature - Elemental */* Lord of Extinction's power and toughness are each equal to the number of cards in all graveyards. ARB M Lord of Shatterskull Pass {3}{R} Creature - Minotaur Shaman 3/3 Level up {1}{R} ({1}{R}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-5 6/6 LEVEL 6+ 6/6 Whenever Lord of Shatterskull Pass attacks, it deals 6 damage to each creature defending player controls. ROE R Lord of Tresserhorn {1}{U}{B}{R} Legendary Creature - Zombie 10/4 When Lord of Tresserhorn enters the battlefield, you lose 2 life, you sacrifice two creatures, and target opponent draws two cards. {B}: Regenerate Lord of Tresserhorn. AL R, MED R Lord of the Pit {4}{B}{B}{B} Creature - Demon 7/7 Flying, trample At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 10E R, DDC M, DD3_DVD M Lord of the Undead {1}{B}{B} Creature - Zombie 2/2 Other Zombie creatures get +1/+1. {1}{B}, {T}: Return target Zombie card from your graveyard to your hand. PS R, 8ED R, 9ED R, 10E R Lord of the Unreal {U}{U} Creature - Human Wizard 2/2 Illusion creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.) M12 R Lord of the Void {4}{B}{B}{B} Creature - Demon 7/7 Flying Whenever Lord of the Void deals combat damage to a player, exile the top seven cards of that player's library, then put a creature card from among them onto the battlefield under your control. GTC M Lore Broker {1}{U} Creature - Human Rogue 1/2 {T}: Each player draws a card, then discards a card. RAV U Lore Seeker {2} Artifact Creature - Construct 2/2 Reveal Lore Seeker as you draft it. After you draft Lore Seeker, you may add a booster pack to the draft. (Your next pick is from that booster pack. Pass it to the next player and it's drafted this draft round.) CNS R Lorescale Coatl {1}{G}{U} Creature - Snake 2/2 Whenever you draw a card, you may put a +1/+1 counter on Lorescale Coatl. ARB U, DDO U, MM2 U Loreseeker's Stone {6} Artifact {3}, {T}: Draw three cards. This ability costs {1} more to activate for each card in your hand. C14 U Lorthos, the Tidemaker {5}{U}{U}{U} Legendary Creature - Octopus 8/8 Whenever Lorthos, the Tidemaker attacks, you may pay {8}. If you do, tap up to eight target permanents. Those permanents don't untap during their controllers' next untap steps. ZEN M, C14 M Lose Calm {3}{R} Sorcery Gain control of target creature until end of turn. Untap that creature. It gains haste and menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.) DTK C Lose Hope {B} Instant Target creature gets -1/-1 until end of turn. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 5DN C Lost Auramancers {2}{W}{W} Creature - Human Wizard 3/3 Vanishing 3 (This permanent 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. FUT U Lost Hours {1}{B} Sorcery Target player reveals his or her hand. You choose a nonland card from it. That player puts that card into his or her library third from the top. FUT C Lost Leonin {1}{W} 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.) NPH C Lost Order of Jarkeld {2}{W}{W} 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. IA R, ME2 R Lost Soul {1}{B}{B} Creature - Spirit Minion 2/1 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) LE C, 4E C, 5E C, 6E C Lost in Thought {1}{U} 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 his or her graveyard for that player to ignore this effect until end of turn. JUD C Lost in a Labyrinth {U} 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.) THS C Lost in the Mist {3}{U}{U} Instant Counter target spell. Return target permanent to its owner's hand. ISD C Lost in the Woods {3}{G}{G} 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. DKA R Lotleth Troll {B}{G} Creature - Zombie Troll 2/1 Trample Discard a creature card: Put a +1/+1 counter on Lotleth Troll. {B}: Regenerate Lotleth Troll. RTR R Lotus Bloom Artifact Suspend 3- {0} (Rather than cast this card from your hand, pay {0} 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.) {T}, Sacrifice Lotus Bloom: Add three mana of any one color to your mana pool. TSP R, MMA R Lotus Blossom {2} Artifact At the beginning of your upkeep, you may put a petal counter on Lotus Blossom. {T}, Sacrifice Lotus Blossom: Add X mana of any one color to your mana pool, where X is the number of petal counters on Lotus Blossom. UZ R Lotus Cobra {1}{G} Creature - Snake 2/1 Landfall - Whenever a land enters the battlefield under your control, you may add one mana of any color to your mana pool. ZEN M Lotus Guardian {7} Artifact Creature - Dragon 4/4 Flying {T}: Add one mana of any color to your mana pool. IN R Lotus Path Djinn {3}{U} Creature - Djinn Monk 2/3 Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) FRF C Lotus Petal {0} Artifact {T}, Sacrifice Lotus Petal: Add one mana of any color to your mana pool. TE C, V09 M, TPR U Lotus Vale 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. {T}: Add three mana of any one color to your mana pool. WL R Lotus-Eye Mystics {3}{W} 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. FRF U Lovisa Coldeyes {3}{R}{R} Legendary Creature - Human 3/3 Each creature that's a Barbarian, a Warrior, or a Berserker gets +2/+2 and has haste. CSP R Lowland Basilisk {2}{G} Creature - Basilisk 1/3 Whenever Lowland Basilisk deals damage to a creature, destroy that creature at end of combat. ST C, TPR U Lowland Giant {2}{R}{R} Creature - Giant 4/3 TE C, BD C, TPR C Lowland Oaf {3}{R} Creature - Giant Warrior 3/3 {T}: 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. LRW C Lowland Tracker {4}{W} 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.) LGN C Loxodon Anchorite {2}{W}{W} Creature - Elephant Cleric 2/3 {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. 5DN C Loxodon Convert {3}{W} Creature - Elephant Soldier 4/2 NPH C Loxodon Gatekeeper {2}{W}{W} Creature - Elephant Soldier 2/3 Artifacts, creatures, and lands your opponents control enter the battlefield tapped. RAV R Loxodon Hierarch {2}{G}{W} Creature - Elephant Cleric 4/4 When Loxodon Hierarch enters the battlefield, you gain 4 life. {G}{W}, Sacrifice Loxodon Hierarch: Regenerate each creature you control. RAV R, DDH R Loxodon Hierarch Avatar Vanguard Hand +0, life +12 Sacrifice a permanent: Regenerate target creature you control. VAN S Loxodon Mender {5}{W} Creature - Elephant Cleric 3/3 {W}, {T}: Regenerate target artifact. MRD C Loxodon Mystic {3}{W}{W} Creature - Elephant Cleric 3/3 {W}, {T}: Tap target creature. DST C, 10E C Loxodon Partisan {4}{W} Creature - Elephant Soldier 3/4 Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) MBS C, DDO C Loxodon Peacekeeper {1}{W} 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. MRD R Loxodon Punisher {3}{W} Creature - Elephant Soldier 2/2 Loxodon Punisher gets +2/+2 for each Equipment attached to it. MRD R Loxodon Smiter {1}{G}{W} Creature - Elephant Soldier 4/4 Loxodon Smiter 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. RTR R Loxodon Stalwart {3}{W}{W} Creature - Elephant Soldier 3/3 Vigilance {W}: Loxodon Stalwart gets +0/+1 until end of turn. 5DN U Loxodon Warhammer {3} Artifact - Equipment Equipped creature gets +3/+0 and has trample and lifelink. Equip {3} MRD U, 9ED R, 10E R, HOP R, DDG R, C14 R Loxodon Wayfarer {2}{W} Creature - Elephant Monk 1/5 SOM C Loyal Cathar {W}{W} 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. ---- Unhallowed Cathar (Black) Creature - Zombie Soldier 2/1 Unhallowed Cathar can't block. DKA C Loyal Gyrfalcon {3}{W} Creature - Bird 3/3 Defender, flying Whenever you cast a white spell, Loyal Gyrfalcon loses defender until end of turn. EVE U Loyal Pegasus {W} Creature - Pegasus 2/1 Flying Loyal Pegasus can't attack or block alone. BNG C Loyal Retainers {2}{W} 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. PK U, ME3 U, CM1 U Loyal Sentry {W} Creature - Human Soldier 1/1 When Loyal Sentry blocks a creature, destroy that creature and Loyal Sentry. P3 R, 10E R, DDF R Lu Bu, Master-at-Arms {5}{R} Legendary Creature - Human Soldier Warrior 4/3 Haste, horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK R, ME3 R Lu Meng, Wu General {3}{U}{U} Legendary Creature - Human Soldier 4/4 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK R, ME3 U Lu Su, Wu Advisor {3}{U}{U} Legendary Creature - Human Advisor 1/2 {T}: Draw a card. Activate this ability only during your turn, before attackers are declared. PK R Lu Xun, Scholar General {2}{U}{U} 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. PK R, ME3 U, C13 R Lucent Liminid {3}{W}{W} Enchantment Creature - Elemental 3/3 Flying FUT C Ludevic's Test Subject {1}{U} Creature - Lizard 0/3 Defender {1}{U}: 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. ---- Ludevic's Abomination (Blue) Creature - Lizard Horror 13/13 Trample ISD R Lull {1}{G} Instant Prevent all combat damage that would be dealt this turn. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Lullmage Mentor {1}{U}{U} Creature - Merfolk Wizard 2/2 Whenever a spell or ability you control counters a spell, you may put a 1/1 blue Merfolk creature token onto the battlefield. Tap seven untapped Merfolk you control: Counter target spell. ZEN R Lumbering Falls Land Lumbering Falls enters the battlefield tapped. {T}: Add {G} or {U} to your mana pool. {2}{G}{U}: Lumbering Falls becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land. R Lumbering Satyr {2}{G}{G} Creature - Satyr Beast 5/4 All creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.) MM U Lumberknot {2}{G}{G} 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. ISD U, PC2 U Lumengrid Augur {3}{U} Creature - Vedalken Wizard 2/2 {1}, {T}: Target player draws a card, then discards a card. If that player discards an artifact card this way, untap Lumengrid Augur. MRD R Lumengrid Drake {3}{U} 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. SOM C Lumengrid Gargoyle {6} Artifact Creature - Gargoyle 4/4 Flying MBS U Lumengrid Sentinel {2}{U} Creature - Human Wizard 1/2 Flying Whenever an artifact enters the battlefield under your control, you may tap target permanent. MRD U Lumengrid Warden {1}{U} Creature - Human Wizard 1/3 MRD C, 9ED C, 10E C Luminarch Ascension {1}{W} 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.) {1}{W}: Put a 4/4 white Angel creature token with flying onto the battlefield. Activate this ability only if Luminarch Ascension has four or more quest counters on it. ZEN R Luminate Primordial {5}{W}{W} 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. GTC R Luminesce {W} Instant Prevent all damage that black sources and red sources would deal this turn. CSP U, 10E U Luminescent Rain {2}{G} Instant Choose a creature type. You gain 2 life for each permanent you control of that type. MOR C Luminous Angel {4}{W}{W}{W} Creature - Angel 4/4 Flying At the beginning of your upkeep, you may put a 1/1 white Spirit creature token with flying onto the battlefield. MRD R, DDC R, DD3_DVD R Luminous Guardian {3}{W} Creature - Human Nomad 1/4 {W}: Luminous Guardian gets +0/+1 until end of turn. {2}: Luminous Guardian can block an additional creature this turn. OD U Luminous Wake {2}{W} Enchantment - Aura Enchant creature Whenever enchanted creature attacks or blocks, you gain 4 life. ROE U Lumithread Field {1}{W} Enchantment Creatures you control get +0/+1. Morph {1}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) FUT C 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. 5DN U Lunar Mystic {2}{U}{U} Creature - Human Wizard 2/2 Whenever you cast an instant spell, you may pay {1}. If you do, draw a card. AVR R Lunge {2}{R} Instant Lunge deals 2 damage to target creature and 2 damage to target player. MM C Lunk Errant {5}{R} Creature - Giant Warrior 4/4 Whenever Lunk Errant attacks alone, it gets +1/+1 and gains trample until end of turn. MOR C Lure {1}{G}{G} Enchantment - Aura Enchant creature All creatures able to block enchanted creature do so. 1E U, 2E U, 2U U, 3E U, 4E U, IA U, 5E U, 6E U, MM U, 7E U, 8ED U, CHK U, 10E U, M12 U Lure of Prey {2}{G}{G} Instant Cast Lure of Prey only if an opponent cast a creature spell this turn. You may put a green creature card from your hand onto the battlefield. MI R 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. SHM U Lurker {2}{G} Creature - Beast 2/3 Lurker can't be the target of spells unless it attacked or blocked this turn. DK R Lurking Arynx {4}{G} Creature - Cat Beast 3/5 Formidable - {2}{G}: Target creature blocks Lurking Arynx this turn if able. Activate this ability only if creatures you control have total power 8 or greater. DTK U 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. CNS C Lurking Crocodile {2}{G} 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.) M12 C Lurking Evil {B}{B}{B} Enchantment Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying. UZ R, VMA U Lurking Informant {1}{U/B} Creature - Human Rogue 1/2 ({U/B} can be paid with either {U} or {B}.) {2}, {T}: Look at the top card of target player's library. You may put that card into that player's graveyard. RAV C Lurking Jackals {B} Enchantment When an opponent has 10 or less life, if Lurking Jackals is an enchantment, it becomes a 3/2 Hound creature. CG U Lurking Nightstalker {B}{B} Creature - Nightstalker 1/1 Whenever Lurking Nightstalker attacks, it gets +2/+0 until end of turn. P2 C Lurking Predators {4}{G}{G} Enchantment Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library. M10 R Lurking Skirge {1}{B} Enchantment When a creature is put into an opponent's graveyard from the battlefield, if Lurking Skirge is an enchantment, Lurking Skirge becomes a 3/2 Imp creature with flying. GU R Lush Growth {G} Enchantment - Aura Enchant land Enchanted land is a Mountain, Forest, and Plains. ALA C Lust for War {2}{R} Enchantment - Aura Enchant creature Whenever enchanted creature becomes tapped, Lust for War deals 3 damage to that creature's controller. Enchanted creature attacks each turn if able. ROE U Lux Cannon {4} Artifact {T}: Put a charge counter on Lux Cannon. {T}, Remove three charge counters from Lux Cannon: Destroy target permanent. SOM M Lydari Druid {2}{G} Creature - Human Druid 2/2 When Lydari Druid enters the battlefield, for each land, choose a basic land type at random. That land becomes that land type. (This effect lasts indefinitely.) DREAM S Lydari Elephant {4}{G} Creature - Elephant */* Lydari Elephant enters the battlefield as a X/Y creature, where X and Y are numbers randomly chosen from 3 to 7. DREAM S Lyev Decree {1}{W} Sorcery Detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.) DGM C Lyev Skyknight {1}{W}{U} Creature - Human Knight 3/1 Flying When Lyev Skyknight enters the battlefield, detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.) RTR U Lymph Sliver {4}{W} Creature - Sliver 3/3 All Sliver creatures have absorb 1. (If a source would deal damage to a Sliver, prevent 1 of that damage.) FUT C Lyna Vanguard Hand +2, life -4 Creatures you control have shadow. (They can block and be blocked only by creatures with shadow.) VAN S Lynx {1}{G} Creature - Cat 2/1 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) P2 C, P3 U Lys Alana Bowmaster {2}{G} Creature - Elf Archer 2/2 Reach (This creature can block creatures with flying.) Whenever you cast an Elf spell, you may have Lys Alana Bowmaster deal 2 damage to target creature with flying. MOR C Lys Alana Huntmaster {2}{G}{G} Creature - Elf Warrior 3/3 Whenever you cast an Elf spell, you may put a 1/1 green Elf Warrior creature token onto the battlefield. LRW C, EVG C, C14 C, DD3_EVG C Lys Alana Scarblade {2}{B} Creature - Elf Assassin 1/1 {T}, Discard an Elf card: Target creature gets -X/-X until end of turn, where X is the number of Elves you control. LRW U Lyzolda, the Blood Witch {1}{B}{R} Legendary Creature - Human Cleric 3/1 {2}, Sacrifice a creature: Lyzolda, the Blood Witch deals 2 damage to target creature or player if the sacrificed creature was red. Draw a card if the sacrificed creature was black. DIS R Lyzolda, the Blood Witch Avatar Vanguard Hand -1, life -1 Hellbent - As long as you have no cards in hand, if a source you control would deal damage to a creature or player, it deals double that damage to that creature or player instead. Hellbent - At the beginning of your end step, if you have no cards in hand, each of your opponents discards a card. VAN S Ma Chao, Western Warrior {3}{R}{R} Legendary Creature - Human Soldier Warrior 3/3 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Ma Chao, Western Warrior attacks alone, it can't be blocked this combat. PK R Maalfeld Twins {5}{B} Creature - Zombie 4/4 When Maalfeld Twins dies, put two 2/2 black Zombie creature tokens onto the battlefield. AVR U Macabre Waltz {1}{B} Sorcery Return up to two target creature cards from your graveyard to your hand, then discard a card. DIS C, ORI C Macetail Hystrodon {6}{R} Creature - Beast 4/4 First strike, haste Cycling {3} ({3}, Discard this card: Draw a card.) LGN C Machinate {1}{U}{U} Instant Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in any order. DST C Mad Auntie {2}{B} Creature - Goblin Shaman 2/2 Other Goblin creatures you control get +1/+1. {T}: Regenerate another target Goblin. LRW R, MMA U Mad Dog {1}{R} Creature - Hound 2/2 At the beginning of your end step, if Mad Dog didn't attack or come under your control this turn, sacrifice it. OD C Mad Prophet {3}{R} Creature - Human Shaman 2/2 Haste {T}, Discard a card: Draw a card. AVR C, DDK C Madblind Mountain Land - Mountain ({T}: Add {R} to your mana pool.) Madblind Mountain enters the battlefield tapped. {R}, {T}: Shuffle your library. Activate this ability only if you control two or more red permanents. SHM U Madcap Skills {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +3/+0 and has menace. (It can't be blocked except by two or more creatures.) GTC C Maddening Imp {2}{B} Creature - Imp 1/1 Flying {T}: Non-Wall creatures the active player controls attack this turn if able. At the beginning of the next end step, destroy each of those creatures that didn't attack this turn. Activate this ability only during an opponent's turn and only before combat. TE R Maddening Wind {2}{G} Enchantment - Aura Enchant creature Cumulative upkeep {G} (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.) At the beginning of the upkeep of enchanted creature's controller, Maddening Wind deals 2 damage to that player. IA U Madrush Cyclops {1}{B}{R}{G} Creature - Cyclops Warrior 3/4 Creatures you control have haste. ARB R Maelstrom Archangel {W}{U}{B}{R}{G} Creature - Angel 5/5 Flying Whenever Maelstrom Archangel deals combat damage to a player, you may cast a nonland card from your hand without paying its mana cost. CON M Maelstrom Archangel Avatar Vanguard Hand +0, life +5 At end of combat, for each creature you controlled at the time it dealt combat damage to a player this turn, copy a random card with the same mana cost as that creature. You may pay {3}. If you do, choose one of those copies. If a copy of a permanent card is chosen, you may put a token onto the battlefield that's a copy of that card. If a copy of an instant or sorcery card is chosen, you may cast the copy without paying its mana cost. VAN S Maelstrom Djinn {7}{U} Creature - Djinn 5/6 Flying Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Maelstrom Djinn is turned face up, put two time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) FUT R Maelstrom Nexus {W}{U}{B}{R}{G} Enchantment The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) ARB M Maelstrom Pulse {1}{B}{G} Sorcery Destroy target nonland permanent and all other permanents with the same name as that permanent. ARB R, MMA R Maelstrom Wanderer {5}{U}{R}{G} Legendary Creature - Elemental 7/5 Creatures you control have haste. Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.) PC2 M, CM1 M Maga, Traitor to Mortals {X}{B}{B}{B} Legendary Creature - Human Wizard 0/0 Maga, Traitor to Mortals enters the battlefield with X +1/+1 counters on it. When Maga enters the battlefield, target player loses life equal to the number of +1/+1 counters on it. SOK R Mage Slayer {1}{R}{G} Artifact - Equipment Whenever equipped creature attacks, it deals damage equal to its power to defending player. Equip {3} ARB U, HOP U Mage il-Vec {2}{R} Creature - Human Wizard 2/2 {T}, Discard a card at random: Mage il-Vec deals 1 damage to target creature or player. EX C, TPR U Mage's Guile {1}{U} Instant Target creature gains shroud until end of turn. (It can't be the target of spells or abilities.) Cycling {U} ({U}, Discard this card: Draw a card.) ONS C Mage-Ring Bully {1}{R} Creature - Human Warrior 2/2 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Mage-Ring Bully attacks each turn if able. ORI C Mage-Ring Network Land {T}: Add {1} to your mana pool. {1}, {T}: Put a storage counter on Mage-Ring Network. {T}, Remove X storage counters from Mage-Ring Network: Add {X} to your mana pool. ORI U Mage-Ring Responder {7} Artifact Creature - Golem 7/7 Mage-Ring Responder doesn't untap during your untap step. {7}: Untap Mage-Ring Responder. Whenever Mage-Ring Responder attacks, it deals 7 damage to target creature defending player controls. ORI R Magebane Armor {3} Artifact - Equipment Equipped creature gets +2/+4 and loses flying. Prevent all noncombat damage that would be dealt to equipped creature. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) M10 R Magefire Wings {U}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+0 and has flying. ARB C Mages' Contest {1}{R}{R} Instant You and target spell's controller bid life. You start the bidding with a bid of 1. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid. If you win the bidding, counter that spell. IN R Mageta the Lion {3}{W}{W} Legendary Creature - Human Spellshaper 3/3 {2}{W}{W}, {T}, Discard two cards: Destroy all creatures except for Mageta the Lion. Those creatures can't be regenerated. PR R Mageta's Boon {1}{W} Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+2. PR C Magewright's Stone {2} Artifact {1}, {T}: Untap target creature that has an activated ability with {T} in its cost. DIS U Maggot Carrier {B} Creature - Zombie 1/1 When Maggot Carrier enters the battlefield, each player loses 1 life. PS C, 8ED C Maggot Therapy {2}{B} Enchantment - Aura Flash Enchant creature Enchanted creature gets +2/-2. MM C Magical Hack {U} Instant Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk." This effect lasts indefinitely.) 1E R, 2E R, 2U R, 3E R, 4E R, 5E R Magister Sphinx {4}{W}{U}{B} Artifact Creature - Sphinx 5/5 Flying When Magister Sphinx enters the battlefield, target player's life total becomes 10. CON R, ARC R Magister of Worth {4}{W}{B} Creature - Angel 4/4 Flying Will of the council - When Magister of Worth enters the battlefield, starting with you, each player votes for grace or condemnation. If grace gets more votes, each player returns each creature card from his or her graveyard to the battlefield. If condemnation gets more votes or the vote is tied, destroy all creatures other than Magister of Worth. CNS R, VMA R Magistrate's Scepter {3} Artifact {4}, {T}: Put a charge counter on Magistrate's Scepter. {T}, Remove three charge counters from Magistrate's Scepter: Take an extra turn after this one. MM R Magistrate's Veto {2}{R} Enchantment White creatures and blue creatures can't block. MM U Magma Burst {3}{R} Instant Kicker-Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you cast this spell.) Magma Burst deals 3 damage to target creature or player. If Magma Burst was kicked, it deals 3 damage to another target creature or player. PS C Magma Giant {5}{R}{R} Creature - Giant 5/5 When Magma Giant enters the battlefield, it deals 2 damage to each creature and each player. P2 R, 5DN R Magma Jet {1}{R} Instant Magma Jet deals 2 damage to target creature or player. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 5DN U, DD2 U, DDL U, THS U, DD3_JVC U Magma Mine {1} Artifact {4}: Put a pressure counter on Magma Mine. {T}, Sacrifice Magma Mine: Magma Mine deals damage equal to the number of pressure counters on it to target creature or player. VI U Magma Phoenix {3}{R}{R} Creature - Phoenix 3/3 Flying When Magma Phoenix dies, it deals 3 damage to each creature and each player. {3}{R}{R}: Return Magma Phoenix from your graveyard to your hand. M10 R, M11 R Magma Rift {2}{R} Sorcery As an additional cost to cast Magma Rift, sacrifice a land. Magma Rift deals 5 damage to target creature. ZEN C Magma Sliver {3}{R} Creature - Sliver 3/3 All Slivers have "{T}: Target Sliver creature gets +X/+0 until end of turn, where X is the number of Slivers on the battlefield." LGN R Magma Spray {R} Instant Magma Spray deals 2 damage to target creature. If that creature would die this turn, exile it instead. ALA C, DDJ C, JOU C Magma Vein {2}{R} Enchantment {R}, Sacrifice a land: Magma Vein deals 1 damage to each creature without flying. OD U Magmaquake {X}{R}{R} Instant Magmaquake deals X damage to each creature without flying and each planeswalker. M13 R, C14 R Magmasaur {3}{R}{R} Creature - Elemental Lizard 0/0 Magmasaur enters the battlefield with five +1/+1 counters on it. At the beginning of your upkeep, you may remove a +1/+1 counter from Magmasaur. If you don't, sacrifice Magmasaur and it deals damage equal to the number of +1/+1 counters on it to each creature without flying and each player. TE R, TPR R Magmatic Chasm {1}{R} Sorcery Creatures without flying can't block this turn. DTK C Magmatic Core {2}{R}{R} Enchantment Cumulative upkeep {1} (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.) At the beginning of your end step, Magmatic Core deals X damage divided as you choose among any number of target creatures, where X is the number of age counters on it. CSP U Magmatic Force {5}{R}{R}{R} Creature - Elemental 7/7 At the beginning of each upkeep, Magmatic Force deals 3 damage to target creature or player. CMD R Magmatic Insight {R} Sorcery As an additional cost to cast Magmatic Insight, discard a land card. Draw two cards. ORI U Magmaw {3}{R}{R} Creature - Elemental 4/4 {1}, Sacrifice a nonland permanent: Magmaw deals 1 damage to target creature or player. R, ROE R Magnetic Flux {2}{U} Instant Artifact creatures you control gain flying until end of turn. DST C Magnetic Mine {4} Artifact Whenever another artifact is put into a graveyard from the battlefield, Magnetic Mine deals 2 damage to that artifact's controller. MBS R Magnetic Mountain {1}{R}{R} Enchantment Blue creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures he or she controls and pay {4} for each creature chosen this way. If the player does, untap those creatures. AN U, 3E R, 4E R Magnetic Theft {R} Instant Attach target Equipment to target creature. (Control of the Equipment doesn't change.) 5DN U Magnetic Web {2} Artifact If a creature with a magnet counter on it attacks, all creatures with magnet counters on them attack if able. Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able. {1}, {T}: Put a magnet counter on target creature. TE R Magnify {G} Instant All creatures get +1/+1 until end of turn. CG C Magnigoth Treefolk {4}{G} Creature - Treefolk 2/6 Domain - For each basic land type among lands you control, Magnigoth Treefolk has landwalk of that type. (It can't be blocked as long as defending player controls a land of that type.) PS R Magnivore {2}{R}{R} Creature - Lhurgoyf */* Haste (This creature can attack the turn it comes under your control.) Magnivore's power and toughness are each equal to the number of sorcery cards in all graveyards. OD R, 9ED R Magosi, the Waterveil Land Magosi, the Waterveil enters the battlefield tapped. {T}: Add {U} to your mana pool. {U}, {T}: Put an eon counter on Magosi, the Waterveil. Skip your next turn. {T}, Remove an eon counter from Magosi, the Waterveil and return it to its owner's hand: Take an extra turn after this one. ZEN R Magus of the Abyss {3}{B} Creature - Human Wizard 4/3 At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of his or her choice. It can't be regenerated. FUT R Magus of the Arena {4}{R}{R} Creature - Human Wizard 5/5 {3}, {T}: Tap target creature you control and target creature of an opponent's choice he or she controls. Those creatures fight each other. (Each deals damage equal to its power to the other.) PLC R, C13 R Magus of the Bazaar {1}{U} Creature - Human Wizard 0/1 {T}: Draw two cards, then discard three cards. PLC R Magus of the Candelabra {G} Creature - Human Wizard 1/2 {X}, {T}: Untap X target lands. TSP R Magus of the Coffers {4}{B} Creature - Human Wizard 4/4 {2}, {T}: Add {B} to your mana pool for each Swamp you control. PLC R, C14 R Magus of the Disk {2}{W}{W} Creature - Human Wizard 2/4 Magus of the Disk enters the battlefield tapped. {1}, {T}: Destroy all artifacts, creatures, and enchantments. TSP R Magus of the Future {2}{U}{U}{U} Creature - Human Wizard 2/3 Play with the top card of your library revealed. You may play the top card of your library. FUT R Magus of the Jar {3}{U}{U} Creature - Human Wizard 3/3 {T}, Sacrifice Magus of the Jar: Each player exiles all cards from his or her hand face down and draws seven cards. At the beginning of the next end step, each player discards his or her hand and returns to his or her hand each card he or she exiled this way. TSP R Magus of the Library {G}{G} Creature - Human Wizard 1/1 {T}: Add {1} to your mana pool. {T}: Draw a card. Activate this ability only if you have exactly seven cards in hand. PLC R Magus of the Mirror {4}{B}{B} Creature - Human Wizard 4/2 {T}, Sacrifice Magus of the Mirror: Exchange life totals with target opponent. Activate this ability only during your upkeep. TSP R, CNS R Magus of the Moat {2}{W}{W} Creature - Human Wizard 0/3 Creatures without flying can't attack. FUT R Magus of the Moon {2}{R} Creature - Human Wizard 2/2 Nonbasic lands are Mountains. FUT R Magus of the Scroll {R} Creature - Human Wizard 1/1 {3}, {T}: Name a card. Reveal a card at random from your hand. If it's the named card, Magus of the Scroll deals 2 damage to target creature or player. TSP R Magus of the Tabernacle {3}{W} Creature - Human Wizard 2/6 All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay {1}." PLC R Magus of the Unseen {1}{U} Creature - Human Wizard 1/1 {1}{U}, {T}: Untap target artifact an opponent controls and gain control of it until end of turn. It gains haste until end of turn. When you lose control of the artifact, tap it. IA R, 5E R, ME2 R Magus of the Vineyard {G} Creature - Human Wizard 1/1 At the beginning of each player's precombat main phase, add {G}{G} to that player's mana pool. FUT R, CMD R Mahamoti Djinn {4}{U}{U} Creature - Djinn 5/6 Flying (This creature can't be blocked except by creatures with flying or reach.) 1E R, 2E R, 2U R, 3E R, 4E R, BD R, 7E R, 8ED R, 9ED R, 10E R, ME4 R, M15 R, ORI R Major Teroh {3}{W} Legendary Creature - Bird Soldier 2/3 Flying {3}{W}{W}, Sacrifice Major Teroh: Exile all black creatures. TOR R Make a Wish {3}{G} Sorcery Return two cards at random from your graveyard to your hand. ISD U Makeshift Mannequin {3}{B} Instant Return target creature card from your graveyard to the battlefield with a mannequin counter on it. For as long as that creature has a mannequin counter on it, it has "When this creature becomes the target of a spell or ability, sacrifice it." LRW U, ARC U Makeshift Mauler {3}{U} Creature - Zombie Horror 4/5 As an additional cost to cast Makeshift Mauler, exile a creature card from your graveyard. ISD C Makindi Griffin {3}{W} Creature - Griffin 2/4 Flying C, ROE C Makindi Patrol {2}{W} Creature - Human Knight Ally 2/3 Rally - Whenever Makindi Patrol or another Ally enters the battlefield under your control, creatures you control gain vigilance until end of turn. C Makindi Shieldmate {2}{W} Creature - Kor Soldier Ally 0/3 Defender Whenever Makindi Shieldmate or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Makindi Shieldmate. ZEN C Makindi Sliderunner {1}{R} Creature - Beast 2/1 Trample Landfall - Whenever a land enters the battlefield under your control, Makindi Sliderunner gets +1/+1 until end of turn. C Malach of the Dawn {2}{W}{W} Creature - Angel 2/4 Flying {W}{W}{W}: Regenerate Malach of the Dawn. PLC U Malachite Golem {6} Artifact Creature - Golem 5/3 {1}{G}: Malachite Golem gains trample until end of turn. MRD C Malachite Talisman {2} Artifact Whenever a player casts a green spell, you may pay {3}. If you do, untap target permanent. IA U Malakir Bloodwitch {3}{B}{B} Creature - Vampire Shaman 4/4 Flying, protection from white When Malakir Bloodwitch enters the battlefield, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way. ZEN R Malakir Cullblade {1}{B} Creature - Vampire Warrior 1/1 Whenever a creature an opponent controls dies, put a +1/+1 counter on Malakir Cullblade. ORI U Malakir Familiar {2}{B} Creature - Bat 2/1 Flying, deathtouch Whenever you gain life, Malakir Familiar gets +1/+1 until end of turn. U Malevolent Awakening {1}{B}{B} Enchantment {1}{B}{B}, Sacrifice a creature: Return target creature card from your graveyard to your hand. OD U Malfegor {2}{B}{B}{R}{R} Legendary Creature - Demon Dragon 6/6 Flying When Malfegor enters the battlefield, discard your hand. Each opponent sacrifices a creature for each card discarded this way. CON M, CMD M Malfegor Avatar Vanguard Hand +2, life -2 Whenever a creature enters the battlefield under your control, if it was unearthed, it gets +3/+0. Whenever a creature you control is exiled, if it was unearthed, shuffle that card into its owner's library. VAN S Malicious Advice {X}{U}{B} Instant Tap X target artifacts, creatures, and/or lands. You lose X life. PS C Malicious Affliction {B}{B} Instant Morbid - When you cast Malicious Affliction, if a creature died this turn, you may copy Malicious Affliction and may choose a new target for the copy. Destroy target nonblack creature. C14 R Malicious Intent {1}{R} Enchantment - Aura Enchant creature Enchanted creature has "{T}: Target creature can't block this turn." AVR C Malignant Growth {3}{G}{U} Enchantment Cumulative upkeep {1} (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.) At the beginning of your upkeep, put a growth counter on Malignant Growth. At the beginning of each opponent's draw step, that player draws an additional card for each growth counter on Malignant Growth, then Malignant Growth deals damage to the player equal to the number of cards he or she drew this way. MI R Malignus {3}{R}{R} Creature - Elemental Spirit */* Malignus's power and toughness are each equal to half the highest life total among your opponents, rounded up. Damage that would be dealt by Malignus can't be prevented. AVR M Mammoth Harness {3}{G} Enchantment - Aura Enchant creature Enchanted creature loses flying. Whenever enchanted creature blocks or becomes blocked by a creature, the other creature gains first strike until end of turn. HM R Mammoth Umbra {4}{W} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 and has vigilance. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) ROE U, PC2 U Man-o'-War {2}{U} Creature - Jellyfish 2/2 When Man-o'-War enters the battlefield, return target creature to its owner's hand. VI C, PO U, P3 U, BR C, DD2 C, VMA C, DD3_JVC C, DDO C Mana Bloom {X}{G} Enchantment Mana Bloom enters the battlefield with X charge counters on it. Remove a charge counter from Mana Bloom: Add one mana of any color to your mana pool. Activate this ability only once each turn. At the beginning of your upkeep, if Mana Bloom has no charge counters on it, return it to its owner's hand. RTR R Mana Breach {2}{U} Enchantment Whenever a player casts a spell, that player returns a land he or she controls to its owner's hand. EX U, 7E U Mana Cache {1}{R}{R} Enchantment At the beginning of each player's end step, put a charge counter on Mana Cache for each untapped land that player controls. Remove a charge counter from Mana Cache: Add {1} to your mana pool. Any player may activate this ability but only during his or her turn before the end step. NE R Mana Chains {U} Enchantment - Aura Enchant creature Enchanted creature has "Cumulative upkeep {1}." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless he or she pays its upkeep cost for each age counter on it.) WL C Mana Clash {R} Sorcery You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip. DK R, 4E R, 5E R, 7E R, 8ED R, 9ED R Mana Confluence Land {T}, Pay 1 life: Add one mana of any color to your mana pool. JOU R Mana Crypt {0} Artifact At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you. {T}: Add {2} to your mana pool. PPR S, ME2 R, VMA M Mana Cylix {1} Artifact {1}, {T}: Add one mana of any color to your mana pool. PS U, CON C Mana Drain {U}{U} Instant Counter target spell. At the beginning of your next main phase, add {X} to your mana pool, where X is that spell's converted mana cost. LE U, ME3 R, VMA M Mana Echoes {2}{R}{R} Enchantment Whenever a creature enters the battlefield, you may add {X} to your mana pool, where X is the number of creatures you control that share a creature type with it. ONS R Mana Flare {2}{R} Enchantment Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, MED R Mana Geyser {3}{R}{R} Sorcery Add {R} to your mana pool for each tapped land your opponents control. 5DN C, CNS C Mana Leak {1}{U} Instant Counter target spell unless its controller pays {3}. ST C, BR C, 8ED C, 9ED C, M11 C, M12 C, DDN C, TPR C, MM2 C Mana Leech {2}{B} Creature - Leech 1/1 You may choose not to untap Mana Leech during your untap step. {T}: Tap target land. It doesn't untap during its controller's untap step for as long as Mana Leech remains tapped. UZ U Mana Matrix {6} Artifact Instant and enchantment spells you cast cost up to {2} less to cast. LE R, ME4 R Mana Maze {1}{U} Enchantment Players can't cast spells that share a color with the spell most recently cast this turn. IN R Mana Prism {3} Artifact {T}: Add {1} to your mana pool. {1}, {T}: Add one mana of any color to your mana pool. MI U, 6E U, VMA C Mana Reflection {4}{G}{G} Enchantment If you tap a permanent for mana, it produces twice as much of that mana instead. SHM R Mana Seism {1}{R} Sorcery Sacrifice any number of lands. Add {1} to your mana pool for each land sacrificed this way. CHK U Mana Severance {1}{U} Sorcery Search your library for any number of land cards and exile them. Then shuffle your library. TE R Mana Short {2}{U} Instant Tap all lands target player controls and empty his or her mana pool. 1E R, 2E R, 2U R, 3E R, 4E R, 6E R, 7E R Mana Skimmer {3}{B} Creature - Leech 2/2 Flying Whenever Mana Skimmer deals damage to a player, tap target land that player controls. That land doesn't untap during its controller's next untap step. TSP C Mana Tithe {W} Instant Counter target spell unless its controller pays {1}. PLC C Mana Vapors {1}{U} Sorcery Lands target player controls don't untap during his or her next untap step. PR U Mana Vault {1} Artifact Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. {T}: Add {3} to your mana pool. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, ME4 R, VMA R Mana Vortex {1}{U}{U} Enchantment When you cast Mana Vortex, counter it unless you sacrifice a land. At the beginning of each player's upkeep, that player sacrifices a land. When there are no lands on the battlefield, sacrifice Mana Vortex. DK R, ME3 R Mana Web {3} Artifact Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that could produce any type of mana that land could produce. WL R Mana-Charged Dragon {4}{R}{R} Creature - Dragon 5/5 Flying, trample Join forces - Whenever Mana-Charged Dragon attacks or blocks, each player starting with you may pay any amount of mana. Mana-Charged Dragon gets +X/+0 until end of turn, where X is the total amount of mana paid this way. CMD R Manabarbs {3}{R} Enchantment Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 10E R, M10 R, M12 R Manabond {G} Enchantment At the beginning of your end step, you may reveal your hand and put all land cards from it onto the battlefield. If you do, discard your hand. EX R, TPR R Manacles of Decay {1}{W} Enchantment - Aura Enchant creature Enchanted creature can't attack. {B}: Enchanted creature gets -1/-1 until end of turn. {R}: Enchanted creature can't block this turn. AP C Manaforce Mace {4} Artifact - Equipment Domain - Equipped creature gets +1/+1 for each basic land type among lands you control. Equip {3} CON U Manaforge Cinder {B/R} Creature - Elemental Shaman 1/1 {1}: Add {B} or {R} to your mana pool. Activate this ability no more than three times each turn. SHM C Managorger Hydra {2}{G} Creature - Hydra 1/1 Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.) Whenever a player casts a spell, put a +1/+1 counter on Managorger Hydra. ORI R Manakin {2} Artifact Creature - Construct 1/1 {T}: Add {1} to your mana pool. TE C Manalith {3} Artifact {T}: Add one mana of any color to your mana pool. M12 C Manamorphose {1}{R/G} Instant Add two mana in any combination of colors to your mana pool. Draw a card. SHM C, MMA U Manaplasm {2}{G} Creature - Ooze 1/1 Whenever you cast a spell, Manaplasm gets +X/+X until end of turn, where X is that spell's converted mana cost. ALA R Manaweft Sliver {1}{G} Creature - Sliver 1/1 Sliver creatures you control have "{T}: Add one mana of any color to your mana pool." M14 U Mangara of Corondor {1}{W}{W} Legendary Creature - Human Wizard 1/1 {T}: Exile Mangara of Corondor and target permanent. TSP R Mangara's Blessing {2}{W} Instant You gain 5 life. When a spell or ability an opponent controls causes you to discard Mangara's Blessing, you gain 2 life, and you return Mangara's Blessing from your graveyard to your hand at the beginning of the next end step. MI U Mangara's Equity {1}{W}{W} Enchantment As Mangara's Equity enters the battlefield, choose black or red. At the beginning of your upkeep, sacrifice Mangara's Equity unless you pay {1}{W}. Whenever a creature of the chosen color deals damage to you or a white creature you control, Mangara's Equity deals that much damage to that creature. MI U Mangara's Tome {5} Artifact When Mangara's Tome enters the battlefield, search your library for five cards, exile them in a face-down pile, and shuffle that pile. Then shuffle your library. {2}: The next time you would draw a card this turn, instead put the top card of the exiled pile into its owner's hand. MI R Maniacal Rage {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and can't block. EX C, BR C, IN C, CON C, TPR C Manic Vandal {2}{R} Creature - Human Warrior 2/2 When Manic Vandal enters the battlefield, destroy target artifact. M11 C, M12 C Manipulate Fate {1}{U} Sorcery Search your library for three cards, exile them, then shuffle your library. Draw a card. IN U Mannichi, the Fevered Dream {2}{R} Legendary Creature - Spirit 1/2 {1}{R}: Switch each creature's power and toughness until end of turn. BOK R Manor Gargoyle {5} Artifact Creature - Gargoyle 4/4 Defender Manor Gargoyle has indestructible as long as it has defender. {1}: Until end of turn, Manor Gargoyle loses defender and gains flying. ISD R Manor Skeleton {1}{B} Creature - Skeleton 1/1 Haste {1}{B}: Regenerate Manor Skeleton. ISD C Manriki-Gusari {2} Artifact - Equipment Equipped creature gets +1/+2 and has "{T}: Destroy target Equipment." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) SOK U Manta Ray {1}{U}{U} Creature - Fish 3/3 Manta Ray can't attack unless defending player controls an Island. Manta Ray can't be blocked except by blue creatures. When you control no Islands, sacrifice Manta Ray. WL C Manta Riders {U} Creature - Merfolk 1/1 {U}: Manta Riders gains flying until end of turn. TE C, BR C Mantis Engine {5} Artifact Creature - Insect 3/3 {2}: Mantis Engine gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) {2}: Mantis Engine gains first strike until end of turn. (It deals combat damage before creatures without first strike.) CG U, 10E U Mantis Rider {U}{R}{W} Creature - Human Monk 3/3 Flying, vigilance, haste KTK R Mantle of Leadership {1}{W} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Whenever a creature enters the battlefield, enchanted creature gets +2/+2 until end of turn. PLC U Mantle of Webs {1}{G} Enchantment - Aura Enchant creature Enchanted creature gets +1/+3 and has reach. (It can block creatures with flying.) ORI C Map the Wastes {2}{G} Sorcery Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.) FRF C Maralen of the Mornsong {1}{B}{B} Legendary Creature - Elf Wizard 2/3 Players can't draw cards. At the beginning of each player's draw step, that player loses 3 life, searches his or her library for a card, puts it into his or her hand, then shuffles his or her library. MOR R Maralen of the Mornsong Avatar Vanguard Hand +0, life -3 At the beginning of the game, you may pay any amount of life. You can't draw cards. At the beginning of your draw step, look at the top X cards of your library, where X is the amount of life paid with Maralen of the Mornsong Avatar. Put one of them into your hand, then shuffle your library. VAN S Marang River Prowler {2}{U} Creature - Human Rogue 2/1 Marang River Prowler can't block and can't be blocked. You may cast Marang River Prowler from your graveyard as long as you control a black or green permanent. FRF U Marang River Skeleton {1}{B} Creature - Skeleton 1/1 {B}: Regenerate Marang River Skeleton. Megamorph {3}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK U Marath, Will of the Wild {R}{G}{W} Legendary Creature - Elemental Beast 0/0 Marath, Will of the Wild enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. {X}, Remove X +1/+1 counters from Marath: Choose one - • Put X +1/+1 counters on target creature. X can't be 0. • Marath deals X damage to target creature or player. X can't be 0. • Put an X/X green Elemental creature token onto the battlefield. X can't be 0. C13 M Marauding Knight {2}{B}{B} Creature - Zombie Knight 2/2 Protection from white Marauding Knight gets +1/+1 for each Plains your opponents control. IN R Marauding Maulhorn {2}{R}{R} Creature - Beast 5/3 Marauding Maulhorn attacks each combat if able unless you control a creature named Advocate of the Beast. M14 C Maraxus Vanguard Hand +1, life +2 Creatures you control get +1/+0. VAN S Maraxus of Keld {4}{R}{R} Legendary Creature - Human Warrior */* Maraxus of Keld's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control. WL R Marble Chalice {2}{W} Artifact {T}: You gain 1 life. ALA C Marble Diamond {2} Artifact Marble Diamond enters the battlefield tapped. {T}: Add {W} to your mana pool. MI U, 6E U, 7E U, DDC U, C14 U, DD3_DVD U Marble Priest {5} Artifact Creature - Cleric 3/3 All Walls able to block Marble Priest do so. Prevent all combat damage that would be dealt to Marble Priest by Walls. LE U Marble Titan {3}{W} Creature - Giant 3/3 Creatures with power 3 or greater don't untap during their controllers' untap steps. TE R, 9ED R March from the Tomb {3}{W}{B} Sorcery Return any number of target Ally creature cards with total converted mana cost 8 or less from your graveyard to the battlefield. R March of Souls {4}{W} Sorcery Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller puts a 1/1 white Spirit creature token with flying onto the battlefield. PS R March of the Machines {3}{U} Enchantment Each noncreature artifact is an artifact creature with power and toughness each equal to its converted mana cost. (Equipment that's a creature can't equip a creature.) MRD R, 10E R, ARC R March of the Returned {3}{B} Sorcery Return up to two target creature cards from your graveyard to your hand. THS C Marchesa's Emissary {3}{U} Creature - Human Rogue 2/2 Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) CNS C Marchesa's Infiltrator {2}{U} Creature - Human Rogue 1/1 Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Whenever Marchesa's Infiltrator deals combat damage to a player, draw a card. CNS U Marchesa's Smuggler {U}{R} Creature - Human Rogue 1/1 Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) {1}{U}{R}: Target creature you control gains haste until end of turn and can't be blocked this turn. CNS U Marchesa, the Black Rose {1}{U}{B}{R} Legendary Creature - Human Wizard 3/3 Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Other creatures you control have dethrone. Whenever a creature you control with a +1/+1 counter on it dies, return that card to the battlefield under your control at the beginning of the next end step. CNS M, VMA M Mardu Ascendancy {R}{W}{B} Enchantment Whenever a nontoken creature you control attacks, put a 1/1 red Goblin creature token onto the battlefield tapped and attacking. Sacrifice Mardu Ascendancy: Creatures you control get +0/+3 until end of turn. KTK R Mardu Banner {3} Artifact {T}: Add {R}, {W}, or {B} to your mana pool. {R}{W}{B}, {T}, Sacrifice Mardu Banner: Draw a card. KTK C Mardu Blazebringer {2}{R} Creature - Ogre Warrior 4/4 When Mardu Blazebringer attacks or blocks, sacrifice it at end of combat. KTK U Mardu Charm {R}{W}{B} Instant Choose one - • Mardu Charm deals 4 damage to target creature. • Put two 1/1 white Warrior creature tokens onto the battlefield. They gain first strike until end of turn. • Target opponent reveals his or her hand. You choose a noncreature, nonland card from it. That player discards that card. KTK U Mardu Hateblade {W} Creature - Human Warrior 1/1 {B}: Mardu Hateblade gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) KTK C Mardu Heart-Piercer {3}{R} Creature - Human Archer 2/3 Raid - When Mardu Heart-Piercer enters the battlefield, if you attacked with a creature this turn, Mardu Heart-Piercer deals 2 damage to target creature or player. DDN U, KTK U Mardu Hordechief {2}{W} Creature - Human Warrior 2/3 Raid - When Mardu Hordechief enters the battlefield, if you attacked with a creature this turn, put a 1/1 white Warrior creature token onto the battlefield. KTK C Mardu Roughrider {2}{R}{W}{B} Creature - Orc Warrior 5/4 Whenever Mardu Roughrider attacks, target creature can't block this turn. KTK U Mardu Runemark {2}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Enchanted creature has first strike as long as you control a white or black permanent. FRF C Mardu Scout {R}{R} Creature - Goblin Scout 3/1 Dash {1}{R} (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.) FRF C Mardu Shadowspear {B} Creature - Human Warrior 1/1 Whenever Mardu Shadowspear attacks, each opponent loses 1 life. Dash {1}{B} (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.) FRF U Mardu Skullhunter {1}{B} Creature - Human Warrior 2/1 Mardu Skullhunter enters the battlefield tapped. Raid - When Mardu Skullhunter enters the battlefield, if you attacked with a creature this turn, target opponent discards a card. KTK C Mardu Strike Leader {2}{B} Creature - Human Warrior 3/2 Whenever Mardu Strike Leader attacks, put a 2/1 black Warrior creature token onto the battlefield. Dash {3}{B} (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.) FRF R Mardu Warshrieker {3}{R} Creature - Orc Shaman 3/3 Raid - When Mardu Warshrieker enters the battlefield, if you attacked with a creature this turn, add {R}{W}{B} to your mana pool. KTK C Mardu Woe-Reaper {W} Creature - Human Warrior 2/1 Whenever Mardu Woe-Reaper or another Warrior enters the battlefield under your control, you may exile target creature card from a graveyard. If you do, you gain 1 life. FRF U Marhault Elsdragon {3}{R}{R}{G} Legendary Creature - Elf Warrior 4/6 Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) LE U, CH U, ME3 U Marisi's Twinclaws {2}{R/W}{G} Creature - Cat Warrior 2/4 Double strike ARB U, DDH U Maritime Guard {1}{U} Creature - Merfolk Soldier 1/3 M11 C, ORI C Marjhan {5}{U}{U} Creature - Leviathan 8/8 Marjhan doesn't untap during your untap step. {U}{U}, Sacrifice a creature: Untap Marjhan. Activate this ability only during your upkeep. Marjhan can't attack unless defending player controls an Island. {U}{U}: Marjhan gets -1/-0 until end of turn and deals 1 damage to target attacking creature without flying. When you control no Islands, sacrifice Marjhan. HM R, ME2 R Mark for Death {3}{R} Sorcery Target creature an opponent controls blocks this turn if able. Untap that creature. Other creatures that player controls can't block this turn. GTC U Mark of Asylum {1}{W} Enchantment Prevent all noncombat damage that would be dealt to creatures you control. CON R Mark of Eviction {U} Enchantment - Aura Enchant creature At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners' hands. RAV U Mark of Fury {R} Enchantment - Aura Enchant creature Enchanted creature has haste. At the beginning of the end step, return Mark of Fury to its owner's hand. CG C Mark of Mutiny {2}{R} Sorcery Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn. (It can attack and {T} this turn.) ZEN U, PC2 U, M13 U Mark of Sakiko {1}{G} Enchantment - Aura Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, add that much {G} to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end." BOK U Mark of the Oni {2}{B} Enchantment - Aura Enchant creature You control enchanted creature. At the beginning of the end step, if you control no Demons, sacrifice Mark of the Oni. BOK U Mark of the Vampire {3}{B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) M13 C, DDK C, M14 C Marked by Honor {3}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has vigilance. (Attacking doesn't cause it to tap.) M15 C Marker Beetles {1}{G}{G} Creature - Insect 2/3 When Marker Beetles dies, target creature gets +1/+1 until end of turn. {2}, Sacrifice Marker Beetles: Draw a card. CG C Market Festival {3}{G} Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colors to his or her mana pool. (in addition to the mana the land produces) JOU C Markov Blademaster {1}{R}{R} Creature - Vampire Warrior 1/1 Double strike Whenever Markov Blademaster deals combat damage to a player, put a +1/+1 counter on it. DKA R Markov Patrician {2}{B} Creature - Vampire 3/1 Lifelink (Damage dealt by this creature also causes you to gain that much life.) ISD C Markov Warlord {5}{R} Creature - Vampire Warrior 4/4 Haste When Markov Warlord enters the battlefield, up to two target creatures can't block this turn. DKA U Maro {2}{G}{G} Creature - Elemental */* Maro's power and toughness are each equal to the number of cards in your hand. MI R, 6E R, 7E R, 8ED R, 9ED R Maro Avatar Vanguard Hand +2, life -7 Tap an untapped creature you control, Discard a card: Target creature you control gets +X/+X until end of turn, where X is the number of cards in your hand. VAN S Marrow Bats {4}{B} Creature - Bat Skeleton 4/1 Flying Pay 4 life: Regenerate Marrow Bats. AVR U, C13 U Marrow Chomper {3}{B}{G} Creature - Zombie Lizard 3/3 Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.) When Marrow Chomper enters the battlefield, you gain 2 life for each creature it devoured. ARB U Marrow Shards {P/W} Instant ({P/W} can be paid with either {W} or 2 life.) Marrow Shards deals 1 damage to each attacking creature. NPH U Marrow-Gnawer {3}{B}{B} Legendary Creature - Rat Rogue 2/3 Rat creatures have fear. (They can't be blocked except by artifact creatures and/or black creatures.) {T}, Sacrifice a Rat: Put X 1/1 black Rat creature tokens onto the battlefield, where X is the number of Rats you control. CHK R Marsh Boa {G} Creature - Snake 1/1 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) PR C Marsh Casualties {B}{B} Sorcery Kicker {3} (You may pay an additional {3} as you cast this spell.) Creatures target player controls get -1/-1 until end of turn. If Marsh Casualties was kicked, those creatures get -2/-2 until end of turn instead. U, ZEN U, DDM U Marsh Crocodile {2}{U}{B} Creature - Crocodile 4/4 When Marsh Crocodile enters the battlefield, return a blue or black creature you control to its owner's hand. When Marsh Crocodile enters the battlefield, each player discards a card. PS U Marsh Flats Land {T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card and put it onto the battlefield. Then shuffle your library. M, ZEN R Marsh Flitter {3}{B} Creature - Faerie Rogue 1/1 Flying When Marsh Flitter enters the battlefield, put two 1/1 black Goblin Rogue creature tokens onto the battlefield. Sacrifice a Goblin: Marsh Flitter has base power and toughness 3/3 until end of turn. LRW U, MMA U Marsh Gas {B} Instant All creatures get -2/-0 until end of turn. DK C, 4E C Marsh Goblins {B}{R} Creature - Goblin 1/1 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) DK C Marsh Hulk {4}{B}{B} Creature - Zombie Ogre 4/6 Megamorph {6}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK C Marsh Lurker {3}{B} Creature - Beast 3/2 Sacrifice a Swamp: Marsh Lurker gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) TE C Marsh Threader {1}{W} Creature - Kor Scout 2/1 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) WWK C Marsh Viper {3}{G} Creature - Snake 1/2 Whenever Marsh Viper deals damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.) DK C, 4E C, 5E C Marshal's Anthem {2}{W}{W} Enchantment Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Creatures you control get +1/+1. When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked. WWK R, C14 R Marshaling Cry {1}{W}{W} Sorcery Creatures you control get +1/+1 and gain vigilance until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.) Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) FUT C Marshaling the Troops {1}{G} Sorcery Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way. PK R Marshdrinker Giant {3}{G}{G} Creature - Giant Warrior 4/3 When Marshdrinker Giant enters the battlefield, destroy target Island or Swamp an opponent controls. EVE U Marshmist Titan {6}{B} Creature - Giant 4/5 Marshmist Titan costs {X} less to cast, where X is your devotion to black. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.) BNG C Martial Coup {X}{W}{W} Sorcery Put X 1/1 white Soldier creature tokens onto the battlefield. If X is 5 or more, destroy all other creatures. CON R, V14 M, C14 R Martial Glory {R}{W} Instant Target creature gets +3/+0 until end of turn. Target creature gets +0/+3 until end of turn. GTC C Martial Law {2}{W}{W} Enchantment At the beginning of your upkeep, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.) RTR R Marton Stromgald {2}{R}{R} Legendary Creature - Human Knight 1/1 Whenever Marton Stromgald attacks, other attacking creatures get +1/+1 until end of turn for each attacking creature other than Marton Stromgald. Whenever Marton Stromgald blocks, other blocking creatures get +1/+1 until end of turn for each blocking creature other than Marton Stromgald. IA R, MED R Martyr of Ashes {R} Creature - Human Shaman 1/1 {2}, Reveal X red cards from your hand, Sacrifice Martyr of Ashes: Martyr of Ashes deals X damage to each creature without flying. CSP C Martyr of Bones {B} Creature - Human Wizard 1/1 {1}, Reveal X black cards from your hand, Sacrifice Martyr of Bones: Exile up to X target cards from a single graveyard. CSP C Martyr of Frost {U} Creature - Human Wizard 1/1 {2}, Reveal X blue cards from your hand, Sacrifice Martyr of Frost: Counter target spell unless its controller pays {X}. CSP C, DD2 C, DD3_JVC C Martyr of Sands {W} Creature - Human Cleric 1/1 {1}, Reveal X white cards from your hand, Sacrifice Martyr of Sands: You gain three times X life. CSP C Martyr of Spores {G} Creature - Human Shaman 1/1 {1}, Reveal X green cards from your hand, Sacrifice Martyr of Spores: Target creature gets +X/+X until end of turn. CSP C Martyr's Bond {4}{W}{W} Enchantment Whenever Martyr's Bond or another nonland permanent you control is put into a graveyard from the battlefield, each opponent sacrifices a permanent that shares a card type with it. CMD R Martyr's Cause {2}{W} Enchantment Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. GU U Martyr's Cry {W}{W} Sorcery Exile all white creatures. For each creature exiled this way, its controller draws a card. DK R, ME4 R Martyrdom {1}{W}{W} Instant Until end of turn, target creature you control gains "{0}: The next 1 damage that would be dealt to target creature or player this turn is dealt to this creature instead." Only you may activate this ability. AL C (x2) Martyred Rusalka {W} Creature - Spirit 1/1 {W}, Sacrifice a creature: Target creature can't attack this turn. GPT U Martyrs of Korlis {3}{W}{W} Creature - Human 1/6 As long as Martyrs of Korlis is untapped, all damage that would be dealt to you by artifacts is dealt to Martyrs of Korlis instead. AQ U, ME4 U Martyrs' Tomb {2}{W}{B} Enchantment Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn. AP U Masako the Humorless {2}{W} Legendary Creature - Human Advisor 2/1 Flash Tapped creatures you control can block as though they were untapped. CHK R Mask of Avacyn {2} Artifact - Equipment Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip {3} ISD U Mask of Intolerance {2} Artifact At the beginning of each player's upkeep, if there are four or more basic land types among lands that player controls, Mask of Intolerance deals 3 damage to him or her. AP R Mask of Law and Grace {W} Enchantment - Aura Enchant creature Enchanted creature has protection from black and from red. CG C Mask of Memory {2} Artifact - Equipment Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Equip {1} MRD U, HOP U, C14 U Mask of Riddles {U}{B} Artifact - Equipment Equipped creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Whenever equipped creature deals combat damage to a player, you may draw a card. Equip {2} ARB U Mask of the Mimic {U} Instant As an additional cost to cast Mask of the Mimic, sacrifice a creature. Search your library for a card with the same name as target nontoken creature and put that card onto the battlefield. Then shuffle your library. ST U Masked Admirers {2}{G}{G} Creature - Elf Shaman 3/2 When Masked Admirers enters the battlefield, draw a card. Whenever you cast a creature spell, you may pay {G}{G}. If you do, return Masked Admirers from your graveyard to your hand. LRW R, MMA U, C14 R Masked Gorgon {4}{B} Creature - Gorgon 5/5 Green creatures and white creatures have protection from Gorgons. Threshold - Masked Gorgon has protection from green and from white as long as seven or more cards are in your graveyard. JUD R Mass Appeal {2}{U} Sorcery Draw a card for each Human you control. AVR U Mass Calcify {5}{W}{W} Sorcery Destroy all nonwhite creatures. SHM R, M15 R Mass Hysteria {R} Enchantment All creatures have haste. MRD R Mass Mutiny {3}{R}{R} Sorcery For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. PC2 R, C13 R Mass Polymorph {5}{U} Sorcery Exile all creatures you control, then reveal cards from the top of your library until you reveal that many creature cards. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library. M11 R Mass of Ghouls {3}{B}{B} Creature - Zombie Warrior 5/3 FUT C, 10E C Massacre {2}{B}{B} Sorcery If an opponent controls a Plains and you control a Swamp, you may cast Massacre without paying its mana cost. All creatures get -2/-2 until end of turn. NE U Massacre Wurm {3}{B}{B}{B} Creature - Wurm 6/5 When Massacre Wurm enters the battlefield, creatures your opponents control get -2/-2 until end of turn. Whenever a creature an opponent controls dies, that player loses 2 life. MBS M Massive Raid {1}{R}{R} Instant Massive Raid deals damage to target creature or player equal to the number of creatures you control. GTC C Master Apothecary {W}{W}{W} Creature - Human Cleric 2/2 Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to target creature or player this turn. OD R Master Biomancer {2}{G}{U} Creature - Elf Wizard 2/4 Each other creature you control enters the battlefield with a number of additional +1/+1 counters on it equal to Master Biomancer's power and as a Mutant in addition to its other types. GTC M Master Decoy {1}{W} Creature - Human Soldier 1/2 {W}, {T}: Tap target creature. TE C, BR C, 8ED C, 9ED C, DDN C, TPR C Master Healer {4}{W} Creature - Human Cleric 1/4 {T}: Prevent the next 4 damage that would be dealt to target creature or player this turn. CG R, 7E R, 8ED R, 9ED R Master Splicer {3}{W} Creature - Human Artificer 1/1 When Master Splicer enters the battlefield, put a 3/3 colorless Golem artifact creature token onto the battlefield. Golem creatures you control get +1/+1. NPH U Master Thief {2}{U}{U} Creature - Human Rogue 2/2 When Master Thief enters the battlefield, gain control of target artifact for as long as you control Master Thief. M12 U Master Transmuter {3}{U} Artifact Creature - Human Artificer 1/2 {U}, {T}, Return an artifact you control to its owner's hand: You may put an artifact card from your hand onto the battlefield. CON R, ARC R Master Warcraft {2}{R/W}{R/W} Instant Cast Master Warcraft only before attackers are declared. You choose which creatures attack this turn. You choose which creatures block this turn and how those creatures block. RAV R, CMD R Master of Arms {2}{W} Creature - Human Soldier 2/2 First strike {1}{W}: Tap target creature blocking Master of Arms. WL U Master of Cruelties {3}{B}{R} Creature - Demon 1/4 First strike, deathtouch Master of Cruelties can only attack alone. Whenever Master of Cruelties attacks a player and isn't blocked, that player's life total becomes 1. Master of Cruelties assigns no combat damage this combat. DGM M Master of Diversion {2}{W} Creature - Human Scout 2/2 Whenever Master of Diversion attacks, tap target creature defending player controls. M14 C Master of Etherium {2}{U} Artifact Creature - Vedalken Wizard */* Master of Etherium's power and toughness are each equal to the number of artifacts you control. Other artifact creatures you control get +1/+1. ALA R, HOP R, DDF R Master of Pearls {1}{W} Creature - Human Monk 2/2 Morph {3}{W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Master of Pearls is turned face up, creatures you control get +2/+2 until end of turn. KTK R Master of Predicaments {3}{U}{U} Creature - Sphinx 4/4 Flying Whenever Master of Predicaments deals combat damage to a player, choose a card in your hand. That player guesses whether the card's converted mana cost is greater than 4. If the player guessed wrong, you may cast the card without paying its mana cost. M15 R Master of Waves {3}{U} Creature - Merfolk Wizard 2/1 Protection from red Elemental creatures you control get +1/+1. When Master of Waves enters the battlefield, put a number of 1/0 blue Elemental creature tokens onto the battlefield equal to your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.) THS M Master of the Feast {1}{B}{B} Enchantment Creature - Demon 5/5 Flying At the beginning of your upkeep, each opponent draws a card. JOU R Master of the Hunt {2}{G}{G} Creature - Human 2/2 {2}{G}{G}: Put a 1/1 green Wolf creature token named Wolves of the Hunt onto the battlefield. It has "bands with other creatures named Wolves of the Hunt." (Any creatures named Wolves of the Hunt can attack in a band as long as at least one has "bands with other creatures named Wolves of the Hunt." Bands are blocked as a group. If at least two creatures named Wolves of the Hunt you control, one of which has "bands with other creatures named Wolves of the Hunt," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) LE R Master of the Pearl Trident {U}{U} Creature - Merfolk 2/2 Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.) M13 R Master of the Veil {2}{U}{U} Creature - Human Wizard 2/3 Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Master of the Veil is turned face up, you may turn target creature with a morph ability face down. LGN U Master of the Wild Hunt {2}{G}{G} Creature - Human Shaman 3/3 At the beginning of your upkeep, put a 2/2 green Wolf creature token onto the battlefield. {T}: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves. M10 M Master of the Wild Hunt Avatar Vanguard Hand +1, life +3 {2}{G}: Put a green creature token onto the battlefield that's a 2/2 Wolf, a 2/3 Antelope with forestwalk, a 3/2 Cat with shroud, or a 4/4 Rhino with trample, chosen at random. VAN S Master the Way {3}{U}{R} Sorcery Draw a card. Master the Way deals damage to target creature or player equal to the number of cards in your hand. KTK U Master's Call {2}{W} Instant Put two 1/1 colorless Myr artifact creature tokens onto the battlefield. MBS C Masterwork of Ingenuity {1} Artifact - Equipment You may have Masterwork of Ingenuity enter the battlefield as a copy of any Equipment on the battlefield. C14 R Mastery of the Unseen {1}{W} Enchantment Whenever a permanent you control is turned face up, you gain 1 life for each creature you control. {3}{W}: Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) R, FRF R Masticore {4} Artifact Creature - Masticore 4/4 At the beginning of your upkeep, sacrifice Masticore unless you discard a card. {2}: Masticore deals 1 damage to target creature. {2}: Regenerate Masticore. CG R, V10 M, VMA R Masumaro, First to Live {3}{G}{G}{G} Legendary Creature - Spirit */* Masumaro, First to Live's power and toughness are each equal to twice the number of cards in your hand. SOK R Matca Rioters {2}{G} Creature - Human Warrior */* Domain - Matca Rioters's power and toughness are each equal to the number of basic land types among lands you control. CON C, MM2 C Matopi Golem {5} Artifact Creature - Golem 3/3 {1}: Regenerate Matopi Golem. When it regenerates this way, put a -1/-1 counter on it. VI U Matsu-Tribe Birdstalker {2}{G}{G} Creature - Snake Warrior Archer 2/2 Whenever Matsu-Tribe Birdstalker deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. {G}: Matsu-Tribe Birdstalker gains reach until end of turn. (It can block creatures with flying.) SOK C Matsu-Tribe Decoy {2}{G} Creature - Snake Warrior 1/3 {2}{G}: Target creature blocks Matsu-Tribe Decoy this turn if able. Whenever Matsu-Tribe Decoy deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. CHK C Matsu-Tribe Sniper {1}{G} Creature - Snake Warrior Archer 1/1 {T}: Matsu-Tribe Sniper deals 1 damage to target creature with flying. Whenever Matsu-Tribe Sniper deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. BOK C Maul Splicer {6}{G} Creature - Human Artificer 1/1 When Maul Splicer enters the battlefield, put two 3/3 colorless Golem artifact creature tokens onto the battlefield. Golem creatures you control have trample. NPH C Mausoleum Guard {3}{W} Creature - Human Scout 2/2 When Mausoleum Guard dies, put two 1/1 white Spirit creature tokens with flying onto the battlefield. ISD U, DDK U Mausoleum Turnkey {3}{B} Creature - Ogre Rogue 3/2 When Mausoleum Turnkey enters the battlefield, return target creature card of an opponent's choice from your graveyard to your hand. RAV U Maw of the Mire {4}{B} Sorcery Destroy target land. You gain 4 life. ISD C Maw of the Obzedat {3}{W}{B} Creature - Thrull 3/3 Sacrifice a creature: Creatures you control get +1/+1 until end of turn. DGM U Mawcor {3}{U}{U} Creature - Beast 3/3 Flying {T}: Mawcor deals 1 damage to target creature or player. TE R, 7E R, TPR R May Civilization Collapse Scheme When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, he or she sacrifices two lands. If the player chooses others, each of your other opponents sacrifices a land. ARC C Mayael the Anima {R}{G}{W} Legendary Creature - Elf Shaman 2/3 {3}{R}{G}{W}, {T}: Look at the top five cards of your library. You may put a creature card with power 5 or greater from among them onto the battlefield. Put the rest on the bottom of your library in any order. ALA M, C13 M Mayael the Anima Avatar Vanguard Hand +1, life +5 At the beginning of your upkeep, reveal the top card of your library. If it's a creature card with power 5 or greater, put it into your hand. Otherwise, you may put it on the bottom of your library. VAN S Mayael's Aria {R}{G}{W} Enchantment At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater. ARB R Mayor of Avabruck {1}{G} Creature - Human Advisor Werewolf 1/1 Other Human creatures you control get +1/+1. At the beginning of each upkeep, if no spells were cast last turn, transform Mayor of Avabruck. ---- Howlpack Alpha (Green) Creature - Werewolf 3/3 Each other creature you control that's a Werewolf or a Wolf gets +1/+1. At the beginning of your end step, put a 2/2 green Wolf creature token onto the battlefield. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Howlpack Alpha. ISD R Maze Abomination {5}{B} Creature - Elemental 4/5 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Multicolored creatures you control have deathtouch. DGM C Maze Behemoth {5}{G} Creature - Elemental 5/4 Trample Multicolored creatures you control have trample. DGM C Maze Glider {5}{U} Creature - Elemental 3/5 Flying Multicolored creatures you control have flying. DGM C Maze Rusher {5}{R} Creature - Elemental 6/3 Haste Multicolored creatures you control have haste. DGM C Maze Sentinel {5}{W} Creature - Elemental 3/6 Vigilance Multicolored creatures you control have vigilance. DGM C Maze of Ith Land {T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn. DK U, ME4 R, V12 M Maze of Shadows Land {T}: Add {1} to your mana pool. {T}: Untap target attacking creature with shadow. Prevent all combat damage that would be dealt to and dealt by that creature this turn. TE U, TPR U Maze's End Land Maze's End enters the battlefield tapped. {T}: Add {1} to your mana pool. {3}, {T}, Return Maze's End to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle your library. If you control ten or more Gates with different names, you win the game. DGM M Meadowboon {2}{W}{W} Creature - Elemental 3/3 When Meadowboon leaves the battlefield, put a +1/+1 counter on each creature target player controls. Evoke {3}{W} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) MOR U, MMA U Meandering Towershell {3}{G}{G} Creature - Turtle 5/9 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Meandering Towershell attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn. KTK R Measure of Wickedness {3}{B} Enchantment At the beginning of your end step, sacrifice Measure of Wickedness and you lose 8 life. Whenever another card is put into your graveyard from anywhere, target opponent gains control of Measure of Wickedness. SOK U Meddle {1}{U} Instant If target spell has only one target and that target is a creature, change that spell's target to another creature. MI U, ONS U Meddling Mage {W}{U} Creature - Human Wizard 2/2 As Meddling Mage enters the battlefield, name a nonland card. The named card can't be cast. PS R, ARB R Medicine Bag {3} Artifact {1}, {T}, Discard a card: Regenerate target creature. EX U Medicine Runner {1}{G/W} Creature - Elf Cleric 2/1 When Medicine Runner enters the battlefield, you may remove a counter from target permanent. SHM C Meditate {2}{U} Instant Draw four cards. You skip your next turn. TE R, TPR R Meditation Puzzle {3}{W}{W} Instant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) You gain 8 life. M15 C Medomai the Ageless {4}{W}{U} Legendary Creature - Sphinx 4/4 Flying Whenever Medomai the Ageless deals combat damage to a player, take an extra turn after this one. Medomai the Ageless can't attack during extra turns. THS M Meekstone {1} Artifact Creatures with power 3 or greater don't untap during their controllers' untap steps. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 7E R Megantic Sliver {5}{G} Creature - Sliver 3/3 Sliver creatures you control get +3/+3. M14 R Megatherium {2}{G} Creature - Beast 4/4 Trample When Megatherium enters the battlefield, sacrifice it unless you pay {1} for each card in your hand. MM R Megatog {4}{R}{R} Creature - Atog 3/4 Sacrifice an artifact: Megatog gets +3/+3 and gains trample until end of turn. MRD R Meglonoth {3}{R}{G}{W} Creature - Beast 6/6 Vigilance, trample Whenever Meglonoth blocks a creature, Meglonoth deals damage to that creature's controller equal to Meglonoth's power. CON R Megrim {2}{B} Enchantment Whenever an opponent discards a card, Megrim deals 2 damage to that player. ST U, 7E U, 8ED U, 9ED U, 10E U, M10 U Meishin, the Mind Cage {4}{U}{U}{U} Legendary Enchantment All creatures get -X/-0, where X is the number of cards in your hand. SOK R Melancholy {2}{B} Enchantment - Aura Enchant creature When Melancholy enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, sacrifice Melancholy unless you pay {B}. PLC C Melee {4}{R} Instant Cast Melee only during your turn and only during combat before blockers are declared. You choose which creatures block this combat and how those creatures block. Whenever a creature attacks and isn't blocked this combat, untap it and remove it from combat. IA U Melek, Izzet Paragon {4}{U}{R} Legendary Creature - Weird Wizard 2/4 Play with the top card of your library revealed. You may cast the top card of your library if it's an instant or sorcery card. Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for the copy. DGM R Melesse Spirit {3}{W}{W} Creature - Angel Spirit 3/3 Flying, protection from black MI U Meletis Astronomer {1}{U} Creature - Human Wizard 1/3 Heroic - Whenever you cast a spell that targets Meletis Astronomer, look at the top three cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in any order. BNG U Meletis Charlatan {2}{U} Creature - Human Wizard 2/3 {2}{U}, {T}: The controller of target instant or sorcery spell copies it. That player may choose new targets for the copy. THS R Melira's Keepers {4}{G} Creature - Human Warrior 4/4 Melira's Keepers can't have counters placed on it. MBS U Melira, Sylvok Outcast {1}{G} Legendary Creature - Human Scout 2/2 You can't get poison counters. Creatures you control can't have -1/-1 counters placed on them. Creatures your opponents control lose infect. NPH R Meloku the Clouded Mirror {4}{U} Legendary Creature - Moonfolk Wizard 2/4 Flying {1}, Return a land you control to its owner's hand: Put a 1/1 blue Illusion creature token with flying onto the battlefield. CHK R, MMA R Melt Terrain {2}{R}{R} Sorcery Destroy target land. Melt Terrain deals 2 damage to that land's controller. SOM C Meltdown {X}{R} Sorcery Destroy each artifact with converted mana cost X or less. UZ U Melting {3}{R} Enchantment All lands are no longer snow. IA U Memnarch {7} Legendary Artifact Creature - Wizard 4/5 {1}{U}{U}: Target permanent becomes an artifact in addition to its other types. (This effect lasts indefinitely.) {3}{U}: Gain control of target artifact. (This effect lasts indefinitely.) DST R, ARC R Memnite {0} Artifact Creature - Construct 1/1 SOM U Memoricide {3}{B} Sorcery Name a nonland card. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library. SOM R Memory Crystal {3} Artifact Buyback costs cost {2} less. EX R Memory Erosion {1}{U}{U} Enchantment Whenever an opponent casts a spell, that player puts the top two cards of his or her library into his or her graveyard. ALA R, CMD R Memory Jar {5} Artifact {T}, Sacrifice Memory Jar: Each player exiles all cards from his or her hand face down and draws seven cards. At the beginning of the next end step, each player discards his or her hand and returns to his or her hand each card he or she exiled this way. GU R, V10 M, VMA M Memory Lapse {1}{U} Instant Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard. HM C (x2), MI C, 5E C, 6E C, 7E C, DDM C Memory Plunder {U/B}{U/B}{U/B}{U/B} Instant You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. SHM R Memory Sluice {U/B} Sorcery Target player puts the top four cards of his or her library into his or her graveyard. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.) SHM C Memory's Journey {1}{U} Instant Target player shuffles up to three target cards from his or her graveyard into his or her library. Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD U Menacing Ogre {3}{R}{R} Creature - Ogre 3/3 Trample, haste When Menacing Ogre enters the battlefield, each player secretly chooses a number. Then those numbers are revealed. Each player with the highest number loses that much life. If you are one of those players, put two +1/+1 counters on Menacing Ogre. ONS R, HOP R Mending Hands {W} Instant Prevent the next 4 damage that would be dealt to target creature or player this turn. BOK C, 9ED C Mending Touch {G} Instant Regenerate target creature. DGM C Meng Huo's Horde {4}{G} Creature - Human Soldier 4/5 PK C, ME3 C Meng Huo, Barbarian King {3}{G}{G} Legendary Creature - Human Barbarian Soldier 4/4 Other green creatures you control get +1/+1. PK R, ME3 R Mental Agony {3}{B} Sorcery Target player discards two cards and loses 2 life. AVR C Mental Discipline {1}{U}{U} Enchantment {1}{U}, Discard a card: Draw a card. CG C Mental Misstep {P/U} Instant ({P/U} can be paid with either {U} or 2 life.) Counter target spell with converted mana cost 1. NPH U Mental Note {U} Instant Put the top two cards of your library into your graveyard. Draw a card. JUD C Mental Vapors {3}{B} Sorcery Target player discards a card. 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.) GTC U Mentor of the Meek {2}{W} Creature - Human Soldier 2/2 Whenever another creature with power 2 or less enters the battlefield under your control, you may pay {1}. If you do, draw a card. ISD R, C14 R Mephidross Vampire {4}{B}{B} Creature - Vampire 3/4 Flying Each creature you control is a Vampire in addition to its other creature types and has "Whenever this creature deals damage to a creature, put a +1/+1 counter on this creature." 5DN R Mephitic Ooze {4}{B} Creature - Ooze 0/5 Mephitic Ooze gets +1/+0 for each artifact you control. Whenever Mephitic Ooze deals combat damage to a creature, destroy that creature. The creature can't be regenerated. DST R Mer-Ek Nightblade {3}{B} Creature - Orc Assassin 2/3 Outlast {B} ({B}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has deathtouch. KTK U Mercadia's Downfall {2}{R} Instant Each attacking creature gets +1/+0 until end of turn for each nonbasic land defending player controls. MM U Mercadian Atlas {5} Artifact At the beginning of your end step, if you didn't play a land this turn, you may draw a card. MM R Mercadian Bazaar Land Mercadian Bazaar enters the battlefield tapped. {T}: Put a storage counter on Mercadian Bazaar. {T}, Remove any number of storage counters from Mercadian Bazaar: Add {R} to your mana pool for each storage counter removed this way. MM U Mercadian Lift {2} Artifact {1}, {T}: Put a winch counter on Mercadian Lift. {T}, Remove X winch counters from Mercadian Lift: You may put a creature card with converted mana cost X from your hand onto the battlefield. MM R Mercenaries {3}{W} Creature - Human Mercenary 3/3 {3}: The next time Mercenaries would deal damage to you this turn, prevent that damage. Any player may activate this ability. IA R Mercenary Informer {2}{W} Creature - Human Rebel Mercenary 2/1 Mercenary Informer can't be the target of black spells or abilities from black sources. {2}{W}: Put target nontoken Mercenary on the bottom of its owner's library. PR R Mercenary Knight {2}{B} Creature - Human Mercenary Knight 4/4 When Mercenary Knight enters the battlefield, sacrifice it unless you discard a creature card. PO R Merchant Scroll {1}{U} Sorcery Search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library. HM C, 8ED U Merchant Ship {U} Creature - Human 0/2 Merchant Ship can't attack unless defending player controls an Island. Whenever Merchant Ship attacks and isn't blocked, you gain 2 life. When you control no Islands, sacrifice Merchant Ship. AN U Merchant of Secrets {2}{U} Creature - Human Wizard 1/1 When Merchant of Secrets enters the battlefield, draw a card. LGN C, 8ED C Merciless Eviction {4}{W}{B} Sorcery Choose one - • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all planeswalkers. GTC R Merciless Executioner {2}{B} Creature - Orc Warrior 3/1 When Merciless Executioner enters the battlefield, each player sacrifices a creature. FRF U Mercurial Chemister {3}{U}{R} Creature - Human Wizard 2/3 {U}, {T}: Draw two cards. {R}, {T}, Discard a card: Mercurial Chemister deals damage to target creature equal to the discarded card's converted mana cost. RTR R Mercurial Kite {3}{U} Creature - Bird 2/2 Flying Whenever Mercurial Kite deals combat damage to a creature, tap that creature. That creature doesn't untap during its controller's next untap step. SCG C Mercurial Pretender {4}{U} Creature - Shapeshifter 0/0 You may have Mercurial Pretender enter the battlefield as a copy of any creature you control except it gains "{2}{U}{U}: Return this creature to its owner's hand." M15 R Mercy Killing {2}{G/W} Instant Target creature's controller sacrifices it, then puts X 1/1 green and white Elf Warrior creature tokens onto the battlefield, where X is that creature's power. SHM U Merfolk Assassin {U}{U} Creature - Merfolk Assassin 1/2 {T}: Destroy target creature with islandwalk. DK U, TSB S Merfolk Looter {1}{U} Creature - Merfolk Rogue 1/1 {T}: Draw a card, then discard a card. EX C, 7E U, 10E C, M10 C, M12 C, TPR C Merfolk Mesmerist {1}{U} Creature - Merfolk Wizard 1/2 {U}, {T}: Target player puts the top two cards of his or her library into his or her graveyard. M12 C Merfolk Observer {1}{U} Creature - Merfolk Rogue 2/1 When Merfolk Observer enters the battlefield, look at the top card of target player's library. ROE C Merfolk Raiders {1}{U} Creature - Merfolk Soldier 2/3 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) MI C Merfolk Seastalkers {3}{U} Creature - Merfolk Scout 2/3 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) {2}{U}: Tap target creature without flying. ZEN U Merfolk Seer {2}{U} Creature - Merfolk Wizard 2/2 When Merfolk Seer dies, you may pay {1}{U}. If you do, draw a card. MI C Merfolk Skyscout {2}{U}{U} Creature - Merfolk Scout 2/3 Flying Whenever Merfolk Skyscout attacks or blocks, untap target permanent. ROE U Merfolk Sovereign {1}{U}{U} Creature - Merfolk 2/2 Other Merfolk creatures you control get +1/+1. {T}: Target Merfolk creature can't be blocked this turn. M10 R, M11 R Merfolk Spy {U} Creature - Merfolk Rogue 1/1 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Merfolk Spy deals combat damage to a player, that player reveals a card at random from his or her hand. M11 C, M14 C Merfolk Thaumaturgist {2}{U} Creature - Merfolk Wizard 1/2 {T}: Switch target creature's power and toughness until end of turn. PLC C Merfolk Traders {1}{U} Creature - Merfolk 1/2 When Merfolk Traders enters the battlefield, draw a card, then discard a card. WL C Merfolk Wayfinder {2}{U} Creature - Merfolk Scout 1/2 Flying When Merfolk Wayfinder enters the battlefield, reveal the top three cards of your library. Put all Island cards revealed this way into your hand and the rest on the bottom of your library in any order. ZEN U, DDM U Merfolk of the Depths {4}{G/U}{G/U} Creature - Merfolk Soldier 4/2 Flash (You may cast this spell any time you could cast an instant.) GTC U Merfolk of the Pearl Trident {U} Creature - Merfolk 1/1 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, PO C, 6E C, P3 C, P4 C, 7E C, M13 C Merieke Ri Berit {W}{U}{B} Legendary Creature - Human 1/1 Merieke Ri Berit doesn't untap during your untap step. {T}: Gain control of target creature for as long as you control Merieke Ri Berit. When Merieke Ri Berit leaves the battlefield or becomes untapped, destroy that creature. It can't be regenerated. IA R, TSB S Merrow Bonegnawer {B} Creature - Merfolk Rogue 1/1 {T}: Target player exiles a card from his or her graveyard. Whenever you cast a black spell, you may untap Merrow Bonegnawer. EVE C Merrow Commerce {1}{U} Tribal Enchantment - Merfolk At the beginning of your end step, untap all Merfolk you control. LRW U Merrow Grimeblotter {3}{U/B} Creature - Merfolk Wizard 2/2 {1}{U/B}, {Q}: Target creature gets -2/-0 until end of turn. ({Q} is the untap symbol.) SHM U Merrow Harbinger {3}{U} Creature - Merfolk Wizard 2/3 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) When Merrow Harbinger enters the battlefield, you may search your library for a Merfolk card, reveal it, then shuffle your library and put that card on top of it. LRW U Merrow Levitator {3}{U} Creature - Merfolk Wizard 2/3 {T}: Target creature gains flying until end of turn. Whenever you cast a blue spell, you may untap Merrow Levitator. EVE C Merrow Reejerey {2}{U} Creature - Merfolk Soldier 2/2 Other Merfolk creatures you control get +1/+1. Whenever you cast a Merfolk spell, you may tap or untap target permanent. LRW U Merrow Wavebreakers {4}{U} Creature - Merfolk Soldier 3/3 {1}{U}, {Q}: Merrow Wavebreakers gains flying until end of turn. ({Q} is the untap symbol.) SHM C Merrow Witsniper {U} Creature - Merfolk Rogue 1/1 When Merrow Witsniper enters the battlefield, target player puts the top card of his or her library into his or her graveyard. MOR C Merseine {2}{U}{U} Enchantment - Aura Enchant creature Merseine enters the battlefield with three net counters on it. Enchanted creature doesn't untap during its controller's untap step if Merseine has a net counter on it. Pay enchanted creature's mana cost: Remove a net counter from Merseine. Any player may activate this ability, but only if he or she controls the enchanted creature. FE C (x4) Mesa Enchantress {1}{W}{W} Creature - Human Druid 0/2 Whenever you cast an enchantment spell, you may draw a card. PLC R, M10 R, M12 R Mesa Falcon {1}{W} Creature - Bird 1/1 Flying {1}{W}: Mesa Falcon gets +0/+1 until end of turn. HM C (x2), 5E C, 6E C Mesa Pegasus {1}{W} Creature - Pegasus 1/1 Flying, banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, MED C Mesmeric Fiend {1}{B} Creature - Nightmare Horror 1/1 When Mesmeric Fiend enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card. When Mesmeric Fiend leaves the battlefield, return the exiled card to its owner's hand. TOR C, DDK C, VMA C Mesmeric Orb {2} Artifact Whenever a permanent becomes untapped, that permanent's controller puts the top card of his or her library into his or her graveyard. MRD R Mesmeric Sliver {3}{U} Creature - Sliver 2/2 All Slivers have "When this permanent enters the battlefield, you may fateseal 1." (To fateseal 1, its controller looks at the top card of an opponent's library, then he or she may put that card on the bottom of that library.) FUT C Mesmeric Trance {1}{U}{U} Enchantment Cumulative upkeep {1} (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.) {U}, Discard a card: Draw a card. IA R, ME2 R Messenger Drake {3}{U}{U} Creature - Drake 3/3 Flying When Messenger Drake dies, draw a card. M14 C Messenger Falcons {2}{G/U}{W} Creature - Bird 2/2 Flying When Messenger Falcons enters the battlefield, draw a card. ARB U Messenger's Speed {R} Enchantment - Aura Enchant creature Enchanted creature has trample and haste. THS C Metal Fatigue {2}{W} Instant Tap all artifacts. DST C Metallic Mastery {2}{R} Sorcery Gain control of target artifact until end of turn. Untap that artifact. It gains haste until end of turn. MBS U Metallic Sliver {1} Artifact Creature - Sliver 1/1 TE C, H09 C, TPR C Metallurgeon {1}{W} Artifact Creature - Human Artificer 1/2 {W}, {T}: Regenerate target artifact. ALA U, ARC U Metalworker {3} Artifact Creature - Construct 1/2 {T}: Reveal any number of artifact cards in your hand. Add {2} to your mana pool for each card revealed this way. CG R Metamorphic Wurm {3}{G}{G} Creature - Elephant Wurm 3/3 Threshold - Metamorphic Wurm gets +4/+4 as long as seven or more cards are in your graveyard. OD U Metamorphose {1}{U} Instant Put target permanent an opponent controls on top of its owner's library. That opponent may put an artifact, creature, enchantment, or land card from his or her hand onto the battlefield. SCG U Metamorphosis {G} Sorcery As an additional cost to cast Metamorphosis, sacrifice a creature. Add X mana of any one color to your mana pool, where X is one plus the sacrificed creature's converted mana cost. Spend this mana only to cast creature spells. AN C, CH C Metathran Aerostat {2}{U}{U} Creature - Metathran 2/2 Flying {X}{U}: You may put a creature card with converted mana cost X from your hand onto the battlefield. If you do, return Metathran Aerostat to its owner's hand. IN R Metathran Elite {1}{U}{U} Creature - Metathran Soldier 2/3 Metathran Elite can't be blocked as long as it's enchanted. CG U Metathran Soldier {1}{U} Creature - Metathran Soldier 1/1 Metathran Soldier can't be blocked. CG C Metathran Transport {1}{U}{U} Creature - Metathran 1/3 Flying Metathran Transport can't be blocked by blue creatures. {U}: Target creature becomes blue until end of turn. IN U Metathran Zombie {1}{U} Creature - Metathran Zombie 1/1 {B}: Regenerate Metathran Zombie. IN C Meteor Crater Land {T}: Choose a color of a permanent you control. Add one mana of that color to your mana pool. PS R Meteor Shower {X}{X}{R} Sorcery Meteor Shower deals X plus 1 damage divided as you choose among any number of target creatures and/or players. IA C, ME2 C Meteor Storm {R}{G} Enchantment {2}{R}{G}, Discard two cards at random: Meteor Storm deals 4 damage to target creature or player. IN R Meteorite {5} Artifact When Meteorite enters the battlefield, it deals 2 damage to target creature or player. {T}: Add one mana of any color to your mana pool. M15 U, ORI U Metrognome {4} Artifact When a spell or ability an opponent controls causes you to discard Metrognome, put four 1/1 colorless Gnome artifact creature tokens onto the battlefield. {4}, {T}: Put a 1/1 colorless Gnome artifact creature token onto the battlefield. UZ R Metropolis Sprite {1}{U} Creature - Faerie Rogue 1/2 Flying {U}: Metropolis Sprite gets +1/-1 until end of turn. GTC C Michiko Konda, Truth Seeker {3}{W} Legendary Creature - Human Advisor 2/2 Whenever a source an opponent controls deals damage to you, that player sacrifices a permanent. SOK R Midnight Banshee {3}{B}{B}{B} Creature - Spirit 5/5 Wither (This deals damage to creatures in the form of -1/-1 counters.) At the beginning of your upkeep, put a -1/-1 counter on each nonblack creature. SHM R, MM2 R Midnight Charm {B} Instant Choose one - • Midnight Charm deals 1 damage to target creature and you gain 1 life. • Target creature gains first strike until end of turn. • Tap target creature. PLC C Midnight Covenant {1}{B} Enchantment - Aura Enchant creature Enchanted creature has "{B}: This creature gets +1/+1 until end of turn." CHK C Midnight Duelist {W} Creature - Human Soldier 1/2 Protection from Vampires AVR C Midnight Guard {2}{W} Creature - Human Soldier 2/3 Whenever another creature enters the battlefield, untap Midnight Guard. DKA C, M15 C Midnight Haunting {2}{W} Instant Put two 1/1 white Spirit creature tokens with flying onto the battlefield. ISD U, C14 U Midnight Recovery {3}{B} Sorcery Return target creature card from your graveyard to your hand. 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.) GTC C Midnight Ritual {X}{2}{B} Sorcery Exile X target creature cards from your graveyard. For each creature card exiled this way, put a 2/2 black Zombie creature token onto the battlefield. MM R, 10E R Midsummer Revel {3}{G}{G} Enchantment At the beginning of your upkeep, you may put a verse counter on Midsummer Revel. {G}, Sacrifice Midsummer Revel: Put X 3/3 green Beast creature tokens onto the battlefield, where X is the number of verse counters on Midsummer Revel. UZ R Midvast Protector {3}{W} Creature - Human Wizard 2/3 When Midvast Protector enters the battlefield, target creature you control gains protection from the color of your choice until end of turn. AVR C Might Makes Right {5}{R} Enchantment At the beginning of combat on your turn, if you control each creature on the battlefield with the greatest power, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and {T} this turn.) M15 U Might Sliver {4}{G} Creature - Sliver 2/2 All Sliver creatures get +2/+2. TSP U, H09 U Might Weaver {1}{G} Creature - Human Wizard 2/1 {2}: Target red or white creature gains trample until end of turn. (If the creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) IN U, 10E U Might of Alara {G} Instant Domain - Target creature gets +1/+1 until end of turn for each basic land type among lands you control. CON C Might of Oaks {3}{G} Instant Target creature gets +7/+7 until end of turn. GU R, 7E R, 8ED R, 9ED R, 10E R, M10 R Might of Old Krosa {G} Instant Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead. TSP U Might of the Masses {G} Instant Target creature gets +1/+1 until end of turn for each creature you control. ROE C, ORI C Might of the Nephilim {1}{G} Instant Target creature gets +2/+2 until end of turn for each of its colors. DIS U Mightstone {4} Artifact Attacking creatures get +1/+0. AQ U, ME4 C Mighty Emergence {2}{G} Enchantment Whenever a creature with power 5 or greater enters the battlefield under your control, you may put two +1/+1 counters on it. ALA U Mighty Leap {1}{W} Instant Target creature gets +2/+2 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) M11 C, DDF C, DDG C, M12 C, DDO C, MM2 C, ORI C Mijae Djinn {R}{R}{R} Creature - Djinn 6/3 Whenever Mijae Djinn attacks, flip a coin. If you lose the flip, remove Mijae Djinn from combat and tap it. AN R, 3E R, ME4 R Mikaeus, the Lunarch {X}{W} Legendary Creature - Human Cleric 0/0 Mikaeus, the Lunarch enters the battlefield with X +1/+1 counters on it. {T}: Put a +1/+1 counter on Mikaeus. {T}, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control. V11 M, ISD M Mikaeus, the Unhallowed {3}{B}{B}{B} Legendary Creature - Zombie Cleric 5/5 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a Human deals damage to you, destroy it. Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA M Mikokoro, Center of the Sea Legendary Land {T}: Add {1} to your mana pool. {2}, {T}: Each player draws a card. SOK R Militant Monk {1}{W}{W} Creature - Human Monk Cleric 2/1 Vigilance {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. TOR C Military Intelligence {1}{U} Enchantment Whenever you attack with two or more creatures, draw a card. M15 U Militia's Pride {1}{W} Tribal Enchantment - Kithkin Whenever a nontoken creature you control attacks, you may pay {W}. If you do, put a 1/1 white Kithkin Soldier creature token onto the battlefield tapped and attacking. LRW R Millennial Gargoyle {4} Artifact Creature - Gargoyle 2/2 Flying GTC C Millikin {2} Artifact Creature - Construct 0/1 {T}, Put the top card of your library into your graveyard: Add {1} to your mana pool. OD U Millstone {2} Artifact {2}, {T}: Target player puts the top two cards of his or her library into his or her graveyard. AQ U, 3E R, 4E R, 5E R, 6E R, 7E R, 8ED R, 9ED R, 10E R, M14 U Mimeofacture {3}{U} Sorcery Replicate {3}{U} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Choose target permanent an opponent controls. Search that player's library for a card with the same name and put it onto the battlefield under your control. Then that player shuffles his or her library. GPT R Mimic Vat {3} Artifact Imprint - Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with Mimic Vat to its owner's graveyard. {3}, {T}: Put a token onto the battlefield that's a copy of the exiled card. It gains haste. Exile it at the beginning of the next end step. SOM R Miming Slime {2}{G} Sorcery Put an X/X green Ooze creature token onto the battlefield, where X is the greatest power among creatures you control. GTC U Minamo Plane - Kamigawa Whenever a player casts a spell, that player may draw a card. Whenever you roll CHAOS, each player may return a blue card from his or her graveyard to his or her hand. HOP C Minamo Scrollkeeper {1}{U} Creature - Human Wizard 2/3 Defender Your maximum hand size is increased by one. SOK C, CNS C Minamo Sightbender {1}{U} Creature - Human Wizard 1/2 {X}, {T}: Target creature with power X or less can't be blocked this turn. BOK U, DDI U Minamo's Meddling {2}{U}{U} Instant Counter target spell. That spell's controller reveals his or her hand, then discards each card with the same name as a card spliced onto that spell. BOK C Minamo, School at Water's Edge Legendary Land {T}: Add {U} to your mana pool. {U}, {T}: Untap target legendary permanent. CHK R Mind Bend {U} Instant Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change "nonblack creature" to "nongreen creature" or "forestwalk" to "islandwalk." This effect lasts indefinitely.) MI U, 8ED R, 9ED R, 10E R Mind Bomb {U} Sorcery Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards he or she discarded this way. DK R, 4E U, 5E U Mind Burst {1}{B} Sorcery Target player discards X cards, where X is one plus the number of cards named Mind Burst in all graveyards. OD C Mind Control {3}{U}{U} Enchantment - Aura Enchant creature You control enchanted creature. M10 U, M11 U, M12 U Mind Extraction {2}{B} Sorcery As an additional cost to cast Mind Extraction, sacrifice a creature. Target player reveals his or her hand and discards all cards of each of the sacrificed creature's colors. AP C Mind Funeral {1}{U}{B} Sorcery Target opponent reveals cards from the top of his or her library until four land cards are revealed. That player puts all cards revealed this way into his or her graveyard. ARB U, MMA U Mind Games {U} Instant Buyback {2}{U} (You may pay an additional {2}{U} as you cast this spell. If you do, put this card into your hand as it resolves.) Tap target artifact, creature, or land. ST C Mind Grind {X}{U}{B} Sorcery Each opponent reveals cards from the top of his or her library until he or she reveals X land cards, then puts all cards revealed this way into his or her graveyard. X can't be 0. GTC R Mind Harness {U} Enchantment - Aura Enchant red or green creature Cumulative upkeep {1} (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.) You control enchanted creature. MI U Mind Knives {1}{B} Sorcery Target opponent discards a card at random. PO C Mind Maggots {3}{B} Creature - Insect 2/2 When Mind Maggots enters the battlefield, discard any number of creature cards. For each card discarded this way, put two +1/+1 counters on Mind Maggots. EX U Mind Over Matter {2}{U}{U}{U}{U} Enchantment Discard a card: You may tap or untap target artifact, creature, or land. EX R Mind Peel {B} Sorcery Buyback {2}{B}{B} (You may pay an additional {2}{B}{B} as you cast this spell. If you do, put this card into your hand as it resolves.) Target player discards a card. ST U Mind Raker {3}{B} Creature - Eldrazi Processor 3/3 Devoid (This card has no color.) When Mind Raker enters the battlefield, you may put a card an opponent owns from exile into that player's graveyard. If you do, each opponent discards a card. C Mind Ravel {2}{B} Sorcery Target player discards a card. Draw a card at the beginning of the next turn's upkeep. IA C, 5E C Mind Rot {2}{B} Sorcery Target player discards two cards. PO C, P2 C, P3 C, 7E C, 8ED C, 9ED C, 10E C, M10 C, M11 C, M12 C, M13 C, RTR C, M14 C, M15 C, DTK C, ORI C Mind Sculpt {1}{U} Sorcery Target opponent puts the top seven cards of his or her library into his or her graveyard. M13 C, M15 C Mind Shatter {X}{B}{B} Sorcery Target player discards X cards at random. MOR R, M10 R Mind Slash {1}{B}{B} Enchantment {B}, Sacrifice a creature: Target opponent reveals his or her hand. You choose a card from it. That player discards that card. Activate this ability only any time you could cast a sorcery. NE U, 8ED U Mind Sludge {4}{B} Sorcery Target player discards a card for each Swamp you control. TOR U, 8ED U, ZEN U Mind Spring {X}{U}{U} Sorcery Draw X cards. MOR R, M10 R Mind Stone {2} Artifact {T}: Add {1} to your mana pool. {1}, {T}, Sacrifice Mind Stone: Draw a card. U, WL C, 10E U, DD2 U, C14 U, DD3_JVC U Mind Swords {1}{B} Sorcery If you control a Swamp, you may sacrifice a creature rather than pay Mind Swords's mana cost. Each player exiles two cards from his or her hand. NE C Mind Twist {X}{B} Sorcery Target player discards X cards at random. 1E R, 2E R, 2U R, 3E R, 4E R, ME3 R Mind Unbound {4}{U}{U} Enchantment At the beginning of your upkeep, put a lore counter on Mind Unbound, then draw a card for each lore counter on Mind Unbound. M12 R Mind Warp {X}{3}{B} Sorcery Look at target player's hand and choose X cards from it. That player discards those cards. IA U, 5E U, 6E U Mind Whip {2}{B}{B} Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player may pay {3}. If he or she doesn't, Mind Whip deals 2 damage to that player and you tap that creature. IA R Mind's Desire {4}{U}{U} Sorcery Shuffle your library. Then exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. (If it has X in its mana cost, X is 0.) Storm (When you cast this spell, copy it for each spell cast before it this turn.) SCG R, VMA R Mind's Eye {5} Artifact Whenever an opponent draws a card, you may pay {1}. If you do, draw a card. MRD R, CM1 R Mindbender Spores {2}{G} Creature - Fungus Wall 0/1 Defender (This creature can't attack.) Flying Whenever Mindbender Spores blocks a creature, put four fungus counters on that creature. The creature gains "This creature doesn't untap during your untap step if it has a fungus counter on it" and "At the beginning of your upkeep, remove a fungus counter from this creature." MI R Mindblaze {5}{R} Sorcery Name a nonland card and choose a number greater than 0. Target player reveals his or her library. If that library contains exactly the chosen number of the named card, Mindblaze deals 8 damage to that player. Then that player shuffles his or her library. CHK R Mindbreak Trap {2}{U}{U} Instant - Trap If an opponent cast three or more spells this turn, you may pay {0} rather than pay Mindbreak Trap's mana cost. Exile any number of target spells. ZEN M Mindclaw Shaman {4}{R} Creature - Viashino Shaman 2/2 When Mindclaw Shaman enters the battlefield, target opponent reveals his or her hand. You may cast an instant or sorcery card from it without paying its mana cost. M13 U Mindcrank {2} Artifact Whenever an opponent loses life, that player puts that many cards from the top of his or her library into his or her graveyard. (Damage dealt by sources without infect causes loss of life.) NPH U Mindculling {5}{U} Sorcery You draw two cards and target opponent discards two cards. NPH U Mindeye Drake {4}{U} Creature - Drake 2/5 Flying When Mindeye Drake dies, target player puts the top five cards of his or her library into his or her graveyard. GTC U Mindlash Sliver {B} Creature - Sliver 1/1 All Slivers have "{1}, Sacrifice this permanent: Each player discards a card." TSP C Mindleech Mass {5}{U}{B}{B} Creature - Horror 6/6 Trample Whenever Mindleech Mass deals combat damage to a player, you may look at that player's hand. If you do, you may cast a nonland card in it without paying that card's mana cost. RAV R Mindless Automaton {4} Artifact Creature - Construct 0/0 Mindless Automaton enters the battlefield with two +1/+1 counters on it. {1}, Discard a card: Put a +1/+1 counter on Mindless Automaton. Remove two +1/+1 counters from Mindless Automaton: Draw a card. EX R, TSB S, TPR R Mindless Null {2}{B} Creature - Zombie 2/2 Mindless Null can't block unless you control a Vampire. ZEN C Mindlock Orb {3}{U} Artifact Players can't search libraries. ALA R Mindmoil {4}{R} Enchantment Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards. RAV R Mindreaver {U}{U} Creature - Human Wizard 2/1 Heroic - Whenever you cast a spell that targets Mindreaver, exile the top three cards of target player's library. {U}{U}, Sacrifice Mindreaver: Counter target spell with the same name as a card exiled with Mindreaver. BNG R Minds Aglow {U} Sorcery Join forces - Starting with you, each player may pay any amount of mana. Each player draws X cards, where X is the total amount of mana paid this way. CMD R Mindscour Dragon {4}{U}{U} Creature - Dragon 4/4 Flying Whenever Mindscour Dragon deals combat damage to an opponent, target player puts the top four cards of his or her library into his or her graveyard. FRF U Mindshrieker {1}{U} Creature - Spirit Bird 1/1 Flying {2}: Target player puts the top card of his or her library into his or her graveyard. Mindshrieker gets +X/+X until end of turn, where X is that card's converted mana cost. ISD R Mindslaver {6} Legendary Artifact {4}, {T}, Sacrifice Mindslaver: You control target player during that player's next turn. (You see all cards that player could see and make all decisions for the player.) MRD R, SOM M Mindslicer {2}{B}{B} Creature - Horror 4/3 When Mindslicer dies, each player discards his or her hand. OD R, 9ED R Mindsparker {1}{R}{R} Creature - Elemental 3/2 First strike (This creature deals combat damage before creatures without first strike.) Whenever an opponent casts a white or blue instant or sorcery spell, Mindsparker deals 2 damage to that player. M14 R Mindstab {5}{B} Sorcery Target player discards three cards. Suspend 4- {B} (Rather than cast this card from your hand, you may pay {B} 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.) TSP C Mindstab Thrull {1}{B}{B} Creature - Thrull 2/2 Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards. FE C (x3), 5E C, MED C Mindstatic {3}{U} Instant Counter target spell unless its controller pays {6}. DGM C Mindstorm Crown {3} Artifact At the beginning of your upkeep, draw a card if you had no cards in hand at the beginning of this turn. If you had a card in hand, Mindstorm Crown deals 1 damage to you. MRD U Mindswipe {X}{U}{R} Instant Counter target spell unless its controller pays {X}. Mindswipe deals X damage to that spell's controller. KTK R Mindwarper {2}{B}{B} Creature - Spirit 0/0 Mindwarper enters the battlefield with three +1/+1 counters on it. {2}{B}, Remove a +1/+1 counter from Mindwarper: Target player discards a card. Activate this ability only any time you could cast a sorcery. ST R Mindwhip Sliver {2}{B} Creature - Sliver 2/2 All Slivers have "{2}, Sacrifice this permanent: Target player discards a card at random. Activate this ability only any time you could cast a sorcery." TE U Mindwrack Liege {3}{U/R}{U/R}{U/R} Creature - Horror 4/4 Other blue creatures you control get +1/+1. Other red creatures you control get +1/+1. {U/R}{U/R}{U/R}{U/R}: You may put a blue or red creature card from your hand onto the battlefield. EVE R Mine Bearer {2}{W} Creature - Human Soldier 1/1 {T}, Sacrifice Mine Bearer: Destroy target attacking creature. PR C Mine Excavation {1}{W} Sorcery Return target artifact or enchantment card from a graveyard to its owner's hand. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.) SHM C Mine Layer {3}{R} Creature - Dwarf 1/1 {1}{R}, {T}: Put a mine counter on target land. Whenever a land with a mine counter on it becomes tapped, destroy it. When Mine Layer leaves the battlefield, remove all mine counters from all lands. OD R Miner's Bane {4}{R}{R} Creature - Elemental 6/3 {2}{R}: Miner's Bane gets +1/+0 and gains trample until end of turn. (If it would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) M15 C Minion Reflector {5} Artifact Whenever a nontoken creature enters the battlefield under your control, you may pay {2}. If you do, put a token that's a copy of that creature onto the battlefield. That token has haste and "At the beginning of the end step, sacrifice this permanent." ALA R Minion of Leshrac {4}{B}{B}{B} Creature - Demon Minion 5/5 Protection from black At the beginning of your upkeep, Minion of Leshrac deals 5 damage to you unless you sacrifice a creature other than Minion of Leshrac. If Minion of Leshrac deals damage to you this way, tap it. {T}: Destroy target creature or land. IA R, ME2 R Minion of Tevesh Szat {4}{B}{B}{B} Creature - Demon Minion 4/4 At the beginning of your upkeep, Minion of Tevesh Szat deals 2 damage to you unless you pay {B}{B}. {T}: Target creature gets +3/-2 until end of turn. IA R, ME4 R Minion of the Wastes {3}{B}{B}{B} Creature - Minion */* Trample As Minion of the Wastes enters the battlefield, pay any amount of life. Minion of the Wastes's power and toughness are each equal to the life paid as it entered the battlefield. TE R Minions' Murmurs {2}{B}{B} Sorcery You draw X cards and you lose X life, where X is the number of creatures you control. FUT U Minister of Impediments {2}{W/U} Creature - Human Advisor 1/1 ({W/U} can be paid with either {W} or {U}.) {T}: Tap target creature. DIS C Minister of Pain {2}{B} Creature - Human Shaman 2/3 Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Minister of Pain exploits a creature, creatures your opponents control get -1/-1 until end of turn. DTK U Minotaur Abomination {4}{B}{B} Creature - Zombie Minotaur 4/6 M14 C Minotaur Aggressor {6}{R} Creature - Minotaur Berserker 6/2 First strike, haste RTR U Minotaur Explorer {1}{R} Creature - Minotaur Scout 3/3 When Minotaur Explorer enters the battlefield, sacrifice it unless you discard a card at random. OD U Minotaur Illusionist {3}{U}{R} Creature - Minotaur Wizard 3/4 {1}{U}: Minotaur Illusionist gains shroud until end of turn. (It can't be the target of spells or abilities.) {R}, Sacrifice Minotaur Illusionist: Minotaur Illusionist deals damage equal to its power to target creature. AP U Minotaur Skullcleaver {2}{R} Creature - Minotaur Berserker 2/2 Haste When Minotaur Skullcleaver enters the battlefield, it gets +2/+0 until end of turn. THS C Minotaur Tactician {3}{R} Creature - Minotaur 1/1 Haste Minotaur Tactician gets +1/+1 as long as you control a white creature. Minotaur Tactician gets +1/+1 as long as you control a blue creature. AP C Minotaur Warrior {2}{R} Creature - Minotaur Warrior 2/3 PO C Miracle Worker {W} Creature - Human Cleric 1/1 {T}: Destroy target Aura attached to a creature you control. DK C Miraculous Recovery {4}{W} Instant Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it. VI U, DDL U Mirari {5} Legendary Artifact Whenever you cast an instant or sorcery spell, you may pay {3}. If you do, copy that spell. You may choose new targets for the copy. OD R, TSB S, V10 M, C13 R Mirari's Wake {3}{G}{W} Enchantment Creatures you control get +1/+1. Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced. JUD R, CM1 R, CNS M Mire Blight {B} Enchantment - Aura Enchant creature When enchanted creature is dealt damage, destroy it. ZEN C Mire Boa {1}{G} Creature - Snake 2/1 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) {G}: Regenerate Mire Boa. PLC C Mire Kavu {3}{R} Creature - Kavu 3/2 Mire Kavu gets +1/+1 as long as you control a Swamp. PS C Mire Shade {1}{B} Creature - Shade 1/1 {B}, Sacrifice a Swamp: Put a +1/+1 counter on Mire Shade. Activate this ability only any time you could cast a sorcery. MI U Mire's Malice {3}{B} Sorcery Target opponent discards two cards. Awaken 3- {5}{B} (If you cast this spell for {5}{B}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) C Mire's Toll {B} Sorcery Target player reveals a number of cards from his or her hand equal to the number of Swamps you control. You choose one of them. That player discards that card. WWK C Miren, the Moaning Well Legendary Land {T}: Add {1} to your mana pool. {3}, {T}, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. SOK R Mirko Vosk, Mind Drinker {3}{U}{B} Legendary Creature - Vampire 2/4 Flying Whenever Mirko Vosk, Mind Drinker deals combat damage to a player, that player reveals cards from the top of his or her library until he or she reveals four land cards, then puts those cards into his or her graveyard. DGM R Mirozel {3}{U} Creature - Illusion 2/3 Flying When Mirozel becomes the target of a spell or ability, return Mirozel to its owner's hand. EX U Mirran Crusader {1}{W}{W} Creature - Human Knight 2/2 Double strike, protection from black and from green MBS R, MM2 R Mirran Mettle {G} Instant Target creature gets +2/+2 until end of turn. Metalcraft - That creature gets +4/+4 until end of turn instead if you control three or more artifacts. MBS C Mirran Spy {2}{U} Creature - Drone 1/3 Flying Whenever you cast an artifact spell, you may untap target creature. MBS C Mirri Vanguard Hand +0, life +5 If a basic land you control is tapped for mana, it produces mana of a color of your choice instead of any other type. VAN S Mirri the Cursed {2}{B}{B} Legendary Creature - Vampire Cat 3/2 Flying, first strike, haste Whenever Mirri the Cursed deals combat damage to a creature, put a +1/+1 counter on Mirri the Cursed. PLC R Mirri the Cursed Avatar Vanguard Hand -2, life -3 Creatures you control have "{T}: Another target creature gets -1/-1 until end of turn. Put a +1/+1 counter on this creature." VAN S Mirri's Guile {G} Enchantment At the beginning of your upkeep, you may look at the top three cards of your library, then put them back in any order. TE R Mirri, Cat Warrior {1}{G}{G} Legendary Creature - Cat Warrior 2/3 First strike, forestwalk, vigilance (This creature deals combat damage before creatures without first strike, it can't be blocked as long as defending player controls a Forest, and attacking doesn't cause this creature to tap.) EX R, 10E R, TPR R Mirrodin's Core Land {T}: Add {1} to your mana pool. {T}: Put a charge counter on Mirrodin's Core. {T}, Remove a charge counter from Mirrodin's Core: Add one mana of any color to your mana pool. DST U, CNS U Mirror Entity {2}{W} Creature - Shapeshifter 1/1 Changeling (This card is every creature type.) {X}: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types. LRW R, C13 R, MM2 R Mirror Entity Avatar Vanguard Hand +1, life -2 {X}: Choose a creature type. Until end of turn, creatures you control of the chosen type have base power and toughness X/X and gain all creature types. VAN S Mirror Gallery {5} Artifact The "legend rule" doesn't apply. BOK R Mirror Golem {6} Artifact Creature - Golem 3/4 Imprint - When Mirror Golem enters the battlefield, you may exile target card from a graveyard. Mirror Golem has protection from each of the exiled card's card types. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.) MRD U Mirror Mockery {1}{U} Enchantment - Aura Enchant creature Whenever enchanted creature attacks, you may put a token onto the battlefield that's a copy of that creature. Exile that token at end of combat. DTK R Mirror Sheen {1}{U/R}{U/R} Enchantment {1}{U/R}{U/R}: Copy target instant or sorcery spell that targets you. You may choose new targets for the copy. EVE R Mirror Strike {3}{W} Instant All combat damage that would be dealt to you this turn by target unblocked creature is dealt to its controller instead. PR U Mirror Universe {6} Artifact {T}, Sacrifice Mirror Universe: Exchange life totals with target opponent. Activate this ability only during your upkeep. LE R, MED R Mirror Wall {3}{U} Creature - Wall 3/4 Defender (This creature can't attack.) {W}: Mirror Wall can attack this turn as though it didn't have defender. JUD C Mirror of Fate {5} Artifact {T}, Sacrifice Mirror of Fate: Choose up to seven face-up exiled cards you own. Exile all the cards from your library, then put the chosen cards on top of your library. M10 R Mirror-Mad Phantasm {3}{U}{U} Creature - Spirit 5/1 Flying {1}{U}: Mirror-Mad Phantasm's owner shuffles it into his or her library. If that player does, he or she reveals cards from the top of that library until a card named Mirror-Mad Phantasm is revealed. The player puts that card onto the battlefield and all other cards revealed this way into his or her graveyard. ISD M Mirror-Sigil Sergeant {5}{W} Creature - Rhino Soldier 4/4 Trample At the beginning of your upkeep, if you control a blue permanent, you may put a token that's a copy of Mirror-Sigil Sergeant onto the battlefield. CON M Mirrored Depths Plane - Karsus Whenever a player casts a spell, that player flips a coin. If he or she loses the flip, counter that spell. Whenever you roll {C}, target player reveals the top card of his or her library. If it's a nonland card, you may cast it without paying its mana cost. HOP P Mirrorweave {2}{W/U}{W/U} Instant Each other creature becomes a copy of target nonlegendary creature until end of turn. SHM R Mirrorwood Treefolk {3}{G} Creature - Treefolk 2/4 {2}{R}{W}: The next time damage would be dealt to Mirrorwood Treefolk this turn, that damage is dealt to target creature or player instead. PS U Mirrorworks {5} Artifact Whenever another nontoken artifact enters the battlefield under your control, you may pay {2}. If you do, put a token that's a copy of that artifact onto the battlefield. MBS R Miscalculation {1}{U} Instant Counter target spell unless its controller pays {2}. Cycling {2} ({2}, Discard this card: Draw a card.) GU C Mischief and Mayhem {4}{G} Sorcery Up to two target creatures each get +4/+4 until end of turn. BNG U Mischievous Poltergeist {2}{B} Creature - Spirit 1/1 Flying Pay 1 life: Regenerate Mischievous Poltergeist. WL U, 6E U Mischievous Quanar {4}{U} Creature - Beast 3/3 {3}{U}{U}: Turn Mischievous Quanar face down. Morph {1}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Mischievous Quanar is turned face up, copy target instant or sorcery spell. You may choose new targets for that copy. SCG R Misdirection {3}{U}{U} Instant You may exile a blue card from your hand rather than pay Misdirection's mana cost. Change the target of target spell with a single target. MM R, CNS R Misers' Cage {3} Artifact At the beginning of each opponent's upkeep, if that player has five or more cards in hand, Misers' Cage deals 2 damage to him or her. MI R Misery Charm {B} Instant Choose one - • Destroy target Cleric. • Return target Cleric card from your graveyard to your hand. • Target player loses 2 life. ONS C Misfortune {1}{B}{R}{G} Sorcery An opponent chooses one - • You put a +1/+1 counter on each creature you control and gain 4 life. • You put a -1/-1 counter on each creature that player controls and Misfortune deals 4 damage to him or her. AL R Misfortune's Gain {3}{W} Sorcery Destroy target creature. Its owner gains 4 life. PK C, ME3 C Misguided Rage {2}{R} Sorcery Target player sacrifices a permanent. SCG C Mishra Vanguard Hand +0, life -3 If a creature you control would deal damage, it deals double that damage instead. VAN S Mishra's Bauble {0} Artifact {T}, Sacrifice Mishra's Bauble: Look at the top card of target player's library. Draw a card at the beginning of the next turn's upkeep. CSP U Mishra's Factory Land {T}: Add {1} to your mana pool. {1}: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land. {T}: Target Assembly-Worker creature gets +1/+1 until end of turn. AQ R (x2), AQ U, AQ R, 4E U, MED U, DDF U Mishra's Groundbreaker {4} Artifact {T}, Sacrifice Mishra's Groundbreaker: Target land becomes a 3/3 artifact creature that's still a land. (This effect lasts indefinitely.) AL U, ME2 U Mishra's Helix {5} Artifact {X}, {T}: Tap X target lands. UZ R Mishra's War Machine {7} Artifact Creature - Juggernaut 5/5 Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) At the beginning of your upkeep, Mishra's War Machine deals 3 damage to you unless you discard a card. If Mishra's War Machine deals damage to you this way, tap it. AQ R, 3E R, 4E R Mishra's Workshop Land {T}: Add {3} to your mana pool. Spend this mana only to cast artifact spells. AQ R, ME4 R, VMA M Mishra, Artificer Prodigy {1}{U}{B}{R} Legendary Creature - Human Artificer 4/4 Whenever you cast an artifact spell, you may search your graveyard, hand, and/or library for a card with the same name as that spell and put it onto the battlefield. If you search your library this way, shuffle it. TSP R Misinformation {B} Instant Put up to three target cards from an opponent's graveyard on top of his or her library in any order. AL U, ME2 U Misshapen Fiend {1}{B} Creature - Horror Mercenary 1/1 Flying MM C Misstep {1}{U} Sorcery Creatures target player controls don't untap during that player's next untap step. MM C Mist Dragon {4}{U}{U} Creature - Dragon 4/4 {0}: Mist Dragon gains flying. (This effect lasts indefinitely.) {0}: Mist Dragon loses flying. (This effect lasts indefinitely.) {3}{U}{U}: Mist Dragon phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.) MI R Mist Intruder {1}{U} Creature - Eldrazi Drone 1/2 Devoid (This card has no color.) Flying Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.) C Mist Leopard {3}{G} Creature - Cat 3/2 Shroud (This creature can't be the target of spells or abilities.) M10 C Mist Raven {2}{U}{U} Creature - Bird 2/2 Flying When Mist Raven enters the battlefield, return target creature to its owner's hand. AVR C Mist of Stagnation {3}{U}{U} Enchantment Permanents don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player chooses a permanent for each card in his or her graveyard, then untaps those permanents. JUD R Mistbind Clique {3}{U} Creature - Faerie Wizard 4/4 Flash Flying Champion a Faerie (When this enters the battlefield, sacrifice it unless you exile another Faerie you control. When this leaves the battlefield, that card returns to the battlefield.) When a Faerie is championed with Mistbind Clique, tap all lands target player controls. LRW R Mistblade Shinobi {2}{U} Creature - Human Ninja 1/1 Ninjutsu {U} ({U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Mistblade Shinobi deals combat damage to a player, you may return target creature that player controls to its owner's hand. BOK C, PC2 C Mistcutter Hydra {X}{G} Creature - Hydra 0/0 Mistcutter Hydra can't be countered. Haste, protection from blue Mistcutter Hydra enters the battlefield with X +1/+1 counters on it. THS R Mistfire Adept {3}{U} Creature - Human Monk 3/3 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, target creature gains flying until end of turn. FRF U Mistfire Weaver {3}{U} Creature - Djinn Wizard 3/1 Flying Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Mistfire Weaver is turned face up, target creature you control gains hexproof until end of turn. KTK U Mistfolk {U}{U} Creature - Illusion 1/2 {U}: Counter target spell that targets Mistfolk. IA C Mistform Dreamer {2}{U} Creature - Illusion 2/1 Flying {1}: Mistform Dreamer becomes the creature type of your choice until end of turn. ONS C Mistform Mask {1}{U} Enchantment - Aura Enchant creature {1}: Enchanted creature becomes the creature type of your choice until end of turn. ONS C Mistform Mutant {4}{U}{U} Creature - Illusion Mutant 3/4 {1}{U}: Choose a creature type other than Wall. Target creature becomes that type until end of turn. ONS U Mistform Seaswift {3}{U} Creature - Illusion 3/1 Flying {1}: Mistform Seaswift becomes the creature type of your choice until end of turn. Morph {1}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) LGN C Mistform Shrieker {3}{U}{U} Creature - Illusion 3/3 Flying {1}: Mistform Shrieker becomes the creature type of your choice until end of turn. Morph {3}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Mistform Skyreaver {5}{U}{U} Creature - Illusion 6/6 Flying {1}: Mistform Skyreaver becomes the creature type of your choice until end of turn. ONS R Mistform Sliver {1}{U} Creature - Illusion Sliver 1/1 All Slivers have "{1}: This permanent becomes the creature type of your choice in addition to its other types until end of turn." LGN C Mistform Stalker {1}{U} Creature - Illusion 1/1 {1}: Mistform Stalker becomes the creature type of your choice until end of turn. {2}{U}{U}: Mistform Stalker gets +2/+2 and gains flying until end of turn. ONS U Mistform Ultimus {3}{U} Legendary Creature - Illusion 3/3 Mistform Ultimus is every creature type. (even if this card isn't on the battlefield) LGN R, TSB S Mistform Wakecaster {4}{U} Creature - Illusion 2/3 Flying {1}: Mistform Wakecaster becomes the creature type of your choice until end of turn. {2}{U}{U}, {T}: Choose a creature type. Each creature you control becomes that type until end of turn. LGN U Mistform Wall {2}{U} Creature - Illusion Wall 1/4 Mistform Wall has defender as long as it's a Wall. {1}: Mistform Wall becomes the creature type of your choice until end of turn. ONS C Mistform Warchief {2}{U} Creature - Illusion 1/3 Creature spells you cast that share a creature type with Mistform Warchief cost {1} less to cast. {T}: Mistform Warchief becomes the creature type of your choice until end of turn. SCG U Misthollow Griffin {2}{U}{U} Creature - Griffin 3/3 Flying You may cast Misthollow Griffin from exile. AVR M Misthoof Kirin {2}{W} Creature - Kirin 2/1 Flying, vigilance Megamorph {1}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK C Mistmeadow Skulk {1}{W} Creature - Kithkin Rogue 1/1 Lifelink, protection from converted mana cost 3 or greater FUT U, SHM U Mistmeadow Witch {1}{W/U} Creature - Kithkin Wizard 1/1 {2}{W}{U}: Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step. SHM U, DDI U, C13 U Mistmoon Griffin {3}{W} Creature - Griffin 2/2 Flying When Mistmoon Griffin dies, exile Mistmoon Griffin, then return the top creature card of your graveyard to the battlefield. WL U, VMA C Mistral Charger {1}{W} Creature - Pegasus 2/1 Flying DIS U Mistveil Plains Land - Plains ({T}: Add {W} to your mana pool.) Mistveil Plains enters the battlefield tapped. {W}, {T}: Put target card from your graveyard on the bottom of your library. Activate this ability only if you control two or more white permanents. SHM U Mistvein Borderpost {1}{U}{B} Artifact You may pay {1} and return a basic land you control to its owner's hand rather than pay Mistvein Borderpost's mana cost. Mistvein Borderpost enters the battlefield tapped. {T}: Add {U} or {B} to your mana pool. ARB C, ARC C Misty Rainforest Land {T}, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card and put it onto the battlefield. Then shuffle your library. M, ZEN R Mitotic Manipulation {1}{U}{U} Sorcery Look at the top seven cards of your library. You may put one of those cards onto the battlefield if it has the same name as a permanent. Put the rest on the bottom of your library in any order. MBS R Mitotic Slime {4}{G} Creature - Ooze 4/4 When Mitotic Slime dies, put two 2/2 green Ooze creature tokens onto the battlefield. They have "When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield." M11 R, PC2 R Mizzium Meddler {2}{U} Creature - Vedalken Wizard 1/4 Flash (You may cast this spell any time you could cast an instant.) When Mizzium Meddler enters the battlefield, you may change a target of target spell or ability to Mizzium Meddler. ORI R Mizzium Mortars {1}{R} Sorcery Mizzium Mortars deals 4 damage to target creature you don't control. Overload {3}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") RTR R Mizzium Skin {U} Instant Target creature you control gets +0/+1 and gains hexproof until end of turn. Overload {1}{U} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") RTR C Mizzium Transreliquat {3} Artifact {3}: Mizzium Transreliquat becomes a copy of target artifact until end of turn. {1}{U}{R}: Mizzium Transreliquat becomes a copy of target artifact and gains this ability. GPT R Mnemonic Nexus {3}{U} Instant Each player shuffles his or her graveyard into his or her library. RAV U Mnemonic Sliver {2}{U} Creature - Sliver 2/2 All Slivers have "{2}, Sacrifice this permanent: Draw a card." TE U, TPR C Mnemonic Wall {4}{U} Creature - Wall 0/4 Defender When Mnemonic Wall enters the battlefield, you may return target instant or sorcery card from your graveyard to your hand. ROE C, THS C, C13 C Moan of the Unhallowed {2}{B}{B} Sorcery Put two 2/2 black Zombie creature tokens onto the battlefield. Flashback {5}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD U Moaning Spirit {2}{B} Creature - Spirit 2/1 Flying P2 C Moat {2}{W}{W} Enchantment Creatures without flying can't attack. LE R, MED R Mob Justice {1}{R} Sorcery Mob Justice deals damage to target player equal to the number of creatures you control. ST C Mob Mentality {R} Enchantment - Aura Enchant creature Enchanted creature has trample. Whenever all non-Wall creatures you control attack, enchanted creature gets +X/+0 until end of turn, where X is the number of attacking creatures. VI U Mob Rule {4}{R}{R} Sorcery Choose one - • Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn. • Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn. FRF R Mobile Fort {4} Artifact Creature - Wall 0/6 Defender (This creature can't attack.) {3}: Mobile Fort gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Activate this ability only once each turn. UZ U Mobilization {2}{W} Enchantment Soldier creatures have vigilance. {2}{W}: Put a 1/1 white Soldier creature token onto the battlefield. ONS R, 10E R, C14 R Mobilize {G} Sorcery Untap all creatures you control. PO C Mogg Alarm {1}{R}{R} Sorcery You may sacrifice two Mountains rather than pay Mogg Alarm's mana cost. Put two 1/1 red Goblin creature tokens onto the battlefield. NE U Mogg Assassin {2}{R} Creature - Goblin Assassin 2/1 {T}: You choose target creature an opponent controls, and that opponent chooses target creature. Flip a coin. If you win the flip, destroy the creature you chose. If you lose the flip, destroy the creature your opponent chose. EX U Mogg Bombers {3}{R} Creature - Goblin 3/4 When another creature enters the battlefield, sacrifice Mogg Bombers and it deals 3 damage to target player. ST C Mogg Cannon {2} Artifact {T}: Target creature you control gets +1/+0 and gains flying until end of turn. Destroy that creature at the beginning of the next end step. TE U Mogg Conscripts {R} Creature - Goblin 2/2 Mogg Conscripts can't attack unless you've cast a creature spell this turn. TE C, TPR C Mogg Fanatic {R} Creature - Goblin 1/1 Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player. TE C, 10E U, EVG U, PD2 U, DD3_EVG U, TPR C Mogg Flunkies {1}{R} Creature - Goblin 3/3 Mogg Flunkies can't attack or block alone. ST C, PD2 C, M13 C, TPR C Mogg Hollows Land {T}: Add {1} to your mana pool. {T}: Add {R} or {G} to your mana pool. Mogg Hollows doesn't untap during your next untap step. TE U, BR U, TPR U Mogg Infestation {3}{R}{R} Sorcery Destroy all creatures target player controls. For each creature that died this way, put two 1/1 red Goblin creature tokens onto the battlefield under that player's control. ST R, TPR R Mogg Jailer {1}{R} Creature - Goblin 2/2 Mogg Jailer can't attack if defending player controls an untapped creature with power 2 or less. PS U Mogg Maniac {1}{R} Creature - Goblin 1/1 Whenever Mogg Maniac is dealt damage, it deals that much damage to target opponent. ST U, TPR U Mogg Raider {R} Creature - Goblin 1/1 Sacrifice a Goblin: Target creature gets +1/+1 until end of turn. TE C Mogg Salvage {2}{R} Instant If an opponent controls an Island and you control a Mountain, you may cast Mogg Salvage without paying its mana cost. Destroy target artifact. NE U Mogg Sentry {R} Creature - Goblin Warrior 1/1 Whenever an opponent casts a spell, Mogg Sentry gets +2/+2 until end of turn. PS R, 8ED R, 9ED R Mogg Squad {1}{R} Creature - Goblin 3/3 Mogg Squad gets -1/-1 for each other creature on the battlefield. TE U Mogg Toady {1}{R} Creature - Goblin 2/2 Mogg Toady can't attack unless you control more creatures than defending player. Mogg Toady can't block unless you control more creatures than attacking player. NE C Mogg War Marshal {1}{R} Creature - Goblin Warrior 1/1 Echo {1}{R} (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.) When Mogg War Marshal enters the battlefield or dies, put a 1/1 red Goblin creature token onto the battlefield. TSP C, EVG C, MMA C, DD3_EVG C Moggcatcher {2}{R}{R} Creature - Human Mercenary 2/2 {3}, {T}: Search your library for a Goblin permanent card and put it onto the battlefield. Then shuffle your library. NE R Mogis's Marauder {2}{B} Creature - Human Berserker 2/2 When Mogis's Marauder enters the battlefield, up to X target creatures each gain intimidate and haste until end of turn, where X is your devotion to black. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it. Each {B} in the mana costs of permanents you control counts toward your devotion to black.) THS U Mogis's Warhound {1}{R} Enchantment Creature - Hound 2/2 Bestow {2}{R} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Mogis's Warhound attacks each turn if able. Enchanted creature gets +2/+2 and attacks each turn if able. JOU U Mogis, God of Slaughter {2}{B}{R} Legendary Enchantment Creature - God 7/5 Indestructible As long as your devotion to black and red is less than seven, Mogis isn't a creature. At the beginning of each opponent's upkeep, Mogis deals 2 damage to that player unless he or she sacrifices a creature. BNG M Mold Adder {G} Creature - Fungus Snake 1/1 Whenever an opponent casts a blue or black spell, you may put a +1/+1 counter on Mold Adder. M10 U Mold Demon {5}{B}{B} Creature - Fungus Demon 6/6 When Mold Demon enters the battlefield, sacrifice it unless you sacrifice two Swamps. LE R Mold Shambler {3}{G} Creature - Fungus Beast 3/3 Kicker {1}{G} (You may pay an additional {1}{G} as you cast this spell.) When Mold Shambler enters the battlefield, if it was kicked, destroy target noncreature permanent. ZEN C, C13 C, DDM C Molder {X}{G} Instant Destroy target artifact or enchantment with converted mana cost X. It can't be regenerated. You gain X life. TSP C Molder Beast {4}{G} Creature - Beast 5/3 Trample Whenever an artifact is put into a graveyard from the battlefield, Molder Beast gets +2/+0 until end of turn. SOM C Molder Slug {3}{G}{G} Creature - Slug Beast 4/6 At the beginning of each player's upkeep, that player sacrifices an artifact. MRD R Moldervine Cloak {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) RAV U, MMA C Moldgraf Monstrosity {4}{G}{G}{G} Creature - Insect 8/8 Trample When Moldgraf Monstrosity dies, exile it, then return two creature cards at random from your graveyard to the battlefield. ISD R Mole Worms {2}{B} Creature - Worm 1/1 You may choose not to untap Mole Worms during your untap step. {T}: Tap target land. It doesn't untap during its controller's untap step for as long as Mole Worms remains tapped. IA U, 5E U Molimo, Maro-Sorcerer {4}{G}{G}{G} Legendary Creature - Elemental */* Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control. IN R, 10E R, ARC R Molten Birth {1}{R}{R} Sorcery Put two 1/1 red Elemental creature tokens onto the battlefield. Then flip a coin. If you win the flip, return Molten Birth to its owner's hand. M14 U Molten Disaster {X}{R}{R} Sorcery Kicker {R} (You may pay an additional {R} as you cast this spell.) If Molten Disaster was kicked, it has split second. (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Molten Disaster deals X damage to each creature without flying and each player. FUT R, MMA R, C13 R Molten Firebird {4}{R} Creature - Phoenix 2/2 Flying When Molten Firebird dies, return it to the battlefield under its owner's control at the beginning of the next end step and you skip your next draw step. {4}{R}: Exile Molten Firebird. PLC R Molten Frame {1}{R} Instant Destroy target artifact creature. Cycling {2} ({2}, Discard this card: Draw a card.) CON C Molten Hydra {1}{R} Creature - Hydra 1/1 {1}{R}{R}: Put a +1/+1 counter on Molten Hydra. {T}, Remove all +1/+1 counters from Molten Hydra: Molten Hydra deals damage to target creature or player equal to the number of +1/+1 counters removed this way. GU R Molten Influence {1}{R} Instant Counter target instant or sorcery spell unless its controller has Molten Influence deal 4 damage to him or her. OD R Molten Nursery {2}{R} Enchantment Devoid (This card has no color.) Whenever you cast a colorless spell, Molten Nursery deals 1 damage to target creature or player. U Molten Primordial {5}{R}{R} Creature - Avatar 6/4 Haste When Molten Primordial enters the battlefield, for each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. GTC R Molten Psyche {1}{R}{R} Sorcery Each player shuffles the cards from his or her hand into his or her library, then draws that many cards. Metalcraft - If you control three or more artifacts, Molten Psyche deals damage to each opponent equal to the number of cards that player has drawn this turn. SOM R Molten Rain {1}{R}{R} Sorcery Destroy target land. If that land was nonbasic, Molten Rain deals 2 damage to the land's controller. MRD C Molten Ravager {2}{R} Creature - Elemental 0/4 {R}: Molten Ravager gets +1/+0 until end of turn. ZEN C Molten Sentry {3}{R} Creature - Elemental */* As Molten Sentry enters the battlefield, flip a coin. If the coin comes up heads, Molten Sentry enters the battlefield as a 5/2 creature with haste. If it comes up tails, Molten Sentry enters the battlefield as a 2/5 creature with defender. RAV R Molten Slagheap Land {T}: Add {1} to your mana pool. {1}, {T}: Put a storage counter on Molten Slagheap. {1}, Remove X storage counters from Molten Slagheap: Add X mana in any combination of {B} and/or {R} to your mana pool. TSP U, CMD U, C13 U Molten Vortex {R} Enchantment {R}, Discard a land card: Molten Vortex deals 2 damage to target creature or player. ORI R Molten-Tail Masticore {4} Artifact Creature - Masticore 4/4 At the beginning of your upkeep, sacrifice Molten-Tail Masticore unless you discard a card. {4}, Exile a creature card from your graveyard: Molten-Tail Masticore deals 4 damage to target creature or player. {2}: Regenerate Molten-Tail Masticore. SOM M Moltensteel Dragon {4}{P/R}{P/R} Artifact Creature - Dragon 4/4 ({P/R} can be paid with either {R} or 2 life.) Flying {P/R}: Moltensteel Dragon gets +1/+0 until end of turn. NPH R Molting Harpy {B} Creature - Harpy Mercenary 2/1 Flying At the beginning of your upkeep, sacrifice Molting Harpy unless you pay {2}. MM U Molting Skin {2}{G} Enchantment Return Molting Skin to its owner's hand: Regenerate target creature. SOK U Molting Snakeskin {B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+0 and has "{2}{B}: Regenerate this creature." KTK C Moment of Heroism {1}{W} Instant Target creature gets +2/+2 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.) ISD C, DDL C, CNS C Moment of Silence {W} Instant Target player skips his or her next combat phase this turn. MM C Moment's Peace {1}{G} Instant Prevent all combat damage that would be dealt this turn. Flashback {2}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C Momentary Blink {1}{W} Instant Exile target creature you control, then return it to the battlefield under its owner's control. Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) TSP C Momentous Fall {2}{G}{G} Instant As an additional cost to cast Momentous Fall, sacrifice a creature. You draw cards equal to the sacrificed creature's power, then you gain life equal to its toughness. ROE R Momentum {2}{G} Enchantment - Aura Enchant creature At the beginning of your upkeep, you may put a growth counter on Momentum. Enchanted creature gets +1/+1 for each growth counter on Momentum. CG U Momir Vig, Simic Visionary {3}{G}{U} Legendary Creature - Elf Wizard 2/2 Whenever you cast a green creature spell, you may search your library for a creature card and reveal it. If you do, shuffle your library and put that card on top of it. Whenever you cast a blue creature spell, reveal the top card of your library. If it's a creature card, put that card into your hand. DIS R Momir Vig, Simic Visionary Avatar Vanguard Hand +0, life +4 {X}, Discard a card: Put a token onto the battlefield that's a copy of a creature card with converted mana cost X chosen at random. Activate this ability only any time you could cast a sorcery and only once each turn. VAN S Monastery Flock {2}{U} Creature - Bird 0/5 Defender, flying Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Monastery Loremaster {3}{U} Creature - Djinn Wizard 3/2 Megamorph {5}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Monastery Loremaster is turned face up, return target noncreature, nonland card from your graveyard to your hand. DTK C Monastery Mentor {2}{W} Creature - Human Monk 2/2 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, put a 1/1 white Monk creature token with prowess onto the battlefield. FRF M Monastery Siege {2}{U} Enchantment As Monastery Siege enters the battlefield, choose Khans or Dragons. • Khans - At the beginning of your draw step, draw an additional card, then discard a card. • Dragons - Spells your opponents cast that target you or a permanent you control cost {2} more to cast. FRF R Monastery Swiftspear {R} Creature - Human Monk 1/2 Haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) KTK U Mondronen Shaman {3}{R} Creature - Human Werewolf Shaman 3/2 At the beginning of each upkeep, if no spells were cast last turn, transform Mondronen Shaman. ---- Tovolar's Magehunter (Red) Creature - Werewolf 5/5 Whenever an opponent casts a spell, Tovolar's Magehunter deals 2 damage to that player. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Tovolar's Magehunter. DKA R Mongrel Pack {3}{G} Creature - Hound 4/1 When Mongrel Pack dies during combat, put four 1/1 green Hound creature tokens onto the battlefield. TE R Monk Idealist {2}{W} Creature - Human Monk Cleric 2/2 When Monk Idealist enters the battlefield, return target enchantment card from your graveyard to your hand. UZ U Monk Realist {1}{W} Creature - Human Monk Cleric 1/1 When Monk Realist enters the battlefield, destroy target enchantment. UZ C, CMD C Monkey Cage {5} Artifact When a creature enters the battlefield, sacrifice Monkey Cage and put X 2/2 green Ape creature tokens onto the battlefield, where X is that creature's converted mana cost. MM R Monomania {3}{B}{B} Sorcery Target player chooses a card in his or her hand and discards the rest. M12 R Mons's Goblin Raiders {R} Creature - Goblin 1/1 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, P3 R, P4 C Monsoon {2}{R}{G} Enchantment At the beginning of each player's end step, tap all untapped Islands that player controls and Monsoon deals X damage to the player, where X is the number of Islands tapped this way. IA R Monstrify {3}{G} Sorcery Target creature gets +4/+4 until end of turn. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) EVE C Monstrous Carabid {3}{B}{R} Creature - Insect 4/4 Monstrous Carabid attacks each turn if able. Cycling {B/R} ({B/R}, Discard this card: Draw a card.) ARB C Monstrous Growth {1}{G} Sorcery Target creature gets +4/+4 until end of turn. PO C (x2), P2 C, P3 C, P4 C, 7E C, 8ED C Monstrous Hound {3}{R} Creature - Hound 4/4 Monstrous Hound can't attack unless you control more lands than defending player. Monstrous Hound can't block unless you control more lands than attacking player. PPR R, EX R Moon Heron {3}{U} Creature - Spirit Bird 3/2 Flying ISD C Moon Sprite {1}{G} Creature - Faerie 1/1 Flying PO U, P3 U, P4 U Moonbow Illusionist {2}{U} Creature - Moonfolk Wizard 2/1 Flying {2}, Return a land you control to its owner's hand: Target land becomes the basic land type of your choice until end of turn. SOK C Moonglove Changeling {2}{B} Creature - Shapeshifter 2/2 Changeling (This card is every creature type.) {B}: Moonglove Changeling gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy that creature.) MOR C Moonglove Extract {3} Artifact Sacrifice Moonglove Extract: Moonglove Extract deals 2 damage to target creature or player. LRW C, EVG C, DDF C, DD3_EVG C Moonglove Winnower {3}{B} Creature - Elf Rogue 2/3 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) LRW C Moonhold {2}{R/W} Instant Target player can't play land cards this turn if {R} was spent to cast Moonhold and can't play creature cards this turn if {W} was spent to cast it. (Do both if {R}{W} was spent.) EVE U Moonlace {U} Instant Target spell or permanent becomes colorless. TSP R Moonlight Bargain {3}{B}{B} Instant Look at the top five cards of your library. For each card, put that card into your graveyard unless you pay 2 life. Then put the rest into your hand. RAV R Moonlight Geist {2}{W} Creature - Spirit 2/1 Flying {3}{W}: Prevent all combat damage that would be dealt to and dealt by Moonlight Geist this turn. AVR C Moonlit Strider {3}{W} Creature - Spirit 1/4 Sacrifice Moonlit Strider: Target creature you control gains protection from the color of your choice until end of turn. Soulshift 3 (When this creature dies, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) BOK C, MM2 C Moonlit Wake {2}{W} Enchantment Whenever a creature dies, you gain 1 life. MM U Moonmist {1}{G} Instant Transform all Humans. Prevent all combat damage that would be dealt this turn by creatures other than Werewolves and Wolves. (Only double-faced cards can be transformed.) ISD C Moonring Island Land - Island ({T}: Add {U} to your mana pool.) Moonring Island enters the battlefield tapped. {U}, {T}: Look at the top card of target player's library. Activate this ability only if you control two or more blue permanents. SHM U Moonring Mirror {5} Artifact Whenever you draw a card, exile the top card of your library face down. At the beginning of your upkeep, you may exile all cards from your hand face down. If you do, put all other cards you own exiled with Moonring Mirror into your hand. CHK R Moonsilver Spear {4} Artifact - Equipment Equipped creature has first strike. Whenever equipped creature attacks, put a 4/4 white Angel creature token with flying onto the battlefield. Equip {4} AVR R, C14 R Moonveil Dragon {3}{R}{R}{R} Creature - Dragon 5/5 Flying {R}: Each creature you control gets +1/+0 until end of turn. DKA M Moonwing Moth {1}{W}{W} Creature - Insect 2/1 Flying {W}: Moonwing Moth gets +0/+1 until end of turn. SOK C Moor Fiend {3}{B} Creature - Horror 3/3 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) IA C Moorish Cavalry {2}{W}{W} Creature - Human Knight 3/3 Trample AN C (x2), TSB S Moorland Haunt Land {T}: Add {1} to your mana pool. {W}{U}, {T}, Exile a creature card from your graveyard: Put a 1/1 white Spirit creature token with flying onto the battlefield. ISD R Moorland Inquisitor {1}{W} Creature - Human Soldier 2/2 {2}{W}: Moorland Inquisitor gains first strike until end of turn. AVR C Morale {1}{W}{W} Instant Attacking creatures get +1/+1 until end of turn. DK C, 4E C Morality Shift {5}{B}{B} Sorcery Exchange your graveyard and library. Then shuffle your library. JUD R Moratorium Stone {1} Artifact {2}, {T}: Exile target card from a graveyard. {2}{W}{B}, {T}, Sacrifice Moratorium Stone: Exile target nonland card from a graveyard, all other cards from graveyards with the same name as that card, and all permanents with that name. GPT R Morbid Bloom {4}{B}{G} Sorcery Exile target creature card from a graveyard, then put X 1/1 green Saproling creature tokens onto the battlefield, where X is the exiled card's toughness. ARB U Morbid Hunger {4}{B}{B} Sorcery Morbid Hunger deals 3 damage to target creature or player. You gain 3 life. Flashback {7}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C Morbid Plunder {1}{B}{B} Sorcery Return up to two target creature cards from your graveyard to your hand. MBS C Mordant Dragon {3}{R}{R}{R} Creature - Dragon 5/5 Flying {1}{R}: Mordant Dragon gets +1/+0 until end of turn. Whenever Mordant Dragon deals combat damage to a player, you may have it deal that much damage to target creature that player controls. WWK R, DDG R Morgue Burst {4}{B}{R} Sorcery Return target creature card from your graveyard to your hand. Morgue Burst deals damage to target creature or player equal to the power of the card returned this way. DGM C Morgue Theft {1}{B} Sorcery Return target creature card from your graveyard to your hand. Flashback {4}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C Morgue Thrull {2}{B} Creature - Thrull 2/2 Sacrifice Morgue Thrull: Put the top three cards of your library into your graveyard. ST C Morgue Toad {2}{B} Creature - Frog 2/2 Sacrifice Morgue Toad: Add {U}{R} to your mana pool. PS C, DDH C Morinfen {3}{B}{B} Legendary Creature - Horror 5/4 Flying Cumulative upkeep-Pay 1 life. (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.) WL R Morinfen Avatar Vanguard Hand +0, life +30 At the beginning of your upkeep, you lose 1 life for each permanent you control. VAN S Moriok Reaver {2}{B} Creature - Human Warrior 3/2 SOM C Moriok Replica {3} Artifact Creature - Warrior 2/2 {1}{B}, Sacrifice Moriok Replica: You draw two cards and you lose 2 life. SOM C Moriok Rigger {2}{B} Creature - Human Rogue Rigger 2/2 Whenever an artifact is put into a graveyard from the battlefield, you may put a +1/+1 counter on Moriok Rigger. 5DN R Moriok Scavenger {3}{B} Creature - Human Rogue 2/3 When Moriok Scavenger enters the battlefield, you may return target artifact creature card from your graveyard to your hand. MRD C Morkrut Banshee {3}{B}{B} Creature - Spirit 4/4 Morbid - When Morkrut Banshee enters the battlefield, if a creature died this turn, target creature gets -4/-4 until end of turn. ISD U, CNS U, C14 U Morningtide {1}{W} Sorcery Exile all cards from all graveyards. TOR R Moroii {2}{U}{B} Creature - Vampire 4/4 Flying At the beginning of your upkeep, you lose 1 life. RAV U, DDH U Morphic Tide Phenomenon When you encounter Morphic Tide, each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, land, and planeswalker cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of his or her library in any order. (Then planeswalk away from this phenomenon.) PC2 C Morphling {3}{U}{U} Creature - Shapeshifter 3/3 {U}: Untap Morphling. {U}: Morphling gains flying until end of turn. {U}: Morphling gains shroud until end of turn. (It can't be the target of spells or abilities.) {1}: Morphling gets +1/-1 until end of turn. {1}: Morphling gets -1/+1 until end of turn. UZ R, VMA M Morsel Theft {2}{B}{B} Tribal Sorcery - Rogue Prowl {1}{B} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Target player loses 3 life and you gain 3 life. If Morsel Theft's prowl cost was paid, draw a card. MOR C Morselhoarder {4}{R/G}{R/G} Creature - Elemental 6/4 Morselhoarder enters the battlefield with two -1/-1 counters on it. Remove a -1/-1 counter from Morselhoarder: Add one mana of any color to your mana pool. SHM C Mortal Combat {2}{B}{B} Enchantment At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game. TOR R, 10E R Mortal Flesh Is Weak Scheme When you set this scheme in motion, each opponent's life total becomes the lowest life total among your opponents. ARC C Mortal Obstinacy {W} Enchantment - Aura Enchant creature you control Enchanted creature gets +1/+1. Whenever enchanted creature deals combat damage to a player, you may sacrifice Mortal Obstinacy. If you do, destroy target enchantment. JOU C Mortal Wound {G} Enchantment - Aura Enchant creature When enchanted creature is dealt damage, destroy it. VI C Mortal's Ardor {W} Instant Target creature gets +1/+1 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.) BNG C, DDO C Mortal's Resolve {1}{G} Instant Target creature gets +1/+1 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) BNG C Mortarpod {2} Artifact - Equipment Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.) Equipped creature gets +0/+1 and has "Sacrifice this creature: This creature deals 1 damage to target creature or player." Equip {2} MBS U, MM2 U Mortician Beetle {B} Creature - Insect 1/1 Whenever a player sacrifices a creature, you may put a +1/+1 counter on Mortician Beetle. ROE R Mortify {1}{W}{B} Instant Destroy target creature or enchantment. GPT U, CMD U, DDK U, CNS U Mortipede {3}{B} Creature - Insect 4/1 {2}{G}: All creatures able to block Mortipede this turn do so. RAV C Mortiphobia {1}{B}{B} Enchantment {1}{B}, Discard a card: Exile target card from a graveyard. {1}{B}, Sacrifice Mortiphobia: Exile target card from a graveyard. TOR U Mortis Dogs {3}{B} Creature - Hound 2/2 Whenever Mortis Dogs attacks, it gets +2/+0 until end of turn. When Mortis Dogs dies, target player loses life equal to its power. NPH C Mortivore {2}{B}{B} Creature - Lhurgoyf */* Mortivore's power and toughness are each equal to the number of creature cards in all graveyards. {B}: Regenerate Mortivore. OD R, 9ED R, 10E R, CMD R Mortuary {3}{B} Enchantment Whenever a creature is put into your graveyard from the battlefield, put that card on top of your library. ST R Mortuary Mire Land Mortuary Mire enters the battlefield tapped. When Mortuary Mire enters the battlefield, you may put target creature card from your graveyard on top of your library. {T}: Add {B} to your mana pool. C Mortus Strider {1}{U}{B} Creature - Skeleton 1/1 When Mortus Strider dies, return it to its owner's hand. GTC C Mosquito Guard {W} Creature - Kithkin Soldier 1/1 First strike Reinforce 1- {1}{W} ({1}{W}, Discard this card: Put a +1/+1 counter on target creature.) MOR C, DDF C Moss Diamond {2} Artifact Moss Diamond enters the battlefield tapped. {T}: Add {G} to your mana pool. MI U, 6E U, 7E U, C14 U Moss Kami {5}{G} Creature - Spirit 5/5 Trample CHK C Moss Monster {3}{G}{G} Creature - Elemental 3/6 LE C, 8ED C Mossbridge Troll {5}{G}{G} Creature - Troll 5/5 If Mossbridge Troll would be destroyed, regenerate it. Tap any number of untapped creatures you control other than Mossbridge Troll with total power 10 or greater: Mossbridge Troll gets +20/+20 until end of turn. SHM R Mossdog {G} Creature - Plant Hound 1/1 Whenever Mossdog becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on Mossdog. NE C Mossfire Egg {1} Artifact {2}, {T}, Sacrifice Mossfire Egg: Add {R}{G} to your mana pool. Draw a card. OD U Mossfire Valley Land {1}, {T}: Add {R}{G} to your mana pool. OD R Mosstodon {4}{G} Creature - Plant Elephant 5/3 {1}: Target creature with power 5 or greater gains trample until end of turn. ALA C Mosswort Bridge Land Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) {T}: Add {G} to your mana pool. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater. LRW R, ARC R, C13 R Mothdust Changeling {U} Creature - Shapeshifter 1/1 Changeling (This card is every creature type.) Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn. MOR C, MMA C Mother of Runes {W} Creature - Human Cleric 1/1 {T}: Target creature you control gains protection from the color of your choice until end of turn. GU U, CMD U, DDO U Mothrider Samurai {3}{W} Creature - Human Samurai 2/2 Flying Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) CHK C Mount Keralia Plane - Regatha At the beginning of your end step, put a pressure counter on Mount Keralia. When you planeswalk away from Mount Keralia, it deals damage equal to the number of pressure counters on it to each creature and each planeswalker. Whenever you roll CHAOS, prevent all damage that planes named Mount Keralia would deal this game to permanents you control. PC2 C Mountain Basic Land - Mountain B (x13), 1E B (x2), 2E B (x3), AN C, 2U B (x3), 3E B (x3), 4E B (x3), IA B (x3), MI B (x4), 5E B (x4), PO B (x4), TE B (x4), P2 B (x3), UG C, UZ B (x4), 6E B (x4), PK B (x3), P3 B (x4), MM B (x4), BR B (x9), P4 B (x2), IN B (x4), BD B (x3), 7E B (x4), OD B (x4), ONS B (x4), 8ED B (x4), MRD B (x4), CHK B (x4), UNH B, 9ED B (x4), RAV B (x4), TSP B (x4), 10E B (x4), MED B (x3), LRW B (x4), EVG B (x4), SHM B (x4), ALA B (x4), DD2 B (x4), M10 B (x4), HOP B (x9), ME3 B (x3), ZEN B (x8), H09 B, DDE B, ROE B (x4), ARC B (x3), M11 B (x4), SOM B (x4), PD2 B (x4), MBS B (x2), DDG B (x4), NPH B (x2), CMD B (x4), M12 B (x4), DDH B (x2), ISD B (x3), DDI B (x4), AVR B (x3), PC2 B (x4), M13 B (x4), DDJ B (x4), RTR B (x5), DDK B (x3), M14 B (x4), DDL B (x8), THS B (x4), C13 B (x4), M15 B (x4), DDN B (x4), KTK B (x4), C14 B (x4), DD3_EVG B (x4), DD3_JVC B (x4), FRF B (x2), DTK B (x3), TPR B (x4), ORI B (x4) Mountain Bandit {R} Creature - Human Soldier Rogue 1/1 Haste PK C Mountain Goat {R} Creature - Goat 1/1 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) IA C, 5E C, PO U, 6E C Mountain Stronghold Land Red legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) LE U Mountain Titan {2}{B}{R} Creature - Giant 2/2 {1}{R}{R}: Until end of turn, whenever you cast a black spell, put a +1/+1 counter on Mountain Titan. IA R Mountain Valley Land Mountain Valley enters the battlefield tapped. {T}, Sacrifice Mountain Valley: Search your library for a Mountain or Forest card and put it onto the battlefield. Then shuffle your library. MI U, VMA U Mountain Yeti {2}{R}{R} Creature - Yeti 3/3 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) Protection from white LE U, CH C, MED C Mounted Archers {3}{W} Creature - Human Soldier Archer 2/3 Reach (This creature can block creatures with flying.) {W}: Mounted Archers can block an additional creature this turn. TE C, TPR C Mourner's Shield {4} Artifact Imprint - When Mourner's Shield enters the battlefield, you may exile target card from a graveyard. {2}, {T}: Prevent all damage that would be dealt this turn by a source of your choice that shares a color with the exiled card. MRD U Mournful Zombie {2}{B} Creature - Zombie 2/1 {W}, {T}: Target player gains 1 life. AP C Mourning {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets -2/-0. {B}: Return Mourning to its owner's hand. IN C Mourning Thrull {1}{W/B} Creature - Thrull 1/1 ({W/B} can be paid with either {W} or {B}.) Flying Whenever Mourning Thrull deals damage, you gain that much life. GPT C Mournwhelk {6}{B} Creature - Elemental 3/3 When Mournwhelk enters the battlefield, target player discards two cards. Evoke {3}{B} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) LRW C Mouth of Ronom Snow Land {T}: Add {1} to your mana pool. {4}{S}, {T}, Sacrifice Mouth of Ronom: Mouth of Ronom deals 4 damage to target creature. ({S} can be paid with one mana from a snow permanent.) CSP U Mox Diamond {0} Artifact If Mox Diamond would enter the battlefield, you may discard a land card instead. If you do, put Mox Diamond onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add one mana of any color to your mana pool. ST R, V10 M, TPR M Mox Emerald {0} Artifact {T}: Add {G} to your mana pool. 1E R, 2E R, 2U R, VMA B Mox Jet {0} Artifact {T}: Add {B} to your mana pool. 1E R, 2E R, 2U R, VMA B Mox Opal {0} Legendary Artifact Metalcraft - {T}: Add one mana of any color to your mana pool. Activate this ability only if you control three or more artifacts. SOM M, MM2 M Mox Pearl {0} Artifact {T}: Add {W} to your mana pool. 1E R, 2E R, 2U R, VMA B Mox Ruby {0} Artifact {T}: Add {R} to your mana pool. 1E R, 2E R, 2U R, VMA B Mox Sapphire {0} Artifact {T}: Add {U} to your mana pool. 1E R, 2E R, 2U R, VMA B Mtenda Griffin {3}{W} Creature - Griffin 2/2 Flying {W}, {T}: Return Mtenda Griffin to its owner's hand and return target Griffin card from your graveyard to your hand. Activate this ability only during your upkeep. MI U Mtenda Herder {W} Creature - Human Scout 1/1 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) MI C Mtenda Lion {G} Creature - Cat 2/1 Whenever Mtenda Lion attacks, defending player may pay {U}. If that player does, prevent all combat damage that would be dealt by Mtenda Lion this turn. MI C Muck Drubb {3}{B}{B} Creature - Beast 3/3 Flash (You may cast this spell any time you could cast an instant.) When Muck Drubb enters the battlefield, change the target of target spell that targets only a single creature to Muck Drubb. Madness {2}{B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) PLC U Muck Rats {B} Creature - Rat 1/1 PO C, P2 C, P3 C Mudbrawler Cohort {1}{R} Creature - Goblin Warrior 1/1 Haste Mudbrawler Cohort gets +1/+1 as long as you control another red creature. SHM C Mudbrawler Raiders {2}{R/G}{R/G} Creature - Goblin Warrior 3/3 Mudbrawler Raiders can't be blocked by blue creatures. SHM C Mudbutton Clanger {R} Creature - Goblin Warrior 1/1 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Mudbutton Clanger, you may reveal it. If you do, Mudbutton Clanger gets +1/+1 until end of turn. MOR C Mudbutton Torchrunner {2}{R} Creature - Goblin Warrior 1/1 When Mudbutton Torchrunner dies, it deals 3 damage to target creature or player. LRW C, EVG C, DDG C, PC2 C, DD3_EVG C Muddle the Mixture {U}{U} Instant Counter target instant or sorcery spell. Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV C Mudhole {2}{R} Instant Target player exiles all land cards from his or her graveyard. OD R Mudslide {2}{R} Enchantment Creatures without flying don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped creatures without flying he or she controls and pay {2} for each creature chosen this way. If the player does, untap those creatures. IA R, ME2 R Mugging {R} Sorcery Mugging deals 2 damage to target creature. That creature can't block this turn. GTC C Mul Daya Channelers {1}{G}{G} Creature - Elf Druid Shaman 2/2 Play with the top card of your library revealed. As long as the top card of your library is a creature card, Mul Daya Channelers gets +3/+3. As long as the top card of your library is a land card, Mul Daya Channelers has "{T}: Add two mana of any one color to your mana pool." ROE R Mulch {1}{G} Sorcery Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. ST C, ISD C, TPR C Mulldrifter {4}{U} Creature - Elemental 2/2 Flying When Mulldrifter enters the battlefield, draw two cards. Evoke {2}{U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) LRW C, DD2 C, CMD C, MMA U, C14 C, DD3_JVC C, MM2 U Multani Vanguard Hand -3, life -2 Creatures you control get +X/+0, where X is the number of cards in your hand. VAN S Multani's Acolyte {G}{G} Creature - Elf 2/1 Echo {G}{G} (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.) When Multani's Acolyte enters the battlefield, draw a card. GU C Multani's Decree {3}{G} Sorcery Destroy all enchantments. You gain 2 life for each enchantment destroyed this way. CG C Multani's Harmony {G} Enchantment - Aura Enchant creature Enchanted creature has "{T}: Add one mana of any color to your mana pool." PS U Multani's Presence {G} Enchantment Whenever a spell you've cast is countered, draw a card. GU U Multani, Maro-Sorcerer {4}{G}{G} Legendary Creature - Elemental */* Shroud (This creature can't be the target of spells or abilities.) Multani, Maro-Sorcerer's power and toughness are each equal to the total number of cards in all players' hands. GU R Munda, Ambush Leader {2}{R}{W} Legendary Creature - Kor Ally 3/4 Haste Rally - Whenever Munda, Ambush Leader or another Ally enters the battlefield under your control, you may look at the top four cards of your library. If you do, reveal any number of Ally cards from among them, then put those cards on top of your library in any order and the rest on the bottom in any order. R Mundungu {1}{U}{B} Creature - Human Wizard 1/1 {T}: Counter target spell unless its controller pays {1} and 1 life. VI U Mungha Wurm {2}{G}{G} Creature - Wurm 6/5 You can't untap more than one land during your untap step. PR R Muraganda Petroglyphs {3}{G} Enchantment Creatures with no abilities get +2/+2. FUT R Murasa Plane - Zendikar Whenever a nontoken creature enters the battlefield, its controller may search his or her library for a basic land card, put it onto the battlefield tapped, then shuffle his or her library. Whenever you roll CHAOS, target land becomes a 4/4 creature that's still a land. HOP C Murasa Pyromancer {4}{R}{R} Creature - Human Shaman Ally 3/2 Whenever Murasa Pyromancer or another Ally enters the battlefield under your control, you may have Murasa Pyromancer deal damage to target creature equal to the number of Allies you control. ZEN U Murasa Ranger {3}{G} Creature - Human Warrior 3/3 Landfall - Whenever a land enters the battlefield under your control, you may pay {3}{G}. If you do, put two +1/+1 counters on Murasa Ranger. U Murder {1}{B}{B} Instant Destroy target creature. M13 C Murder Investigation {1}{W} Enchantment - Aura Enchant creature you control When enchanted creature dies, put X 1/1 white Soldier creature tokens onto the battlefield, where X is its power. GTC U, ORI U Murder of Crows {3}{U}{U} Creature - Bird 4/4 Flying Whenever another creature dies, you may draw a card. If you do, discard a card. ISD U Murderous Betrayal {B}{B}{B} Enchantment {B}{B}, Pay half your life, rounded up: Destroy target nonblack creature. It can't be regenerated. NE R, 8ED R Murderous Cut {4}{B} Instant Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Destroy target creature. KTK U Murderous Redcap {2}{B/R}{B/R} Creature - Goblin Assassin 2/2 When Murderous Redcap enters the battlefield, it deals damage equal to its power to target creature or player. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM U, MMA U Murderous Redcap Avatar Vanguard Hand +0, life -2 Whenever a creature enters the battlefield under your control with a counter on it, you may have it deal damage equal to its power to target creature or player. VAN S Murderous Spoils {5}{B} Instant Destroy target nonblack creature. It can't be regenerated. You gain control of all Equipment that was attached to it. (This effect lasts indefinitely.) DST U Murgish Cemetery {4}{B}{B} Enchantment {3}{B}, Discard a card: Put an X/X black Zombie token onto the battlefield, where X is a number randomly chosen from 2 to 6. DREAM S Murk Dwellers {3}{B} Creature - Zombie 2/2 Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat. DK C, 4E C, 5E C Murk Strider {3}{U} Creature - Eldrazi Processor 3/2 Devoid (This card has no color.) When Murk Strider enters the battlefield, you may put a card an opponent owns from exile into that player's graveyard. If you do, return target creature to its owner's hand. C Murkfiend Liege {2}{G/U}{G/U}{G/U} Creature - Horror 4/4 Other green creatures you control get +1/+1. Other blue creatures you control get +1/+1. Untap all green and/or blue creatures you control during each other player's untap step. EVE R, C13 R Murmuring Bosk Land - Forest ({T}: Add {G} to your mana pool.) As Murmuring Bosk enters the battlefield, you may reveal a Treefolk card from your hand. If you don't, Murmuring Bosk enters the battlefield tapped. {T}: Add {W} or {B} to your mana pool. Murmuring Bosk deals 1 damage to you. MOR R, V12 M Murmuring Phantasm {1}{U} Creature - Spirit 0/5 Defender DGM C Murmurs from Beyond {2}{U} Instant - Arcane Reveal the top three cards of your library. An opponent chooses one of them. Put that card into your graveyard and the rest into your hand. SOK C, CMD C Muscle Burst {1}{G} Instant Target creature gets +X/+X until end of turn, where X is 3 plus the number of cards named Muscle Burst in all graveyards. OD C Muscle Sliver {1}{G} Creature - Sliver 1/1 All Sliver creatures get +1/+1. TE C, H09 C, TPR C Muse Vessel {4} Artifact {3}, {T}: Target player exiles a card from his or her hand. Activate this ability only any time you could cast a sorcery. {1}: Choose a card exiled with Muse Vessel. You may play that card this turn. DIS R Musician {2}{U} Creature - Human Wizard 1/3 Cumulative upkeep {1} (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.) {T}: Put a music counter on target creature. If it doesn't have "At the beginning of your upkeep, destroy this creature unless you pay {1} for each music counter on it," it gains that ability. IA R, ME2 R Mutagenic Growth {P/G} Instant ({P/G} can be paid with either {G} or 2 life.) Target creature gets +2/+2 until end of turn. NPH C, MM2 U Mutant's Prey {G} Instant Target creature you control with a +1/+1 counter on it fights target creature an opponent controls. (Each deals damage equal to its power to the other.) DGM C Mutavault Land {T}: Add {1} to your mana pool. {1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land. MOR R, M14 R Mutilate {2}{B}{B} Sorcery All creatures get -1/-1 until end of turn for each Swamp you control. TOR R, DDD R, M13 R, C14 R, DD3_GVL R Mutual Epiphany Phenomenon When you encounter Mutual Epiphany, each player draws four cards. (Then planeswalk away from this phenomenon.) PC2 C Muzzio's Preparations Conspiracy Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.) Each creature you control with the chosen name enters the battlefield with an additional +1/+1 counter on it. CNS C Muzzio, Visionary Architect {1}{U}{U} Legendary Creature - Human Artificer 1/3 {3}{U}, {T}: Look at the top X cards of your library, where X is the highest converted mana cost among artifacts you control. You may reveal an artifact card from among them and put it onto the battlefield. Put the rest on the bottom of your library in any order. CNS M, VMA M Muzzle {1}{W} Enchantment - Aura Enchant creature Prevent all damage that would be dealt by enchanted creature. MM C Mwonvuli Acid-Moss {2}{G}{G} Sorcery Destroy target land. Search your library for a Forest card and put that card onto the battlefield tapped. Then shuffle your library. TSP C Mwonvuli Beast Tracker {1}{G}{G} Creature - Human Scout 2/1 When Mwonvuli Beast Tracker enters the battlefield, search your library for a creature card with deathtouch, hexproof, reach, or trample and reveal it. Shuffle your library and put that card on top of it. M13 U Mwonvuli Ooze {G} Creature - Ooze 1+*/1+* Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay {2} for each age counter on it.) Mwonvuli Ooze's power and toughness are each equal to 1 plus twice the number of age counters on it. WL R My Crushing Masterstroke Scheme When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner this turn if able. ARC C My Genius Knows No Bounds Scheme When you set this scheme in motion, you may pay {X}. If you do, you gain X life and draw X cards. ARC C My Undead Horde Awakens Ongoing Scheme (An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, you may put target creature card from an opponent's graveyard onto the battlefield under your control. When a creature put onto the battlefield with this scheme dies, abandon this scheme. ARC C My Wish Is Your Command Scheme When you set this scheme in motion, each opponent reveals his or her hand. You may choose a noncreature, nonland card revealed this way and cast it without paying its mana cost. ARC C Mycoid Shepherd {1}{G}{G}{W} Creature - Fungus 5/4 Whenever Mycoid Shepherd or another creature you control with power 5 or greater dies, you may gain 5 life. ARB R Mycologist {1}{W} Creature - Human Druid 0/2 At the beginning of your upkeep, put a spore counter on Mycologist. Remove three spore counters from Mycologist: Put a 1/1 green Saproling creature token onto the battlefield. Sacrifice a Saproling: You gain 2 life. PLC U Mycoloth {3}{G}{G} Creature - Fungus 4/4 Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.) At the beginning of your upkeep, put a 1/1 green Saproling creature token onto the battlefield for each +1/+1 counter on Mycoloth. ALA R, PC2 R Mycosynth Fiend {2}{G} Creature - Horror 2/2 Mycosynth Fiend gets +1/+1 for each poison counter your opponents have. NPH U Mycosynth Golem {11} Artifact Creature - Golem 4/5 Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Artifact creature spells you cast have affinity for artifacts. (They cost {1} less to cast for each artifact you control.) 5DN R Mycosynth Lattice {6} Artifact All permanents are artifacts in addition to their other types. All cards that aren't on the battlefield, spells, and permanents are colorless. Players may spend mana as though it were mana of any color. DST R Mycosynth Wellspring {2} Artifact When Mycosynth Wellspring enters the battlefield or is put into a graveyard from the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. NPH C, C14 C Myojin of Cleansing Fire {5}{W}{W}{W} Legendary Creature - Spirit 4/6 Myojin of Cleansing Fire enters the battlefield with a divinity counter on it if you cast it from your hand. Myojin of Cleansing Fire has indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Cleansing Fire: Destroy all other creatures. CHK R Myojin of Infinite Rage {7}{R}{R}{R} Legendary Creature - Spirit 7/4 Myojin of Infinite Rage enters the battlefield with a divinity counter on it if you cast it from your hand. Myojin of Infinite Rage has indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Infinite Rage: Destroy all lands. CHK R Myojin of Life's Web {6}{G}{G}{G} Legendary Creature - Spirit 8/8 Myojin of Life's Web enters the battlefield with a divinity counter on it if you cast it from your hand. Myojin of Life's Web has indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Life's Web: Put any number of creature cards from your hand onto the battlefield. CHK R Myojin of Night's Reach {5}{B}{B}{B} Legendary Creature - Spirit 5/2 Myojin of Night's Reach enters the battlefield with a divinity counter on it if you cast it from your hand. Myojin of Night's Reach has indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Night's Reach: Each opponent discards his or her hand. CHK R Myojin of Seeing Winds {7}{U}{U}{U} Legendary Creature - Spirit 3/3 Myojin of Seeing Winds enters the battlefield with a divinity counter on it if you cast it from your hand. Myojin of Seeing Winds has indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Seeing Winds: Draw a card for each permanent you control. CHK R Myr Adapter {3} Artifact Creature - Myr 1/1 Myr Adapter gets +1/+1 for each Equipment attached to it. MRD C Myr Battlesphere {7} Artifact Creature - Myr Construct 4/7 When Myr Battlesphere enters the battlefield, put four 1/1 colorless Myr artifact creature tokens onto the battlefield. Whenever Myr Battlesphere attacks, you may tap X untapped Myr you control. If you do, Myr Battlesphere gets +X/+0 until end of turn and deals X damage to defending player. SOM R, C13 R, C14 R Myr Enforcer {7} Artifact Creature - Myr 4/4 Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) MRD C, HOP C, MMA C, MM2 C Myr Galvanizer {3} Artifact Creature - Myr 2/2 Other Myr creatures you control get +1/+1. {1}, {T}: Untap each other Myr you control. SOM U Myr Incubator {6} Artifact {6}, {T}, Sacrifice Myr Incubator: Search your library for any number of artifact cards, exile them, then put that many 1/1 colorless Myr artifact creature tokens onto the battlefield. Then shuffle your library. MRD R Myr Landshaper {3} Artifact Creature - Myr 1/1 {T}: Target land becomes an artifact in addition to its other types until end of turn. DST C Myr Matrix {5} Artifact Indestructible (Effects that say "destroy" don't destroy this artifact.) Myr creatures get +1/+1. {5}: Put a 1/1 colorless Myr artifact creature token onto the battlefield. DST R Myr Mindservant {1} Artifact Creature - Myr 1/1 {2}, {T}: Shuffle your library. MRD U Myr Moonvessel {1} Artifact Creature - Myr 1/1 When Myr Moonvessel dies, add {1} to your mana pool. DST C Myr Propagator {3} Artifact Creature - Myr 1/1 {3}, {T}: Put a token that's a copy of Myr Propagator onto the battlefield. SOM R Myr Prototype {5} Artifact Creature - Myr 2/2 At the beginning of your upkeep, put a +1/+1 counter on Myr Prototype. Myr Prototype can't attack or block unless you pay {1} for each +1/+1 counter on it. MRD U Myr Quadropod {4} Artifact Creature - Myr 1/4 {3}: Switch Myr Quadropod's power and toughness until end of turn. 5DN C Myr Reservoir {3} Artifact {T}: Add {2} to your mana pool. Spend this mana only to cast Myr spells or activate abilities of Myr. {3}, {T}: Return target Myr card from your graveyard to your hand. SOM R Myr Retriever {2} Artifact Creature - Myr 1/1 When Myr Retriever dies, return another target artifact card from your graveyard to your hand. MRD U, MMA U, C14 U Myr Servitor {1} Artifact Creature - Myr 1/1 At the beginning of your upkeep, if Myr Servitor is on the battlefield, each player returns all cards named Myr Servitor from his or her graveyard to the battlefield. 5DN C Myr Sire {2} Artifact Creature - Myr 1/1 When Myr Sire dies, put a 1/1 colorless Myr artifact creature token onto the battlefield. MBS C, C14 C Myr Superion {2} Artifact Creature - Myr 5/6 Spend only mana produced by creatures to cast Myr Superion. NPH R Myr Turbine {5} Artifact {T}: Put a 1/1 colorless Myr artifact creature token onto the battlefield. {T}, Tap five untapped Myr you control: Search your library for a Myr creature card, put it onto the battlefield, then shuffle your library. MBS R Myr Welder {3} Artifact Creature - Myr 1/4 Imprint - {T}: Exile target artifact card from a graveyard. Myr Welder has all activated abilities of all cards exiled with it. MBS R Myriad Landscape Land Myriad Landscape enters the battlefield tapped. {T}: Add {1} to your mana pool. {2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle your library. C14 U Myrsmith {1}{W} Creature - Human Artificer 2/1 Whenever you cast an artifact spell, you may pay {1}. If you do, put a 1/1 colorless Myr artifact creature token onto the battlefield. SOM U, MM2 U Mysteries of the Deep {4}{U} Instant Draw two cards. Landfall - If you had a land enter the battlefield under your control this turn, draw three cards instead. WWK C Mystic Barrier {4}{W} Enchantment When Mystic Barrier enters the battlefield or at the beginning of your upkeep, choose left or right. Each player may attack only the opponent seated nearest him or her in the last chosen direction and planeswalkers controlled by that player. C13 R Mystic Compass {2} Artifact {1}, {T}: Target land becomes the basic land type of your choice until end of turn. AL U, 6E U Mystic Crusader {1}{W}{W} Creature - Human Nomad Mystic 2/1 Protection from black and from red Threshold - As long as seven or more cards are in your graveyard, Mystic Crusader gets +1/+1 and has flying. OD R Mystic Decree {2}{U}{U} World Enchantment All creatures lose flying and islandwalk. HM R, ME4 U Mystic Denial {1}{U}{U} Instant Counter target creature or sorcery spell. PO U, P2 U, PK U Mystic Enforcer {2}{G}{W} Creature - Human Nomad Mystic 3/3 Protection from black Threshold - As long as seven or more cards are in your graveyard, Mystic Enforcer gets +3/+3 and has flying. OD R, TSB S Mystic Familiar {1}{W} Creature - Bird 1/2 Flying Threshold - As long as seven or more cards are in your graveyard, Mystic Familiar gets +1/+1 and has protection from black. TOR C Mystic Gate Land {T}: Add {1} to your mana pool. {W/U}, {T}: Add {W}{W}, {W}{U}, or {U}{U} to your mana pool. SHM R Mystic Genesis {2}{G}{U}{U} Instant Counter target spell. Put an X/X green Ooze creature token onto the battlefield, where X is that spell's converted mana cost. GTC R Mystic Meditation {3}{U} Sorcery Draw three cards. Then discard two cards unless you discard a creature card. DTK C Mystic Melting {3}{G} Instant Destroy target artifact or enchantment. Draw a card at the beginning of the next turn's upkeep. CSP U Mystic Might {U} Enchantment - Aura Enchant land you control Cumulative upkeep {1}{U} (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.) Enchanted land has "{T}: Target creature gets +2/+2 until end of turn." IA R Mystic Monastery Land Mystic Monastery enters the battlefield tapped. {T}: Add {U}, {R}, or {W} to your mana pool. DDN U, KTK U Mystic Penitent {W} Creature - Human Nomad Mystic 1/1 Vigilance Threshold - As long as seven or more cards are in your graveyard, Mystic Penitent gets +1/+1 and has flying. OD U Mystic Remora {U} Enchantment Cumulative upkeep {1} (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.) Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays {4}. IA C, MED U Mystic Restraints {2}{U}{U} Enchantment - Aura Flash Enchant creature When Mystic Restraints enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. CHK C Mystic Retrieval {3}{U} Sorcery Return target instant or sorcery card from your graveyard to your hand. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA U Mystic Snake {1}{G}{U}{U} Creature - Snake 2/2 Flash (You may cast this spell any time you could cast an instant.) When Mystic Snake enters the battlefield, counter target spell. AP R, TSB S, MM2 R Mystic Speculation {U} Sorcery Buyback {2} (You may pay an additional {2} as you cast this spell. If you do, put this card into your hand as it resolves.) Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) FUT U Mystic Veil {1}{U} Enchantment - Aura You may cast Mystic Veil as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.) VI C Mystic Visionary {1}{W} Creature - Human Nomad Mystic 2/1 Threshold - Mystic Visionary has flying as long as seven or more cards are in your graveyard. OD C Mystic Zealot {3}{W} Creature - Human Nomad Mystic 2/4 Threshold - As long as seven or more cards are in your graveyard, Mystic Zealot gets +1/+1 and has flying. OD C, VMA U Mystic of the Hidden Way {4}{U} Creature - Human Monk 3/2 Mystic of the Hidden Way can't be blocked. Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) C, KTK C Mystical Teachings {3}{U} Instant Search your library for an instant card or a card with flash, reveal it, and put it into your hand. Then shuffle your library. Flashback {5}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) TSP C Mystical Tutor {U} Instant Search your library for an instant or sorcery card and reveal that card. Shuffle your library, then put the card on top of it. MI U, 6E U, V09 M Mystifying Maze Land {T}: Add {1} to your mana pool. {4}, {T}: Exile target attacking creature an opponent controls. At the beginning of the next end step, return it to the battlefield tapped under its owner's control. M11 R Myth Realized {W} Enchantment Whenever you cast a noncreature spell, put a lore counter on Myth Realized. {2}{W}: Put a lore counter on Myth Realized. {W}: Until end of turn, Myth Realized becomes a Monk Avatar creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of lore counters on it." DTK R Mythic Proportions {4}{G}{G}{G} Enchantment - Aura Enchant creature Enchanted creature gets +8/+8 and has trample. ONS R Naar Isle Plane - Wildfire At the beginning of your upkeep, put a flame counter on Naar Isle, then Naar Isle deals damage to you equal to the number of flame counters on it. Whenever you roll CHAOS, Naar Isle deals 3 damage to target player. HOP C Nacatl Hunt-Pride {5}{W} Creature - Cat Warrior 5/4 Vigilance {R}, {T}: Target creature can't block this turn. {G}, {T}: Target creature blocks this turn if able. CON U, DDH U Nacatl Outlander {R}{G} Creature - Cat Scout 2/2 Protection from blue CON C Nacatl Savage {1}{G} Creature - Cat Warrior 2/1 Protection from artifacts CON C Nacatl War-Pride {3}{G}{G}{G} Creature - Cat Warrior 3/3 Nacatl War-Pride must be blocked by exactly one creature if able. Whenever Nacatl War-Pride attacks, put X tokens that are copies of Nacatl War-Pride onto the battlefield tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step. FUT U Nacre Talisman {2} Artifact Whenever a player casts a white spell, you may pay {3}. If you do, untap target permanent. IA U Nafs Asp {G} Creature - Snake 1/1 Whenever Nafs Asp deals damage to a player, that player loses 1 life at the beginning of his or her next draw step unless he or she pays {1} before that draw step. AN C (x2), 4E C Nagao, Bound by Honor {3}{W} Legendary Creature - Human Samurai 3/3 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever Nagao, Bound by Honor attacks, Samurai creatures you control get +1/+1 until end of turn. CHK U Nahiri, the Lithomancer {3}{W}{W} Planeswalker - Nahiri 3 [+2] Put a 1/1 white Kor Soldier creature token onto the battlefield. You may attach an Equipment you control to it. [-2] You may put an Equipment card from your hand or graveyard onto the battlefield. [-10] Put a colorless Equipment artifact token named Stoneforged Blade onto the battlefield. It has indestructible, "Equipped creature gets +5/+5 and has double strike," and equip {0}. Nahiri, the Lithomancer can be your commander. C14 M Nakaya Shade {1}{B} Creature - Shade 1/1 {B}: Nakaya Shade gets +1/+1 until end of turn unless any player pays {2}. PR U Naked Singularity {5} Artifact Cumulative upkeep {3} (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.) If tapped for mana, Plains produce {R}, Islands produce {G}, Swamps produce {W}, Mountains produce {U}, and Forests produce {B} instead of any other type. IA R, ME4 R Nalathni Dragon {2}{R}{R} Creature - Dragon 1/1 Flying, banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) {R}: Nalathni Dragon gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice Nalathni Dragon at the beginning of the next end step. PPR S Nameless Inversion {1}{B} Tribal Instant - Shapeshifter Changeling (This card is every creature type.) Target creature gets +3/-3 and loses all creature types until end of turn. LRW C, MM2 C Nameless One {3}{U} Creature - Wizard Avatar */* Nameless One's power and toughness are each equal to the number of Wizards on the battlefield. Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Nameless Race {3}{B} Creature */* Trample As Nameless Race enters the battlefield, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents your opponents control plus the total number of white cards in their graveyards. Nameless Race's power and toughness are each equal to the life paid as it entered the battlefield. DK R Nantuko Blightcutter {2}{G} Creature - Insect Druid 2/2 Protection from black Threshold - Nantuko Blightcutter gets +1/+1 for each black permanent your opponents control as long as seven or more cards are in your graveyard. TOR R Nantuko Calmer {2}{G}{G} Creature - Insect Druid 2/3 {G}, {T}, Sacrifice Nantuko Calmer: Destroy target enchantment. Threshold - Nantuko Calmer gets +1/+1 as long as seven or more cards are in your graveyard. TOR C Nantuko Cultivator {3}{G} Creature - Insect Druid 2/2 When Nantuko Cultivator enters the battlefield, you may discard any number of land cards. Put that many +1/+1 counters on Nantuko Cultivator and draw that many cards. TOR R Nantuko Disciple {3}{G} Creature - Insect Druid 2/2 {G}, {T}: Target creature gets +2/+2 until end of turn. OD C, 8ED C Nantuko Elder {2}{G} Creature - Insect Druid 1/2 {T}: Add {1}{G} to your mana pool. OD U Nantuko Husk {2}{B} Creature - Zombie Insect 2/2 Sacrifice a creature: Nantuko Husk gets +2/+2 until end of turn. ONS C, 9ED U, 10E U, CMD U, ORI C Nantuko Mentor {2}{G} Creature - Insect Druid 1/1 {2}{G}, {T}: Target creature gets +X/+X until end of turn, where X is that creature's power. OD R Nantuko Monastery Land {T}: Add {1} to your mana pool. Threshold - {G}{W}: Nantuko Monastery becomes a 4/4 green and white Insect Monk creature with first strike until end of turn. It's still a land. Activate this ability only if seven or more cards are in your graveyard. JUD U, ARC U Nantuko Shade {B}{B} Creature - Insect Shade 2/1 {B}: Nantuko Shade gets +1/+1 until end of turn. TOR R, M11 R, C14 R Nantuko Shaman {2}{G} Creature - Insect Shaman 3/2 When Nantuko Shaman enters the battlefield, if you control no tapped lands, draw a card. Suspend 1- {2}{G}{G} (Rather than cast this card from your hand, you may pay {2}{G}{G} and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.) TSP C, MMA C Nantuko Shrine {1}{G}{G} Enchantment Whenever a player casts a spell, that player puts X 1/1 green Squirrel creature tokens onto the battlefield, where X is the number of cards in all graveyards with the same name as that spell. OD R Nantuko Tracer {1}{G} Creature - Insect Druid 2/1 When Nantuko Tracer enters the battlefield, you may put target card from a graveyard on the bottom of its owner's library. JUD C Nantuko Vigilante {3}{G} Creature - Insect Druid Mutant 3/2 Morph {1}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Nantuko Vigilante is turned face up, destroy target artifact or enchantment. LGN C Narcissism {2}{G} Enchantment {G}, Discard a card: Target creature gets +2/+2 until end of turn. {G}, Sacrifice Narcissism: Target creature gets +2/+2 until end of turn. TOR U Narcolepsy {1}{U} Enchantment - Aura Enchant creature At the beginning of each upkeep, if enchanted creature is untapped, tap it. ROE C, MM2 C Narcomoeba {1}{U} Creature - Illusion 1/1 Flying When Narcomoeba is put into your graveyard from your library, you may put it onto the battlefield. FUT U, MMA U Narrow Escape {2}{W} Instant Return target permanent you control to its owner's hand. You gain 4 life. ZEN C, DDE C Narset Transcendent {2}{W}{U} Planeswalker - Narset 6 [+1] Look at the top card of your library. If it's a noncreature, nonland card, you may reveal it and put it into your hand. [-2] When you cast your next instant or sorcery spell from your hand this turn, it gains rebound. [-9] You get an emblem with "Your opponents can't cast noncreature spells." DTK M Narset, Enlightened Master {3}{U}{R}{W} Legendary Creature - Human Monk 3/2 First strike, hexproof Whenever Narset, Enlightened Master attacks, exile the top four cards of your library. Until end of turn, you may cast noncreature cards exiled with Narset this turn without paying their mana costs. KTK M Narstad Scrapper {5} Artifact Creature - Construct 3/3 {2}: Narstad Scrapper gets +1/+0 until end of turn. AVR C Narwhal {2}{U}{U} Creature - Whale 2/2 First strike, protection from red HM R, ME2 U Nath of the Gilt-Leaf {3}{B}{G} Legendary Creature - Elf Warrior 4/4 At the beginning of your upkeep, you may have target opponent discard a card at random. Whenever an opponent discards a card, you may put a 1/1 green Elf Warrior creature token onto the battlefield. LRW R Nath's Buffoon {1}{B} Creature - Goblin Rogue 1/1 Protection from Elves LRW C Nath's Elite {4}{G} Creature - Elf Warrior 4/2 All creatures able to block Nath's Elite do so. When Nath's Elite enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on Nath's Elite. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C Natural Affinity {2}{G} Instant All lands become 2/2 creatures until end of turn. They're still lands. MM R, 8ED R, 9ED R Natural Balance {2}{G}{G} Sorcery Each player who controls six or more lands chooses five lands he or she controls and sacrifices the rest. Each player who controls four or fewer lands may search his or her library for up to X basic land cards and put them onto the battlefield, where X is five minus the number of lands he or she controls. Then each player who searched his or her library this way shuffles it. MI R Natural Connection {2}{G} Instant Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. C Natural Emergence {2}{R}{G} Enchantment When Natural Emergence enters the battlefield, return a red or green enchantment you control to its owner's hand. Lands you control are 2/2 creatures with first strike. They're still lands. PS R Natural End {2}{G} Instant Destroy target artifact or enchantment. You gain 3 life. AVR C Natural Order {2}{G}{G} Sorcery As an additional cost to cast Natural Order, sacrifice a green creature. Search your library for a green creature card and put it onto the battlefield. Then shuffle your library. VI R, PO R Natural Selection {G} Instant Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle his or her library. 1E R, 2E R, 2U R Natural Spring {3}{G}{G} Sorcery Target player gains 8 life. PO U, TE C, P2 C, P3 U, 9ED C, 10E C Naturalize {1}{G} Instant Destroy target artifact or enchantment. ONS C, 8ED C, 9ED C, 10E C, ALA C, M10 C, ROE C, M11 C, M12 C, ISD C, M13 C, GTC C, M14 C, M15 C, KTK C, DTK C Nature Demands an Offering Scheme When you set this scheme in motion, target opponent chooses a creature you don't control and puts it on top of its owner's library, then repeats this process for an artifact, an enchantment, and a land. Then the owner of each permanent chosen this way shuffles his or her library. ARC C Nature Shields Its Own Ongoing Scheme (An ongoing scheme remains face up until it's abandoned.) Whenever a creature attacks and isn't blocked, if you're the defending player, put a 0/1 green Plant creature token onto the battlefield blocking that creature. When four or more creatures attack you, abandon this scheme at end of combat. ARC C Nature's Blessing {2}{G}{W} Enchantment {G}{W}, Discard a card: Put a +1/+1 counter on target creature or that creature gains banding, first strike, or trample. (This effect lasts indefinitely. Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) AL U, ME2 U Nature's Chosen {G} Enchantment - Aura Enchant creature you control {0}: Untap enchanted creature. Activate this ability only during your turn and only once each turn. Tap enchanted creature: Untap target artifact, creature, or land. Activate this ability only if enchanted creature is white and is untapped and only once each turn. AL U Nature's Claim {G} Instant Destroy target artifact or enchantment. Its controller gains 4 life. WWK C, CNS C Nature's Cloak {2}{G} Sorcery Green creatures you control gain forestwalk until end of turn. Forestwalk (They can't be blocked as long as defending player controls a Forest.) PO R, P3 R Nature's Kiss {1}{G} Enchantment - Aura Enchant creature {1}, Exile the top card of your graveyard: Enchanted creature gets +1/+1 until end of turn. WL C Nature's Lore {1}{G} Sorcery Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library. IA U, 5E C, PO C, P2 C, P3 C, MED C, DDD C, VMA C, DD3_GVL C Nature's Panoply {G} Instant Strive - Nature's Panoply costs {2}{G} more to cast for each target beyond the first. Choose any number of target creatures. Put a +1/+1 counter on each of them. JOU C Nature's Resurgence {2}{G}{G} Sorcery Each player draws a card for each creature card in his or her graveyard. WL R, 6E R, 7E R Nature's Revolt {3}{G}{G} Enchantment All lands are 2/2 creatures that are still lands. TE R, 7E R Nature's Ruin {2}{B} Sorcery Destroy all green creatures. PO U, VMA R Nature's Spiral {1}{G} Sorcery Return target permanent card from your graveyard to your hand. (A permanent card is an artifact, creature, enchantment, land, or planeswalker card.) M10 U, M11 U Nature's Will {2}{G}{G} Enchantment Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control. CHK R Nature's Wrath {4}{G}{G} Enchantment At the beginning of your upkeep, sacrifice Nature's Wrath unless you pay {G}. Whenever a player puts an Island or blue permanent onto the battlefield, he or she sacrifices an Island or blue permanent. Whenever a player puts a Swamp or black permanent onto the battlefield, he or she sacrifices a Swamp or black permanent. AL R, ME2 R Nausea {1}{B} Sorcery All creatures get -1/-1 until end of turn. EX C, 7E C, 8ED C Nav Squad Commandos {4}{W} Creature - Human Soldier 3/5 Battalion - Whenever Nav Squad Commandos and at least two other creatures attack, Nav Squad Commandos gets +1/+1 until end of turn. Untap it. GTC C Naya Plane - Alara You may play any number of lands on each of your turns. Whenever you roll CHAOS, target red, green, or white creature you control gets +1/+1 until end of turn for each land you control. HOP C Naya Battlemage {2}{G} Creature - Human Shaman 2/2 {R}, {T}: Target creature gets +2/+0 until end of turn. {W}, {T}: Tap target creature. ALA U Naya Charm {R}{G}{W} Instant Choose one - • Naya Charm deals 3 damage to target creature. • Return target card from a graveyard to its owner's hand. • Tap all creatures target player controls. ALA U, DDH U, C13 U Naya Hushblade {R/W}{G} Creature - Elf Rogue 2/1 As long as you control another multicolored permanent, Naya Hushblade gets +1/+1 and has shroud. (It can't be the target of spells or abilities.) ARB C Naya Panorama Land {T}: Add {1} to your mana pool. {1}, {T}, Sacrifice Naya Panorama: Search your library for a basic Mountain, Forest, or Plains card and put it onto the battlefield tapped. Then shuffle your library. ALA C, C13 C Naya Sojourners {2}{R}{G}{W} Creature - Elf Shaman 5/3 When you cycle Naya Sojourners or it dies, you may put a +1/+1 counter on target creature. Cycling {2}{G} ({2}{G}, Discard this card: Draw a card.) ARB C Naya Soulbeast {6}{G}{G} Creature - Beast 0/0 Trample When you cast Naya Soulbeast, each player reveals the top card of his or her library. Naya Soulbeast enters the battlefield with X +1/+1 counters on it, where X is the total converted mana cost of all cards revealed this way. C13 R Near-Death Experience {2}{W}{W}{W} Enchantment At the beginning of your upkeep, if you have exactly 1 life, you win the game. ROE R Nearheath Pilgrim {1}{W} Creature - Human Cleric 2/1 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink. AVR U Nearheath Stalker {4}{R} Creature - Vampire Rogue 4/1 Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA C Nebuchadnezzar {3}{U}{B} Legendary Creature - Human Wizard 3/3 {X}, {T}: Name a card. Target opponent reveals X cards at random from his or her hand. Then that player discards all cards with that name revealed this way. Activate this ability only during your turn. LE R, CH R, ME3 U Neck Snap {3}{W} Instant Destroy target attacking or blocking creature. LRW C Necra Disciple {B} Creature - Human Wizard 1/1 {G}, {T}: Add one mana of any color to your mana pool. {W}, {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. AP C Necra Sanctuary {2}{B} Enchantment At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead. AP U Necratog {1}{B}{B} Creature - Atog 1/2 Exile the top creature card of your graveyard: Necratog gets +2/+2 until end of turn. WL U Necravolver {2}{B} Creature - Volver 2/2 Kicker {1}{G} and/or {W} (You may pay an additional {1}{G} and/or {W} as you cast this spell.) If Necravolver was kicked with its {1}{G} kicker, it enters the battlefield with two +1/+1 counters on it and with trample. If Necravolver was kicked with its {W} kicker, it enters the battlefield with a +1/+1 counter on it and with "Whenever Necravolver deals damage, you gain that much life." AP R Necrite {1}{B}{B} Creature - Thrull 2/2 Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated. FE C (x3), 5E C, ME2 C Necrobite {2}{B} Instant Target creature gains deathtouch until end of turn. Regenerate it. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat. Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.) AVR C, BNG C, M15 C Necrogen Censer {3} Artifact Necrogen Censer enters the battlefield with two charge counters on it. {T}, Remove a charge counter from Necrogen Censer: Target player loses 2 life. SOM C Necrogen Mists {2}{B} Enchantment At the beginning of each player's upkeep, that player discards a card. MRD R Necrogen Scudder {2}{B} Creature - Horror 3/3 Flying When Necrogen Scudder enters the battlefield, you lose 3 life. SOM U, M15 U Necrogen Spellbomb {1} Artifact {B}, Sacrifice Necrogen Spellbomb: Target player discards a card. {1}, Sacrifice Necrogen Spellbomb: Draw a card. MRD C Necrogenesis {B}{G} Enchantment {2}: Exile target creature card from a graveyard. Put a 1/1 green Saproling creature token onto the battlefield. ALA U, CMD U, MM2 U Necrologia {3}{B}{B} Instant Cast Necrologia only during your end step. As an additional cost to cast Necrologia, pay X life. Draw X cards. EX U, 7E U, TPR R Necromancer's Assistant {2}{B} Creature - Zombie 3/1 When Necromancer's Assistant enters the battlefield, put the top three cards of your library into your graveyard. M15 C Necromancer's Covenant {3}{W}{B}{B} Enchantment When Necromancer's Covenant enters the battlefield, exile all creature cards from target player's graveyard, then put a 2/2 black Zombie creature token onto the battlefield for each card exiled this way. Zombies you control have lifelink. ARB R Necromancer's Magemark {2}{B} Enchantment - Aura Enchant creature Creatures you control that are enchanted get +1/+1. If a creature you control that's enchanted would die, return it to its owner's hand instead. GPT C Necromancer's Stockpile {1}{B} Enchantment {1}{B}, Discard a creature card: Draw a card. If the discarded card was a Zombie card, put a 2/2 black Zombie creature token onto the battlefield tapped. M15 R Necromancy {2}{B} Enchantment You may cast Necromancy as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. When Necromancy enters the battlefield, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach Necromancy to it. When Necromancy leaves the battlefield, that creature's controller sacrifices it. VI U Necromantic Selection {4}{B}{B}{B} Sorcery Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection. C14 R Necromantic Summons {4}{B} Sorcery Put target creature card from a graveyard onto the battlefield under your control. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, that creature enters the battlefield with two additional +1/+1 counters on it. ORI U Necromantic Thirst {2}{B}{B} Enchantment - Aura Enchant creature Whenever enchanted creature deals combat damage to a player, you may return target creature card from your graveyard to your hand. RAV C, CNS C Necromaster Dragon {3}{U}{B} Creature - Dragon 4/4 Flying Whenever Necromaster Dragon deals combat damage to a player, you may pay {2}. If you do, put a 2/2 black Zombie creature token onto the battlefield and each opponent puts the top two cards of his or her library into his or her graveyard. DTK R Necropede {2} Artifact Creature - Insect 1/1 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) When Necropede dies, you may put a -1/-1 counter on target creature. SOM U Necroplasm {1}{B}{B} Creature - Ooze 1/1 At the beginning of your upkeep, put a +1/+1 counter on Necroplasm. At the beginning of your end step, destroy each creature with converted mana cost equal to the number of +1/+1 counters on Necroplasm. Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) RAV R Necropolis {5} Artifact Creature - Wall 0/1 Defender (This creature can't attack.) Exile a creature card from your graveyard: Put X +0/+1 counters on Necropolis, where X is the exiled card's converted mana cost. DK U Necropolis Fiend {7}{B}{B} Creature - Demon 4/5 Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Flying {X}, {T}, Exile X cards from your graveyard: Target creature gets -X/-X until end of turn. KTK R Necropolis Regent {3}{B}{B}{B} Creature - Vampire 6/5 Flying Whenever a creature you control deals combat damage to a player, put that many +1/+1 counters on it. RTR M Necropolis of Azar {2}{B}{B} Enchantment Whenever a nonblack creature is put into a graveyard from the battlefield, put a husk counter on Necropolis of Azar. {5}, Remove a husk counter from Necropolis of Azar: Put a X/Y black Spawn creature token named Spawn of Azar with swampwalk onto the battlefield, where X and Y are numbers chosen at random from 1 to 3. ASTRAL S Necropotence {B}{B}{B} Enchantment Skip your draw step. Whenever you discard a card, exile that card from your graveyard. Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step. IA R, 5E R, ME2 R, V09 M, VMA R Necropotence Avatar Vanguard Hand +0, life +4 Skip your draw step. At the beginning of your end step, if it's not the first turn of the game, put a death counter on Necropotence Avatar. You draw X cards and you lose X life, where X is the number of death counters on Necropotence Avatar. VAN S Necropouncer {6} Artifact - Equipment Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.) Equipped creature gets +3/+1 and has haste. Equip {2} NPH U Necrosavant {3}{B}{B}{B} Creature - Zombie Giant 5/5 {3}{B}{B}, Sacrifice a creature: Return Necrosavant from your graveyard to the battlefield. Activate this ability only during your upkeep. VI R, 6E R Necroskitter {1}{B}{B} Creature - Elemental 1/4 Wither (This deals damage to creatures in the form of -1/-1 counters.) Whenever a creature an opponent controls with a -1/-1 counter on it dies, you may return that card to the battlefield under your control. EVE R, MM2 R Necrotic Ooze {2}{B}{B} Creature - Ooze 4/3 As long as Necrotic Ooze is on the battlefield, it has all activated abilities of all creature cards in all graveyards. SOM R Necrotic Plague {2}{B}{B} Enchantment - Aura Enchant creature Enchanted creature has "At the beginning of your upkeep, sacrifice this creature." When enchanted creature dies, its controller chooses target creature one of his or her opponents controls. Return Necrotic Plague from its owner's graveyard to the battlefield attached to that creature. M11 R Necrotic Sliver {1}{W}{B} Creature - Sliver 2/2 All Slivers have "{3}, Sacrifice this permanent: Destroy target permanent." PLC U, H09 U Nectar Faerie {1}{B} Creature - Faerie Wizard 1/1 Flying {B}, {T}: Target Faerie or Elf gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.) LRW U Need for Speed {R} Enchantment Sacrifice a land: Target creature gains haste until end of turn. OD R Needle Drop {R} Instant Needle Drop deals 1 damage to target creature or player that was dealt damage this turn. Draw a card. LRW C Needle Specter {1}{B}{B} Creature - Specter 1/1 Flying Wither (This deals damage to creatures in the form of -1/-1 counters.) Whenever Needle Specter deals combat damage to a player, that player discards that many cards. EVE R Needle Storm {2}{G} Sorcery Needle Storm deals 4 damage to each creature with flying. PO U, TE U, 9ED U, TPR U Needlebite Trap {5}{B}{B} Instant - Trap If an opponent gained life this turn, you may pay {B} rather than pay Needlebite Trap's mana cost. Target player loses 5 life and you gain 5 life. ZEN U Needlebug {4} Artifact Creature - Insect 2/2 Flash Protection from artifacts MRD U Needlepeak Spider {3}{R} Creature - Spider 4/2 Reach (This creature can block creatures with flying.) PLC C Needleshot Gourna {4}{G}{G} Creature - Beast 3/6 Reach (This creature can block creatures with flying.) LGN C Nefarious Lich {B}{B}{B}{B} Enchantment If damage would be dealt to you, exile that many cards from your graveyard instead. If you can't, you lose the game. If you would gain life, draw that many cards instead. When Nefarious Lich leaves the battlefield, you lose the game. OD R Nefarox, Overlord of Grixis {4}{B}{B} Legendary Creature - Demon 5/5 Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever Nefarox, Overlord of Grixis attacks alone, defending player sacrifices a creature. M13 R Nefashu {4}{B}{B} Creature - Zombie Mutant 5/3 Whenever Nefashu attacks, up to five target creatures each get -1/-1 until end of turn. SCG R, HOP R Negate {1}{U} Instant Counter target noncreature spell. MOR C, M10 C, M11 C, M12 C, M13 C, M14 C, M15 C, DTK C, ORI C Neko-Te {3} Artifact - Equipment Whenever equipped creature deals damage to a creature, tap that creature. That creature doesn't untap during its controller's untap step for as long as Neko-Te remains on the battlefield. Whenever equipped creature deals damage to a player, that player loses 1 life. Equip {2} BOK R Nekrataal {2}{B}{B} Creature - Human Assassin 2/1 First strike When Nekrataal enters the battlefield, destroy target nonartifact, nonblack creature. That creature can't be regenerated. VI U, BR U, 8ED U, 9ED U, 10E U, DDM U, C14 U Nekrataal Avatar Vanguard Hand -1, life -4 Creature spells you cast cost {B} less to cast. This effect reduces only the amount of colored mana you pay. VAN S Nekusar, the Mindrazer {2}{U}{B}{R} Legendary Creature - Zombie Wizard 2/4 At the beginning of each player's draw step, that player draws an additional card. Whenever an opponent draws a card, Nekusar, the Mindrazer deals 1 damage to that player. C13 M Nema Siltlurker {4}{G} Creature - Lizard 3/5 ROE C Nemata, Grove Guardian {4}{G}{G} Legendary Creature - Treefolk 4/5 {2}{G}: Put a 1/1 green Saproling creature token onto the battlefield. Sacrifice a Saproling: Saproling creatures get +1/+1 until end of turn. PS R Nemesis Mask {3} Artifact - Equipment All creatures able to block equipped creature do so. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) DST U Nemesis Trap {4}{B}{B} Instant - Trap If a white creature is attacking, you may pay {B}{B} rather than pay Nemesis Trap's mana cost. Exile target attacking creature. Put a token that's a copy of that creature onto the battlefield. Exile it at the beginning of the next end step. WWK U, CMD U Nemesis of Mortals {4}{G}{G} Creature - Snake 5/5 Nemesis of Mortals costs {1} less to cast for each creature card in your graveyard. {7}{G}{G}: Monstrosity 5. This ability costs {1} less to activate for each creature card in your graveyard. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.) THS U Nemesis of Reason {3}{U}{B} Creature - Leviathan Horror 3/7 Whenever Nemesis of Reason attacks, defending player puts the top ten cards of his or her library into his or her graveyard. ARB R Nephalia Plane - Innistrad At the beginning of your end step, put the top seven cards of your library into your graveyard. Then return a card at random from your graveyard to your hand. Whenever you roll CHAOS, return target card from your graveyard to your hand. PC2 C Nephalia Drownyard Land {T}: Add {1} to your mana pool. {1}{U}{B}, {T}: Target player puts the top three cards of his or her library into his or her graveyard. ISD R Nephalia Seakite {3}{U} Creature - Bird 2/3 Flash (You may cast this spell any time you could cast an instant.) Flying DKA C, M14 C Nephalia Smuggler {U} Creature - Human Rogue 1/1 {3}{U}, {T}: Exile another target creature you control, then return that card to the battlefield under your control. AVR U Nessian Asp {4}{G} Creature - Snake 4/5 Reach {6}{G}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.) THS C, DDO C Nessian Courser {2}{G} Creature - Centaur Warrior 3/3 FUT C, THS C Nessian Demolok {3}{G}{G} Creature - Beast 3/3 Tribute 3 (As this creature enters the battlefield, an opponent of your choice may place three +1/+1 counters on it.) When Nessian Demolok enters the battlefield, if tribute wasn't paid, destroy target noncreature permanent. BNG U Nessian Game Warden {3}{G}{G} Creature - Beast 4/5 When Nessian Game Warden enters the battlefield, look at the top X cards of your library, where X is the number of Forests you control. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order. JOU U Nessian Wilds Ravager {4}{G}{G} Creature - Hydra 6/6 Tribute 6 (As this creature enters the battlefield, an opponent of your choice may place six +1/+1 counters on it.) When Nessian Wilds Ravager enters the battlefield, if tribute wasn't paid, you may have Nessian Wilds Ravager fight another target creature. (Each deals damage equal to its power to the other.) BNG R Nest Invader {1}{G} Creature - Eldrazi Drone 2/2 When Nest Invader enters the battlefield, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." ROE C, PC2 C, MM2 C Nested Ghoul {3}{B}{B} Creature - Zombie Warrior 4/2 Whenever a source deals damage to Nested Ghoul, put a 2/2 black Zombie creature token onto the battlefield. MBS U Nesting Wurm {4}{G}{G} Creature - Wurm 4/3 Trample When Nesting Wurm enters the battlefield, you may search your library for up to three cards named Nesting Wurm, reveal them, and put them into your hand. If you do, shuffle your library. NE U Netcaster Spider {2}{G} Creature - Spider 2/3 Reach (This creature can block creatures with flying.) Whenever Netcaster Spider blocks a creature with flying, Netcaster Spider gets +2/+0 until end of turn. M15 C, DDO C Nether Horror {3}{B} Creature - Horror 4/2 M11 C Nether Shadow {B}{B} Creature - Spirit 1/1 Haste At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow onto the battlefield. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, MED U Nether Spirit {1}{B}{B} Creature - Spirit 2/2 At the beginning of your upkeep, if Nether Spirit is the only creature card in your graveyard, you may return Nether Spirit to the battlefield. MM R Nether Traitor {B}{B} Creature - Spirit 1/1 Haste Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever another creature is put into your graveyard from the battlefield, you may pay {B}. If you do, return Nether Traitor from your graveyard to the battlefield. TSP R Nether Void {3}{B} World Enchantment Whenever a player casts a spell, counter it unless that player pays {3}. LE R, ME3 R Netherborn Phalanx {5}{B} Creature - Horror 2/4 When Netherborn Phalanx enters the battlefield, each opponent loses 1 life for each creature he or she controls. Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV U Netter en-Dal {W} Creature - Human Spellshaper 1/1 {W}, {T}, Discard a card: Target creature can't attack this turn. NE C Nettle Drone {2}{R} Creature - Eldrazi Drone 3/1 Devoid (This card has no color.) {T}: Nettle Drone deals 1 damage to each opponent. Whenever you cast a colorless spell, untap Nettle Drone. C Nettle Sentinel {G} Creature - Elf Warrior 2/2 Nettle Sentinel doesn't untap during your untap step. Whenever you cast a green spell, you may untap Nettle Sentinel. EVE C Nettle Swine {3}{G} Creature - Boar 4/3 AVR C Nettletooth Djinn {3}{G} Creature - Djinn 4/4 At the beginning of your upkeep, Nettletooth Djinn deals 1 damage to you. MI U Nettlevine Blight {4}{B}{B} Enchantment - Aura Enchant creature or land Enchanted permanent has "At the beginning of your end step, sacrifice this permanent and attach Nettlevine Blight to a creature or land you control." LRW R Nettling Curse {2}{B} Enchantment - Aura Enchant creature Whenever enchanted creature attacks or blocks, its controller loses 3 life. {1}{R}: Enchanted creature attacks this turn if able. DIS C Nettling Imp {2}{B} Creature - Imp 1/1 {T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. If it doesn't, destroy it at the beginning of the next end step. Activate this ability only during an opponent's turn, before attackers are declared. 1E U, 2E U, 2U U, 3E U Neurok Commando {1}{U}{U} Creature - Human Rogue 2/1 Shroud (This creature can't be the target of spells or abilities.) Whenever Neurok Commando deals combat damage to a player, you may draw a card. MBS U Neurok Familiar {1}{U} Creature - Bird 1/1 Flying When Neurok Familiar enters the battlefield, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard. MRD C Neurok Hoversail {1} Artifact - Equipment Equipped creature has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) MRD C Neurok Invisimancer {1}{U}{U} Creature - Human Wizard 2/1 Neurok Invisimancer can't be blocked. When Neurok Invisimancer enters the battlefield, target creature can't be blocked this turn. SOM C, DDI C Neurok Prodigy {2}{U} Creature - Human Wizard 2/1 Flying Discard an artifact card: Return Neurok Prodigy to its owner's hand. DST C Neurok Replica {3} Artifact Creature - Wizard 1/4 {1}{U}, Sacrifice Neurok Replica: Return target creature to its owner's hand. SOM C Neurok Spy {2}{U} Creature - Human Rogue 2/2 Neurok Spy can't be blocked as long as defending player controls an artifact. MRD C Neurok Stealthsuit {2} Artifact - Equipment Equipped creature has shroud. (It can't be the target of spells or abilities.) {U}{U}: Attach Neurok Stealthsuit to target creature you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) 5DN C Neurok Transmuter {2}{U} Creature - Human Wizard 2/2 {U}: Target creature becomes an artifact in addition to its other types until end of turn. {U}: Until end of turn, target artifact creature becomes blue and isn't an artifact. DST U Neutralizing Blast {1}{U} Instant Counter target multicolored spell. FRF U Neverending Torment {4}{B}{B} Sorcery Search target player's library for X cards, where X is the number of cards in your hand, and exile them. Then that player shuffles his or her library. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.) SOK R Nevermaker {3}{U} Creature - Elemental 2/3 Flying When Nevermaker leaves the battlefield, put target nonland permanent on top of its owner's library. Evoke {3}{U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) MOR U Nevermore {1}{W}{W} Enchantment As Nevermore enters the battlefield, name a nonland card. The named card can't be cast. ISD R Nevinyrral's Disk {4} Artifact Nevinyrral's Disk enters the battlefield tapped. {1}, {T}: Destroy all artifacts, creatures, and enchantments. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, MED R, V10 M, C13 R, VMA R, C14 R New Benalia Land New Benalia enters the battlefield tapped. When New Benalia enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {W} to your mana pool. FUT U, DDI U, DDL U, C13 U New Frontiers {X}{G} Sorcery Each player may search his or her library for up to X basic land cards and put them onto the battlefield tapped. Then each player who searched his or her library this way shuffles it. OD R New Prahv Guildmage {W}{U} Creature - Human Wizard 2/2 {W}{U}: Target creature gains flying until end of turn. {3}{W}{U}: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.) RTR U Nezumi Bone-Reader {1}{B} Creature - Rat Shaman 1/1 {B}, Sacrifice a creature: Target player discards a card. Activate this ability only any time you could cast a sorcery. CHK U Nezumi Cutthroat {1}{B} Creature - Rat Warrior 2/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Nezumi Cutthroat can't block. CHK C Nezumi Graverobber {1}{B} Creature - Rat Rogue 2/1 {1}{B}: Exile target card from an opponent's graveyard. If no cards are in that graveyard, flip Nezumi Graverobber. ---- Nighteyes the Desecrator Legendary Creature - Rat Wizard 4/2 {4}{B}: Put target creature card from a graveyard onto the battlefield under your control. CHK U, CMD U Nezumi Ronin {2}{B} Creature - Rat Samurai 3/1 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) CHK C Nezumi Shadow-Watcher {B} Creature - Rat Warrior 1/1 Sacrifice Nezumi Shadow-Watcher: Destroy target Ninja. BOK U Nezumi Shortfang {1}{B} Creature - Rat Rogue 1/1 {1}{B}, {T}: Target opponent discards a card. Then if that player has no cards in hand, flip Nezumi Shortfang. ---- Stabwhisker the Odious Legendary Creature - Rat Shaman 3/3 At the beginning of each opponent's upkeep, that player loses 1 life for each card fewer than three in his or her hand. CHK R Niall Silvain {G}{G}{G} Creature - Ouphe 2/2 {G}{G}{G}{G}, {T}: Regenerate target creature. DK R Niblis of the Breath {2}{U} Creature - Spirit 2/1 Flying {U}, {T}: You may tap or untap target creature. DKA U Niblis of the Mist {2}{W} Creature - Spirit 2/1 Flying When Niblis of the Mist enters the battlefield, you may tap target creature. DKA C Niblis of the Urn {1}{W} Creature - Spirit 1/1 Flying Whenever Niblis of the Urn attacks, you may tap target creature. DKA U Nicol Bolas {2}{U}{U}{B}{B}{R}{R} Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Nicol Bolas unless you pay {U}{B}{R}. Whenever Nicol Bolas deals damage to an opponent, that player discards his or her hand. LE R, CH R, TSB S, DRB R, ME3 R Nicol Bolas, Planeswalker {4}{U}{B}{B}{R} Planeswalker - Bolas 5 [+3] Destroy target noncreature permanent. [-2] Gain control of target creature. [-9] Nicol Bolas, Planeswalker deals 7 damage to target player. That player discards seven cards, then sacrifices seven permanents. CON M, DDH M, M13 M Night {B} Instant Target creature gets -1/-1 until end of turn. ---- Day {2}{W} Instant Creatures target player controls get +1/+1 until end of turn. AP U (x2) Night Dealings {2}{B}{B} Enchantment Whenever a source you control deals damage to another player, put that many theft counters on Night Dealings. {2}{B}{B}, Remove X theft counters from Night Dealings: Search your library for a nonland card with converted mana cost X, reveal it, and put it into your hand. Then shuffle your library. CHK R Night Revelers {4}{R} Creature - Vampire 4/4 Night Revelers has haste as long as an opponent controls a Human. ISD C Night Soil {G}{G} Enchantment {1}, Exile two creature cards from a single graveyard: Put a 1/1 green Saproling creature token onto the battlefield. FE C (x3), ME2 U, C13 C Night Terrors {2}{B} Sorcery Target player reveals his or her hand. You choose a nonland card from it. Exile that card. ISD C Night of Souls' Betrayal {2}{B}{B} Legendary Enchantment All creatures get -1/-1. CHK R Night's Whisper {1}{B} Sorcery You draw two cards and you lose 2 life. 5DN U, DDM U Nightbird's Clutches {1}{R} Sorcery Up to two target creatures can't block this turn. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD C Nightcreep {B}{B} Instant Until end of turn, all creatures become black and all lands become Swamps. DIS U Nightfire Giant {4}{B} Creature - Zombie Giant 4/3 Nightfire Giant gets +1/+1 as long as you control a Mountain. {4}{R}: Nightfire Giant deals 2 damage to target creature or player. M15 U Nightguard Patrol {2}{W} Creature - Human Soldier 2/1 First strike, vigilance RAV C Nighthaze {B} Sorcery Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.) Draw a card. ROE C Nighthowler {1}{B}{B} Enchantment Creature - Horror 0/0 Bestow {2}{B}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Nighthowler and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards. THS R Nightmare {5}{B} Creature - Nightmare Horse */* Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 7E R, 8ED R, 9ED R, 10E R, M10 R, M14 R, M15 R, ORI R Nightmare Incursion {5}{B} Sorcery Search target player's library for up to X cards, where X is the number of Swamps you control, and exile them. Then that player shuffles his or her library. EVE R Nightmare Lash {4} Artifact - Equipment Equipped creature gets +1/+1 for each Swamp you control. Equip-Pay 3 life. (Pay 3 life: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) MRD R Nightmare Void {3}{B} Sorcery Target player reveals his or her hand. You choose a card from it. That player discards that card. Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) RAV U, DDJ U Nightmarish End {2}{B} Instant Target creature gets -X/-X until end of turn, where X is the number of cards in your hand. JOU U Nightscape Apprentice {B} Creature - Zombie Wizard 1/1 {U}, {T}: Put target creature you control on top of its owner's library. {R}, {T}: Target creature gains first strike until end of turn. IN C Nightscape Battlemage {2}{B} Creature - Zombie Wizard 2/2 Kicker {2}{U} and/or {2}{R} (You may pay an additional {2}{U} and/or {2}{R} as you cast this spell.) When Nightscape Battlemage enters the battlefield, if it was kicked with its {2}{U} kicker, return up to two target nonblack creatures to their owners' hands. When Nightscape Battlemage enters the battlefield, if it was kicked with its {2}{R} kicker, destroy target land. PS U Nightscape Familiar {1}{B} Creature - Zombie 1/1 Blue spells and red spells you cast cost {1} less to cast. {1}{B}: Regenerate Nightscape Familiar. PS C, DDH C, C13 C, VMA C Nightscape Master {2}{B}{B} Creature - Zombie Wizard 2/2 {U}{U}, {T}: Return target creature to its owner's hand. {R}{R}, {T}: Nightscape Master deals 2 damage to target creature. IN R Nightshade Assassin {2}{B}{B} Creature - Human Assassin 2/1 First strike When Nightshade Assassin enters the battlefield, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn. Madness {1}{B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TSP U Nightshade Peddler {1}{G} Creature - Human Druid 1/1 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Nightshade Peddler is paired with another creature, both creatures have deathtouch. AVR C Nightshade Schemers {4}{B} Creature - Faerie Wizard 3/2 Flying Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Nightshade Schemers, you may reveal it. If you do, each opponent loses 2 life. MOR U Nightshade Seer {3}{B} Creature - Human Wizard 1/1 {2}{B}, {T}: Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way. CG U Nightshade Stinger {B} Creature - Faerie Rogue 1/1 Flying Nightshade Stinger can't block. LRW C Nightsky Mimic {1}{W/B} Creature - Shapeshifter 2/1 Whenever you cast a spell that's both white and black, Nightsky Mimic has base power and toughness 4/4 until end of turn and gains flying until end of turn. EVE C Nightsnare {3}{B} Sorcery Target opponent reveals his or her hand. You may choose a nonland card from it. If you do, that player discards that card. If you don't, that player discards two cards. ORI C Nightsoil Kami {4}{G}{G} Creature - Spirit 6/4 Soulshift 5 (When this creature dies, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) SOK C Nightstalker Engine {4}{B} Creature - Nightstalker */3 Nightstalker Engine's power is equal to the number of creature cards in your graveyard. P2 R Nightveil Specter {U/B}{U/B}{U/B} Creature - Specter 2/3 Flying Whenever Nightveil Specter deals combat damage to a player, that player exiles the top card of his or her library. You may play cards exiled with Nightveil Specter. GTC R Nightwind Glider {2}{W} Creature - Human Rebel 2/1 Flying, protection from black MM C Nightwing Shade {4}{B} Creature - Shade 2/2 Flying {1}{B}: Nightwing Shade gets +1/+1 until end of turn. M11 C, M14 C Nihil Spellbomb {1} Artifact {T}, Sacrifice Nihil Spellbomb: Exile all cards from target player's graveyard. When Nihil Spellbomb is put into a graveyard from the battlefield, you may pay {B}. If you do, draw a card. SOM C, C13 C Nihilistic Glee {2}{B}{B} Enchantment {2}{B}, Discard a card: Target opponent loses 1 life and you gain 1 life. Hellbent - {1}, Pay 2 life: Draw a card. Activate this ability only if you have no cards in hand. DIS R Nihilith {4}{B}{B} Creature - Horror 4/4 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Suspend 7- {1}{B} (Rather than cast this card from your hand, you may pay {1}{B} and exile it with seven 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. It has haste.) Whenever a card is put into an opponent's graveyard from anywhere, if Nihilith is suspended, you may remove a time counter from Nihilith. FUT R Nikko-Onna {2}{W} Creature - Spirit 2/2 When Nikko-Onna enters the battlefield, destroy target enchantment. Whenever you cast a Spirit or Arcane spell, you may return Nikko-Onna to its owner's hand. SOK U Nim Abomination {2}{B} Creature - Zombie 3/4 At the beginning of your end step, if Nim Abomination is untapped, you lose 3 life. DST U Nim Deathmantle {2} Artifact - Equipment Equipped creature gets +2/+2, has intimidate, and is a black Zombie. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay {4}. If you do, return that card to the battlefield and attach Nim Deathmantle to it. Equip {4} SOM R Nim Devourer {3}{B}{B} Creature - Zombie 4/1 Nim Devourer gets +1/+0 for each artifact you control. {B}{B}: Return Nim Devourer from your graveyard to the battlefield, then sacrifice a creature. Activate this ability only during your upkeep. MRD R Nim Grotesque {6}{B} Creature - Zombie 3/6 Nim Grotesque gets +1/+0 for each artifact you control. 5DN U Nim Lasher {2}{B} Creature - Zombie 1/1 Nim Lasher gets +1/+0 for each artifact you control. MRD C Nim Replica {3} Artifact Creature - Zombie 3/1 {2}{B}, Sacrifice Nim Replica: Target creature gets -1/-1 until end of turn. MRD C Nim Shambler {2}{B}{B} Creature - Zombie 2/1 Nim Shambler gets +1/+0 for each artifact you control. Sacrifice a creature: Regenerate Nim Shambler. MRD U Nim Shrieker {3}{B} Creature - Zombie 0/1 Flying Nim Shrieker gets +1/+0 for each artifact you control. MRD C Nimana Sell-Sword {3}{B} Creature - Human Warrior Ally 2/2 Whenever Nimana Sell-Sword or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Nimana Sell-Sword. ZEN C Nimble Mongoose {G} Creature - Mongoose 1/1 Shroud (This creature can't be the target of spells or abilities.) Threshold - Nimble Mongoose gets +2/+2 as long as seven or more cards are in your graveyard. OD U Nimbus Maze Land {T}: Add {1} to your mana pool. {T}: Add {W} to your mana pool. Activate this ability only if you control an Island. {T}: Add {U} to your mana pool. Activate this ability only if you control a Plains. FUT R Nimbus Naiad {2}{U} Enchantment Creature - Nymph 2/2 Bestow {4}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying Enchanted creature gets +2/+2 and has flying. THS C Nimbus Swimmer {X}{G}{U} Creature - Leviathan 0/0 Flying Nimbus Swimmer enters the battlefield with X +1/+1 counters on it. GTC U, DDO U Nimbus Wings {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+2 and has flying. ZEN C Nimbus of the Isles {4}{U} Creature - Elemental 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) M15 C Nin, the Pain Artist {U}{R} Legendary Creature - Vedalken Wizard 1/1 {X}{U}{R}, {T}: Nin, the Pain Artist deals X damage to target creature. That creature's controller draws X cards. CMD R Nine-Ringed Bo {3} Artifact {T}: Nine-Ringed Bo deals 1 damage to target Spirit creature. If that creature would die this turn, exile it instead. CHK U Ninja of the Deep Hours {3}{U} Creature - Human Ninja 2/2 Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Ninja of the Deep Hours deals combat damage to a player, you may draw a card. BOK C, PC2 C Nip Gwyllion {W/B} Creature - Hag 1/1 Lifelink (Damage dealt by this creature also causes you to gain that much life.) EVE C Nirkana Assassin {2}{B} Creature - Vampire Assassin Ally 2/3 Whenever you gain life, Nirkana Assassin gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) C Nirkana Cutthroat {2}{B} Creature - Vampire Warrior 3/2 Level up {2}{B} ({2}{B}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 4/3 Deathtouch LEVEL 3+ 5/4 First strike, deathtouch ROE U Nirkana Revenant {4}{B}{B} Creature - Vampire Shade 4/4 Whenever you tap a Swamp for mana, add {B} to your mana pool. (in addition to the mana the land produces) {B}: Nirkana Revenant gets +1/+1 until end of turn. ROE M Nissa Revane {2}{G}{G} Planeswalker - Nissa 2 [+1] Search your library for a card named Nissa's Chosen and put it onto the battlefield. Then shuffle your library. [+1] You gain 2 life for each Elf you control. [-7] Search your library for any number of Elf creature cards and put them onto the battlefield. Then shuffle your library. ZEN M Nissa's Chosen {G}{G} Creature - Elf Warrior 2/3 If Nissa's Chosen would die, put it on the bottom of its owner's library instead. ZEN C Nissa's Expedition {4}{G} Sorcery Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library. M15 U Nissa's Pilgrimage {2}{G} Sorcery Search your library for up to two basic Forest cards, reveal those cards, and put one onto the battlefield tapped and the rest into your hand. Then shuffle your library. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, search your library for up to three basic Forest cards instead of two. ORI C Nissa's Renewal {5}{G} Sorcery Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle your library. You gain 7 life. R Nissa's Revelation {5}{G}{G} Sorcery Scry 5, then reveal the top card of your library. If it's a creature card, you draw cards equal to its power and you gain life equal to its toughness. ORI R Nissa, Vastwood Seer {2}{G} Legendary Creature - Elf Scout 2/2 When Nissa, Vastwood Seer enters the battlefield, you may search your library for a basic Forest card, reveal it, put it into your hand, then shuffle your library. Whenever a land enters the battlefield under your control, if you control seven or more lands, exile Nissa, then return her to the battlefield transformed under her owner's control. ---- Nissa, Sage Animist Planeswalker - Nissa 3 [+1] Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand. [-2] Put a legendary 4/4 green Elemental creature token named Ashaya, the Awoken World onto the battlefield. [-7] Untap up to six target lands. They become 6/6 Elemental creatures. They're still lands. ORI M Nissa, Worldwaker {3}{G}{G} Planeswalker - Nissa 3 [+1] Target land you control becomes a 4/4 Elemental creature with trample. It's still a land. [+1] Untap up to four target Forests. [-7] Search your library for any number of basic land cards, put them onto the battlefield, then shuffle your library. Those lands become 4/4 Elemental creatures with trample. They're still lands. M15 M Niv-Mizzet, Dracogenius {2}{U}{U}{R}{R} Legendary Creature - Dragon Wizard 5/5 Flying Whenever Niv-Mizzet, Dracogenius deals damage to a player, you may draw a card. {U}{R}: Niv-Mizzet, Dracogenius deals 1 damage to target creature or player. RTR M Niv-Mizzet, the Firemind {2}{U}{U}{R}{R} Legendary Creature - Dragon Wizard 4/4 Flying Whenever you draw a card, Niv-Mizzet, the Firemind deals 1 damage to target creature or player. {T}: Draw a card. GPT R, DRB R, DDJ M, MM2 R Niveous Wisps {W} Instant Target creature becomes white until end of turn. Tap that creature. Draw a card. SHM C Nivix Barrier {3}{U} Creature - Illusion Wall 0/4 Flash (You may cast this spell any time you could cast an instant.) Defender (This creature can't attack.) When Nivix Barrier enters the battlefield, target attacking creature gets -4/-0 until end of turn. ORI C Nivix Cyclops {1}{U}{R} Creature - Cyclops 1/4 Defender Whenever you cast an instant or sorcery spell, Nivix Cyclops gets +3/+0 until end of turn and can attack this turn as though it didn't have defender. DGM C Nivix Guildmage {U}{R} Creature - Human Wizard 2/2 {1}{U}{R}: Draw a card, then discard a card. {2}{U}{R}: Copy target instant or sorcery spell you control. You may choose new targets for the copy. RTR U, C13 U Nivix, Aerie of the Firemind Land {T}: Add {1} to your mana pool. {2}{U}{R}, {T}: Exile the top card of your library. Until your next turn, you may cast that card if it's an instant or sorcery. GPT U, DDJ U Nivmagus Elemental {U/R} Creature - Elemental 1/2 Exile an instant or sorcery spell you control: Put two +1/+1 counters on Nivmagus Elemental. (That spell won't resolve.) RTR R Nix {U} Instant Counter target spell if no mana was spent to cast it. FUT R No Mercy {2}{B}{B} Enchantment Whenever a creature deals damage to you, destroy it. GU R No Quarter {3}{R} Enchantment Whenever a creature becomes blocked by a creature with lesser power, destroy the blocking creature. Whenever a creature blocks a creature with lesser power, destroy the attacking creature. TE R No Rest for the Wicked {1}{B} Enchantment Sacrifice No Rest for the Wicked: Return to your hand all creature cards in your graveyard that were put there from the battlefield this turn. UZ U, 10E U No-Dachi {2} Artifact - Equipment Equipped creature gets +2/+0 and has first strike. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) CHK U Nobilis of War {R/W}{R/W}{R/W}{R/W}{R/W} Creature - Spirit Avatar 3/4 Flying Attacking creatures you control get +2/+0. EVE R, DDL R, MM2 R Noble Benefactor {2}{U} Creature - Human Cleric 2/2 When Noble Benefactor dies, each player may search his or her library for a card and put that card into his or her hand. Then each player who searched his or her library this way shuffles it. WL U Noble Elephant {3}{W} Creature - Elephant 2/2 Trample, banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) MI C Noble Hierarch {G} Creature - Human Druid 0/1 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Add {G}, {W}, or {U} to your mana pool. CON R, MM2 R Noble Panther {1}{G}{W} Creature - Cat 3/3 {1}: Noble Panther gains first strike until end of turn. IN R Noble Purpose {3}{W}{W} Enchantment Whenever a creature you control deals combat damage, you gain that much life. MM U, 8ED R Noble Quarry {2}{G} Enchantment Creature - Unicorn 1/1 Bestow {5}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) All creatures able to block Noble Quarry or enchanted creature do so. Enchanted creature gets +1/+1. BNG U Noble Stand {4}{W} Enchantment Whenever a creature you control blocks, you gain 2 life. NE U Noble Steeds {2}{W} Enchantment {1}{W}: Target creature gains first strike until end of turn. AL C (x2) Noble Templar {5}{W} Creature - Human Cleric Soldier 3/6 Vigilance Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.) SCG C, CNS C, VMA C, DDO C Noble Vestige {2}{W} Creature - Spirit 1/2 Flying {T}: Prevent the next 1 damage that would be dealt to target player this turn. ZEN C Nocturnal Raid {2}{B}{B} Instant Black creatures get +2/+0 until end of turn. MI U, 7E U Noetic Scales {4} Artifact At the beginning of each player's upkeep, return to its owner's hand each creature that player controls with power greater than the number of cards in his or her hand. UZ R Noggin Whack {2}{B}{B} Tribal Sorcery - Rogue Prowl {1}{B} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Target player reveals three cards from his or her hand. You choose two of them. That player discards those cards. MOR U Noggle Bandit {1}{U/R}{U/R} Creature - Noggle Rogue 2/2 Noggle Bandit can't be blocked except by creatures with defender. EVE C Noggle Bridgebreaker {2}{U/R}{U/R} Creature - Noggle Rogue 4/3 When Noggle Bridgebreaker enters the battlefield, return a land you control to its owner's hand. EVE C Noggle Hedge-Mage {2}{U/R} Creature - Noggle Wizard 2/2 When Noggle Hedge-Mage enters the battlefield, if you control two or more Islands, you may tap two target permanents. When Noggle Hedge-Mage enters the battlefield, if you control two or more Mountains, you may have Noggle Hedge-Mage deal 2 damage to target player. EVE U Noggle Ransacker {2}{U/R} Creature - Noggle Rogue 2/1 When Noggle Ransacker enters the battlefield, each player draws two cards, then discards a card at random. EVE U, PC2 U Nomad Decoy {2}{W} Creature - Human Nomad 1/2 {W}, {T}: Tap target creature. Threshold - {W}{W}, {T}: Tap two target creatures. Activate this ability only if seven or more cards are in your graveyard. OD U Nomad Mythmaker {2}{W} Creature - Human Nomad Cleric 2/2 {W}, {T}: Put target Aura card from a graveyard onto the battlefield under your control attached to a creature you control. JUD R, 10E R Nomad Outpost Land Nomad Outpost enters the battlefield tapped. {T}: Add {R}, {W}, or {B} to your mana pool. DDN U, KTK U Nomad Stadium Land {T}: Add {W} to your mana pool. Nomad Stadium deals 1 damage to you. Threshold - {W}, {T}, Sacrifice Nomad Stadium: You gain 4 life. Activate this ability only if seven or more cards are in your graveyard. OD U Nomadic Elf {1}{G} Creature - Elf Nomad 2/2 {1}{G}: Add one mana of any color to your mana pool. IN C, DDE C Nomads en-Kor {W} Creature - Kor Nomad Soldier 1/1 {0}: The next 1 damage that would be dealt to Nomads en-Kor this turn is dealt to target creature you control instead. ST C, TPR C Nomads' Assembly {4}{W}{W} Sorcery Put a 1/1 white Kor Soldier creature token onto the battlefield for each creature you control. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) ROE R, C14 R Norin the Wary {R} Legendary Creature - Human Warrior 2/1 When a player casts a spell or a creature attacks, exile Norin the Wary. Return it to the battlefield under its owner's control at the beginning of the next end step. TSP R Norn's Annex {3}{P/W}{P/W} Artifact ({P/W} can be paid with either {W} or 2 life.) Creatures can't attack you or a planeswalker you control unless their controller pays {P/W} for each of those creatures. NPH R Norn's Dominion Plane - New Phyrexia When you planeswalk away from Norn's Dominion, destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents. Whenever you roll CHAOS, you may put a fate counter on target permanent. PC2 C Norritt {3}{B} Creature - Imp 1/1 {T}: Untap target blue creature. {T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. If it doesn't, destroy it at the beginning of the next end step. Activate this ability only before attackers are declared. IA C North Star {4} Artifact {4}, {T}: For one spell this turn, you may spend mana as though it were mana of any color to pay that spell's mana cost. (Additional costs are still paid normally.) LE R Northern Paladin {2}{W}{W} Creature - Human Knight 3/3 {W}{W}, {T}: Destroy target black permanent. 1E R, 2E R, 2U R, 3E R, 4E R, 7E R Norwood Archers {3}{G} Creature - Elf Archer 3/3 Reach (This creature can block creatures with flying.) P2 C, P3 C Norwood Priestess {2}{G}{G} Creature - Elf Druid 1/1 {T}: You may put a green creature card from your hand onto the battlefield. Activate this ability only during your turn, before attackers are declared. P2 R, VMA R Norwood Ranger {G} Creature - Elf Scout 1/2 P2 C, P3 C, 8ED C, 9ED C Norwood Riders {3}{G} Creature - Elf 3/3 Norwood Riders can't be blocked by more than one creature. P2 C Norwood Warrior {2}{G} Creature - Elf Warrior 2/2 Whenever Norwood Warrior becomes blocked, it gets +1/+1 until end of turn. P2 C Nostalgic Dreams {G}{G} Sorcery As an additional cost to cast Nostalgic Dreams, discard X cards. Return X target cards from your graveyard to your hand. Exile Nostalgic Dreams. TOR R, VMA U Nosy Goblin {2}{R} Creature - Goblin 2/1 {T}, Sacrifice Nosy Goblin: Destroy target face-down creature. ONS C Not of This World {7} Tribal Instant - Eldrazi Counter target spell or ability that targets a permanent you control. Not of This World costs {7} less to cast if it targets a spell or ability that targets a creature you control with power 7 or greater. ROE U Nothing Can Stop Me Now Ongoing Scheme (An ongoing scheme remains face up until it's abandoned.) If a source an opponent controls would deal damage to you, prevent 1 of that damage. At the beginning of each end step, if you've been dealt 5 or more damage this turn, abandon this scheme. ARC C Notion Thief {2}{U}{B} Creature - Human Rogue 3/1 Flash If an opponent would draw a card except the first one he or she draws in each of his or her draw steps, instead that player skips that draw and you draw a card. DGM R Notorious Assassin {3}{B} Creature - Human Spellshaper Assassin 2/2 {2}{B}, {T}, Discard a card: Destroy target nonblack creature. It can't be regenerated. MM R Notorious Throng {3}{U} Tribal Sorcery - Rogue Prowl {5}{U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Put X 1/1 black Faerie Rogue creature tokens with flying onto the battlefield, where X is the damage dealt to your opponents this turn. If Notorious Throng's prowl cost was paid, take an extra turn after this one. MOR R Nourish {G}{G} Instant You gain 6 life. DST C Nourishing Shoal {X}{G}{G} Instant - Arcane You may exile a green card with converted mana cost X from your hand rather than pay Nourishing Shoal's mana cost. You gain X life. BOK R Nova Chaser {3}{R} Creature - Elemental Warrior 10/2 Trample Champion an Elemental (When this enters the battlefield, sacrifice it unless you exile another Elemental you control. When this leaves the battlefield, that card returns to the battlefield.) LRW R Nova Cleric {W} Creature - Human Cleric 1/2 {2}{W}, {T}, Sacrifice Nova Cleric: Destroy all enchantments. ONS U Nova Pentacle {4} Artifact {3}, {T}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature of an opponent's choice instead. LE R, ME3 R Novablast Wurm {3}{G}{G}{W}{W} Creature - Wurm 7/7 Whenever Novablast Wurm attacks, destroy all other creatures. WWK M Novijen Sages {4}{U}{U} Creature - Human Advisor Mutant 0/0 Graft 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) {1}, Remove two +1/+1 counters from among creatures you control: Draw a card. DIS R, MM2 U Novijen, Heart of Progress Land {T}: Add {1} to your mana pool. {G}{U}, {T}: Put a +1/+1 counter on each creature that entered the battlefield this turn. DIS U Noxious Dragon {4}{B}{B} Creature - Dragon 4/4 Flying When Noxious Dragon dies, you may destroy target creature with converted mana cost 3 or less. FRF U Noxious Field {1}{B}{B} Enchantment - Aura Enchant land Enchanted land has "{T}: This land deals 1 damage to each creature and each player." PR U Noxious Ghoul {3}{B}{B} Creature - Zombie 3/3 Whenever Noxious Ghoul or another Zombie enters the battlefield, all non-Zombie creatures get -1/-1 until end of turn. LGN U, HOP U Noxious Hatchling {3}{B/G} Creature - Elemental 6/6 Noxious Hatchling enters the battlefield with four -1/-1 counters on it. Wither (This deals damage to creatures in the form of -1/-1 counters.) Whenever you cast a black spell, remove a -1/-1 counter from Noxious Hatchling. Whenever you cast a green spell, remove a -1/-1 counter from Noxious Hatchling. EVE U Noxious Revival {P/G} Instant ({P/G} can be paid with either {G} or 2 life.) Put target card from a graveyard on top of its owner's library. NPH U Noxious Toad {2}{B} Creature - Frog 1/1 When Noxious Toad dies, each opponent discards a card. PO U Noxious Vapors {1}{B}{B} Sorcery Each player reveals his or her hand and chooses one card of each color from it, then discards all other nonland cards. PS U Noyan Dar, Roil Shaper {3}{W}{U} Legendary Creature - Merfolk Ally 4/4 Whenever you cast an instant or sorcery spell, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land. R Nucklavee {4}{U/R}{U/R} Creature - Beast 4/4 When Nucklavee enters the battlefield, you may return target red sorcery card from your graveyard to your hand. When Nucklavee enters the battlefield, you may return target blue instant card from your graveyard to your hand. EVE U, CMD U Nuisance Engine {3} Artifact {2}, {T}: Put a 0/1 colorless Pest artifact creature token onto the battlefield. MRD U, HOP U Null Brooch {4} Artifact {2}, {T}, Discard your hand: Counter target noncreature spell. EX R Null Chamber {3}{W} World Enchantment As Null Chamber enters the battlefield, you and an opponent each name a card other than a basic land card. The named cards can't be played. MI R Null Champion {1}{B} Creature - Zombie Warrior 1/1 Level up {3} ({3}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 4/2 LEVEL 4+ 7/3 {B}: Regenerate Null Champion. ROE C Null Profusion {4}{B}{B} Enchantment Skip your draw step. Whenever you play a card, draw a card. Your maximum hand size is two. PLC R Null Rod {2} Artifact Activated abilities of artifacts can't be activated. WL R, VMA R Nullify {U}{U} Instant Counter target creature or Aura spell. BNG C Nullmage Advocate {2}{G} Creature - Insect Druid 2/3 {T}: Return two target cards from an opponent's graveyard to his or her hand. Destroy target artifact or enchantment. JUD C, PC2 C Nullmage Shepherd {3}{G} Creature - Elf Shaman 2/4 Tap four untapped creatures you control: Destroy target artifact or enchantment. RAV U Nullstone Gargoyle {9} Artifact Creature - Gargoyle 4/5 Flying Whenever the first noncreature spell of a turn is cast, counter that spell. RAV R Nulltread Gargantuan {1}{G}{U} Creature - Beast 5/6 When Nulltread Gargantuan enters the battlefield, put a creature you control on top of its owner's library. ARB U Numai Outcast {3}{B} Creature - Human Samurai 1/1 Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) {B}, Pay 5 life: Regenerate Numai Outcast. CHK U Numbing Dose {3}{U}{U} Enchantment - Aura Enchant artifact or creature Enchanted permanent doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted permanent's controller, that player loses 1 life. NPH C Numot, the Devastator {3}{R}{W}{U} Legendary Creature - Dragon 6/6 Flying Whenever Numot, the Devastator deals combat damage to a player, you may pay {2}{R}. If you do, destroy up to two target lands. PLC R, CMD R Nurturer Initiate {G} Creature - Elf Shaman 1/1 Whenever a player casts a green spell, you may pay {1}. If you do, target creature gets +1/+1 until end of turn. SHM C Nurturing Licid {1}{G} Creature - Licid 1/1 {G}, {T}: Nurturing Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {G} to end this effect. {G}: Regenerate enchanted creature. TE U Nut Collector {5}{G} Creature - Human Druid 1/1 At the beginning of your upkeep, you may put a 1/1 green Squirrel creature token onto the battlefield. Threshold - Squirrel creatures get +2/+2 as long as seven or more cards are in your graveyard. OD R Nykthos, Shrine to Nyx Legendary Land {T}: Add {1} to your mana pool. {2}, {T}: Choose a color. Add to your mana pool an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.) THS R Nylea's Disciple {2}{G}{G} Creature - Centaur Archer 3/3 When Nylea's Disciple enters the battlefield, you gain life equal to your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.) THS C Nylea's Emissary {3}{G} Enchantment Creature - Cat 3/3 Bestow {5}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Trample Enchanted creature gets +3/+3 and has trample. THS U Nylea's Presence {1}{G} Enchantment - Aura Enchant land When Nylea's Presence enters the battlefield, draw a card. Enchanted land is every basic land type in addition to its other types. THS C Nylea, God of the Hunt {3}{G} Legendary Enchantment Creature - God 6/6 Indestructible As long as your devotion to green is less than five, Nylea isn't a creature. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.) Other creatures you control have trample. {3}{G}: Target creature gets +2/+2 until end of turn. THS M Nyx Infusion {2}{B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 as long as it's an enchantment. Otherwise, it gets -2/-2. JOU C Nyx Weaver {1}{B}{G} Enchantment Creature - Spider 2/3 Reach At the beginning of your upkeep, put the top two cards of your library into your graveyard. {1}{B}{G}, Exile Nyx Weaver: Return target card from your graveyard to your hand. JOU U Nyx-Fleece Ram {1}{W} Enchantment Creature - Sheep 0/5 At the beginning of your upkeep, you gain 1 life. JOU U Nyxathid {1}{B}{B} Creature - Elemental 7/7 As Nyxathid enters the battlefield, choose an opponent. Nyxathid gets -1/-1 for each card in the chosen player's hand. CON R Nyxborn Eidolon {1}{B} Enchantment Creature - Spirit 2/1 Bestow {4}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +2/+1. BNG C Nyxborn Rollicker {R} Enchantment Creature - Satyr 1/1 Bestow {1}{R} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +1/+1. BNG C Nyxborn Shieldmate {W} Enchantment Creature - Human Soldier 1/2 Bestow {2}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +1/+2. BNG C Nyxborn Triton {2}{U} Enchantment Creature - Merfolk 2/3 Bestow {4}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +2/+3. BNG C Nyxborn Wolf {2}{G} Enchantment Creature - Wolf 3/1 Bestow {4}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +3/+1. BNG C O-Naginata {1} Artifact - Equipment O-Naginata can be attached only to a creature with power 3 or greater. Equipped creature gets +3/+0 and has trample. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) SOK U Oak Street Innkeeper {2}{G} Creature - Elf 1/2 As long as it's not your turn, tapped creatures you control have hexproof. RTR U Oaken Brawler {3}{W} Creature - Treefolk Warrior 2/4 When Oaken Brawler enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on Oaken Brawler. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C Oakenform {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. M10 C Oakgnarl Warrior {5}{G}{G} Creature - Treefolk Warrior 5/7 Vigilance, trample LRW C Oakheart Dryads {2}{G} Enchantment Creature - Nymph Dryad 2/3 Constellation - Whenever Oakheart Dryads or another enchantment enters the battlefield under your control, target creature gets +1/+1 until end of turn. JOU C Oasis Land {T}: Prevent the next 1 damage that would be dealt to target creature this turn. AN U, 4E U, ME4 C Oath of Druids {1}{G} Enchantment At the beginning of each player's upkeep, that player chooses target player who controls more creatures than he or she does and is his or her opponent. The first player may reveal cards from the top of his or her library until he or she reveals a creature card. If he or she does, that player puts that card onto the battlefield and all other cards revealed this way into his or her graveyard. EX R, VMA M, TPR M Oath of Ghouls {1}{B} Enchantment At the beginning of each player's upkeep, that player chooses target player whose graveyard has fewer creature cards in it than his or her graveyard does and is his or her opponent. The first player may return a creature card from his or her graveyard to his or her hand. EX R Oath of Lieges {1}{W} Enchantment At the beginning of each player's upkeep, that player chooses target player who controls more lands than he or she does and is his or her opponent. The first player may search his or her library for a basic land card, put that card onto the battlefield, then shuffle his or her library. EX R Oath of Lim-Dul {3}{B} Enchantment Whenever you lose life, for each 1 life you lost, sacrifice a permanent other than Oath of Lim-Dul unless you discard a card. (Damage dealt to you causes you to lose life.) {B}{B}: Draw a card. IA R Oath of Mages {1}{R} Enchantment At the beginning of each player's upkeep, that player chooses target player who has more life than he or she does and is his or her opponent. The first player may have Oath of Mages deal 1 damage to the second player. EX R Oath of Scholars {3}{U} Enchantment At the beginning of each player's upkeep, that player chooses target player who has more cards in hand than he or she does and is his or her opponent. The first player may discard his or her hand and draw three cards. EX R Oath of the Ancient Wood {2}{G} Enchantment Whenever Oath of the Ancient Wood or another enchantment enters the battlefield under your control, you may put a +1/+1 counter on target creature. M14 R Oathkeeper, Takeno's Daisho {3} Legendary Artifact - Equipment Equipped creature gets +3/+1. Whenever equipped creature dies, return that card to the battlefield under your control if it's a Samurai card. When Oathkeeper, Takeno's Daisho is put into a graveyard from the battlefield, exile equipped creature. Equip {2} CHK R Oathsworn Giant {4}{W}{W} Creature - Giant Soldier 3/4 Vigilance Other creatures you control get +0/+2 and have vigilance. RAV U Ob Nixilis Reignited {3}{B}{B} Planeswalker - Nixilis 5 [+1] You draw a card and you lose 1 life. [-3] Destroy target creature. [-8] Target opponent gets an emblem with "Whenever a player draws a card, you lose 2 life." M Ob Nixilis of the Black Oath {3}{B}{B} Planeswalker - Nixilis 3 [+2] Each opponent loses 1 life. You gain life equal to the life lost this way. [-2] Put a 5/5 black Demon creature token with flying onto the battlefield. You lose 2 life. [-8] You get an emblem with "{1}{B}, Sacrifice a creature: You gain X life and draw X cards, where X is the sacrificed creature's power." Ob Nixilis of the Black Oath can be your commander. C14 M Ob Nixilis, Unshackled {4}{B}{B} Legendary Creature - Demon 4/4 Flying, trample Whenever an opponent searches his or her library, that player sacrifices a creature and loses 10 life. Whenever another creature dies, put a +1/+1 counter on Ob Nixilis, Unshackled. M15 R Ob Nixilis, the Fallen {3}{B}{B} Legendary Creature - Demon 3/3 Landfall - Whenever a land enters the battlefield under your control, you may have target player lose 3 life. If you do, put three +1/+1 counters on Ob Nixilis, the Fallen. ZEN M Obelisk of Alara {6} Artifact {1}{W}, {T}: You gain 5 life. {1}{U}, {T}: Draw a card, then discard a card. {1}{B}, {T}: Target creature gets -2/-2 until end of turn. {1}{R}, {T}: Obelisk of Alara deals 3 damage to target player. {1}{G}, {T}: Target creature gets +4/+4 until end of turn. CON R Obelisk of Bant {3} Artifact {T}: Add {G}, {W}, or {U} to your mana pool. ALA C Obelisk of Esper {3} Artifact {T}: Add {W}, {U}, or {B} to your mana pool. ALA C, ARC C, C13 C Obelisk of Grixis {3} Artifact {T}: Add {U}, {B}, or {R} to your mana pool. ALA C, DDH C, C13 C Obelisk of Jund {3} Artifact {T}: Add {B}, {R}, or {G} to your mana pool. ALA C, C13 C Obelisk of Naya {3} Artifact {T}: Add {R}, {G}, or {W} to your mana pool. ALA C Obelisk of Undoing {1} Artifact {6}, {T}: Return target permanent you both own and control to your hand. AQ R, CH R, 5E R, ME4 R Obelisk of Urd {6} Artifact Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) As Obelisk of Urd enters the battlefield, choose a creature type. Creatures you control of the chosen type get +2/+2. M15 R Oblation {2}{W} Instant The owner of target nonland permanent shuffles it into his or her library, then draws two cards. ONS R, CMD R, C14 R Obliterate {6}{R}{R} Sorcery Obliterate can't be countered. Destroy all artifacts, creatures, and lands. They can't be regenerated. IN R, 8ED R Oblivion Crown {1}{B} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature has "Discard a card: This creature gets +1/+1 until end of turn." FUT C Oblivion Ring {2}{W} Enchantment When Oblivion Ring enters the battlefield, exile another target nonland permanent. When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control. LRW C, ALA C, HOP C, ARC C, DDG C, CMD C, M12 U, DDI U, M13 U, MM2 U Oblivion Sower {6} Creature - Eldrazi 5/8 When you cast Oblivion Sower, target opponent exiles the top four cards of his or her library, then you may put any number of land cards that player owns from exile onto the battlefield under your control. M (x2) Oblivion Stone {3} Artifact {4}, {T}: Put a fate counter on target permanent. {5}, {T}, Sacrifice Oblivion Stone: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents. MRD R, CMD R Oboro Breezecaller {1}{U} Creature - Moonfolk Wizard 1/1 Flying {2}, Return a land you control to its owner's hand: Untap target land. SOK C Oboro Envoy {3}{U} Creature - Moonfolk Wizard 1/3 Flying {2}, Return a land you control to its owner's hand: Target creature gets -X/-0 until end of turn, where X is the number of cards in your hand. SOK U Oboro, Palace in the Clouds Legendary Land {T}: Add {U} to your mana pool. {1}: Return Oboro, Palace in the Clouds to its owner's hand. SOK R Obscuring AEther {G} Enchantment Face-down creature spells you cast cost {1} less to cast. {1}{G}: Turn Obscuring AEther face down. (It becomes a 2/2 creature.) DTK R Observant Alseid {2}{W} Enchantment Creature - Nymph 2/2 Bestow {4}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Vigilance Enchanted creature gets +2/+2 and has vigilance. THS C Obsessive Search {U} Instant Draw a card. Madness {U} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TOR C, VMA C Obsianus Golem {6} Artifact Creature - Golem 4/6 1E U, 2E U, 2U U, 3E U, 4E U, 6E U, P4 U, ME4 C Obsidian Acolyte {1}{W} Creature - Human Cleric 1/1 Protection from black {W}: Target creature gains protection from black until end of turn. IN C Obsidian Battle-Axe {3} Tribal Artifact - Warrior Equipment Equipped creature gets +2/+1 and has haste. Whenever a Warrior creature enters the battlefield, you may attach Obsidian Battle-Axe to it. Equip {3} MOR U Obsidian Fireheart {1}{R}{R}{R} Creature - Elemental 4/4 {1}{R}{R}: Put a blaze counter on target land without a blaze counter on it. For as long as that land has a blaze counter on it, it has "At the beginning of your upkeep, this land deals 1 damage to you." (The land continues to burn after Obsidian Fireheart has left the battlefield.) ZEN M Obsidian Giant {4}{R} Creature - Giant 4/4 P2 U Obstinate Baloth {2}{G}{G} Creature - Beast 4/4 When Obstinate Baloth enters the battlefield, you gain 4 life. If a spell or ability an opponent controls causes you to discard Obstinate Baloth, put it onto the battlefield instead of putting it into your graveyard. M11 R Obstinate Familiar {R} Creature - Lizard 1/1 If you would draw a card, you may skip that draw instead. OD R Obzedat's Aid {3}{W}{B} Sorcery Return target permanent card from your graveyard to the battlefield. DGM R Obzedat, Ghost Council {1}{W}{W}{B}{B} Legendary Creature - Spirit Advisor 5/5 When Obzedat, Ghost Council enters the battlefield, target opponent loses 2 life and you gain 2 life. At the beginning of your end step, you may exile Obzedat. If you do, return it to the battlefield under its owner's control at the beginning of your next upkeep. It gains haste. GTC M Ocular Halo {3}{U} Enchantment - Aura Enchant creature Enchanted creature has "{T}: Draw a card." {W}: Enchanted creature gains vigilance until end of turn. DIS C Oculus {1}{U} Creature - Homunculus 1/1 When Oculus dies, you may draw a card. MBS C Odds {U}{R} Instant Flip a coin. If it comes up heads, counter target instant or sorcery spell. If it comes up tails, copy that spell and you may choose new targets for the copy. ---- Ends Instant Target player sacrifices two attacking creatures. DIS R Odious Trow {B/G} Creature - Troll 1/1 {1}{B/G}: Regenerate Odious Trow. EVE C Odric, Master Tactician {2}{W}{W} Legendary Creature - Human Soldier 3/4 First strike (This creature deals combat damage before creatures without first strike.) Whenever Odric, Master Tactician and at least three other creatures attack, you choose which creatures block this combat and how those creatures block. M13 R Odunos River Trawler {2}{B} Creature - Zombie 2/2 When Odunos River Trawler enters the battlefield, return target enchantment creature card from your graveyard to your hand. {W}, Sacrifice Odunos River Trawler: Return target enchantment creature card from your graveyard to your hand. BNG U Odylic Wraith {3}{B} Creature - Wraith 2/2 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Whenever Odylic Wraith deals damage to a player, that player discards a card. WL U Off Balance {W} Instant Target creature can't attack or block this turn. NE C Offalsnout {2}{B} Creature - Elemental 2/2 Flash When Offalsnout leaves the battlefield, exile target card from a graveyard. Evoke {B} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) MOR U Offering to Asha {2}{W}{U} Instant Counter target spell unless its controller pays {4}. You gain 4 life. ARB C Ogre Arsonist {4}{R} Creature - Ogre 3/3 When Ogre Arsonist enters the battlefield, destroy target land. P2 U Ogre Battledriver {2}{R}{R} Creature - Ogre Warrior 3/3 Whenever another creature enters the battlefield under your control, that creature gets +2/+0 and gains haste until end of turn. (It can attack and {T} this turn.) M14 R, DDN R Ogre Berserker {4}{R} Creature - Ogre Berserker 4/2 Haste P2 C Ogre Enforcer {3}{R}{R} Creature - Ogre 4/4 Ogre Enforcer can't be destroyed by lethal damage unless lethal damage dealt by a single source is marked on it. VI R Ogre Gatecrasher {3}{R} Creature - Ogre Rogue 3/3 When Ogre Gatecrasher enters the battlefield, destroy target creature with defender. DIS C Ogre Geargrabber {4}{R}{R} Creature - Ogre Warrior 4/4 Whenever Ogre Geargrabber attacks, gain control of target Equipment an opponent controls until end of turn. Attach it to Ogre Geargrabber. When you lose control of that Equipment, unattach it. SOM U Ogre Jailbreaker {3}{B} Creature - Ogre Rogue 4/4 Defender Ogre Jailbreaker can attack as though it didn't have defender as long as you control a Gate. RTR C Ogre Leadfoot {4}{R} Creature - Ogre 3/3 Whenever Ogre Leadfoot becomes blocked by an artifact creature, destroy that creature. MRD C Ogre Marauder {1}{B}{B} Creature - Ogre Warrior 3/1 Whenever Ogre Marauder attacks, it gains "Ogre Marauder can't be blocked" until end of turn unless defending player sacrifices a creature. BOK U Ogre Menial {3}{R} Creature - Ogre 0/4 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) {R}: Ogre Menial gets +1/+0 until end of turn. NPH C Ogre Recluse {3}{R} Creature - Ogre Warrior 5/4 Whenever a player casts a spell, tap Ogre Recluse. BOK U Ogre Resister {2}{R}{R} Creature - Ogre 4/3 MBS C Ogre Savant {4}{R} Creature - Ogre Wizard 3/2 When Ogre Savant enters the battlefield, if {U} was spent to cast Ogre Savant, return target creature to its owner's hand. GPT C, DDH C, DDJ C Ogre Sentry {1}{R} Creature - Ogre Warrior 3/3 Defender ROE C Ogre Shaman {3}{R}{R} Creature - Ogre Shaman 3/3 {2}, Discard a card at random: Ogre Shaman deals 2 damage to target creature or player. EX R, TPR R Ogre Slumlord {3}{B}{B} Creature - Ogre Rogue 3/3 Whenever another nontoken creature dies, you may put a 1/1 black Rat creature token onto the battlefield. Rats you control have deathtouch. GTC R Ogre Taskmaster {3}{R} Creature - Ogre 4/3 Ogre Taskmaster can't block. P2 U, MM U, 7E U, 8ED U, 9ED U, ME4 C Ogre Warrior {3}{R} Creature - Ogre Warrior 3/3 P2 C, P3 C, P4 C Ogre's Cleaver {2} Artifact - Equipment Equipped creature gets +5/+0. Equip {5} ROE U Ohran Viper {1}{G}{G} Snow Creature - Snake 1/3 Whenever Ohran Viper deals combat damage to a creature, destroy that creature at end of combat. Whenever Ohran Viper deals combat damage to a player, you may draw a card. CSP R, DDM R Ohran Yeti {3}{R} Snow Creature - Yeti 3/3 {2}{S}: Target snow creature gains first strike until end of turn. ({S} can be paid with one mana from a snow permanent.) CSP C Ojutai Exemplars {2}{W}{W} Creature - Human Monk 4/4 Whenever you cast a noncreature spell, choose one - • Tap target creature. • Ojutai Exemplars gains first strike and lifelink until end of turn. • Exile Ojutai Exemplars, then return it to the battlefield tapped under its owner's control. DTK M Ojutai Interceptor {3}{U} Creature - Bird Soldier 3/1 Flying Megamorph {3}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK C Ojutai Monument {3} Artifact {T}: Add {W} or {U} to your mana pool. {4}{W}{U}: Ojutai Monument becomes a 4/4 white and blue Dragon artifact creature with flying until end of turn. DTK U Ojutai's Breath {2}{U} Instant Tap target creature. It doesn't untap during its controller's next untap step. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) DTK C Ojutai's Command {2}{W}{U} Instant Choose two - • Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield. • You gain 4 life. • Counter target creature spell. • Draw a card. DTK R Ojutai's Summons {3}{U}{U} Sorcery Put a 2/2 blue Djinn Monk creature token with flying onto the battlefield. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) DTK C Ojutai, Soul of Winter {5}{W}{U} Legendary Creature - Dragon 5/6 Flying, vigilance Whenever a Dragon you control attacks, tap target nonland permanent an opponent controls. That permanent doesn't untap during its controller's next untap step. FRF R Okiba-Gang Shinobi {3}{B}{B} Creature - Rat Ninja 3/2 Ninjutsu {3}{B} ({3}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Okiba-Gang Shinobi deals combat damage to a player, that player discards two cards. BOK C, PC2 C Okina Nightwatch {4}{G} Creature - Human Monk 4/3 As long as you have more cards in hand than each opponent, Okina Nightwatch gets +3/+3. SOK C Okina, Temple to the Grandfathers Legendary Land {T}: Add {G} to your mana pool. {G}, {T}: Target legendary creature gets +1/+1 until end of turn. CHK R Okk {1}{R} Creature - Goblin 4/4 Okk can't attack unless a creature with greater power also attacks. Okk can't block unless a creature with greater power also blocks. UZ R, 7E R, 8ED R Old Ghastbark {3}{G/W}{G/W} Creature - Treefolk Warrior 3/6 SHM C Old Man of the Sea {1}{U}{U} Creature - Djinn 2/3 You may choose not to untap Old Man of the Sea during your untap step. {T}: Gain control of target creature with power less than or equal to Old Man of the Sea's power for as long as Old Man of the Sea remains tapped and that creature's power remains less than or equal to Old Man of the Sea's power. AN R, ME3 R Olivia Voldaren {2}{B}{R} Legendary Creature - Vampire 3/3 Flying {1}{R}: Olivia Voldaren deals 1 damage to another target creature. That creature becomes a Vampire in addition to its other types. Put a +1/+1 counter on Olivia Voldaren. {3}{B}{B}: Gain control of target Vampire for as long as you control Olivia Voldaren. ISD M Oloro, Ageless Ascetic {3}{W}{U}{B} Legendary Creature - Giant Soldier 4/5 At the beginning of your upkeep, you gain 2 life. Whenever you gain life, you may pay {1}. If you do, draw a card and each opponent loses 1 life. At the beginning of your upkeep, if Oloro, Ageless Ascetic is in the command zone, you gain 2 life. C13 M Omega Myr {2} Artifact Creature - Myr 1/2 MRD C Omen {1}{U} Sorcery Look at the top three cards of your library, then put them back in any order. You may shuffle your library. Draw a card. PO C Omen Machine {6} Artifact Players can't draw cards. At the beginning of each player's draw step, that player exiles the top card of his or her library. If it's a land card, the player puts it onto the battlefield. Otherwise, the player casts it without paying its mana cost if able. NPH R Omen of Fire {3}{R}{R} Instant Return all Islands to their owners' hands. Each player sacrifices a Plains or a white permanent for each white permanent he or she controls. AL R Omenspeaker {1}{U} Creature - Human Wizard 1/3 When Omenspeaker enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) THS C, DDO C Omnath, Locus of Mana {2}{G} Legendary Creature - Elemental 1/1 Green mana doesn't empty from your mana pool as steps and phases end. Omnath, Locus of Mana gets +1/+1 for each green mana in your mana pool. WWK M, V11 M Omnath, Locus of Rage {3}{R}{R}{G}{G} Legendary Creature - Elemental 5/5 Landfall - Whenever a land enters the battlefield under your control, put a 5/5 red and green Elemental creature token onto the battlefield. Whenever Omnath, Locus of Rage or another Elemental you control dies, Omnath deals 3 damage to target creature or player. M Omnibian {1}{G}{G}{U} Creature - Frog 3/3 {T}: Target creature becomes a Frog with base power and toughness 3/3 until end of turn. DIS R Omniscience {7}{U}{U}{U} Enchantment You may cast nonland cards from your hand without paying their mana costs. M13 M Onakke Catacomb Plane - Shandalar All creatures are black and have deathtouch. Whenever you roll CHAOS, creatures you control get +1/+0 and gain first strike until end of turn. PC2 C Ondu Champion {2}{R}{R} Creature - Minotaur Warrior Ally 4/3 Rally - Whenever Ondu Champion or another Ally enters the battlefield under your control, creatures you control gain trample until end of turn. C Ondu Cleric {1}{W} Creature - Kor Cleric Ally 1/1 Whenever Ondu Cleric or another Ally enters the battlefield under your control, you may gain life equal to the number of Allies you control. ZEN C Ondu Giant {3}{G} Creature - Giant Druid 2/4 When Ondu Giant enters the battlefield, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. C, ROE C, PC2 C Ondu Greathorn {3}{W} Creature - Beast 2/3 First strike Landfall - Whenever a land enters the battlefield under your control, Ondu Greathorn gets +2/+2 until end of turn. C Ondu Rising {1}{W} Sorcery Whenever a creature attacks this turn, it gains lifelink until end of turn. Awaken 4- {4}{W} (If you cast this spell for {4}{W}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) U One Dozen Eyes {5}{G} Sorcery Choose one - • Put a 5/5 green Beast creature token onto the battlefield. • Put five 1/1 green Insect creature tokens onto the battlefield. Entwine {G}{G}{G} (Choose both if you pay the entwine cost.) MRD U, C13 U One Thousand Lashes {2}{W}{B} Enchantment - Aura Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. At the beginning of the upkeep of enchanted creature's controller, that player loses 1 life. GTC U One with Nature {G} Enchantment - Aura Enchant creature Whenever enchanted creature deals combat damage to a player, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. SCG U One with Nothing {B} Instant Discard your hand. SOK R One-Eyed Scarecrow {3} Artifact Creature - Scarecrow 2/3 Defender Creatures with flying your opponents control get -1/-0. ISD C Oni Possession {2}{B} Enchantment - Aura Enchant creature At the beginning of your upkeep, sacrifice a creature. Enchanted creature gets +3/+3 and has trample. Enchanted creature is a Demon Spirit. CHK U, DDC U, DD3_DVD U Oni of Wild Places {5}{R} Creature - Demon Spirit 6/5 Haste At the beginning of your upkeep, return a red creature you control to its owner's hand. SOK U, CMD U, DDN U Oni of Wild Places Avatar Vanguard Hand +0, life -2 Creatures you control have haste. At the beginning of your upkeep, return a creature you control to its owner's hand. VAN S Only Blood Ends Your Nightmares Scheme When you set this scheme in motion, each opponent sacrifices a creature. Then each opponent who didn't sacrifice a creature discards two cards. ARC C Onslaught {R} Enchantment Whenever you cast a creature spell, tap target creature. EX C Onulet {3} Artifact Creature - Construct 2/2 When Onulet dies, you gain 2 life. AQ U, 3E R, 4E R, MED C, ME4 C Onyx Goblet {2}{B} Artifact {T}: Target player loses 1 life. ALA C Onyx Mage {1}{B} Creature - Human Wizard 2/1 {1}{B}: Target creature you control gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) M12 U Onyx Talisman {2} Artifact Whenever a player casts a black spell, you may pay {3}. If you do, untap target permanent. IA U Oona's Blackguard {1}{B} Creature - Faerie Rogue 1/1 Flying Each other Rogue creature you control enters the battlefield with an additional +1/+1 counter on it. Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card. MOR U Oona's Gatewarden {U/B} Creature - Faerie Soldier 2/1 Defender, flying Wither (This deals damage to creatures in the form of -1/-1 counters.) SHM C Oona's Grace {2}{U} Instant Target player draws a card. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) EVE C Oona's Prowler {1}{B} Creature - Faerie Rogue 3/1 Flying Discard a card: Oona's Prowler gets -2/-0 until end of turn. Any player may activate this ability. LRW R Oona, Queen of the Fae {3}{U/B}{U/B}{U/B} Legendary Creature - Faerie Wizard 5/5 Flying {X}{U/B}: Choose a color. Target opponent exiles the top X cards of his or her library. For each card of the chosen color exiled this way, put a 1/1 blue and black Faerie Rogue creature token with flying onto the battlefield. SHM R, V11 M, MMA R Ooze Flux {3}{G} Enchantment {1}{G}, Remove one or more +1/+1 counters from among creatures you control: Put an X/X green Ooze creature token onto the battlefield, where X is the number of +1/+1 counters removed this way. GTC R Ooze Garden {1}{G} Enchantment {1}{G}, Sacrifice a non-Ooze creature: Put an X/X green Ooze creature token onto the battlefield, where X is the sacrificed creature's power. Activate this ability only any time you could cast a sorcery. ALA R Opal Acrolith {2}{W} Enchantment Whenever an opponent casts a creature spell, if Opal Acrolith is an enchantment, Opal Acrolith becomes a 2/4 Soldier creature. {0}: Opal Acrolith becomes an enchantment. UZ U Opal Archangel {4}{W} 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. UZ R Opal Avenger {2}{W} Enchantment When you have 10 or less life, if Opal Avenger is an enchantment, Opal Avenger becomes a 3/5 Soldier creature. GU R Opal Caryatid {W} Enchantment When an opponent casts a creature spell, if Opal Caryatid is an enchantment, Opal Caryatid becomes a 2/2 Soldier creature. UZ C Opal Champion {2}{W} 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. GU C Opal Gargoyle {1}{W} Enchantment When an opponent casts a creature spell, if Opal Gargoyle is an enchantment, Opal Gargoyle becomes a 2/2 Gargoyle creature with flying. UZ C Opal Guardian {W}{W}{W} 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. TSP R Opal Lake Gatekeepers {3}{U} Creature - Vedalken Soldier 2/4 When Opal Lake Gatekeepers enters the battlefield, if you control two or more Gates, you may draw a card. DGM C Opal Palace Land {T}: Add {1} to your mana pool. {1}, {T}: Add to your mana pool one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters the battlefield with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game. C13 C Opal Titan {2}{W}{W} 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. UZ R Opal-Eye, Konda's Yojimbo {1}{W}{W} 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.) {T}: The next time a source of your choice would deal damage this turn, that damage is dealt to Opal-Eye, Konda's Yojimbo instead. {1}{W}: Prevent the next 1 damage that would be dealt to Opal-Eye this turn. BOK R Opalescence {2}{W}{W} 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. CG R 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 {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) 5DN C Opaline Sliver {1}{W}{U} Creature - Sliver 2/2 All Slivers have "Whenever this permanent becomes the target of a spell an opponent controls, you may draw a card." TSP U Opaline Unicorn {3} Artifact Creature - Unicorn 1/2 {T}: Add one mana of any color to your mana pool. THS C Open the Vaults {4}{W}{W} 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.) M10 R Ophidian {2}{U} 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. WL C, DD2 C, VMA C, DD3_JVC C Ophidian Eye {2}{U} 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. TSP C Ophiomancer {2}{B} Creature - Human Shaman 2/2 At the beginning of each upkeep, if you control no Snakes, put a 1/1 black Snake creature token with deathtouch onto the battlefield. C13 R Opportunist {2}{R} Creature - Human Soldier 2/2 {T}: Opportunist deals 1 damage to target creature that was dealt damage this turn. TE U Opportunity {4}{U}{U} Instant Target player draws four cards. GU U, BR U, 7E U, M14 U, C13 U Opposition {2}{U}{U} Enchantment Tap an untapped creature you control: Tap target artifact, creature, or land. CG R, 7E R Oppression {1}{B}{B} Enchantment Whenever a player casts a spell, that player discards a card. UZ R, 7E R Oppressive Rays {W} Enchantment - Aura Enchant creature Enchanted creature can't attack or block unless its controller pays {3}. Activated abilities of enchanted creature cost {3} more to activate. JOU C, M15 C Oppressive Will {2}{U} Instant Counter target spell unless its controller pays {1} for each card in your hand. SOK C Opt {U} 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. IN C Opulent Palace Land Opulent Palace enters the battlefield tapped. {T}: Add {B}, {G}, or {U} to your mana pool. KTK U Oracle Vanguard Hand +1, life +9 {0}: Untap target attacking creature you control and remove it from combat. VAN S Oracle en-Vec {1}{W} Creature - Human Wizard 1/1 {T}: Target opponent chooses any number of creatures he or she controls. 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. Activate this ability only during your turn. TE R Oracle of Bones {2}{R}{R} Creature - Minotaur Shaman 3/1 Haste Tribute 2 (As this creature enters the battlefield, an opponent of your choice may place 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. BNG R Oracle of Dust {4}{U} Creature - Eldrazi Processor 3/5 Devoid (This card has no color.) {2}, Put a card an opponent owns from exile into that player's graveyard: Draw a card, then discard a card. C Oracle of Mul Daya {3}{G} 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. ZEN R Oracle of Nectars {2}{G/W} Creature - Elf Cleric 2/2 {X}, {T}: You gain X life. SHM R Oracle's Attendants {3}{W} Creature - Human Soldier 1/5 {T}: All damage that would be dealt to target creature this turn by a source of your choice is dealt to Oracle's Attendants instead. NE R, 8ED R, 9ED R Oracle's Insight {3}{U} Enchantment - Aura Enchant creature Enchanted creature has "{T}: 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.) BNG U Oran-Rief Hydra {4}{G}{G} 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. R Oran-Rief Invoker {1}{G} Creature - Human Shaman 2/2 {8}: Oran-Rief Invoker gets +5/+5 and gains trample until end of turn. C Oran-Rief Recluse {2}{G} Creature - Spider 1/3 Kicker {2}{G} (You may pay an additional {2}{G} 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. ZEN C, DDM C Oran-Rief Survivalist {1}{G} 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. ZEN C Oran-Rief, the Vastwood Land Oran-Rief, the Vastwood enters the battlefield tapped. {T}: Add {G} to your mana pool. {T}: Put a +1/+1 counter on each green creature that entered the battlefield this turn. ZEN R, C14 R Orator of Ojutai {1}{W} Creature - Bird Monk 0/4 As an additional cost to cast Orator of Ojutai, 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 Orator of Ojutai, draw a card. DTK U Oraxid {3}{U} Creature - Crab Beast 2/3 Protection from red NE C Orb of Dreams {3} Artifact Permanents enter the battlefield tapped. BOK R 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. ORI R Orbweaver Kumo {4}{G}{G} 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.) CHK U Orc General {2}{R} Creature - Orc Warrior 2/2 {T}, Sacrifice another Orc or Goblin: Other Orc creatures get +1/+1 until end of turn. DK U, ME2 U Orc Sureshot {3}{B} 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. FRF U Orchard Spirit {2}{G} Creature - Spirit 2/2 Orchard Spirit can't be blocked except by creatures with flying or reach. ISD C, ORI C Orchard Warden {4}{G}{G} 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. MOR U Orcish Artillery {1}{R}{R} Creature - Orc Warrior 1/3 {T}: Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, 7E U, 8ED U, 9ED U, 10E U Orcish Bloodpainter {2}{R} Creature - Orc Shaman 2/1 {T}, Sacrifice a creature: Orcish Bloodpainter deals 1 damage to target creature or player. CSP C Orcish Cannonade {1}{R}{R} Instant Orcish Cannonade deals 2 damage to target creature or player and 3 damage to you. Draw a card. TSP C, CNS C, DDN C Orcish Cannoneers {1}{R}{R} Creature - Orc Warrior 1/3 {T}: Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to you. IA U, ME2 U Orcish Captain {R} Creature - Orc Warrior 1/1 {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. FE U, 5E U, ME2 U Orcish Catapult {X}{R}{R} Instant Randomly distribute X -0/-1 counters among a random number of random target creatures. ASTRAL S Orcish Conscripts {R} 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. IA C, 5E C, ME2 C Orcish Farmer {1}{R}{R} Creature - Orc 2/2 {T}: Target land becomes a Swamp until its controller's next untap step. IA C, 5E C, ME2 C Orcish Healer {R}{R} Creature - Orc Cleric 1/1 {R}{R}, {T}: Target creature can't be regenerated this turn. {B}{B}{R}, {T}: Regenerate target black or green creature. {R}{G}{G}, {T}: Regenerate target black or green creature. IA U Orcish Librarian {1}{R} Creature - Orc 1/1 {R}, {T}: 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. IA R, TSB S Orcish Lumberjack {R} Creature - Orc 1/1 {T}, Sacrifice a Forest: Add three mana in any combination of {R} and/or {G} to your mana pool. IA C, ME2 C, DDL C, VMA C Orcish Mechanics {2}{R} Creature - Orc 1/1 {T}, Sacrifice an artifact: Orcish Mechanics deals 2 damage to target creature or player. AQ C, MED U, ME4 U Orcish Mine {1}{R}{R} 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. HM U Orcish Oriflamme {3}{R} Enchantment Attacking creatures you control get +1/+0. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, P4 U, 7E U Orcish Settlers {1}{R} Creature - Orc 1/1 {X}{X}{R}, {T}, Sacrifice Orcish Settlers: Destroy X target lands. WL U Orcish Spy {R} Creature - Orc Rogue 1/1 {T}: Look at the top three cards of target player's library. FE C (x3), 8ED C Orcish Squatters {4}{R} 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. IA R, 5E R, ME2 R Orcish Squatters Avatar Vanguard Hand -1, life -1 At the beginning of your precombat main phase, add {X} to your mana pool, where X is the number of lands target opponent controls. VAN S Orcish Veteran {2}{R} Creature - Orc 2/2 Orcish Veteran can't block white creatures with power 2 or greater. {R}: Orcish Veteran gains first strike until end of turn. FE C (x4), ME2 C Ordeal of Erebos {1}{B} 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. THS U Ordeal of Heliod {1}{W} 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. THS U Ordeal of Nylea {1}{G} 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. THS U Ordeal of Purphoros {1}{R} 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 target creature or player. DDL U, THS U Ordeal of Thassa {1}{U} 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. THS U Order {3}{W} Instant Exile target attacking creature. ---- Chaos {2}{R} Instant Creatures can't block this turn. AP U (x2), HOP U Order of Leitbur {W}{W} Creature - Human Cleric Knight 2/1 Protection from black {W}: Order of Leitbur gains first strike until end of turn. {W}{W}: Order of Leitbur gets +1/+0 until end of turn. FE C (x3), MED C Order of Succession {3}{U} 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 he or she chose. C13 R Order of Whiteclay {1}{W}{W} Creature - Kithkin Cleric 1/4 {1}{W}{W}, {Q}: Return target creature card with converted mana cost 3 or less from your graveyard to the battlefield. ({Q} is the untap symbol.) SHM R Order of Yawgmoth {2}{B}{B} 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. UZ U, DDE U Order of the Ebon Hand {B}{B} Creature - Cleric Knight 2/1 Protection from white {B}: Order of the Ebon Hand gains first strike until end of turn. {B}{B}: Order of the Ebon Hand gets +1/+0 until end of turn. FE C (x3), MED C Order of the Golden Cricket {1}{W} Creature - Kithkin Knight 2/2 Whenever Order of the Golden Cricket attacks, you may pay {W}. If you do, it gains flying until end of turn. MOR C Order of the Sacred Bell {3}{G} Creature - Human Monk 4/3 CHK C, 9ED C Order of the Sacred Torch {1}{W}{W} Creature - Human Knight 2/2 {T}, Pay 1 life: Counter target black spell. IA R, 5E R, 6E R, ME2 R Order of the Stars {W} 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. GPT U Order of the White Shield {W}{W} Creature - Human Knight 2/1 Protection from black {W}: Order of the White Shield gains first strike until end of turn. {W}{W}: Order of the White Shield gets +1/+0 until end of turn. IA U, 5E U, ME2 U Ordered Migration {3}{W}{U} Sorcery Domain - Put a 1/1 blue Bird creature token with flying onto the battlefield for each basic land type among lands you control. IN U Ordruun Commando {3}{R} Creature - Minotaur Soldier 4/1 {W}: Prevent the next 1 damage that would be dealt to Ordruun Commando this turn. RAV C Ordruun Veteran {2}{R}{W} 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.) GTC U Ore Gorger {3}{R}{R} Creature - Spirit 3/1 Whenever you cast a Spirit or Arcane spell, you may destroy target nonbasic land. CHK U Oreskos Sun Guide {1}{W} Creature - Cat Monk 2/2 Inspired - Whenever Oreskos Sun Guide becomes untapped, you gain 2 life. BNG C Oreskos Swiftclaw {1}{W} Creature - Cat Warrior 3/1 JOU C, M15 C Organ Grinder {2}{B} Creature - Zombie 3/1 {T}, Exile three cards from your graveyard: Target player loses 3 life. TOR C Orgg {3}{R}{R} Creature - Orgg 6/6 Trample Orgg can't attack if defending player controls an untapped creature with power 3 or greater. Orgg can't block creatures with power 3 or greater. FE R, 5E R, TSB S Origin Spellbomb {1} Artifact {1}, {T}, Sacrifice Origin Spellbomb: Put a 1/1 colorless Myr artifact creature token onto the battlefield. When Origin Spellbomb is put into a graveyard from the battlefield, you may pay {W}. If you do, draw a card. SOM C Orim Vanguard Hand +0, life +12 Creatures you control have reach. VAN S Orim's Chant {W} Instant Kicker {W} (You may pay an additional {W} as you cast this spell.) Target player can't cast spells this turn. If Orim's Chant was kicked, creatures can't attack this turn. PS R Orim's Cure {1}{W} Instant If you control a Plains, you may tap an untapped creature you control rather than pay Orim's Cure's mana cost. Prevent the next 4 damage that would be dealt to target creature or player this turn. MM C Orim's Prayer {1}{W}{W} Enchantment Whenever one or more creatures attack you, you gain 1 life for each attacking creature. TE U Orim's Thunder {2}{W} Instant Kicker {R} (You may pay an additional {R} as you cast this spell.) Destroy target artifact or enchantment. If Orim's Thunder was kicked, it deals damage equal to that permanent's converted mana cost to target creature. AP C, HOP C, CMD C Orim's Touch {W} Instant Kicker {1} (You may pay an additional {1} as you cast this spell.) Prevent the next 2 damage that would be dealt to target creature or player this turn. If Orim's Touch was kicked, prevent the next 4 damage that would be dealt to that creature or player this turn instead. IN C Orim, Samite Healer {1}{W}{W} Legendary Creature - Human Cleric 1/3 {T}: Prevent the next 3 damage that would be dealt to target creature or player this turn. TE R, TPR R Oriss, Samite Guardian {1}{W}{W} Legendary Creature - Human Cleric 1/3 {T}: Prevent all damage that would be dealt to target creature this turn. Grandeur - Discard another card named Oriss, Samite Guardian: Target player can't cast spells this turn, and creatures that player controls can't attack this turn. FUT R Ornate Kanzashi {5} Artifact {2}, {T}: Target opponent exiles the top card of his or her library. You may play that card this turn. BOK R Ornitharch {3}{W}{W} Creature - Archon 3/3 Flying Tribute 2 (As this creature enters the battlefield, an opponent of your choice may place two +1/+1 counters on it.) When Ornitharch enters the battlefield, if tribute wasn't paid, put two 1/1 white Bird creature tokens with flying onto the battlefield. BNG U Ornithopter {0} Artifact Creature - Thopter 0/2 Flying (This creature can't be blocked except by creatures with flying or reach.) AQ C, 3E U, 4E U, 5E U, 6E U, MRD U, 9ED U, 10E U, M10 U, M11 U, M15 C Orochi Colony Plane - Kamigawa Whenever a creature you control deals combat damage to a player, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Whenever you roll CHAOS, target creature can't be blocked this turn. PC2 C Orochi Eggwatcher {2}{G} Creature - Snake Shaman 1/1 {2}{G}, {T}: Put a 1/1 green Snake creature token onto the battlefield. If you control ten or more creatures, flip Orochi Eggwatcher. ---- Shidako, Broodmistress Legendary Creature - Snake Shaman 3/3 {G}, Sacrifice a creature: Target creature gets +3/+3 until end of turn. CHK U Orochi Hatchery {X}{X} Artifact Orochi Hatchery enters the battlefield with X charge counters on it. {5}, {T}: Put a 1/1 green Snake creature token onto the battlefield for each charge counter on Orochi Hatchery. CHK R Orochi Leafcaller {G} Creature - Snake Shaman 1/1 {G}: Add one mana of any color to your mana pool. CHK C Orochi Ranger {1}{G} Creature - Snake Warrior 2/1 Whenever Orochi Ranger deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. CHK C Orochi Sustainer {1}{G} Creature - Snake Shaman 1/2 {T}: Add {G} to your mana pool. CHK C Oros, the Avenger {3}{W}{B}{R} Legendary Creature - Dragon 6/6 Flying Whenever Oros, the Avenger deals combat damage to a player, you may pay {2}{W}. If you do, Oros deals 3 damage to each nonwhite creature. PLC R, CMD R Orzhov Basilica Land Orzhov Basilica enters the battlefield tapped. When Orzhov Basilica enters the battlefield, return a land you control to its owner's hand. {T}: Add {W}{B} to your mana pool. GPT C, CMD C, C13 C, MM2 U Orzhov Charm {W}{B} Instant Choose one - • Return target creature you control and all Auras you control attached to it to their owner's hand. • Destroy target creature and you lose life equal to its toughness. • Return target creature card with converted mana cost 1 or less from your graveyard to the battlefield. GTC U Orzhov Cluestone {3} Artifact {T}: Add {W} or {B} to your mana pool. {W}{B}, {T}, Sacrifice Orzhov Cluestone: Draw a card. DGM C Orzhov Euthanist {2}{B} Creature - Human Assassin 2/2 Haunt (When this creature dies, exile it haunting target creature.) When Orzhov Euthanist enters the battlefield or the creature it haunts dies, destroy target creature that was dealt damage this turn. GPT C Orzhov Guildgate Land - Gate Orzhov Guildgate enters the battlefield tapped. {T}: Add {W} or {B} to your mana pool. GTC C, DGM C, C13 C Orzhov Guildmage {W/B}{W/B} Creature - Human Wizard 2/2 {2}{W}: Target player gains 1 life. {2}{B}: Each player loses 1 life. GPT U, CMD U Orzhov Keyrune {3} Artifact {T}: Add {W} or {B} to your mana pool. {W}{B}: Orzhov Keyrune becomes a 1/4 white and black Thrull artifact creature with lifelink until end of turn. GTC U Orzhov Pontiff {1}{W}{B} Creature - Human Cleric 1/1 Haunt (When this creature dies, exile it haunting target creature.) When Orzhov Pontiff enters the battlefield or the creature it haunts dies, choose one - • Creatures you control get +1/+1 until end of turn. • Creatures you don't control get -1/-1 until end of turn. GPT R Orzhov Signet {2} Artifact {1}, {T}: Add {W}{B} to your mana pool. GPT C, CMD C Orzhova Plane - Ravnica When you planeswalk away from Orzhova, each player returns all creature cards from his or her graveyard to the battlefield. Whenever you roll CHAOS, for each opponent, exile up to one target creature card from that player's graveyard. PC2 C Orzhova, the Church of Deals Land {T}: Add {1} to your mana pool. {3}{W}{B}, {T}: Target player loses 1 life and you gain 1 life. GPT U Osai Vultures {1}{W} Creature - Bird 1/1 Flying At the beginning of each end step, if a creature died this turn, put a carrion counter on Osai Vultures. Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn. LE C, 4E U, ME4 C Ostiary Thrull {3}{B} Creature - Thrull 2/2 {W}, {T}: Tap target creature. GPT C Ostracize {B} Sorcery Target opponent reveals his or her hand. You choose a creature card from it. That player discards that card. GU C, 7E C Otaria Plane - Dominaria Instant and sorcery cards in graveyards have flashback. The flashback cost is equal to the card's mana cost. (Its owner may cast the card from his or her graveyard for its mana cost. Then he or she exiles it.) Whenever you roll CHAOS, take an extra turn after this one. HOP C Otarian Juggernaut {4} Artifact Creature - Juggernaut 2/3 Otarian Juggernaut can't be blocked by Walls. Threshold - As long as seven or more cards are in your graveyard, Otarian Juggernaut gets +3/+0 and attacks each turn if able. OD R Otherworld Atlas {4} Artifact {T}: Put a charge counter on Otherworld Atlas. {T}: Each player draws a card for each charge counter on Otherworld Atlas. AVR R Otherworldly Journey {1}{W} Instant - Arcane Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it. CHK U, DDC U, MMA C, DD3_DVD U, MM2 C Oubliette {1}{B}{B} Enchantment When Oubliette enters the battlefield, exile target creature and all Auras attached to it. Note the number and kind of counters that were on that creature. When Oubliette leaves the battlefield, return that exiled card to the battlefield under its owner's control tapped with the noted number and kind of counters on it. If you do, return the other exiled cards to the battlefield under their owner's control attached to that permanent. AN C (x2), MED C Ouphe Vandals {2}{G} Creature - Ouphe Rogue 2/2 {G}, Sacrifice Ouphe Vandals: Counter target activated ability from an artifact source and destroy that artifact if it's on the battlefield. (Mana abilities can't be targeted.) 5DN U Oust {W} Sorcery Put target creature into its owner's library second from the top. Its controller gains 3 life. U, ROE U Outbreak {3}{B} Sorcery You may discard a Swamp card rather than pay Outbreak's mana cost. Choose a creature type. All creatures of that type get -1/-1 until end of turn. PR U Outland Colossus {3}{G}{G} Creature - Giant 6/6 Renown 6 (When this creature deals combat damage to a player, if it isn't renowned, put six +1/+1 counters on it and it becomes renowned.) Outland Colossus can't be blocked by more than one creature. ORI R Outmaneuver {X}{R} Instant X target blocked creatures assign their combat damage this turn as though they weren't blocked. UZ U Outnumber {R} Instant Outnumber deals damage to target creature equal to the number of creatures you control. C Outpost Siege {3}{R} Enchantment As Outpost Siege enters the battlefield, choose Khans or Dragons. • Khans - At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons - Whenever a creature you control leaves the battlefield, Outpost Siege deals 1 damage to target creature or player. FRF R Outrage Shaman {3}{R}{R} Creature - Goblin Shaman 2/2 Chroma - When Outrage Shaman enters the battlefield, it deals damage to target creature equal to the number of red mana symbols in the mana costs of permanents you control. EVE U Outrider en-Kor {2}{W} Creature - Kor Rebel Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {0}: The next 1 damage that would be dealt to Outrider en-Kor this turn is dealt to target creature you control instead. TSP U Outrider of Jhess {3}{U} Creature - Human Knight 2/2 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) ALA C Outwit {U} Instant Counter target spell that targets a player. AVR C Overabundance {1}{R}{G} Enchantment Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced, and Overabundance deals 1 damage to him or her. IN R Overbeing of Myth {G/U}{G/U}{G/U}{G/U}{G/U} Creature - Spirit Avatar */* Overbeing of Myth's power and toughness are each equal to the number of cards in your hand. At the beginning of your draw step, draw an additional card. EVE R Overblaze {3}{R} Instant - Arcane Each time target permanent would deal damage to a creature or player this turn, it deals double that damage to that creature or player instead. Splice onto Arcane {2}{R}{R} (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.) BOK U Overburden {1}{U} Enchantment Whenever a player puts a nontoken creature onto the battlefield, that player returns a land he or she controls to its owner's hand. PR R Overeager Apprentice {2}{B} Creature - Human Minion 1/2 Discard a card, Sacrifice Overeager Apprentice: Add {B}{B}{B} to your mana pool. OD C, DDC C, DD3_DVD C Overgrown Battlement {1}{G} Creature - Wall 0/4 Defender {T}: Add {G} to your mana pool for each creature with defender you control. ROE C Overgrown Estate {B}{G}{W} Enchantment Sacrifice a land: You gain 3 life. AP R Overgrown Tomb Land - Swamp Forest ({T}: Add {B} or {G} to your mana pool.) As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, Overgrown Tomb enters the battlefield tapped. M, RAV R, RTR R Overgrowth {2}{G} Enchantment - Aura Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.) Whenever enchanted land is tapped for mana, its controller adds {G}{G} to his or her mana pool. (in addition to the mana the land produces) ST C, 9ED C, 10E C Overlaid Terrain {2}{G}{G} Enchantment As Overlaid Terrain enters the battlefield, sacrifice all lands you control. Lands you control have "{T}: Add two mana of any one color to your mana pool." NE R Overload {R} Instant Kicker {2} (You may pay an additional {2} as you cast this spell.) Destroy target artifact if its converted mana cost is 2 or less. If Overload was kicked, destroy that artifact if its converted mana cost is 5 or less instead. IN C Overmaster {R} Sorcery The next instant or sorcery spell you cast this turn can't be countered by spells or abilities. Draw a card. TOR R Override {2}{U} Instant Counter target spell unless its controller pays {1} for each artifact you control. MRD C Overrule {X}{W}{U} Instant Counter target spell unless its controller pays {X}. You gain X life. DIS C, DDI C Overrun {2}{G}{G}{G} Sorcery Creatures you control get +3/+3 and gain trample until end of turn. TE U, OD U, 10E U, M10 U, DDD U, M12 U, PC2 U, C14 U, DD3_GVL U, TPR U Overseer of the Damned {5}{B}{B} Creature - Demon 5/5 Flying When Overseer of the Damned enters the battlefield, you may destroy target creature. Whenever a nontoken creature an opponent controls dies, put a 2/2 black Zombie creature token onto the battlefield tapped. C14 R Oversold Cemetery {1}{B} Enchantment At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand. ONS R Oversoul of Dusk {G/W}{G/W}{G/W}{G/W}{G/W} Creature - Spirit Avatar 5/5 Protection from blue, from black and from red SHM R Overtaker {1}{U} Creature - Merfolk Spellshaper 1/1 {3}{U}, {T}, Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. PPR R, MM R Overwhelm {5}{G}{G} Sorcery Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Creatures you control get +3/+3 until end of turn. RAV U, M15 U, MM2 U Overwhelming Forces {6}{B}{B} Sorcery Destroy all creatures target opponent controls. Draw a card for each creature destroyed this way. PK R, ME4 R Overwhelming Instinct {2}{G} Enchantment Whenever you attack with three or more creatures, draw a card. ONS U Overwhelming Intellect {4}{U}{U} Instant Counter target creature spell. Draw cards equal to that spell's converted mana cost. SOK U, DDJ U Overwhelming Stampede {3}{G}{G} Sorcery Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. M11 R, C14 R, MM2 R Ovinize {1}{U} Instant Until end of turn, target creature loses all abilities and has base power and toughness 0/1. PLC U Ovinomancer {2}{U} Creature - Human Wizard 0/1 When Ovinomancer enters the battlefield, sacrifice it unless you return three basic lands you control to their owner's hand. {T}, Return Ovinomancer to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller puts a 0/1 green Sheep creature token onto the battlefield. VI U, TSB S Owl Familiar {1}{U} Creature - Bird 1/1 Flying When Owl Familiar enters the battlefield, draw a card, then discard a card. PO C, P3 U, ME4 C, VMA C Oxidda Daredevil {1}{R} Creature - Goblin Artificer 2/1 Sacrifice an artifact: Oxidda Daredevil gains haste until end of turn. SOM C Oxidda Golem {6} Artifact Creature - Golem 3/2 Affinity for Mountains (This spell costs {1} less to cast for each Mountain you control.) Haste DST C, DD2 C, DD3_JVC C Oxidda Scrapmelter {3}{R} Creature - Beast 3/3 When Oxidda Scrapmelter enters the battlefield, destroy target artifact. SOM U Oxidize {G} Instant Destroy target artifact. It can't be regenerated. DST U Oyobi, Who Split the Heavens {6}{W} Legendary Creature - Spirit 3/6 Flying Whenever you cast a Spirit or Arcane spell, put a 3/3 white Spirit creature token with flying onto the battlefield. BOK R Pacifism {1}{W} Enchantment - Aura Enchant creature Enchanted creature can't attack or block. MI C, TE C, UZ C, 6E C, BR C, 7E C, ONS C, 8ED C, 9ED C, 10E C, DDC C, M10 C, M11 C, M12 C, M13 C, M14 C, DD3_DVD C, DTK C, TPR U Pack Hunt {3}{G} Sorcery Search your library for up to three cards with the same name as target creature, reveal them, and put them into your hand. Then shuffle your library. NE R Pack Rat {1}{B} Creature - Rat */* Pack Rat's power and toughness are each equal to the number of Rats you control. {2}{B}, Discard a card: Put a token onto the battlefield that's a copy of Pack Rat. RTR R Pack's Disdain {1}{B} Instant Choose a creature type. Target creature gets -1/-1 until end of turn for each permanent of the chosen type you control. MOR C Pact of Negation {0} (Blue) Instant Counter target spell. At the beginning of your next upkeep, pay {3}{U}{U}. If you don't, you lose the game. FUT R, MMA R Pact of the Titan {0} (Red) Instant Put a 4/4 red Giant creature token onto the battlefield. At the beginning of your next upkeep, pay {4}{R}. If you don't, you lose the game. FUT R Pain {B} Sorcery Target player discards a card. ---- Suffering {3}{R} Sorcery Destroy target land. IN U (x2), DDH U Pain Kami {2}{R} Creature - Spirit 2/2 {X}{R}, Sacrifice Pain Kami: Pain Kami deals X damage to target creature. CHK U Pain Magnification {1}{B}{R} Enchantment Whenever an opponent is dealt 3 or more damage by a single source, that player discards a card. DIS U Pain Seer {1}{B} Creature - Human Wizard 2/2 Inspired - Whenever Pain Seer becomes untapped, reveal the top card of your library and put that card into your hand. You lose life equal to that card's converted mana cost. BNG R Pain's Reward {2}{B} Sorcery Each player may bid life. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and draws four cards. SOK R Painbringer {2}{B}{B} Creature - Human Minion 1/1 {T}, Exile any number of cards from your graveyard: Target creature gets -X/-X until end of turn, where X is the number of cards exiled this way. OD U Painful Memories {1}{B} Sorcery Look at target opponent's hand and choose a card from it. Put that card on top of that player's library. MI U, 6E C Painful Quandary {3}{B}{B} Enchantment Whenever an opponent casts a spell, that player loses 5 life unless he or she discards a card. SOM R Painful Truths {2}{B} Sorcery Converge - You draw X cards and you lose X life, where X is the number of colors of mana spent to cast Painful Truths. R Painsmith {1}{B} Creature - Human Artificer 2/1 Whenever you cast an artifact spell, you may have target creature get +2/+0 and gain deathtouch until end of turn. SOM U Painter's Servant {2} Artifact Creature - Scarecrow 1/3 As Painter's Servant enters the battlefield, choose a color. All cards that aren't on the battlefield, spells, and permanents are the chosen color in addition to their other colors. SHM R Painwracker Oni {3}{B}{B} Creature - Demon Spirit 5/4 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, sacrifice a creature if you don't control an Ogre. CHK U Palace Familiar {1}{U} Creature - Bird 1/1 Flying When Palace Familiar dies, draw a card. DTK C Palace Guard {2}{W} Creature - Human Soldier 1/4 Palace Guard can block any number of creatures. M10 C, M11 C Palace Siege {3}{B}{B} Enchantment As Palace Siege enters the battlefield, choose Khans or Dragons. • Khans - At the beginning of your upkeep, return target creature card from your graveyard to your hand. • Dragons - At the beginning of your upkeep, each opponent loses 2 life and you gain 2 life. FRF R Paladin en-Vec {1}{W}{W} Creature - Human Knight 2/2 First strike, protection from black and from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.) EX R, 9ED R, 10E R, TPR R Paladin of Prahv {4}{W}{W} Creature - Human Knight 3/4 Whenever Paladin of Prahv deals damage, you gain that much life. Forecast - {1}{W}, Reveal Paladin of Prahv from your hand: Whenever target creature deals damage this turn, you gain that much life. (Activate this ability only during your upkeep and only once each turn.) DIS U, DDG U Pale Bears {2}{G} Creature - Bear 2/2 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) IA R Pale Moon {1}{U} Instant Until end of turn, if a player taps a nonbasic land for mana, it produces colorless mana instead of any other type. NE R Pale Recluse {4}{G}{W} Creature - Spider 4/5 Reach (This creature can block creatures with flying.) Forestcycling {2}, plainscycling {2} ({2}, Discard this card: Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.) ARB C, ARC C Pale Wayfarer {5}{W}{W} Creature - Spirit Giant 4/4 {2}{W}{W}, {Q}: Target creature gains protection from the color of its controller's choice until end of turn. ({Q} is the untap symbol.) SHM U Paleoloth {4}{G}{G} Creature - Beast 5/5 Whenever another creature with power 5 or greater enters the battlefield under your control, you may return target creature card from your graveyard to your hand. CON R Paliano, the High City Legendary Land Reveal Paliano, the High City as you draft it. The player to your right chooses a color, you choose another color, then the player to your left chooses a third color. {T}: Add one mana to your mana pool of any color chosen as you drafted cards named Paliano, the High City. CNS R Palinchron {5}{U}{U} Creature - Illusion 4/5 Flying When Palinchron enters the battlefield, untap up to seven lands. {2}{U}{U}: Return Palinchron to its owner's hand. GU R, VMA R Palisade Giant {4}{W}{W} Creature - Giant Soldier 2/7 All damage that would be dealt to you or another permanent you control is dealt to Palisade Giant instead. RTR R Palladia-Mors {2}{R}{R}{G}{G}{W}{W} Legendary Creature - Elder Dragon 7/7 Flying, trample At the beginning of your upkeep, sacrifice Palladia-Mors unless you pay {R}{G}{W}. LE R, CH R, ME3 R Palladium Myr {3} Artifact Creature - Myr 2/2 {T}: Add {2} to your mana pool. SOM U, C14 U Palliation Accord {3}{W}{U} Enchantment Whenever a creature an opponent controls becomes tapped, put a shield counter on Palliation Accord. Remove a shield counter from Palliation Accord: Prevent the next 1 damage that would be dealt to you this turn. DIS U Pallid Mycoderm {3}{W} Creature - Fungus 2/4 At the beginning of your upkeep, put a spore counter on Pallid Mycoderm. Remove three spore counters from Pallid Mycoderm: Put a 1/1 green Saproling creature token onto the battlefield. Sacrifice a Saproling: Each creature you control that's a Fungus or a Saproling gets +1/+1 until end of turn. PLC C, MMA C Pallimud {2}{R} Creature - Beast */3 As Pallimud enters the battlefield, choose an opponent. Pallimud's power is equal to the number of tapped lands the chosen player controls. TE R Panacea {4} Artifact {X}{X}, {T}: Prevent the next X damage that would be dealt to target creature or player this turn. MM U Pandemonium {3}{R} Enchantment Whenever a creature enters the battlefield, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice. EX R, TSB S, TPR R Pandora's Box {5} Artifact {3}, {T}: Choose a creature card at random from all players' decklists. For each player, flip a coin. If the flip ends up heads, put a token that's a copy of that creature card onto the battlefield under that player's control. ASTRAL S Pang Tong, "Young Phoenix" {1}{W}{W} Legendary Creature - Human Advisor 1/2 {T}: Target creature gets +0/+2 until end of turn. Activate this ability only during your turn, before attackers are declared. PK R Panglacial Wurm {5}{G}{G} Creature - Wurm 9/5 Trample While you're searching your library, you may cast Panglacial Wurm from your library. CSP R Pangosaur {2}{G}{G} Creature - Lizard 6/6 Whenever a player plays a land, return Pangosaur to its owner's hand. MM R Panic {R} Instant Cast Panic only during combat before blockers are declared. Target creature can't block this turn. Draw a card at the beginning of the next turn's upkeep. IA C, 5E C, ME2 C Panic Attack {2}{R} Sorcery Up to three target creatures can't block this turn. PR C, 8ED C, 9ED C, M10 C Panic Spellbomb {1} Artifact {T}, Sacrifice Panic Spellbomb: Target creature can't block this turn. When Panic Spellbomb is put into a graveyard from the battlefield, you may pay {R}. If you do, draw a card. SOM C, C14 C Panoptic Mirror {5} Artifact Imprint - {X}, {T}: You may exile an instant or sorcery card with converted mana cost X from your hand. At the beginning of your upkeep, you may copy a card exiled with Panoptic Mirror. If you do, you may cast the copy without paying its mana cost. DST R Panopticon Plane - Mirrodin When you planeswalk to Panopticon, draw a card. At the beginning of your draw step, draw an additional card. Whenever you roll CHAOS, draw a card. HOP C Panther Warriors {4}{G} Creature - Cat Warrior 6/3 VI C, PO C, 6E C Paperfin Rascal {2}{U} Creature - Merfolk Rogue 2/2 When Paperfin Rascal enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on Paperfin Rascal. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C Paradigm Shift {1}{U} Sorcery Exile all cards from your library. Then shuffle your graveyard into your library. WL R Paradise Mantle {0} Artifact - Equipment Equipped creature has "{T}: Add one mana of any color to your mana pool." Equip {1} 5DN U, MMA U Paradise Plume {4} Artifact As Paradise Plume enters the battlefield, choose a color. Whenever a player casts a spell of the chosen color, you may gain 1 life. {T}: Add one mana of the chosen color to your mana pool. TSP U Paradox Haze {2}{U} Enchantment - Aura Enchant player At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step. TSP U Paragon of Eternal Wilds {3}{G} Creature - Human Druid 2/2 Other green creatures you control get +1/+1. {G}, {T}: Another target green creature you control gains trample until end of turn. (If it would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) M15 U Paragon of Fierce Defiance {3}{R} Creature - Human Warrior 2/2 Other red creatures you control get +1/+1. {R}, {T}: Another target red creature you control gains haste until end of turn. (It can attack and {T} this turn.) M15 U Paragon of Gathering Mists {3}{U} Creature - Human Wizard 2/2 Other blue creatures you control get +1/+1. {U}, {T}: Another target blue creature you control gains flying until end of turn. M15 U Paragon of New Dawns {3}{W} Creature - Human Soldier 2/2 Other white creatures you control get +1/+1. {W}, {T}: Another target white creature you control gains vigilance until end of turn. (Attacking doesn't cause it to tap.) M15 U Paragon of Open Graves {3}{B} Creature - Skeleton Warrior 2/2 Other black creatures you control get +1/+1. {2}{B}, {T}: Another target black creature you control gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) M15 U Paragon of the Amesha {2}{W} Creature - Human Knight 2/2 First strike {W}{U}{B}{R}{G}: Until end of turn, Paragon of the Amesha becomes an Angel, gets +3/+3, and gains flying and lifelink. CON U Parallax Dementia {1}{B} Enchantment - Aura Enchant creature Fading 1 (This enchantment enters the battlefield with one fade counter on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Enchanted creature gets +3/+2. When Parallax Dementia leaves the battlefield, destroy enchanted creature. That creature can't be regenerated. NE C Parallax Inhibitor {2} Artifact {1}, {T}, Sacrifice Parallax Inhibitor: Put a fade counter on each permanent with fading you control. NE R Parallax Nexus {2}{B} Enchantment Fading 5 (This enchantment 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 Parallax Nexus: Target opponent exiles a card from his or her hand. Activate this ability only any time you could cast a sorcery. When Parallax Nexus leaves the battlefield, each player returns to his or her hand all cards he or she owns exiled with Parallax Nexus. NE R Parallax Tide {2}{U}{U} Enchantment Fading 5 (This enchantment 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 Parallax Tide: Exile target land. When Parallax Tide leaves the battlefield, each player returns to the battlefield all cards he or she owns exiled with Parallax Tide. NE R Parallax Wave {2}{W}{W} Enchantment Fading 5 (This enchantment 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 Parallax Wave: Exile target creature. When Parallax Wave leaves the battlefield, each player returns to the battlefield all cards he or she owns exiled with Parallax Wave. NE R, VMA R Parallectric Feedback {3}{R} Instant Parallectric Feedback deals damage to target spell's controller equal to that spell's converted mana cost. GPT R Parallel Evolution {3}{G}{G} Sorcery For each creature token on the battlefield, its controller puts a token that's a copy of that creature onto the battlefield. Flashback {4}{G}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) TOR R Parallel Lives {3}{G} Enchantment If an effect would put one or more tokens onto the battlefield under your control, it puts twice that many of those tokens onto the battlefield instead. ISD R Parallel Thoughts {3}{U}{U} Enchantment When Parallel Thoughts enters the battlefield, search your library for seven cards, exile them in a face-down pile, and shuffle that pile. Then shuffle your library. If you would draw a card, you may instead put the top card of the pile you exiled into your hand. SCG R Paralyze {B} Enchantment - Aura Enchant creature When Paralyze enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay {4}. If he or she does, untap the creature. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, MED C, VMA C Paralyzing Grasp {2}{U} Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. ZEN C, RTR C Paranoid Delusions {U}{B} Sorcery Target player puts the top three cards of his or her library into his or her graveyard. 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.) GTC C Parapet {1}{W} Enchantment You may cast Parapet as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Creatures you control get +0/+1. VI C Parapet Watchers {2}{U} Creature - Kithkin Soldier 2/2 {W/U}: Parapet Watchers gets +0/+1 until end of turn. SHM C Paraselene {2}{W} Sorcery Destroy all enchantments. You gain 1 life for each enchantment destroyed this way. ISD U Parasitic Bond {3}{B} Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Parasitic Bond deals 2 damage to that player. UZ U Parasitic Implant {3}{B} Enchantment - Aura Enchant creature At the beginning of your upkeep, enchanted creature's controller sacrifices it and you put a 1/1 colorless Myr artifact creature token onto the battlefield. NPH C Parasitic Strix {2}{U} Artifact Creature - Bird 2/2 Flying When Parasitic Strix enters the battlefield, if you control a black permanent, target player loses 2 life and you gain 2 life. CON C Parch {1}{R} Instant Choose one - • Parch deals 2 damage to target creature or player. • Parch deals 4 damage to target blue creature. GU C Pardic Arsonist {2}{R}{R} Creature - Human Barbarian 3/3 Threshold - As long as seven or more cards are in your graveyard, Pardic Arsonist has "When Pardic Arsonist enters the battlefield, it deals 3 damage to target creature or player." TOR U Pardic Collaborator {3}{R} Creature - Human Barbarian 2/2 First strike {B}: Pardic Collaborator gets +1/+1 until end of turn. TOR U Pardic Dragon {4}{R}{R} Creature - Dragon 4/4 Flying {R}: Pardic Dragon gets +1/+0 until end of turn. Suspend 2- {R}{R} Whenever an opponent casts a spell, if Pardic Dragon is suspended, that player may put a time counter on Pardic Dragon. TSP R, MMA U Pardic Firecat {3}{R} Creature - Elemental Cat 2/3 Haste If Pardic Firecat is in a graveyard, effects from spells named Flame Burst count it as a card named Flame Burst. OD C Pardic Lancer {4}{R} Creature - Human Barbarian 3/2 Discard a card at random: Pardic Lancer gets +1/+0 and gains first strike until end of turn. TOR C Pardic Miner {1}{R} Creature - Dwarf 1/1 Sacrifice Pardic Miner: Target player can't play lands this turn. OD R Pardic Swordsmith {2}{R} Creature - Dwarf 1/1 {R}, Discard a card at random: Pardic Swordsmith gets +2/+0 until end of turn. OD C Pariah {2}{W} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) All damage that would be dealt to you is dealt to enchanted creature instead. UZ R, 7E R, 10E R Pariah's Shield {5} Artifact - Equipment All damage that would be dealt to you is dealt to equipped creature instead. Equip {3} RAV R Paroxysm {1}{R} Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player reveals the top card of his or her library. If that card is a land card, destroy that creature. Otherwise, it gets +3/+3 until end of turn. EX U Part Water {X}{X}{U} Sorcery X target creatures gain islandwalk until end of turn. (They can't be blocked as long as defending player controls an Island.) LE U Part the Veil {3}{U} Instant - Arcane Return all creatures you control to their owner's hand. CHK R Part the Waterveil {4}{U}{U} Sorcery Take an extra turn after this one. Exile Part the Waterveil. Awaken 6- {6}{U}{U}{U} (If you cast this spell for {6}{U}{U}{U}, also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) M Past in Flames {3}{R} Sorcery Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. Flashback {4}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD M Patagia Golem {4} Artifact Creature - Golem 2/3 {3}: Patagia Golem gains flying until end of turn. MI U, 6E U, 7E U, 8ED U Patagia Viper {3}{G} Creature - Snake 2/1 Flying When Patagia Viper enters the battlefield, put two 1/1 green and blue Snake creature tokens onto the battlefield. When Patagia Viper enters the battlefield, sacrifice it unless {U} was spent to cast it. DIS U Patchwork Gnomes {3} Artifact Creature - Gnome 2/1 Discard a card: Regenerate Patchwork Gnomes. TE U, OD U, TPR C Path of Anger's Flame {2}{R} Instant - Arcane Creatures you control get +2/+0 until end of turn. SOK C Path of Bravery {2}{W} Enchantment As long as your life total is greater than or equal to your starting life total, creatures you control get +1/+1. Whenever one or more creatures you control attack, you gain life equal to the number of attacking creatures. M14 R Path of Peace {3}{W} Sorcery Destroy target creature. Its owner gains 4 life. PO C, P2 C, UZ C, P3 C Path to Exile {W} Instant Exile target creature. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library. MD1 U, CON U, ARC U, CMD U, DDI U, MMA U Pathbreaker Wurm {4}{G}{G} Creature - Wurm 6/4 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Pathbreaker Wurm is paired with another creature, both creatures have trample. AVR C Pathrazer of Ulamog {11} Creature - Eldrazi 9/9 Annihilator 3 (Whenever this creature attacks, defending player sacrifices three permanents.) Pathrazer of Ulamog can't be blocked except by three or more creatures. ROE U Pathway Arrows {1} Artifact - Equipment Equipped creature has "{2}, {T}: This creature deals 1 damage to target creature. If a colorless creature is dealt damage this way, tap it." Equip {2} U Patriarch's Bidding {3}{B}{B} Sorcery Each player chooses a creature type. Each player returns all creature cards of a type chosen this way from his or her graveyard to the battlefield. ONS R Patriarch's Desire {3}{B} Enchantment - Aura Enchant creature Enchanted creature gets +2/-2. Threshold - Enchanted creature gets an additional +2/-2 as long as seven or more cards are in your graveyard. OD C Patrician's Scorn {3}{W} Instant If you've cast another white spell this turn, you may cast Patrician's Scorn without paying its mana cost. Destroy all enchantments. FUT C Patrol Hound {1}{W} Creature - Hound 2/2 Discard a card: Patrol Hound gains first strike until end of turn. OD C Patrol Signaler {1}{W} Creature - Kithkin Soldier 1/1 {1}{W}, {Q}: Put a 1/1 white Kithkin Soldier creature token onto the battlefield. ({Q} is the untap symbol.) EVE U Patron Wizard {U}{U}{U} Creature - Human Wizard 2/2 Tap an untapped Wizard you control: Counter target spell unless its controller pays {1}. OD R Patron of the Akki {4}{R}{R} Legendary Creature - Spirit 5/5 Goblin offering (You may cast this card any time you could cast an instant by sacrificing a Goblin and paying the difference in mana costs between this and the sacrificed Goblin. Mana cost includes color.) Whenever Patron of the Akki attacks, creatures you control get +2/+0 until end of turn. BOK R Patron of the Kitsune {4}{W}{W} Legendary Creature - Spirit 5/6 Fox offering (You may cast this card any time you could cast an instant by sacrificing a Fox and paying the difference in mana costs between this and the sacrificed Fox. Mana cost includes color.) Whenever a creature attacks, you may gain 1 life. BOK R Patron of the Moon {5}{U}{U} Legendary Creature - Spirit 5/4 Moonfolk offering (You may cast this card any time you could cast an instant by sacrificing a Moonfolk and paying the difference in mana costs between this and the sacrificed Moonfolk. Mana cost includes color.) Flying {1}: Put up to two land cards from your hand onto the battlefield tapped. BOK R Patron of the Nezumi {5}{B}{B} Legendary Creature - Spirit 6/6 Rat offering (You may cast this card any time you could cast an instant by sacrificing a Rat and paying the difference in mana costs between this and the sacrificed Rat. Mana cost includes color.) Whenever a permanent is put into an opponent's graveyard, that player loses 1 life. BOK R, CMD R Patron of the Orochi {6}{G}{G} Legendary Creature - Spirit 7/7 Snake offering (You may cast this card any time you could cast an instant by sacrificing a Snake and paying the difference in mana costs between this and the sacrificed Snake. Mana cost includes color.) {T}: Untap all Forests and all green creatures. Activate this ability only once each turn. BOK R Patron of the Valiant {3}{W}{W} Creature - Angel 4/4 Flying When Patron of the Valiant enters the battlefield, put a +1/+1 counter on each creature you control with a +1/+1 counter on it. ORI U Patron of the Wild {G} Creature - Elf 1/1 Morph {2}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Patron of the Wild is turned face up, target creature gets +3/+3 until end of turn. LGN C Pattern of Rebirth {3}{G} Enchantment - Aura Enchant creature When enchanted creature dies, that creature's controller may search his or her library for a creature card and put that card onto the battlefield. If that player does, he or she shuffles his or her library. CG R Paupers' Cage {3} Artifact At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Paupers' Cage deals 2 damage to him or her. MI R Pavel Maliki {4}{B}{R} Legendary Creature - Human 5/3 {B}{R}: Pavel Maliki gets +1/+0 until end of turn. LE U, ME3 U Pawn of Ulamog {1}{B}{B} Creature - Vampire Shaman 2/2 Whenever Pawn of Ulamog or another nontoken creature you control dies, you may put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." U, ROE U Pay No Heed {W} Instant Prevent all damage a source of your choice would deal this turn. TOR C, M14 C, DDL C Peace Strider {4} Artifact Creature - Construct 3/3 When Peace Strider enters the battlefield, you gain 3 life. MBS U, CNS U Peace Talks {1}{W} Sorcery This turn and next turn, creatures can't attack, and players and permanents can't be the targets of spells or activated abilities. VI U Peace and Quiet {1}{W} Instant Destroy two target enchantments. GU U Peace of Mind {1}{W} Enchantment {W}, Discard a card: You gain 3 life. EX U, 9ED U Peacekeeper {2}{W} Creature - Human 1/1 At the beginning of your upkeep, sacrifice Peacekeeper unless you pay {1}{W}. Creatures can't attack. WL R Peacekeeper Avatar Vanguard Hand +0, life +9 {3}: For each opponent who controls a creature, put a token onto the battlefield that's a copy of a card named Arrest and attach it to a creature that player controls chosen at random. VAN S Peach Garden Oath {W} Sorcery You gain 2 life for each creature you control. PK U, 8ED U, ME3 C Peak Eruption {2}{R} Sorcery Destroy target Mountain. Peak Eruption deals 3 damage to that land's controller. THS U Pearl Dragon {4}{W}{W} Creature - Dragon 4/4 Flying {1}{W}: Pearl Dragon gets +0/+1 until end of turn. MI R, 6E R Pearl Lake Ancient {5}{U}{U} Creature - Leviathan 6/7 Flash Pearl Lake Ancient can't be countered. Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Return three lands you control to their owner's hand: Return Pearl Lake Ancient to its owner's hand. KTK M Pearl Medallion {2} Artifact White spells you cast cost {1} less to cast. TE R, C14 R Pearl Shard {3} Artifact {3}, {T} or {W}, {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. MRD U Pearled Unicorn {2}{W} Creature - Unicorn 2/2 1E C, 2E C, 2U C, 3E C, 4E C, 5E C Pearlspear Courier {2}{W} Creature - Human Soldier 2/1 You may choose not to untap Pearlspear Courier during your untap step. {2}{W}, {T}: Target Soldier creature gets +2/+2 and has vigilance for as long as Pearlspear Courier remains tapped. ONS U Peat Bog Land Peat Bog enters the battlefield tapped with two depletion counters on it. {T}, Remove a depletion counter from Peat Bog: Add {B}{B} to your mana pool. If there are no depletion counters on Peat Bog, sacrifice it. MM C Pedantic Learning {U}{U} Enchantment Whenever a land card is put into your graveyard from your library, you may pay {1}. If you do, draw a card. OD R Peek {U} Instant Look at target player's hand. Draw a card. OD C, 10E C Peel from Reality {1}{U} Instant Return target creature you control and target creature you don't control to their owners' hands. RAV C, AVR C, M15 C, DDO C Peer Pressure {3}{U} Sorcery Choose a creature type. If you control more creatures of that type than each other player, you gain control of all creatures of that type. (This effect lasts indefinitely.) ONS R Peer Through Depths {1}{U} Instant - Arcane Look at the top five cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order. CHK C, MMA C Pegasus Charger {2}{W} Creature - Pegasus 2/1 Flying (This creature can't be blocked except by creatures with flying or reach.) First strike (This creature deals combat damage before creatures without first strike.) UZ C, 9ED C Pegasus Refuge {3}{W} Enchantment {2}, Discard a card: Put a 1/1 white Pegasus creature token with flying onto the battlefield. TE R Pegasus Stampede {1}{W} Sorcery Buyback-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Put a 1/1 white Pegasus creature token with flying onto the battlefield. EX U, TPR U Pelakka Wurm {4}{G}{G}{G} Creature - Wurm 7/7 Trample When Pelakka Wurm enters the battlefield, you gain 7 life. When Pelakka Wurm dies, draw a card. ROE U, CNS U, MM2 U Pemmin's Aura {1}{U}{U} Enchantment - Aura Enchant creature {U}: Untap enchanted creature. {U}: Enchanted creature gains flying until end of turn. {U}: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.) {1}: Enchanted creature gets +1/-1 or -1/+1 until end of turn. SCG U Penance {2}{W} Enchantment Put a card from your hand on top of your library: The next time a black or red source of your choice would deal damage this turn, prevent that damage. EX U Pendelhaven Legendary Land {T}: Add {G} to your mana pool. {T}: Target 1/1 creature gets +1/+2 until end of turn. LE U, TSB S Pendelhaven Elder {1}{G} Creature - Elf Shaman 1/1 {T}: Each 1/1 creature you control gets +1/+2 until end of turn. TSP U Pendrell Drake {3}{U} Creature - Drake 2/3 Flying Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Pendrell Flux {1}{U} Enchantment - Aura Enchant creature Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you pay its mana cost." UZ C Pendrell Mists {3}{U} Enchantment All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay {1}." WL R Pennon Blade {3} Artifact - Equipment Equipped creature gets +1/+1 for each creature you control. Equip {4} ROE U Pensive Minotaur {2}{R} Creature - Minotaur Warrior 2/3 JOU C Pentad Prism {2} Artifact Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.) Remove a charge counter from Pentad Prism: Add one mana of any color to your mana pool. 5DN C, HOP C Pentagram of the Ages {4} Artifact {4}, {T}: The next time a source of your choice would deal damage to you this turn, prevent that damage. IA R, 5E R, 6E R, ME4 U Pentarch Paladin {2}{W}{W}{W} Creature - Human Knight 3/3 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) As Pentarch Paladin enters the battlefield, choose a color. {W}{W}, {T}: Destroy target permanent of the chosen color. TSP R Pentarch Ward {2}{W} Enchantment - Aura Enchant creature As Pentarch Ward enters the battlefield, choose a color. When Pentarch Ward enters the battlefield, draw a card. Enchanted creature has protection from the chosen color. This effect doesn't remove Pentarch Ward. TSP C Pentavus {7} Artifact Creature - Construct 0/0 Pentavus enters the battlefield with five +1/+1 counters on it. {1}, Remove a +1/+1 counter from Pentavus: Put a 1/1 colorless Pentavite artifact creature token with flying onto the battlefield. {1}, Sacrifice a Pentavite: Put a +1/+1 counter on Pentavus. MRD R, HOP R, DDF R, M12 R, C14 R Penumbra Bobcat {2}{G} Creature - Cat 2/1 When Penumbra Bobcat dies, put a 2/1 black Cat creature token onto the battlefield. AP C Penumbra Kavu {4}{G} Creature - Kavu 3/3 When Penumbra Kavu dies, put a 3/3 black Kavu creature token onto the battlefield. AP U Penumbra Spider {2}{G}{G} Creature - Spider 2/4 Reach When Penumbra Spider dies, put a 2/4 black Spider creature token with reach onto the battlefield. TSP C, CMD C, PC2 C, MMA C Penumbra Wurm {5}{G}{G} Creature - Wurm 6/6 Trample When Penumbra Wurm dies, put a 6/6 black Wurm creature token with trample onto the battlefield. AP R, VMA U People of the Woods {G}{G} Creature - Human 1/* People of the Woods's toughness is equal to the number of Forests you control. DK U Peppersmoke {B} Tribal Instant - Faerie Target creature gets -1/-1 until end of turn. If you control a Faerie, draw a card. LRW C, MMA C Peregrination {3}{G} Sorcery Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Shuffle your library, then scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) BNG U Peregrine Drake {4}{U} Creature - Drake 2/3 Flying When Peregrine Drake enters the battlefield, untap up to five lands. UZ U, PC2 U Peregrine Griffin {4}{W} Creature - Griffin 2/4 Flying First strike (This creature deals combat damage before creatures without first strike.) M12 C Peregrine Mask {1} Artifact - Equipment Equipped creature has defender, flying, and first strike. Equip {2} RAV U Perhaps You've Met My Cohort Scheme When you set this scheme in motion, search your library for a planeswalker card, put it onto the battlefield, then shuffle your library. ARC P Perilous Forays {3}{G}{G} Enchantment {1}, Sacrifice a creature: Search your library for a land card with a basic land type and put it onto the battlefield tapped. Then shuffle your library. RAV U Perilous Myr {2} Artifact Creature - Myr 1/1 When Perilous Myr dies, it deals 2 damage to target creature or player. SOM C Perilous Research {1}{U} Instant Draw two cards, then sacrifice a permanent. CSP U, CMD U, MMA C Perilous Shadow {2}{B}{B} Creature - Insect Shade 0/4 {1}{B}: Perilous Shadow gets +2/+2 until end of turn. RTR C Perilous Vault {4} Artifact {5}, {T}, Exile Perilous Vault: Exile all nonland permanents. M15 M Perimeter Captain {W} Creature - Human Soldier 0/4 Defender Whenever a creature you control with defender blocks, you may gain 2 life. WWK U Perish {2}{B} Sorcery Destroy all green creatures. They can't be regenerated. TE U, 6E U Perish the Thought {2}{B} Sorcery Target opponent reveals his or her hand. You choose a card from it. That player shuffles that card into his or her library. ROE C Permafrost Trap {2}{U}{U} Instant - Trap If an opponent had a green creature enter the battlefield under his or her control this turn, you may pay {U} rather than pay Permafrost Trap's mana cost. Tap up to two target creatures. Those creatures don't untap during their controller's next untap step. WWK U Pernicious Deed {1}{B}{G} Enchantment {X}, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less. AP R, CNS M Perplex {1}{U}{B} Instant Counter target spell unless its controller discards his or her hand. Transmute {1}{U}{B} ({1}{U}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV C Perplexing Chimera {4}{U} Enchantment Creature - Chimera 3/3 Whenever an opponent casts a spell, you may exchange control of Perplexing Chimera and that spell. If you do, you may choose new targets for the spell. (If the spell becomes a permanent, you control that permanent.) BNG R Persecute {2}{B}{B} Sorcery Choose a color. Target player reveals his or her hand and discards all cards of that color. UZ R, 7E R, 8ED R, 9ED R Personal Incarnation {3}{W}{W}{W} Creature - Avatar Incarnation 6/6 {0}: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Any player may activate this ability, but only if he or she owns Personal Incarnation. When Personal Incarnation dies, its owner loses half his or her life, rounded up. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, ME4 R Personal Sanctuary {2}{W} Enchantment During your turn, prevent all damage that would be dealt to you. M12 R Personal Tutor {U} Sorcery Search your library for a sorcery card and reveal that card. Shuffle your library, then put the card on top of it. PO U, ME2 U Persuasion {3}{U}{U} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) You control enchanted creature. OD R, 10E U Pestermite {2}{U} Creature - Faerie Rogue 2/1 Flash Flying When Pestermite enters the battlefield, you may tap or untap target permanent. LRW C, MMA C Pestilence {2}{B}{B} Enchantment At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pestilence. {B}: Pestilence deals 1 damage to each creature and each player. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, UZ C, 6E U, BR U Pestilence Demon {5}{B}{B}{B} Creature - Demon 7/6 Flying {B}: Pestilence Demon deals 1 damage to each creature and each player. ROE R, C14 R Pestilence Rats {2}{B} Creature - Rat */3 Pestilence Rats's power is equal to the number of other Rats on the battlefield. (For example, as long as there are two other Rats on the battlefield, Pestilence Rats's power and toughness are 2/3.) IA C Pestilent Kathari {2}{B} Creature - Bird Warrior 1/1 Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) {2}{R}: Pestilent Kathari gains first strike until end of turn. CON C Pestilent Souleater {5} Artifact Creature - Insect 3/3 {P/B}: Pestilent Souleater gains infect until end of turn. ({P/B} can be paid with either {B} or 2 life. A creature with infect deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) NPH C Petalmane Baku {1}{G} Creature - Spirit 1/2 Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Petalmane Baku. {1}, Remove X ki counters from Petalmane Baku: Add X mana of any one color to your mana pool. BOK C Petals of Insight {4}{U} Sorcery - Arcane Look at the top three cards of your library. You may put those cards on the bottom of your library in any order. If you do, return Petals of Insight to its owner's hand. Otherwise, draw three cards. CHK U, MMA C Petra Sphinx {2}{W}{W}{W} Creature - Sphinx 3/4 {T}: Target player names a card, then reveals the top card of his or her library. If that card is the named card, that player puts it into his or her hand. If it isn't, the player puts it into his or her graveyard. LE R, CH R, MED R Petradon {6}{R}{R} Creature - Nightmare Beast 5/6 When Petradon enters the battlefield, exile two target lands. When Petradon leaves the battlefield, return the exiled cards to the battlefield under their owners' control. {R}: Petradon gets +1/+0 until end of turn. TOR R Petrahydrox {3}{U/R} Creature - Weird 3/3 ({U/R} can be paid with either {U} or {R}.) When Petrahydrox becomes the target of a spell or ability, return Petrahydrox to its owner's hand. GPT C Petravark {3}{R} Creature - Nightmare Beast 2/2 When Petravark enters the battlefield, exile target land. When Petravark leaves the battlefield, return the exiled card to the battlefield under its owner's control. TOR C Petrified Field Land {T}: Add {1} to your mana pool. {T}, Sacrifice Petrified Field: Return target land card from your graveyard to your hand. OD R Petrified Plating {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Suspend 2- {G} (Rather than cast this card from your hand, you may pay {G} and exile it with two 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.) FUT C Petrified Wood-Kin {6}{G} Creature - Elemental Warrior 3/3 Petrified Wood-Kin can't be countered. Bloodthirst X (This creature enters the battlefield with X +1/+1 counters on it, where X is the damage dealt to your opponents this turn.) Protection from instants GPT R Pewter Golem {5} Artifact Creature - Golem 4/2 {1}{B}: Regenerate Pewter Golem. MRD C Phage the Untouchable {3}{B}{B}{B}{B} Legendary Creature - Avatar Minion 4/4 When Phage the Untouchable enters the battlefield, if you didn't cast it from your hand, you lose the game. Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated. Whenever Phage deals combat damage to a player, that player loses the game. LGN R, 10E R, CNS M Phage the Untouchable Avatar Vanguard Hand +0, life -5 Pay 1 life: Until end of turn, whenever a creature deals combat damage to you, destroy that creature. Pay 1 life: Until end of turn, whenever target creature you control deals combat damage to a creature, destroy the damaged creature. VAN S Phalanx Formation {2}{W} Instant Strive - Phalanx Formation costs {1}{W} more to cast for each target beyond the first. Any number of target creatures each gain double strike until end of turn. (They deal both first-strike and regular combat damage.) JOU U Phalanx Leader {W}{W} Creature - Human Soldier 1/1 Heroic - Whenever you cast a spell that targets Phalanx Leader, put a +1/+1 counter on each creature you control. THS U Phantasmagorian {5}{B}{B} Creature - Horror 6/6 When you cast Phantasmagorian, any player may discard three cards. If a player does, counter Phantasmagorian. Discard three cards: Return Phantasmagorian from your graveyard to your hand. PLC U Phantasmal Abomination {1}{U}{U} Creature - Illusion 5/5 Defender When Phantasmal Abomination becomes the target of a spell or ability, sacrifice it. ROE U Phantasmal Bear {U} Creature - Bear Illusion 2/2 When Phantasmal Bear becomes the target of a spell or ability, sacrifice it. M12 C, DDM C Phantasmal Dragon {2}{U}{U} Creature - Dragon Illusion 5/5 Flying When Phantasmal Dragon becomes the target of a spell or ability, sacrifice it. M12 U, DDM U Phantasmal Fiend {3}{B} Creature - Illusion 1/5 {B}: Phantasmal Fiend gets +1/-1 until end of turn. {1}{U}: Switch Phantasmal Fiend's power and toughness until end of turn. AL C (x2), ME2 C Phantasmal Forces {3}{U} Creature - Illusion 4/1 Flying At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay {U}. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, ME4 C Phantasmal Image {1}{U} Creature - Illusion 0/0 You may have Phantasmal Image enter the battlefield as a copy of any creature on the battlefield, except it's an Illusion in addition to its other types and it gains "When this creature becomes the target of a spell or ability, sacrifice it." M12 R Phantasmal Mount {1}{U} Creature - Illusion Horse 1/1 Flying {T}: Target creature you control with toughness 2 or less gets +1/+1 and gains flying until end of turn. When Phantasmal Mount leaves the battlefield this turn, sacrifice that creature. When the creature leaves the battlefield this turn, sacrifice Phantasmal Mount. IA U, ME2 C Phantasmal Sphere {1}{U} Creature - Illusion 0/1 Flying At the beginning of your upkeep, put a +1/+1 counter on Phantasmal Sphere, then sacrifice Phantasmal Sphere unless you pay {1} for each +1/+1 counter on it. When Phantasmal Sphere leaves the battlefield, target opponent puts an X/X blue Orb creature token with flying onto the battlefield, where X is the number of +1/+1 counters on Phantasmal Sphere. AL R Phantasmal Terrain {U}{U} Enchantment - Aura Enchant land As Phantasmal Terrain enters the battlefield, choose a basic land type. Enchanted land is the chosen type. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 6E C, IN C, ME4 C Phantatog {1}{W}{U} Creature - Atog 1/2 Sacrifice an enchantment: Phantatog gets +1/+1 until end of turn. Discard a card: Phantatog gets +1/+1 until end of turn. OD U Phantom Beast {3}{U} Creature - Illusion Beast 4/5 When Phantom Beast becomes the target of a spell or ability, sacrifice it. M11 C Phantom Centaur {2}{G}{G} Creature - Centaur Spirit 2/0 Protection from black Phantom Centaur enters the battlefield with three +1/+1 counters on it. If damage would be dealt to Phantom Centaur, prevent that damage. Remove a +1/+1 counter from Phantom Centaur. JUD U Phantom Flock {3}{W}{W} Creature - Bird Soldier Spirit 0/0 Flying Phantom Flock enters the battlefield with three +1/+1 counters on it. If damage would be dealt to Phantom Flock, prevent that damage. Remove a +1/+1 counter from Phantom Flock. JUD U Phantom General {3}{W} Creature - Spirit Soldier 2/3 Creature tokens you control get +1/+1. RTR U, DDK U Phantom Monster {3}{U} Creature - Illusion 3/3 Flying 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, MED C Phantom Nantuko {2}{G} Creature - Insect Spirit 0/0 Trample Phantom Nantuko enters the battlefield with two +1/+1 counters on it. If damage would be dealt to Phantom Nantuko, prevent that damage. Remove a +1/+1 counter from Phantom Nantuko. {T}: Put a +1/+1 counter on Phantom Nantuko. JUD R, C13 R Phantom Nishoba {5}{G}{W} Creature - Cat Beast Spirit 0/0 Trample Phantom Nishoba enters the battlefield with seven +1/+1 counters on it. Whenever Phantom Nishoba deals damage, you gain that much life. If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a +1/+1 counter from Phantom Nishoba. JUD R Phantom Nomad {1}{W} Creature - Spirit Nomad 0/0 Phantom Nomad enters the battlefield with two +1/+1 counters on it. If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad. JUD C, VMA C Phantom Tiger {2}{G} Creature - Cat Spirit 1/0 Phantom Tiger enters the battlefield with two +1/+1 counters on it. If damage would be dealt to Phantom Tiger, prevent that damage. Remove a +1/+1 counter from Phantom Tiger. JUD C Phantom Warrior {1}{U}{U} Creature - Illusion Warrior 2/2 Phantom Warrior can't be blocked. PO R, WL U, 6E U, P3 R, 7E U, 8ED U, 9ED U, 10E U, M10 U, M14 U Phantom Whelp {1}{U} Creature - Illusion Hound 2/2 When Phantom Whelp attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.) OD C Phantom Wings {1}{U} Enchantment - Aura Enchant creature Enchanted creature has flying. Sacrifice Phantom Wings: Return enchanted creature to its owner's hand. WL C, BOK C Phantom Wurm {4}{G}{G} Creature - Wurm Spirit 2/0 Phantom Wurm enters the battlefield with four +1/+1 counters on it. If damage would be dealt to Phantom Wurm, prevent that damage. Remove a +1/+1 counter from Phantom Wurm. TSP U Pharagax Giant {4}{R} Creature - Giant 3/3 Tribute 2 (As this creature enters the battlefield, an opponent of your choice may place two +1/+1 counters on it.) When Pharagax Giant enters the battlefield, if tribute wasn't paid, Pharagax Giant deals 5 damage to each opponent. BNG C Pharika's Chosen {B} Creature - Snake 1/1 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) JOU C Pharika's Cure {B}{B} Instant Pharika's Cure deals 2 damage to target creature and you gain 2 life. THS C Pharika's Disciple {3}{G} Creature - Centaur Warrior 2/3 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) ORI C Pharika's Mender {3}{B}{G} Creature - Gorgon 4/3 When Pharika's Mender enters the battlefield, you may return target creature or enchantment card from your graveyard to your hand. THS U Pharika, God of Affliction {1}{B}{G} Legendary Enchantment Creature - God 5/5 Indestructible As long as your devotion to black and green is less than seven, Pharika isn't a creature. {B}{G}: Exile target creature card from a graveyard. Its owner puts a 1/1 black and green Snake enchantment creature token with deathtouch onto the battlefield. JOU M Phelddagrif {1}{G}{W}{U} Legendary Creature - Phelddagrif 4/4 {G}: Phelddagrif gains trample until end of turn. Target opponent puts a 1/1 green Hippo creature token onto the battlefield. {W}: Phelddagrif gains flying until end of turn. Target opponent gains 2 life. {U}: Return Phelddagrif to its owner's hand. Target opponent may draw a card. AL R, MED R Phenax, God of Deception {3}{U}{B} Legendary Enchantment Creature - God 4/7 Indestructible As long as your devotion to blue and black is less than seven, Phenax isn't a creature. Creatures you control have "{T}: Target player puts the top X cards of his or her library into his or her graveyard, where X is this creature's toughness." BNG M Pheres-Band Centaurs {4}{G} Creature - Centaur Warrior 3/7 THS C Pheres-Band Raiders {5}{G} Creature - Centaur Warrior 5/5 Inspired - Whenever Pheres-Band Raiders becomes untapped, you may pay {2}{G}. If you do, put a 3/3 green Centaur enchantment creature token onto the battlefield. BNG U Pheres-Band Thunderhoof {4}{G} Creature - Centaur Warrior 3/4 Heroic - Whenever you cast a spell that targets Pheres-Band Thunderhoof, put two +1/+1 counters on Pheres-Band Thunderhoof. JOU C Pheres-Band Tromper {3}{G} Creature - Centaur Warrior 3/3 Inspired - Whenever Pheres-Band Tromper becomes untapped, put a +1/+1 counter on it. BNG C Pheres-Band Warchief {3}{G} Creature - Centaur Warrior 3/3 Vigilance, trample Other Centaur creatures you control get +1/+1 and have vigilance and trample. JOU R Phobian Phantasm {1}{B}{B} Creature - Illusion 3/3 Flying, fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Cumulative upkeep {B} (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.) CSP U Phosphorescent Feast {2}{G}{G}{G} Sorcery Chroma - Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards' mana costs. FUT U, EVE U Phthisis {3}{B}{B}{B}{B} Sorcery Destroy target creature. Its controller loses life equal to its power plus its toughness. Suspend 5- {1}{B} (Rather than cast this card from your hand, you may pay {1}{B} and exile it with five 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.) TSP U, MMA U, C13 U Phylactery Lich {B}{B}{B} Creature - Zombie 5/5 Indestructible As Phylactery Lich enters the battlefield, put a phylactery counter on an artifact you control. When you control no permanents with phylactery counters on them, sacrifice Phylactery Lich. M11 R, M13 R Phyresis {1}{B} Enchantment - Aura Enchant creature Enchanted creature has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) MBS C Phyrexia's Core Land {T}: Add {1} to your mana pool. {1}, {T}, Sacrifice an artifact: You gain 1 life. NPH U, C14 U Phyrexian Altar {3} Artifact Sacrifice a creature: Add one mana of any color to your mana pool. IN R Phyrexian Arena {1}{B}{B} Enchantment At the beginning of your upkeep, you draw a card and you lose 1 life. AP R, 8ED R, 9ED R, HOP R, DDE R Phyrexian Battleflies {B} Creature - Insect 0/1 Flying {B}: Phyrexian Battleflies gets +1/+0 until end of turn. Activate this ability no more than twice each turn. IN C, DDE C Phyrexian Bloodstock {4}{B} Creature - Zombie 3/3 When Phyrexian Bloodstock leaves the battlefield, destroy target white creature. It can't be regenerated. PS C Phyrexian Boon {2}{B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+1 as long as it's black. Otherwise, it gets -1/-2. AL C (x2), MED C Phyrexian Broodlings {1}{B}{B} Creature - Minion 2/2 {1}, Sacrifice a creature: Put a +1/+1 counter on Phyrexian Broodlings. GU C, DDE C Phyrexian Colossus {7} Artifact Creature - Golem 8/8 Phyrexian Colossus doesn't untap during your untap step. Pay 8 life: Untap Phyrexian Colossus. Phyrexian Colossus can't be blocked except by three or more creatures. UZ R, 7E R, 8ED R, DDE R Phyrexian Crusader {1}{B}{B} Creature - Zombie Knight 2/2 First strike, protection from red and from white Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) MBS R Phyrexian Debaser {3}{B} Creature - Carrier 2/2 Flying {T}, Sacrifice Phyrexian Debaser: Target creature gets -2/-2 until end of turn. GU C, DDE C Phyrexian Defiler {2}{B}{B} Creature - Carrier 3/3 {T}, Sacrifice Phyrexian Defiler: Target creature gets -3/-3 until end of turn. GU U, DDE U, VMA U Phyrexian Delver {3}{B}{B} Creature - Zombie 3/2 When Phyrexian Delver enters the battlefield, return target creature card from your graveyard to the battlefield. You lose life equal to that card's converted mana cost. IN R, C13 R Phyrexian Denouncer {1}{B} Creature - Carrier 1/1 {T}, Sacrifice Phyrexian Denouncer: Target creature gets -1/-1 until end of turn. GU C, DDE C Phyrexian Devourer {6} Artifact Creature - Construct 1/1 When Phyrexian Devourer's power is 7 or greater, sacrifice it. Exile the top card of your library: Put X +1/+1 counters on Phyrexian Devourer, where X is the exiled card's converted mana cost. AL R, ME2 U Phyrexian Digester {3} Artifact Creature - Construct 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.) MBS C Phyrexian Dreadnought {1} Artifact Creature - Dreadnought 12/12 Trample When Phyrexian Dreadnought enters the battlefield, sacrifice it unless you sacrifice any number of creatures with total power 12 or greater. MI R Phyrexian Driver {2}{B} Creature - Zombie Mercenary 1/1 When Phyrexian Driver enters the battlefield, other Mercenary creatures get +1/+1 until end of turn. NE C Phyrexian Etchings {B}{B}{B} Enchantment Cumulative upkeep {B} (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.) At the beginning of your end step, draw a card for each age counter on Phyrexian Etchings. When Phyrexian Etchings is put into a graveyard from the battlefield, you lose 2 life for each age counter on it. CSP R Phyrexian Furnace {1} Artifact {T}: Exile the bottom card of target player's graveyard. {1}, Sacrifice Phyrexian Furnace: Exile target card from a graveyard. Draw a card. WL U Phyrexian Gargantua {4}{B}{B} Creature - Horror 4/4 When Phyrexian Gargantua enters the battlefield, you draw two cards and you lose 2 life. AP U, 9ED U, DDE U, C13 U, C14 U Phyrexian Ghoul {2}{B} Creature - Zombie 2/2 Sacrifice a creature: Phyrexian Ghoul gets +2/+2 until end of turn. UZ C, BR C, HOP C, DDE C Phyrexian Gremlins {2}{B} Creature - Gremlin 1/1 You may choose not to untap Phyrexian Gremlins during your untap step. {T}: Tap target artifact. It doesn't untap during its controller's untap step for as long as Phyrexian Gremlins remains tapped. AQ C Phyrexian Grimoire {3} Artifact {4}, {T}: Target opponent chooses one of the top two cards of your graveyard. Exile that card and put the other one into your hand. TE R Phyrexian Hulk {6} Artifact Creature - Golem 5/4 TE U, 7E U, 8ED U, 9ED U, DDE U, NPH C, M13 U, TPR U Phyrexian Hydra {3}{G}{G} Creature - Hydra 7/7 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) If damage would be dealt to Phyrexian Hydra, prevent that damage. Put a -1/-1 counter on Phyrexian Hydra for each 1 damage prevented this way. MBS R Phyrexian Infiltrator {2}{B} Creature - Minion 2/2 {2}{U}{U}: Exchange control of Phyrexian Infiltrator and target creature. (This effect lasts indefinitely.) IN R Phyrexian Ingester {6}{U} Creature - Beast 3/3 Imprint - When Phyrexian Ingester enters the battlefield, you may exile target nontoken creature. Phyrexian Ingester gets +X/+Y, where X is the exiled creature card's power and Y is its toughness. NPH R, C14 R Phyrexian Ironfoot {3} Snow Artifact Creature - Construct 3/4 Phyrexian Ironfoot doesn't untap during your untap step. {1}{S}: Untap Phyrexian Ironfoot. ({S} can be paid with one mana from a snow permanent.) CSP U Phyrexian Juggernaut {6} Artifact Creature - Juggernaut 5/5 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Phyrexian Juggernaut attacks each turn if able. MBS U Phyrexian Lens {3} Artifact {T}, Pay 1 life: Add one mana of any color to your mana pool. IN R Phyrexian Marauder {X} Artifact Creature - Construct 0/0 Phyrexian Marauder enters the battlefield with X +1/+1 counters on it. Phyrexian Marauder can't block. Phyrexian Marauder can't attack unless you pay {1} for each +1/+1 counter on it. VI R Phyrexian Metamorph {3}{P/U} Artifact Creature - Shapeshifter 0/0 ({P/U} can be paid with either {U} or 2 life.) You may have Phyrexian Metamorph enter the battlefield as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types. NPH R Phyrexian Monitor {3}{B} Creature - Skeleton 2/2 {B}: Regenerate Phyrexian Monitor. CG C Phyrexian Negator {2}{B} Creature - Horror 5/5 Trample Whenever Phyrexian Negator is dealt damage, sacrifice that many permanents. CG R, DDE M Phyrexian Obliterator {B}{B}{B}{B} Creature - Horror 5/5 Trample Whenever a source deals damage to Phyrexian Obliterator, that source's controller sacrifices that many permanents. NPH M Phyrexian Plaguelord {3}{B}{B} Creature - Carrier 4/4 {T}, Sacrifice Phyrexian Plaguelord: Target creature gets -4/-4 until end of turn. Sacrifice a creature: Target creature gets -1/-1 until end of turn. GU R, 8ED R, DDE R Phyrexian Portal {3} Artifact {3}: If your library has ten or more cards in it, target opponent looks at the top ten cards of your library and separates them into two face-down piles. Exile one of those piles. Search the other pile for a card, put it into your hand, then shuffle the rest of that pile into your library. AL R, ME2 R Phyrexian Processor {4} Artifact As Phyrexian Processor enters the battlefield, pay any amount of life. {4}, {T}: Put an X/X black Minion creature token onto the battlefield, where X is the life paid as Phyrexian Processor entered the battlefield. UZ R, DDE R Phyrexian Prowler {3}{B} Creature - Zombie Mercenary 3/3 Fading 3 (This creature enters the battlefield with three 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 Phyrexian Prowler: Phyrexian Prowler gets +1/+1 until end of turn. NE U Phyrexian Purge {2}{B}{R} Sorcery Destroy any number of target creatures. Phyrexian Purge costs 3 life more to cast for each target. MI R Phyrexian Rager {2}{B} Creature - Horror 2/2 When Phyrexian Rager enters the battlefield, you draw a card and you lose 1 life. AP C, 10E C, DDD C, MBS C, DD3_GVL C Phyrexian Reaper {4}{B} Creature - Zombie 3/3 Whenever Phyrexian Reaper becomes blocked by a green creature, destroy that creature. It can't be regenerated. IN C Phyrexian Rebirth {4}{W}{W} Sorcery Destroy all creatures, then put an X/X colorless Horror artifact creature token onto the battlefield, where X is the number of creatures destroyed this way. MBS R Phyrexian Reclamation {B} Enchantment {1}{B}, Pay 2 life: Return target creature card from your graveyard to your hand. GU U, C13 U Phyrexian Revoker {2} Artifact Creature - Horror 2/1 As Phyrexian Revoker enters the battlefield, name a nonland card. Activated abilities of sources with the chosen name can't be activated. MBS R, M15 R Phyrexian Scuta {3}{B} Creature - Zombie 3/3 Kicker-Pay 3 life. (You may pay 3 life in addition to any other costs as you cast this spell.) If Phyrexian Scuta was kicked, it enters the battlefield with two +1/+1 counters on it. PS R Phyrexian Slayer {3}{B} Creature - Minion 2/2 Flying Whenever Phyrexian Slayer becomes blocked by a white creature, destroy that creature. It can't be regenerated. IN C Phyrexian Snowcrusher {6} Snow Artifact Creature - Juggernaut 6/5 Phyrexian Snowcrusher attacks each turn if able. {1}{S}: Phyrexian Snowcrusher gets +1/+0 until end of turn. ({S} can be paid with one mana from a snow permanent.) CSP U Phyrexian Soulgorger {3} Snow Artifact Creature - Construct 8/8 Cumulative upkeep-Sacrifice a creature. (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.) CSP R Phyrexian Splicer {2} Artifact {2}, {T}, Choose flying, first strike, trample, or shadow: Until end of turn, target creature with the chosen ability loses it and another target creature gains it. TE U Phyrexian Swarmlord {4}{G}{G} Creature - Insect Horror 4/4 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) At the beginning of your upkeep, put a 1/1 green Insect creature token with infect onto the battlefield for each poison counter your opponents have. NPH R Phyrexian Totem {3} Artifact {T}: Add {B} to your mana pool. {2}{B}: Phyrexian Totem becomes a 5/5 black Horror artifact creature with trample until end of turn. Whenever Phyrexian Totem is dealt damage, if it's a creature, sacrifice that many permanents. TSP U, DDE U Phyrexian Tower Legendary Land {T}: Add {1} to your mana pool. {T}, Sacrifice a creature: Add {B}{B} to your mana pool. UZ R Phyrexian Tribute {2}{B} Sorcery As an additional cost to cast Phyrexian Tribute, sacrifice two creatures. Destroy target artifact. MI R Phyrexian Tyranny {U}{B}{R} Enchantment Whenever a player draws a card, that player loses 2 life unless he or she pays {2}. PS R Phyrexian Unlife {2}{W} Enchantment You don't lose the game for having 0 or less life. As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.) NPH R Phyrexian Vatmother {2}{B}{B} Creature - Horror 4/5 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) At the beginning of your upkeep, you get a poison counter. MBS R Phyrexian Vault {3} Artifact {2}, {T}, Sacrifice a creature: Draw a card. MI U, 6E U, 10E U, DDE U Phyrexian Walker {0} Artifact Creature - Construct 0/3 VI C Phyrexian War Beast {3} Artifact Creature - Beast 3/4 When Phyrexian War Beast leaves the battlefield, sacrifice a land and Phyrexian War Beast deals 1 damage to you. AL C (x2), MED U Phytoburst {1}{G} Sorcery Target creature gets +5/+5 until end of turn. DGM C Phytohydra {2}{G}{W}{W} Creature - Plant Hydra 1/1 If damage would be dealt to Phytohydra, put that many +1/+1 counters on it instead. RAV R Phytotitan {4}{G}{G} Creature - Plant Elemental 7/2 When Phytotitan dies, return it to the battlefield tapped under its owner's control at the beginning of his or her next upkeep. M15 R Pia and Kiran Nalaar {2}{R}{R} Legendary Creature - Human Artificer 2/2 When Pia and Kiran Nalaar enters the battlefield, put two 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield. {2}{R}, Sacrifice an artifact: Pia and Kiran Nalaar deals 2 damage to target creature or player. ORI R Pianna, Nomad Captain {1}{W}{W} Legendary Creature - Human Nomad 2/2 Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn. OD R, VMA U Pierce Strider {4} Artifact Creature - Construct 3/3 When Pierce Strider enters the battlefield, target opponent loses 3 life. MBS U Piety {2}{W} Instant Blocking creatures get +0/+3 until end of turn. AN C (x2), 4E C Piety Charm {W} Instant Choose one - • Destroy target Aura attached to a creature. • Target Soldier creature gets +2/+2 until end of turn. • Creatures you control gain vigilance until end of turn. ONS C Pikemen {1}{W} Creature - Human Soldier 1/1 First strike, banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) DK C, 4E C, 5E C Pilfered Plans {1}{U}{B} Sorcery Target player puts the top two cards of his or her library into his or her graveyard. Draw two cards. DGM C Pilgrim of Justice {2}{W} Creature - Human Cleric 1/3 Protection from red {W}, Sacrifice Pilgrim of Justice: The next time a red source of your choice would deal damage this turn, prevent that damage. OD C Pilgrim of Virtue {2}{W} Creature - Human Cleric 1/3 Protection from black {W}, Sacrifice Pilgrim of Virtue: The next time a black source of your choice would deal damage this turn, prevent that damage. OD C Pilgrim of the Fires {7} Artifact Creature - Golem 6/4 First strike, trample FRF U Pilgrim's Eye {3} Artifact Creature - Thopter 1/1 Flying When Pilgrim's Eye enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. U, WWK C, DDI C, C13 C, C14 C Pili-Pala {2} Artifact Creature - Scarecrow 1/1 Flying {2}, {Q}: Add one mana of any color to your mana pool. ({Q} is the untap symbol.) SHM C Pillage {1}{R}{R} Sorcery Destroy target artifact or land. It can't be regenerated. AL U, 6E U, 7E U, ME2 U, PD2 U Pillaging Horde {2}{R}{R} Creature - Human Barbarian 5/5 When Pillaging Horde enters the battlefield, sacrifice it unless you discard a card at random. PO R, VMA U Pillar Tombs of Aku {2}{B}{B} World Enchantment At the beginning of each player's upkeep, that player may sacrifice a creature. If that player doesn't, he or she loses 5 life and you sacrifice Pillar Tombs of Aku. VI R Pillar of Flame {R} Sorcery Pillar of Flame deals 2 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. AVR C Pillar of Light {2}{W} Instant Exile target creature with toughness 4 or greater. M15 C Pillar of War {3} Artifact Creature - Golem 3/3 Defender As long as Pillar of War is enchanted, it can attack as though it didn't have defender. BNG U Pillar of the Paruns Land {T}: Add one mana of any color to your mana pool. Spend this mana only to cast a multicolored spell. DIS R Pillarfield Ox {3}{W} Creature - Ox 2/4 ZEN C, M13 C, M14 C, CNS C Pillory of the Sleepless {1}{W}{B} Enchantment - Aura Enchant creature Enchanted creature can't attack or block. Enchanted creature has "At the beginning of your upkeep, you lose 1 life." GPT C, MM2 U Pin to the Earth {1}{U} Enchantment - Aura Enchant creature Enchanted creature gets -6/-0. JOU C Pincer Spider {2}{G} Creature - Spider 2/3 Kicker {3} (You may pay an additional {3} as you cast this spell.) Reach (This creature can block creatures with flying.) If Pincer Spider was kicked, it enters the battlefield with a +1/+1 counter on it. IN C Pincher Beetles {2}{G} Creature - Insect 3/1 Shroud (This creature can't be the target of spells or abilities.) TE C, BR C, 10E C Pine Barrens Land Pine Barrens enters the battlefield tapped. {T}: Add {1} to your mana pool. {T}: Add {B} or {G} to your mana pool. Pine Barrens deals 1 damage to you. TE R, VMA U, TPR U Pine Walker {3}{G}{G} Creature - Elemental 5/5 Morph {4}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Whenever Pine Walker or another creature you control is turned face up, untap that creature. KTK U Pinecrest Ridge Land {T}: Add {1} to your mana pool. {T}: Add {R} or {G} to your mana pool. Pinecrest Ridge doesn't untap during your next untap step. CHK U Pinion Feast {4}{G} Instant Destroy target creature with flying. Bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) DTK C Pinnacle of Rage {4}{R}{R} Sorcery Pinnacle of Rage deals 3 damage to each of two target creatures and/or players. BNG U Pinpoint Avalanche {3}{R}{R} Instant Pinpoint Avalanche deals 4 damage to target creature. The damage can't be prevented. ONS C Pious Kitsune {2}{W} Creature - Fox Cleric 1/2 At the beginning of your upkeep, put a devotion counter on Pious Kitsune. Then if a creature named Eight-and-a-Half-Tails is on the battlefield, you gain 1 life for each devotion counter on Pious Kitsune. {T}, Remove a devotion counter from Pious Kitsune: You gain 1 life. CHK C Pious Warrior {3}{W} Creature - Human Rebel Warrior 2/3 Whenever Pious Warrior is dealt combat damage, you gain that much life. MM C Piper's Melody {G} Sorcery Shuffle any number of target creature cards from your graveyard into your library. OD U Piracy {U}{U} Sorcery Until end of turn, you may tap lands you don't control for mana. Spend this mana only to cast spells. P2 R, P3 R Piracy Charm {U} Instant Choose one - • Target creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.) • Target creature gets +2/-1 until end of turn. • Target player discards a card. PLC C Piranha Marsh Land Piranha Marsh enters the battlefield tapped. When Piranha Marsh enters the battlefield, target player loses 1 life. {T}: Add {B} to your mana pool. ZEN C Pirate Ship {4}{U} Creature - Human Pirate 4/3 Pirate Ship can't attack unless defending player controls an Island. {T}: Pirate Ship deals 1 damage to target creature or player. When you control no Islands, sacrifice Pirate Ship. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, TSB S Piston Sledge {3} Artifact - Equipment When Piston Sledge enters the battlefield, attach it to target creature you control. Equipped creature gets +3/+1. Equip-Sacrifice an artifact. MBS U Pistus Strike {2}{G} Instant Destroy target creature with flying. Its controller gets a poison counter. MBS C Pit Fight {1}{R/G} Instant Target creature you control fights another target creature. (Each deals damage equal to its power to the other.) GTC C Pit Imp {B} Creature - Imp 0/1 Flying {B}: Pit Imp gets +1/+0 until end of turn. Activate this ability no more than twice each turn. TE C Pit Keeper {1}{B} Creature - Human Wizard 2/1 When Pit Keeper enters the battlefield, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand. TSP C Pit Raptor {2}{B}{B} Creature - Bird Mercenary 4/3 Flying, first strike At the beginning of your upkeep, sacrifice Pit Raptor unless you pay {2}{B}{B}. PR U Pit Scorpion {2}{B} Creature - Scorpion 1/1 Whenever Pit Scorpion deals damage to a player, that player gets a poison counter. (A player with ten or more poison counters loses the game.) LE C, 4E C, 5E C Pit Spawn {4}{B}{B}{B} Creature - Demon 6/4 First strike At the beginning of your upkeep, sacrifice Pit Spawn unless you pay {B}{B}. Whenever Pit Spawn deals damage to a creature, exile that creature. EX R Pit Trap {2} Artifact {2}, {T}, Sacrifice Pit Trap: Destroy target attacking creature without flying. It can't be regenerated. IA U, UZ U, 7E U Pitchburn Devils {4}{R} Creature - Devil 3/3 When Pitchburn Devils dies, it deals 3 damage to target creature or player. ISD C, M14 C, CNS C Pitchstone Wall {2}{R} Creature - Wall 2/5 Defender (This creature can't attack.) Whenever you discard a card, you may sacrifice Pitchstone Wall. If you do, return the discarded card from your graveyard to your hand. TOR U Pitfall Trap {2}{W} Instant - Trap If exactly one creature is attacking, you may pay {W} rather than pay Pitfall Trap's mana cost. Destroy target attacking creature without flying. ZEN U Pith Driller {4}{P/B} Artifact Creature - Horror 2/4 ({P/B} can be paid with either {B} or 2 life.) When Pith Driller enters the battlefield, put a -1/-1 counter on target creature. NPH C Pithing Needle {1} Artifact As Pithing Needle enters the battlefield, name a card. Activated abilities of sources with the chosen name can't be activated unless they're mana abilities. SOK R, 10E R, M10 R, RTR R Pitiless Horde {2}{B} Creature - Orc Berserker 5/3 At the beginning of your upkeep, you lose 2 life. Dash {2}{B}{B} (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.) DTK R Pixie Queen {2}{G}{G} Creature - Faerie 1/1 Flying {G}{G}{G}, {T}: Target creature gains flying until end of turn. LE R Plagiarize {3}{U} Instant Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card. TOR R, 9ED R, 10E R Plague Beetle {B} Creature - Insect 1/1 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) GU C, 7E C, 8ED C, 9ED C, 10E C Plague Boiler {3} Artifact At the beginning of your upkeep, put a plague counter on Plague Boiler. {1}{B}{G}: Put a plague counter on Plague Boiler or remove a plague counter from it. When Plague Boiler has three or more plague counters on it, sacrifice it. If you do, destroy all nonland permanents. RAV R, C13 R Plague Dogs {4}{B} Creature - Zombie Hound 3/3 When Plague Dogs dies, all creatures get -1/-1 until end of turn. {2}, Sacrifice Plague Dogs: Draw a card. CG U Plague Fiend {1}{B} Creature - Insect 1/1 Whenever Plague Fiend deals combat damage to a creature, destroy that creature unless its controller pays {2}. PR C Plague Myr {2} Artifact Creature - Myr 1/1 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) {T}: Add {1} to your mana pool. MBS U Plague Rats {2}{B} Creature - Rat */* Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats on the battlefield. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C Plague Sliver {2}{B}{B} Creature - Sliver 5/5 All Slivers have "At the beginning of your upkeep, this permanent deals 1 damage to you." TSP R Plague Spitter {2}{B} Creature - Horror 2/2 At the beginning of your upkeep, Plague Spitter deals 1 damage to each creature and each player. When Plague Spitter dies, Plague Spitter deals 1 damage to each creature and each player. IN U Plague Spores {4}{B}{R} Sorcery Destroy target nonblack creature and target land. They can't be regenerated. IN C Plague Stinger {1}{B} Creature - Insect Horror 1/1 Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) SOM C Plague Wind {7}{B}{B} Sorcery Destroy all creatures you don't control. They can't be regenerated. PR R, 8ED R, 9ED R, 10E R Plague Witch {1}{B} Creature - Elf Spellshaper 1/1 {B}, {T}, Discard a card: Target creature gets -1/-1 until end of turn. NE C Plague of Vermin {6}{B} Sorcery Starting with you, each player may pay any amount of life. Repeat this process until no one pays life. Each player puts a 1/1 black Rat creature token onto the battlefield for each 1 life he or she paid this way. SHM R Plaguebearer {1}{B} Creature - Zombie 1/1 {X}{X}{B}: Destroy target nonblack creature with converted mana cost X. EX R Plagued Rusalka {B} Creature - Spirit 1/1 {B}, Sacrifice a creature: Target creature gets -1/-1 until end of turn. GPT U, DDJ U, CNS U, MM2 C Plaguemaw Beast {3}{G}{G} Creature - Beast 4/3 {T}, Sacrifice a creature: Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) MBS U Plains Basic Land - Plains B (x13), MD1 B, 1E B (x2), 2E B (x3), 2U B (x3), 3E B (x3), 4E B (x3), IA B (x3), MI B (x4), 5E B (x4), PO B (x4), TE B (x4), P2 B (x3), UG C, UZ B (x4), 6E B (x4), PK B (x3), P3 B (x4), MM B (x4), BR B (x9), P4 B (x2), IN B (x4), 7E B (x4), OD B (x4), ONS B (x4), 8ED B (x4), MRD B (x4), CHK B (x4), UNH B, 9ED B (x4), RAV B (x4), TSP B (x4), 10E B (x4), MED B (x3), LRW B (x4), SHM B (x4), ALA B (x4), DDC B (x4), M10 B (x4), HOP B (x5), ME3 B (x3), ZEN B (x8), H09 B, DDE B, ROE B (x4), ARC B (x2), M11 B (x4), DDF B (x4), SOM B (x4), MBS B (x2), DDG B (x4), NPH B (x2), CMD B (x4), M12 B (x4), DDH B, ISD B (x3), DDI B (x3), AVR B (x3), PC2 B (x5), M13 B (x4), RTR B (x5), DDK B (x3), M14 B (x4), DDL B (x4), THS B (x4), C13 B (x4), M15 B (x4), DDN B (x4), KTK B (x4), C14 B (x4), DD3_DVD B (x4), FRF B (x2), DDO B (x4), DTK B (x3), TPR B (x4), ORI B (x4) Planar Birth {1}{W} Sorcery Return all basic land cards from all graveyards to the battlefield tapped under their owners' control. UZ R Planar Chaos {2}{R} Enchantment At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice Planar Chaos. Whenever a player casts a spell, that player flips a coin. If he or she loses the flip, counter that spell. JUD U Planar Cleansing {3}{W}{W}{W} Sorcery Destroy all nonland permanents. M10 R, M13 R, M14 R Planar Collapse {1}{W} Enchantment At the beginning of your upkeep, if there are four or more creatures on the battlefield, sacrifice Planar Collapse and destroy all creatures. They can't be regenerated. GU R Planar Despair {3}{B}{B} Sorcery Domain - All creatures get -1/-1 until end of turn for each basic land type among lands you control. AP R Planar Gate {6} Artifact Creature spells you cast cost up to {2} less to cast. LE R, ME4 U Planar Guide {W} Creature - Human Cleric 1/1 {3}{W}, Exile Planar Guide: Exile all creatures. At the beginning of the next end step, return those cards to the battlefield under their owners' control. LGN R Planar Outburst {3}{W}{W} Sorcery Destroy all nonland creatures. Awaken 4- {5}{W}{W}{W} (If you cast this spell for {5}{W}{W}{W}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) R Planar Overlay {2}{U} Sorcery Each player chooses a land he or she controls of each basic land type. Return those lands to their owners' hands. PS R Planar Portal {6} Artifact {6}, {T}: Search your library for a card and put that card into your hand. Then shuffle your library. IN R, 8ED R Planar Void {B} Enchantment Whenever another card is put into a graveyard from anywhere, exile that card. UZ U Planeswalker's Favor {2}{G} Enchantment {3}{G}: Target opponent reveals a card at random from his or her hand. Target creature gets +X/+X until end of turn, where X is the revealed card's converted mana cost. PS R Planeswalker's Fury {2}{R} Enchantment {3}{R}: Target opponent reveals a card at random from his or her hand. Planeswalker's Fury deals damage equal to that card's converted mana cost to that player. Activate this ability only any time you could cast a sorcery. PS R Planeswalker's Mirth {2}{W} Enchantment {3}{W}: Target opponent reveals a card at random from his or her hand. You gain life equal to that card's converted mana cost. PS R Planeswalker's Mischief {2}{U} Enchantment {3}{U}: Target opponent reveals a card at random from his or her hand. If it's an instant or sorcery card, exile it. You may cast it without paying its mana cost for as long as it remains exiled. At the beginning of the next end step, if you haven't cast it, return it to its owner's hand. Activate this ability only any time you could cast a sorcery. (If it has X in its mana cost, X is 0.) PS R Planeswalker's Scorn {2}{B} Enchantment {3}{B}: Target opponent reveals a card at random from his or her hand. Target creature gets -X/-X until end of turn, where X is the revealed card's converted mana cost. Activate this ability only any time you could cast a sorcery. PS R Planewide Disaster Phenomenon When you encounter Planewide Disaster, destroy all creatures. (Then planeswalk away from this phenomenon.) PC2 C Plant - Token Creature Plant 0/1 C Plant Elemental {1}{G} Creature - Plant Elemental 3/4 When Plant Elemental enters the battlefield, sacrifice it unless you sacrifice a Forest. PO U Plasm Capture {G}{G}{U}{U} Instant Counter target spell. At the beginning of your next precombat main phase, add X mana in any combination of colors to your mana pool, where X is that spell's converted mana cost. DGM R, DDO R Plasma Elemental {5}{U} Creature - Elemental 4/1 Plasma Elemental can't be blocked. 5DN U Plateau Land - Mountain Plains ({T}: Add {R} or {W} to your mana pool.) 1E R, 2E R, 2U R, 3E R, ME3 R, ME4 R, VMA R Plated Crusher {4}{G}{G}{G} Creature - Beast 7/6 Trample, hexproof U Plated Geopede {1}{R} Creature - Insect 1/1 First strike Landfall - Whenever a land enters the battlefield under your control, Plated Geopede gets +2/+2 until end of turn. ZEN C, DDI C Plated Pegasus {2}{W} Creature - Pegasus 1/2 Flash (You may cast this spell any time you could cast an instant.) Flying If a spell would deal damage to a creature or player, prevent 1 damage that spell would deal to that creature or player. TSP U Plated Rootwalla {4}{G} Creature - Lizard 3/3 {2}{G}: Plated Rootwalla gets +3/+3 until end of turn. Activate this ability only once each turn. EX C, BR C Plated Seastrider {U}{U} Creature - Beast 1/4 SOM C, CNS C Plated Slagwurm {4}{G}{G}{G} Creature - Wurm 8/8 Hexproof (This creature can't be the target of spells or abilities your opponents control.) MRD R, DDD R, DD3_GVL R Plated Sliver {W} Creature - Sliver 1/1 All Sliver creatures get +0/+1. LGN C Plated Spider {4}{G} Creature - Spider 4/4 Reach (This creature can block creatures with flying.) CG C, BD C Plated Wurm {4}{G} Creature - Wurm 4/5 P2 C Platinum Angel {7} Artifact Creature - Angel 4/4 Flying You can't lose the game and your opponents can't win the game. M, MRD R, 10E R, M10 M, M11 M Platinum Angel Avatar Vanguard Hand -1, life -2 If you control an artifact, a creature, an enchantment, and a land, you can't lose the game and your opponents can't win the game. VAN S (x2) Platinum Emperion {8} Artifact Creature - Golem 8/8 Your life total can't change. (You can't gain or lose life. You can't pay any amount of life except 0.) SOM M Plaxcaster Frogling {1}{G}{U} Creature - Frog Mutant 0/0 Graft 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) {2}: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.) DIS U, MM2 U Plaxmanta {1}{U} Creature - Beast 2/2 Flash When Plaxmanta enters the battlefield, creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.) When Plaxmanta enters the battlefield, sacrifice it unless {G} was spent to cast it. DIS U Plea for Guidance {5}{W} Sorcery Search your library for up to two enchantment cards, reveal them, and put them into your hand. Then shuffle your library. BNG R Plea for Power {3}{U} Sorcery Will of the council - Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards. CNS R, VMA R Pledge of Loyalty {1}{W} Enchantment - Aura Enchant creature Enchanted creature has protection from the colors of permanents you control. This effect doesn't remove Pledge of Loyalty. IN U Plots That Span Centuries Scheme When you set this scheme in motion, the next time you would set a scheme in motion, set three schemes in motion instead. ARC P Plover Knights {3}{W}{W} Creature - Kithkin Knight 3/3 Flying, first strike LRW C, DDG C Plow Through Reito {1}{W} Instant - Arcane Sweep - Return any number of Plains you control to their owner's hand. Target creature gets +1/+1 until end of turn for each Plains returned this way. SOK C Plow Under {3}{G}{G} Sorcery Put two target lands on top of their owners' libraries. CG R, 8ED R Plumes of Peace {1}{W}{U} Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. Forecast - {W}{U}, Reveal Plumes of Peace from your hand: Tap target creature. (Activate this ability only during your upkeep and only once each turn.) DIS C Plumeveil {W/U}{W/U}{W/U} Creature - Elemental 4/4 Flash Defender, flying SHM U, CMD U, MMA U Plummet {1}{G} Instant Destroy target creature with flying. C, ARC C, M11 C, M12 C, M13 C, M14 C, CNS C, M15 C, MM2 C, ORI C Plunder {4}{R} Sorcery Destroy target artifact or land. Suspend 4- {1}{R} (Rather than cast this card from your hand, you may pay {1}{R} 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.) TSP C Plunge into Darkness {1}{B} Instant Choose one - • Sacrifice any number of creatures, then you gain 3 life for each sacrificed creature. • Pay X life, then look at the top X cards of your library. Put one of those cards into your hand and exile the rest. Entwine {B} (Choose both if you pay the entwine cost.) 5DN R Poison Arrow {4}{B}{B} Sorcery Destroy target nonblack creature. You gain 3 life. PK U Poison the Well {2}{B/R}{B/R} Sorcery Destroy target land. Poison the Well deals 2 damage to that land's controller. SHM C Poisonbelly Ogre {4}{B} Creature - Ogre Warrior 3/3 Whenever another creature enters the battlefield, its controller loses 1 life. GPT C Polar Kraken {8}{U}{U}{U} Creature - Kraken 11/11 Trample Polar Kraken enters the battlefield tapped. Cumulative upkeep-Sacrifice a land. (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.) IA R, MED R Polis Crusher {2}{R}{G} Creature - Cyclops 4/4 Trample, protection from enchantments {4}{R}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) Whenever Polis Crusher deals combat damage to a player, if Polis Crusher is monstrous, destroy target enchantment that player controls. THS R Political Trickery {2}{U} Sorcery Exchange control of target land you control and target land an opponent controls. (This effect lasts indefinitely.) MI R Pollen Lullaby {1}{W} Instant Prevent all combat damage that would be dealt this turn. Clash with an opponent. If you win, creatures that player controls don't untap during the player's next untap step. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW U, CMD U Pollen Remedy {W} Instant Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.) Prevent the next 3 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. If Pollen Remedy was kicked, prevent the next 6 damage this way instead. PS C Pollenbright Wings {4}{G}{W} Enchantment - Aura Enchant creature Enchanted creature has flying. Whenever enchanted creature deals combat damage to a player, put that many 1/1 green Saproling creature tokens onto the battlefield. RAV U, PC2 U Polluted Bonds {3}{B}{B} Enchantment Whenever a land enters the battlefield under an opponent's control, that player loses 2 life and you gain 2 life. SHM R Polluted Dead {4}{B} Creature - Zombie 3/3 When Polluted Dead dies, destroy target land. AVR C Polluted Delta Land {T}, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card and put it onto the battlefield. Then shuffle your library. M, ONS R, KTK R Polluted Mire Land Polluted Mire enters the battlefield tapped. {T}: Add {B} to your mana pool. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C, BR C, BD C, DDD C, PD3 C, C14 C, DD3_GVL C Polukranos, World Eater {2}{G}{G} Legendary Creature - Hydra 5/5 {X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) When Polukranos, World Eater becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Each of those creatures deals damage equal to its power to Polukranos. DDL M, THS M Polymorph {3}{U} Sorcery Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card onto the battlefield, then shuffles all other cards revealed this way into his or her library. MI R, 6E R, 9ED R, M10 R Polymorphist's Jest {1}{U}{U} Instant Until end of turn, each creature target player controls loses all abilities and becomes a blue Frog with base power and toughness 1/1. M15 R Polymorphous Rush {2}{U} Instant Strive - Polymorphous Rush costs {1}{U} more to cast for each target beyond the first. Choose a creature on the battlefield. Any number of target creatures you control each become a copy of that creature until end of turn. JOU R Ponder {U} Sorcery Look at the top three cards of your library, then put them back in any order. You may shuffle your library. Draw a card. LRW C, M10 C, M12 C Pongify {U} Instant Destroy target creature. It can't be regenerated. Its controller puts a 3/3 green Ape creature token onto the battlefield. PLC U, C14 U Pontiff of Blight {4}{B}{B} Creature - Zombie Cleric 2/7 Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Other creatures you control have extort. (If a creature has multiple instances of extort, each triggers separately.) DGM R, C14 R Ponyback Brigade {3}{R}{W}{B} Creature - Goblin Warrior 2/2 When Ponyback Brigade enters the battlefield or is turned face up, put three 1/1 red Goblin creature tokens onto the battlefield. Morph {2}{R}{W}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Pooling Venom {1}{B} Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, its controller loses 2 life. {3}{B}: Destroy enchanted land. FUT U Pools of Becoming Plane - Bolas's Meditation Realm At the beginning of your end step, put the cards in your hand on the bottom of your library in any order, then draw that many cards. Whenever you roll CHAOS, reveal the top three cards of your planar deck. Each of the revealed cards' CHAOS abilities triggers. Then put the revealed cards on the bottom of your planar deck in any order. HOP C Porcelain Legionnaire {2}{P/W} Artifact Creature - Soldier 3/1 ({P/W} can be paid with either {W} or 2 life.) First strike NPH C Porphyry Nodes {W} Enchantment At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them. When there are no creatures on the battlefield, sacrifice Porphyry Nodes. PLC R Port Inspector {1}{U} Creature - Human 1/2 Whenever Port Inspector becomes blocked, you may look at defending player's hand. MM C Portcullis {4} Artifact Whenever a creature enters the battlefield, if there are two or more other creatures on the battlefield, exile that creature. Return that card to the battlefield under its owner's control when Portcullis leaves the battlefield. ST R Portent {U} Sorcery Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle his or her library. Draw a card at the beginning of the next turn's upkeep. IA C, 5E C, ME2 C Portent of Betrayal {3}{R} Sorcery Gain control of target creature until end of turn. Untap that creature. It gains haste 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.) THS C Possessed Aven {2}{U}{U} Creature - Bird Soldier Horror 3/3 Flying Threshold - As long as seven or more cards are in your graveyard, Possessed Aven gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target blue creature." TOR R Possessed Barbarian {2}{R}{R} Creature - Human Barbarian Horror 3/3 First strike Threshold - As long as seven or more cards are in your graveyard, Possessed Barbarian gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target red creature." TOR R Possessed Centaur {2}{G}{G} Creature - Centaur Horror 3/3 Trample Threshold - As long as seven or more cards are in your graveyard, Possessed Centaur gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target green creature." TOR R Possessed Nomad {2}{W}{W} Creature - Human Nomad Horror 3/3 Vigilance Threshold - As long as seven or more cards are in your graveyard, Possessed Nomad gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target white creature." TOR R Possessed Portal {8} Artifact If a player would draw a card, that player skips that draw instead. At the beginning of each end step, each player sacrifices a permanent unless he or she discards a card. 5DN R Possessed Skaab {3}{U}{B} Creature - Zombie 3/2 When Possessed Skaab enters the battlefield, return target instant, sorcery, or creature card from your graveyard to your hand. If Possessed Skaab would die, exile it instead. ORI U Possibility Storm {3}{R}{R} Enchantment Whenever a player casts a spell from his or her hand, that player exiles it, then exiles cards from the top of his or her library until he or she exiles a card that shares a card type with it. That player may cast that card without paying its mana cost. Then he or she puts all cards exiled with Possibility Storm on the bottom of his or her library in a random order. DGM R Postmortem Lunge {X}{P/B} Sorcery ({P/B} can be paid with either {B} or 2 life.) Return target creature card with converted mana cost X from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. NPH U Poultice Sliver {2}{W} Creature - Sliver 2/2 All Slivers have "{2}, {T}: Regenerate target Sliver." PLC C Pouncing Jaguar {G} Creature - Cat 2/2 Echo {G} (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.) UZ C Pouncing Kavu {1}{R} Creature - Kavu 1/1 Kicker {2}{R} (You may pay an additional {2}{R} as you cast this spell.) First strike If Pouncing Kavu was kicked, it enters the battlefield with two +1/+1 counters on it and with haste. IN C Pouncing Wurm {3}{G} Creature - Wurm 3/3 Kicker {2}{G} (You may pay an additional {2}{G} as you cast this spell.) If Pouncing Wurm was kicked, it enters the battlefield with three +1/+1 counters on it and with haste. PLC U Powder Keg {2} Artifact At the beginning of your upkeep, you may put a fuse counter on Powder Keg. {T}, Sacrifice Powder Keg: Destroy each artifact and creature with converted mana cost equal to the number of fuse counters on Powder Keg. CG R Power Armor {4} Artifact Domain - {3}, {T}: Target creature gets +1/+1 until end of turn for each basic land type among lands you control. IN U, DDE U Power Artifact {U}{U} Enchantment - Aura Enchant artifact Enchanted artifact's activated abilities cost {2} less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana. AQ U, ME4 R Power Conduit {2} Artifact {T}, Remove a counter from a permanent you control: Choose one - • Put a charge counter on target artifact. • Put a +1/+1 counter on target creature. MRD U Power Leak {1}{U} Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player may pay any amount of mana. Power Leak deals 2 damage to that player. Prevent X of that damage, where X is the amount of mana that player paid this way. 1E C, 2E C, 2U C, 3E C, 4E C Power Matrix {4} Artifact {T}: Target creature gets +1/+1 and gains flying, first strike, and trample until end of turn. MM R Power Play Conspiracy (Start the game with this conspiracy face up in the command zone.) You are the starting player. If multiple players would be the starting player, one of those players is chosen at random. CNS U Power Sink {X}{U} Instant Counter target spell unless its controller pays {X}. If he or she doesn't, that player taps all lands with mana abilities he or she controls and empties his or her mana pool. 1E C, 2E C, 2U C, 3E C, 4E C, IA C, MI C, 5E U, TE C, UZ C, 6E U, BD C, VMA U Power Struggle {2}{U}{U}{U} Enchantment At the beginning of each player's upkeep, exchange control of a target artifact, creature or land that player controls, chosen at random, and a random target permanent that shares one of those types with it a player who is his or her opponent chosen at random. ASTRAL S Power Surge {R}{R} Enchantment At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands he or she controlled at the beginning of this turn. 1E R, 2E R, 2U R, 3E R, 4E R Power Taint {1}{U} Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player loses 2 life unless he or she pays {2}. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Power of Fire {1}{R} Enchantment - Aura Enchant creature Enchanted creature has "{T}: This creature deals 1 damage to target creature or player." SHM C, CNS C Powerleech {G}{G} Enchantment Whenever an artifact an opponent controls becomes tapped or an opponent activates an artifact's ability without {T} in its activation cost, you gain 1 life. AQ U Powerstone Minefield {2}{R}{W} Enchantment Whenever a creature attacks or blocks, Powerstone Minefield deals 2 damage to it. AP R Pox {B}{B}{B} Sorcery Each player loses a third of his or her life, then discards a third of the cards in his or her hand, then sacrifices a third of the creatures he or she controls, then sacrifices a third of the lands he or she controls. Round up each time. IA R, 5E R, MED R Pradesh Gypsies {2}{G} Creature - Human Nomad 1/1 {1}{G}, {T}: Target creature gets -2/-0 until end of turn. LE U, 4E C, 5E C, 6E C Praetor's Counsel {5}{G}{G}{G} Sorcery Return all cards from your graveyard to your hand. Exile Praetor's Counsel. You have no maximum hand size for the rest of the game. MBS M, C14 M Praetor's Grasp {1}{B}{B} Sorcery Search target opponent's library for a card and exile it face down. Then that player shuffles his or her library. You may look at and play that card for as long as it remains exiled. NPH R Prahv Plane - Ravnica If you cast a spell this turn, you can't attack with creatures. If you attacked with creatures this turn, you can't cast spells. Whenever you roll CHAOS, you gain life equal to the number of cards in your hand. PC2 C Prahv, Spires of Order Land {T}: Add {1} to your mana pool. {4}{W}{U}, {T}: Prevent all damage a source of your choice would deal this turn. DIS U Prairie Stream Land - Plains Island ({T}: Add {W} or {U} to your mana pool.) Prairie Stream enters the battlefield tapped unless you control two or more basic lands. R, M Preacher {1}{W}{W} Creature - Human Cleric 1/1 You may choose not to untap Preacher during your untap step. {T}: For as long as Preacher remains tapped, gain control of target creature of an opponent's choice he or she controls. DK R, MED R Precinct Captain {W}{W} Creature - Human Soldier 2/2 First strike Whenever Precinct Captain deals combat damage to a player, put a 1/1 white Soldier creature token onto the battlefield. RTR R, DDO R Precognition {4}{U} Enchantment At the beginning of your upkeep, you may look at the top card of target opponent's library. If you do, you may put that card on the bottom of that player's library. TE R Precursor Golem {5} Artifact Creature - Golem 3/3 When Precursor Golem enters the battlefield, put two 3/3 colorless Golem artifact creature tokens onto the battlefield. Whenever a player casts an instant or sorcery spell that targets only a single Golem, that player copies that spell for each other Golem that spell could target. Each copy targets a different one of those Golems. SOM R, MM2 R Predator Dragon {3}{R}{R}{R} Creature - Dragon 4/4 Flying, haste Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.) ALA R Predator Ooze {G}{G}{G} Creature - Ooze 1/1 Indestructible Whenever Predator Ooze attacks, put a +1/+1 counter on it. Whenever a creature dealt damage by Predator Ooze this turn dies, put a +1/+1 counter on Predator Ooze. DKA R Predator's Gambit {B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+1. Enchanted creature has intimidate as long as its controller controls no other creatures. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) AVR C Predator's Howl {3}{G} Instant Put a 2/2 green Wolf creature token onto the battlefield. Morbid - Put three 2/2 green Wolf creature tokens onto the battlefield instead if a creature died this turn. CNS U Predator's Rapport {2}{G} Instant Choose target creature you control. You gain life equal to that creature's power plus its toughness. GTC C Predator's Strike {1}{G} Instant Target creature gets +3/+3 and gains trample until end of turn. MRD C Predator, Flagship {5} Legendary Artifact {2}: Target creature gains flying until end of turn. {5}, {T}: Destroy target creature with flying. NE R, VMA R, C14 R Predatory Advantage {3}{R}{G} Enchantment At the beginning of each opponent's end step, if that player didn't cast a creature spell this turn, put a 2/2 green Lizard creature token onto the battlefield. ARB R Predatory Focus {3}{G}{G} Sorcery You may have creatures you control assign their combat damage this turn as though they weren't blocked. GPT U Predatory Hunger {G} Enchantment - Aura Enchant creature Whenever an opponent casts a creature spell, put a +1/+1 counter on enchanted creature. EX C Predatory Nightstalker {3}{B}{B} Creature - Nightstalker 3/2 When Predatory Nightstalker enters the battlefield, you may have target opponent sacrifice a creature. P2 U, VMA C Predatory Rampage {3}{G}{G} Sorcery Creatures you control get +3/+3 until end of turn. Each creature your opponents control blocks this turn if able. M13 R Predatory Sliver {1}{G} Creature - Sliver 1/1 Sliver creatures you control get +1/+1. M14 C Predatory Urge {3}{G} Enchantment - Aura Enchant creature Enchanted creature has "{T}: This creature deals damage equal to its power to target creature. That creature deals damage equal to its power to this creature." ZEN R, PC2 R Predict {1}{U} Instant Name a card, then target player puts the top card of his or her library into his or her graveyard. If that card is the named card, you draw two cards. Otherwise, you draw a card. OD U Preeminent Captain {2}{W} Creature - Kithkin Soldier 2/2 First strike (This creature deals combat damage before creatures without first strike.) Whenever Preeminent Captain attacks, you may put a Soldier creature card from your hand onto the battlefield tapped and attacking. MOR R, M15 R Preemptive Strike {1}{U} Instant Counter target creature spell. PK C Preferred Selection {2}{G}{G} Enchantment At the beginning of your upkeep, look at the top two cards of your library. You may sacrifice Preferred Selection and pay {2}{G}{G}. If you do, put one of those cards into your hand. If you don't, put one of those cards on the bottom of your library. MI R Premature Burial {1}{B} Sorcery Destroy target nonblack creature that entered the battlefield since your last turn ended. TSP U Preordain {U} Sorcery Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) M11 C, DDI C Prescient Chimera {3}{U}{U} Creature - Chimera 3/4 Flying Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) THS C Presence of Gond {2}{G} Enchantment - Aura Enchant creature Enchanted creature has "{T}: Put a 1/1 green Elf Warrior creature token onto the battlefield." SHM C, C13 C Presence of the Master {3}{W} Enchantment Whenever a player casts an enchantment spell, counter it. LE U, UZ U Presence of the Wise {2}{W}{W} Sorcery You gain 2 life for each card in your hand. SOK U Press the Advantage {2}{G}{G} Instant Up to two target creatures each get +2/+2 and gain trample until end of turn. DTK U Pressure Point {1}{W} Instant Tap target creature. Draw a card. FRF C Pretender's Claim {1}{B} Enchantment - Aura Enchant creature Whenever enchanted creature becomes blocked, tap all lands defending player controls. MM U Prey Upon {G} Sorcery Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.) ISD C, M13 C, DDL C Prey's Vengeance {G} Instant Target creature gets +2/+2 until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) ROE U Preyseizer Dragon {4}{R}{R} Creature - Dragon 4/4 Flying Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.) Whenever Preyseizer Dragon attacks, it deals damage to target creature or player equal to the number of +1/+1 counters on Preyseizer Dragon. PC2 R Price of Glory {2}{R} Enchantment Whenever a player taps a land for mana, if it's not that player's turn, destroy that land. OD U Price of Knowledge {6}{B} Enchantment Players have no maximum hand size. At the beginning of each opponent's upkeep, Price of Knowledge deals damage to that player equal to the number of cards in that player's hand. C13 R Price of Progress {1}{R} Instant Price of Progress deals damage to each player equal to twice the number of nonbasic lands that player controls. EX U, PD2 U Prickleboar {4}{R} Creature - Boar 3/3 As long as it's your turn, Prickleboar gets +2/+0 and has first strike. (It deals combat damage before creatures without first strike.) ORI C Prickly Boggart {B} Creature - Goblin Rogue 1/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) MOR C Pride Guardian {W} Creature - Cat Monk 0/3 Defender Whenever Pride Guardian blocks, you gain 3 life. M12 C, CNS C Pride of Lions {3}{G}{G} Creature - Cat 4/4 You may have Pride of Lions assign its combat damage as though it weren't blocked. P3 U, 7E U, DDH U Pride of the Clouds {W}{U} Creature - Elemental Cat 1/1 Flying Pride of the Clouds gets +1/+1 for each other creature with flying on the battlefield. Forecast - {2}{W}{U}, Reveal Pride of the Clouds from your hand: Put a 1/1 white and blue Bird creature token with flying onto the battlefield. (Activate this ability only during your upkeep and only once each turn.) DIS R Priest of Gix {2}{B} Creature - Human Cleric Minion 2/1 When Priest of Gix enters the battlefield, add {B}{B}{B} to your mana pool. UZ U, DDE U Priest of Iroas {R} Creature - Human Cleric 1/1 {3}{W}, Sacrifice Priest of Iroas: Destroy target enchantment. THS C Priest of Titania {1}{G} Creature - Elf Druid 1/1 {T}: Add {G} to your mana pool for each Elf on the battlefield. UZ C, C14 C Priest of Urabrask {2}{R} Creature - Human Cleric 2/1 When Priest of Urabrask enters the battlefield, add {R}{R}{R} to your mana pool. NPH U Priest of Yawgmoth {1}{B} Creature - Human Cleric 1/2 {T}, Sacrifice an artifact: Add to your mana pool an amount of {B} equal to the sacrificed artifact's converted mana cost. AQ C Priest of the Blood Rite {3}{B}{B} Creature - Human Cleric 2/2 When Priest of the Blood Rite enters the battlefield, put a 5/5 black Demon creature token with flying onto the battlefield. At the beginning of your upkeep, you lose 2 life. ORI R Priests of Norn {2}{W} Creature - Cleric 1/4 Vigilance Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) MBS C Primal Bellow {G} Instant Target creature gets +1/+1 until end of turn for each Forest you control. ZEN U Primal Beyond Land As Primal Beyond enters the battlefield, you may reveal an Elemental card from your hand. If you don't, Primal Beyond enters the battlefield tapped. {T}: Add {1} to your mana pool. {T}: Add one mana of any color to your mana pool. Spend this mana only to cast an Elemental spell or activate an ability of an Elemental. MOR R Primal Boost {2}{G} Instant Target creature gets +4/+4 until end of turn. Cycling {2}{G} ({2}{G}, Discard this card: Draw a card.) When you cycle Primal Boost, you may have target creature get +1/+1 until end of turn. ONS U Primal Clay {4} Artifact Creature - Shapeshifter */* As Primal Clay enters the battlefield, it becomes your choice of a 3/3 artifact creature, a 2/2 artifact creature with flying, or a 1/6 Wall artifact creature with defender in addition to its other types. (A creature with defender can't attack.) AQ U, 3E R, 4E R, 5E R, 6E R, ME4 C, M13 U Primal Cocoon {G} Enchantment - Aura Enchant creature At the beginning of your upkeep, put a +1/+1 counter on enchanted creature. When enchanted creature attacks or blocks, sacrifice Primal Cocoon. M11 C Primal Command {3}{G}{G} Sorcery Choose two - • Target player gains 7 life. • Put target noncreature permanent on top of its owner's library. • Target player shuffles his or her graveyard into his or her library. • Search your library for a creature card, reveal it, put it into your hand, then shuffle your library. R, LRW R, ARC R Primal Forcemage {2}{G} Creature - Elf Shaman 2/2 Whenever another creature enters the battlefield under your control, that creature gets +3/+3 until end of turn. TSP U Primal Frenzy {G} Enchantment - Aura Enchant creature Enchanted creature has trample. OD C Primal Growth {2}{G} Sorcery Kicker-Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you cast this spell.) Search your library for a basic land card, put that card onto the battlefield, then shuffle your library. If Primal Growth was kicked, instead search your library for up to two basic land cards, put them onto the battlefield, then shuffle your library. PS C Primal Huntbeast {3}{G} Creature - Beast 3/3 Hexproof (This creature can't be the target of spells or abilities your opponents control.) M13 C Primal Order {2}{G}{G} Enchantment At the beginning of each player's upkeep, Primal Order deals damage to that player equal to the number of nonbasic lands he or she controls. HM R, 5E R, MED R Primal Plasma {3}{U} Creature - Elemental Shapeshifter */* As Primal Plasma enters the battlefield, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender. PLC C, DDI C, PC2 C Primal Rage {1}{G} Enchantment Creatures you control have trample. (If a creature you control would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) ST U, 10E U Primal Surge {8}{G}{G} Sorcery Exile the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you do, repeat this process. AVR M Primal Vigor {4}{G} Enchantment If one or more tokens would be put onto the battlefield, twice that many of those tokens are put onto the battlefield instead. If one or more +1/+1 counters would be placed on a creature, twice that many +1/+1 counters are placed on that creature instead. C13 R Primal Visitation {3}{R}{G} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 and has haste. GTC C Primal Whisperer {4}{G} Creature - Elf Soldier 2/2 Primal Whisperer gets +2/+2 for each face-down creature on the battlefield. Morph {3}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) LGN R Primalcrux {G}{G}{G}{G}{G}{G} Creature - Elemental */* Trample Chroma - Primalcrux's power and toughness are each equal to the number of green mana symbols in the mana costs of permanents you control. EVE R Prime Speaker Zegana {2}{G}{G}{U}{U} Legendary Creature - Merfolk Wizard 1/1 Prime Speaker Zegana enters the battlefield with X +1/+1 counters on it, where X is the greatest power among other creatures you control. When Prime Speaker Zegana enters the battlefield, draw cards equal to its power. GTC M Primeval Bounty {5}{G} Enchantment Whenever you cast a creature spell, put a 3/3 green Beast creature token onto the battlefield. Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control. Whenever a land enters the battlefield under your control, you gain 3 life. M14 M Primeval Force {2}{G}{G}{G} Creature - Elemental 8/8 When Primeval Force enters the battlefield, sacrifice it unless you sacrifice three Forests. PO R, 8ED R Primeval Light {3}{G} Sorcery Destroy all enchantments target player controls. GPT U Primeval Shambler {4}{B} Creature - Horror Mercenary 3/3 {B}: Primeval Shambler gets +1/+1 until end of turn. MM U, 8ED U Primeval Titan {4}{G}{G} Creature - Giant 6/6 Trample Whenever Primeval Titan enters the battlefield or attacks, you may search your library for up to two land cards, put them onto the battlefield tapped, then shuffle your library. M11 M, M12 M, MM2 M Primitive Etchings {2}{G}{G} Enchantment Reveal the first card you draw each turn. Whenever you reveal a creature card this way, draw a card. SCG R Primitive Justice {1}{R} Sorcery As an additional cost to cast Primitive Justice, you may pay {1}{R} and/or {1}{G} any number of times. Destroy target artifact. For each additional {1}{R} you paid, destroy another target artifact. For each additional {1}{G} you paid, destroy another target artifact, and you gain 1 life. AL U, ME4 U Primoc Escapee {6}{U} Creature - Bird Beast 4/4 Flying Cycling {2} ({2}, Discard this card: Draw a card.) LGN U Primordial Hydra {X}{G}{G} Creature - Hydra 0/0 Primordial Hydra enters the battlefield with X +1/+1 counters on it. At the beginning of your upkeep, double the number of +1/+1 counters on Primordial Hydra. Primordial Hydra has trample as long as it has ten or more +1/+1 counters on it. M12 M, M13 M Primordial Ooze {R} Creature - Ooze 1/1 Primordial Ooze attacks each turn if able. At the beginning of your upkeep, put a +1/+1 counter on Primordial Ooze. Then you may pay {X}, where X is the number of +1/+1 counters on it. If you don't, tap Primordial Ooze and it deals X damage to you. LE U, CH U, 5E U Primordial Sage {4}{G}{G} Creature - Spirit 4/5 Whenever you cast a creature spell, you may draw a card. RAV R, C14 R Prince of Thralls {4}{U}{B}{B}{R} Creature - Demon 7/7 Whenever a permanent an opponent controls is put into a graveyard, put that card onto the battlefield under your control unless that opponent pays 3 life. ALA M Princess Lucrezia {3}{U}{U}{B} Legendary Creature - Human Wizard 5/4 {T}: Add {U} to your mana pool. LE U, ME3 U Prism Array {4}{U} Enchantment Converge - Prism Array enters the battlefield with a crystal counter on it for each color of mana spent to cast it. Remove a crystal counter from Prism Array: Tap target creature. {W}{U}{B}{R}{G}: Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) R Prism Ring {1} Artifact As Prism Ring enters the battlefield, choose a color. Whenever you cast a spell of the chosen color, you gain 1 life. ORI U Prismatic Boon {X}{W}{U} Instant Choose a color. X target creatures gain protection from the chosen color until end of turn. MI U Prismatic Circle {2}{W} Enchantment Cumulative upkeep {1} (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.) As Prismatic Circle enters the battlefield, choose a color. {1}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage. MI C Prismatic Dragon {2}{W}{W} Creature - Dragon 2/3 Flying At the beginning of your upkeep, Prismatic Dragon becomes a color chosen at random. (This effect lasts indefinitely.) {2}: Prismatic Dragon becomes a color chosen at random. (This effect lasts indefinitely.) ASTRAL S Prismatic Lace {U} Instant Target permanent becomes the color or colors of your choice. (This effect lasts indefinitely.) MI R Prismatic Lens {2} Artifact {T}: Add {1} to your mana pool. {1}, {T}: Add one mana of any color to your mana pool. TSP C Prismatic Omen {1}{G} Enchantment Lands you control are every basic land type in addition to their other types. SHM R Prismatic Strands {2}{W} Instant Prevent all damage that sources of the color of your choice would deal this turn. Flashback-Tap an untapped white creature you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD C Prismatic Ward {1}{W} Enchantment - Aura Enchant creature As Prismatic Ward enters the battlefield, choose a color. Prevent all damage that would be dealt to enchanted creature by sources of the chosen color. IA C, 5E C Prismwake Merrow {2}{U} Creature - Merfolk Wizard 2/1 Flash When Prismwake Merrow enters the battlefield, target permanent becomes the color or colors of your choice until end of turn. SHM C Prison Barricade {1}{W} Creature - Wall 1/3 Defender (This creature can't attack.) Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.) If Prison Barricade was kicked, it enters the battlefield with a +1/+1 counter on it and with "Prison Barricade can attack as though it didn't have defender." IN C Prison Term {1}{W}{W} Enchantment - Aura Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. Whenever a creature enters the battlefield under an opponent's control, you may attach Prison Term to that creature. SHM U, HOP U, CMD U Pristine Angel {4}{W}{W} Creature - Angel 4/4 Flying As long as Pristine Angel is untapped, it has protection from artifacts and from all colors. Whenever you cast a spell, you may untap Pristine Angel. DST R, CNS M Pristine Skywise {4}{W}{U} Creature - Dragon 6/4 Flying Whenever you cast a noncreature spell, untap Pristine Skywise. It gains protection from the color of your choice until end of turn. DTK R Pristine Talisman {3} Artifact {T}: Add {1} to your mana pool. You gain 1 life. NPH C, C13 C, C14 C Private Research {U} Enchantment - Aura Enchant creature At the beginning of your upkeep, you may put a page counter on Private Research. When enchanted creature dies, draw a card for each page counter on Private Research. CG U Privileged Position {2}{G/W}{G/W}{G/W} Enchantment ({G/W} can be paid with either {G} or {W}.) Other permanents you control have hexproof. (They can't be the targets of spells or abilities your opponents control.) RAV R Prized Elephant {3}{W} Creature - Elephant 3/3 Prized Elephant gets +1/+1 as long as you control a Forest. {G}: Prized Elephant gains trample until end of turn. (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) M13 U Prized Unicorn {3}{G} Creature - Unicorn 2/2 All creatures able to block Prized Unicorn do so. M10 U, M11 U, ORI U Probe {2}{U} Sorcery Kicker {1}{B} (You may pay an additional {1}{B} as you cast this spell.) Draw three cards, then discard two cards. If Probe was kicked, target player discards two cards. IN C Processor Assault {1}{R} Sorcery Devoid (This card has no color.) As an additional cost to cast Processor Assault, put a card an opponent owns from exile into that player's graveyard. Processor Assault deals 5 damage to target creature. U Proclamation of Rebirth {2}{W} Sorcery Return up to three target creature cards with converted mana cost 1 or less from your graveyard to the battlefield. Forecast - {5}{W}, Reveal Proclamation of Rebirth from your hand: Return target creature card with converted mana cost 1 or less from your graveyard to the battlefield. (Activate this ability only during your upkeep and only once each turn.) DIS R Prodigal Pyromancer {2}{R} Creature - Human Wizard 1/1 {T}: Prodigal Pyromancer deals 1 damage to target creature or player. PLC C, 10E C, M10 U, M11 U Prodigal Sorcerer {2}{U} Creature - Human Wizard 1/1 {T}: Prodigal Sorcerer deals 1 damage to target creature or player. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 6E C, BR C, P4 C, 7E C, TSB S, ME4 U Prodigal Sorcerer Avatar Vanguard Hand +0, life +5 At the beginning of your upkeep, look at the top card of your library. You may put that card into your graveyard. VAN S (x2) Profane Command {X}{B}{B} Sorcery Choose two - • Target player loses X life. • Return target creature card with converted mana cost X or less from your graveyard to the battlefield. • Target creature gets -X/-X until end of turn. • Up to X target creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.) LRW R, HOP R, DDH R, C14 R, MM2 R Profane Memento {1} Artifact Whenever a creature card is put into an opponent's graveyard from anywhere, you gain 1 life. M15 U Profane Prayers {2}{B}{B} Sorcery Profane Prayers deals X damage to target creature or player and you gain X life, where X is the number of Clerics on the battlefield. ONS C Profaner of the Dead {3}{U} Creature - Naga Wizard 3/3 Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Profaner of the Dead exploits a creature, return to their owners' hands all creatures your opponents control with toughness less than the exploited creature's toughness. DTK R Profit {1}{W} Instant Creatures you control get +1/+1 until end of turn. Fuse (You may cast one or both halves of this card from your hand.) ---- Loss {2}{B} 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.) DGM U Profound Journey {5}{W}{W} Sorcery Return target permanent card from your graveyard to the battlefield. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) DTK R Progenitor Mimic {4}{G}{U} Creature - Shapeshifter 0/0 You may have Progenitor Mimic enter the battlefield as a copy of any creature on the battlefield except it gains "At the beginning of your upkeep, if this creature isn't a token, put a token onto the battlefield that's a copy of this creature." DGM M Progenitus {W}{W}{U}{U}{B}{B}{R}{R}{G}{G} Legendary Creature - Hydra Avatar 10/10 Protection from everything If Progenitus would be put into a graveyard from anywhere, reveal Progenitus and shuffle it into its owner's library instead. CON M, V11 M, MMA M Prognostic Sphinx {3}{U}{U} Creature - Sphinx 3/5 Flying Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it. Whenever Prognostic Sphinx attacks, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) THS R Prohibit {1}{U} Instant Kicker {2} (You may pay an additional {2} as you cast this spell.) Counter target spell if its converted mana cost is 2 or less. If Prohibit was kicked, counter that spell if its converted mana cost is 4 or less instead. IN C, DDM C Promise of Bunrei {2}{W} Enchantment When a creature you control dies, sacrifice Promise of Bunrei. If you do, put four 1/1 colorless Spirit creature tokens onto the battlefield. SOK R Promise of Power {2}{B}{B}{B} Sorcery Choose one - • You draw five cards and you lose 5 life. • Put an X/X black Demon creature token with flying onto the battlefield, where X is the number of cards in your hand. Entwine {4} (Choose both if you pay the entwine cost.) MRD R, DDC R, C14 R, DD3_DVD R Promised Kannushi {G} Creature - Human Druid 1/1 Soulshift 7 (When this creature dies, you may return target Spirit card with converted mana cost 7 or less from your graveyard to your hand.) SOK C Propaganda {2}{U} Enchantment Creatures can't attack you unless their controller pays {2} for each creature he or she controls that's attacking you. TE U, CMD U, C13 U Proper Burial {3}{W} Enchantment Whenever a creature you control dies, you gain life equal to that creature's toughness. DIS R Prophecy {W} Sorcery Reveal the top card of target opponent's library. If it's a land, you gain 1 life. Then that player shuffles his or her library. Draw a card at the beginning of the next turn's upkeep. HM C Prophet of Kruphix {3}{G}{U} Creature - Human Wizard 2/3 Untap all creatures and lands you control during each other player's untap step. You may cast creature cards as though they had flash. THS R Prophetic Bolt {3}{U}{R} Instant Prophetic Bolt deals 4 damage to target creature or player. Look at the top four cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. AP R, CMD R, DDJ R, VMA U Prophetic Flamespeaker {1}{R}{R} Creature - Human Shaman 1/3 Double strike, trample Whenever Prophetic Flamespeaker deals combat damage to a player, exile the top card of your library. You may play it this turn. JOU M Prophetic Prism {2} Artifact When Prophetic Prism enters the battlefield, draw a card. {1}, {T}: Add one mana of any color to your mana pool. ROE C, CMD C, GTC C Prosperity {X}{U} Sorcery Each player draws X cards. VI U, PO R, 6E U, C13 U Prossh, Skyraider of Kher {3}{B}{R}{G} Legendary Creature - Dragon 5/5 Flying When you cast Prossh, Skyraider of Kher, put X 0/1 red Kobold creature tokens named Kobolds of Kher Keep onto the battlefield, where X is the amount of mana spent to cast Prossh. Sacrifice another creature: Prossh gets +1/+0 until end of turn. C13 M Protean Hulk {5}{G}{G} Creature - Beast 6/6 When Protean Hulk dies, search your library for any number of creature cards with total converted mana cost 6 or less and put them onto the battlefield. Then shuffle your library. DIS R Protean Hydra {X}{G} Creature - Hydra 0/0 Protean Hydra enters the battlefield with X +1/+1 counters on it. If damage would be dealt to Protean Hydra, prevent that damage and remove that many +1/+1 counters from it. Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1 counters on it at the beginning of the next end step. M10 M, M11 R Protect {2}{W} Instant Target creature gets +2/+4 until end of turn. Fuse (You may cast one or both halves of this card from your hand.) ---- Serve {1}{U} Instant Target creature gets -6/-0 until end of turn. Fuse (You may cast one or both halves of this card from your hand.) DGM U Protective Bubble {3}{U} Enchantment - Aura Enchant creature Enchanted creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) LRW C Protective Sphere {2}{W} Enchantment {1}, Pay 1 life: Prevent all damage that would be dealt to you this turn by a source of your choice that shares a color with the mana spent on this activation cost. (Colorless mana prevents no damage.) IN C Proteus Machine {3} Artifact Creature - Shapeshifter 2/2 Morph {0} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Proteus Machine is turned face up, it becomes the creature type of your choice. (This effect lasts indefinitely.) SCG U Proteus Staff {3} Artifact {2}{U}, {T}: Put target creature on the bottom of its owner's library. That creature's controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card onto the battlefield and the rest on the bottom of his or her library in any order. Activate this ability only any time you could cast a sorcery. MRD R Protomatter Powder {2}{U} Artifact {4}{W}, {T}, Sacrifice Protomatter Powder: Return target artifact card from your graveyard to the battlefield. ALA U Prototype Portal {4} Artifact Imprint - When Prototype Portal enters the battlefield, you may exile an artifact card from your hand. {X}, {T}: Put a token that's a copy of the exiled card onto the battlefield. X is the converted mana cost of that card. SOM R Provoke {1}{G} Instant Untap target creature you don't control. That creature blocks this turn if able. Draw a card. ST C, CNS C, VMA C, TPR C Prowess of the Fair {1}{B} Tribal Enchantment - Elf Whenever another nontoken Elf is put into your graveyard from the battlefield, you may put a 1/1 green Elf Warrior creature token onto the battlefield. LRW U Prowler's Helm {2} Artifact - Equipment Equipped creature can't be blocked except by Walls. Equip {2} THS U Prowling Nightstalker {3}{B} Creature - Nightstalker 2/2 Prowling Nightstalker can't be blocked except by black creatures. P2 C, ME4 C Prowling Pangolin {3}{B}{B} Creature - Beast 6/5 When Prowling Pangolin enters the battlefield, any player may sacrifice two creatures. If a player does, sacrifice Prowling Pangolin. ONS U Psionic Blast {2}{U} Instant Psionic Blast deals 4 damage to target creature or player and 2 damage to you. 1E U, 2E U, 2U U, TSB S Psionic Entity {4}{U} Creature - Illusion 2/2 {T}: Psionic Entity deals 2 damage to target creature or player and 3 damage to itself. LE R, 4E R Psionic Gift {1}{U} Enchantment - Aura Enchant creature Enchanted creature has "{T}: This creature deals 1 damage to target creature or player." OD C Psionic Sliver {4}{U} Creature - Sliver 2/2 All Sliver creatures have "{T}: This creature deals 2 damage to target creature or player and 3 damage to itself." TSP R Psychatog {1}{U}{B} Creature - Atog 1/2 Discard a card: Psychatog gets +1/+1 until end of turn. Exile two cards from your graveyard: Psychatog gets +1/+1 until end of turn. OD U, VMA U Psychic Allergy {3}{U}{U} Enchantment As Psychic Allergy enters the battlefield, choose a color. At the beginning of each opponent's upkeep, Psychic Allergy deals X damage to that player, where X is the number of nontoken permanents of the chosen color he or she controls. At the beginning of your upkeep, destroy Psychic Allergy unless you sacrifice two Islands. DK R Psychic Barrier {U}{U} Instant Counter target creature spell. Its controller loses 1 life. NPH C Psychic Battle {3}{U}{U} Enchantment Whenever a player chooses one or more targets, each player reveals the top card of his or her library. The player who reveals the card with the highest converted mana cost may change the target or targets. If two or more cards are tied for highest cost, the target or targets remain unchanged. Changing targets this way doesn't trigger abilities of permanents named Psychic Battle. IN R Psychic Drain {X}{U}{B} Sorcery Target player puts the top X cards of his or her library into his or her graveyard and you gain X life. RAV U Psychic Intrusion {3}{U}{B} Sorcery Target opponent reveals his or her hand. You choose a nonland card from that player's graveyard or hand and exile it. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell. THS R Psychic Membrane {2}{U} Creature - Wall 0/3 Defender (This creature can't attack.) Whenever Psychic Membrane blocks, you may draw a card. MRD U Psychic Miasma {1}{B} Sorcery Target player discards a card. If a land card is discarded this way, return Psychic Miasma to its owner's hand. SOM C Psychic Overload {3}{U} Enchantment - Aura Enchant permanent When Psychic Overload enters the battlefield, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step. Enchanted permanent has "Discard two artifact cards: Untap this permanent." DST U Psychic Possession {2}{U}{U} Enchantment - Aura Enchant opponent Skip your draw step. Whenever enchanted opponent draws a card, you may draw a card. DIS R Psychic Puppetry {1}{U} Instant - Arcane You may tap or untap target permanent. Splice onto Arcane {U} (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.) CHK C Psychic Purge {U} Sorcery Psychic Purge deals 1 damage to target creature or player. When a spell or ability an opponent controls causes you to discard Psychic Purge, that player loses 5 life. LE C, MED U Psychic Rebuttal {1}{U} Instant Counter target instant or sorcery spell that targets you. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, you may copy the spell countered this way. You may choose new targets for the copy. ORI U Psychic Spear {B} Sorcery Target player reveals his or her hand. You choose a Spirit or Arcane card from it. That player discards that card. BOK C Psychic Spiral {4}{U} Instant Shuffle all cards from your graveyard into your library. Target player puts that many cards from the top of his or her library into his or her graveyard. RTR U Psychic Strike {1}{U}{B} Instant Counter target spell. Its controller puts the top two cards of his or her library into his or her graveyard. GTC C Psychic Surgery {1}{U} Enchantment Whenever an opponent shuffles his or her library, you may look at the top two cards of that library. You may exile one of those cards. Then put the rest on top of that library in any order. NPH R Psychic Theft {1}{U} Sorcery Target player reveals his or her hand. You choose an instant or sorcery card from it and exile that card. You may cast that card for as long as it remains exiled. At the beginning of the next end step, if you haven't cast the card, return it to its owner's hand. PR R Psychic Trance {2}{U}{U} Instant Until end of turn, Wizards you control gain "{T}: Counter target spell." ONS R Psychic Transfer {4}{U} Sorcery If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player. MI R, 6E R, P3 R Psychic Venom {1}{U} Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 6E C, MED C Psychic Vortex {2}{U}{U} Enchantment Cumulative upkeep-Draw 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.) At the beginning of your end step, sacrifice a land and discard your hand. WL R Psychogenic Probe {2} Artifact Whenever a spell or ability causes a player to shuffle his or her library, Psychogenic Probe deals 2 damage to him or her. MRD R Psychosis Crawler {5} Artifact Creature - Horror */* Psychosis Crawler's power and toughness are each equal to the number of cards in your hand. Whenever you draw a card, each opponent loses 1 life. MBS R Psychotic Episode {1}{B}{B} Sorcery Target player reveals his or her hand and the top card of his or her library. You choose a card revealed this way. That player puts the chosen card on the bottom of his or her library. Madness {1}{B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TSP C Psychotic Fury {1}{R} Instant Target multicolored creature gains double strike until end of turn. Draw a card. DIS C Psychotic Haze {2}{B}{B} Instant Psychotic Haze deals 1 damage to each creature and each player. Madness {1}{B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TOR C Psychotrope Thallid {2}{G} Creature - Fungus 1/1 At the beginning of your upkeep, put a spore counter on Psychotrope Thallid. Remove three spore counters from Psychotrope Thallid: Put a 1/1 green Saproling creature token onto the battlefield. {1}, Sacrifice a Saproling: Draw a card. PLC U Pteron Ghost {1}{W} Creature - Spirit 1/1 Flying Sacrifice Pteron Ghost: Regenerate target artifact. DST C Public Execution {5}{B} Instant Destroy target creature an opponent controls. Each other creature that player controls gets -2/-0 until end of turn. M13 U Puca's Mischief {3}{U} Enchantment At the beginning of your upkeep, you may exchange control of target nonland permanent you control and target nonland permanent an opponent controls with an equal or lesser converted mana cost. SHM R Puffer Extract {5} Artifact {X}, {T}: Target creature you control gets +X/+X until end of turn. Destroy it at the beginning of the next end step. MM U Pull Under {5}{B} Instant - Arcane Target creature gets -5/-5 until end of turn. CHK C Pull from Eternity {W} Instant Put target face-up exiled card into its owner's graveyard. TSP U Pull from the Deep {2}{U}{U} Sorcery Return up to one target instant card and up to one target sorcery card from your graveyard to your hand. Exile Pull from the Deep. JOU U Pulling Teeth {1}{B} Sorcery Clash with an opponent. If you win, target player discards two cards. Otherwise, that player discards a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) MOR C Pulmonic Sliver {3}{W}{W} Creature - Sliver 3/3 All Sliver creatures have flying. All Slivers have "If this permanent would be put into a graveyard, you may put it on top of its owner's library instead." TSP R Pulsating Illusion {4}{U} Creature - Illusion 0/1 Flying Discard a card: Pulsating Illusion gets +4/+4 until end of turn. Activate this ability only once each turn. OD U Pulse Tracker {B} Creature - Vampire Rogue 1/1 Whenever Pulse Tracker attacks, each opponent loses 1 life. WWK C, DDM C Pulse of Llanowar {3}{G} Enchantment If a basic land you control is tapped for mana, it produces mana of a color of your choice instead of any other type. IN U Pulse of the Dross {1}{B}{B} Sorcery Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Then if that player has more cards in hand than you, return Pulse of the Dross to its owner's hand. DST R Pulse of the Fields {1}{W}{W} Instant You gain 4 life. Then if an opponent has more life than you, return Pulse of the Fields to its owner's hand. DST R Pulse of the Forge {1}{R}{R} Instant Pulse of the Forge deals 4 damage to target player. Then if that player has more life than you, return Pulse of the Forge to its owner's hand. DST R Pulse of the Grid {1}{U}{U} Instant Draw two cards, then discard a card. Then if an opponent has more cards in hand than you, return Pulse of the Grid to its owner's hand. DST R Pulse of the Tangle {1}{G}{G} Sorcery Put a 3/3 green Beast creature token onto the battlefield. Then if an opponent controls more creatures than you, return Pulse of the Tangle to its owner's hand. DST R Pulsemage Advocate {2}{W} Creature - Human Cleric 1/3 {T}: Return three target cards from an opponent's graveyard to his or her hand. Return target creature card from your graveyard to the battlefield. JUD R Pulverize {4}{R}{R} Sorcery You may sacrifice two Mountains rather than pay Pulverize's mana cost. Destroy all artifacts. MM R Puncture Blast {2}{R} Instant Wither (This deals damage to creatures in the form of -1/-1 counters.) Puncture Blast deals 3 damage to target creature or player. EVE C Puncture Bolt {1}{R} Instant Puncture Bolt deals 1 damage to target creature. Put a -1/-1 counter on that creature. SHM C Puncturing Light {1}{W} Instant Destroy target attacking or blocking creature with power 3 or less. ROE C Punish Ignorance {W}{U}{U}{B} Instant Counter target spell. Its controller loses 3 life and you gain 3 life. ALA R Punish the Enemy {4}{R} Instant Punish the Enemy deals 3 damage to target player and 3 damage to target creature. DGM C Punishing Fire {1}{R} Instant Punishing Fire deals 2 damage to target creature or player. Whenever an opponent gains life, you may pay {R}. If you do, return Punishing Fire from your graveyard to your hand. ZEN U, DDG U, CMD U Puppet Conjurer {1}{B} Artifact Creature - Human Wizard 1/2 {U}, {T}: Put a 0/1 blue Homunculus artifact creature token onto the battlefield. At the beginning of your upkeep, sacrifice a Homunculus. ALA U Puppet Master {U}{U}{U} Enchantment - Aura Enchant creature When enchanted creature dies, return that card to its owner's hand. If that card is returned to its owner's hand this way, you may pay {U}{U}{U}. If you do, return Puppet Master to its owner's hand. LE U, CH U Puppet Strings {3} Artifact {2}, {T}: You may tap or untap target creature. TE U, DDE U Puppet's Verdict {1}{R}{R} Instant Flip a coin. If you win the flip, destroy all creatures with power 2 or less. If you lose the flip, destroy all creatures with power 3 or greater. MM R Puppeteer {2}{U} Creature - Human Wizard 1/2 {U}, {T}: You may tap or untap target creature. OD U, 8ED U, 9ED U, 10E U Puppeteer Clique {3}{B}{B} Creature - Faerie Wizard 3/2 Flying When Puppeteer Clique enters the battlefield, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM R, MM2 R Pure {1}{R}{G} Sorcery Destroy target multicolored permanent. ---- Simple {1}{G}{W} Sorcery Destroy all Auras and Equipment. DIS U Pure Intentions {W} Instant - Arcane Whenever a spell or ability an opponent controls causes you to discard cards this turn, return those cards from your graveyard to your hand. When a spell or ability an opponent controls causes you to discard Pure Intentions, return Pure Intentions from your graveyard to your hand at the beginning of the next end step. SOK R Pure Reflection {2}{W} Enchantment Whenever a player casts a creature spell, destroy all Reflections. Then that player puts an X/X white Reflection creature token onto the battlefield, where X is the converted mana cost of that spell. IN R Purelace {W} Instant Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.) 1E R, 2E R, 2U R, 3E R, 4E R Puresight Merrow {W/U}{W/U} Creature - Merfolk Wizard 2/2 {W/U}, {Q}: Look at the top card of your library. You may exile that card. ({Q} is the untap symbol.) SHM U Puresteel Paladin {W}{W} Creature - Human Knight 2/2 Whenever an Equipment enters the battlefield under your control, you may draw a card. Metalcraft - Equipment you control have equip {0} as long as you control three or more artifacts. NPH R Purgatory {2}{W}{B} Enchantment Whenever a nontoken creature is put into your graveyard from the battlefield, exile that card. At the beginning of your upkeep, you may pay {4} and 2 life. If you do, return a card exiled with Purgatory to the battlefield. MI R Purge {1}{W} Instant Destroy target artifact creature or black creature. It can't be regenerated. DST U Purge the Profane {2}{W}{B} Sorcery Target opponent discards two cards and you gain 2 life. GTC C Purging Scythe {5} Artifact At the beginning of your upkeep, Purging Scythe deals 2 damage to the creature with the least toughness. If two or more creatures are tied for least toughness, you choose one of them. UZ R Purify {3}{W}{W} Sorcery Destroy all artifacts and enchantments. GU R, 7E R Purify the Grave {W} Instant Exile target card from a graveyard. Flashback {W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD U Purity {3}{W}{W}{W} Creature - Elemental Incarnation 6/6 Flying If noncombat damage would be dealt to you, prevent that damage. You gain life equal to the damage prevented this way. When Purity is put into a graveyard from anywhere, shuffle it into its owner's library. LRW R Purphoros's Emissary {3}{R} Enchantment Creature - Ox 3/3 Bestow {6}{R} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Menace (This creature can't be blocked except by two or more creatures.) Enchanted creature gets +3/+3 and has menace. THS U Purphoros, God of the Forge {3}{R} Legendary Enchantment Creature - God 6/5 Indestructible As long as your devotion to red is less than five, Purphoros isn't a creature. Whenever another creature enters the battlefield under your control, Purphoros deals 2 damage to each opponent. {2}{R}: Creatures you control get +1/+0 until end of turn. THS M Purraj of Urborg {3}{B}{B} Legendary Creature - Cat Warrior 2/3 Purraj of Urborg has first strike as long as it's attacking. Whenever a player casts a black spell, you may pay {B}. If you do, put a +1/+1 counter on Purraj of Urborg. MI R Pursuit of Flight {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has "{U}: This creature gains flying until end of turn." RTR C Pursuit of Knowledge {3}{W} Enchantment If you would draw a card, you may put a study counter on Pursuit of Knowledge instead. Remove three study counters from Pursuit of Knowledge, Sacrifice Pursuit of Knowledge: Draw seven cards. ST R Pus Kami {5}{B}{B} Creature - Spirit 3/3 {B}, Sacrifice Pus Kami: Destroy target nonblack creature. 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.) BOK U Put Away {2}{U}{U} Instant Counter target spell. You may shuffle up to one target card from your graveyard into your library. SHM C Putrefaction {4}{B} Enchantment Whenever a player casts a green or white spell, that player discards a card. MM U Putrefax {3}{G}{G} Creature - Horror 5/3 Trample, haste Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) At the beginning of the end step, sacrifice Putrefax. SOM R Putrefy {1}{B}{G} Instant Destroy target artifact or creature. It can't be regenerated. RAV U, DDJ U, DGM U Putrid Cyclops {2}{B} Creature - Zombie Cyclops 3/3 When Putrid Cyclops enters the battlefield, scry 1, then reveal the top card of your library. Putrid Cyclops gets -X/-X until end of turn, where X is that card's converted mana cost. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) FUT C Putrid Imp {B} Creature - Zombie Imp 1/1 Discard a card: Putrid Imp gains flying until end of turn. Threshold - As long as seven or more cards are in your graveyard, Putrid Imp gets +1/+1 and can't block. TOR C, PD3 C, VMA C Putrid Leech {B}{G} Creature - Zombie Leech 2/2 Pay 2 life: Putrid Leech gets +2/+2 until end of turn. Activate this ability only once each turn. ARB C, DDJ C, DDM C Putrid Raptor {4}{B}{B} Creature - Zombie Lizard Beast 4/4 Morph-Discard a Zombie card. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) SCG U Putrid Warrior {W}{B} Creature - Zombie Soldier Warrior 2/2 Whenever Putrid Warrior deals damage, choose one - • Each player loses 1 life. • Each player gains 1 life. AP C Pygmy Allosaurus {2}{G} Creature - Lizard 2/2 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) IA R Pygmy Hippo {G}{U} Creature - Hippo 2/2 Whenever Pygmy Hippo attacks and isn't blocked, you may have defending player activate a mana ability of each land he or she controls and empty his or her mana pool. If you do, Pygmy Hippo assigns no combat damage this turn and at the beginning of your postcombat main phase, you add {X} to your mana pool, where X is the amount of mana emptied from defending player's mana pool this way. VI R Pygmy Kavu {3}{G} Creature - Kavu 1/2 When Pygmy Kavu enters the battlefield, draw a card for each black creature your opponents control. PS C Pygmy Pyrosaur {1}{R} Creature - Lizard 1/1 Pygmy Pyrosaur can't block. {R}: Pygmy Pyrosaur gets +1/+0 until end of turn. GU C, 7E C, DDI C Pygmy Razorback {1}{G} Creature - Boar 2/1 Trample PR C Pygmy Troll {1}{G} Creature - Troll 1/1 Whenever Pygmy Troll becomes blocked by a creature, Pygmy Troll gets +1/+1 until end of turn. {G}: Regenerate Pygmy Troll. EX C Pyknite {2}{G} Creature - Ouphe 1/1 When Pyknite enters the battlefield, draw a card at the beginning of the next turn's upkeep. IA C Pyramids {6} Artifact {2}: Choose one - • Destroy target Aura attached to a land. • The next time target land would be destroyed this turn, remove all damage marked on it instead. AN R Pyre Charger {R}{R} Creature - Elemental Warrior 1/1 Haste {R}: Pyre Charger gets +1/+0 until end of turn. SHM U, DD2 U, DD3_JVC U Pyre Zombie {1}{B}{R} Creature - Zombie 2/1 At the beginning of your upkeep, if Pyre Zombie is in your graveyard, you may pay {1}{B}{B}. If you do, return Pyre Zombie to your hand. {1}{R}{R}, Sacrifice Pyre Zombie: Pyre Zombie deals 2 damage to target creature or player. IN R Pyreheart Wolf {2}{R} Creature - Wolf 1/1 Whenever Pyreheart Wolf attacks, creatures you control gain menace until end of turn. (They can't be blocked except by two or more creatures.) Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA U Pyretic Ritual {1}{R} Instant Add {R}{R}{R} to your mana pool. M11 C Pyrewild Shaman {2}{R} Creature - Goblin Shaman 3/1 Bloodrush - {1}{R}, Discard Pyrewild Shaman: Target attacking creature gets +3/+1 until end of turn. Whenever one or more creatures you control deal combat damage to a player, if Pyrewild Shaman is in your graveyard, you may pay {3}. If you do, return Pyrewild Shaman to your hand. DGM R Pyric Salamander {1}{R} Creature - Salamander 1/1 {R}: Pyric Salamander gets +1/+0 until end of turn. Sacrifice Pyric Salamander at the beginning of the next end step. MI C Pyrite Spellbomb {1} Artifact {R}, Sacrifice Pyrite Spellbomb: Pyrite Spellbomb deals 2 damage to target creature or player. {1}, Sacrifice Pyrite Spellbomb: Draw a card. MRD C, MMA C Pyroblast {R} Instant Choose one - • Counter target spell if it's blue. • Destroy target permanent if it's blue. IA C, 5E U, MED C Pyroclasm {1}{R} Sorcery Pyroclasm deals 2 damage to each creature. IA U, PO R, 7E U, 8ED U, 9ED U, 10E U, M10 U, M11 U, DDK U, DDL U Pyroclast Consul {3}{R}{R} Creature - Elemental Shaman 3/3 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Pyroclast Consul, you may reveal it. If you do, Pyroclast Consul deals 2 damage to each creature. MOR U Pyroconvergence {4}{R} Enchantment Whenever you cast a multicolored spell, Pyroconvergence deals 2 damage to target creature or player. RTR U Pyrohemia {2}{R}{R} Enchantment At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pyrohemia. {R}: Pyrohemia deals 1 damage to each creature and each player. PLC U, CMD U Pyrokinesis {4}{R}{R} Instant You may exile a red card from your hand rather than pay Pyrokinesis's mana cost. Pyrokinesis deals 4 damage divided as you choose among any number of target creatures. AL U, ME2 R, DDL U Pyromancer Ascension {1}{R} Enchantment Whenever you cast an instant or sorcery spell that has the same name as a card in your graveyard, you may put a quest counter on Pyromancer Ascension. Whenever you cast an instant or sorcery spell while Pyromancer Ascension has two or more quest counters on it, you may copy that spell. You may choose new targets for the copy. ZEN R Pyromancer's Gauntlet {5} Artifact If a red instant or sorcery spell you control or a red planeswalker you control would deal damage to a permanent or player, it deals that much damage plus 2 to that permanent or player instead. M14 R Pyromancer's Goggles {5} Legendary Artifact {T}: Add {R} to your mana pool. When that mana is spent to cast a red instant or sorcery spell, copy that spell and you may choose new targets for the copy. ORI M Pyromancer's Swath {2}{R} Enchantment If an instant or sorcery source you control would deal damage to a creature or player, it deals that much damage plus 2 to that creature or player instead. At the beginning of each end step, discard your hand. FUT R, MMA R Pyromancy {2}{R}{R} Enchantment {3}, Discard a card at random: Pyromancy deals damage to target creature or player equal to the converted mana cost of the discarded card. GU R Pyromania {2}{R} Enchantment {1}{R}, Discard a card at random: Pyromania deals 1 damage to target creature or player. {1}{R}, Sacrifice Pyromania: Pyromania deals 1 damage to target creature or player. TOR U Pyromatics {1}{R} Instant Replicate {1}{R} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Pyromatics deals 1 damage to target creature or player. GPT C, DDJ C Pyrostatic Pillar {1}{R} Enchantment Whenever a player casts a spell with converted mana cost 3 or less, Pyrostatic Pillar deals 2 damage to that player. SCG U Pyrotechnics {4}{R} Sorcery Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players. LE C, 4E U, 5E U, 6E C, 7E U, 8ED U, HOP U, FRF U Pyrrhic Revival {3}{W/B}{W/B}{W/B} Sorcery Each player returns each creature card from his or her graveyard to the battlefield with an additional -1/-1 counter on it. EVE R Python {1}{B}{B} Creature - Snake 3/2 VI C, PO C, 6E C, P4 C Pyxis of Pandemonium {1} Artifact {T}: Each player exiles the top card of his or her library face down. {7}, {T}, Sacrifice Pyxis of Pandemonium: Each player turns face up all cards he or she owns exiled with Pyxis of Pandemonium, then puts all permanent cards among them onto the battlefield. THS R Qal Sisma Behemoth {2}{R} Creature - Ogre Warrior 5/5 Qal Sisma Behemoth can't attack or block unless you pay {2}. DTK U Qarsi Deceiver {1}{U} Creature - Naga Wizard 0/4 {T}: Add {1} to your mana pool. Spend this mana only to cast a face-down creature spell, pay a mana cost to turn a manifested creature face up, or pay a morph cost. (A megamorph cost is a morph cost.) DTK U Qarsi High Priest {B} Creature - Human Cleric 0/2 {1}{B}, {T}, Sacrifice another creature: Manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) FRF U Qarsi Sadist {1}{B} Creature - Human Cleric 1/3 Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Qarsi Sadist exploits a creature, target opponent loses 2 life and you gain 2 life. DTK C Qasali Ambusher {1}{G}{W} Creature - Cat Warrior 2/3 Reach If a creature is attacking you and you control a Forest and a Plains, you may cast Qasali Ambusher without paying its mana cost and as though it had flash. ALA U Qasali Pridemage {G}{W} Creature - Cat Wizard 2/2 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {1}, Sacrifice Qasali Pridemage: Destroy target artifact or enchantment. ARB C, DDH C Quag Sickness {2}{B} Enchantment - Aura Enchant creature Enchanted creature gets -1/-1 for each Swamp you control. M11 C, M14 C Quag Vampires {B} Creature - Vampire Rogue 1/1 Multikicker {1}{B} (You may pay an additional {1}{B} any number of times as you cast this spell.) Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Quag Vampires enters the battlefield with a +1/+1 counter on it for each time it was kicked. WWK C, CNS C Quagmire {2}{B} Enchantment Creatures with swampwalk can be blocked as though they didn't have swampwalk. LE U Quagmire Druid {2}{B} Creature - Zombie Druid 2/2 {G}, {T}, Sacrifice a creature: Destroy target enchantment. AP C, C13 C Quagmire Lamprey {2}{B} Creature - Fish 1/1 Whenever Quagmire Lamprey becomes blocked by a creature, put a -1/-1 counter on that creature. MM U Quagnoth {5}{G} Creature - Beast 4/5 Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Shroud (This creature can't be the target of spells or abilities.) When a spell or ability an opponent controls causes you to discard Quagnoth, return it to your hand. FUT R Quarantine Field {X}{X}{W}{W} Enchantment Quarantine Field enters the battlefield with X isolation counters on it. When Quarantine Field enters the battlefield, for each isolation counter on it, exile up to one target nonland permanent an opponent controls until Quarantine Field leaves the battlefield. M Quarry Colossus {5}{W}{W} Creature - Giant 5/6 When Quarry Colossus enters the battlefield, put target creature into its owner's library just beneath the top X cards of that library, where X is the number of Plains you control. JOU U Quarum Trench Gnomes {3}{R} Creature - Gnome 1/1 {T}: If target Plains is tapped for mana, it produces colorless mana instead of white mana. (This effect lasts indefinitely.) LE R Quash {2}{U}{U} Instant Counter target instant or sorcery spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and exile them. Then that player shuffles his or her library. CG U, BOK U Quenchable Fire {3}{R} Sorcery Quenchable Fire deals 3 damage to target player. It deals an additional 3 damage to that player at the beginning of your next upkeep step unless he or she pays {U} before that step. CON C Quest for Ancient Secrets {U} Enchantment Whenever a card is put into your graveyard from anywhere, you may put a quest counter on Quest for Ancient Secrets. Remove five quest counters from Quest for Ancient Secrets and sacrifice it: Target player shuffles his or her graveyard into his or her library. ZEN U Quest for Pure Flame {R} Enchantment Whenever a source you control deals damage to an opponent, you may put a quest counter on Quest for Pure Flame. Remove four quest counters from Quest for Pure Flame and sacrifice it: If any source you control would deal damage to a creature or player this turn, it deals double that damage to that creature or player instead. ZEN U Quest for Renewal {1}{G} Enchantment Whenever a creature you control becomes tapped, you may put a quest counter on Quest for Renewal. As long as there are four or more quest counters on Quest for Renewal, untap all creatures you control during each other player's untap step. WWK U Quest for Ula's Temple {U} Enchantment At the beginning of your upkeep, you may look at the top card of your library. If it's a creature card, you may reveal it and put a quest counter on Quest for Ula's Temple. At the beginning of each end step, if there are three or more quest counters on Quest for Ula's Temple, you may put a Kraken, Leviathan, Octopus, or Serpent creature card from your hand onto the battlefield. WWK R Quest for the Gemblades {1}{G} Enchantment Whenever a creature you control deals combat damage to a creature, you may put a quest counter on Quest for the Gemblades. Remove a quest counter from Quest for the Gemblades and sacrifice it: Put four +1/+1 counters on target creature. ZEN U Quest for the Goblin Lord {R} Enchantment Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord. As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0. WWK U Quest for the Gravelord {B} Enchantment Whenever a creature dies, you may put a quest counter on Quest for the Gravelord. Remove three quest counters from Quest for the Gravelord and sacrifice it: Put a 5/5 black Zombie Giant creature token onto the battlefield. ZEN U Quest for the Holy Relic {W} Enchantment Whenever you cast a creature spell, you may put a quest counter on Quest for the Holy Relic. Remove five quest counters from Quest for the Holy Relic and sacrifice it: Search your library for an Equipment card, put it onto the battlefield, and attach it to a creature you control. Then shuffle your library. ZEN U Quest for the Nihil Stone {B} Enchantment Whenever an opponent discards a card, you may put a quest counter on Quest for the Nihil Stone. At the beginning of each opponent's upkeep, if that player has no cards in hand and Quest for the Nihil Stone has two or more quest counters on it, you may have that player lose 5 life. WWK R Questing Phelddagrif {1}{G}{W}{U} Creature - Phelddagrif 4/4 {G}: Questing Phelddagrif gets +1/+1 until end of turn. Target opponent puts a 1/1 green Hippo creature token onto the battlefield. {W}: Questing Phelddagrif gains protection from black and from red until end of turn. Target opponent gains 2 life. {U}: Questing Phelddagrif gains flying until end of turn. Target opponent may draw a card. PPR R, PS R Quick Sliver {1}{G} Creature - Sliver 1/1 Flash Any player may play Sliver cards as though they had flash. LGN C, H09 C Quickchange {1}{U} Instant Target creature becomes the color or colors of your choice until end of turn. Draw a card. RAV C Quicken {U} Instant The next sorcery card you cast this turn can be cast as though it had flash. (It can be cast any time you could cast an instant.) Draw a card. GPT R, M14 R Quickening Licid {1}{W} Creature - Licid 1/1 {1}{W}, {T}: Quickening Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {W} to end this effect. Enchanted creature has first strike. TE U Quickling {1}{U} Creature - Faerie Rogue 2/2 Flash (You may cast this spell any time you could cast an instant.) Flying When Quickling enters the battlefield, sacrifice it unless you return another creature you control to its owner's hand. M15 U Quicksand Land {T}: Add {1} to your mana pool. {T}, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn. VI U, 9ED U, 10E U, WWK C, CNS U Quicksilver Amulet {4} Artifact {4}, {T}: You may put a creature card from your hand onto the battlefield. GU R, M12 R Quicksilver Behemoth {6}{U} Creature - Beast 4/5 Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) When Quicksilver Behemoth attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.) DST C Quicksilver Dagger {1}{U}{R} Enchantment - Aura Enchant creature Enchanted creature has "{T}: This creature deals 1 damage to target player. You draw a card." AP C, DDJ C Quicksilver Dragon {4}{U}{U} Creature - Dragon 5/5 Flying {U}: If target spell has only one target and that target is Quicksilver Dragon, change that spell's target to another creature. Morph {4}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS R, DD2 R, DD3_JVC R Quicksilver Elemental {3}{U}{U} Creature - Elemental 3/4 {U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn. (If any of the abilities use that creature's name, use this creature's name instead.) You may spend blue mana as though it were mana of any color to pay the activation costs of Quicksilver Elemental's abilities. MRD R Quicksilver Fountain {3} Artifact At the beginning of each player's upkeep, that player puts a flood counter on target non-Island land he or she controls of his or her choice. That land is an Island for as long as it has a flood counter on it. At the beginning of each end step, if all lands on the battlefield are Islands, remove all flood counters from them. MRD R Quicksilver Gargantuan {5}{U}{U} Creature - Shapeshifter 7/7 You may have Quicksilver Gargantuan enter the battlefield as a copy of any creature on the battlefield, except it's still 7/7. SOM M Quicksilver Geyser {4}{U} Instant Return up to two target nonland permanents to their owners' hands. MBS C Quicksilver Sea Plane - Mirrodin When you planeswalk to Quicksilver Sea or at the beginning of your upkeep, scry 4. (Look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Whenever you roll CHAOS, reveal the top card of your library. You may play it without paying its mana cost. PC2 C Quicksilver Wall {2}{U} Creature - Wall 1/6 Defender (This creature can't attack.) {4}: Return Quicksilver Wall to its owner's hand. Any player may activate this ability. PR U Quiet Contemplation {2}{U} Enchantment Whenever you cast a noncreature spell, you may pay {1}. If you do, tap target creature an opponent controls and it doesn't untap during its controller's next untap step. KTK U Quiet Disrepair {1}{G} Enchantment - Aura Enchant artifact or enchantment At the beginning of your upkeep, choose one - • Destroy enchanted permanent. • You gain 2 life. FUT C, PC2 C Quiet Purity {W} Instant - Arcane Destroy target enchantment. CHK C Quiet Speculation {1}{U} Sorcery Search target player's library for up to three cards with flashback and put them into that player's graveyard. Then the player shuffles his or her library. JUD U Quietus Spike {3} Artifact - Equipment Equipped creature has deathtouch. Whenever equipped creature deals combat damage to a player, that player loses half his or her life, rounded up. Equip {3} ALA R, PC2 R Quill-Slinger Boggart {3}{B} Creature - Goblin Warrior 3/2 Whenever a player casts a Kithkin spell, you may have target player lose 1 life. LRW C Quilled Slagwurm {4}{G}{G}{G} Creature - Wurm 8/8 MBS U Quilled Sliver {1}{W} Creature - Sliver 1/1 All Slivers have "{T}: This permanent deals 1 damage to target attacking or blocking creature." TSP U Quillmane Baku {4}{U} Creature - Spirit 3/3 Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Quillmane Baku. {1}, {T}, Remove X ki counters from Quillmane Baku: Return target creature with converted mana cost X or less to its owner's hand. BOK C Quillspike {2}{B/G} Creature - Beast 1/1 {B/G}, Remove a -1/-1 counter from a creature you control: Quillspike gets +3/+3 until end of turn. EVE U Quirion Druid {2}{G} Creature - Elf Druid 1/2 {G}, {T}: Target land becomes a 2/2 green creature that's still a land. (This effect lasts indefinitely.) VI R Quirion Dryad {1}{G} Creature - Dryad 1/1 Whenever you cast a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad. PS R, 10E R, M13 R Quirion Elves {1}{G} Creature - Elf Druid 1/1 As Quirion Elves enters the battlefield, choose a color. {T}: Add {G} to your mana pool. {T}: Add one mana of the chosen color to your mana pool. MI C, IN C, BD C, DDE C Quirion Explorer {1}{G} Creature - Elf Druid Scout 1/1 {T}: Add to your mana pool one mana of any color that a land an opponent controls could produce. PS C Quirion Ranger {G} Creature - Elf 1/1 Return a Forest you control to its owner's hand: Untap target creature. Activate this ability only once each turn. VI C Quirion Sentinel {1}{G} Creature - Elf Druid 2/1 When Quirion Sentinel enters the battlefield, add one mana of any color to your mana pool. IN C Quirion Trailblazer {3}{G} Creature - Elf Scout 1/2 When Quirion Trailblazer enters the battlefield, you may search your library for a basic land card and put that card onto the battlefield tapped. If you do, shuffle your library. IN C Qumulox {6}{U}{U} Creature - Beast 5/4 Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Flying 5DN U, HOP U, DDF U, MM2 U Rabble-Rouser {3}{R} Creature - Goblin Shaman 1/1 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) {R}, {T}: Attacking creatures get +X/+0 until end of turn, where X is Rabble-Rouser's power. GPT U Rabid Bloodsucker {4}{B} Creature - Vampire 3/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Rabid Bloodsucker enters the battlefield, each player loses 2 life. ORI C Rabid Elephant {4}{G} Creature - Elephant 3/4 Whenever Rabid Elephant becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. OD C Rabid Rats {1}{B} Creature - Rat 1/1 {T}: Target blocking creature gets -1/-1 until end of turn. ST C Rabid Wolverines {3}{G}{G} Creature - Wolverine 4/4 Whenever Rabid Wolverines becomes blocked by a creature, Rabid Wolverines gets +1/+1 until end of turn. EX C Rabid Wombat {2}{G}{G} Creature - Wombat 0/1 Vigilance Rabid Wombat gets +2/+2 for each Aura attached to it. LE U, CH U, 5E U, MED U Racecourse Fury {R} Enchantment - Aura Enchant land Enchanted land has "{T}: Target creature gains haste until end of turn." RTR U Rack and Ruin {2}{R} Instant Destroy two target artifacts. GU U Rackling {4} Artifact Creature - Construct 2/2 At the beginning of each opponent's upkeep, Rackling deals X damage to that player, where X is 3 minus the number of cards in his or her hand. NE U Radha, Heir to Keld {R}{G} Legendary Creature - Elf Warrior 2/2 Whenever Radha, Heir to Keld attacks, you may add {R}{R} to your mana pool. {T}: Add {G} to your mana pool. PLC R Radiant Essence {1}{G}{W} Creature - Spirit 2/3 Radiant Essence gets +1/+2 as long as an opponent controls a black permanent. MI U Radiant Flames {2}{R} Sorcery Converge - Radiant Flames deals X damage to each creature, where X is the number of colors of mana spent to cast Radiant Flames. R Radiant Fountain Land When Radiant Fountain enters the battlefield, you gain 2 life. {T}: Add {1} to your mana pool. M15 C Radiant Kavu {R}{G}{W} Creature - Kavu 3/3 {R}{G}{W}: Prevent all combat damage blue creatures and black creatures would deal this turn. PS R Radiant Purge {1}{W} Instant Exile target multicolored creature or multicolored enchantment. DTK R Radiant's Dragoons {3}{W} Creature - Human Soldier 2/5 Echo {3}{W} (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.) When Radiant's Dragoons enters the battlefield, you gain 5 life. GU U Radiant's Judgment {2}{W} Instant Destroy target creature with power 4 or greater. Cycling {2} ({2}, Discard this card: Draw a card.) GU C, VMA C Radiant, Archangel {3}{W}{W} Legendary Creature - Angel 3/3 Flying, vigilance Radiant, Archangel gets +1/+1 for each other creature with flying on the battlefield. GU R, VMA U Radiate {3}{R}{R} Instant Choose target instant or sorcery spell that targets only a single permanent or player. Copy that spell for each other permanent or player the spell could target. Each copy targets a different one of those permanents and players. TOR R Radjan Spirit {3}{G} Creature - Spirit 3/2 {T}: Target creature loses flying until end of turn. LE U, 4E U, 5E U, 6E U, ME4 U Rafiq of the Many {1}{G}{W}{U} Legendary Creature - Human Knight 3/3 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, it gains double strike until end of turn. ALA M, V11 M Rag Dealer {B} Creature - Human Rogue 1/1 {2}{B}, {T}: Exile up to three target cards from a single graveyard. CHK C Rag Man {2}{B}{B} Creature - Human Minion 2/1 {B}{B}{B}, {T}: Target opponent reveals his or her hand and discards a creature card at random. Activate this ability only during your turn. DK R, 4E R, 5E R, 6E R, 7E R Ragamuffyn {2}{B} Creature - Zombie Cleric 2/2 Hellbent - {T}, Sacrifice a creature or land: Draw a card. Activate this ability only if you have no cards in hand. DIS U Rage Extractor {4}{P/R} Artifact ({P/R} can be paid with either {R} or 2 life.) Whenever you cast a spell with {P} in its mana cost, Rage Extractor deals damage equal to that spell's converted mana cost to target creature or player. NPH U Rage Forger {2}{R} Creature - Elemental Shaman 2/2 When Rage Forger enters the battlefield, put a +1/+1 counter on each other Shaman creature you control. Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player. MOR U Rage Nimbus {2}{R} Creature - Elemental 5/3 Defender, flying {1}{R}: Target creature attacks this turn if able. ROE R Rage Reflection {4}{R}{R} Enchantment Creatures you control have double strike. SHM R Rage Thrower {5}{R} Creature - Human Shaman 4/2 Whenever another creature dies, Rage Thrower deals 2 damage to target player. ISD U Rage Weaver {1}{R} Creature - Human Wizard 2/1 {2}: Target black or green creature gains haste until end of turn. (It can attack and {T} this turn.) IN U, 10E U Rage of Purphoros {4}{R} Sorcery Rage of Purphoros deals 4 damage to target creature. It can't be regenerated this turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) THS C Rageblood Shaman {1}{R}{R} Creature - Minotaur Shaman 2/3 Trample Other Minotaur creatures you control get +1/+1 and have trample. THS R Rageform {2}{R}{R} Enchantment When Rageform enters the battlefield, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Rageform to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has double strike. (It deals both first-strike and regular combat damage.) FRF U Ragemonger {1}{B}{R} Creature - Minotaur Shaman 2/3 Minotaur spells you cast cost {B}{R} less to cast. This effect reduces only the amount of colored mana you pay. (For example, if you cast a Minotaur spell with mana cost {2}{R}, it costs {2} to cast.) BNG U Ragged Veins {1}{B} Enchantment - Aura Flash Enchant creature Whenever enchanted creature is dealt damage, its controller loses that much life. CHK C Raging Bull {2}{R} Creature - Ox 2/2 LE C Raging Cougar {2}{R} Creature - Cat 2/2 Haste PO C Raging Goblin {R} Creature - Goblin Berserker 1/1 Haste (This creature can attack and {T} as soon as it comes under your control.) PO C (x2), P2 C, EX C, 6E C, P3 C, BR C, BD C, 7E C, 8ED C, 9ED C, 10E C, EVG C, M10 C, DD3_EVG C Raging Gorilla {2}{R} Creature - Ape 2/3 Whenever Raging Gorilla blocks or becomes blocked, it gets +2/-2 until end of turn. VI C Raging Kavu {1}{R}{G} Creature - Kavu 3/1 Flash Haste PPR R, IN R Raging Minotaur {2}{R}{R} Creature - Minotaur Berserker 3/3 Haste PO C, ME3 C Raging Poltergeist {4}{R} Creature - Spirit 6/1 AVR C Raging Ravine Land Raging Ravine enters the battlefield tapped. {T}: Add {R} or {G} to your mana pool. {2}{R}{G}: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land. WWK R Raging River {R}{R} Enchantment Whenever one or more creatures you control attack, each defending player divides all creatures without flying he or she controls into a "left" pile and a "right" pile. Then, for each attacking creature you control, choose "left" or "right." That creature can't be blocked this combat except by creatures with flying and creatures in a pile with the chosen label. 1E R, 2E R, 2U R Raging Spirit {3}{R} Creature - Spirit 3/3 {2}: Raging Spirit becomes colorless until end of turn. MI C Ragnar {G}{W}{U} Legendary Creature - Human Cleric 2/2 {G}{W}{U}, {T}: Regenerate target creature. LE R, ME3 U Raid Bombardment {2}{R} Enchantment Whenever a creature you control with power 2 or less attacks, Raid Bombardment deals 1 damage to defending player. ROE C Raiders' Spoils {3}{B} Enchantment Creatures you control get +1/+0. Whenever a Warrior you control deals combat damage to a player, you may pay 1 life. If you do, draw a card. KTK U Raiding Nightstalker {2}{B} Creature - Nightstalker 2/2 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) P2 C Raiding Party {2}{R} Enchantment Raiding Party can't be the target of white spells or abilities from white sources. Sacrifice an Orc: Each player may tap any number of untapped white creatures he or she controls. For each creature tapped this way, that player chooses up to two Plains. Then destroy all Plains that weren't chosen this way by any player. FE U Rain of Blades {W} Instant Rain of Blades deals 1 damage to each attacking creature. SCG U, 8ED U, M13 U Rain of Daggers {4}{B}{B} Sorcery Destroy all creatures target opponent controls. You lose 2 life for each creature destroyed this way. P2 R, ME4 R Rain of Embers {1}{R} Sorcery Rain of Embers deals 1 damage to each creature and each player. RAV C Rain of Filth {B} Instant Until end of turn, lands you control gain "Sacrifice this land: Add {B} to your mana pool." UZ U Rain of Gore {B}{R} Enchantment If a spell or ability would cause its controller to gain life, that player loses that much life instead. DIS R Rain of Rust {3}{R}{R} Instant Choose one - • Destroy target artifact. • Destroy target land. Entwine {3}{R} (Choose both if you pay the entwine cost.) 5DN C Rain of Salt {4}{R}{R} Sorcery Destroy two target lands. PO U, UZ U Rain of Tears {1}{B}{B} Sorcery Destroy target land. PO U, TE U, MM U, 10E U Rain of Thorns {4}{G}{G} Sorcery Choose one or more - • Destroy target artifact. • Destroy target enchantment. • Destroy target land. AVR U, C13 U Rainbow Crow {3}{U} Creature - Bird 2/2 Flying {1}: Rainbow Crow becomes the color of your choice until end of turn. IN U Rainbow Efreet {3}{U} Creature - Efreet 3/1 Flying {U}{U}: Rainbow Efreet phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.) VI R Rainbow Knights {W}{W} Creature - Human Knight 2/1 As Rainbow Knights enters the battlefield, it gains protection from a color chosen at random. (This effect lasts indefinitely.) {1}: Rainbow Knights gains first strike until end of turn. {W}{W}: Rainbow Knights gets +X/+0 until end of turn, where X is a number chosen randomly from 0 to 2. ASTRAL S Rainbow Vale Land {T}: Add one mana of any color to your mana pool. An opponent gains control of Rainbow Vale at the beginning of the next end step. FE R, MED R Raise Dead {B} Sorcery Return target creature card from your graveyard to your hand. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, PO C, P2 C, 6E C, P3 C, 7E C, 8ED C, 9ED C Raise the Alarm {1}{W} Instant Put two 1/1 white Soldier creature tokens onto the battlefield. MD1 C, MRD C, DDF C, M15 C, DDO C, MM2 C Raised by Wolves {3}{G}{G} Enchantment - Aura Enchant creature When Raised by Wolves enters the battlefield, put two 2/2 green Wolf creature tokens onto the battlefield. Enchanted creature gets +1/+1 for each Wolf you control. BNG U Raka Disciple {R} Creature - Minotaur Wizard 1/1 {W}, {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. {U}, {T}: Target creature gains flying until end of turn. AP C Raka Sanctuary {2}{R} Enchantment At the beginning of your upkeep, if you control a white or blue permanent, Raka Sanctuary deals 1 damage to target creature. If you control a white permanent and a blue permanent, Raka Sanctuary deals 3 damage to that creature instead. AP U Rakalite {6} Artifact {2}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Return Rakalite to its owner's hand at the beginning of the next end step. AQ U, CH R, ME4 R Rakavolver {2}{R} Creature - Volver 2/2 Kicker {1}{W} and/or {U} (You may pay an additional {1}{W} and/or {U} as you cast this spell.) If Rakavolver was kicked with its {1}{W} kicker, it enters the battlefield with two +1/+1 counters on it and with "Whenever Rakavolver deals damage, you gain that much life." If Rakavolver was kicked with its {U} kicker, it enters the battlefield with a +1/+1 counter on it and with flying. AP R Rakdos Augermage {B}{B}{R} Creature - Human Wizard 3/2 First strike {T}: Reveal your hand and discard a card of target opponent's choice. Then that player reveals his or her hand and discards a card of your choice. Activate this ability only any time you could cast a sorcery. DIS R Rakdos Cackler {B/R} Creature - Devil 1/1 Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) RTR U Rakdos Carnarium Land Rakdos Carnarium enters the battlefield tapped. When Rakdos Carnarium enters the battlefield, return a land you control to its owner's hand. {T}: Add {B}{R} to your mana pool. DIS C, ARC C, CMD C, DDK C, C13 C, MM2 U Rakdos Charm {B}{R} Instant Choose one - • Exile all cards from target player's graveyard. • Destroy target artifact. • Each creature deals 1 damage to its controller. RTR U Rakdos Cluestone {3} Artifact {T}: Add {B} or {R} to your mana pool. {B}{R}, {T}, Sacrifice Rakdos Cluestone: Draw a card. DGM C Rakdos Drake {2}{B} Creature - Drake 1/2 Flying Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) DGM C Rakdos Guildgate Land - Gate Rakdos Guildgate enters the battlefield tapped. {T}: Add {B} or {R} to your mana pool. RTR C, DGM C, C13 C Rakdos Guildmage {B/R}{B/R} Creature - Zombie Shaman 2/2 ({B/R} can be paid with either {B} or {R}.) {3}{B}, Discard a card: Target creature gets -2/-2 until end of turn. {3}{R}: Put a 2/1 red Goblin creature token with haste onto the battlefield. Exile it at the beginning of the next end step. DIS U, ARC U Rakdos Ickspitter {1}{B}{R} Creature - Thrull 1/1 {T}: Rakdos Ickspitter deals 1 damage to target creature and that creature's controller loses 1 life. DIS C Rakdos Keyrune {3} Artifact {T}: Add {B} or {R} to your mana pool. {B}{R}: Rakdos Keyrune becomes a 3/1 black and red Devil artifact creature with first strike until end of turn. RTR U Rakdos Pit Dragon {2}{R}{R} Creature - Dragon 3/3 {R}{R}: Rakdos Pit Dragon gains flying until end of turn. {R}: Rakdos Pit Dragon gets +1/+0 until end of turn. Hellbent - Rakdos Pit Dragon has double strike as long as you have no cards in hand. DIS R, DD2 R, DD3_JVC R Rakdos Ragemutt {3}{B}{R} Creature - Elemental Hound 3/3 Lifelink, haste RTR U Rakdos Ringleader {4}{B}{R} Creature - Skeleton Warrior 3/1 First strike Whenever Rakdos Ringleader deals combat damage to a player, that player discards a card at random. {B}: Regenerate Rakdos Ringleader. RTR U Rakdos Riteknife {2} Artifact - Equipment Equipped creature gets +1/+0 for each blood counter on Rakdos Riteknife and has "{T}, Sacrifice a creature: Put a blood counter on Rakdos Riteknife." {B}{R}, Sacrifice Rakdos Riteknife: Target player sacrifices a permanent for each blood counter on Rakdos Riteknife. Equip {2} DIS R Rakdos Shred-Freak {B/R}{B/R} Creature - Human Berserker 2/1 Haste RTR C Rakdos Signet {2} Artifact {1}, {T}: Add {B}{R} to your mana pool. DIS C, ARC C, CMD C Rakdos the Defiler {2}{B}{B}{R}{R} Legendary Creature - Demon 7/6 Flying, trample Whenever Rakdos the Defiler attacks, sacrifice half the non-Demon permanents you control, rounded up. Whenever Rakdos deals combat damage to a player, that player sacrifices half the non-Demon permanents he or she controls, rounded up. DIS R Rakdos's Return {X}{B}{R} Sorcery Rakdos's Return deals X damage to target opponent. That player discards X cards. RTR M Rakdos, Lord of Riots {B}{B}{R}{R} Legendary Creature - Demon 6/6 You can't cast Rakdos, Lord of Riots unless an opponent lost life this turn. Flying, trample Creature spells you cast cost {1} less to cast for each 1 life your opponents have lost this turn. RTR M Rakeclaw Gargantuan {2}{R}{G}{W} Creature - Beast 5/3 {1}: Target creature with power 5 or greater gains first strike until end of turn. ALA C, C13 C Raking Canopy {1}{G}{G} Enchantment Whenever a creature with flying attacks you, Raking Canopy deals 4 damage to it. SHM U Rakish Heir {2}{R} Creature - Vampire 2/2 Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it. ISD U Rakka Mar {2}{R}{R} Legendary Creature - Human Shaman 2/2 Haste {R}, {T}: Put a 3/1 red Elemental creature token with haste onto the battlefield. CON R Raksha Golden Cub {5}{W}{W} Legendary Creature - Cat Soldier 3/4 Vigilance As long as Raksha Golden Cub is equipped, Cat creatures you control get +2/+2 and have double strike. 5DN R Raksha Golden Cub Avatar Vanguard Hand +1, life +9 Creatures you control get +0/+1. Equipped creatures you control get +1/+0 and have first strike. VAN S Rakshasa Deathdealer {B}{G} Creature - Cat Demon 2/2 {B}{G}: Rakshasa Deathdealer gets +2/+2 until end of turn. {B}{G}: Regenerate Rakshasa Deathdealer. KTK R Rakshasa Gravecaller {4}{B} Creature - Cat Demon 3/6 Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Rakshasa Gravecaller exploits a creature, put two 2/2 black Zombie creature tokens onto the battlefield. DTK U Rakshasa Vizier {2}{B}{G}{U} Creature - Cat Demon 4/4 Whenever one or more cards are put into exile from your graveyard, put that many +1/+1 counters on Rakshasa Vizier. KTK R Rakshasa's Disdain {2}{U} Instant Counter target spell unless its controller pays {1} for each card in your graveyard. FRF C Rakshasa's Secret {2}{B} Sorcery Target opponent discards two cards. Put the top two cards of your library into your graveyard. KTK C Ral Zarek {2}{U}{R} Planeswalker - Ral 4 [+1] Tap target permanent, then untap another target permanent. [-2] Ral Zarek deals 3 damage to target creature or player. [-7] Flip five coins. Take an extra turn after this one for each coin that comes up heads. DGM M Rally {W}{W} Instant Blocking creatures get +1/+1 until end of turn. IA C Rally the Ancestors {X}{W}{W} Instant Return each creature card with converted mana cost X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors. FRF R Rally the Forces {2}{R} Instant Attacking creatures get +1/+0 and gain first strike until end of turn. MBS C Rally the Horde {5}{R} Sorcery Exile the top card of your library. Exile the top card of your library. Exile the top card of your library. If the last card exiled isn't a land, repeat this process. Put a 1/1 red Warrior creature token onto the battlefield for each nonland card exiled this way. SOK R Rally the Peasants {2}{W} Instant Creatures you control get +2/+0 until end of turn. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD U Rally the Righteous {1}{R}{W} Instant Radiance - Untap target creature and each other creature that shares a color with it. Those creatures get +2/+0 until end of turn. RAV C Rally the Troops {W} Instant Cast Rally the Troops only during the declare attackers step and only if you've been attacked this step. Untap all creatures you control. P2 U, PK U Ramirez DePietro {3}{U}{B}{B} Legendary Creature - Human Pirate 4/3 First strike LE U, ME3 C Ramosian Captain {1}{W}{W} Creature - Human Rebel 2/2 First strike {5}, {T}: Search your library for a Rebel permanent card with converted mana cost 4 or less and put it onto the battlefield. Then shuffle your library. MM U Ramosian Commander {2}{W}{W} Creature - Human Rebel 2/4 {6}, {T}: Search your library for a Rebel permanent card with converted mana cost 5 or less and put it onto the battlefield. Then shuffle your library. MM U Ramosian Lieutenant {1}{W} Creature - Human Rebel 1/2 {4}, {T}: 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. MM C Ramosian Rally {3}{W} Instant If you control a Plains, you may tap an untapped creature you control rather than pay Ramosian Rally's mana cost. Creatures you control get +1/+1 until end of turn. MM C Ramosian Revivalist {3}{W} Creature - Human Rebel Cleric 2/2 {6}, {T}: Return target Rebel permanent card with converted mana cost 5 or less from your graveyard to the battlefield. FUT U Ramosian Sergeant {W} Creature - Human Rebel 1/1 {3}, {T}: Search your library for a Rebel permanent card with converted mana cost 2 or less and put it onto the battlefield. Then shuffle your library. MM C Ramosian Sky Marshal {3}{W}{W} Creature - Human Rebel 3/3 Flying {7}, {T}: Search your library for a Rebel permanent card with converted mana cost 6 or less and put it onto the battlefield. Then shuffle your library. MM R Rampaging Baloths {4}{G}{G} Creature - Beast 6/6 Trample Landfall - Whenever a land enters the battlefield under your control, you may put a 4/4 green Beast creature token onto the battlefield. ZEN M, C13 M, C14 M Rampant Elephant {3}{W} Creature - Elephant 2/2 {G}: Target creature blocks Rampant Elephant this turn if able. IN C Rampant Growth {1}{G} Sorcery Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. MI C, TE C, 6E C, BD C, 7E C, 8ED C, 9ED C, 10E C, M10 C, HOP C, M12 C, TPR C, MM2 C Rampart Crawler {B} Creature - Lizard Mercenary 1/1 Rampart Crawler can't be blocked by Walls. MM C Ramroller {3} Artifact Creature - Juggernaut 2/3 Ramroller attacks each turn if able. Ramroller gets +2/+0 as long as you control another artifact. ORI U Ramses Overdark {2}{U}{U}{B}{B} Legendary Creature - Human Assassin 4/3 {T}: Destroy target enchanted creature. LE R, ME3 U Rancid Earth {1}{B}{B} Sorcery Destroy target land. Threshold - If seven or more cards are in your graveyard, instead destroy that land and Rancid Earth deals 1 damage to each creature and each player. TOR C Rancor {G} Enchantment - Aura Enchant creature Enchanted creature gets +2/+0 and has trample. When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand. GU C, DDD C, ARC C, PC2 C, M13 U, DD3_GVL C Ranger en-Vec {1}{G}{W} Creature - Human Soldier Archer 2/2 First strike {G}: Regenerate Ranger en-Vec. TE U Ranger of Eos {3}{W} Creature - Human Soldier 3/2 When Ranger of Eos enters the battlefield, you may search your library for up to two creature cards with converted mana cost 1 or less, reveal them, and put them into your hand. If you do, shuffle your library. ALA R Ranger's Guile {G} Instant Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) ISD C, M14 C, M15 C Ranger's Path {3}{G} Sorcery Search your library for up to two Forest cards and put them onto the battlefield tapped. Then shuffle your library. M13 C Rank and File {2}{B}{B} Creature - Zombie 3/3 When Rank and File enters the battlefield, green creatures get -1/-1 until end of turn. GU U Ransack {3}{U} Sorcery Look at the top five cards of target player's library. Put any number of them on the bottom of that library in any order and the rest on top of the library in any order. ST U, P3 R Rapacious One {5}{R} Creature - Eldrazi Drone 5/4 Trample Whenever Rapacious One deals combat damage to a player, put that many 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." ROE U, CMD U Rapid Decay {1}{B} Instant Exile up to three target cards from a single graveyard. Cycling {2} ({2}, Discard this card: Draw a card.) CG R Rapid Fire {3}{W} Instant Cast Rapid Fire only before blockers are declared. Target creature gains first strike until end of turn. If it doesn't have rampage, that creature gains rampage 2 until end of turn. (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) LE R Rapid Hybridization {U} Instant Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Frog Lizard creature token onto the battlefield. GTC U Rappelling Scouts {2}{W}{W} Creature - Human Rebel Scout 1/4 Flying {2}{W}: Rappelling Scouts gains protection from the color of your choice until end of turn. MM R Rashida Scalebane {3}{W}{W} Legendary Creature - Human Soldier 3/4 {T}: Destroy target attacking or blocking Dragon. It can't be regenerated. You gain life equal to its power. MI R Rashka the Slayer {3}{W}{W} Legendary Creature - Human Archer 3/3 Reach (This creature can block creatures with flying.) Whenever Rashka the Slayer blocks one or more black creatures, Rashka gets +1/+2 until end of turn. HM U Rasputin Dreamweaver {4}{W}{U} Legendary Creature - Human Wizard 4/1 Rasputin Dreamweaver enters the battlefield with seven dream counters on it. Remove a dream counter from Rasputin: Add {1} to your mana pool. Remove a dream counter from Rasputin: Prevent the next 1 damage that would be dealt to Rasputin this turn. At the beginning of your upkeep, if Rasputin started the turn untapped, put a dream counter on it. Rasputin can't have more than seven dream counters on it. LE R, ME3 R Ratcatcher {4}{B}{B} Creature - Ogre Rogue 4/4 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, you may search your library for a Rat card, reveal it, and put it into your hand. If you do, shuffle your library. DIS R Ratchet Bomb {2} Artifact {T}: Put a charge counter on Ratchet Bomb. {T}, Sacrifice Ratchet Bomb: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Ratchet Bomb. SOM R, M14 R Rath's Edge Legendary Land {T}: Add {1} to your mana pool. {4}, {T}, Sacrifice a land: Rath's Edge deals 1 damage to target creature or player. NE R Rathi Assassin {2}{B}{B} Creature - Zombie Mercenary Assassin 2/2 {1}{B}{B}, {T}: Destroy target tapped nonblack creature. {3}, {T}: Search your library for a Mercenary permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library. PPR R, NE R Rathi Dragon {2}{R}{R} Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) When Rathi Dragon enters the battlefield, sacrifice it unless you sacrifice two Mountains. TE R, 9ED R, TPR R Rathi Fiend {3}{B} Creature - Horror Mercenary 2/2 When Rathi Fiend enters the battlefield, each player loses 3 life. {3}, {T}: Search your library for a Mercenary permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library. NE U Rathi Intimidator {1}{B}{B} Creature - Horror Mercenary 2/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) {2}, {T}: Search your library for a Mercenary permanent card with converted mana cost 2 or less and put it onto the battlefield. Then shuffle your library. NE C Rathi Trapper {1}{B} Creature - Human Rebel Rogue 1/2 {B}, {T}: Tap target creature. PLC C, MMA C Rats of Rath {1}{B} Creature - Rat 2/1 {B}: Destroy target artifact, creature, or land you control. TE C, TPR C Rats' Feast {X}{B} Sorcery Exile X target cards from a single graveyard. JUD C Rattleblaze Scarecrow {6} Artifact Creature - Scarecrow 5/3 Rattleblaze Scarecrow has persist as long as you control a black creature. (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) Rattleblaze Scarecrow has haste as long as you control a red creature. SHM C Rattleclaw Mystic {1}{G} Creature - Human Shaman 2/1 {T}: Add {G}, {U}, or {R} to your mana pool. Morph {2} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Rattleclaw Mystic is turned face up, add {G}{U}{R} to your mana pool. KTK R Ravaged Highlands Land Ravaged Highlands enters the battlefield tapped. {T}: Add {R} to your mana pool. {T}, Sacrifice Ravaged Highlands: Add one mana of any color to your mana pool. OD C Ravages of War {3}{W} Sorcery Destroy all lands. PK R, ME2 R Ravaging Blaze {X}{R}{R} Instant Ravaging Blaze deals X damage to target creature. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, Ravaging Blaze also deals X damage to that creature's controller. ORI U Ravaging Horde {3}{R}{R} Creature - Human Soldier 3/3 When Ravaging Horde enters the battlefield, destroy target land. PK U Ravaging Riftwurm {1}{G}{G} Creature - Wurm 6/6 Kicker {4} (You may pay an additional {4} as you cast this spell.) Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) If Ravaging Riftwurm was kicked, it enters the battlefield with three additional time counters on it. FUT U Raven Familiar {2}{U} Creature - Bird 1/2 Flying Echo {2}{U} (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.) When Raven Familiar enters the battlefield, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. GU U, C13 U Raven Guild Initiate {2}{U} Creature - Human Wizard 1/4 Morph-Return a Bird you control to its owner's hand. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) SCG C Raven Guild Master {1}{U}{U} Creature - Human Wizard Mutant 1/1 Whenever Raven Guild Master deals combat damage to a player, that player exiles the top ten cards of his or her library. Morph {2}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) SCG R Raven's Crime {B} Sorcery Target player discards a card. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) EVE C, MMA C Raven's Run Plane - Shadowmoor All creatures have wither. (They deal damage to creatures in the form of -1/-1 counters.) Whenever you roll CHAOS, put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature. HOP C Raven's Run Dragoon {2}{G/W}{G/W} Creature - Elf Knight 3/3 Raven's Run Dragoon can't be blocked by black creatures. SHM C Ravenous Baboons {3}{R} Creature - Ape 2/2 When Ravenous Baboons enters the battlefield, destroy target nonbasic land. EX R Ravenous Baloth {2}{G}{G} Creature - Beast 4/4 Sacrifice a Beast: You gain 4 life. ONS R, DDD R, C13 R, DD3_GVL R Ravenous Demon {3}{B}{B} Creature - Demon 4/4 Sacrifice a Human: Transform Ravenous Demon. Activate this ability only any time you could cast a sorcery. ---- Archdemon of Greed (Black) Creature - Demon 9/9 Flying, trample At the beginning of your upkeep, sacrifice a Human. If you can't, tap Archdemon of Greed and it deals 9 damage to you. DKA R Ravenous Leucrocota {3}{G} Creature - Beast 2/4 Vigilance {6}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) JOU C Ravenous Rats {1}{B} Creature - Rat 1/1 When Ravenous Rats enters the battlefield, target opponent discards a card. P2 C, CG C, P3 U, IN C, 8ED C, 9ED C, 10E C, DDD C, M13 C, DDJ C, DD3_GVL C Ravenous Skirge {2}{B} Creature - Imp 1/1 Flying Whenever Ravenous Skirge attacks, it gets +2/+0 until end of turn. UZ C Ravenous Trap {2}{B}{B} Instant - Trap If an opponent had three or more cards put into his or her graveyard from anywhere this turn, you may pay {0} rather than pay Ravenous Trap's mana cost. Exile all cards from target player's graveyard. ZEN U Ravenous Vampire {3}{B}{B} Creature - Vampire 3/3 Flying At the beginning of your upkeep, you may sacrifice a nonartifact creature. If you do, put a +1/+1 counter on Ravenous Vampire. If you don't, tap Ravenous Vampire. MI U Raving Dead {4}{B} Creature - Zombie 2/6 Deathtouch At the beginning of combat on your turn, choose an opponent at random. Raving Dead attacks that player this combat if able. Whenever Raving Dead deals combat damage to a player, that player loses half his or her life, rounded down. C14 R Raving Oni-Slave {1}{B} Creature - Ogre Warrior 3/3 When Raving Oni-Slave enters the battlefield or leaves the battlefield, you lose 3 life if you don't control a Demon. SOK C Ray of Command {3}{U} Instant Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn. When you lose control of the creature, tap it. IA C, MI C, 5E C, BR C, ME2 U, CMD C, DDM C Ray of Dissolution {2}{W} Instant Destroy target enchantment. You gain 3 life. THS C Ray of Distortion {3}{W} Instant Destroy target artifact or enchantment. Flashback {4}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C Ray of Erasure {U} Instant Target player puts the top card of his or her library into his or her graveyard. Draw a card at the beginning of the next turn's upkeep. IA C Ray of Revelation {1}{W} Instant Destroy target enchantment. Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) JUD C, DKA C Rayne, Academy Chancellor {2}{U} Legendary Creature - Human Wizard 1/1 Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card. You may draw an additional card if Rayne, Academy Chancellor is enchanted. CG R Raze {R} Sorcery As an additional cost to cast Raze, sacrifice a land. Destroy target land. UZ C Razia's Purification {4}{R}{W} Sorcery Each player chooses three permanents he or she controls, then sacrifices the rest. RAV R Razia, Boros Archangel {4}{R}{R}{W}{W} Legendary Creature - Angel 6/3 Flying, vigilance, haste {T}: The next 3 damage that would be dealt to target creature you control this turn is dealt to another target creature instead. RAV R, HOP R Razing Snidd {4}{B}{R} Creature - Beast 3/3 When Razing Snidd enters the battlefield, return a black or red creature you control to its owner's hand. When Razing Snidd enters the battlefield, each player sacrifices a land. PS U Razor Barrier {1}{W} Instant Target permanent you control gains protection from artifacts or from the color of your choice until end of turn. MRD C, DDF C Razor Boomerang {3} Artifact - Equipment Equipped creature has "{T}, Unattach Razor Boomerang: Razor Boomerang deals 1 damage to target creature or player. Return Razor Boomerang to its owner's hand." Equip {2} WWK U Razor Golem {6} Artifact Creature - Golem 3/4 Affinity for Plains (This spell costs {1} less to cast for each Plains you control.) Vigilance DST C Razor Hippogriff {3}{W}{W} Creature - Hippogriff 3/3 Flying When Razor Hippogriff enters the battlefield, return target artifact card from your graveyard to your hand. You gain life equal to that card's converted mana cost. SOM U, C13 U Razor Pendulum {4} Artifact At the beginning of each player's end step, if that player has 5 or less life, Razor Pendulum deals 2 damage to him or her. MI R Razor Swine {2}{R} Creature - Boar 2/1 First strike Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) NPH C Razorclaw Bear {2}{G}{G} Creature - Bear 3/3 Whenever Razorclaw Bear becomes blocked, it gets +2/+2 until end of turn. P2 R Razorfield Rhino {6} Artifact Creature - Rhino 4/4 Metalcraft - Razorfield Rhino gets +2/+2 as long as you control three or more artifacts. MBS C Razorfield Thresher {7} Artifact Creature - Construct 6/4 SOM C Razorfin Abolisher {2}{U} Creature - Merfolk Wizard 2/2 {1}{U}, {T}: Return target creature with a counter on it to its owner's hand. EVE U Razorfin Hunter {U}{R} Creature - Merfolk Goblin 1/1 {T}: Razorfin Hunter deals 1 damage to target creature or player. AP C Razorfoot Griffin {3}{W} Creature - Griffin 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) First strike (This creature deals combat damage before creatures without first strike.) IN C, 7E C, 8ED C, M10 C, M15 C Razorgrass Screen {1} Artifact Creature - Wall 2/1 Defender (This creature can't attack.) Razorgrass Screen blocks each turn if able. 5DN C Razorjaw Oni {3}{B} Creature - Demon Spirit 4/5 Black creatures can't block. SOK U, CMD U Razormane Masticore {5} Artifact Creature - Masticore 5/5 First strike (This creature deals combat damage before creatures without first strike.) At the beginning of your upkeep, sacrifice Razormane Masticore unless you discard a card. At the beginning of your draw step, you may have Razormane Masticore deal 3 damage to target creature. 5DN R, 10E R, DDF R Razortip Whip {2} Artifact {1}, {T}: Razortip Whip deals 1 damage to target opponent. GTC C Razortooth Rats {2}{B} Creature - Rat 2/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) WL C, 6E C, 7E C, 9ED C Razorverge Thicket Land Razorverge Thicket enters the battlefield tapped unless you control two or fewer other lands. {T}: Add {G} or {W} to your mana pool. SOM R Reach Through Mists {U} Instant - Arcane Draw a card. CHK C, MMA C Reach of Branches {4}{G} Tribal Instant - Treefolk Put a 2/5 green Treefolk Shaman creature token onto the battlefield. Whenever a Forest enters the battlefield under your control, you may return Reach of Branches from your graveyard to your hand. MOR R, MMA U Reach of Shadows {4}{B} Instant Destroy target creature that's one or more colors. FRF C Read the Bones {2}{B} Sorcery Scry 2, then draw two cards. You lose 2 life. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) C, THS C, C14 C, ORI C Read the Runes {X}{U} Instant Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent. ONS R Ready {1}{G}{W} Instant Creatures you control gain indestructible until end of turn. Untap each creature you control. Fuse (You may cast one or both halves of this card from your hand.) ---- Willing {1}{W}{B} Instant Creatures you control gain deathtouch and lifelink until end of turn. Fuse (You may cast one or both halves of this card from your hand.) DGM R Reality Acid {2}{U} Enchantment - Aura Enchant permanent Vanishing 3 (This permanent 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 Reality Acid leaves the battlefield, enchanted permanent's controller sacrifices it. PLC C Reality Anchor {1}{G} Instant Target creature loses shadow until end of turn. Draw a card. TE C, TPR C Reality Ripple {1}{U} Instant Target artifact, creature, or land phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.) MI C Reality Shaping Phenomenon When you encounter Reality Shaping, starting with you, each player may put a permanent card from his or her hand onto the battlefield. (Then planeswalk away from this phenomenon.) PC2 C Reality Shift {1}{U} Instant Exile target creature. Its controller manifests the top card of his or her library. (That player puts the top card of his or her library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.) U, FRF U Reality Spasm {X}{U}{U} Instant Choose one - • Tap X target permanents. • Untap X target permanents. ROE U Reality Strobe {4}{U}{U} Sorcery Return target permanent to its owner's hand. Exile Reality Strobe with three time counters on it. Suspend 3- {2}{U} (Rather than cast this card from your hand, you may pay {2}{U} 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.) FUT U Reality Twist {U}{U}{U} Enchantment Cumulative upkeep {1}{U}{U} (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.) If tapped for mana, Plains produce {R}, Swamps produce {G}, Mountains produce {W}, and Forests produce {B} instead of any other type. IA R Realm Razer {3}{R}{G}{W} Creature - Beast 4/2 When Realm Razer enters the battlefield, exile all lands. When Realm Razer leaves the battlefield, return the exiled cards to the battlefield tapped under their owners' control. ALA R Realm Seekers {4}{G}{G} Creature - Elf Scout 0/0 Realm Seekers enters the battlefield with X +1/+1 counters on it, where X is the total number of cards in all players' hands. {2}{G}, Remove a +1/+1 counter from Realm Seekers: Search your library for a land card, reveal it, put it into your hand, then shuffle your library. CNS R, VMA R Realms Befitting My Majesty Scheme When you set this scheme in motion, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library. ARC C Realms Uncharted {2}{G} Instant Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle your library. ROE R Realmwright {U} Creature - Vedalken Wizard 1/1 As Realmwright enters the battlefield, choose a basic land type. Lands you control are the chosen type in addition to their other types. GTC R Reanimate {B} Sorcery Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its converted mana cost. TE U, BR U, ARC U, PD3 U, VMA U, TPR U Reap {1}{G} Instant Return up to X target cards from your graveyard to your hand, where X is the number of black permanents target opponent controls as you cast Reap. TE U Reap Intellect {X}{2}{U}{B} Sorcery Target opponent reveals his or her hand. You choose up to X nonland cards from it and exile them. For each card exiled this way, search that player's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles his or her library. DGM M Reap What Is Sown {1}{G}{W} Instant Put a +1/+1 counter on each of up to three target creatures. BNG U Reap and Sow {3}{G} Sorcery Choose one - • Destroy target land. • Search your library for a land card, put that card onto the battlefield, then shuffle your library. Entwine {1}{G} (Choose both if you pay the entwine cost.) DST C Reap the Seagraf {2}{B} Sorcery Put a 2/2 black Zombie creature token onto the battlefield. Flashback {4}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA C Reaper King {2/W}{2/U}{2/B}{2/R}{2/G} Legendary Artifact Creature - Scarecrow 6/6 ({2/W} can be paid with any two mana or with {W}. This card's converted mana cost is 10.) Other Scarecrow creatures you control get +1/+1. Whenever another Scarecrow enters the battlefield under your control, destroy target permanent. SHM R Reaper King Avatar Vanguard Hand -2, life -5 Each creature you control gets +1/+1 for each of its colors. VAN S Reaper from the Abyss {3}{B}{B}{B} Creature - Demon 6/6 Flying Morbid - At the beginning of each end step, if a creature died this turn, destroy target non-Demon creature. ISD M, C14 M Reaper of Sheoldred {4}{B} Creature - Horror 2/5 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever a source deals damage to Reaper of Sheoldred, that source's controller gets a poison counter. NPH U Reaper of the Wilds {2}{B}{G} Creature - Gorgon 4/5 Whenever another creature dies, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {B}: Reaper of the Wilds gains deathtouch until end of turn. {1}{G}: Reaper of the Wilds gains hexproof until end of turn. THS R, DDM R Reaping the Graves {2}{B} Instant Return target creature card from your graveyard to your hand. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) SCG C Reaping the Rewards {W} Instant Buyback-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) You gain 2 life. EX C Reassembling Skeleton {1}{B} Creature - Skeleton Warrior 1/1 {1}{B}: Return Reassembling Skeleton from your graveyard to the battlefield tapped. ARC U, M11 U, M12 U, DDJ U, DDK U, MM2 U Reave Soul {1}{B} Sorcery Destroy target creature with power 3 or less. ORI C Rebel Informer {2}{B} Creature - Human Mercenary Rebel 1/2 Rebel Informer can't be the target of white spells or abilities from white sources. {3}: Put target nontoken Rebel on the bottom of its owner's library. PR R Rebellion of the Flamekin {3}{R} Tribal Enchantment - Elemental Whenever you clash, you may pay {1}. If you do, put a 3/1 red Elemental Shaman creature token onto the battlefield. If you won, that token gains haste until end of turn. (This ability triggers after the clash ends.) LRW U Rebirth {3}{G}{G}{G} Sorcery Remove Rebirth from your deck before playing if you're not playing for ante. Each player may ante the top card of his or her library. If a player does, his or her life total becomes 20. LE R, 4E R Reborn Hero {2}{W} Creature - Human Soldier 2/2 Vigilance Threshold - As long as seven or more cards are in your graveyard, Reborn Hero has "When Reborn Hero dies, you may pay {W}{W}. If you do, return Reborn Hero to the battlefield under your control." TOR R Reborn Hope {G}{W} Sorcery Return target multicolored card from your graveyard to your hand. ARB U Rebound {1}{U} Instant Change the target of target spell that targets only a player. The new target must be a player. ST U Rebuff the Wicked {W} Instant Counter target spell that targets a permanent you control. PLC U Rebuild {2}{U} Instant Return all artifacts to their owners' hands. Cycling {2} ({2}, Discard this card: Draw a card.) GU U Rebuke {2}{W} Instant Destroy target attacking creature. ISD C Rebuking Ceremony {3}{G}{G} Sorcery Put two target artifacts on top of their owners' libraries. DST R Recall {X}{X}{U} Sorcery Discard X cards, then return a card from your graveyard to your hand for each card discarded this way. Exile Recall. LE R, CH U, 5E R, 6E R, ME3 U Recantation {3}{U}{U} Enchantment At the beginning of your upkeep, you may put a verse counter on Recantation. {U}, Sacrifice Recantation: Return up to X target permanents to their owners' hands, where X is the number of verse counters on Recantation. UZ R Reciprocate {W} Instant Exile target creature that dealt damage to you this turn. CHK U, DDG U Reckless Abandon {R} Sorcery As an additional cost to cast Reckless Abandon, sacrifice a creature. Reckless Abandon deals 4 damage to target creature or player. CG C, DDN C Reckless Assault {2}{B}{R} Enchantment {1}, Pay 2 life: Reckless Assault deals 1 damage to target creature or player. IN R Reckless Brute {2}{R} Creature - Ogre Warrior 3/1 Haste (This creature can attack and {T} as soon as it comes under your control.) Reckless Brute attacks each turn if able. M13 C Reckless Charge {R} Sorcery Target creature gets +3/+0 and gains haste until end of turn. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C, HOP C, VMA C Reckless Cohort {1}{R} Creature - Human Warrior Ally 2/2 Reckless Cohort attacks each combat if able unless you control another Ally. C Reckless Embermage {3}{R} Creature - Human Wizard 2/2 {1}{R}: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself. MI R, 6E R, 7E R Reckless Imp {2}{B} Creature - Imp 2/2 Flying Reckless Imp can't block. Dash {1}{B} (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.) DTK C Reckless Ogre {3}{R} Creature - Ogre 3/2 Whenever Reckless Ogre attacks alone, it gets +3/+0 until end of turn. EX C Reckless One {3}{R} Creature - Goblin Avatar */* Haste Reckless One's power and toughness are each equal to the number of Goblins on the battlefield. ONS U, EVG U, DD3_EVG U Reckless Reveler {1}{R} Creature - Satyr 2/1 {R}, Sacrifice Reckless Reveler: Destroy target artifact. BNG C Reckless Scholar {2}{U} Creature - Human Wizard 2/1 {T}: Target player draws a card, then discards a card. ZEN C, CNS C Reckless Spite {1}{B}{B} Instant Destroy two target nonblack creatures. You lose 5 life. TE U, IN U, C13 U, CNS U Reckless Waif {R} Creature - Human Rogue Werewolf 1/1 At the beginning of each upkeep, if no spells were cast last turn, transform Reckless Waif. ---- Merciless Predator (Red) Creature - Werewolf 3/2 At the beginning of each upkeep, if a player cast two or more spells last turn, transform Merciless Predator. ISD U Reckless Wurm {3}{R}{R} Creature - Wurm 4/4 Trample Madness {2}{R} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) PLC U Reclaim {G} Instant Put target card from your graveyard on top of your library. EX C, 7E C, 9ED C, M12 C, ORI C Reclaiming Vines {2}{G}{G} Sorcery Destroy target artifact, enchantment, or land. C Reclamation {2}{G}{W} Enchantment Black creatures can't attack unless their controller sacrifices a land for each black creature he or she controls that's attacking. (This cost is paid as attackers are declared.) IA R Reclamation Sage {2}{G} Creature - Elf Shaman 2/1 When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment. M15 U, C14 U Reclusive Artificer {2}{U}{R} Creature - Human Artificer 2/3 Haste (This creature can attack and {T} as soon as it comes under your control.) When Reclusive Artificer enters the battlefield, you may have it deal damage to target creature equal to the number of artifacts you control. ORI U Reclusive Wight {3}{B} Creature - Zombie Minion 4/4 At the beginning of your upkeep, if you control another nonland permanent, sacrifice Reclusive Wight. UZ U Recoil {1}{U}{B} Instant Return target permanent to its owner's hand. Then that player discards a card. IN C, DDH C Recollect {2}{G} Sorcery Return target card from your graveyard to your hand. RAV U, 10E U Reconnaissance {W} Enchantment {0}: Remove target attacking creature you control from combat and untap it. EX U Reconstruction {U} Sorcery Return target artifact card from your graveyard to your hand. AQ C, 3E C, ME4 C Recoup {1}{R} Sorcery Target sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (Mana cost includes color.) Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD U, DDK U Recover {2}{B} Sorcery Return target creature card from your graveyard to your hand. Draw a card. IN C, 10E C Recross the Paths {2}{G} Sorcery Reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) MOR U Recumbent Bliss {2}{W} Enchantment - Aura Enchant creature Enchanted creature can't attack or block. At the beginning of your upkeep, you may gain 1 life. EVE C, DDH C Recuperate {3}{W} Instant Choose one - • You gain 6 life. • Prevent the next 6 damage that would be dealt to target creature this turn. SCG C Recurring Insight {4}{U}{U} Sorcery Draw cards equal to the number of cards in target opponent's hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) ROE R Recurring Nightmare {2}{B} Enchantment Sacrifice a creature, Return Recurring Nightmare to its owner's hand: Return target creature card from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery. EX R, VMA R, TPR M Recycle {4}{G}{G} Enchantment Skip your draw step. Whenever you play a card, draw a card. Your maximum hand size is two. TE R, TPR R Red Cliffs Armada {4}{U} Creature - Human Soldier 5/4 Red Cliffs Armada can't attack unless defending player controls an Island. PK U, ME2 C Red Elemental Blast {R} Instant Choose one - • Counter target blue spell. • Destroy target blue permanent. 1E C, 2E C, 2U C, 3E C, 4E C, ME4 U Red Mana Battery {4} Artifact {2}, {T}: Put a charge counter on Red Mana Battery. {T}, Remove any number of charge counters from Red Mana Battery: Add {R} to your mana pool, then add an additional {R} to your mana pool for each charge counter removed this way. LE U, 4E R Red Scarab {W} Enchantment - Aura Enchant creature Enchanted creature can't be blocked by red creatures. Enchanted creature gets +2/+2 as long as an opponent controls a red permanent. IA U Red Sun's Zenith {X}{R} Sorcery Red Sun's Zenith deals X damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. Shuffle Red Sun's Zenith into its owner's library. MBS R Red Ward {W} Enchantment - Aura Enchant creature Enchanted creature has protection from red. This effect doesn't remove Red Ward. 1E U, 2E U, 2U U, 3E U, 4E U Redeem {1}{W} Instant Prevent all damage that would be dealt this turn to up to two target creatures. UZ U, 8ED C Redeem the Lost {1}{W} Instant Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) MOR U Redirect {U}{U} Instant You may choose new targets for target spell. M11 R, M12 R, M13 R Reduce in Stature {2}{U} Enchantment - Aura Enchant creature Enchanted creature has base power and toughness 0/2. DTK C Reduce to Dreams {3}{U}{U} Sorcery Return all artifacts and enchantments to their owners' hands. BOK R Redwood Treefolk {4}{G} Creature - Treefolk 3/6 PO C, WL C, 6E C, 7E C Reef Pirates {1}{U}{U} Creature - Zombie Pirate 2/2 Whenever Reef Pirates deals damage to an opponent, that player puts the top card of his or her library into his or her graveyard. HM C (x2), 5E C Reef Shaman {U} Creature - Merfolk Shaman 0/2 {T}: Target land becomes the basic land type of your choice until end of turn. AP C Reef Worm {3}{U} Creature - Worm 0/1 When Reef Worm dies, put a 3/3 blue Fish creature token onto the battlefield with "When this creature dies, put a 6/6 blue Whale creature token onto the battlefield with 'When this creature dies, put a 9/9 blue Kraken creature token onto the battlefield.'" C14 R Reflect Damage {3}{R}{W} Instant The next time a source of your choice would deal damage this turn, that damage is dealt to that source's controller instead. MI R Reflecting Mirror {4} Artifact {X}, {T}: Change the target of target spell with a single target if that target is you. The new target must be a player. X is twice the converted mana cost of that spell. DK U Reflecting Pool Land {T}: Add to your mana pool one mana of any type that a land you control could produce. TE R, SHM R, CNS R Reflex Sliver {3}{G} Creature - Sliver 2/2 All Sliver creatures have haste. PLC C Reflexes {R} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature has first strike. (It deals combat damage before creatures without first strike.) UZ C, 7E C, 8ED C, 9ED C Refocus {1}{U} Instant Untap target creature. Draw a card. FRF C Reforge the Soul {3}{R}{R} Sorcery Each player discards his or her hand, then draws seven cards. Miracle {1}{R} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) AVR R Refraction Trap {3}{W} Instant - Trap If an opponent cast a red instant or sorcery spell this turn, you may pay {W} rather than pay Refraction Trap's mana cost. Prevent the next 3 damage that a source of your choice would deal to you and/or permanents you control this turn. If damage is prevented this way, Refraction Trap deals that much damage to target creature or player. WWK U Refresh {2}{G} Instant Regenerate target creature. Draw a card. OD C Refreshing Rain {3}{G} Instant If an opponent controls a Swamp and you control a Forest, you may cast Refreshing Rain without paying its mana cost. Target player gains 6 life. NE U Regal Force {4}{G}{G}{G} Creature - Elemental 5/5 When Regal Force enters the battlefield, draw a card for each green creature you control. EVE R Regal Unicorn {2}{W} Creature - Unicorn 2/3 PO C, 6E C Regathan Firecat {2}{R} Creature - Elemental Cat 4/1 M14 C Regenerate {1}{G} Instant Regenerate target creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) M10 C Regeneration {1}{G} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) {G}: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) 1E C, 2E C, 2U C, 3E C, 4E C, IA C, MI C, 5E C, 6E C, 7E C, 8ED C, 9ED U, 10E U Regress {2}{U} Instant Return target permanent to its owner's hand. MRD C, ROE C Regrowth {1}{G} Sorcery Return target card from your graveyard to your hand. 1E U, 2E U, 2U U, 3E U, ME4 R, DDL U, VMA R Reign of Chaos {2}{R}{R} Sorcery Choose one - • Destroy target Plains and target white creature. • Destroy target Island and target blue creature. MI U Reign of Terror {3}{B}{B} Sorcery Destroy all green creatures or all white creatures. They can't be regenerated. You lose 2 life for each creature that died this way. MI U Reign of the Pit {4}{B}{B} Sorcery Each player sacrifices a creature. Put an X/X black Demon creature token with flying onto the battlefield, where X is the total power of the creatures sacrificed this way. CNS R, VMA R Reincarnation {1}{G}{G} Instant Choose target creature. When that creature dies this turn, return a creature card from its owner's graveyard to the battlefield under the control of that creature's owner. LE U, ME3 U, C13 U Reinforced Bulwark {3} Artifact Creature - Wall 0/4 Defender {T}: Prevent the next 1 damage that would be dealt to you this turn. ROE C Reinforcements {W} Instant Put up to three target creature cards from your graveyard on top of your library. AL C (x2), ME2 C Reins of Power {2}{U}{U} Instant Untap all creatures you control and all creatures target opponent controls. You and that opponent each gain control of all creatures the other controls until end of turn. Those creatures gain haste until end of turn. ST R, CMD R Reins of the Vinesteed {3}{G} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. When enchanted creature dies, you may return Reins of the Vinesteed from your graveyard to the battlefield attached to a creature that shares a creature type with that creature. MOR C Reiterate {1}{R}{R} Instant Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Copy target instant or sorcery spell. You may choose new targets for the copy. TSP R Reito Lantern {2} Artifact {3}: Put target card from a graveyard on the bottom of its owner's library. CHK U, CNS U Reiver Demon {4}{B}{B}{B}{B} Creature - Demon 6/6 Flying When Reiver Demon enters the battlefield, if you cast it from your hand, destroy all nonartifact, nonblack creatures. They can't be regenerated. MRD R, DDC R, CMD R, DD3_DVD R Rejuvenate {3}{G} Sorcery You gain 6 life. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Rejuvenation Chamber {3} Artifact Fading 2 (This artifact enters the battlefield with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) {T}: You gain 2 life. NE U Reki, the History of Kamigawa {2}{G} Legendary Creature - Human Shaman 1/2 Whenever you cast a legendary spell, draw a card. SOK R Rekindled Flame {2}{R}{R} Sorcery Rekindled Flame deals 4 damage to target creature or player. At the beginning of your upkeep, if an opponent has no cards in hand, you may return Rekindled Flame from your graveyard to your hand. EVE R Reknit {1}{G/W} Instant Regenerate target permanent. SHM U Relearn {1}{U}{U} Sorcery Return target instant or sorcery card from your graveyard to your hand. WL U, 6E U, P3 U Release the Ants {1}{R} Instant Release the Ants deals 1 damage to target creature or player. Clash with an opponent. If you win, return Release the Ants to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) MOR U Relentless Assault {2}{R}{R} Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. VI R, P2 R, 6E R, PK R, P3 R, 7E R, 8ED R, 9ED R, 10E R, HOP R Relentless Rats {1}{B}{B} Creature - Rat 2/2 Relentless Rats gets +1/+1 for each other creature on the battlefield named Relentless Rats. A deck can have any number of cards named Relentless Rats. 5DN U, 10E U, M10 U, M11 U Relentless Skaabs {3}{U}{U} Creature - Zombie 4/4 As an additional cost to cast Relentless Skaabs, exile a creature card from your graveyard. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA U Relic Bane {1}{B}{B} Enchantment - Aura Enchant artifact Enchanted artifact has "At the beginning of your upkeep, you lose 2 life." MRD U Relic Barrier {2} Artifact {T}: Tap target artifact. LE U, 5DN U Relic Bind {2}{U} Enchantment - Aura Enchant artifact an opponent controls Whenever enchanted artifact becomes tapped, choose one - • Relic Bind deals 1 damage to target player. • Target player gains 1 life. LE U, 4E R Relic Crush {4}{G} Instant Destroy target artifact or enchantment and up to one other target artifact or enchantment. ZEN C, CMD C, CNS U Relic Putrescence {2}{B} Enchantment - Aura Enchant artifact Whenever enchanted artifact becomes tapped, its controller gets a poison counter. SOM C Relic Seeker {1}{W} Creature - Human Soldier 2/2 Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) When Relic Seeker becomes renowned, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library. ORI R Relic Ward {1}{W} Enchantment - Aura You may cast Relic Ward as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant artifact Enchanted artifact has shroud. (It can't be the target of spells or abilities.) VI U Relic of Progenitus {1} Artifact {T}: Target player exiles a card from his or her graveyard. {1}, Exile Relic of Progenitus: Exile all cards from all graveyards. Draw a card. MD1 U, ALA C, HOP C, MMA U Reliquary Monk {2}{W} Creature - Human Monk Cleric 2/2 When Reliquary Monk dies, destroy target artifact or enchantment. CG C Reliquary Tower Land You have no maximum hand size. {T}: Add {1} to your mana pool. CON U, M13 U, C14 U Remand {1}{U} Instant Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard. Draw a card. RAV U, DDM U, MM2 U Remedy {1}{W} Instant Prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. VI C, 6E C Remember the Fallen {2}{W} Sorcery Choose one or both - • Return target creature card from your graveyard to your hand. • Return target artifact card from your graveyard to your hand. NPH C Remembrance {3}{W} Enchantment Whenever a nontoken creature you control dies, you may search your library for a card with the same name as that creature, reveal it, and put it into your hand. If you do, shuffle your library. UZ R Reminisce {2}{U} Sorcery Target player shuffles his or her graveyard into his or her library. ONS U, 9ED U, 10E U, DDJ U Remote Farm Land Remote Farm enters the battlefield tapped with two depletion counters on it. {T}, Remove a depletion counter from Remote Farm: Add {W}{W} to your mana pool. If there are no depletion counters on Remote Farm, sacrifice it. MM C Remote Isle Land Remote Isle enters the battlefield tapped. {T}: Add {U} to your mana pool. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C, BR C, BD C, C14 C Remove {U} Instant Cast Remove only during the declare attackers step and only if you've been attacked this step. Return target attacking creature to its owner's hand. P2 U Remove Enchantments {W} Instant Return to your hand all enchantments you both own and control, all Auras you own attached to permanents you control, and all Auras you own attached to attacking creatures your opponents control. Then destroy all other enchantments you control, all other Auras attached to permanents you control, and all other Auras attached to attacking creatures your opponents control. LE C Remove Soul {1}{U} Instant Counter target creature spell. LE C, CH C, 5E C, 6E C, P3 C, 7E C, 8ED C, 9ED C, 10E C, ME3 C Rend Flesh {2}{B} Instant - Arcane Destroy target non-Spirit creature. CHK C Rend Spirit {2}{B} Instant Destroy target Spirit. CHK C Rendclaw Trow {2}{B/G} Creature - Troll 2/2 Wither (This deals damage to creatures in the form of -1/-1 counters.) Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) EVE C Render Silent {W}{U}{U} Instant Counter target spell. Its controller can't cast spells this turn. DGM R Rending Vines {1}{G}{G} Instant - Arcane Destroy target artifact or enchantment if its converted mana cost is less than or equal to the number of cards in your hand. Draw a card. SOK C Rending Volley {R} Instant Rending Volley can't be countered by spells or abilities. Rending Volley deals 4 damage to target white or blue creature. DTK U Renegade Demon {3}{B}{B} Creature - Demon 5/3 AVR C Renegade Doppelganger {1}{U} Creature - Shapeshifter 0/1 Whenever another creature enters the battlefield under your control, you may have Renegade Doppelganger become a copy of that creature until end of turn. (If it does, it loses this ability for the rest of the turn.) ROE R Renegade Krasis {1}{G}{G} Creature - Beast Mutant 3/2 Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever Renegade Krasis evolves, put a +1/+1 counter on each other creature you control with a +1/+1 counter on it. DGM R Renegade Troops {4}{R} Creature - Human Soldier 4/2 Haste PK U Renegade Warlord {4}{R} Creature - Human Soldier 3/3 First strike Whenever Renegade Warlord attacks, each other attacking creature gets +1/+0 until end of turn. TE U, TPR U Renewal {2}{G} Sorcery As an additional cost to cast Renewal, sacrifice a land. Search your library for a basic land card and put that card onto the battlefield. Then shuffle your library. Draw a card at the beginning of the next turn's upkeep. HM C Renewed Faith {2}{W} Instant You gain 6 life. Cycling {1}{W} ({1}{W}, Discard this card: Draw a card.) When you cycle Renewed Faith, you may gain 2 life. ONS C, VMA C Renewing Dawn {1}{W} Sorcery You gain 2 life for each Mountain target opponent controls. PO U Renewing Touch {G} Sorcery Shuffle any number of target creature cards from your graveyard into your library. P2 U, P3 U Renounce {1}{W} Instant Sacrifice any number of permanents. You gain 2 life for each permanent sacrificed this way. MM U Renounce the Guilds {1}{W} Instant Each player sacrifices a multicolored permanent. DGM R Renowned Weaponsmith {1}{U} Creature - Human Artificer 1/3 {T}: Add {2} to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts. {U}, {T}: Search your library for a card named Heart-Piercer Bow or Vial of Dragonfire, reveal it, put it into your hand, then shuffle your library. FRF U Renowned Weaver {G} Creature - Human Shaman 1/1 {1}{G}, Sacrifice Renowned Weaver: Put a 1/3 green Spider enchantment creature token with reach onto the battlefield. (It can block creatures with flying.) JOU C Reparations {1}{W}{U} Enchantment Whenever an opponent casts a spell that targets you or a creature you control, you may draw a card. MI R Repay in Kind {5}{B}{B} Sorcery Each player's life total becomes the lowest life total among all players. ROE R Repeal {X}{U} Instant Return target nonland permanent with converted mana cost X to its owner's hand. Draw a card. GPT C, DDN C, MM2 C Repel {3}{U} Instant Put target creature on top of its owner's library. OD C, VMA C Repel Intruders {3}{W/U} Instant Put two 1/1 white Kithkin Soldier creature tokens onto the battlefield if {W} was spent to cast Repel Intruders. Counter up to one target creature spell if {U} was spent to cast Repel Intruders. (Do both if {W}{U} was spent.) SHM U Repel the Darkness {2}{W} Instant Tap up to two target creatures. Draw a card. C, ROE C Repentance {2}{W} Sorcery Target creature deals damage to itself equal to its power. TE U, TPR U Repentant Blacksmith {1}{W} Creature - Human 1/2 Protection from red AN R, CH C, 5E C Repentant Vampire {3}{B}{B} Creature - Vampire 3/3 Flying Whenever a creature dealt damage by Repentant Vampire this turn dies, put a +1/+1 counter on Repentant Vampire. Threshold - As long as seven or more cards are in your graveyard, Repentant Vampire is white and has "{T}: Destroy target black creature." OD R Repercussion {1}{R}{R} Enchantment Whenever a creature is dealt damage, Repercussion deals that much damage to that creature's controller. CG R Replenish {3}{W} Sorcery Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.) CG R Repopulate {1}{G} Instant Shuffle all creature cards from target player's graveyard into that player's library. Cycling {2} ({2}, Discard this card: Draw a card.) GU C Reprisal {1}{W} Instant Destroy target creature with power 4 or greater. It can't be regenerated. AL C (x2), 6E U, 7E U, ME2 C, DDG U, JOU U Reprocess {2}{B}{B} Sorcery Sacrifice any number of artifacts, creatures, and/or lands. Draw a card for each permanent sacrificed this way. UZ R, 7E R Repulse {2}{U} Instant Return target creature to its owner's hand. Draw a card. IN C, DD2 C, CMD C, DD3_JVC C Requiem Angel {5}{W} Creature - Angel 5/5 Flying Whenever another non-Spirit creature you control dies, put a 1/1 white Spirit creature token with flying onto the battlefield. DKA R, C14 R Reroute {1}{R} Instant Change the target of target activated ability with a single target. (Mana abilities can't be targeted.) Draw a card. RAV U Rescind {1}{U}{U} Instant Return target permanent to its owner's hand. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C, VMA C Rescue {U} Instant Return target permanent you control to its owner's hand. CG C Rescue from the Underworld {4}{B} Instant As an additional cost to cast Rescue from the Underworld, sacrifice a creature. Choose target creature card in your graveyard. Return that card and the sacrificed card to the battlefield under your control at the beginning of your next upkeep. Exile Rescue from the Underworld. THS U Research {G}{U} Instant Choose up to four cards you own from outside the game and shuffle them into your library. ---- Development {3}{U}{R} Instant Put a 3/1 red Elemental creature token onto the battlefield unless any opponent has you draw a card. Repeat this process two more times. DIS R Research Assistant {1}{U} Creature - Human Wizard 1/3 {3}{U}, {T}: Draw a card, then discard a card. M15 C Research the Deep {1}{U} Sorcery Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) MOR U Reset {U}{U} Instant Cast Reset only during an opponent's turn after his or her upkeep step. Untap all lands you control. LE U, ME3 R Reshape {X}{U}{U} Sorcery As an additional cost to cast Reshape, sacrifice an artifact. Search your library for an artifact card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library. DST R Resilient Wanderer {2}{W}{W} Creature - Human Nomad 2/3 First strike Discard a card: Resilient Wanderer gains protection from the color of your choice until end of turn. OD U Resistance Fighter {W} Creature - Human Soldier 1/1 Sacrifice Resistance Fighter: Prevent all combat damage target creature would deal this turn. VI C, 6E C Resize {1}{G} Instant Target creature gets +3/+3 until end of turn. Recover {1}{G} (When a creature is put into your graveyard from the battlefield, you may pay {1}{G}. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.) CSP U Resolute Archangel {5}{W}{W} Creature - Angel 4/4 Flying When Resolute Archangel enters the battlefield, if your life total is less than your starting life total, it becomes equal to your starting life total. M15 R Resolute Blademaster {3}{R}{W} Creature - Human Soldier Ally 2/2 Rally - Whenever Resolute Blademaster or another Ally enters the battlefield under your control, creatures you control gain double strike until end of turn. U Resounding Roar {1}{G} Instant Target creature gets +3/+3 until end of turn. Cycling {5}{R}{G}{W} ({5}{R}{G}{W}, Discard this card: Draw a card.) When you cycle Resounding Roar, target creature gets +6/+6 until end of turn. ALA C Resounding Scream {2}{B} Sorcery Target player discards a card at random. Cycling {5}{U}{B}{R} ({5}{U}{B}{R}, Discard this card: Draw a card.) When you cycle Resounding Scream, target player discards two cards at random. ALA C Resounding Silence {3}{W} Instant Exile target attacking creature. Cycling {5}{G}{W}{U} ({5}{G}{W}{U}, Discard this card: Draw a card.) When you cycle Resounding Silence, exile up to two target attacking creatures. ALA C Resounding Thunder {2}{R} Instant Resounding Thunder deals 3 damage to target creature or player. Cycling {5}{B}{R}{G} ({5}{B}{R}{G}, Discard this card: Draw a card.) When you cycle Resounding Thunder, it deals 6 damage to target creature or player. ALA C Resounding Wave {2}{U} Instant Return target permanent to its owner's hand. Cycling {5}{W}{U}{B} ({5}{W}{U}{B}, Discard this card: Draw a card.) When you cycle Resounding Wave, return two target permanents to their owners' hands. ALA C Respite {1}{G} Instant Prevent all combat damage that would be dealt this turn. You gain 1 life for each attacking creature. TE C, CNS C Resplendent Mentor {4}{W} Creature - Kithkin Cleric 2/2 White creatures you control have "{T}: You gain 1 life." SHM U Rest for the Weary {1}{W} Instant Target player gains 4 life. Landfall - If you had a land enter the battlefield under your control this turn, that player gains 8 life instead. WWK C Rest in Peace {1}{W} Enchantment When Rest in Peace enters the battlefield, exile all cards from all graveyards. If a card or token would be put into a graveyard from anywhere, exile it instead. RTR R Restless Apparition {W/B}{W/B}{W/B} Creature - Spirit 2/2 {W/B}{W/B}{W/B}: Restless Apparition gets +3/+3 until end of turn. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) EVE U, MM2 U Restless Bones {2}{B} Creature - Skeleton 1/1 {3}{B}, {T}: Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.) {1}{B}: Regenerate Restless Bones. GPT C Restless Dead {1}{B} Creature - Skeleton 1/1 {B}: Regenerate Restless Dead. MI C Restless Dreams {B} Sorcery As an additional cost to cast Restless Dreams, discard X cards. Return X target creature cards from your graveyard to your hand. TOR C Restock {3}{G}{G} Sorcery Return two target cards from your graveyard to your hand. Exile Restock. IN R, M15 U Restoration Angel {3}{W} Creature - Angel 3/4 Flash Flying When Restoration Angel enters the battlefield, you may exile target non-Angel creature you control, then return that card to the battlefield under your control. AVR R Restore {1}{G} Sorcery Put target land card from a graveyard onto the battlefield under your control. C13 U Restore Balance (White) Sorcery Suspend 6- {W} (Rather than cast this card from your hand, pay {W} and exile it with six 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.) Each player chooses a number of lands he or she controls equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players sacrifice creatures and discard cards the same way. TSP R Restore the Peace {1}{W}{U} Instant Return each creature that dealt damage this turn to its owner's hand. DGM U Restrain {2}{W} Instant Prevent all combat damage that would be dealt by target attacking creature this turn. Draw a card. IN C Resupply {5}{W} Instant You gain 6 life. Draw a card. DTK C Resurrection {2}{W}{W} Sorcery Return target creature card from your graveyard to the battlefield. 1E U, 2E U, 2U U, 3E U, TSB S Resuscitate {1}{G} Instant Until end of turn, creatures you control gain "{1}: Regenerate this creature." EX U Retaliate {2}{W}{W} Instant Destroy all creatures that dealt damage to you this turn. 5DN R Retaliation {2}{G} Enchantment Creatures you control have "Whenever this creature becomes blocked by a creature, this creature gets +1/+1 until end of turn." UZ U Retaliator Griffin {1}{R}{G}{W} Creature - Griffin 2/2 Flying Whenever a source an opponent controls deals damage to you, you may put that many +1/+1 counters on Retaliator Griffin. ARB R Retether {3}{W} Sorcery Return each Aura card from your graveyard to the battlefield. Only creatures can be enchanted this way. (Aura cards that can't enchant a creature on the battlefield remain in your graveyard.) PLC R Rethink {2}{U} Instant Counter target spell unless its controller pays {X}, where X is its converted mana cost. PR C Retraced Image {U} Sorcery Reveal a card in your hand, then put that card onto the battlefield if it has the same name as a permanent. TOR R Retract {U} Instant Return all artifacts you control to their owner's hand. DST R Retraction Helix {U} Instant Until end of turn, target creature gains "{T}: Return target nonland permanent to its owner's hand." BNG C Retreat to Coralhelm {2}{U} Enchantment Landfall - Whenever a land enters the battlefield under your control, choose one - • You may tap or untap target creature. • Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) U Retreat to Emeria {3}{W} Enchantment Landfall - Whenever a land enters the battlefield under your control, choose one - • Put a 1/1 white Kor Ally creature token onto the battlefield. • Creatures you control get +1/+1 until end of turn. U Retreat to Hagra {2}{B} Enchantment Landfall - Whenever a land enters the battlefield under your control, choose one - • Target creature gets +1/+0 and gains deathtouch until end of turn. • Each opponent loses 1 life and you gain 1 life. U Retreat to Kazandu {2}{G} Enchantment Landfall - Whenever a land enters the battlefield under your control, choose one - • Put a +1/+1 counter on target creature. • You gain 2 life. U (x2) Retreat to Valakut {2}{R} Enchantment Landfall - Whenever a land enters the battlefield under your control, choose one - • Target creature gets +2/+0 until end of turn. • Target creature can't block this turn. U Retribution {2}{R}{R} Sorcery Choose two target creatures an opponent controls. That player chooses and sacrifices one of those creatures. Put a -1/-1 counter on the other. HM U, ME2 U Retribution of the Ancients {B} Enchantment {B}, Remove X +1/+1 counters from among creatures you control: Target creature gets -X/-X until end of turn. KTK R Retribution of the Meek {2}{W} Sorcery Destroy all creatures with power 4 or greater. They can't be regenerated. VI R Retromancer {2}{R}{R} Creature - Viashino Shaman 3/3 Whenever Retromancer becomes the target of a spell or ability, Retromancer deals 3 damage to that spell or ability's controller. UZ C Return of the Nightstalkers {5}{B}{B} Sorcery Return all Nightstalker permanent cards from your graveyard to the battlefield. Then destroy all Swamps you control. P2 R Return to Battle {B} Sorcery Return target creature card from your graveyard to your hand. PK C Return to Dust {2}{W}{W} Instant Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment. TSP U, CMD U, C14 U Return to the Earth {3}{G} Instant Destroy target artifact, enchantment, or creature with flying. FRF C Return to the Ranks {X}{W}{W} Sorcery Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Return X target creature cards with converted mana cost 2 or less from your graveyard to the battlefield. M15 R Returned Centaur {3}{B} Creature - Zombie Centaur 2/4 When Returned Centaur enters the battlefield, target player puts the top four cards of his or her library into his or her graveyard. THS C, ORI C Returned Phalanx {1}{B} Creature - Zombie Soldier 3/3 Defender {1}{U}: Returned Phalanx can attack this turn as though it didn't have defender. THS C Returned Reveler {1}{B} Creature - Zombie Satyr 1/3 When Returned Reveler dies, each player puts the top three cards of his or her library into his or her graveyard. JOU C Revealing Wind {2}{G} Instant Prevent all combat damage that would be dealt this turn. You may look at each face-down creature that's attacking or blocking. DTK C Reveillark {4}{W} Creature - Elemental 4/3 Flying When Reveillark leaves the battlefield, return up to two target creature cards with power 2 or less from your graveyard to the battlefield. Evoke {5}{W} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) MOR R, MMA R Reveille Squad {2}{W}{W} Creature - Human Rebel 3/3 Whenever one or more creatures attack you, if Reveille Squad is untapped, you may untap all creatures you control. PR U Reveka, Wizard Savant {2}{U}{U} Legendary Creature - Dwarf Wizard 0/1 {T}: Reveka, Wizard Savant deals 2 damage to target creature or player and doesn't untap during your next untap step. HM R, ME3 U Revel of the Fallen God {3}{R}{R}{G}{G} Sorcery Put four 2/2 red and green Satyr creature tokens with haste onto the battlefield. JOU R Revelation {G} World Enchantment Players play with their hands revealed. LE R, CH R Revelsong Horn {2} Artifact {1}, {T}, Tap an untapped creature you control: Target creature gets +1/+1 until end of turn. SHM U Revenant {4}{B} Creature - Spirit */* Flying Revenant's power and toughness are each equal to the number of creature cards in your graveyard. PPR R, ST R, 7E R, TPR U, ORI U Revenant Patriarch {4}{B} Creature - Spirit 4/3 When Revenant Patriarch enters the battlefield, if {W} was spent to cast it, target player skips his or her next combat phase. Revenant Patriarch can't block. GPT U, DDK U Revenge of the Hunted {4}{G}{G} Sorcery Until end of turn, target creature gets +6/+6 and gains trample, and all creatures able to block it this turn do so. Miracle {G} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) AVR R Reverberate {R}{R} Instant Copy target instant or sorcery spell. You may choose new targets for the copy. M11 R, PD2 R, M12 R, M13 R Reverberation {2}{U}{U} Instant All damage that would be dealt this turn by target sorcery spell is dealt to that spell's controller instead. LE R Revered Dead {1}{W} Creature - Spirit Soldier 1/1 {W}: Regenerate Revered Dead. PLC C Revered Elder {2}{W} Creature - Human Cleric 1/2 {1}: Prevent the next 1 damage that would be dealt to Revered Elder this turn. MM C Revered Unicorn {1}{W} Creature - Unicorn 2/3 Cumulative upkeep {1} (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 Revered Unicorn leaves the battlefield, you gain life equal to the number of age counters on it. WL U Reverence {2}{W}{W} Enchantment Creatures with power 2 or less can't attack you. SOK R Reverent Hunter {2}{G} Creature - Human Archer 1/1 When Reverent Hunter enters the battlefield, put a number of +1/+1 counters on it equal to your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.) THS R Reverent Mantra {3}{W} Instant You may exile a white card from your hand rather than pay Reverent Mantra's mana cost. Choose a color. All creatures gain protection from the chosen color until end of turn. MM R Reverent Silence {3}{G} Sorcery If you control a Forest, rather than pay Reverent Silence's mana cost, you may have each other player gain 6 life. Destroy all enchantments. NE C Reversal of Fortune {4}{R}{R} Sorcery Target opponent reveals his or her hand. You may copy an instant or sorcery card in it. If you do, you may cast the copy without paying its mana cost. 5DN R Reverse Damage {1}{W}{W} Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 7E R, 9ED R Reverse Polarity {W}{W} Instant You gain X life, where X is twice the damage dealt to you so far this turn by artifacts. AQ C, 3E U Reverse the Sands {6}{W}{W} Sorcery Redistribute any number of players' life totals. (Each of those players gets one life total back.) CHK R Revive {1}{G} Sorcery Return target green card from your graveyard to your hand. MM U, 8ED U, M13 U Revive the Fallen {1}{B} Sorcery Return target creature card from a graveyard to its owner's hand. Clash with an opponent. If you win, return Revive the Fallen to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) MOR U Reviving Dose {2}{W} Instant You gain 3 life. Draw a card. IN C, 10E C Reviving Melody {2}{G} Sorcery Choose one or both - • Return target creature card from your graveyard to your hand. • Return target enchantment card from your graveyard to your hand. JOU U Reviving Vapors {2}{W}{U} Instant Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put all other cards revealed this way into your graveyard. IN U, VMA U Revoke Existence {1}{W} Sorcery Exile target artifact or enchantment. SOM C, DDI C, BNG C Reward the Faithful {W} Instant Any number of target players each gain life equal to the highest converted mana cost among permanents you control. SCG U Rewards of Diversity {2}{W} Enchantment Whenever an opponent casts a multicolored spell, you gain 4 life. IN U Reweave {5}{U} Instant - Arcane Target permanent's controller sacrifices it. If he or she does, that player reveals cards from the top of his or her library until he or she reveals a permanent card that shares a card type with the sacrificed permanent, puts that card onto the battlefield, then shuffles his or her library. Splice onto Arcane {2}{U}{U} (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.) CHK R Rewind {2}{U}{U} Instant Counter target spell. Untap up to four lands. UZ C, 8ED U, 9ED U, M13 U Reya Dawnbringer {6}{W}{W}{W} Legendary Creature - Angel 4/6 Flying At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield. IN R, 10E R, DDC R, CNS R, DD3_DVD R Rhox {4}{G}{G} Creature - Rhino Beast 5/5 You may have Rhox assign its combat damage as though it weren't blocked. {2}{G}: Regenerate Rhox. (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.) NE R, 8ED R, 10E R Rhox Bodyguard {3}{G}{W} Creature - Rhino Monk Soldier 2/3 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) When Rhox Bodyguard enters the battlefield, you gain 3 life. CON C Rhox Brute {2}{R}{G} Creature - Rhino Warrior 4/4 ARB C Rhox Charger {3}{G} Creature - Rhino Soldier 3/3 Trample Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) ALA U Rhox Faithmender {3}{W} Creature - Rhino Monk 1/5 Lifelink (Damage dealt by this creature also causes you to gain that much life.) If you would gain life, you gain twice that much life instead. M13 R Rhox Maulers {4}{G} Creature - Rhino Soldier 4/4 Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.) Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.) ORI C Rhox Meditant {3}{W} Creature - Rhino Monk 2/4 When Rhox Meditant enters the battlefield, if you control a green permanent, draw a card. CON C Rhox Pikemaster {2}{W}{W} Creature - Rhino Soldier 3/3 First strike (This creature deals combat damage before creatures without first strike.) Other Soldier creatures you control have first strike. M10 U Rhox War Monk {G}{W}{U} Creature - Rhino Monk 3/4 Lifelink ALA U Rhys the Exiled {2}{G} Legendary Creature - Elf Warrior 3/2 Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control. {B}, Sacrifice an Elf: Regenerate Rhys the Exiled. MOR R Rhys the Redeemed {G/W} Legendary Creature - Elf Warrior 1/1 {2}{G/W}, {T}: Put a 1/1 green and white Elf Warrior creature token onto the battlefield. {4}{G/W}{G/W}, {T}: For each creature token you control, put a token that's a copy of that creature onto the battlefield. SHM R Rhystic Cave Land {T}: Choose a color. Add one mana of that color to your mana pool unless any player pays {1}. Activate this ability only any time you could cast an instant. PR U Rhystic Circle {2}{W}{W} Enchantment {1}: Any player may pay {1}. If no one does, the next time a source of your choice would deal damage to you this turn, prevent that damage. PR C Rhystic Deluge {2}{U} Enchantment {U}: Tap target creature unless its controller pays {1}. PR C Rhystic Lightning {2}{R} Instant Rhystic Lightning deals 4 damage to target creature or player unless that creature's controller or that player pays {2}. If he or she does, Rhystic Lightning deals 2 damage to the creature or player. PR C Rhystic Scrying {2}{U}{U} Sorcery Draw three cards. Then, if any player pays {2}, discard three cards. PR U Rhystic Shield {1}{W} Instant Creatures you control get +0/+1 until end of turn. They get an additional +0/+2 until end of turn unless any player pays {2}. PR C Rhystic Study {2}{U} Enchantment Whenever an opponent casts a spell, you may draw a card unless that player pays {1}. PR C, CM1 C Rhystic Syphon {3}{B}{B} Sorcery Unless target player pays {3}, he or she loses 5 life and you gain 5 life. PR U Rhystic Tutor {2}{B} Sorcery Unless any player pays {2}, search your library for a card, put that card into your hand, then shuffle your library. PR R Rib Cage Spider {2}{G} Creature - Spider 1/4 Reach (This creature can block creatures with flying.) PR C Ribbon Snake {1}{U}{U} Creature - Snake 2/3 Flying {2}: Ribbon Snake loses flying until end of turn. Any player may activate this ability. PR C Ribbons of Night {4}{B} Sorcery Ribbons of Night deals 4 damage to target creature and you gain 4 life. If {U} was spent to cast Ribbons of Night, draw a card. RAV U Ribbons of the Reikai {4}{U} Sorcery - Arcane Draw a card for each Spirit you control. BOK C Ricochet Trap {3}{R} Instant - Trap If an opponent cast a blue spell this turn, you may pay {R} rather than pay Ricochet Trap's mana cost. Change the target of target spell with a single target. WWK U Riddle of Lightning {3}{R}{R} Instant Choose target creature or player. Scry 3, then reveal the top card of your library. Riddle of Lightning deals damage equal to that card's converted mana cost to that creature or player. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) FUT C, JOU U Riddlekeeper {2}{U} Creature - Homunculus 1/4 Whenever a creature attacks you or a planeswalker you control, that creature's controller puts the top two cards of his or her library into his or her graveyard. CMD R Riddlesmith {1}{U} Creature - Human Artificer 2/1 Whenever you cast an artifact spell, you may draw a card. If you do, discard a card. SOM U Ride Down {R}{W} Instant Destroy target blocking creature. Creatures that were blocked by that creature this combat gain trample until end of turn. KTK U Riders of Gavony {2}{W}{W} Creature - Human Knight 3/3 Vigilance As Riders of Gavony enters the battlefield, choose a creature type. Human creatures you control have protection from creatures of the chosen type. AVR R Ridge Rannet {5}{R}{R} Creature - Beast 6/4 Cycling {2} ({2}, Discard this card: Draw a card.) ALA C Ridged Kusite {B} Creature - Horror Spellshaper 1/1 {1}{B}, {T}, Discard a card: Target creature gets +1/+0 and gains first strike until end of turn. PLC C Ridgeline Rager {2}{R} Creature - Beast 1/2 {R}: Ridgeline Rager gets +1/+0 until end of turn. PR C, 8ED C Ridgetop Raptor {3}{R} Creature - Lizard Beast 2/1 Double strike (This creature deals both first-strike and regular combat damage.) LGN U Riding Red Hare {2}{W} Sorcery Target creature gets +3/+3 and gains horsemanship until end of turn. (It can't be blocked except by creatures with horsemanship.) PK C Riding the Dilu Horse {2}{G} Sorcery Target creature gets +2/+2 and gains horsemanship. (It can't be blocked except by creatures with horsemanship. This effect lasts indefinitely.) PK R, ME3 U Rift Bolt {2}{R} Sorcery Rift Bolt deals 3 damage to target creature or player. Suspend 1- {R} (Rather than cast this card from your hand, you may pay {R} and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.) TSP C, MMA C Rift Elemental {R} Creature - Elemental 1/1 {1}{R}, Remove a time counter from a permanent you control or suspended card you own: Rift Elemental gets +2/+0 until end of turn. FUT C, MMA C Riftmarked Knight {1}{W}{W} Creature - Human Rebel Knight 2/2 Protection from black, flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Suspend 3- {1}{W}{W} (Rather than cast this card from your hand, you may pay {1}{W}{W} 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. It has haste.) When the last time counter is removed from Riftmarked Knight while it's exiled, put a 2/2 black Knight creature token with flanking, protection from white, and haste onto the battlefield. PLC U Riftstone Portal Land {T}: Add {1} to your mana pool. As long as Riftstone Portal is in your graveyard, lands you control have "{T}: Add {G} or {W} to your mana pool." JUD U Riftsweeper {1}{G} Creature - Elf Shaman 2/2 When Riftsweeper enters the battlefield, choose target face-up exiled card. Its owner shuffles it into his or her library. FUT U, MMA U Riftwing Cloudskate {3}{U}{U} Creature - Illusion 2/2 Flying When Riftwing Cloudskate enters the battlefield, return target permanent to its owner's hand. Suspend 3- {1}{U} (Rather than cast this card from your hand, you may pay {1}{U} 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. It has haste.) TSP U, DD2 U, MMA U, DDM U, DD3_JVC U Righteous Aura {1}{W} Enchantment {W}, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage. VI C, MM U Righteous Authority {3}{W}{U} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each card in its controller's hand. At the beginning of the draw step of enchanted creature's controller, that player draws an additional card. RTR R Righteous Avengers {4}{W} Creature - Human Soldier 3/1 Plainswalk (This creature can't be blocked as long as defending player controls a Plains.) LE U, MED C Righteous Blow {W} Instant Righteous Blow deals 2 damage to target attacking or blocking creature. AVR C Righteous Cause {3}{W}{W} Enchantment Whenever a creature attacks, you gain 1 life. ONS U, DDC U, CMD U, DD3_DVD U Righteous Charge {1}{W}{W} Sorcery Creatures you control get +2/+2 until end of turn. P2 C, P3 U, ME4 C, GTC U Righteous Fury {4}{W}{W} Sorcery Destroy all tapped creatures. You gain 2 life for each creature destroyed this way. P2 R, P3 R, ME2 R Righteous Indignation {2}{W} Enchantment Whenever a creature blocks a black or red creature, the blocking creature gets +1/+1 until end of turn. MM U Righteous War {1}{W}{B} Enchantment White creatures you control have protection from black. Black creatures you control have protection from white. VI R Righteousness {W} Instant Target blocking creature gets +7/+7 until end of turn. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 9ED R, 10E R, M10 U, DDL U Riku of Two Reflections {2}{U}{R}{G} Legendary Creature - Human Wizard 2/2 Whenever you cast an instant or sorcery spell, you may pay {U}{R}. If you do, copy that spell. You may choose new targets for the copy. Whenever another nontoken creature enters the battlefield under your control, you may pay {G}{U}. If you do, put a token that's a copy of that creature onto the battlefield. CMD M Rime Dryad {G} Creature - Dryad 1/2 Snow forestwalk (This creature can't be blocked as long as defending player controls a snow Forest.) IA C Rime Transfusion {1}{B} Snow Enchantment - Aura Enchant creature Enchanted creature gets +2/+1 and has "{S}: This creature can't be blocked this turn except by snow creatures." ({S} can be paid with one mana from a snow permanent.) CSP U Rimebound Dead {B} Snow Creature - Skeleton 1/1 {S}: Regenerate Rimebound Dead. ({S} can be paid with one mana from a snow permanent.) CSP C Rimefeather Owl {5}{U}{U} Snow Creature - Bird */* Flying Rimefeather Owl's power and toughness are each equal to the number of snow permanents on the battlefield. {1}{S}: Put an ice counter on target permanent. Permanents with ice counters on them are snow. CSP R Rimehorn Aurochs {4}{G} Snow Creature - Aurochs 3/3 Trample Whenever Rimehorn Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. {2}{S}: Target creature blocks target creature this turn if able. ({S} can be paid with one mana from a snow permanent.) CSP U Rimescale Dragon {5}{R}{R} Snow Creature - Dragon 5/5 Flying {2}{S}: Tap target creature and put an ice counter on it. ({S} can be paid with one mana from a snow permanent.) Creatures with ice counters on them don't untap during their controllers' untap steps. CSP R Rimewind Cryomancer {3}{U} Creature - Human Wizard 2/3 {1}, {T}: Counter target activated ability. Activate this ability only if you control four or more snow permanents. (Mana abilities can't be targeted.) CSP U Rimewind Taskmage {1}{U} Creature - Human Wizard 1/2 {1}, {T}: You may tap or untap target permanent. Activate this ability only if you control four or more snow permanents. CSP C Ring of Evos Isle {2} Artifact - Equipment {2}: Equipped creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's blue. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) M13 U Ring of Gix {3} Artifact Echo {3} (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.) {1}, {T}: Tap target artifact, creature, or land. GU R, VMA R Ring of Immortals {5} Artifact {3}, {T}: Counter target instant or Aura spell that targets a permanent you control. LE R Ring of Kalonia {2} Artifact - Equipment Equipped creature has trample. (If it would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's green. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) M13 U Ring of Ma'ruf {5} Artifact {5}, {T}, Exile Ring of Ma'ruf: The next time you would draw a card this turn, instead choose a card you own from outside the game and put it into your hand. AN R, MED R Ring of Renewal {5} Artifact {5}, {T}: Discard a card at random, then draw two cards. FE R, ME4 R Ring of Three Wishes {5} Artifact Ring of Three Wishes enters the battlefield with three wish counters on it. {5}, {T}, Remove a wish counter from Ring of Three Wishes: Search your library for a card and put that card into your hand. Then shuffle your library. M14 M Ring of Thune {2} Artifact - Equipment Equipped creature has vigilance. (Attacking doesn't cause it to tap.) At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's white. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) M13 U Ring of Valkas {2} Artifact - Equipment Equipped creature has haste. (It can attack and {T} no matter when it came under your control.) At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's red. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) M13 U Ring of Xathrid {2} Artifact - Equipment {2}: Regenerate equipped creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's black. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) M13 U Rings of Brighthearth {3} Artifact Whenever you activate an ability, if it isn't a mana ability, you may pay {2}. If you do, copy that ability. You may choose new targets for the copy. LRW R Ringskipper {1}{U} Creature - Faerie Wizard 1/1 Flying When Ringskipper dies, clash with an opponent. If you win, return Ringskipper to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C Ringwarden Owl {3}{U}{U} Creature - Bird 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) ORI C Riot Control {2}{W} Instant You gain 1 life for each creature your opponents control. Prevent all damage that would be dealt to you this turn. DGM C Riot Devils {2}{R} Creature - Devil 2/3 ISD C Riot Gear {2} Artifact - Equipment Equipped creature gets +1/+2. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) GTC C Riot Piker {1}{R} Creature - Goblin Berserker 2/1 First strike Riot Piker attacks each turn if able. DGM C Riot Ringleader {2}{R} Creature - Human Warrior 2/2 Whenever Riot Ringleader attacks, Human creatures you control get +1/+0 until end of turn. AVR C Riot Spikes {B/R} Enchantment - Aura ({B/R} can be paid with either {B} or {R}.) Enchant creature Enchanted creature gets +2/-1. DIS C Rip-Clan Crasher {R}{G} Creature - Human Warrior 2/2 Haste ALA C Ripscale Predator {4}{R}{R} Creature - Lizard 6/5 Menace (This creature can't be blocked except by two or more creatures.) GTC U Riptide {U} Instant Tap all blue creatures. DK C Riptide Biologist {1}{U} Creature - Human Wizard 1/2 Protection from Beasts Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Riptide Chimera {2}{U} Enchantment Creature - Chimera 3/4 Flying At the beginning of your upkeep, return an enchantment you control to its owner's hand. JOU U Riptide Chronologist {3}{U}{U} Creature - Human Wizard 1/3 {U}, Sacrifice Riptide Chronologist: Untap all creatures of the creature type of your choice. ONS U Riptide Crab {1}{W}{U} Creature - Crab 1/3 Vigilance When Riptide Crab dies, draw a card. IN U Riptide Director {2}{U}{U} Creature - Human Wizard 2/3 {2}{U}{U}, {T}: Draw a card for each Wizard you control. LGN R Riptide Entrancer {1}{U}{U} Creature - Human Wizard 1/1 Whenever Riptide Entrancer deals combat damage to a player, you may sacrifice it. If you do, gain control of target creature that player controls. (This effect lasts indefinitely.) Morph {U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS R Riptide Laboratory Land {T}: Add {1} to your mana pool. {1}{U}, {T}: Return target Wizard you control to its owner's hand. ONS R Riptide Mangler {1}{U} Creature - Beast 0/3 {1}{U}: Change Riptide Mangler's base power to target creature's power. (This effect lasts indefinitely.) LGN R Riptide Pilferer {1}{U} Creature - Merfolk Rogue 1/1 Whenever Riptide Pilferer deals combat damage to a player, that player discards a card. Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) PLC U Riptide Replicator {X}{4} Artifact As Riptide Replicator enters the battlefield, choose a color and a creature type. Riptide Replicator enters the battlefield with X charge counters on it. {4}, {T}: Put an X/X creature token of the chosen color and type onto the battlefield, where X is the number of charge counters on Riptide Replicator. ONS R Riptide Shapeshifter {3}{U}{U} Creature - Shapeshifter 3/3 {2}{U}{U}, Sacrifice Riptide Shapeshifter: Choose a creature type. Reveal cards from the top of your library until you reveal a creature card of that type. Put that card onto the battlefield and shuffle the rest into your library. ONS U Riptide Survivor {2}{U} Creature - Human Wizard 2/1 Morph {1}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Riptide Survivor is turned face up, discard two cards, then draw three cards. SCG U, C14 U Rise {U}{B} Sorcery Return target creature card from a graveyard and target creature on the battlefield to their owners' hands. ---- Fall {B}{R} Sorcery Target player reveals two cards at random from his or her hand, then discards each nonland card revealed this way. DIS U, DDH U Rise from the Grave {4}{B} Sorcery Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types. M10 U, DDD U, M11 U, CMD U, M13 U, DD3_GVL U Rise of Eagles {4}{U}{U} Sorcery Put two 2/2 blue Bird enchantment creature tokens with flying onto the battlefield. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) JOU C Rise of the Dark Realms {7}{B}{B} Sorcery Put all creature cards from all graveyards onto the battlefield under your control. M14 M Rise of the Hobgoblins {R/W}{R/W} Enchantment When Rise of the Hobgoblins enters the battlefield, you may pay {X}. If you do, put X 1/1 red and white Goblin Soldier creature tokens onto the battlefield. {R/W}: Red creatures and white creatures you control gain first strike until end of turn. EVE R Rise to the Challenge {1}{R} Instant Target creature gets +2/+0 and gains first strike until end of turn. BNG C Risen Executioner {2}{B}{B} Creature - Zombie Warrior 4/3 Risen Executioner can't block. Other Zombie creatures you control get +1/+1. You may cast Risen Executioner from your graveyard if you pay {1} more to cast it for each other creature card in your graveyard. DTK M Risen Sanctuary {5}{G}{W} Creature - Elemental 8/8 Vigilance RTR U Rishadan Airship {2}{U} Creature - Human Pirate 3/1 Flying Rishadan Airship can block only creatures with flying. MM C Rishadan Brigand {4}{U} Creature - Human Pirate 3/2 Flying When Rishadan Brigand enters the battlefield, each opponent sacrifices a permanent unless he or she pays {3}. Rishadan Brigand can block only creatures with flying. MM R Rishadan Cutpurse {2}{U} Creature - Human Pirate 1/1 When Rishadan Cutpurse enters the battlefield, each opponent sacrifices a permanent unless he or she pays {1}. MM C Rishadan Footpad {3}{U} Creature - Human Pirate 2/2 When Rishadan Footpad enters the battlefield, each opponent sacrifices a permanent unless he or she pays {2}. MM U Rishadan Pawnshop {2} Artifact {2}, {T}: Shuffle target nontoken permanent you control into its owner's library. MM R Rishadan Port Land {T}: Add {1} to your mana pool. {1}, {T}: Tap target land. MM R Rising Miasma {3}{B} Sorcery All creatures get -2/-2 until end of turn. Awaken 3- {5}{B}{B} (If you cast this spell for {5}{B}{B}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) U Rising Waters {3}{U} Enchantment Lands don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player untaps a land he or she controls. NE R Risky Move {3}{R}{R}{R} Enchantment At the beginning of each player's upkeep, that player gains control of Risky Move. When you gain control of Risky Move from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature. ONS R Rite of Consumption {1}{B} Sorcery As an additional cost to cast Rite of Consumption, sacrifice a creature. Rite of Consumption deals damage equal to the sacrificed creature's power to target player. You gain life equal to the damage dealt this way. SHM C Rite of Flame {R} Sorcery Add {R}{R} to your mana pool, then add {R} to your mana pool for each card named Rite of Flame in each graveyard. CSP C Rite of Passage {2}{G} Enchantment Whenever a creature you control is dealt damage, put a +1/+1 counter on it. (The damage is dealt before the counter is put on.) 5DN R Rite of Replication {2}{U}{U} Sorcery Kicker {5} (You may pay an additional {5} as you cast this spell.) Put a token onto the battlefield that's a copy of target creature. If Rite of Replication was kicked, put five of those tokens onto the battlefield instead. ZEN R, C14 R Rite of Ruin {5}{R}{R} Sorcery Choose an order for artifacts, creatures, and lands. Each player sacrifices one permanent of the first type, sacrifices two of the second type, then sacrifices three of the third type. AVR R Rite of Undoing {4}{U} Instant Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Return target nonland permanent you control and target nonland permanent you don't control to their owners' hands. FRF U Rite of the Serpent {4}{B}{B} Sorcery Destroy target creature. If that creature had a +1/+1 counter on it, put a 1/1 green Snake creature token onto the battlefield. KTK C Rites of Flourishing {2}{G} Enchantment At the beginning of each player's draw step, that player draws an additional card. Each player may play an additional land on each of his or her turns. FUT R, M12 R Rites of Initiation {R} Instant Discard any number of cards at random. Creatures you control get +1/+0 until end of turn for each card discarded this way. OD C, VMA U Rites of Reaping {4}{B}{G} Sorcery Target creature gets +3/+3 until end of turn. Another target creature gets -3/-3 until end of turn. RTR U Rites of Refusal {1}{U} Instant Discard any number of cards. Counter target spell unless its controller pays {3} for each card discarded this way. OD C Rites of Spring {1}{G} Sorcery Discard any number of cards. Search your library for up to that many basic land cards, reveal those cards, and put them into your hand. Then shuffle your library. OD C Rith's Attendant {5} Artifact Creature - Golem 3/3 {1}, Sacrifice Rith's Attendant: Add {R}{G}{W} to your mana pool. IN U Rith's Charm {R}{G}{W} Instant Choose one - • Destroy target nonbasic land. • Put three 1/1 green Saproling creature tokens onto the battlefield. • Prevent all damage a source of your choice would deal this turn. PS U, DDE U Rith's Grove Land - Lair When Rith's Grove enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {R}, {G}, or {W} to your mana pool. PS U Rith, the Awakener {3}{R}{G}{W} Legendary Creature - Dragon 6/6 Flying Whenever Rith, the Awakener deals combat damage to a player, you may pay {2}{G}. If you do, choose a color, then put a 1/1 green Saproling creature token onto the battlefield for each permanent of that color. IN R, DRB R, DDE R Rith, the Awakener Avatar Vanguard Hand +0, life +6 Whenever a creature you control deals combat damage to a player, you may pay {5}. If you do, put a 5/5 red Dragon creature token with flying onto the battlefield. VAN S (x2) Ritual of Restoration {W} Sorcery Return target artifact card from your graveyard to your hand. DST C Ritual of Steel {2}{W} Enchantment - Aura Enchant creature When Ritual of Steel enters the battlefield, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +0/+2. MI C Ritual of Subdual {4}{G}{G} Enchantment Cumulative upkeep {2} (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.) If a land is tapped for mana, it produces colorless mana instead of any other type. IA R, ME2 R Ritual of the Machine {2}{B}{B} Sorcery As an additional cost to cast Ritual of the Machine, sacrifice a creature. Gain control of target nonartifact, nonblack creature. AL R, ME2 R Ritual of the Returned {3}{B} Instant Exile target creature card from your graveyard. Put a black Zombie creature token onto the battlefield. Its power is equal to that card's power and its toughness is equal to that card's toughness. JOU U Rivalry {2}{R} Enchantment At the beginning of each player's upkeep, if that player controls more lands than each other player, Rivalry deals 2 damage to him or her. GU R Rivals' Duel {3}{R} Sorcery Choose two target creatures that share no creature types. Those creatures fight each other. (Each deals damage equal to its power to the other.) MOR U, PC2 U Riven Turnbull {5}{U}{B} Legendary Creature - Human Advisor 5/7 {T}: Add {B} to your mana pool. LE U, ME3 U River Bear {3}{G} Creature - Bear 3/3 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) P2 U, 9ED U River Boa {1}{G} Creature - Snake 2/1 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) {G}: Regenerate River Boa. VI C, 6E U, BR U, ZEN U, DDM U River Delta Land River Delta doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from River Delta. {T}: Add {U} or {B} to your mana pool. Put a depletion counter on River Delta. IA R River Kaijin {2}{U} Creature - Spirit 1/4 CHK C River Kelpie {3}{U}{U} Creature - Beast 3/3 Whenever River Kelpie or another permanent enters the battlefield from a graveyard, draw a card. Whenever a player casts a spell from a graveyard, draw a card. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM R River Merfolk {U}{U} Creature - Merfolk 2/1 {U}: River Merfolk gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.) FE R, MED C River of Tears Land {T}: Add {U} to your mana pool. If you played a land this turn, add {B} to your mana pool instead. FUT R River's Grasp {3}{U/B} Sorcery If {U} was spent to cast River's Grasp, return up to one target creature to its owner's hand. If {B} was spent to cast River's Grasp, target player reveals his or her hand, you choose a nonland card from it, then that player discards that card. (Do both if {U}{B} was spent.) SHM U Riverfall Mimic {1}{U/R} Creature - Shapeshifter 2/1 Whenever you cast a spell that's both blue and red, Riverfall Mimic has base power and toughness 3/3 until end of turn and can't be blocked this turn. EVE C Riverwheel Aerialists {5}{U} Creature - Djinn Monk 4/5 Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) KTK U Rix Maadi Guildmage {B}{R} Creature - Human Shaman 2/2 {B}{R}: Target blocking creature gets -1/-1 until end of turn. {B}{R}: Target player who lost life this turn loses 1 life. RTR U Rix Maadi, Dungeon Palace Land {T}: Add {1} to your mana pool. {1}{B}{R}, {T}: Each player discards a card. Activate this ability only any time you could cast a sorcery. DIS U Roar of Challenge {2}{G} Sorcery All creatures able to block target creature this turn do so. Ferocious - That creature gains indestructible until end of turn if you control a creature with power 4 or greater. KTK U Roar of Jukai {2}{G} Instant - Arcane If you control a Forest, each blocked creature gets +2/+2 until end of turn. Splice onto Arcane-An opponent gains 5 life. (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.) BOK C Roar of Reclamation {5}{W}{W} Sorcery Each player returns all artifact cards from his or her graveyard to the battlefield. 5DN R Roar of the Crowd {3}{R} Sorcery Choose a creature type. Roar of the Crowd deals damage to target creature or player equal to the number of permanents you control of the chosen type. MOR C Roar of the Kha {1}{W} Instant Choose one - • Creatures you control get +1/+1 until end of turn. • Untap all creatures you control. Entwine {1}{W} (Choose both if you pay the entwine cost.) MRD U Roar of the Wurm {6}{G} Sorcery Put a 6/6 green Wurm creature token onto the battlefield. Flashback {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD U, VMA U Roaring Primadox {3}{G} Creature - Beast 4/4 At the beginning of your upkeep, return a creature you control to its owner's hand. M13 U, M15 U Roaring Slagwurm {5}{G}{G} Creature - Wurm 6/4 Whenever Roaring Slagwurm attacks, tap all artifacts. DST R Roast {1}{R} Sorcery Roast deals 5 damage to target creature without flying. DTK U Robber Fly {2}{R} Creature - Insect 1/1 Flying Whenever Robber Fly becomes blocked, defending player discards all the cards in his or her hand, then draws that many cards. MM U Robe of Mirrors {U} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature has shroud. (It can't be the target of spells or abilities.) EX C, 10E C Roc Egg {2}{W} Creature - Bird 0/3 Defender (This creature can't attack.) When Roc Egg dies, put a 3/3 white Bird creature token with flying onto the battlefield. M11 U, M12 U Roc Hatchling {R} Creature - Bird 0/1 Roc Hatchling enters the battlefield with four shell counters on it. At the beginning of your upkeep, remove a shell counter from Roc Hatchling. As long as Roc Hatchling has no shell counters on it, it gets +3/+2 and has flying. WL U Roc of Kher Ridges {3}{R} Creature - Bird 3/3 Flying 1E R, 2E R, 2U R, 3E R, ME4 U Rock Badger {4}{R} Creature - Badger Beast 3/3 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) MM U, 10E C Rock Basilisk {4}{R}{G} Creature - Basilisk 4/5 Whenever Rock Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. MI R Rock Hydra {X}{R}{R} Creature - Hydra 0/0 Rock Hydra enters the battlefield with X +1/+1 counters on it. For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. {R}: Prevent the next 1 damage that would be dealt to Rock Hydra this turn. {R}{R}{R}: Put a +1/+1 counter on Rock Hydra. Activate this ability only during your upkeep. 1E R, 2E R, 2U R, 3E R, ME4 R Rock Jockey {2}{R} Creature - Goblin 3/3 You can't cast Rock Jockey if you've played a land this turn. You can't play lands if you've cast Rock Jockey this turn. SCG C Rock Slide {X}{R} Instant Rock Slide deals X damage divided as you choose among any number of target attacking or blocking creatures without flying. VI C Rockcaster Platoon {5}{W}{W} Creature - Rhino Soldier 5/7 {4}{G}: Rockcaster Platoon deals 2 damage to each creature with flying and each player. ALA U Rocket Launcher {4} Artifact {2}: Rocket Launcher deals 1 damage to target creature or player. Destroy Rocket Launcher at the beginning of the next end step. Activate this ability only if you've controlled Rocket Launcher continuously since the beginning of your most recent turn. AQ U, 3E R Rockshard Elemental {5}{R}{R} Creature - Elemental 4/3 Double strike (This creature deals both first-strike and regular combat damage.) Morph {4}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) LGN R Rockslide Ambush {1}{R} Sorcery Rockslide Ambush deals damage to target creature equal to the number of Mountains you control. PK U, ME4 C Rockslide Elemental {2}{R} Creature - Elemental 1/1 First strike Whenever another creature dies, you may put a +1/+1 counter on Rockslide Elemental. ALA U, HOP U Rocky Tar Pit Land Rocky Tar Pit enters the battlefield tapped. {T}, Sacrifice Rocky Tar Pit: Search your library for a Swamp or Mountain card and put it onto the battlefield. Then shuffle your library. U, MI U, VMA U Rod of Ruin {4} Artifact {3}, {T}: Rod of Ruin deals 1 damage to target creature or player. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, P4 U, 7E U, 8ED U, 9ED U, 10E U, M10 U, M14 U Rofellos Vanguard Hand -2, life +4 Whenever a creature you control dies, draw a card. VAN S Rofellos's Gift {G} Sorcery Reveal any number of green cards in your hand. Return an enchantment card from your graveyard to your hand for each card revealed this way. CG C Rofellos, Llanowar Emissary {G}{G} Legendary Creature - Elf Druid 2/1 {T}: Add {G} to your mana pool for each Forest you control. CG R, VMA R Rogue Elephant {G} Creature - Elephant 3/3 When Rogue Elephant enters the battlefield, sacrifice it unless you sacrifice a Forest. WL C Rogue Kavu {1}{R} Creature - Kavu 1/1 Whenever Rogue Kavu attacks alone, it gets +2/+0 until end of turn. IN C, 9ED C Rogue Skycaptain {2}{R} Creature - Human Rogue Mercenary 3/4 Flying At the beginning of your upkeep, put a wage counter on Rogue Skycaptain. You may pay {2} for each wage counter on it. If you don't, remove all wage counters from Rogue Skycaptain and an opponent gains control of it. AL R, ME2 R Rogue's Gloves {2} Artifact - Equipment Whenever equipped creature deals combat damage to a player, you may draw a card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) M15 U Rogue's Passage Land {T}: Add {1} to your mana pool. {4}, {T}: Target creature can't be blocked this turn. RTR U, DDM U, ORI U Rohgahh of Kher Keep {2}{B}{B}{R}{R} Legendary Creature - Kobold 5/5 At the beginning of your upkeep, you may pay {R}{R}{R}. If you don't, tap Rohgahh of Kher Keep and all creatures named Kobolds of Kher Keep, then an opponent gains control of them. Creatures you control named Kobolds of Kher Keep get +2/+2. LE R, ME3 R Roil Elemental {3}{U}{U}{U} Creature - Elemental 3/2 Flying Landfall - Whenever a land enters the battlefield under your control, you may gain control of target creature for as long as you control Roil Elemental. ZEN R Roil Spout {1}{W}{U} Sorcery Put target creature on top of its owner's library. Awaken 4- {4}{W}{U} (If you cast this spell for {4}{W}{U}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) U Roil's Retribution {3}{W}{W} Instant Roil's Retribution deals 5 damage divided as you choose among any number of target attacking or blocking creatures. U Roiling Horror {3}{B}{B} Creature - Horror */* Roiling Horror's power and toughness are each equal to your life total minus the life total of an opponent with the most life. Suspend X- {X}{B}{B}{B}. X can't be 0. (Rather than cast this card from your hand, you may pay {X}{B}{B}{B} and exile it with X 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. It has haste.) Whenever a time counter is removed from Roiling Horror while it's exiled, target player loses 1 life and you gain 1 life. PLC R Roiling Terrain {2}{R}{R} Sorcery Destroy target land, then Roiling Terrain deals damage to that land's controller equal to the number of land cards in that player's graveyard. WWK C Roilmage's Trick {3}{U} Instant Converge - Creatures your opponents control get -X/-0 until end of turn, where X is the number of colors of mana spent to cast Roilmage's Trick. Draw a card. C Rollick of Abandon {3}{R}{R} Sorcery All creatures get +2/-2 until end of turn. JOU U Rolling Earthquake {X}{R} Sorcery Rolling Earthquake deals X damage to each creature without horsemanship and each player. PK R, ME3 R, V14 M Rolling Spoil {2}{G}{G} Sorcery Destroy target land. If {B} was spent to cast Rolling Spoil, all creatures get -1/-1 until end of turn. RAV U Rolling Stones {1}{W} Enchantment Wall creatures can attack as though they didn't have defender. ST R, 7E R, 8ED R Rolling Temblor {2}{R} Sorcery Rolling Temblor deals 2 damage to each creature without flying. Flashback {4}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD U Rolling Thunder {X}{R}{R} Sorcery Rolling Thunder deals X damage divided as you choose among any number of target creatures and/or players. U, TE C, BR C, HOP C, TPR U Ronin Cavekeeper {5}{R} Creature - Human Samurai 4/3 Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) SOK C Ronin Cliffrider {3}{R}{R} Creature - Human Samurai 2/2 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever Ronin Cliffrider attacks, you may have it deal 1 damage to each creature defending player controls. BOK U Ronin Houndmaster {2}{R} Creature - Human Samurai 2/2 Haste Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) CHK C Ronin Warclub {3} Artifact - Equipment Equipped creature gets +2/+1. Whenever a creature enters the battlefield under your control, attach Ronin Warclub to that creature. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.) BOK U Ronom Hulk {4}{G} Creature - Beast 5/6 Protection from snow Cumulative upkeep {1} (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.) CSP C Ronom Serpent {5}{U} Snow Creature - Serpent 5/6 Ronom Serpent can't attack unless defending player controls a snow land. When you control no snow lands, sacrifice Ronom Serpent. CSP C Ronom Unicorn {1}{W} Creature - Unicorn 2/2 Sacrifice Ronom Unicorn: Destroy target enchantment. CSP C Roofstalker Wight {1}{B} Creature - Zombie 2/1 {1}{U}: Roofstalker Wight gains flying until end of turn. RAV C Rooftop Storm {5}{U} Enchantment You may pay {0} rather than pay the mana cost for Zombie creature spells you cast. ISD R Roon of the Hidden Realm {2}{G}{W}{U} Legendary Creature - Rhino Soldier 4/4 Vigilance, trample {2}, {T}: Exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step. C13 M Root Cage {1}{G} Enchantment Mercenaries don't untap during their controllers' untap steps. PR U Root Elemental {4}{G}{G} Creature - Elemental 6/5 Morph {5}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Root Elemental is turned face up, you may put a creature card from your hand onto the battlefield. SCG R Root Greevil {3}{G} Creature - Beast 2/3 {2}{G}, {T}, Sacrifice Root Greevil: Destroy all enchantments of the color of your choice. PS C Root Maze {G} Enchantment Artifacts and lands enter the battlefield tapped. TE R, 10E R Root Sliver {3}{G} Creature - Sliver 2/2 Root Sliver can't be countered. Sliver spells can't be countered by spells or abilities. LGN U Root Spider {3}{G} Creature - Spider 2/2 Whenever Root Spider blocks, it gets +1/+0 and gains first strike until end of turn. HM U Root-Kin Ally {4}{G}{G} Creature - Elemental Warrior 3/3 Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Tap two untapped creatures you control: Root-Kin Ally gets +2/+2 until end of turn. RAV U, MM2 U Rootborn Defenses {2}{W} Instant Populate. Creatures you control gain indestructible until end of turn. (To populate, put a token onto the battlefield that's a copy of a creature token you control. Damage and effects that say "destroy" don't destroy creatures with indestructible.) RTR C Rootbound Crag Land Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G} to your mana pool. M10 R, H09 R, M11 R, M12 R, M13 R Rootbreaker Wurm {5}{G}{G} Creature - Wurm 6/6 Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) TE C, 9ED U, TPR U Rootgrapple {4}{G} Tribal Instant - Treefolk Destroy target noncreature permanent. If you control a Treefolk, draw a card. LRW C Rooting Kavu {2}{G}{G} Creature - Kavu 4/3 When Rooting Kavu dies, you may exile it. If you do, shuffle all creature cards from your graveyard into your library. IN U Rootrunner {2}{G}{G} Creature - Spirit 3/3 {G}{G}, Sacrifice Rootrunner: Put target land on top of its owner's library. Soulshift 3 (When this creature dies, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) CHK U Roots {3}{G} Enchantment - Aura Enchant creature without flying When Roots enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. HM U, MED C Roots of All Evil Scheme When you set this scheme in motion, put five 1/1 green Saproling creature tokens onto the battlefield. ARC C Roots of Life {1}{G}{G} Enchantment As Roots of Life enters the battlefield, choose Island or Swamp. Whenever a land of the chosen type an opponent controls becomes tapped, you gain 1 life. MI U Rootwalla {2}{G} Creature - Lizard 2/2 {1}{G}: Rootwalla gets +2/+2 until end of turn. Activate this ability only once each turn. TE C, 9ED C, 10E C, M14 C, TPR C Rootwater Alligator {3}{G} Creature - Crocodile 3/2 Sacrifice a Forest: Regenerate Rootwater Alligator. EX C Rootwater Commando {2}{U} Creature - Merfolk 2/2 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) NE C, 10E C Rootwater Depths Land {T}: Add {1} to your mana pool. {T}: Add {U} or {B} to your mana pool. Rootwater Depths doesn't untap during your next untap step. TE U, TPR U Rootwater Diver {U} Creature - Merfolk 1/1 {T}, Sacrifice Rootwater Diver: Return target artifact card from your graveyard to your hand. TE U Rootwater Hunter {2}{U} Creature - Merfolk 1/1 {T}: Rootwater Hunter deals 1 damage to target creature or player. TE C, TPR U Rootwater Matriarch {2}{U}{U} Creature - Merfolk 2/3 {T}: Gain control of target creature for as long as that creature is enchanted. TE R, 10E R Rootwater Mystic {U} Creature - Merfolk Wizard 1/1 {1}{U}: Look at the top card of target player's library. EX C Rootwater Shaman {2}{U} Creature - Merfolk Shaman 2/2 You may cast Aura cards with enchant creature as though they had flash. TE R Rootwater Thief {1}{U} Creature - Merfolk Rogue 1/2 {U}: Rootwater Thief gains flying until end of turn. Whenever Rootwater Thief deals combat damage to a player, you may pay {2}. If you do, search that player's library for a card and exile it, then the player shuffles his or her library. NE R Rorix Bladewing {3}{R}{R}{R} Legendary Creature - Dragon 6/5 Flying, haste ONS R, HOP R, VMA R Rosheen Meanderer {3}{R/G} Legendary Creature - Giant Shaman 4/4 {T}: Add {4} to your mana pool. Spend this mana only on costs that contain {X}. SHM R Rot Farm Skeleton {2}{B}{G} Creature - Plant Skeleton 4/1 Rot Farm Skeleton can't block. {2}{B}{G}, Put the top four cards of your library into your graveyard: Return Rot Farm Skeleton from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery. DGM U Rot Shambler {1}{G} Creature - Fungus 1/1 Whenever another creature you control dies, put a +1/+1 counter on Rot Shambler. U Rot Wolf {2}{G} Creature - Wolf 2/2 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever a creature dealt damage by Rot Wolf this turn dies, you may draw a card. MBS C Rotcrown Ghoul {4}{U} Creature - Zombie 3/3 When Rotcrown Ghoul dies, target player puts the top five cards of his or her library into his or her graveyard. AVR C Roterothopter {1} Artifact Creature - Thopter 0/2 Flying {2}: Roterothopter gets +1/+0 until end of turn. Activate this ability no more than twice each turn. HM C, ME2 C Rotfeaster Maggot {4}{B} Creature - Insect 3/5 When Rotfeaster Maggot enters the battlefield, exile target creature card from a graveyard. You gain life equal to that card's toughness. M15 C Rotlung Reanimator {2}{B} Creature - Zombie Cleric 2/2 Whenever Rotlung Reanimator or another Cleric dies, put a 2/2 black Zombie creature token onto the battlefield. ONS R Rotted Hulk {3}{B} Creature - Elemental 2/5 JOU C Rotted Hystrix {4}{G} Creature - Beast 3/6 NPH C Rotted Ones, Lay Siege Scheme When you set this scheme in motion, for each opponent, put a 2/2 black Zombie creature token onto the battlefield that attacks that player each combat if able. ARC C Rotting Fensnake {3}{B} Creature - Zombie Snake 5/1 ISD C Rotting Giant {1}{B} Creature - Zombie Giant 3/3 Whenever Rotting Giant attacks or blocks, sacrifice it unless you exile a card from your graveyard. OD U Rotting Legion {4}{B} Creature - Zombie 4/5 Rotting Legion enters the battlefield tapped. M11 C Rotting Mastodon {4}{B} Creature - Zombie Elephant 2/8 KTK C Rotting Rats {1}{B} Creature - Zombie Rat 1/1 When Rotting Rats enters the battlefield, each player discards a card. Unearth {1}{B} ({1}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) CON C, HOP C Rough {1}{R} Sorcery Rough deals 2 damage to each creature without flying. ---- Tumble {5}{R} Sorcery Tumble deals 6 damage to each creature with flying. PLC U, C13 U Roughshod Mentor {5}{G} Creature - Giant Warrior 5/4 Green creatures you control have trample. SHM U Rouse {1}{B} Instant If you control a Swamp, you may pay 2 life rather than pay Rouse's mana cost. Target creature gets +2/+0 until end of turn. MM C Rouse the Mob {R} Instant Strive - Rouse the Mob costs {2}{R} more to cast for each target beyond the first. Any number of target creatures each get +2/+0 and gain trample until end of turn. JOU C Rousing of Souls {2}{W} Sorcery Parley - Each player reveals the top card of his or her library. For each nonland card revealed this way, you put a 1/1 white Spirit creature token with flying onto the battlefield. Then each player draws a card. CNS C Rout {3}{W}{W} Sorcery You may cast Rout as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) Destroy all creatures. They can't be regenerated. IN R, CNS R Rowan Treefolk {3}{G} Creature - Treefolk 3/4 PO C Rowen {2}{G}{G} Enchantment Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card. VI R, 6E R, 7E R Royal Assassin {1}{B}{B} Creature - Human Assassin 1/1 {T}: Destroy target tapped creature. 1E R, 2E R, 2U R, 3E R, 4E R, 8ED R, 9ED R, 10E R, M10 R, M11 R, M12 R Royal Assassin Avatar Vanguard Hand -2, life +0 At the beginning of your upkeep, you draw a card and you lose 1 life. VAN S (x2) Royal Decree {2}{W}{W} Enchantment Cumulative upkeep {W} (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.) Whenever a Swamp, Mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damage to that permanent's controller. AL R, ME2 R Royal Falcon {1}{W} Creature - Bird 1/1 Flying P3 C, P4 C Royal Herbalist {W} Creature - Human Cleric 1/1 {2}, Exile the top card of your library: You gain 1 life. AL C (x2) Royal Trooper {2}{W} Creature - Human Soldier 2/2 Whenever Royal Trooper blocks, it gets +2/+2 until end of turn. P3 U, ME2 C Rubbleback Rhino {4}{G} Creature - Rhino 3/4 Hexproof (This creature can't be the target of spells or abilities your opponents control.) RTR C Rubblebelt Maaka {3}{R} Creature - Cat 3/3 Bloodrush - {R}, Discard Rubblebelt Maaka: Target attacking creature gets +3/+3 until end of turn. DGM C Rubblebelt Raiders {1}{R/G}{R/G}{R/G} Creature - Human Warrior 3/3 Whenever Rubblebelt Raiders attacks, put a +1/+1 counter on it for each attacking creature you control. GTC R Rubblehulk {4}{R}{G} Creature - Elemental */* Rubblehulk's power and toughness are each equal to the number of lands you control. Bloodrush - {1}{R}{G}, Discard Rubblehulk: Target attacking creature gets +X/+X until end of turn, where X is the number of lands you control. GTC R Rubinia Soulsinger {2}{G}{W}{U} Legendary Creature - Faerie 2/3 You may choose not to untap Rubinia Soulsinger during your untap step. {T}: Gain control of target creature for as long as you control Rubinia and Rubinia remains tapped. LE R, CH R, ME3 R, C13 R Ruby Leech {1}{R} Creature - Leech 2/2 First strike Red spells you cast cost {R} more to cast. IN R Ruby Medallion {2} Artifact Red spells you cast cost {1} less to cast. TE R, C14 R Rude Awakening {4}{G} Sorcery Choose one - • Untap all lands you control. • Until end of turn, lands you control become 2/2 creatures that are still lands. Entwine {2}{G} (Choose both if you pay the entwine cost.) 5DN R, DDD R, MMA R, DD3_GVL R Rugged Highlands Land Rugged Highlands enters the battlefield tapped. When Rugged Highlands enters the battlefield, you gain 1 life. {T}: Add {R} or {G} to your mana pool. KTK C, FRF C Rugged Prairie Land {T}: Add {1} to your mana pool. {R/W}, {T}: Add {R}{R}, {R}{W}, or {W}{W} to your mana pool. EVE R Ruham Djinn {5}{W} Creature - Djinn 5/5 First strike Ruham Djinn gets -2/-2 as long as white is the most common color among all permanents or is tied for most common. IN U Ruhan of the Fomori {1}{R}{W}{U} Legendary Creature - Giant Warrior 7/7 At the beginning of combat on your turn, choose an opponent at random. Ruhan of the Fomori attacks that player this combat if able. CMD M Ruin Ghost {1}{W} Creature - Spirit 1/1 {W}, {T}: Exile target land you control, then return it to the battlefield under your control. WWK U Ruin Processor {7} Creature - Eldrazi Processor 7/8 When you cast Ruin Processor, you may put a card an opponent owns from exile into that player's graveyard. If you do, you gain 5 life. C Ruination {3}{R} Sorcery Destroy all nonbasic lands. ST R, CMD R Ruination Guide {2}{U} Creature - Eldrazi Drone 3/2 Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.) Other colorless creatures you control get +1/+0. U Ruination Wurm {4}{R}{G} Creature - Wurm 7/6 GTC C Ruinous Minotaur {1}{R}{R} Creature - Minotaur Warrior 5/2 Whenever Ruinous Minotaur deals damage to an opponent, sacrifice a land. ZEN C Ruinous Path {1}{B}{B} Sorcery Destroy target creature or planeswalker. Awaken 4- {5}{B}{B} (If you cast this spell for {5}{B}{B}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) R Ruins of Trokair Land Ruins of Trokair enters the battlefield tapped. {T}: Add {W} to your mana pool. {T}, Sacrifice Ruins of Trokair: Add {W}{W} to your mana pool. FE U, 5E U, 6E U, ME2 U Rukh Egg {3}{R} Creature - Bird 0/3 When Rukh Egg dies, put a 4/4 red Bird creature token with flying onto the battlefield at the beginning of the next end step. AN C (x2), 8ED R, 9ED R Rule of Law {2}{W} Enchantment Each player can't cast more than one spell each turn. MRD R, 10E U Rumbling Aftershocks {4}{R} Enchantment Whenever you cast a kicked spell, you may have Rumbling Aftershocks deal damage to target creature or player equal to the number of times that spell was kicked. WWK U Rumbling Baloth {2}{G}{G} Creature - Beast 4/4 M14 C Rumbling Crescendo {3}{R}{R} Enchantment At the beginning of your upkeep, you may put a verse counter on Rumbling Crescendo. {R}, Sacrifice Rumbling Crescendo: Destroy up to X target lands, where X is the number of verse counters on Rumbling Crescendo. UZ R Rumbling Slum {1}{R}{G}{G} Creature - Elemental 5/5 At the beginning of your upkeep, Rumbling Slum deals 1 damage to each player. GPT R, HOP R Rumbling Slum Avatar Vanguard Hand +1, life +1 At the beginning of your upkeep, Rumbling Slum Avatar deals 1 damage to each opponent. VAN S Rummaging Goblin {2}{R} Creature - Goblin Rogue 1/1 {T}, Discard a card: Draw a card. M13 C, M15 C Rummaging Wizard {3}{U} Creature - Human Wizard 2/2 {2}{U}: Look at the top card of your library. You may put that card into your graveyard. ONS U Run Wild {G} Instant Until end of turn, target creature gains trample and "{G}: Regenerate this creature." ONS U Rune Snag {1}{U} Instant Counter target spell unless its controller pays {2} plus an additional {2} for each card named Rune Snag in each graveyard. CSP C Rune of Protection: Artifacts {1}{W} Enchantment {W}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.) UZ U Rune of Protection: Black {1}{W} Enchantment {W}: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Rune of Protection: Blue {1}{W} Enchantment {W}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Rune of Protection: Green {1}{W} Enchantment {W}: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Rune of Protection: Lands {1}{W} Enchantment {W}: The next time a land source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.) UZ R Rune of Protection: Red {1}{W} Enchantment {W}: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Rune of Protection: White {1}{W} Enchantment {W}: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Rune-Cervin Rider {3}{W} Creature - Elf Knight 2/2 Flying {G/W}{G/W}: Rune-Cervin Rider gets +1/+1 until end of turn. SHM C Rune-Scarred Demon {5}{B}{B} Creature - Demon 6/6 Flying When Rune-Scarred Demon enters the battlefield, search your library for a card, put it into your hand, then shuffle your library. M12 R Rune-Tail, Kitsune Ascendant {2}{W} Legendary Creature - Fox Monk 2/2 When you have 30 or more life, flip Rune-Tail, Kitsune Ascendant. ---- Rune-Tail's Essence Legendary Enchantment 2/2 Prevent all damage that would be dealt to creatures you control. SOK R Runeboggle {2}{U} Instant Counter target spell unless its controller pays {1}. Draw a card. GPT C Runechanter's Pike {2} Artifact - Equipment Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard. Equip {2} ISD R Runeclaw Bear {1}{G} Creature - Bear 2/2 M10 C, M11 C, M12 C, M15 C Runed Arch {3} Artifact Runed Arch enters the battlefield tapped. {X}, {T}, Sacrifice Runed Arch: X target creatures with power 2 or less can't be blocked this turn. IA R Runed Halo {W}{W} Enchantment As Runed Halo enters the battlefield, name a card. You have protection from the chosen name. (You can't be targeted, dealt damage, or enchanted by anything with that name.) SHM R Runed Servitor {2} Artifact Creature - Construct 2/2 When Runed Servitor dies, each player draws a card. U, ROE U, DDF U, CNS U, MM2 C, ORI U Runed Stalactite {1} Artifact - Equipment Equipped creature gets +1/+1 and is every creature type. Equip {2} LRW C, MMA C Runeflare Trap {4}{R}{R} Instant - Trap If an opponent drew three or more cards this turn, you may pay {R} rather than pay Runeflare Trap's mana cost. Runeflare Trap deals damage to target player equal to the number of cards in that player's hand. ZEN U Runes of the Deus {4}{R/G} Enchantment - Aura Enchant creature As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.) As long as enchanted creature is green, it gets +1/+1 and has trample. SHM C Runesword {6} Artifact {3}, {T}: Target attacking creature gets +2/+0 until end of turn. When that creature leaves the battlefield this turn, sacrifice Runesword. If the creature deals damage to a creature this turn, the creature dealt damage can't be regenerated this turn. If a creature dealt damage by the targeted creature would die this turn, exile that creature instead. DK U, CH C Runewing {3}{U} Creature - Bird 2/2 Flying When Runewing dies, draw a card. RTR C Runic Repetition {2}{U} Sorcery Return target exiled card with flashback you own to your hand. ISD U Runner's Bane {1}{U} Enchantment - Aura Enchant creature with power 3 or less When Runner's Bane enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. DGM C Rupture {2}{R} Sorcery Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player. NE U Rupture Spire Land Rupture Spire enters the battlefield tapped. When Rupture Spire enters the battlefield, sacrifice it unless you pay {1}. {T}: Add one mana of any color to your mana pool. CON C, H09 C, CMD C, DDH C, PC2 C, C13 C Ruric Thar, the Unbowed {4}{R}{G} Legendary Creature - Ogre Warrior 6/6 Vigilance, reach Ruric Thar, the Unbowed attacks each turn if able. Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player. DGM R Rush of Battle {3}{W} Sorcery Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.) KTK C Rush of Blood {2}{R} Instant Target creature gets +X/+0 until end of turn, where X is its power. AVR U Rush of Ice {U} Sorcery Tap target creature. It doesn't untap during its controller's next untap step. Awaken 3- {4}{U} (If you cast this spell for {4}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) C Rush of Knowledge {4}{U} Sorcery Draw cards equal to the highest converted mana cost among permanents you control. SCG C, C14 C Rushing River {2}{U} Instant Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.) Return target nonland permanent to its owner's hand. If Rushing River was kicked, return another target nonland permanent to its owner's hand. PS C Rushing-Tide Zubera {2}{U}{U} Creature - Zubera Spirit 3/3 When Rushing-Tide Zubera dies, if 4 or more damage was dealt to it this turn, draw three cards. SOK U Rushwood Dryad {1}{G} Creature - Dryad 2/1 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) MM C, 8ED C, 10E C Rushwood Elemental {G}{G}{G}{G}{G} Creature - Elemental 4/4 Trample At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental. MM R Rushwood Grove Land Rushwood Grove enters the battlefield tapped. {T}: Put a storage counter on Rushwood Grove. {T}, Remove any number of storage counters from Rushwood Grove: Add {G} to your mana pool for each storage counter removed this way. MM U Rushwood Herbalist {2}{G} Creature - Human Spellshaper 2/2 {G}, {T}, Discard a card: Regenerate target creature. MM C Rushwood Legate {2}{G} Creature - Dryad 2/1 If an opponent controls an Island and you control a Forest, you may cast Rushwood Legate without paying its mana cost. MM U Russet Wolves {3}{R} Creature - Wolf 3/3 DKA C Rust {G} Instant Counter target activated ability from an artifact source. (Mana abilities can't be targeted.) LE C Rust Elemental {4} Artifact Creature - Elemental 4/4 Flying At the beginning of your upkeep, sacrifice an artifact other than Rust Elemental. If you can't, tap Rust Elemental and you lose 4 life. MRD U Rust Scarab {4}{G} Creature - Insect 4/5 Whenever Rust Scarab becomes blocked, you may destroy target artifact or enchantment defending player controls. GTC U Rust Tick {3} Artifact Creature - Insect 1/3 You may choose not to untap Rust Tick during your untap step. {1}, {T}: Tap target artifact. It doesn't untap during its controller's untap step for as long as Rust Tick remains tapped. SOM U Rusted Relic {4} Artifact Metalcraft - Rusted Relic is a 5/5 Golem artifact creature as long as you control three or more artifacts. SOM U, MM2 C Rusted Sentinel {4} Artifact Creature - Golem 3/4 Rusted Sentinel enters the battlefield tapped. M12 U Rusted Slasher {4} Artifact Creature - Horror 4/1 Sacrifice an artifact: Regenerate Rusted Slasher. MBS C Rustic Clachan Land As Rustic Clachan enters the battlefield, you may reveal a Kithkin card from your hand. If you don't, Rustic Clachan enters the battlefield tapped. {T}: Add {W} to your mana pool. Reinforce 1- {1}{W} ({1}{W}, Discard this card: Put a +1/+1 counter on target creature.) MOR R, DDF R Rusting Golem {4} Artifact Creature - Golem */* 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.) Rusting Golem's power and toughness are each equal to the number of fade counters on it. NE U Rustmouth Ogre {4}{R}{R} Creature - Ogre 5/4 Whenever Rustmouth Ogre deals combat damage to a player, you may destroy target artifact that player controls. MRD U Rustrazor Butcher {1}{R} Creature - Goblin Warrior 1/2 First strike Wither (This deals damage to creatures in the form of -1/-1 counters.) SHM C Rustspore Ram {4} Artifact Creature - Sheep 1/3 When Rustspore Ram enters the battlefield, destroy target Equipment. MRD U Ruthless Cullblade {1}{B} Creature - Vampire Warrior 2/1 Ruthless Cullblade gets +2/+1 as long as an opponent has 10 or less life. WWK C Ruthless Deathfang {4}{U}{B} Creature - Dragon 4/4 Flying Whenever you sacrifice a creature, target opponent sacrifices a creature. DTK U Ruthless Instincts {2}{G} Instant Choose one - • Target nonattacking creature gains reach and deathtouch until end of turn. Untap it. • Target attacking creature gets +2/+2 and gains trample until end of turn. FRF U Ruthless Invasion {3}{P/R} Sorcery ({P/R} can be paid with either {R} or 2 life.) Nonartifact creatures can't block this turn. NPH C Ruthless Ripper {B} Creature - Human Assassin 1/1 Deathtouch Morph-Reveal a black card in your hand. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Ruthless Ripper is turned face up, target player loses 2 life. U, KTK U Rysorian Badger {2}{G} Creature - Badger 2/2 Whenever Rysorian Badger attacks and isn't blocked, you may exile up to two target creature cards from defending player's graveyard. If you do, you gain 1 life for each card exiled this way and Rysorian Badger assigns no combat damage this turn. HM R Ryusei, the Falling Star {5}{R} Legendary Creature - Dragon Spirit 5/5 Flying When Ryusei, the Falling Star dies, it deals 5 damage to each creature without flying. PPR R, CHK R, ARC R, MMA M Saber Ants {3}{G} Creature - Insect 2/3 Whenever Saber Ants is dealt damage, you may put that many 1/1 green Insect creature tokens onto the battlefield. MM U Saberclaw Golem {5} Artifact Creature - Golem 4/2 {R}: Saberclaw Golem gains first strike until end of turn. SOM C Sabertooth Alley Cat {1}{R}{R} Creature - Cat 2/1 Sabertooth Alley Cat attacks each turn if able. {1}{R}: Creatures without defender can't block Sabertooth Alley Cat this turn. RAV C Sabertooth Cobra {2}{G} Creature - Snake 2/2 Whenever Sabertooth Cobra deals damage to a player, he or she gets a poison counter. That player gets another poison counter at the beginning of his or her next upkeep unless he or she pays {2} before that step. (A player with ten or more poison counters loses the game.) MI C Sabertooth Nishoba {4}{G}{W} Creature - Cat Beast Warrior 5/5 Trample, protection from blue and from red IN R Sabertooth Outrider {3}{R} Creature - Human Warrior 4/2 Trample Formidable - Whenever Sabertooth Outrider attacks, if creatures you control have total power 8 or greater, Sabertooth Outrider gains first strike until end of turn. DTK C Sabertooth Wyvern {4}{R} Creature - Drake 3/2 Flying, first strike EX U, TPR U Sabretooth Tiger {2}{R} Creature - Cat 2/1 First strike IA C, 5E C, 6E C, 7E C, 8ED C Sacellum Archers {2}{G} Creature - Elf Archer 2/3 {R}{W}, {T}: Sacellum Archers deals 2 damage to target attacking or blocking creature. CON U Sacellum Godspeaker {2}{G} Creature - Elf Druid 2/2 {T}: Reveal any number of creature cards with power 5 or greater from your hand. Add {G} to your mana pool for each card revealed this way. ALA R Sachi, Daughter of Seshiro {2}{G}{G} Legendary Creature - Snake Shaman 1/3 Other Snake creatures you control get +0/+1. Shamans you control have "{T}: Add {G}{G} to your mana pool." CHK U Sacred Armory {2} Artifact {2}: Target creature gets +1/+0 until end of turn. M15 U Sacred Boon {1}{W} Instant Prevent the next 3 damage that would be dealt to target creature this turn. At the beginning of the next end step, put a +0/+1 counter on that creature for each 1 damage prevented this way. IA U, 5E U, ME2 U Sacred Foundry Land - Mountain Plains ({T}: Add {R} or {W} to your mana pool.) As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, Sacred Foundry enters the battlefield tapped. M, RAV R, GTC R Sacred Ground {1}{W} Enchantment Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from the battlefield, return that card to the battlefield. ST R, 7E R, 8ED R, 9ED R Sacred Guide {W} Creature - Human Cleric 1/1 {1}{W}, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and exile all other cards revealed this way. TE R Sacred Knight {3}{W} Creature - Human Knight 3/2 Sacred Knight can't be blocked by black and/or red creatures. PO C Sacred Mesa {2}{W} Enchantment At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus. {1}{W}: Put a 1/1 white Pegasus creature token with flying onto the battlefield. MI R, TSB S, C14 R Sacred Nectar {1}{W} Sorcery You gain 4 life. PO C, P3 C, 7E C, 8ED C, 9ED C Sacred Prey {G} Creature - Horse 1/1 Whenever Sacred Prey becomes blocked, you gain 1 life. MM C Sacred Rites {W} Instant Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way. OD C Sacred Wolf {2}{G} Creature - Wolf 3/1 Hexproof (This creature can't be the target of spells or abilities your opponents control.) M11 C, M12 C Sacrifice {B} Instant As an additional cost to cast Sacrifice, sacrifice a creature. Add to your mana pool an amount of {B} equal to the sacrificed creature's converted mana cost. 1E U, 2E U, 2U U, 3E U Sadistic Augermage {2}{B} Creature - Human Wizard 3/1 When Sadistic Augermage dies, each player puts a card from his or her hand on top of his or her library. RAV C, DDM C Sadistic Glee {B} Enchantment - Aura Enchant creature Whenever a creature dies, put a +1/+1 counter on enchanted creature. TE C, BR C Sadistic Hypnotist {3}{B}{B} Creature - Human Minion 2/2 Sacrifice a creature: Target player discards two cards. Activate this ability only any time you could cast a sorcery. OD U, DDJ U Sadistic Sacrament {B}{B}{B} Sorcery Kicker {7} (You may pay an additional {7} as you cast this spell.) Search target player's library for up to three cards, exile them, then that player shuffles his or her library. If Sadistic Sacrament was kicked, instead search that player's library for up to fifteen cards, exile them, then that player shuffles his or her library. ZEN R Safe Haven Land {2}, {T}: Exile target creature you control. At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card exiled with Safe Haven to the battlefield under its owner's control. DK R, CH R, TSB S Safe Passage {2}{W} Instant Prevent all damage that would be dealt to you and creatures you control this turn. M10 C, M11 C, DDI C, M13 C Safeguard {3}{W}{W} Enchantment {2}{W}: Prevent all combat damage that would be dealt by target creature this turn. TE R Safehold Duo {3}{G/W} Creature - Elf Warrior Shaman 2/4 Whenever you cast a green spell, Safehold Duo gets +1/+1 until end of turn. Whenever you cast a white spell, Safehold Duo gains vigilance until end of turn. SHM C Safehold Elite {1}{G/W} Creature - Elf Scout 2/2 Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM C Safehold Sentry {1}{W} Creature - Elf Warrior 2/2 {2}{W}, {Q}: Safehold Sentry gets +0/+2 until end of turn. ({Q} is the untap symbol.) SHM C Safewright Quest {G/W} Sorcery Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library. SHM C Saffi Eriksdotter {G}{W} Legendary Creature - Human Scout 2/2 Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard from the battlefield this turn, return that card to the battlefield. TSP R Sage Aven {3}{U} Creature - Bird Wizard 1/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Sage Aven enters the battlefield, look at the top four cards of your library, then put them back in any order. ONS C, 9ED C Sage Owl {1}{U} Creature - Bird 1/1 Flying When Sage Owl enters the battlefield, look at the top four cards of your library, then put them back in any order. WL C, 6E C, 7E C, 8ED C, 10E C, M10 C Sage of Epityr {U} Creature - Human Wizard 1/1 When Sage of Epityr enters the battlefield, look at the top four cards of your library, then put them back in any order. TSP C Sage of Fables {2}{U} Creature - Merfolk Wizard 2/2 Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it. {2}, Remove a +1/+1 counter from a creature you control: Draw a card. MOR U Sage of Hours {1}{U} Creature - Human Wizard 1/1 Heroic - Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it. Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one. JOU M Sage of Lat-Nam {1}{U} Creature - Human Artificer 1/2 {T}, Sacrifice an artifact: Draw a card. AQ C, 8ED R Sage of the Inward Eye {2}{U}{R}{W} Creature - Djinn Wizard 3/4 Flying Whenever you cast a noncreature spell, creatures you control gain lifelink until end of turn. KTK R Sage's Dousing {2}{U} Tribal Instant - Wizard Counter target spell unless its controller pays {3}. If you control a Wizard, draw a card. MOR U Sage's Knowledge {2}{U} Sorcery Return target sorcery card from your graveyard to your hand. PK C Sage's Reverie {3}{W} Enchantment - Aura Enchant creature When Sage's Reverie enters the battlefield, draw a card for each Aura you control that's attached to a creature. Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature. FRF U Sage's Row Denizen {2}{U} Creature - Vedalken Wizard 2/3 Whenever another blue creature enters the battlefield under your control, target player puts the top two cards of his or her library into his or her graveyard. GTC C Sage-Eye Avengers {4}{U}{U} Creature - Djinn Monk 4/5 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever Sage-Eye Avengers attacks, you may return target creature to its owner's hand if its power is less than Sage-Eye Avengers's power. FRF R Sage-Eye Harrier {4}{W} Creature - Bird Warrior 1/5 Flying Morph {3}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Sages of the Anima {3}{G}{U} Creature - Elf Wizard 3/4 If you would draw a card, instead reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order. ARB R Sagu Archer {4}{G} Creature - Naga Archer 2/5 Reach (This creature can block creatures with flying.) Morph {4}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Sagu Mauler {4}{G}{U} Creature - Beast 6/6 Trample, hexproof Morph {3}{G}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK R Sai of the Shinobi {1} Artifact - Equipment Equipped creature gets +1/+1. Whenever a creature enters the battlefield under your control, you may attach Sai of the Shinobi to it. Equip {2} PC2 U Sailmonger {3}{U} Creature - Human Monger 3/3 {2}: Target creature gains flying until end of turn. Any player may activate this ability. MM U Saji's Torrent {1}{U} Instant Choose a number from 0 to 5 at random, then choose that many creatures and tap them. DREAM S Sakashima the Impostor {2}{U}{U} Legendary Creature - Human Rogue 3/1 You may have Sakashima the Impostor enter the battlefield as a copy of any creature on the battlefield, except its name is still Sakashima the Impostor, it's legendary in addition to its other types, and it gains "{2}{U}{U}: Return Sakashima the Impostor to its owner's hand at the beginning of the next end step." SOK R Sakashima the Impostor Avatar Vanguard Hand +0, life +1 {2}: Choose a creature you control. It becomes a copy of target creature except for its name. VAN S Sakashima's Student {2}{U}{U} Creature - Human Ninja 0/0 Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) You may have Sakashima's Student enter the battlefield as a copy of any creature on the battlefield, except it's still a Ninja in addition to its other creature types. PC2 R Sakiko, Mother of Summer {4}{G}{G} Legendary Creature - Snake Shaman 3/3 Whenever a creature you control deals combat damage to a player, add that much {G} to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end. BOK R Sakura-Tribe Elder {1}{G} Creature - Snake Shaman 1/1 Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. CHK C, ARC C, CMD C, C13 C, CNS C Sakura-Tribe Scout {G} Creature - Snake Shaman Scout 1/1 {T}: You may put a land card from your hand onto the battlefield. SOK C Sakura-Tribe Springcaller {3}{G} Creature - Snake Shaman 2/4 At the beginning of your upkeep, add {G} to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end. BOK C Salt Flats Land Salt Flats enters the battlefield tapped. {T}: Add {1} to your mana pool. {T}: Add {W} or {B} to your mana pool. Salt Flats deals 1 damage to you. TE R, VMA U, TPR U Salt Marsh Land Salt Marsh enters the battlefield tapped. {T}: Add {U} or {B} to your mana pool. IN U, 8ED U Salt Road Ambushers {3}{G} Creature - Hound Warrior 3/3 Whenever another permanent you control is turned face up, if it's a creature, put two +1/+1 counters on it. Megamorph {3}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK U Salt Road Patrol {3}{W} Creature - Human Scout 2/5 Outlast {1}{W} ({1}{W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) KTK C Salt Road Quartermasters {2}{G} Creature - Human Soldier 1/1 Salt Road Quartermasters enters the battlefield with two +1/+1 counters on it. {2}{G}, Remove a +1/+1 counter from Salt Road Quartermasters: Put a +1/+1 counter on target creature. DTK U Saltblast {3}{W}{W} Sorcery Destroy target nonwhite permanent. PLC U, DDF U Saltcrusted Steppe Land {T}: Add {1} to your mana pool. {1}, {T}: Put a storage counter on Saltcrusted Steppe. {1}, Remove X storage counters from Saltcrusted Steppe: Add X mana in any combination of {G} and/or {W} to your mana pool. TSP U, C13 U Saltfield Recluse {2}{W} Creature - Human Rebel Cleric 1/2 {T}: Target creature gets -2/-0 until end of turn. PLC C, MMA C Saltskitter {3}{W} Creature - Wurm 3/4 Whenever another creature enters the battlefield, exile Saltskitter. Return Saltskitter to the battlefield under its owner's control at the beginning of the next end step. FUT C Salvage {G} Sorcery Put target card from your graveyard on top of your library. P2 C Salvage Drone {U} Creature - Eldrazi Drone 1/1 Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.) When Salvage Drone dies, you may draw a card. If you do, discard a card. C Salvage Scout {W} Creature - Human Scout 1/1 {W}, Sacrifice Salvage Scout: Return target artifact card from your graveyard to your hand. SOM C Salvage Slasher {1}{B} Artifact Creature - Human Rogue 1/1 Salvage Slasher gets +1/+0 for each artifact card in your graveyard. CON C Salvage Titan {4}{B}{B} Artifact Creature - Golem 6/4 You may sacrifice three artifacts rather than pay Salvage Titan's mana cost. Exile three artifact cards from your graveyard: Return Salvage Titan from your graveyard to your hand. ALA R Salvaging Station {6} Artifact {T}: Return target noncreature artifact card with converted mana cost 1 or less from your graveyard to the battlefield. Whenever a creature dies, you may untap Salvaging Station. 5DN R Samite Alchemist {3}{W} Creature - Human Cleric 0/2 {W}{W}, {T}: Prevent the next 4 damage that would be dealt this turn to target creature you control. Tap that creature. It doesn't untap during your next untap step. HM C (x2) Samite Archer {1}{W}{U} Creature - Human Cleric Archer 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. {T}: Samite Archer deals 1 damage to target creature or player. IN U Samite Blessing {W} Enchantment - Aura Enchant creature Enchanted creature has "{T}: The next time a source of your choice would deal damage to target creature this turn, prevent that damage." ST C Samite Censer-Bearer {W} Creature - Human Rebel Cleric 1/1 {W}, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn. FUT C Samite Elder {2}{W} Creature - Human Cleric 1/2 {T}: Creatures you control gain protection from the colors of target permanent you control until end of turn. PS R Samite Healer {1}{W} Creature - Human Cleric 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 6E C, P4 C, 7E C, 8ED C, 9ED C, 10E C Samite Ministration {1}{W} Instant Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way this turn, you gain that much life. IN U Samite Pilgrim {1}{W} Creature - Human Cleric 1/1 Domain - {T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control. PS C Samite Sanctuary {2}{W} Enchantment {2}: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may activate this ability. PR R Samurai Enforcers {4}{W}{W} Creature - Human Samurai 4/4 Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) CHK U Samurai of the Pale Curtain {W}{W} Creature - Fox Samurai 2/2 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) If a permanent would be put into a graveyard, exile it instead. CHK U Sanctified Charge {4}{W} Instant Creatures you control get +2/+1 until end of turn. White creatures you control also gain first strike until end of turn. (They deal combat damage before creatures without first strike.) M15 C Sanctimony {1}{W} Enchantment Whenever an opponent taps a Mountain for mana, you may gain 1 life. CG U, 7E U, 8ED U Sanctuary Cat {W} Creature - Cat 1/2 DKA C Sanctum Custodian {2}{W} Creature - Human Cleric 1/2 {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. UZ C, BR C Sanctum Gargoyle {3}{W} Artifact Creature - Gargoyle 2/3 Flying When Sanctum Gargoyle enters the battlefield, you may return target artifact card from your graveyard to your hand. ALA C, ARC C, MMA C Sanctum Guardian {1}{W}{W} Creature - Human Cleric 1/4 Sacrifice Sanctum Guardian: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. UZ U, BR U, 9ED U Sanctum Plowbeast {4}{W}{U} Artifact Creature - Beast 3/6 Defender Plainscycling {2}, islandcycling {2} ({2}, Discard this card: Search your library for a Plains or Island card, reveal it, and put it into your hand. Then shuffle your library.) ARB C Sanctum of Serra Plane - Serra's Realm When you planeswalk away from Sanctum of Serra, destroy all nonland permanents. Whenever you roll CHAOS, you may have your life total become 20. HOP C Sanctum of Ugin Land {T}: Add {1} to your mana pool. Whenever you cast a colorless spell with converted mana cost 7 or greater, you may sacrifice Sanctum of Ugin. If you do, search your library for a colorless creature card, reveal it, put it into your hand, then shuffle your library. R Sand Golem {5} Artifact Creature - Golem 3/3 When a spell or ability an opponent controls causes you to discard Sand Golem, return Sand Golem from your graveyard to the battlefield with a +1/+1 counter on it at the beginning of the next end step. MI U Sand Silos Land Sand Silos enters the battlefield tapped. You may choose not to untap Sand Silos during your untap step. At the beginning of your upkeep, if Sand Silos is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Sand Silos: Add {U} to your mana pool for each storage counter removed this way. FE R, 5E R Sand Squid {3}{U} Creature - Squid Beast 2/2 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) You may choose not to untap Sand Squid during your untap step. {T}: Tap target creature. That creature doesn't untap during its controller's untap step for as long as Sand Squid remains tapped. MM R Sandals of Abdallah {4} Artifact {2}, {T}: Target creature gains islandwalk until end of turn. When that creature dies this turn, destroy Sandals of Abdallah. (A creature with islandwalk can't be blocked as long as defending player controls an Island.) AN U Sandbar Crocodile {4}{U} Creature - Crocodile 6/5 Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) MI C Sandbar Merfolk {U} Creature - Merfolk 1/1 Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Sandbar Serpent {4}{U} Creature - Serpent 3/4 Cycling {2} ({2}, Discard this card: Draw a card.) UZ U Sandblast {2}{W} Instant Sandblast deals 5 damage to target attacking or blocking creature. FRF C Sandcrafter Mage {2}{W} Creature - Human Wizard 2/2 When Sandcrafter Mage enters the battlefield, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.) DTK C Sands of Delirium {3} Artifact {X}, {T}: Target player puts the top X cards of his or her library into his or her graveyard. M13 R Sands of Time {4} Artifact Each player skips his or her untap step. At the beginning of each player's upkeep, that player simultaneously untaps each tapped artifact, creature, and land he or she controls and taps each untapped artifact, creature, and land he or she controls. VI R Sandskin {2}{W} Enchantment - Aura Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. ONS C Sandsower {3}{W} Creature - Spirit 1/3 Tap three untapped creatures you control: Tap target creature. RAV U, MMA U Sandsteppe Citadel Land Sandsteppe Citadel enters the battlefield tapped. {T}: Add {W}, {B}, or {G} to your mana pool. KTK U Sandsteppe Mastodon {5}{G}{G} Creature - Elephant 5/5 Reach When Sandsteppe Mastodon enters the battlefield, bolster 5. (Choose a creature with the least toughness among creatures you control and put five +1/+1 counters on it.) FRF R Sandsteppe Outcast {2}{W} Creature - Human Warrior 2/1 When Sandsteppe Outcast enters the battlefield, choose one - • Put a +1/+1 counter on Sandsteppe Outcast. • Put a 1/1 white Spirit creature token with flying onto the battlefield. FRF C Sandsteppe Scavenger {4}{G} Creature - Hound Scout 2/2 When Sandsteppe Scavenger enters the battlefield, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) DTK C Sandstone Bridge Land Sandstone Bridge enters the battlefield tapped. When Sandstone Bridge enters the battlefield, target creature gets +1/+1 and gains vigilance until end of turn. {T}: Add {W} to your mana pool. C Sandstone Deadfall {3} Artifact {T}, Sacrifice two lands and Sandstone Deadfall: Destroy target attacking creature. OD U Sandstone Needle Land Sandstone Needle enters the battlefield tapped with two depletion counters on it. {T}, Remove a depletion counter from Sandstone Needle: Add {R}{R} to your mana pool. If there are no depletion counters on Sandstone Needle, sacrifice it. MM C Sandstone Warrior {2}{R}{R} Creature - Human Soldier Warrior 1/3 First strike (This creature deals combat damage before creatures without first strike.) {R}: Sandstone Warrior gets +1/+0 until end of turn. TE C, 9ED C, TPR C Sandstorm {G} Instant Sandstorm deals 1 damage to each attacking creature. AN C, 4E C, MI C, BR C, ME4 C Sandstorm Charger {4}{W} Creature - Beast 3/4 Megamorph {4}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK C Sandstorm Eidolon {3}{R} Creature - Spirit 2/2 {R}, Sacrifice Sandstorm Eidolon: Target creature can't block this turn. Whenever you cast a multicolored spell, you may return Sandstorm Eidolon from your graveyard to your hand. DIS C Sangrite Backlash {B/G}{R} Enchantment - Aura Enchant creature Enchanted creature gets +3/-3. ARB C Sangrite Surge {4}{R}{G} Sorcery Target creature gets +3/+3 and gains double strike until end of turn. ALA U Sangromancer {2}{B}{B} Creature - Vampire Shaman 3/3 Flying Whenever a creature an opponent controls dies, you may gain 3 life. Whenever an opponent discards a card, you may gain 3 life. MBS R Sangrophage {B}{B} Creature - Zombie 3/3 At the beginning of your upkeep, tap Sangrophage unless you pay 2 life. TSP C Sanguimancy {4}{B} Sorcery You draw X cards and you lose X life, where X is your devotion to black. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.) BNG U Sanguine Bond {3}{B}{B} Enchantment Whenever you gain life, target opponent loses that much life. M10 R, M14 R, C13 R Sanguine Guard {1}{B}{B} Creature - Zombie Knight 2/2 First strike {1}{B}: Regenerate Sanguine Guard. UZ U, DDE U Sanguine Praetor {6}{B}{B} Creature - Avatar Praetor 7/5 {B}, Sacrifice a creature: Destroy each creature with the same converted mana cost as the sacrificed creature. GPT R Sanity Gnawers {1}{B}{R} Creature - Rat 1/1 When Sanity Gnawers enters the battlefield, target player discards a card at random. ARB U Sanity Grinding {U}{U}{U} Sorcery Chroma - Reveal the top ten cards of your library. For each blue mana symbol in the mana costs of the revealed cards, target opponent puts the top card of his or her library into his or her graveyard. Then put the cards you revealed this way on the bottom of your library in any order. EVE R Sapling of Colfenor {3}{B/G}{B/G} Legendary Creature - Treefolk Shaman 2/5 Indestructible Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it's a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand. EVE R Sapphire Charm {U} Instant Choose one - • Target player draws a card at the beginning of the next turn's upkeep. • Target creature gains flying until end of turn. • Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.) MI C Sapphire Drake {5}{U} Creature - Drake 4/4 Flying Each creature you control with a +1/+1 counter on it has flying. GTC U Sapphire Leech {1}{U} Creature - Leech 2/2 Flying Blue spells you cast cost {U} more to cast. IN R Sapphire Medallion {2} Artifact Blue spells you cast cost {1} less to cast. TE R, C14 R Saprazzan Bailiff {3}{U}{U} Creature - Merfolk 2/2 When Saprazzan Bailiff enters the battlefield, exile all artifact and enchantment cards from all graveyards. When Saprazzan Bailiff leaves the battlefield, return all artifact and enchantment cards from all graveyards to their owners' hands. MM R Saprazzan Breaker {4}{U} Creature - Beast 3/3 {U}: Put the top card of your library into your graveyard. If that card is a land card, Saprazzan Breaker can't be blocked this turn. MM U Saprazzan Cove Land Saprazzan Cove enters the battlefield tapped. {T}: Put a storage counter on Saprazzan Cove. {T}, Remove any number of storage counters from Saprazzan Cove: Add {U} to your mana pool for each storage counter removed this way. MM U Saprazzan Heir {1}{U} Creature - Merfolk 1/1 Whenever Saprazzan Heir becomes blocked, you may draw three cards. MM R Saprazzan Legate {3}{U} Creature - Merfolk Soldier 1/3 Flying If an opponent controls a Mountain and you control an Island, you may cast Saprazzan Legate without paying its mana cost. MM U Saprazzan Outrigger {3}{U} Creature - Merfolk 5/5 When Saprazzan Outrigger attacks or blocks, put it on top of its owner's library at end of combat. MM C Saprazzan Raider {2}{U} Creature - Merfolk 1/2 When Saprazzan Raider becomes blocked, return it to its owner's hand. MM C Saprazzan Skerry Land Saprazzan Skerry enters the battlefield tapped with two depletion counters on it. {T}, Remove a depletion counter from Saprazzan Skerry: Add {U}{U} to your mana pool. If there are no depletion counters on Saprazzan Skerry, sacrifice it. MM C Saproling Burst {4}{G} Enchantment Fading 7 (This enchantment enters the battlefield with seven 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 Saproling Burst: Put a green Saproling creature token onto the battlefield. It has "This creature's power and toughness are each equal to the number of fade counters on Saproling Burst." When Saproling Burst leaves the battlefield, destroy all tokens put onto the battlefield with Saproling Burst. They can't be regenerated. NE R, VMA R Saproling Cluster {1}{G} Enchantment {1}, Discard a card: Put a 1/1 green Saproling creature token onto the battlefield. Any player may activate this ability. NE R Saproling Infestation {1}{G} Enchantment Whenever a player kicks a spell, you put a 1/1 green Saproling creature token onto the battlefield. IN R Saproling Symbiosis {3}{G} Sorcery You may cast Saproling Symbiosis as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) Put a 1/1 green Saproling creature token onto the battlefield for each creature you control. IN R Sapseep Forest Land - Forest ({T}: Add {G} to your mana pool.) Sapseep Forest enters the battlefield tapped. {G}, {T}: You gain 1 life. Activate this ability only if you control two or more green permanents. SHM U, DDH U Sarcatog {1}{B}{R} Creature - Atog 1/2 Exile two cards from your graveyard: Sarcatog gets +1/+1 until end of turn. Sacrifice an artifact: Sarcatog gets +1/+1 until end of turn. OD U Sarcomancy {B} Enchantment When Sarcomancy enters the battlefield, put a 2/2 black Zombie creature token onto the battlefield. At the beginning of your upkeep, if there are no Zombies on the battlefield, Sarcomancy deals 1 damage to you. TE R, VMA U, TPR U Sarcomite Myr {2}{U} Artifact Creature - Myr 2/1 {2}: Sarcomite Myr gains flying until end of turn. {2}, Sacrifice Sarcomite Myr: Draw a card. FUT C, HOP C Sarkhan Unbroken {2}{G}{U}{R} Planeswalker - Sarkhan 4 [+1] Draw a card, then add one mana of any color to your mana pool. [-2] Put a 4/4 red Dragon creature token with flying onto the battlefield. [-8] Search your library for any number of Dragon creature cards and put them onto the battlefield. Then shuffle your library. DTK M Sarkhan Vol {2}{R}{G} Planeswalker - Sarkhan 4 [+1] Creatures you control get +1/+1 and gain haste until end of turn. [-2] Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. [-6] Put five 4/4 red Dragon creature tokens with flying onto the battlefield. ALA M, MMA M Sarkhan the Mad {3}{B}{R} Planeswalker - Sarkhan 7 [0] Reveal the top card of your library and put it into your hand. Sarkhan the Mad deals damage to himself equal to that card's converted mana cost. [-2] Target creature's controller sacrifices it, then that player puts a 5/5 red Dragon creature token with flying onto the battlefield. [-4] Each Dragon creature you control deals damage equal to its power to target player. ROE M Sarkhan's Rage {4}{R} Instant Sarkhan's Rage deals 5 damage to target creature or player. If you control no Dragons, Sarkhan's Rage deals 2 damage to you. DTK C Sarkhan's Triumph {2}{R} Instant Search your library for a Dragon creature card, reveal it, put it into your hand, then shuffle your library. DTK U Sarkhan, the Dragonspeaker {3}{R}{R} Planeswalker - Sarkhan 4 [+1] Until end of turn, Sarkhan, the Dragonspeaker becomes a legendary 4/4 red Dragon creature with flying, indestructible, and haste. (He doesn't lose loyalty while he's not a planeswalker.) [-3] Sarkhan, the Dragonspeaker deals 4 damage to target creature. [-6] You get an emblem with "At the beginning of your draw step, draw two additional cards" and "At the beginning of your end step, discard your hand." KTK M Sarpadian Empires, Vol. VII {3} Artifact As Sarpadian Empires, Vol. VII enters the battlefield, choose white Citizen, blue Camarid, black Thrull, red Goblin, or green Saproling. {3}, {T}: Put a 1/1 creature token of the chosen color and type onto the battlefield. TSP R Saruli Gatekeepers {3}{G} Creature - Elf Warrior 2/4 When Saruli Gatekeepers enters the battlefield, if you control two or more Gates, you gain 7 life. DGM C Sasaya, Orochi Ascendant {1}{G}{G} Legendary Creature - Snake Monk 2/3 Reveal your hand: If you have seven or more land cards in your hand, flip Sasaya, Orochi Ascendant. ---- Sasaya's Essence Legendary Enchantment 2/3 Whenever a land you control is tapped for mana, for each other land you control with the same name, add one mana to your mana pool of any type that land produced. SOK R Satyr Firedancer {1}{R} Enchantment Creature - Satyr 1/1 Whenever an instant or sorcery spell you control deals damage to an opponent, Satyr Firedancer deals that much damage to target creature that player controls. BNG R Satyr Grovedancer {1}{G} Creature - Satyr Shaman 1/1 When Satyr Grovedancer enters the battlefield, put a +1/+1 counter on target creature. JOU C Satyr Hedonist {1}{G} Creature - Satyr 2/1 {R}, Sacrifice Satyr Hedonist: Add {R}{R}{R} to your mana pool. DDL C, THS C Satyr Hoplite {R} Creature - Satyr Soldier 1/1 Heroic - Whenever you cast a spell that targets Satyr Hoplite, put a +1/+1 counter on Satyr Hoplite. JOU C Satyr Nyx-Smith {2}{R} Creature - Satyr Shaman 2/1 Haste Inspired - Whenever Satyr Nyx-Smith becomes untapped, you may pay {2}{R}. If you do, put a 3/1 red Elemental enchantment creature token with haste onto the battlefield. BNG U Satyr Piper {2}{G} Creature - Satyr Rogue 2/1 {3}{G}: Target creature must be blocked this turn if able. THS U Satyr Rambler {1}{R} Creature - Satyr 2/1 Trample THS C Satyr Wayfinder {1}{G} Creature - Satyr 1/1 When Satyr Wayfinder enters the battlefield, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard. BNG C, M15 C Savaen Elves {G} Creature - Elf 1/1 {G}{G}, {T}: Destroy target Aura attached to a land. DK C Savage Beating {3}{R}{R} Instant Cast Savage Beating only during your turn and only during combat. Choose one - • Creatures you control gain double strike until end of turn. • Untap all creatures you control. After this phase, there is an additional combat phase. Entwine {1}{R} (Choose both if you pay the entwine cost.) DST R Savage Conception {3}{G}{G} Sorcery Put a 3/3 green Beast creature token onto the battlefield. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) EVE U Savage Firecat {3}{R}{R} Creature - Elemental Cat 0/0 Trample Savage Firecat enters the battlefield with seven +1/+1 counters on it. Whenever you tap a land for mana, remove a +1/+1 counter from Savage Firecat. OD R Savage Gorilla {4}{G} Creature - Ape 3/3 {U}{B}, {T}, Sacrifice Savage Gorilla: Target creature gets -3/-3 until end of turn. Draw a card. AP C Savage Hunger {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 and has trample. Cycling {2} ({2}, Discard this card: Draw a card.) ALA C Savage Knuckleblade {G}{U}{R} Creature - Ogre Warrior 4/4 {2}{G}: Savage Knuckleblade gets +2/+2 until end of turn. Activate this ability only once each turn. {2}{U}: Return Savage Knuckleblade to its owner's hand. {R}: Savage Knuckleblade gains haste until end of turn. KTK R Savage Lands Land Savage Lands enters the battlefield tapped. {T}: Add {B}, {R}, or {G} to your mana pool. ALA U, C13 U Savage Offensive {1}{R} Sorcery Kicker {G} (You may pay an additional {G} as you cast this spell.) Creatures you control gain first strike until end of turn. If Savage Offensive was kicked, they get +1/+1 until end of turn. IN C Savage Punch {1}{G} Sorcery Target creature you control fights target creature you don't control. Ferocious - The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater. KTK C Savage Silhouette {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has "{1}{G}: Regenerate this creature." ZEN C Savage Summoning {G} Instant Savage Summoning can't be countered. The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it. M14 R Savage Surge {1}{G} Instant Target creature gets +2/+2 until end of turn. Untap that creature. RTR U, THS C Savage Thallid {3}{G}{G} Creature - Fungus 5/2 At the beginning of your upkeep, put a spore counter on Savage Thallid. Remove three spore counters from Savage Thallid: Put a 1/1 green Saproling creature token onto the battlefield. Sacrifice a Saproling: Regenerate target Fungus. TSP C Savage Twister {X}{R}{G} Sorcery Savage Twister deals X damage to each creature. MI U, GPT U, HOP U, ARC U, CMD U, C13 U, MM2 U Savage Ventmaw {4}{R}{G} Creature - Dragon 4/4 Flying Whenever Savage Ventmaw attacks, add {R}{R}{R}{G}{G}{G} to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end. DTK U Savageborn Hydra {X}{R}{G} Creature - Hydra 0/0 Double strike Savageborn Hydra enters the battlefield with X +1/+1 counters on it. {1}{R/G}: Put a +1/+1 counter on Savageborn Hydra. Activate this ability only any time you could cast a sorcery. DGM M Savannah Land - Forest Plains ({T}: Add {G} or {W} to your mana pool.) 1E R, 2E R, 2U R, 3E R, ME2 R, ME4 R, VMA R Savannah Lions {W} Creature - Cat 2/1 1E R, 2E R, 2U R, 3E R, 4E R, 8ED R, 9ED R, ME4 U Saving Grasp {U} Instant Return target creature you own to your hand. Flashback {W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA C Savor the Moment {1}{U}{U} Sorcery Take an extra turn after this one. Skip the untap step of that turn. SHM R Savra, Queen of the Golgari {2}{B}{G} Legendary Creature - Elf Shaman 2/2 Whenever you sacrifice a black creature, you may pay 2 life. If you do, each other player sacrifices a creature. Whenever you sacrifice a green creature, you may gain 2 life. RAV R Sawback Manticore {3}{R}{G} Creature - Manticore 2/4 {4}: Sawback Manticore gains flying until end of turn. {1}: Sawback Manticore deals 2 damage to target attacking or blocking creature. Activate this ability only if Sawback Manticore is attacking or blocking and only once each turn. MI R Sawtooth Loon {2}{W}{U} Creature - Bird 2/2 Flying When Sawtooth Loon enters the battlefield, return a white or blue creature you control to its owner's hand. When Sawtooth Loon enters the battlefield, draw two cards, then put two cards from your hand on the bottom of your library. PS U, DDI U Sawtooth Ogre {2}{R}{R} Creature - Ogre 3/3 Whenever Sawtooth Ogre blocks or becomes blocked by a creature, Sawtooth Ogre deals 1 damage to that creature at end of combat. WL C Sawtooth Thresher {6} Artifact Creature - Construct 1/1 Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.) Remove two +1/+1 counters from Sawtooth Thresher: Sawtooth Thresher gets +4/+4 until end of turn. 5DN C Scab-Clan Berserker {1}{R}{R} Creature - Human Berserker 2/2 Haste Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever an opponent casts a noncreature spell, if Scab-Clan Berserker is renowned, Scab-Clan Berserker deals 2 damage to that player. ORI R Scab-Clan Charger {3}{G} Creature - Centaur Warrior 2/4 Bloodrush - {1}{G}, Discard Scab-Clan Charger: Target attacking creature gets +2/+4 until end of turn. GTC C Scab-Clan Giant {4}{R}{G} Creature - Giant Warrior 4/5 When Scab-Clan Giant enters the battlefield, it fights target creature an opponent controls chosen at random. DGM U Scab-Clan Mauler {R}{G} Creature - Human Berserker 1/1 Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.) Trample GPT C Scabland Land Scabland enters the battlefield tapped. {T}: Add {1} to your mana pool. {T}: Add {R} or {W} to your mana pool. Scabland deals 1 damage to you. TE R, VMA U, TPR U Scald {1}{R} Enchantment Whenever a player taps an Island for mana, Scald deals 1 damage to that player. UZ U Scalding Devil {1}{R} Creature - Devil 1/1 {2}{R}: Scalding Devil deals 1 damage to target player. AVR C Scalding Salamander {2}{R} Creature - Salamander 2/1 Whenever Scalding Salamander attacks, you may have it deal 1 damage to each creature without flying defending player controls. EX U Scalding Tarn Land {T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card and put it onto the battlefield. Then shuffle your library. M, ZEN R Scalding Tongs {2} Artifact At the beginning of your upkeep, if you have three or fewer cards in hand, Scalding Tongs deals 1 damage to target opponent. TE R Scaldkin {3}{U} Creature - Elemental 2/2 Flying {2}{R}, Sacrifice Scaldkin: Scaldkin deals 2 damage to target creature or player. KTK C Scale Blessing {3}{W} Instant Bolster 1, then put a +1/+1 counter on each creature you control with a +1/+1 counter on it. (To bolster 1, choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.) DTK U Scale of Chiss-Goria {3} Artifact Flash Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) {T}: Target creature gets +0/+1 until end of turn. MRD C Scalebane's Elite {3}{G}{W} Creature - Human Soldier 4/4 Protection from black VI U Scaled Hulk {5}{G} Creature - Spirit 4/4 Whenever you cast a Spirit or Arcane spell, Scaled Hulk gets +2/+2 until end of turn. BOK C Scaled Wurm {7}{G} Creature - Wurm 7/6 IA C, 5E C, 6E C, BR C, BD C, 9ED C, CNS C Scaleguard Sentinels {G}{G} Creature - Human Soldier 2/3 As an additional cost to cast Scaleguard Sentinels, you may reveal a Dragon card from your hand. Scaleguard Sentinels enters the battlefield with a +1/+1 counter on it if you revealed a Dragon card or controlled a Dragon as you cast Scaleguard Sentinels. DTK U Scalpelexis {4}{U} Creature - Beast 1/5 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Scalpelexis deals combat damage to a player, that player exiles the top four cards of his or her library. If two or more of those cards have the same name, repeat this process. JUD R, 10E R Scandalmonger {3}{B} Creature - Boar Monger 3/3 {2}: Target player discards a card. Any player may activate this ability but only any time he or she could cast a sorcery. MM U Scapegoat {W} Instant As an additional cost to cast Scapegoat, sacrifice a creature. Return any number of target creatures you control to their owner's hand. ST U Scapeshift {2}{G}{G} Sorcery Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle your library. MOR R Scar {B/R} Instant Put a -1/-1 counter on target creature. SHM C Scarab of the Unseen {2} Artifact {T}, Sacrifice Scarab of the Unseen: Return all Auras attached to target permanent you own to their owners' hands. Draw a card at the beginning of the next turn's upkeep. AL U Scarblade Elite {B}{B} Creature - Elf Assassin 2/2 {T}, Exile an Assassin card from your graveyard: Destroy target creature. MOR R Scare Tactics {B} Instant Creatures you control get +1/+0 until end of turn. EX C Scarecrone {3} Artifact Creature - Scarecrow 1/2 {1}, Sacrifice a Scarecrow: Draw a card. {4}, {T}: Return target artifact creature card from your graveyard to the battlefield. EVE R Scarecrow {5} Artifact Creature - Scarecrow 2/2 {6}, {T}: Prevent all damage that would be dealt to you this turn by creatures with flying. DK U, ME4 U Scarland Thrinax {B}{R}{G} Creature - Lizard 2/2 Sacrifice a creature: Put a +1/+1 counter on Scarland Thrinax. CON U, C13 U Scarred Puma {R} Creature - Cat 2/1 Scarred Puma can't attack unless a black or green creature also attacks. IN C Scarred Vinebreeder {1}{B} Creature - Elf Shaman 1/1 {2}{B}, Exile an Elf card from your graveyard: Scarred Vinebreeder gets +3/+3 until end of turn. LRW C Scars of the Veteran {4}{W} Instant You may exile a white card from your hand rather than pay Scars of the Veteran's mana cost. Prevent the next 7 damage that would be dealt to target creature or player this turn. At the beginning of the next end step, put a +0/+1 counter on that creature for each 1 damage prevented this way. AL U, ME2 R Scarscale Ritual {1}{U/B} Sorcery As an additional cost to cast Scarscale Ritual, put a -1/-1 counter on a creature you control. Draw two cards. SHM C Scarwood Bandits {2}{G}{G} Creature - Human Rogue 2/2 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) {2}{G}, {T}: Unless an opponent pays {2}, gain control of target artifact for as long as Scarwood Bandits remains on the battlefield. DK R, ME4 R Scarwood Goblins {R}{G} Creature - Goblin 2/2 DK C Scarwood Hag {1}{G} Creature - Hag 1/1 {G}{G}{G}{G}, {T}: Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.) {T}: Target creature loses forestwalk until end of turn. DK U Scarwood Treefolk {3}{G} Creature - Treefolk 3/5 Scarwood Treefolk enters the battlefield tapped. TSP C Scathe Zombies {2}{B} Creature - Zombie 2/2 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 6E C, P3 C, P4 C, 7E C, 8ED C, 9ED C, 10E C Scatter Arc {3}{U} Instant Counter target noncreature spell. Draw a card. GTC C Scatter the Seeds {3}{G}{G} Instant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Put three 1/1 green Saproling creature tokens onto the battlefield. RAV C, MM2 C Scatter to the Winds {1}{U}{U} Instant Counter target spell. Awaken 3- {4}{U}{U} (If you cast this spell for {4}{U}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) R Scattering Stroke {2}{U}{U} Instant Counter target spell. Clash with an opponent. If you win, at the beginning of your next main phase, you may add {X} to your mana pool, where X is that spell's converted mana cost. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW U, CMD U Scattershot {2}{R} Instant Scattershot deals 1 damage to target creature. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) SCG C Scattershot Archer {G} Creature - Elf Archer 1/2 {T}: Scattershot Archer deals 1 damage to each creature with flying. CON C Scavenged Weaponry {2}{B} Enchantment - Aura Enchant creature When Scavenged Weaponry enters the battlefield, draw a card. Enchanted creature gets +1/+1. IN C Scavenger Drake {3}{B} Creature - Drake 1/1 Flying Whenever another creature dies, you may put a +1/+1 counter on Scavenger Drake. ALA U, MM2 U Scavenger Folk {G} Creature - Human 1/1 {G}, {T}, Sacrifice Scavenger Folk: Destroy target artifact. DK C, CH C, 5E C, 7E U, ME4 C Scavenging Ghoul {3}{B} Creature - Zombie 2/2 At the beginning of each end step, put a corpse counter on Scavenging Ghoul for each creature that died this turn. Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul. 1E U, 2E U, 2U U, 3E U, 4E U, ME4 U Scavenging Ooze {1}{G} Creature - Ooze 2/2 {G}: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on Scavenging Ooze and you gain 1 life. CMD R, M14 R Scavenging Scarab {3}{B} Creature - Insect 3/3 Scavenging Scarab can't block. DST C Scent of Brine {1}{U} Instant Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way. CG C Scent of Cinder {1}{R} Sorcery Reveal any number of red cards in your hand. Scent of Cinder deals X damage to target creature or player, where X is the number of cards revealed this way. CG C Scent of Ivy {G} Instant Reveal any number of green cards in your hand. Target creature gets +X/+X until end of turn, where X is the number of cards revealed this way. CG C Scent of Jasmine {W} Instant Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way. CG C Scent of Nightshade {1}{B} Instant Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way. CG C Scepter of Dominance {1}{W}{W} Artifact {W}, {T}: Tap target permanent. CON R Scepter of Empires {3} Artifact {T}: Scepter of Empires deals 1 damage to target player. It deals 3 damage to that player instead if you control artifacts named Crown of Empires and Throne of Empires. M12 U Scepter of Fugue {B}{B} Artifact {1}{B}, {T}: Target player discards a card. Activate this ability only during your turn. CON R Scepter of Insight {1}{U}{U} Artifact {3}{U}, {T}: Draw a card. CON R Schismotivate {1}{U}{R} Instant Target creature gets +4/+0 until end of turn. Another target creature gets -4/-0 until end of turn. GPT U Scholar of Athreos {2}{W} Creature - Human Cleric 1/4 {2}{B}: Each opponent loses 1 life. You gain life equal to the life lost this way. THS C School of Piranha {1}{U} Creature - Fish 3/3 At the beginning of your upkeep, sacrifice School of Piranha unless you pay {1}{U}. EX C School of the Unseen Land {T}: Add {1} to your mana pool. {2}, {T}: Add one mana of any color to your mana pool. AL U Scion of Darkness {5}{B}{B}{B} Creature - Avatar 6/6 Trample Whenever Scion of Darkness deals combat damage to a player, you may put target creature card from that player's graveyard onto the battlefield under your control. Cycling {3} ({3}, Discard this card: Draw a card.) LGN R, ARC R Scion of Glaciers {2}{U}{U} Creature - Elemental 2/5 {U}: Scion of Glaciers gets +1/-1 until end of turn. KTK U Scion of Oona {2}{U} Creature - Faerie Soldier 1/1 Flash Flying Other Faerie creatures you control get +1/+1. Other Faeries you control have shroud. (They can't be the targets of spells or abilities.) LRW R, MMA R Scion of Ugin {6} Creature - Dragon Spirit 4/4 Flying DTK U Scion of Vitu-Ghazi {3}{W}{W} Creature - Elemental 4/4 When Scion of Vitu-Ghazi enters the battlefield, if you cast it from your hand, put a 1/1 white Bird creature token with flying onto the battlefield, then populate. (Put a token onto the battlefield that's a copy of a creature token you control.) DGM R Scion of the Ur-Dragon {W}{U}{B}{R}{G} Legendary Creature - Dragon Avatar 4/4 Flying {2}: Search your library for a Dragon permanent card and put it into your graveyard. If you do, Scion of the Ur-Dragon becomes a copy of that card until end of turn. Then shuffle your library. TSP R Scion of the Wild {1}{G}{G} Creature - Avatar */* Scion of the Wild's power and toughness are each equal to the number of creatures you control. RAV R, 10E R, MM2 C Scorch the Fields {4}{R} Sorcery Destroy target land. Scorch the Fields deals 1 damage to each Human creature. DKA C Scorched Earth {X}{R} Sorcery As an additional cost to cast Scorched Earth, discard X land cards. Destroy X target lands. TE R Scorched Ruins Land If Scorched Ruins would enter the battlefield, sacrifice two untapped lands instead. If you do, put Scorched Ruins onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add {4} to your mana pool. WL R Scorched Rusalka {R} Creature - Spirit 1/1 {R}, Sacrifice a creature: Scorched Rusalka deals 1 damage to target player. GPT U, DDK U Scorching Lava {1}{R} Instant Kicker {R} (You may pay an additional {R} as you cast this spell.) Scorching Lava deals 2 damage to target creature or player. If Scorching Lava was kicked, that creature can't be regenerated this turn and if it would die this turn, exile it instead. IN C Scorching Missile {3}{R} Sorcery Scorching Missile deals 4 damage to target player. Flashback {9}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD C Scorching Spear {R} Sorcery Scorching Spear deals 1 damage to target creature or player. PO C, P3 C Scorching Winds {R} Instant Cast Scorching Winds only during the declare attackers step and only if you've been attacked this step. Scorching Winds deals 1 damage to each attacking creature. PO U Scorchwalker {3}{R} Creature - Elemental 5/1 Bloodrush - {1}{R}{R}, Discard Scorchwalker: Target attacking creature gets +5/+1 until end of turn. GTC C Scoria Cat {3}{R}{R} Creature - Cat 3/3 Scoria Cat gets +3/+3 as long as you control no untapped lands. PR U Scoria Elemental {4}{R} Creature - Elemental 6/1 SOM C Scoria Wurm {4}{R} Creature - Wurm 7/7 At the beginning of your upkeep, flip a coin. If you lose the flip, return Scoria Wurm to its owner's hand. UZ R, 10E R Scorned Villager {1}{G} Creature - Human Werewolf 1/1 {T}: Add {G} to your mana pool. At the beginning of each upkeep, if no spells were cast last turn, transform Scorned Villager. ---- Moonscarred Werewolf (Green) Creature - Werewolf 2/2 Vigilance {T}: Add {G}{G} to your mana pool. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Moonscarred Werewolf. DKA C Scornful AEther-Lich {3}{U} Artifact Creature - Zombie Wizard 2/4 {W}{B}: Scornful AEther-Lich gains fear and vigilance until end of turn. (Attacking doesn't cause it to tap, and it can't be blocked except by artifact creatures and/or black creatures.) CON U Scornful Egotist {7}{U} Creature - Human Wizard 1/1 Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) SCG C Scour {2}{W}{W} Instant Exile target enchantment. Search its controller's graveyard, hand, and library for all cards with the same name as that enchantment and exile them. Then that player shuffles his or her library. CG U, BOK U Scour from Existence {7} Instant Exile target permanent. C Scoured Barrens Land Scoured Barrens enters the battlefield tapped. When Scoured Barrens enters the battlefield, you gain 1 life. {T}: Add {W} or {B} to your mana pool. KTK C, FRF C Scourge Devil {4}{R} Creature - Devil 3/3 When Scourge Devil enters the battlefield, creatures you control get +1/+0 until end of turn. Unearth {2}{R} ({2}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA U, DDK U, DDN U Scourge Servant {4}{B} Creature - Zombie 3/3 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) MBS C Scourge of Fleets {5}{U}{U} Creature - Kraken 6/6 When Scourge of Fleets enters the battlefield, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control. JOU R, DDO R Scourge of Geier Reach {3}{R}{R} Creature - Elemental 3/3 Scourge of Geier Reach gets +1/+1 for each creature your opponents control. ISD U Scourge of Kher Ridges {6}{R}{R} Creature - Dragon 6/6 Flying {1}{R}: Scourge of Kher Ridges deals 2 damage to each creature without flying. {5}{R}: Scourge of Kher Ridges deals 6 damage to each other creature with flying. FUT R Scourge of Numai {3}{B} Creature - Demon Spirit 4/4 At the beginning of your upkeep, you lose 2 life if you don't control an Ogre. BOK U Scourge of Skola Vale {2}{G} Creature - Hydra 0/0 Trample Scourge of Skola Vale enters the battlefield with two +1/+1 counters on it. {T}, Sacrifice another creature: Put a number of +1/+1 counters on Scourge of Skola Vale equal to the sacrificed creature's toughness. BNG R Scourge of Valkas {2}{R}{R}{R} Creature - Dragon 4/4 Flying Whenever Scourge of Valkas or another Dragon enters the battlefield under your control, it deals X damage to target creature or player, where X is the number of Dragons you control. {R}: Scourge of Valkas gets +1/+0 until end of turn. M14 M Scourge of the Nobilis {2}{R/W} Enchantment - Aura Enchant creature As long as enchanted creature is red, it gets +1/+1 and has "{R/W}: This creature gets +1/+0 until end of turn." As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) EVE C Scourge of the Throne {4}{R}{R} Creature - Dragon 5/5 Flying Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Whenever Scourge of the Throne attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase. CNS M, VMA M Scourgemark {1}{B} Enchantment - Aura Enchant creature When Scourgemark enters the battlefield, draw a card. Enchanted creature gets +1/+0. THS C Scourglass {3}{W}{W} Artifact {T}, Sacrifice Scourglass: Destroy all permanents except for artifacts and lands. Activate this ability only during your upkeep. ALA R Scouring Sands {1}{R} Sorcery Scouring Sands deals 1 damage to each creature your opponents control. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) BNG C Scout the Borders {2}{G} Sorcery Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard. KTK C Scout's Warning {W} Instant The next creature card you play this turn can be played as though it had flash. Draw a card. FUT R Scouting Trek {1}{G} Sorcery Search your library for any number of basic land cards. Reveal those cards, then shuffle your library and put them on top of it. IN U Scrabbling Claws {1} Artifact {T}: Target player exiles a card from his or her graveyard. {1}, Sacrifice Scrabbling Claws: Exile target card from a graveyard. Draw a card. MRD U Scragnoth {4}{G} Creature - Beast 3/4 Scragnoth can't be countered. Protection from blue TE U, TSB S Scrambleverse {6}{R}{R} Sorcery For each nonland permanent, choose a player at random. Then each player gains control of each permanent for which he or she was chosen. Untap those permanents. M12 R Scrap {2}{R} Instant Destroy target artifact. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Scrap Mastery {3}{R}{R} Sorcery Each player exiles all artifact cards from his or her graveyard, then sacrifices all artifacts he or she controls, then puts all cards he or she exiled this way onto the battlefield. C14 R Scrapbasket {4} Artifact Creature - Scarecrow 3/2 {1}: Scrapbasket becomes all colors until end of turn. SHM C Scrapdiver Serpent {5}{U}{U} Creature - Serpent 5/5 Scrapdiver Serpent can't be blocked as long as defending player controls an artifact. SOM C Scrapheap {3} Artifact Whenever an artifact or enchantment is put into your graveyard from the battlefield, you gain 1 life. GU R Scrapskin Drake {2}{U} Creature - Zombie Drake 2/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Scrapskin Drake can block only creatures with flying. AVR C, ORI C Scrapyard Mongrel {3}{R} Creature - Hound 3/3 As long as you control an artifact, Scrapyard Mongrel gets +2/+0 and has trample. (If it would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) M15 C Scrapyard Salvo {1}{R}{R} Sorcery Scrapyard Salvo deals damage to target player equal to the number of artifact cards in your graveyard. NPH C Screaming Fury {2}{R} Sorcery Target creature gets +5/+0 and gains haste until end of turn. 5DN C Screaming Seahawk {4}{U} Creature - Bird 2/2 Flying When Screaming Seahawk enters the battlefield, you may search your library for a card named Screaming Seahawk, reveal it, and put it into your hand. If you do, shuffle your library. ONS C, CNS C Screamreach Brawler {2}{R} Creature - Orc Berserker 2/3 Dash {1}{R} (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.) DTK C Screams from Within {1}{B}{B} Enchantment - Aura Enchant creature Enchanted creature gets -1/-1. When enchanted creature dies, return Screams from Within from your graveyard to the battlefield. DST U Screams of the Damned {3}{B}{B} Enchantment {1}{B}, Exile a card from your graveyard: Screams of the Damned deals 1 damage to each creature and each player. OD U Screeching Bat {2}{B} Creature - Bat 2/2 Flying At the beginning of your upkeep, you may pay {2}{B}{B}. If you do, transform Screeching Bat. ---- Stalking Vampire (Black) Creature - Vampire 5/5 At the beginning of your upkeep, you may pay {2}{B}{B}. If you do, transform Stalking Vampire. ISD U Screeching Buzzard {3}{B} Creature - Bird 2/2 Flying When Screeching Buzzard dies, each opponent discards a card. ONS C Screeching Drake {3}{U} Creature - Drake 2/2 Flying When Screeching Drake enters the battlefield, draw a card, then discard a card. P2 C, ME2 C Screeching Griffin {3}{W} Creature - Griffin 2/2 Flying {R}: Target creature can't block Screeching Griffin this turn. RAV C Screeching Harpy {2}{B}{B} Creature - Harpy Beast 2/2 Flying {1}{B}: Regenerate Screeching Harpy. TE U, TPR U Screeching Silcaw {1}{U} Creature - Bird 1/2 Flying Metalcraft - Whenever Screeching Silcaw deals combat damage to a player, if you control three or more artifacts, that player puts the top four cards of his or her library into his or her graveyard. SOM C Screeching Skaab {1}{U} Creature - Zombie 2/1 When Screeching Skaab enters the battlefield, put the top two cards of your library into your graveyard. DKA C, ORI C Screeching Sliver {U} Creature - Sliver 1/1 All Slivers have "{T}: Target player puts the top card of his or her library into his or her graveyard." TSP C Scrib Nibblers {2}{B} Creature - Rat 1/1 {T}: Exile the top card of target player's library. If it's a land card, you gain 1 life. Landfall - Whenever a land enters the battlefield under your control, you may untap Scrib Nibblers. WWK U Scrivener {4}{U} Creature - Human Wizard 2/2 When Scrivener enters the battlefield, you may return target instant card from your graveyard to your hand. EX U, OD C, VMA C, TPR C Scroll Rack {2} Artifact {1}, {T}: Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order. TE R, CM1 R Scroll Thief {2}{U} Creature - Merfolk Rogue 1/3 Whenever Scroll Thief deals combat damage to a player, draw a card. M11 C, DDI C, M13 C, M14 C Scroll of Avacyn {1} Artifact {1}, Sacrifice Scroll of Avacyn: Draw a card. If you control an Angel, you gain 5 life. AVR C Scroll of Griselbrand {1} Artifact {1}, Sacrifice Scroll of Griselbrand: Target opponent discards a card. If you control a Demon, that player loses 3 life. AVR C Scroll of Origins {2} Artifact {2}, {T}: Draw a card if you have seven or more cards in hand. SOK R Scroll of the Masters {2} Artifact Whenever you cast a noncreature spell, put a lore counter on Scroll of the Masters. {3}, {T}: Target creature you control gets +1/+1 until end of turn for each lore counter on Scroll of the Masters. FRF R Scrounge {2}{B} Sorcery Target opponent chooses an artifact card in his or her graveyard. Put that card onto the battlefield under your control. DST U Scrubland Land - Plains Swamp ({T}: Add {W} or {B} to your mana pool.) 1E R, 2E R, 2U R, 3E R, ME3 R, ME4 R, VMA R Scryb Ranger {1}{G} Creature - Faerie 1/1 Flash (You may cast this spell any time you could cast an instant.) Flying, protection from blue Return a Forest you control to its owner's hand: Untap target creature. Activate this ability only once each turn. TSP U Scryb Sprites {G} Creature - Faerie 1/1 Flying 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, BR C, MED C, ME3 C Scrying Glass {2} Artifact {3}, {T}: Choose a number greater than 0 and a color. Target opponent reveals his or her hand. If that opponent reveals exactly the chosen number of cards of the chosen color, you draw a card. CG R Scrying Sheets Snow Land {T}: Add {1} to your mana pool. {1}{S}, {T}: Look at the top card of your library. If that card is snow, you may reveal it and put it into your hand. ({S} can be paid with one mana from a snow permanent.) CSP R Sculpting Steel {3} Artifact You may have Sculpting Steel enter the battlefield as a copy of any artifact on the battlefield. MRD R, 10E R Scute Mob {G} Creature - Insect 1/1 At the beginning of your upkeep, if you control five or more lands, put four +1/+1 counters on Scute Mob. R, ZEN R, MM2 R Scuttlemutt {3} Artifact Creature - Scarecrow 2/2 {T}: Add one mana of any color to your mana pool. {T}: Target creature becomes the color or colors of your choice until end of turn. SHM C Scuttling Death {4}{B} Creature - Spirit 4/2 Sacrifice Scuttling Death: Target creature gets -1/-1 until end of turn. Soulshift 4 (When this creature dies, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) CHK C, MM2 C Scuttling Doom Engine {6} Artifact Creature - Construct 6/6 Scuttling Doom Engine can't be blocked by creatures with power 2 or less. When Scuttling Doom Engine dies, it deals 6 damage to target opponent. M15 R Scuzzback Marauders {4}{R/G} Creature - Goblin Warrior 5/2 Trample Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM C Scuzzback Scrapper {R/G} Creature - Goblin Warrior 1/1 Wither (This deals damage to creatures in the form of -1/-1 counters.) SHM C Scythe Leopard {G} Creature - Cat 1/1 Landfall - Whenever a land enters the battlefield under your control, Scythe Leopard gets +1/+1 until end of turn. U Scythe Specter {4}{B}{B} Creature - Specter 4/4 Flying Whenever Scythe Specter deals combat damage to a player, each opponent discards a card. Each player who discarded a card with the highest converted mana cost among cards discarded this way loses life equal to that converted mana cost. CMD R Scythe Tiger {G} Creature - Cat 3/2 Shroud (This creature can't be the target of spells or abilities.) When Scythe Tiger enters the battlefield, sacrifice it unless you sacrifice a land. ZEN C Scythe of the Wretched {2} Artifact - Equipment Equipped creature gets +2/+2. Whenever a creature dealt damage by equipped creature this turn dies, return that card to the battlefield under your control. Attach Scythe of the Wretched to that creature. Equip {4} MRD R Sea Drake {2}{U} Creature - Drake 4/3 Flying When Sea Drake enters the battlefield, return two target lands you control to their owner's hand. P2 U, ME2 R, VMA R Sea Eagle {1}{U} Creature - Bird 1/1 Flying P3 C, P4 C, 8ED C Sea Gate Loremaster {4}{U} Creature - Merfolk Wizard Ally 1/3 {T}: Draw a card for each Ally you control. ZEN R Sea Gate Oracle {2}{U} Creature - Human Wizard 1/3 When Sea Gate Oracle enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library. ROE C, DDM C, C14 C Sea God's Revenge {5}{U} Sorcery Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) THS U Sea Kings' Blessing {U} Instant Any number of target creatures become blue until end of turn. LE U Sea Monster {4}{U}{U} Creature - Serpent 6/6 Sea Monster can't attack unless defending player controls an Island. TE C, 6E C, 7E C, 8ED C, 9ED C, 10E C, TPR C Sea Scryer {1}{U} Creature - Merfolk Wizard 1/1 {T}: Add {1} to your mana pool. {1}, {T}: Add {U} to your mana pool. MI C Sea Serpent {5}{U} Creature - Serpent 5/5 Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, ME4 C Sea Snidd {4}{U} Creature - Beast 3/3 {T}: Target land becomes the basic land type of your choice until end of turn. PS C Sea Spirit {4}{U} Creature - Elemental Spirit 2/3 {U}: Sea Spirit gets +1/+0 until end of turn. IA U, 5E U, ME2 U Sea Sprite {1}{U} Creature - Faerie 1/1 Flying, protection from red HM U, 5E U, MED C Sea Troll {2}{U} Creature - Troll 2/1 {U}: Regenerate Sea Troll. Activate this ability only if Sea Troll blocked or was blocked by a blue creature this turn. HM U Sea of Sand Plane - Rabiah Players reveal each card they draw. Whenever a player draws a land card, that player gains 3 life. Whenever a player draws a nonland card, that player loses 3 life. Whenever you roll CHAOS, put target permanent on top of its owner's library. HOP C Sea's Claim {U} Enchantment - Aura Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.) Enchanted land is an Island. ONS C, 9ED C Seachrome Coast Land Seachrome Coast enters the battlefield tapped unless you control two or fewer other lands. {T}: Add {W} or {U} to your mana pool. SOM R Seacoast Drake {1}{U} Creature - Drake 1/3 Flying M14 C Seafarer's Quay Land Blue legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) LE U Seafloor Debris Land Seafloor Debris enters the battlefield tapped. {T}: Add {U} to your mana pool. {T}, Sacrifice Seafloor Debris: Add one mana of any color to your mana pool. OD C Seahunter {2}{U}{U} Creature - Human Mercenary 2/2 {3}, {T}: Search your library for a Merfolk permanent card and put it onto the battlefield. Then shuffle your library. NE R Seal of Cleansing {1}{W} Enchantment Sacrifice Seal of Cleansing: Destroy target artifact or enchantment. NE C, VMA C Seal of Doom {2}{B} Enchantment Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated. NE C, DIS C Seal of Fire {R} Enchantment Sacrifice Seal of Fire: Seal of Fire deals 2 damage to target creature or player. NE C, DIS C, DD2 C, DD3_JVC C Seal of Primordium {1}{G} Enchantment Sacrifice Seal of Primordium: Destroy target artifact or enchantment. PLC C Seal of Removal {U} Enchantment Sacrifice Seal of Removal: Return target creature to its owner's hand. NE C Seal of Strength {G} Enchantment Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn. NE C Sealed Fate {X}{U}{B} Sorcery Look at the top X cards of target opponent's library. Exile one of those cards and put the rest back on top of that player's library in any order. MI U Sealock Monster {3}{U}{U} Creature - Octopus 5/5 Sealock Monster can't attack unless defending player controls an Island. {5}{U}{U}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Sealock Monster becomes monstrous, target land becomes an Island in addition to its other types. THS U, DDO U Seance {2}{W}{W} Enchantment At the beginning of each upkeep, you may exile target creature card from your graveyard. If you do, put a token onto the battlefield that's a copy of that card except it's a Spirit in addition to its other types. Exile it at the beginning of the next end step. DKA R Search Warrant {W}{U} Sorcery Target player reveals his or her hand. You gain life equal to the number of cards in that player's hand. RTR C Search for Survivors {2}{R} Sorcery Reorder your graveyard at random. An opponent chooses a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, exile it. PR R Search for Tomorrow {2}{G} Sorcery Search your library for a basic land card and put it onto the battlefield. Then shuffle your library. Suspend 2- {G} (Rather than cast this card from your hand, you may pay {G} and exile it with two 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.) TSP C, HOP C, MMA C Search the City {4}{U} Enchantment When Search the City enters the battlefield, exile the top five cards of your library. Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with Search the City, sacrifice it. If you do, take an extra turn after this one. RTR R Searchlight Geist {2}{B} Creature - Spirit 2/1 Flying {3}{B}: Searchlight Geist gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) AVR C Searing Blaze {R}{R} Instant Searing Blaze deals 1 damage to target player and 1 damage to target creature that player controls. Landfall - If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player and 3 damage to that creature instead. WWK C, DDI C Searing Blood {R}{R} Instant Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to the creature's controller. BNG U Searing Flesh {6}{R} Sorcery Searing Flesh deals 7 damage to target opponent. ONS U Searing Meditation {1}{R}{W} Enchantment Whenever you gain life, you may pay {2}. If you do, Searing Meditation deals 2 damage to target creature or player. RAV R, DDH R Searing Rays {2}{R} Sorcery Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls. IN U Searing Spear {1}{R} Instant Searing Spear deals 3 damage to target creature or player. M13 C Searing Spear Askari {2}{R} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{R}: Searing Spear Askari gains menace until end of turn. (It can't be blocked except by two or more creatures.) MI C Searing Touch {R} Instant Buyback {4} (You may pay an additional {4} as you cast this spell. If you do, put this card into your hand as it resolves.) Searing Touch deals 1 damage to target creature or player. TE U, TPR U Searing Wind {8}{R} Instant Searing Wind deals 10 damage to target creature or player. PR R, 8ED R Seascape Aerialist {4}{U} Creature - Merfolk Wizard Ally 2/3 Whenever Seascape Aerialist or another Ally enters the battlefield under your control, you may have Ally creatures you control gain flying until end of turn. ZEN U Seashell Cameo {3} Artifact {T}: Add {W} or {U} to your mana pool. IN U Seaside Citadel Land Seaside Citadel enters the battlefield tapped. {T}: Add {G}, {W}, or {U} to your mana pool. ALA U, C13 U Seaside Haven Land {T}: Add {1} to your mana pool. {W}{U}, {T}, Sacrifice a Bird: Draw a card. ONS U Seasinger {1}{U}{U} Creature - Merfolk 0/1 When you control no Islands, sacrifice Seasinger. You may choose not to untap Seasinger during your untap step. {T}: Gain control of target creature whose controller controls an Island for as long as you control Seasinger and Seasinger remains tapped. FE U, 5E U, MED U Season of the Witch {B}{B}{B} Enchantment At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life. At the beginning of the end step, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack. DK R Seasoned Marshal {2}{W}{W} Creature - Human Soldier 2/2 Whenever Seasoned Marshal attacks, you may tap target creature. PO U, UZ U, BR U, 7E U, 8ED U, 9ED U, DDF U Seasoned Tactician {2}{W} Creature - Human Advisor 1/3 {3}, Exile the top four cards of your library: The next time a source of your choice would deal damage to you this turn, prevent that damage. AL U Seat of the Synod Artifact Land (Seat of the Synod isn't a spell.) {T}: Add {U} to your mana pool. MRD C, HOP C, DDF C Secluded Glen Land As Secluded Glen enters the battlefield, you may reveal a Faerie card from your hand. If you don't, Secluded Glen enters the battlefield tapped. {T}: Add {U} or {B} to your mana pool. LRW R Secluded Steppe Land Secluded Steppe enters the battlefield tapped. {T}: Add {W} to your mana pool. Cycling {W} ({W}, Discard this card: Draw a card.) ONS C, DDC C, ARC C, CMD C, C13 C, VMA C, C14 C, DD3_DVD C, DDO C Second Chance {2}{U} Enchantment At the beginning of your upkeep, if you have 5 or less life, sacrifice Second Chance and take an extra turn after this one. GU R Second Guess {1}{U} Instant Counter target spell that's the second spell cast this turn. AVR U Second Sight {2}{U} Instant Choose one - • Look at the top five cards of target opponent's library, then put them back in any order. • Look at the top five cards of your library, then put them back in any order. Entwine {U} (Choose both if you pay the entwine cost.) DST U Second Sunrise {1}{W}{W} Instant Each player returns to the battlefield all artifact, creature, enchantment, and land cards in his or her graveyard that were put there from the battlefield this turn. MRD R Second Thoughts {4}{W} Instant Exile target attacking creature. Draw a card. OD C Second Wind {2}{U} Enchantment - Aura Enchant creature {T}: Tap enchanted creature. {T}: Untap enchanted creature. FUT U Secret Plans {G}{U} Enchantment Face-down creatures you control get +0/+1. Whenever a permanent you control is turned face up, draw a card. KTK U Secret Summoning Conspiracy Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.) Whenever a creature with the chosen name enters the battlefield under your control, you may search your library for any number of cards with that name, reveal them, put them into your hand, then shuffle your library. CNS U Secretkeeper {3}{U} Creature - Spirit 2/2 As long as you have more cards in hand than each opponent, Secretkeeper gets +2/+2 and has flying. SOK U Secrets of Paradise Conspiracy Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.) Creatures you control with the chosen name have "{T}: Add one mana of any color to your mana pool." CNS C Secrets of the Dead {2}{U} Enchantment Whenever you cast a spell from your graveyard, draw a card. DKA U Secure the Wastes {X}{W} Instant Put X 1/1 white Warrior creature tokens onto the battlefield. DTK R Security Blockade {2}{W} Enchantment - Aura Enchant land When Security Blockade enters the battlefield, put a 2/2 white Knight creature token with vigilance onto the battlefield. Enchanted land has "{T}: Prevent the next 1 damage that would be dealt to you this turn." RTR U Security Detail {3}{W} Enchantment {W}{W}: Put a 1/1 white Soldier creature token onto the battlefield. Activate this ability only if you control no creatures and only once each turn. MM R Sedge Scorpion {G} Creature - Scorpion 1/1 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) THS C Sedge Sliver {2}{R} Creature - Sliver 2/2 All Sliver creatures have "This creature gets +1/+1 as long as you control a Swamp." All Slivers have "{B}: Regenerate this permanent." TSP R Sedge Troll {2}{R} Creature - Troll 2/2 Sedge Troll gets +1/+1 as long as you control a Swamp. {B}: Regenerate Sedge Troll. 1E R, 2E R, 2U R, 3E R, ME4 R Sedraxis Alchemist {2}{B} Creature - Zombie Wizard 2/2 When Sedraxis Alchemist enters the battlefield, if you control a blue permanent, return target nonland permanent to its owner's hand. CON C Sedraxis Specter {U}{B}{R} Creature - Specter 3/2 Flying Whenever Sedraxis Specter deals combat damage to a player, that player discards a card. Unearth {1}{B} ({1}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA R Sedris, the Traitor King {3}{U}{B}{R} Legendary Creature - Zombie Warrior 5/5 Each creature card in your graveyard has unearth {2}{B}. ({2}{B}: Return the card to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA M See Beyond {1}{U} Sorcery Draw two cards, then shuffle a card from your hand into your library. ROE C, PC2 C See the Unwritten {4}{G}{G} Sorcery Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard. Ferocious - If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one. KTK M Seed Spark {3}{W} Instant Destroy target artifact or enchantment. If {G} was spent to cast Seed Spark, put two 1/1 green Saproling creature tokens onto the battlefield. RAV U Seed the Land {2}{G}{G} Enchantment Whenever a land enters the battlefield, its controller puts a 1/1 green Snake creature token onto the battlefield. SOK R Seedborn Muse {3}{G}{G} Creature - Spirit 2/4 Untap all permanents you control during each other player's untap step. LGN R, 9ED R, 10E R Seedcradle Witch {G/W} Creature - Elf Shaman 1/1 {2}{G}{W}: Target creature gets +3/+3 until end of turn. Untap that creature. SHM U Seedguide Ash {4}{G} Creature - Treefolk Druid 4/4 When Seedguide Ash dies, you may search your library for up to three Forest cards and put them onto the battlefield tapped. If you do, shuffle your library. LRW U Seedling Charm {G} Instant Choose one - • Return target Aura attached to a creature to its owner's hand. • Regenerate target green creature. • Target creature gains trample until end of turn. MI C Seeds of Innocence {1}{G}{G} Sorcery Destroy all artifacts. They can't be regenerated. The controller of each of those artifacts gains life equal to its converted mana cost. MI R Seeds of Strength {G}{W} Instant Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn. RAV C Seedtime {1}{G} Instant Cast Seedtime only during your turn. Take an extra turn after this one if an opponent cast a blue spell this turn. JUD R Seek the Horizon {3}{G} Sorcery Search your library for up to three basic land cards, reveal them, and put them into your hand. Then shuffle your library. SOK U, RTR U, KTK U Seek the Wilds {1}{G} Sorcery Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order. C Seeker {2}{W}{W} Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by artifact creatures and/or white creatures. LE U, 4E C Seeker of Skybreak {1}{G} Creature - Elf 2/1 {T}: Untap target creature. TE C, BR C, 7E C Seeker of the Way {1}{W} Creature - Human Warrior 2/2 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, Seeker of the Way gains lifelink until end of turn. KTK U Seer's Sundial {4} Artifact Landfall - Whenever a land enters the battlefield under your control, you may pay {2}. If you do, draw a card. R, WWK R, C13 R, C14 R Seer's Vision {2}{U}{B} Enchantment Your opponents play with their hands revealed. Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Activate this ability only any time you could cast a sorcery. IN U Seething Anger {R} Sorcery Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Target creature gets +3/+0 until end of turn. ST C, TPR C Seething Pathblazer {2}{R} Creature - Elemental Warrior 2/2 Sacrifice an Elemental: Seething Pathblazer gets +2/+0 and gains first strike until end of turn. MOR C Seething Song {2}{R} Instant Add {R}{R}{R}{R}{R} to your mana pool. MRD C, 9ED C, ARC C, DDG C Segmented Krotiq {5}{G} Creature - Insect 6/5 Megamorph {6}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK C Segmented Wurm {3}{R}{G} Creature - Wurm 5/5 Whenever Segmented Wurm becomes the target of a spell or ability, put a -1/-1 counter on it. TE U, BD U Segovian Leviathan {4}{U} Creature - Leviathan 3/3 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) LE U, 4E U, 5E U, 6E U Seht's Tiger {2}{W}{W} Creature - Cat 3/3 Flash (You may cast this spell any time you could cast an instant.) When Seht's Tiger enters the battlefield, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.) FUT R Seismic Assault {R}{R}{R} Enchantment Discard a land card: Seismic Assault deals 2 damage to target creature or player. EX R, 7E R, 8ED R, 10E R Seismic Elemental {3}{R}{R} Creature - Elemental 4/4 When Seismic Elemental enters the battlefield, creatures without flying can't block this turn. ORI U Seismic Mage {3}{R} Creature - Human Spellshaper 1/1 {2}{R}, {T}, Discard a card: Destroy target land. MM R Seismic Rupture {2}{R} Sorcery Seismic Rupture deals 2 damage to each creature without flying. DTK U Seismic Shudder {1}{R} Instant Seismic Shudder deals 1 damage to each creature without flying. ZEN C Seismic Spike {2}{R}{R} Sorcery Destroy target land. Add {R}{R} to your mana pool. RAV C Seismic Stomp {1}{R} Sorcery Creatures without flying can't block this turn. M14 C Seismic Strike {2}{R} Instant Seismic Strike deals damage to target creature equal to the number of Mountains you control. M10 C, DDG C, DDI C, M15 C Seizan, Perverter of Truth {3}{B}{B} Legendary Creature - Demon Spirit 6/5 At the beginning of each player's upkeep, that player loses 2 life and draws two cards. CHK R Seize the Day {3}{R} Sorcery Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD R Seize the Initiative {W} Instant Target creature gets +1/+1 and gains first strike until end of turn. SOM C Seize the Soul {2}{B}{B} Instant Destroy target nonwhite, nonblack creature. Put a 1/1 white Spirit creature token with flying onto the battlefield. Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.) When the creature Seize the Soul haunts dies, destroy target nonwhite, nonblack creature. Put a 1/1 white Spirit creature token with flying onto the battlefield. GPT R Seizures {1}{B} Enchantment - Aura Enchant creature Whenever enchanted creature becomes tapped, Seizures deals 3 damage to that creature's controller unless that player pays {3}. IA C Sejiri Merfolk {1}{U} Creature - Merfolk Soldier 2/1 As long as you control a Plains, Sejiri Merfolk has first strike and lifelink. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.) WWK U Sejiri Refuge Land Sejiri Refuge enters the battlefield tapped. When Sejiri Refuge enters the battlefield, you gain 1 life. {T}: Add {W} or {U} to your mana pool. ZEN U, DDI U, C13 U Sejiri Steppe Land Sejiri Steppe enters the battlefield tapped. When Sejiri Steppe enters the battlefield, target creature you control gains protection from the color of your choice until end of turn. {T}: Add {W} to your mana pool. WWK C, DDG C Sek'Kuar, Deathkeeper {2}{B}{R}{G} Legendary Creature - Orc Shaman 4/3 Whenever another nontoken creature you control dies, put a 3/1 black and red Graveborn creature token with haste onto the battlefield. CSP R, C13 R Sekki, Seasons' Guide {5}{G}{G}{G} Legendary Creature - Spirit 0/0 Sekki, Seasons' Guide enters the battlefield with eight +1/+1 counters on it. If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and put that many 1/1 colorless Spirit creature tokens onto the battlefield. Sacrifice eight Spirits: Return Sekki from your graveyard to the battlefield. SOK R Selective Memory {3}{U} Sorcery Search your library for any number of nonland cards and exile them. Then shuffle your library. WWK R Selenia Vanguard Hand +1, life +7 Creatures you control have vigilance. VAN S Selenia, Dark Angel {3}{W}{B} Legendary Creature - Angel 3/3 Flying Pay 2 life: Return Selenia, Dark Angel to its owner's hand. TE R, TPR R Selesnya Charm {G}{W} Instant Choose one - • Target creature gets +2/+2 and gains trample until end of turn. • Exile target creature with power 5 or greater. • Put a 2/2 white Knight creature token with vigilance onto the battlefield. RTR U, C13 U Selesnya Cluestone {3} Artifact {T}: Add {G} or {W} to your mana pool. {G}{W}, {T}, Sacrifice Selesnya Cluestone: Draw a card. DGM C Selesnya Evangel {G}{W} Creature - Elf Shaman 1/2 {1}, {T}, Tap an untapped creature you control: Put a 1/1 green Saproling creature token onto the battlefield. RAV C, CMD C Selesnya Guildgate Land - Gate Selesnya Guildgate enters the battlefield tapped. {T}: Add {G} or {W} to your mana pool. RTR C, DGM C, C13 C Selesnya Guildmage {G/W}{G/W} Creature - Elf Wizard 2/2 {3}{G}: Put a 1/1 green Saproling creature token onto the battlefield. {3}{W}: Creatures you control get +1/+1 until end of turn. RAV U, ARC U, CMD U, C13 U, MM2 U Selesnya Keyrune {3} Artifact {T}: Add {G} or {W} to your mana pool. {G}{W}: Selesnya Keyrune becomes a 3/3 green and white Wolf artifact creature until end of turn. RTR U Selesnya Loft Gardens Plane - Ravnica If an effect would put one or more tokens onto the battlefield, it puts twice that many of those tokens onto the battlefield instead. If an effect would place one or more counters on a permanent, it places twice that many of those counters on that permanent instead. Whenever you roll CHAOS, until end of turn, whenever you tap a land for mana, add one mana to your mana pool of any type that land produced. PC2 C Selesnya Sagittars {3}{G}{W} Creature - Elf Archer 2/5 Reach (This creature can block creatures with flying.) Selesnya Sagittars can block an additional creature. RAV U Selesnya Sanctuary Land Selesnya Sanctuary enters the battlefield tapped. When Selesnya Sanctuary enters the battlefield, return a land you control to its owner's hand. {T}: Add {G}{W} to your mana pool. RAV C, DDG C, CMD C, PC2 C, C13 C, MM2 U Selesnya Sentry {2}{W} Creature - Elephant Soldier 3/2 {5}{G}: Regenerate Selesnya Sentry. RTR C Selesnya Signet {2} Artifact {1}, {T}: Add {G}{W} to your mana pool. RAV C, CMD C, C13 C Self-Inflicted Wound {1}{B} Sorcery Target opponent sacrifices a green or white creature. If that player does, he or she loses 2 life. DTK U Selfless Cathar {W} Creature - Human Cleric 1/1 {1}{W}, Sacrifice Selfless Cathar: Creatures you control get +1/+1 until end of turn. ISD C, M15 C Selfless Exorcist {3}{W}{W} Creature - Human Cleric 3/4 {T}: Exile target creature card from a graveyard. That card deals damage equal to its power to Selfless Exorcist. JUD R Selhoff Occultist {2}{U} Creature - Human Rogue 2/3 Whenever Selhoff Occultist or another creature dies, target player puts the top card of his or her library into his or her graveyard. ISD C Selkie Hedge-Mage {2}{G/U} Creature - Merfolk Wizard 2/2 When Selkie Hedge-Mage enters the battlefield, if you control two or more Forests, you may gain 3 life. When Selkie Hedge-Mage enters the battlefield, if you control two or more Islands, you may return target tapped creature to its owner's hand. EVE U Sell-Sword Brute {1}{R} Creature - Human Mercenary 2/2 When Sell-Sword Brute dies, it deals 2 damage to you. RAV C Seller of Songbirds {2}{W} Creature - Human 1/2 When Seller of Songbirds enters the battlefield, put a 1/1 white Bird creature token with flying onto the battlefield. RTR C Selvala's Charge {4}{G} Sorcery Parley - Each player reveals the top card of his or her library. For each nonland card revealed this way, you put a 3/3 green Elephant creature token onto the battlefield. Then each player draws a card. CNS U Selvala's Enforcer {3}{G} Creature - Elf Warrior 2/2 Parley - When Selvala's Enforcer enters the battlefield, each player reveals the top card of his or her library. For each nonland card revealed this way, put a +1/+1 counter on Selvala's Enforcer. Then each player draws a card. CNS C Selvala, Explorer Returned {1}{G}{W} Legendary Creature - Elf Scout 2/4 Parley - {T}: Each player reveals the top card of his or her library. For each nonland card revealed this way, add {G} to your mana pool and you gain 1 life. Then each player draws a card. CNS R, VMA R Semblance Anvil {3} Artifact Imprint - When Semblance Anvil enters the battlefield, you may exile a nonland card from your hand. Spells you cast that share a card type with the exiled card cost {2} less to cast. SOM R Sen Triplets {2}{W}{U}{B} Legendary Artifact Creature - Human Wizard 3/3 At the beginning of your upkeep, choose target opponent. This turn, that player can't cast spells or activate abilities and plays with his or her hand revealed. You may play cards from that player's hand this turn. ARB M Send to Sleep {1}{U} Instant Tap up to two target creatures. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, those creatures don't untap during their controllers' next untap steps. ORI C Sengir Autocrat {3}{B} Creature - Human 2/2 When Sengir Autocrat enters the battlefield, put three 0/1 black Serf creature tokens onto the battlefield. When Sengir Autocrat leaves the battlefield, exile all Serf tokens. HM U, 5E R, 6E R, TSB S Sengir Bats {1}{B}{B} Creature - Bat 1/2 Flying Whenever a creature dealt damage by Sengir Bats this turn dies, put a +1/+1 counter on Sengir Bats. HM C (x2) Sengir Nosferatu {3}{B}{B} Creature - Vampire 4/4 Flying {1}{B}, Exile Sengir Nosferatu: Put a 1/2 black Bat creature token with flying onto the battlefield. It has "{1}{B}, Sacrifice this creature: Return an exiled card named Sengir Nosferatu to the battlefield under its owner's control." TSP R Sengir Vampire {3}{B}{B} Creature - Vampire 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire. 1E U, 2E U, 2U U, 3E U, 4E U, BR U, BD U, TOR R, 9ED R, 10E R, ME4 U, M12 U, DDK U, M14 U, M15 U, ORI U Sensation Gorger {1}{R}{R} Creature - Goblin Shaman 2/2 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Sensation Gorger, you may reveal it. If you do, each player discards his or her hand, then draws four cards. MOR R Sensei Golden-Tail {1}{W} Legendary Creature - Fox Samurai 2/1 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) {1}{W}, {T}: Put a training counter on target creature. That creature gains bushido 1 and becomes a Samurai in addition to its other creature types. Activate this ability only any time you could cast a sorcery. CHK R Sensei's Divining Top {1} Artifact {1}: Look at the top three cards of your library, then put them back in any order. {T}: Draw a card, then put Sensei's Divining Top on top of its owner's library. CHK U, V09 M Sensor Splicer {4}{W} Creature - Artificer 1/1 When Sensor Splicer enters the battlefield, put a 3/3 colorless Golem artifact creature token onto the battlefield. Golem creatures you control have vigilance. NPH C Sensory Deprivation {U} Enchantment - Aura Enchant creature Enchanted creature gets -3/-0. ISD C, M14 C Sentinel {4} Artifact Creature - Shapeshifter 1/1 {0}: Change Sentinel's base toughness to 1 plus the power of target creature blocking or blocked by Sentinel. (This effect lasts indefinitely.) LE R, CH R Sentinel Dispatch Conspiracy (Start the game with this conspiracy face up in the command zone.) At the beginning of the first upkeep, put a 1/1 colorless Construct artifact creature token with defender onto the battlefield. CNS C Sentinel Sliver {1}{W} Creature - Sliver 2/2 Sliver creatures you control have vigilance. (Attacking doesn't cause them to tap.) M14 C Sentinel Spider {3}{G}{G} Creature - Spider 4/4 Vigilance (Attacking doesn't cause this creature to tap.) Reach (This creature can block creatures with flying.) M13 C Sentinel of the Eternal Watch {5}{W} Creature - Giant Soldier 4/6 Vigilance (Attacking doesn't cause this creature to tap.) At the beginning of combat on each opponent's turn, tap target creature that player controls. ORI U Sentinels of Glen Elendra {3}{U} Creature - Faerie Soldier 2/3 Flash Flying LRW C Sentry Oak {4}{W} Creature - Treefolk Warrior 3/5 Defender At the beginning of combat on your turn, you may clash with an opponent. If you win, Sentry Oak gets +2/+0 and loses defender until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW U Sentry of the Underworld {3}{W}{B} Creature - Griffin Skeleton 3/3 Flying, vigilance {W}{B}, Pay 3 life: Regenerate Sentry of the Underworld. THS U Separatist Voidmage {3}{U} Creature - Human Wizard 2/2 When Separatist Voidmage enters the battlefield, you may return target creature to its owner's hand. ORI C Septic Rats {1}{B}{B} Creature - Rat 2/2 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever Septic Rats attacks, if defending player is poisoned, it gets +1/+1 until end of turn. MBS U Sepulchral Primordial {5}{B}{B} Creature - Avatar 5/4 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When Sepulchral Primordial enters the battlefield, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control. GTC R Seraph {6}{W} Creature - Angel 4/4 Flying Whenever a creature dealt damage by Seraph this turn dies, put that card onto the battlefield under your control at the beginning of the next end step. Sacrifice the creature when you lose control of Seraph. IA R, 5E R, MED R Seraph Sanctuary Land When Seraph Sanctuary enters the battlefield, you gain 1 life. Whenever an Angel enters the battlefield under your control, you gain 1 life. {T}: Add {1} to your mana pool. AVR C Seraph of Dawn {2}{W}{W} Creature - Angel 2/4 Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) AVR C Seraph of the Masses {5}{W}{W} Creature - Angel */* Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Flying Seraph of the Masses's power and toughness are each equal to the number of creatures you control. M15 U Seraph of the Sword {3}{W} Creature - Angel 3/3 Flying Prevent all combat damage that would be dealt to Seraph of the Sword. M14 R Serendib Djinn {2}{U}{U} Creature - Djinn 5/6 Flying At the beginning of your upkeep, sacrifice a land. If you sacrifice an Island this way, Serendib Djinn deals 3 damage to you. When you control no lands, sacrifice Serendib Djinn. AN R, ME4 R Serendib Efreet {2}{U} Creature - Efreet 3/4 Flying At the beginning of your upkeep, Serendib Efreet deals 1 damage to you. AN R, 3E R, MED R, V09 M, VMA U Serendib Sorcerer {1}{U}{U} Creature - Human Wizard 1/1 {T}: Target creature other than Serendib Sorcerer has base power and toughness 0/2 until end of turn. PLC R Serene Heart {1}{G} Instant Destroy all Auras. MI C Serene Master {1}{W} Creature - Human Monk 0/2 Whenever Serene Master blocks, exchange its power and the power of target creature it's blocking until end of combat. C13 R Serene Offering {1}{W} Instant Destroy target enchantment. You gain life equal to its converted mana cost. TE U Serene Remembrance {G} Sorcery Shuffle Serene Remembrance and up to three target cards from a single graveyard into their owners' libraries. GTC U Serene Steward {1}{W} Creature - Human Cleric Ally 2/2 Whenever you gain life, you may pay {W}. If you do, put a +1/+1 counter on target creature. U Serene Sunset {X}{G} Instant Prevent all combat damage X target creatures would deal this turn. JUD U Serenity {1}{W} Enchantment At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated. WL R, 6E R Serpent Assassin {3}{B}{B} Creature - Snake Assassin 2/2 When Serpent Assassin enters the battlefield, you may destroy target nonblack creature. PO R Serpent Generator {6} Artifact {4}, {T}: Put a 1/1 colorless Snake artifact creature token onto the battlefield. It has "Whenever this creature deals damage to a player, that player gets a poison counter." (A player with ten or more poison counters loses the game.) LE R, CH R, 5E R, MED R Serpent Skin {2}{G} Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+1. {G}: Regenerate enchanted creature. CHK C Serpent Warrior {2}{B} Creature - Snake Warrior 3/3 When Serpent Warrior enters the battlefield, you lose 3 life. PO C, ST C, P3 C, 7E C, 8ED C, 9ED C, TPR C Serpent of the Endless Sea {4}{U} Creature - Serpent */* Serpent of the Endless Sea's power and toughness are each equal to the number of Islands you control. Serpent of the Endless Sea can't attack unless defending player controls an Island. M10 C Serpent's Gift {2}{G} Instant Target creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) M13 C Serpentine Basilisk {2}{G}{G} Creature - Basilisk 2/3 Whenever Serpentine Basilisk deals combat damage to a creature, destroy that creature at end of combat. Morph {1}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Serpentine Kavu {4}{G} Creature - Kavu 4/4 {R}: Serpentine Kavu gains haste until end of turn. IN C Serpentine Spike {5}{R}{R} Sorcery Devoid (This card has no color.) Serpentine Spike deals 2 damage to target creature, 3 damage to another target creature, and 4 damage to a third target creature. If a creature dealt damage this way would die this turn, exile it instead. R Serra Vanguard Hand +1, life +1 Creatures you control get +0/+2. VAN S Serra Advocate {3}{W} Creature - Angel 2/2 Flying {T}: Target attacking or blocking creature gets +2/+2 until end of turn. CG U, 7E U, DDC U, DD3_DVD U Serra Angel {3}{W}{W} Creature - Angel 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Vigilance (Attacking doesn't cause this creature to tap.) M, 1E U, 2E U, 2U U, 3E U, 4E U, 7E R, 8ED R, 9ED R, 10E R, DDC R, M10 U, M11 U, ME4 U, CMD U, M12 U, M13 U, M14 U, M15 U, DD3_DVD U, ORI U Serra Angel Avatar Vanguard Hand +0, life -1 Whenever you cast a spell, you gain 2 life. VAN S (x2) Serra Ascendant {W} Creature - Human Monk 1/1 Lifelink (Damage dealt by this creature also causes you to gain that much life.) As long as you have 30 or more life, Serra Ascendant gets +5/+5 and has flying. M11 R Serra Avatar {4}{W}{W}{W} Creature - Avatar */* Serra Avatar's power and toughness are each equal to your life total. When Serra Avatar is put into a graveyard from anywhere, shuffle it into its owner's library. UZ R, M13 M, C13 M, C14 M Serra Avenger {W}{W} Creature - Angel 3/3 You can't cast Serra Avenger during your first, second, or third turns of the game. Flying Vigilance (Attacking doesn't cause this creature to tap.) TSP R, M13 R Serra Aviary {3}{W} World Enchantment Creatures with flying get +1/+1. HM R, ME4 U Serra Bestiary {W}{W} Enchantment - Aura Enchant creature At the beginning of your upkeep, sacrifice Serra Bestiary unless you pay {W}{W}. Enchanted creature can't attack or block, and its activated abilities with {T} in their costs can't be activated. HM C, 5E U, ME4 C Serra Inquisitors {4}{W} Creature - Human Cleric 3/3 Whenever Serra Inquisitors blocks or becomes blocked by one or more black creatures, Serra Inquisitors gets +2/+0 until end of turn. HM U Serra Paladin {2}{W}{W} Creature - Human Knight 2/2 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. {1}{W}{W}, {T}: Target creature gains vigilance until end of turn. HM C, 5E U Serra Sphinx {3}{U}{U} Creature - Sphinx 4/4 Flying, vigilance PLC R Serra Zealot {W} Creature - Human Soldier 1/1 First strike UZ C Serra's Blessing {1}{W} Enchantment Creatures you control have vigilance. (Attacking doesn't cause them to tap.) WL U, 6E U, 9ED U Serra's Boon {2}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+2 as long as it's white. Otherwise, it gets -2/-1. PLC U, DDC U, DD3_DVD U Serra's Embrace {2}{W}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has flying and vigilance. UZ U, 7E U, 10E U, DDC U, DD3_DVD U Serra's Hymn {W} Enchantment At the beginning of your upkeep, you may put a verse counter on Serra's Hymn. Sacrifice Serra's Hymn: Prevent the next X damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose, where X is the number of verse counters on Serra's Hymn. UZ U Serra's Liturgy {2}{W}{W} Enchantment At the beginning of your upkeep, you may put a verse counter on Serra's Liturgy. {W}, Sacrifice Serra's Liturgy: Destroy up to X target artifacts and/or enchantments, where X is the number of verse counters on Serra's Liturgy. UZ R Serra's Sanctum Legendary Land {T}: Add {W} to your mana pool for each enchantment you control. UZ R Serrated Arrows {4} Artifact Serrated Arrows enters the battlefield with three arrowhead counters on it. At the beginning of your upkeep, if there are no arrowhead counters on Serrated Arrows, sacrifice it. {T}, Remove an arrowhead counter from Serrated Arrows: Put a -1/-1 counter on target creature. HM C, TSB S, DDD C, DD3_GVL C Serrated Biskelion {3} Artifact Creature - Construct 2/2 {T}: Put a -1/-1 counter on Serrated Biskelion and a -1/-1 counter on target creature. WL U, DDF U Serum Powder {3} Artifact {T}: Add {1} to your mana pool. Any time you could mulligan and Serum Powder is in your hand, you may exile all the cards from your hand, then draw that many cards. (You can do this in addition to taking mulligans.) DST R Serum Raker {2}{U}{U} Creature - Drake 3/2 Flying When Serum Raker dies, each player discards a card. MBS C Serum Tank {3} Artifact Whenever Serum Tank or another artifact enters the battlefield, put a charge counter on Serum Tank. {3}, {T}, Remove a charge counter from Serum Tank: Draw a card. MRD U, HOP U Serum Visions {U} Sorcery Draw a card. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 5DN C Servant of Nefarox {2}{B} Creature - Human Cleric 3/1 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) M13 C Servant of Tymaret {2}{B} Creature - Zombie 1/3 Inspired - Whenever Servant of Tymaret becomes untapped, each opponent loses 1 life. You gain life equal to the life lost this way. {2}{B}: Regenerate Servant of Tymaret. BNG C Servant of Volrath {2}{B} Creature - Minion 3/3 When Servant of Volrath leaves the battlefield, sacrifice a creature. TE C Servant of the Scale {G} Creature - Human Soldier 0/0 Servant of the Scale enters the battlefield with a +1/+1 counter on it. When Servant of the Scale dies, put X +1/+1 counters on target creature you control, where X is the number of +1/+1 counters on Servant of the Scale. DTK C Seshiro the Anointed {4}{G}{G} Legendary Creature - Snake Monk 3/4 Other Snake creatures you control get +2/+2. Whenever a Snake you control deals combat damage to a player, you may draw a card. CHK R Seshiro the Anointed Avatar Vanguard Hand +0, life -1 At the beginning of the game, choose a creature type. Creatures you control, creature spells you control, and creature cards you own in any zone other than the battlefield or the stack have the chosen type in addition to their other types. VAN S Set Adrift {5}{U} Sorcery Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Put target nonland permanent on top of its owner's library. KTK U Setessan Battle Priest {1}{W} Creature - Human Cleric 1/3 Heroic - Whenever you cast a spell that targets Setessan Battle Priest, you gain 2 life. THS C Setessan Griffin {4}{W} Creature - Griffin 3/2 Flying {2}{G}{G}: Setessan Griffin gets +2/+2 until end of turn. Activate this ability only once each turn. THS C Setessan Oathsworn {1}{G}{G} Creature - Satyr Warrior 1/1 Heroic - Whenever you cast a spell that targets Setessan Oathsworn, put two +1/+1 counters on Setessan Oathsworn. BNG C Setessan Starbreaker {3}{G} Creature - Human Warrior 2/1 When Setessan Starbreaker enters the battlefield, you may destroy target Aura. BNG C Setessan Tactics {1}{G} Instant Strive - Setessan Tactics costs {G} more to cast for each target beyond the first. Until end of turn, any number of target creatures each get +1/+1 and gain "{T}: This creature fights another target creature." JOU R Seton's Desire {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Threshold - As long as seven or more cards are in your graveyard, all creatures able to block enchanted creature do so. OD C Seton's Scout {1}{G} Creature - Centaur Druid Scout Archer 2/1 Reach (This creature can block creatures with flying.) Threshold - Seton's Scout gets +2/+2 as long as seven or more cards are in your graveyard. TOR U Seton, Krosan Protector {G}{G}{G} Legendary Creature - Centaur Druid 2/2 Tap an untapped Druid you control: Add {G} to your mana pool. OD R Sever Soul {3}{B}{B} Sorcery Destroy target nonblack creature. It can't be regenerated. You gain life equal to its toughness. MM C, 8ED U Sever the Bloodline {3}{B} Sorcery Exile target creature and all other creatures with the same name as that creature. Flashback {5}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD R Severed Legion {1}{B}{B} Creature - Zombie 2/2 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) ONS C, 8ED C, 10E C Sewer Nemesis {3}{B} Creature - Horror */* As Sewer Nemesis enters the battlefield, choose a player. Sewer Nemesis's power and toughness are each equal to the number of cards in the chosen player's graveyard. Whenever the chosen player casts a spell, that player puts the top card of his or her library into his or her graveyard. CMD R Sewer Rats {B} Creature - Rat 1/1 {B}, Pay 1 life: Sewer Rats gets +1/+0 until end of turn. Activate this ability no more than three times each turn. MI C, BR C Sewer Shambler {2}{B} Creature - Zombie 2/1 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Scavenge {2}{B} ({2}{B}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.) RTR C Sewerdreg {3}{B}{B} Creature - Spirit 3/3 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Sacrifice Sewerdreg: Exile target card from a graveyard. RAV C Sewers of Estark {2}{B}{B} Instant Choose target creature. If it's attacking, it can't be blocked this turn. If it's blocking, prevent all combat damage that would be dealt this combat by it and each creature it's blocking. PPR S Sewn-Eye Drake {2}{U/R}{B} Creature - Zombie Drake 3/1 Flying, haste ARB C Shackles {2}{W} Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. {W}: Return Shackles to its owner's hand. EX C, IN C, TPR C Shade of Trokair {3}{W} Creature - Shade 1/2 {W}: Shade of Trokair gets +1/+1 until end of turn. Suspend 3- {W} (Rather than cast this card from your hand, you may pay {W} 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. It has haste.) PLC C Shade's Breath {1}{B} Instant Until end of turn, each creature you control becomes a black Shade and gains "{B}: This creature gets +1/+1 until end of turn." ONS U Shade's Form {1}{B}{B} Enchantment - Aura Enchant creature Enchanted creature has "{B}: This creature gets +1/+1 until end of turn." When enchanted creature dies, return that card to the battlefield under your control. TOR C Shadow Alley Denizen {B} Creature - Vampire Rogue 1/1 Whenever another black creature enters the battlefield under your control, target creature gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) GTC C, DDM C Shadow Glider {2}{W} Creature - Kor Soldier 2/2 Flying C Shadow Guildmage {B} Creature - Human Wizard 1/1 {U}, {T}: Put target creature you control on top of its owner's library. {R}, {T}: Shadow Guildmage deals 1 damage to target creature or player and 1 damage to you. MI C, TSB S Shadow Lance {W} Enchantment - Aura Enchant creature Enchanted creature has first strike. {1}{B}: Enchanted creature gets +2/+2 until end of turn. GPT U Shadow Rider {2}{B}{B} Creature - Zombie Knight 3/3 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) WL C Shadow Rift {U} Instant Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Draw a card. TE C, TPR C Shadow Slice {4}{B} Sorcery Target opponent loses 3 life. 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.) GTC C Shadow Sliver {2}{U} Creature - Sliver 1/1 All Sliver creatures have shadow. (They can block or be blocked by only creatures with shadow.) TSP C Shadow of Doubt {U/B}{U/B} Instant ({U/B} can be paid with either {U} or {B}.) Players can't search libraries this turn. Draw a card. RAV R Shadowbane {1}{W} Instant The next time a source of your choice would deal damage to you and/or creatures you control this turn, prevent that damage. If damage from a black source is prevented this way, you gain that much life. MI U Shadowblood Egg {1} Artifact {2}, {T}, Sacrifice Shadowblood Egg: Add {B}{R} to your mana pool. Draw a card. OD U Shadowblood Ridge Land {1}, {T}: Add {B}{R} to your mana pool. OD R Shadowborn Apostle {B} Creature - Human Cleric 1/1 A deck can have any number of cards named Shadowborn Apostle. {B}, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card and put it onto the battlefield. Then shuffle your library. M14 C Shadowborn Demon {3}{B}{B} Creature - Demon 5/6 Flying When Shadowborn Demon enters the battlefield, destroy target non-Demon creature. At the beginning of your upkeep, if there are fewer than six creature cards in your graveyard, sacrifice a creature. M14 M Shadowcloak Vampire {4}{B} Creature - Vampire 4/3 Pay 2 life: Shadowcloak Vampire gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) M15 C Shadowfeed {B} Instant Exile target card from a graveyard. You gain 3 life. ALA C Shadowmage Infiltrator {1}{U}{B} Creature - Human Wizard 1/3 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card. OD R, TSB S, MM2 R Shadows of the Past {1}{B} Enchantment Whenever a creature dies, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {4}{B}: Each opponent loses 2 life and you gain 2 life. Activate this ability only if there are four or more creature cards in your graveyard. ORI U Shadowstorm {R} Sorcery Shadowstorm deals 2 damage to each creature with shadow. TE U, TPR U Shah of Naar Isle {3}{R} Creature - Efreet 6/6 Trample Echo {0} (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.) When Shah of Naar Isle's echo cost is paid, each opponent may draw up to three cards. FUT R Shahrazad {W}{W} Sorcery Players play a MAGIC subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half his or her life, rounded up. AN R Shaleskin Bruiser {6}{R} Creature - Beast 4/4 Trample Whenever Shaleskin Bruiser attacks, it gets +3/+0 until end of turn for each other attacking Beast. ONS U Shaleskin Plower {3}{R} Creature - Beast 3/2 Morph {4}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Shaleskin Plower is turned face up, destroy target land. LGN C Shallow Grave {1}{B} Instant Return the top creature card of your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step. MI R Shaman en-Kor {1}{W} Creature - Kor Cleric Shaman 1/2 {0}: The next 1 damage that would be dealt to Shaman en-Kor this turn is dealt to target creature you control instead. {1}{W}: The next time a source of your choice would deal damage to target creature this turn, that damage is dealt to Shaman en-Kor instead. ST R, TPR R Shaman of Forgotten Ways {2}{G} Creature - Human Shaman 2/3 {T}: Add two mana in any combination of colors to your mana pool. Spend this mana only to cast creature spells. Formidable - {9}{G}{G}, {T}: Each player's life total becomes the number of creatures he or she controls. Activate this ability only if creatures you control have total power 8 or greater. DTK M Shaman of Spring {3}{G} Creature - Elf Shaman 2/2 When Shaman of Spring enters the battlefield, draw a card. M15 C Shaman of the Great Hunt {3}{R} Creature - Orc Shaman 4/2 Haste Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on it. Ferocious - {2}{G/U}{G/U}: Draw a card for each creature you control with power 4 or greater. FRF M Shaman of the Pack {1}{B}{G} Creature - Elf Shaman 3/2 When Shaman of the Pack enters the battlefield, target opponent loses life equal to the number of Elves you control. ORI U Shaman's Trance {2}{R} Instant Until end of turn, other players can't play cards from their graveyards, and you may play cards from other players' graveyards as though they were in your graveyard. JUD R Shamanic Revelation {3}{G}{G} Sorcery Draw a card for each creature you control. Ferocious - You gain 4 life for each creature you control with power 4 or greater. FRF R Shambleshark {G}{U} Creature - Fish Crab 2/1 Flash (You may cast this spell any time you could cast an instant.) Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) GTC C Shambling Attendants {7}{B} Creature - Zombie 3/5 Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) KTK C Shambling Ghoul {1}{B} Creature - Zombie 2/3 Shambling Ghoul enters the battlefield tapped. ORI C Shambling Goblin {B} Creature - Zombie Goblin 1/1 When Shambling Goblin dies, target creature an opponent controls gets -1/-1 until end of turn. DTK C Shambling Remains {1}{B}{R} Creature - Zombie Horror 4/3 Shambling Remains can't block. Unearth {B}{R} ({B}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) CON U, DDK U, DDN U Shambling Shell {1}{B}{G} Creature - Plant Zombie 3/1 Sacrifice Shambling Shell: Put a +1/+1 counter on target creature. Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) RAV C, DDJ C Shambling Strider {4}{G}{G} Creature - Yeti 5/5 {R}{G}: Shambling Strider gets +1/-1 until end of turn. IA C, BD C, MED C Shambling Swarm {1}{B}{B}{B} Creature - Horror 3/3 When Shambling Swarm dies, distribute three -1/-1 counters among one, two, or three target creatures. For each -1/-1 counter you put on a creature this way, remove a -1/-1 counter from that creature at the beginning of the next end step. TOR R Shambling Vent Land Shambling Vent enters the battlefield tapped. {T}: Add {W} or {B} to your mana pool. {1}{W}{B}: Shambling Vent becomes a 2/3 white and black Elemental creature with lifelink until end of turn. It's still a land. R Shanodin Dryads {G} Creature - Nymph Dryad 1/1 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 6E C, 7E C Shape Anew {3}{U} Sorcery The controller of target artifact sacrifices it, then reveals cards from the top of his or her library until he or she reveals an artifact card. That player puts that card onto the battlefield, then shuffles all other cards revealed this way into his or her library. SOM R Shape Stealer {U}{U} Creature - Shapeshifter Spirit 1/1 Whenever Shape Stealer blocks or becomes blocked by a creature, change Shape Stealer's base power and toughness to that creature's power and toughness until end of turn. SOK U Shape of the Wiitigo {3}{G}{G}{G} Enchantment - Aura Enchant creature When Shape of the Wiitigo enters the battlefield, put six +1/+1 counters on enchanted creature. At the beginning of your upkeep, put a +1/+1 counter on enchanted creature if it attacked or blocked since your last upkeep. Otherwise, remove a +1/+1 counter from it. CSP R Shape the Sands {G} Instant Target creature gets +0/+5 and gains reach until end of turn. (It can block creatures with flying.) DTK C Shaper Guildmage {U} Creature - Human Wizard 1/1 {W}, {T}: Target creature gains first strike until end of turn. {B}, {T}: Target creature gets +1/+0 until end of turn. MI C Shaper Parasite {1}{U}{U} Creature - Illusion 2/3 Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Shaper Parasite is turned face up, target creature gets +2/-2 or -2/+2 until end of turn. PLC C, C14 C Shapesharer {1}{U} Creature - Shapeshifter 1/1 Changeling (This card is every creature type.) {2}{U}: Target Shapeshifter becomes a copy of target creature until your next turn. LRW R Shapeshifter {6} Artifact Creature - Shapeshifter */7-* As Shapeshifter enters the battlefield, choose a number between 0 and 7. At the beginning of your upkeep, you may choose a number between 0 and 7. Shapeshifter's power is equal to the last chosen number and its toughness is equal to 7 minus that number. AQ R, 4E U, 5E U, ME4 U Shapeshifter's Marrow {2}{U}{U} Enchantment At the beginning of each opponent's upkeep, that player reveals the top card of his or her library. If it's a creature card, the player puts the card into his or her graveyard and Shapeshifter's Marrow becomes a copy of that card. (If it does, it loses this ability.) FUT R Shard Convergence {3}{G} Sorcery Search your library for a Plains card, an Island card, a Swamp card, and a Mountain card. Reveal those cards and put them into your hand. Then shuffle your library. CON U Shard Phoenix {4}{R} Creature - Phoenix 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying. {R}{R}{R}: Return Shard Phoenix from your graveyard to your hand. Activate this ability only during your upkeep. ST R, 9ED R, TPR M Shard Volley {R} Instant As an additional cost to cast Shard Volley, sacrifice a land. Shard Volley deals 3 damage to target creature or player. MOR C Sharding Sphinx {4}{U}{U} Artifact Creature - Sphinx 4/4 Flying Whenever an artifact creature you control deals combat damage to a player, you may put a 1/1 blue Thopter artifact creature token with flying onto the battlefield. ALA R, C13 R Shardless Agent {1}{G}{U} Artifact Creature - Human Rogue 2/2 Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) PC2 U Shared Animosity {2}{R} Enchantment Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it. MOR R Shared Discovery {U} Sorcery As an additional cost to cast Shared Discovery, tap four untapped creatures you control. Draw three cards. ROE C Shared Fate {4}{U} Enchantment If a player would draw a card, that player exiles the top card of one of his or her opponents' libraries face down instead. Each player may look at and play cards he or she exiled with Shared Fate. MRD R Shared Trauma {B} Sorcery Join forces - Starting with you, each player may pay any amount of mana. Each player puts the top X cards of his or her library into his or her graveyard, where X is the total amount of mana paid this way. CMD R Shared Triumph {1}{W} Enchantment As Shared Triumph enters the battlefield, choose a creature type. Creatures of the chosen type get +1/+1. ONS R Sharpened Pitchfork {2} Artifact - Equipment Equipped creature has first strike. As long as equipped creature is a Human, it gets +1/+1. Equip {1} ISD U Sharuum the Hegemon {3}{W}{U}{B} Legendary Artifact Creature - Sphinx 5/5 Flying When Sharuum the Hegemon enters the battlefield, you may return target artifact card from your graveyard to the battlefield. ALA M, V11 M, C13 M Shatter {1}{R} Instant Destroy target artifact. 1E C, 2E C, 2U C, 3E C, 4E C, IA C, 5E C, TE C, 6E C, 7E C, 8ED C, MRD C, 9ED C, M10 C, SOM C, KTK C, TPR C Shattered Angel {3}{W}{W} Creature - Angel 3/3 Flying Whenever a land enters the battlefield under an opponent's control, you may gain 3 life. NPH U, CMD U Shattered Crypt {X}{B}{B} Sorcery Return X target creature cards from your graveyard to your hand. You lose X life. WL C Shattered Dreams {B} Sorcery Target opponent reveals his or her hand. You choose an artifact card from it. That player discards that card. 5DN U Shattered Perception {2}{R} Sorcery Discard all the cards in your hand, then draw that many cards. Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA U Shattergang Brothers {1}{B}{R}{G} Legendary Creature - Goblin Artificer 3/3 {2}{B}, Sacrifice a creature: Each other player sacrifices a creature. {2}{R}, Sacrifice an artifact: Each other player sacrifices an artifact. {2}{G}, Sacrifice an enchantment: Each other player sacrifices an enchantment. C13 M Shattering Blow {1}{R/W} Instant Exile target artifact. GTC C Shattering Pulse {1}{R} Instant Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Destroy target artifact. EX C Shattering Spree {R} Sorcery Replicate {R} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Destroy target artifact. GPT U Shatterskull Giant {2}{R}{R} Creature - Giant Warrior 4/3 ZEN C Shatterskull Recruit {3}{R}{R} Creature - Giant Warrior Ally 4/4 Menace (This creature can't be blocked except by two or more creatures.) C Shatterstorm {2}{R}{R} Sorcery Destroy all artifacts. They can't be regenerated. AQ R, 3E U, 5E U, 6E R, 10E U Shauku's Minion {1}{B}{R} Creature - Human Minion 2/2 {B}{R}, {T}: Shauku's Minion deals 2 damage to target white creature. MI U Shauku, Endbringer {5}{B}{B} Legendary Creature - Vampire 5/5 Flying Shauku, Endbringer can't attack if there's another creature on the battlefield. At the beginning of your upkeep, you lose 3 life. {T}: Exile target creature and put a +1/+1 counter on Shauku. MI R Sheer Drop {2}{W} Sorcery Destroy target tapped creature. Awaken 3- {5}{W} (If you cast this spell for {5}{W}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) C (x2) Shelkin Brownie {1}{G} Creature - Ouphe 1/1 {T}: Target creature loses all "bands with other" abilities until end of turn. LE C Shell Skulkin {4} Artifact Creature - Scarecrow 3/2 {3}: Target blue creature gains shroud until end of turn. (It can't be the target of spells or abilities.) EVE C Shell of the Last Kappa {3} Legendary Artifact {3}, {T}: Exile target instant or sorcery spell that targets you. (The spell has no effect.) {3}, {T}, Sacrifice Shell of the Last Kappa: You may cast a card exiled with Shell of the Last Kappa without paying its mana cost. CHK R Shelldock Isle Land Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) {T}: Add {U} to your mana pool. {U}, {T}: You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it. LRW R Shelter {1}{W} Instant Target creature you control gains protection from the color of your choice until end of turn. Draw a card. OD C, VMA C Sheltered Aerie {2}{G} Enchantment - Aura Enchant land Enchanted land has "{T}: Add two mana of any one color to your mana pool." DTK C Sheltered Valley Land If Sheltered Valley would enter the battlefield, instead sacrifice each other permanent named Sheltered Valley you control, then put Sheltered Valley onto the battlefield. At the beginning of your upkeep, if you control three or fewer lands, you gain 1 life. {T}: Add {1} to your mana pool. AL R Sheltering Ancient {1}{G} Creature - Treefolk 5/5 Trample Cumulative upkeep-Put a +1/+1 counter on a creature an opponent controls. (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.) CSP U Sheltering Prayers {W} Enchantment Basic lands each player controls have shroud as long as that player controls three or fewer lands. (They can't be the targets of spells or abilities.) PR R Sheltering Word {1}{G} Instant Target creature you control gains hexproof until end of turn. You gain life equal to that creature's toughness. (A creature with hexproof can't be the target of spells or abilities your opponents control.) AVR C Sheoldred, Whispering One {5}{B}{B} Legendary Creature - Praetor 6/6 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) At the beginning of your upkeep, return target creature card from your graveyard to the battlefield. At the beginning of each opponent's upkeep, that player sacrifices a creature. NPH M Shepherd of Rot {1}{B} Creature - Zombie Cleric 1/1 {T}: Each player loses 1 life for each Zombie on the battlefield. ONS C, HOP C Shepherd of the Lost {4}{W} Creature - Angel 3/3 Flying, first strike, vigilance ZEN U Shield Bearer {1}{W} Creature - Human Soldier 0/3 Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) IA C, 5E C, ME2 C Shield Dancer {2}{W} Creature - Human Rebel 1/3 {2}{W}: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead. PR U Shield Mate {W} Creature - Human Soldier 1/1 Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn. EX C Shield Sphere {0} Artifact Creature - Wall 0/6 Defender Whenever Shield Sphere blocks, put a -0/-1 counter on it. AL U, MED C Shield Wall {1}{W} Instant Creatures you control get +0/+2 until end of turn. LE U, CH U, 5E C, 7E C Shield of Duty and Reason {W} Enchantment - Aura Enchant creature Enchanted creature has protection from green and from blue. AP C Shield of Kaldra {4} Legendary Artifact - Equipment Equipment named Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra have indestructible. Equipped creature has indestructible. (Damage and effects that say "destroy" don't destroy it.) Equip {4} PPR , DST R Shield of the Ages {2} Artifact {2}: Prevent the next 1 damage that would be dealt to you this turn. IA U, MED U Shield of the Avatar {1} Artifact - Equipment If a source would deal damage to equipped creature, prevent X of that damage, where X is the number of creatures you control. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) M15 R Shield of the Oversoul {2}{G/W} Enchantment - Aura Enchant creature As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) As long as enchanted creature is white, it gets +1/+1 and has flying. SHM C Shield of the Righteous {W}{U} Artifact - Equipment Equipped creature gets +0/+2 and has vigilance. Whenever equipped creature blocks a creature, that creature doesn't untap during its controller's next untap step. Equip {2} ARB U Shielded Passage {W} Instant Prevent all damage that would be dealt to target creature this turn. GTC C Shieldhide Dragon {5}{W} Creature - Dragon 3/3 Flying, lifelink Megamorph {5}{W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Shieldhide Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control. DTK U Shielding Plax {2}{G/U} Enchantment - Aura ({G/U} can be paid with either {G} or {U}.) Enchant creature When Shielding Plax enters the battlefield, draw a card. Enchanted creature can't be the target of spells or abilities your opponents control. DIS C Shieldmage Advocate {2}{W} Creature - Human Cleric 1/3 {T}: Return target card from an opponent's graveyard to his or her hand. Prevent all damage that would be dealt to target creature or player this turn by a source of your choice. JUD C Shieldmage Elder {5}{W} Creature - Human Cleric Wizard 2/3 Tap two untapped Clerics you control: Prevent all damage target creature would deal this turn. Tap two untapped Wizards you control: Prevent all damage target spell would deal this turn. ONS U Shieldmate's Blessing {W} Instant Prevent the next 3 damage that would be dealt to target creature or player this turn. ZEN C Shields of Velis Vel {W} Tribal Instant - Shapeshifter Changeling (This card is every creature type.) Creatures target player controls get +0/+1 and gain all creature types until end of turn. LRW C Shifting Borders {3}{U} Instant - Arcane Exchange control of two target lands. Splice onto Arcane {3}{U} (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.) SOK U Shifting Loyalties {5}{U} Sorcery Exchange control of two target permanents that share a card type. (Artifact, creature, enchantment, land, and planeswalker are card types.) FRF U Shifting Sky {2}{U} Enchantment As Shifting Sky enters the battlefield, choose a color. All nonland permanents are the chosen color. PS U, 8ED R Shifting Sliver {3}{U} Creature - Sliver 2/2 Slivers can't be blocked except by Slivers. LGN U Shifting Wall {X} Artifact Creature - Wall 0/0 Defender (This creature can't attack.) Shifting Wall enters the battlefield with X +1/+1 counters on it. ST U Shifty Doppelganger {2}{U} Creature - Shapeshifter 1/1 {3}{U}, Exile Shifty Doppelganger: You may put a creature card from your hand onto the battlefield. If you do, that creature gains haste until end of turn. At the beginning of the next end step, sacrifice that creature. If you do, return Shifty Doppelganger to the battlefield. OD R Shimatsu the Bloodcloaked {3}{R} Legendary Creature - Demon Spirit 0/0 As Shimatsu the Bloodcloaked enters the battlefield, sacrifice any number of permanents. Shimatsu enters the battlefield with that many +1/+1 counters on it. CHK R Shimian Night Stalker {3}{B}{B} Creature - Nightstalker 4/4 {B}, {T}: All damage that would be dealt to you this turn by target attacking creature is dealt to Shimian Night Stalker instead. LE U, CH U Shimian Specter {2}{B}{B} Creature - Specter 2/2 Flying Whenever Shimian Specter deals combat damage to a player, that player reveals his or her hand. You choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles his or her library. FUT R, M13 R Shimmer {2}{U}{U} Enchantment As Shimmer enters the battlefield, choose a land type. Each land of the chosen type has phasing. (It phases in or out before its controller untaps during each of his or her untap steps. While it's phased out, it's treated as though it doesn't exist.) MI R Shimmer Myr {3} Artifact Creature - Myr 2/2 Flash You may cast artifact cards as though they had flash. MBS R Shimmering Barrier {1}{W} Creature - Wall 1/3 Defender (This creature can't attack.) First strike Cycling {2} ({2}, Discard this card: Draw a card.) UZ U Shimmering Efreet {2}{U} Creature - Efreet 2/2 Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Whenever Shimmering Efreet phases in, target creature phases out. (It phases in before its controller untaps during his or her next untap step.) VI U Shimmering Glasskite {3}{U} Creature - Spirit 2/3 Flying Whenever Shimmering Glasskite becomes the target of a spell or ability for the first time in a turn, counter that spell or ability. BOK C Shimmering Grotto Land {T}: Add {1} to your mana pool. {1}, {T}: Add one mana of any color to your mana pool. LRW C, ISD C, PC2 C, M14 U Shimmering Mirage {1}{U} Instant Target land becomes the basic land type of your choice until end of turn. Draw a card. AP C Shimmering Wings {U} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) {U}: Return Shimmering Wings to its owner's hand. TE C, IN C, 10E C Shinen of Fear's Chill {4}{B} Creature - Spirit 3/2 Shinen of Fear's Chill can't block. Channel - {1}{B}, Discard Shinen of Fear's Chill: Target creature can't block this turn. SOK C Shinen of Flight's Wings {4}{U} Creature - Spirit 3/3 Flying Channel - {U}, Discard Shinen of Flight's Wings: Target creature gains flying until end of turn. SOK C Shinen of Fury's Fire {2}{R} Creature - Spirit 2/1 Haste Channel - {R}, Discard Shinen of Fury's Fire: Target creature gains haste until end of turn. SOK C Shinen of Life's Roar {1}{G} Creature - Spirit 1/2 All creatures able to block Shinen of Life's Roar do so. Channel - {2}{G}{G}, Discard Shinen of Life's Roar: All creatures able to block target creature this turn do so. SOK C, ARC C Shinen of Stars' Light {2}{W} Creature - Spirit 2/1 First strike Channel - {1}{W}, Discard Shinen of Stars' Light: Target creature gains first strike until end of turn. SOK C Shinewend {1}{W} Creature - Elemental 0/0 Flying Shinewend enters the battlefield with a +1/+1 counter on it. {1}{W}, Remove a +1/+1 counter from Shinewend: Destroy target enchantment. MOR C Shining Shoal {X}{W}{W} Instant - Arcane You may exile a white card with converted mana cost X from your hand rather than pay Shining Shoal's mana cost. The next X damage that a source of your choice would deal to you and/or creatures you control this turn is dealt to target creature or player instead. BOK R Shinka Gatekeeper {2}{R} Creature - Ogre Warrior 3/2 Whenever Shinka Gatekeeper is dealt damage, it deals that much damage to you. BOK C Shinka, the Bloodsoaked Keep Legendary Land {T}: Add {R} to your mana pool. {R}, {T}: Target legendary creature gains first strike until end of turn. CHK R Shipbreaker Kraken {4}{U}{U} Creature - Kraken 6/6 {6}{U}{U}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.) When Shipbreaker Kraken becomes monstrous, tap up to four target creatures. Those creatures don't untap during their controllers' untap steps for as long as you control Shipbreaker Kraken. THS R Shipwreck Singer {U}{B} Creature - Siren 1/2 Flying {1}{U}: Target creature an opponent controls attacks this turn if able. {1}{B}, {T}: Attacking creatures get -1/-1 until end of turn. THS U Shirei, Shizo's Caretaker {4}{B} Legendary Creature - Spirit 2/2 Whenever a creature with power 1 or less is put into your graveyard from the battlefield, you may return that card to the battlefield at the beginning of the next end step if Shirei, Shizo's Caretaker is still on the battlefield. BOK R Shisato, Whispering Hunter {3}{G} Legendary Creature - Snake Warrior 2/2 At the beginning of your upkeep, sacrifice a Snake. Whenever Shisato, Whispering Hunter deals combat damage to a player, that player skips his or her next untap step. CHK R Shiv Plane - Dominaria All creatures have "{R}: This creature gets +1/+0 until end of turn." Whenever you roll CHAOS, put a 5/5 red Dragon creature token with flying onto the battlefield. HOP C Shiv's Embrace {2}{R}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has flying. {R}: Enchanted creature gets +1/+0 until end of turn. UZ U, M11 U, DDG U, M14 U Shivan Dragon {4}{R}{R} Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) {R}: Shivan Dragon gets +1/+0 until end of turn. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, BD R, 7E R, 8ED R, 9ED R, 10E R, DRB R, M10 R, ME4 R, M14 R, M15 R, ORI R Shivan Emissary {2}{R} Creature - Human Wizard 1/1 Kicker {1}{B} (You may pay an additional {1}{B} as you cast this spell.) When Shivan Emissary enters the battlefield, if it was kicked, destroy target nonblack creature. It can't be regenerated. IN U Shivan Gorge Legendary Land {T}: Add {1} to your mana pool. {2}{R}, {T}: Shivan Gorge deals 1 damage to each opponent. UZ R, V12 M Shivan Harvest {1}{R} Enchantment {1}{R}, Sacrifice a creature: Destroy target nonbasic land. IN U Shivan Hellkite {5}{R}{R} Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) {1}{R}: Shivan Hellkite deals 1 damage to target creature or player. UZ R, 10E R, DDG R Shivan Meteor {3}{R}{R} Sorcery Shivan Meteor deals 13 damage to target creature. Suspend 2- {1}{R}{R} (Rather than cast this card from your hand, you may pay {1}{R}{R} and exile it with two 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.) PLC U Shivan Oasis Land Shivan Oasis enters the battlefield tapped. {T}: Add {R} or {G} to your mana pool. IN U, 8ED U, HOP U, DDE U Shivan Phoenix {4}{R}{R} Creature - Phoenix 3/4 Flying When Shivan Phoenix dies, return Shivan Phoenix to its owner's hand. GU R Shivan Raptor {2}{R} Creature - Lizard 3/1 First strike, haste Echo {2}{R} (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.) UZ U Shivan Reef Land {T}: Add {1} to your mana pool. {T}: Add {U} or {R} to your mana pool. Shivan Reef deals 1 damage to you. AP R, 9ED R, 10E R, M15 R, ORI R Shivan Sand-Mage {2}{R}{R} Creature - Viashino Shaman 3/2 When Shivan Sand-Mage enters the battlefield, choose one - • Remove two time counters from target permanent or suspended card. • Put two time counters on target permanent with a time counter on it or suspended card. Suspend 4- {R} (Rather than cast this card from your hand, you may pay {R} 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. It has haste.) FUT U Shivan Wumpus {3}{R} Creature - Beast 6/6 Trample When Shivan Wumpus enters the battlefield, any player may sacrifice a land. If a player does, put Shivan Wumpus on top of its owner's library. PLC R Shivan Wurm {3}{R}{G} Creature - Wurm 7/7 Trample When Shivan Wurm enters the battlefield, return a red or green creature you control to its owner's hand. PS R, VMA R Shivan Zombie {B}{R} Creature - Barbarian Zombie 2/2 Protection from white IN C Shizo, Death's Storehouse Legendary Land {T}: Add {B} to your mana pool. {B}, {T}: Target legendary creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) CHK R Shizuko, Caller of Autumn {1}{G}{G} Legendary Creature - Snake Shaman 2/3 At the beginning of each player's upkeep, that player adds {G}{G}{G} to his or her mana pool. Until end of turn, this mana doesn't empty from that player's mana pool as steps and phases end. BOK R Shoal Serpent {5}{U} Creature - Serpent 5/5 Defender Landfall - Whenever a land enters the battlefield under your control, Shoal Serpent loses defender until end of turn. ZEN C Shock {R} Instant Shock deals 2 damage to target creature or player. ST C, 6E C, P4 C, BD C, 7E C, ONS C, 8ED C, 9ED C, 10E C, M12 C, M14 C, DDN C Shock Troops {3}{R} Creature - Human Soldier 2/2 Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player. MM C, 8ED C Shocker {1}{R} Creature - Insect 1/1 Whenever Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards. TE R Shockmaw Dragon {4}{R}{R} Creature - Dragon 4/4 Flying Whenever Shockmaw Dragon deals combat damage to a player, it deals 1 damage to each creature that player controls. FRF U Shore Snapper {2}{B} Creature - Beast 2/2 {U}: Shore Snapper gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.) ALA C Shorecrasher Elemental {U}{U}{U} Creature - Elemental 3/3 {U}: Exile Shorecrasher Elemental, then return it to the battlefield face down under its owner's control. {1}: Shorecrasher Elemental gets +1/-1 or -1/+1 until end of turn. Megamorph {4}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK M Shorecrasher Mimic {1}{G/U} Creature - Shapeshifter 2/1 Whenever you cast a spell that's both green and blue, Shorecrasher Mimic has base power and toughness 5/3 until end of turn and gains trample until end of turn. EVE C Shoreline Raider {2}{U} Creature - Merfolk 2/2 Protection from Kavu IN C Shoreline Ranger {5}{U} Creature - Bird Soldier 3/4 Flying Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, and put it into your hand. Then shuffle your library.) SCG C, CNS C Shoreline Salvager {3}{B} Creature - Surrakar 3/3 Whenever Shoreline Salvager deals combat damage to a player, if you control an Island, you may draw a card. WWK U Shoving Match {2}{U} Instant Until end of turn, all creatures gain "{T}: Tap target creature." MM U Show and Tell {2}{U} Sorcery Each player may put an artifact, creature, enchantment, or land card from his or her hand onto the battlefield. UZ R Show of Valor {1}{W} Instant Target creature gets +2/+4 until end of turn. M13 C, M14 C Shower of Coals {3}{R}{R} Sorcery Shower of Coals deals 2 damage to each of up to three target creatures and/or players. Threshold - Shower of Coals deals 4 damage to each of those creatures and/or players instead if seven or more cards are in your graveyard. OD U Shower of Sparks {R} Instant Shower of Sparks deals 1 damage to target creature and 1 damage to target player. UZ C, BR C, DDL C Showstopper {1}{B}{R} Instant Until end of turn, creatures you control gain "When this creature dies, it deals 2 damage to target creature an opponent controls." DGM U Shrapnel Blast {1}{R} Instant As an additional cost to cast Shrapnel Blast, sacrifice an artifact. Shrapnel Blast deals 5 damage to target creature or player. MRD U, MMA U, M15 U Shred Memory {1}{B} Instant Exile up to four target cards from a single graveyard. Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) RAV C Shredding Winds {2}{G} Instant Shredding Winds deals 7 damage to target creature with flying. THS C Shrewd Hatchling {3}{U/R} Creature - Elemental 6/6 Shrewd Hatchling enters the battlefield with four -1/-1 counters on it. {U/R}: Target creature can't block Shrewd Hatchling this turn. Whenever you cast a blue spell, remove a -1/-1 counter from Shrewd Hatchling. Whenever you cast a red spell, remove a -1/-1 counter from Shrewd Hatchling. EVE U, DDJ U, MM2 U Shriek Raptor {3}{W}{W} Creature - Bird 2/3 Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) NPH C Shriek of Dread {1}{B} Instant Target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) PS C Shriekgeist {1}{U} Creature - Spirit 1/1 Flying Whenever Shriekgeist deals combat damage to a player, that player puts the top two cards of his or her library into his or her graveyard. DKA C Shriekhorn {1} Artifact Shriekhorn enters the battlefield with three charge counters on it. {T}, Remove a charge counter from Shriekhorn: Target player puts the top two cards of his or her library into his or her graveyard. MBS C Shrieking Affliction {B} Enchantment At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, he or she loses 3 life. RTR U Shrieking Drake {U} Creature - Drake 1/1 Flying When Shrieking Drake enters the battlefield, return a creature you control to its owner's hand. VI C Shrieking Grotesque {2}{W} Creature - Gargoyle 2/1 Flying When Shrieking Grotesque enters the battlefield, if {B} was spent to cast it, target player discards a card. GPT C Shrieking Mogg {1}{R} Creature - Goblin 1/1 Haste When Shrieking Mogg enters the battlefield, tap all other creatures. NE R Shrieking Specter {5}{B} Creature - Specter 2/2 Flying Whenever Shrieking Specter attacks, defending player discards a card. P3 U Shriekmaw {4}{B} Creature - Elemental 3/2 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When Shriekmaw enters the battlefield, destroy target nonartifact, nonblack creature. Evoke {1}{B} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) LRW U, ARC U, CMD U, DDH U, C14 U Shrike Harpy {3}{B}{B} Creature - Harpy 2/2 Flying Tribute 2 (As this creature enters the battlefield, an opponent of your choice may place two +1/+1 counters on it.) When Shrike Harpy enters the battlefield, if tribute wasn't paid, target opponent sacrifices a creature. BNG U Shrine of Boundless Growth {3} Artifact At the beginning of your upkeep or whenever you cast a green spell, put a charge counter on Shrine of Boundless Growth. {T}, Sacrifice Shrine of Boundless Growth: Add {1} to your mana pool for each charge counter on Shrine of Boundless Growth. NPH U Shrine of Burning Rage {2} Artifact At the beginning of your upkeep or whenever you cast a red spell, put a charge counter on Shrine of Burning Rage. {3}, {T}, Sacrifice Shrine of Burning Rage: Shrine of Burning Rage deals damage equal to the number of charge counters on it to target creature or player. NPH U Shrine of Limitless Power {3} Artifact At the beginning of your upkeep or whenever you cast a black spell, put a charge counter on Shrine of Limitless Power. {4}, {T}, Sacrifice Shrine of Limitless Power: Target player discards a card for each charge counter on Shrine of Limitless Power. NPH U Shrine of Loyal Legions {2} Artifact At the beginning of your upkeep or whenever you cast a white spell, put a charge counter on Shrine of Loyal Legions. {3}, {T}, Sacrifice Shrine of Loyal Legions: Put a 1/1 colorless Myr artifact creature token onto the battlefield for each charge counter on Shrine of Loyal Legions. MD1 U, NPH U Shrine of Piercing Vision {2} Artifact At the beginning of your upkeep or whenever you cast a blue spell, put a charge counter on Shrine of Piercing Vision. {T}, Sacrifice Shrine of Piercing Vision: Look at the top X cards of your library, where X is the number of charge counters on Shrine of Piercing Vision. Put one of those cards into your hand and the rest on the bottom of your library in any order. NPH U Shrine of the Forsaken Gods Land {T}: Add {1} to your mana pool. {T}: Add {2} to your mana pool. Spend this mana only to cast colorless spells. Activate this ability only if you control seven or more lands. R Shrink {G} Instant Target creature gets -5/-0 until end of turn. HM C (x2), 5E C, ME2 C Shrivel {1}{B} Sorcery All creatures get -1/-1 until end of turn. ROE C, M14 C, MM2 C Shriveling Rot {2}{B}{B} Instant Choose one - • Until end of turn, whenever a creature is dealt damage, destroy it. • Until end of turn, whenever a creature dies, that creature's controller loses life equal to its toughness. Entwine {2}{B} (Choose both if you pay the entwine cost.) DST R Shrouded Lore {B} Sorcery Target opponent chooses a card in your graveyard. You may pay {B}. If you do, repeat this process except that opponent can't choose a card already chosen for Shrouded Lore. Then put the last chosen card into your hand. PLC U Shrouded Serpent {4}{U}{U}{U} Creature - Serpent 4/4 Whenever Shrouded Serpent attacks, defending player may pay {4}. If he or she doesn't, Shrouded Serpent can't be blocked this turn. PR R Shu Cavalry {2}{W} Creature - Human Soldier 2/2 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK C, ME3 C Shu Defender {2}{W} Creature - Human Soldier 2/2 Whenever Shu Defender blocks, it gets +0/+2 until end of turn. PK C Shu Elite Companions {4}{W} Creature - Human Soldier 3/3 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK U, ME3 C Shu Elite Infantry {3}{W} Creature - Human Soldier 3/3 PK C Shu Farmer {1}{W} Creature - Human 1/1 {T}: You gain 1 life. Activate this ability only during your turn, before attackers are declared. PK C Shu Foot Soldiers {2}{W} Creature - Human Soldier 2/3 PK C Shu General {3}{W} Creature - Human Soldier 2/2 Vigilance, horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK U, ME3 C Shu Grain Caravan {2}{W} Creature - Human Soldier 2/2 When Shu Grain Caravan enters the battlefield, you gain 2 life. PK C Shu Soldier-Farmers {4}{W} Creature - Human Soldier 2/4 When Shu Soldier-Farmers enters the battlefield, you gain 4 life. PK U, ME3 C Shu Yun, the Silent Tempest {2}{U} Legendary Creature - Human Monk 3/2 Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, you may pay {R/W}{R/W}. If you do, target creature gains double strike until end of turn. FRF R Shuko {1} Artifact - Equipment Equipped creature gets +1/+0. Equip {0} ({0}: Attach to target creature you control. Equip only as a sorcery.) BOK U Shunt {1}{R}{R} Instant Change the target of target spell with a single target. DST R, 10E R Shuriken {1} Artifact - Equipment Equipped creature has "{T}, Unattach Shuriken: Shuriken deals 2 damage to target creature. That creature's controller gains control of Shuriken unless it was unattached from a Ninja." Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) BOK U Shyft {4}{U} Creature - Shapeshifter 4/2 At the beginning of your upkeep, you may have Shyft become the color or colors of your choice. (This effect lasts indefinitely.) IA R, ME2 C Sibilant Spirit {5}{U} Creature - Spirit 5/6 Flying Whenever Sibilant Spirit attacks, defending player may draw a card. IA R, 5E R, 6E R, ME2 R Sibsig Host {4}{B} Creature - Zombie 2/6 When Sibsig Host enters the battlefield, each player puts the top three cards of his or her library into his or her graveyard. FRF C Sibsig Icebreakers {2}{B} Creature - Zombie 2/3 When Sibsig Icebreakers enters the battlefield, each player discards a card. DTK C Sibsig Muckdraggers {8}{B} Creature - Zombie 3/6 Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) When Sibsig Muckdraggers enters the battlefield, return target creature card from your graveyard to your hand. FRF U Sick and Tired {2}{B} Instant Two target creatures each get -1/-1 until end of turn. GU C Sicken {B} Enchantment - Aura Enchant creature Enchanted creature gets -1/-1. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Sickening Dreams {1}{B} Sorcery As an additional cost to cast Sickening Dreams, discard X cards. Sickening Dreams deals X damage to each creature and each player. TOR U, PD3 U Sickening Shoal {X}{B}{B} Instant - Arcane You may exile a black card with converted mana cost X from your hand rather than pay Sickening Shoal's mana cost. Target creature gets -X/-X until end of turn. BOK R Sickle Ripper {1}{B} Creature - Elemental Warrior 2/1 Wither (This deals damage to creatures in the form of -1/-1 counters.) SHM C, MM2 C Sickleslicer {3} Artifact - Equipment Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.) Equipped creature gets +2/+2. Equip {4} NPH U, MM2 C Sidar Jabari {3}{W} Legendary Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Whenever Sidar Jabari attacks, tap target creature defending player controls. MI R, VMA U Sidar Kondo Vanguard Hand -1, life +12 {3}: Target creature gets +3/+3 until end of turn. VAN S Sideswipe {1}{R} Instant You may change any targets of target Arcane spell. CHK U Sidewinder Sliver {W} Creature - Sliver 1/1 All Sliver creatures have flanking. (Whenever a creature without flanking blocks a Sliver, the blocking creature gets -1/-1 until end of turn.) TSP C Sidisi's Faithful {U} Creature - Naga Wizard 0/4 Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Sidisi's Faithful exploits a creature, return target creature to its owner's hand. DTK C Sidisi's Pet {3}{B} Creature - Zombie Ape 1/4 Lifelink (Damage dealt by this creature also causes you to gain that much life.) Morph {1}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Sidisi, Brood Tyrant {1}{B}{G}{U} Legendary Creature - Naga Shaman 3/3 Whenever Sidisi, Brood Tyrant enters the battlefield or attacks, put the top three cards of your library into your graveyard. Whenever one or more creature cards are put into your graveyard from your library, put a 2/2 black Zombie creature token onto the battlefield. KTK M Sidisi, Undead Vizier {3}{B}{B} Legendary Creature - Zombie Naga 4/6 Deathtouch Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Sidisi, Undead Vizier exploits a creature, you may search your library for a card, put it into your hand, then shuffle your library. DTK R Siege Behemoth {5}{G}{G} Creature - Beast 7/4 Hexproof As long as Siege Behemoth is attacking, for each creature you control, you may have that creature assign its combat damage as though it weren't blocked. C14 R Siege Dragon {5}{R}{R} Creature - Dragon 5/5 Flying When Siege Dragon enters the battlefield, destroy all Walls your opponents control. Whenever Siege Dragon attacks, if defending player controls no Walls, it deals 2 damage to each creature without flying that player controls. M15 R Siege Mastodon {4}{W} Creature - Elephant 3/5 M10 C, M11 C, M12 C, M14 C Siege Rhino {1}{W}{B}{G} Creature - Rhino 4/5 Trample When Siege Rhino enters the battlefield, each opponent loses 3 life and you gain 3 life. KTK R Siege Wurm {5}{G}{G} Creature - Wurm 5/5 Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) RAV C, M15 C Siege of Towers {1}{R} Sorcery Replicate {1}{R} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Target Mountain becomes a 3/1 creature. It's still a land. GPT R Siege-Gang Commander {3}{R}{R} Creature - Goblin 2/2 When Siege-Gang Commander enters the battlefield, put three 1/1 red Goblin creature tokens onto the battlefield. {1}{R}, Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to target creature or player. SCG R, 10E R, EVG R, M10 R, DD3_EVG R Siegecraft {3}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+4. KTK C Sift {3}{U} Sorcery Draw three cards, then discard a card. ST C, 9ED C, 10E C, TPR C Sift Through Sands {1}{U}{U} Instant - Arcane Draw two cards, then discard a card. If you've cast a spell named Peer Through Depths and a spell named Reach Through Mists this turn, you may search your library for a card named The Unspeakable, put it onto the battlefield, then shuffle your library. CHK C Sigarda, Host of Herons {2}{G}{W}{W} Legendary Creature - Angel 5/5 Flying, hexproof Spells and abilities your opponents control can't cause you to sacrifice permanents. AVR M Sight Beyond Sight {3}{U} Sorcery Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) DTK U Sight of the Scalelords {4}{G} Enchantment At the beginning of combat on your turn, creatures you control with toughness 4 or greater get +2/+2 and gain vigilance until end of turn. DTK U Sighted-Caste Sorcerer {1}{W} Creature - Human Wizard 1/1 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {U}: Sighted-Caste Sorcerer gains shroud until end of turn. (It can't be the target of spells or abilities.) ALA C Sightless Brawler {1}{W} Enchantment Creature - Human Warrior 3/2 Bestow {4}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Sightless Brawler can't attack alone. Enchanted creature gets +3/+2 and can't attack alone. JOU U Sightless Ghoul {3}{B} Creature - Zombie Soldier 2/2 Sightless Ghoul can't block. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA C Sigil Blessing {G}{W} Instant Until end of turn, target creature you control gets +3/+3 and other creatures you control get +1/+1. ALA C, DDG C, MM2 U Sigil Captain {1}{G}{W}{W} Creature - Rhino Soldier 3/3 Whenever a creature enters the battlefield under your control, if that creature is 1/1, put two +1/+1 counters on it. ARB U, CMD U Sigil Tracer {1}{U}{U} Creature - Merfolk Wizard 2/2 {1}{U}, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy. MOR R Sigil of Distinction {X} Artifact - Equipment Sigil of Distinction enters the battlefield with X charge counters on it. Equipped creature gets +1/+1 for each charge counter on Sigil of Distinction. Equip-Remove a charge counter from Sigil of Distinction. ALA R Sigil of Sleep {U} Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to a player, return target creature that player controls to its owner's hand. CG C, DDI C Sigil of Valor {2} Artifact - Equipment Whenever equipped creature attacks alone, it gets +1/+1 until end of turn for each other creature you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) ORI U Sigil of the Empty Throne {3}{W}{W} Enchantment Whenever you cast an enchantment spell, put a 4/4 white Angel creature token with flying onto the battlefield. CON R, PC2 R, ORI R Sigil of the Nayan Gods {1}{G}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each creature you control. Cycling {G/W} ({G/W}, Discard this card: Draw a card.) ARB C Sigil of the New Dawn {3}{W} Enchantment Whenever a creature is put into your graveyard from the battlefield, you may pay {1}{W}. If you do, return that card to your hand. ONS R Sigiled Behemoth {4}{G}{W} Creature - Beast 5/4 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) ARB C Sigiled Paladin {W}{W} Creature - Human Knight 2/2 First strike Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) ALA U Sigiled Skink {1}{R} Creature - Lizard 2/1 Whenever Sigiled Skink attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) JOU C Sigiled Starfish {1}{U} Creature - Starfish 0/3 {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) JOU C, ORI U Sign in Blood {B}{B} Sorcery Target player draws two cards and loses 2 life. M10 C, DDD C, ARC C, M11 C, CMD C, M13 C, M15 C, C14 C, DD3_GVL C, MM2 C Signal Pest {1} Artifact Creature - Pest 0/1 Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Signal Pest can't be blocked except by creatures with flying or reach. MBS U Signal the Clans {R}{G} Instant Search your library for three creature cards and reveal them. If you reveal three cards with different names, choose one of them at random and put that card into your hand. Shuffle the rest into your library. GTC R Silence {W} Instant Your opponents can't cast spells this turn. (Spells cast before this resolves are unaffected.) M10 R, M11 R, M14 R Silence the Believers {2}{B}{B} Instant Strive - Silence the Believers costs {2}{B} more to cast for each target beyond the first. Exile any number of target creatures and all Auras attached to them. JOU R Silent Arbiter {4} Artifact Creature - Construct 1/5 No more than one creature can attack each combat. No more than one creature can block each combat. 5DN R, CNS R Silent Artisan {3}{W}{W} Creature - Giant 3/5 THS C Silent Assassin {B}{B} Creature - Human Mercenary Assassin 2/1 {3}{B}: Destroy target blocking creature at end of combat. MM R Silent Attendant {2}{W} Creature - Human Cleric 0/2 {T}: You gain 1 life. UZ C Silent Departure {U} Sorcery Return target creature to its owner's hand. Flashback {4}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD C Silent Sentinel {5}{W}{W} Creature - Archon 4/6 Flying Whenever Silent Sentinel attacks, you may return target enchantment card from your graveyard to the battlefield. BNG R Silent Skimmer {3}{B} Creature - Eldrazi Drone 0/4 Devoid (This card has no color.) Flying Whenever Silent Skimmer attacks, defending player loses 2 life. C Silent Specter {4}{B}{B} Creature - Specter 4/4 Flying Whenever Silent Specter deals combat damage to a player, that player discards two cards. Morph {3}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) PPR R, ONS R Silent-Blade Oni {3}{U}{U}{B}{B} Creature - Demon Ninja 6/5 Ninjutsu {4}{U}{B} ({4}{U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Silent-Blade Oni deals combat damage to a player, look at that player's hand. You may cast a nonland card in it without paying that card's mana cost. PC2 R Silent-Chant Zubera {1}{W} Creature - Zubera Spirit 1/2 When Silent-Chant Zubera dies, you gain 2 life for each Zubera that died this turn. CHK C Silhana Ledgewalker {1}{G} Creature - Elf Rogue 1/1 Hexproof (This creature can't be the target of spells or abilities your opponents control.) Silhana Ledgewalker can't be blocked except by creatures with flying. GPT C, PC2 C Silhana Starfletcher {2}{G} Creature - Elf Druid Archer 1/3 Reach (This creature can block creatures with flying.) As Silhana Starfletcher enters the battlefield, choose a color. {T}: Add one mana of the chosen color to your mana pool. GPT C Silhouette {1}{U} Instant Prevent all damage that would be dealt to target creature this turn by spells or abilities that target it. LE U Silk Net {G} Instant Target creature gets +1/+1 and gains reach until end of turn. (It can block creatures with flying.) GU C Silkbind Faerie {2}{W/U} Creature - Faerie Rogue 1/3 Flying {1}{W/U}, {Q}: Tap target creature. ({Q} is the untap symbol.) SHM C Silkenfist Fighter {1}{W} Creature - Kor Soldier 1/3 Whenever Silkenfist Fighter becomes blocked, untap it. NE C Silkenfist Order {3}{W}{W} Creature - Kor Soldier 3/5 Whenever Silkenfist Order becomes blocked, untap it. NE U Silklash Spider {3}{G}{G} Creature - Spider 2/7 Reach {X}{G}{G}: Silklash Spider deals X damage to each creature with flying. ONS R, 9ED R, M13 R, C13 R, C14 R Silkwing Scout {2}{U} Creature - Faerie Scout 2/1 Flying {G}, Sacrifice Silkwing Scout: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. DIS C Silkwrap {1}{W} Enchantment When Silkwrap enters the battlefield, exile target creature with converted mana cost 3 or less an opponent controls until Silkwrap leaves the battlefield. (That creature returns under its owner's control.) DTK U Silt Crawler {2}{G} Creature - Beast 3/3 When Silt Crawler enters the battlefield, tap all lands you control. PR C Silumgar Assassin {1}{B} Creature - Human Assassin 2/1 Creatures with power greater than Silumgar Assassin's power can't block it. Megamorph {2}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Silumgar Assassin is turned face up, destroy target creature with power 3 or less an opponent controls. DTK R Silumgar Butcher {4}{B} Creature - Zombie Djinn 3/3 Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Silumgar Butcher exploits a creature, target creature gets -3/-3 until end of turn. DTK C Silumgar Monument {3} Artifact {T}: Add {U} or {B} to your mana pool. {4}{U}{B}: Silumgar Monument becomes a 4/4 blue and black Dragon artifact creature with flying until end of turn. DTK U Silumgar Sorcerer {1}{U}{U} Creature - Human Wizard 2/1 Flash (You may cast this spell any time you could cast an instant.) Flying Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Silumgar Sorcerer exploits a creature, counter target creature spell. DTK U Silumgar Spell-Eater {2}{U} Creature - Naga Wizard 2/3 Megamorph {4}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Silumgar Spell-Eater is turned face up, counter target spell unless its controller pays {3}. DTK U Silumgar's Command {3}{U}{B} Instant Choose two - • Counter target noncreature spell. • Return target permanent to its owner's hand. • Target creature gets -3/-3 until end of turn. • Destroy target planeswalker. DTK R Silumgar's Scorn {U}{U} Instant As an additional cost to cast Silumgar's Scorn, you may reveal a Dragon card from your hand. Counter target spell unless its controller pays {1}. If you revealed a Dragon card or controlled a Dragon as you cast Silumgar's Scorn, counter that spell instead. DTK U Silumgar, the Drifting Death {4}{U}{B} Legendary Creature - Dragon 3/7 Flying, hexproof Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn. FRF R Silver Drake {1}{W}{U} Creature - Drake 3/3 Flying When Silver Drake enters the battlefield, return a white or blue creature you control to its owner's hand. PS C Silver Erne {3}{U} Creature - Bird 2/2 Flying, trample IA U Silver Knight {W}{W} Creature - Human Knight 2/2 First strike, protection from red SCG U, DDG U Silver Myr {2} Artifact Creature - Myr 1/1 {T}: Add {U} to your mana pool. MRD C, HOP C, DDF C, SOM C Silver Seraph {5}{W}{W}{W} Creature - Angel 6/6 Flying Threshold - Other creatures you control get +2/+2 as long as seven or more cards are in your graveyard. JUD R Silver Wyvern {3}{U}{U} Creature - Drake 4/3 Flying {U}: Change the target of target spell or ability that targets only Silver Wyvern. The new target must be a creature. ST R, TPR R Silver-Inlaid Dagger {1} Artifact - Equipment Equipped creature gets +2/+0. As long as equipped creature is a Human, it gets an additional +1/+0. Equip {2} ISD U Silverback Ape {3}{G}{G} Creature - Ape 5/5 P3 U, 8ED U Silverblade Paladin {1}{W}{W} Creature - Human Knight 2/2 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Silverblade Paladin is paired with another creature, both creatures have double strike. AVR R, C14 R Silverchase Fox {1}{W} Creature - Fox 2/2 {1}{W}, Sacrifice Silverchase Fox: Exile target enchantment. ISD C, CNS C Silverclaw Griffin {3}{W}{W} Creature - Griffin 3/2 Flying, first strike DKA C Silvercoat Lion {1}{W} Creature - Cat 2/2 M10 C, M11 C, M13 C Silvergill Adept {1}{U} Creature - Merfolk Wizard 2/1 As an additional cost to cast Silvergill Adept, reveal a Merfolk card from your hand or pay {3}. When Silvergill Adept enters the battlefield, draw a card. LRW U Silvergill Douser {1}{U} Creature - Merfolk Wizard 1/1 {T}: Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control. LRW C Silverglade Elemental {4}{G} Creature - Elemental 4/4 When Silverglade Elemental enters the battlefield, you may search your library for a Forest card and put that card onto the battlefield. If you do, shuffle your library. MM C, HOP C Silverglade Pathfinder {1}{G} Creature - Dryad Spellshaper 1/1 {1}{G}, {T}, Discard a card: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. MM U Silverskin Armor {2} Artifact - Equipment Equipped creature gets +1/+1 and is an artifact in addition to its other types. Equip {2} MBS U Silverstorm Samurai {4}{W}{W} Creature - Fox Samurai 3/3 Flash Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) BOK C Silvos, Rogue Elemental {3}{G}{G}{G} Legendary Creature - Elemental 8/5 Trample {G}: Regenerate Silvos, Rogue Elemental. ONS R, VMA R Sima Yi, Wei Field Marshal {5}{B} Legendary Creature - Human Soldier */4 Sima Yi, Wei Field Marshal's power is equal to the number of Swamps you control. PK R Simian Brawler {3}{G} Creature - Ape Warrior 3/3 Discard a land card: Simian Brawler gets +1/+1 until end of turn. CSP C Simian Grunts {2}{G} Creature - Ape 3/4 Flash Echo {2}{G} (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.) GU C, VMA C Simian Spirit Guide {2}{R} Creature - Ape Spirit 2/2 Exile Simian Spirit Guide from your hand: Add {R} to your mana pool. PLC C Simic Basilisk {4}{G}{G} Creature - Basilisk Mutant 0/0 Graft 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) {1}{G}: Until end of turn, target creature with a +1/+1 counter on it gains "Whenever this creature deals combat damage to a creature, destroy that creature at end of combat." DIS U Simic Charm {G}{U} Instant Choose one - • Target creature gets +3/+3 until end of turn. • Permanents you control gain hexproof until end of turn. • Return target creature to its owner's hand. GTC U Simic Cluestone {3} Artifact {T}: Add {G} or {U} to your mana pool. {G}{U}, {T}, Sacrifice Simic Cluestone: Draw a card. DGM C Simic Fluxmage {2}{U} Creature - Merfolk Wizard 1/2 Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) {1}{U}, {T}: Move a +1/+1 counter from Simic Fluxmage onto target creature. GTC U Simic Growth Chamber Land Simic Growth Chamber enters the battlefield tapped. When Simic Growth Chamber enters the battlefield, return a land you control to its owner's hand. {T}: Add {G}{U} to your mana pool. DIS C, CMD C, MM2 U Simic Guildgate Land - Gate Simic Guildgate enters the battlefield tapped. {T}: Add {G} or {U} to your mana pool. GTC C, DGM C, C13 C Simic Guildmage {G/U}{G/U} Creature - Elf Wizard 2/2 ({G/U} can be paid with either {G} or {U}.) {1}{G}: Move a +1/+1 counter from target creature onto another target creature with the same controller. {1}{U}: Attach target Aura enchanting a permanent to another permanent with the same controller. DIS U Simic Initiate {G} Creature - Human Mutant 0/0 Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) DIS C, MM2 C Simic Keyrune {3} Artifact {T}: Add {G} or {U} to your mana pool. {G}{U}: Simic Keyrune becomes a 2/3 green and blue Crab artifact creature with hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) GTC U Simic Manipulator {1}{U}{U} Creature - Mutant Wizard 0/1 Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) {T}, Remove one or more +1/+1 counters from Simic Manipulator: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way. GTC R Simic Ragworm {3}{G} Creature - Worm 3/3 {U}: Untap Simic Ragworm. DIS C Simic Signet {2} Artifact {1}, {T}: Add {G}{U} to your mana pool. DIS C, CMD C, C13 C Simic Sky Swallower {5}{G}{U} Creature - Leviathan 6/6 Flying, trample Shroud (This creature can't be the target of spells or abilities.) DIS R, CMD R, DDO R Simoon {R}{G} Instant Simoon deals 1 damage to each creature target opponent controls. VI U, IN U Simplify {G} Sorcery Each player sacrifices an enchantment. OD C Simulacrum {1}{B} Instant You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn. 1E U, 2E U, 2U U, 3E U, 4E U Sin Collector {1}{W}{B} Creature - Human Cleric 2/1 When Sin Collector enters the battlefield, target opponent reveals his or her hand. You choose an instant or sorcery card from it and exile that card. DGM U Sindbad {1}{U} Creature - Human 1/1 {T}: Draw a card and reveal it. If it isn't a land card, discard it. AN U, 4E U, TSB S Sinew Sliver {1}{W} Creature - Sliver 1/1 All Sliver creatures get +1/+1. PLC C Singe {R} Instant Singe deals 1 damage to target creature. That creature becomes black until end of turn. PS C Singe-Mind Ogre {2}{B}{R} Creature - Ogre Mutant 3/2 When Singe-Mind Ogre enters the battlefield, target player reveals a card at random from his or her hand, then loses life equal to that card's converted mana cost. ARB C Singing Bell Strike {1}{U} Enchantment - Aura Enchant creature When Singing Bell Strike enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has "{6}: Untap this creature." KTK C Singing Tree {3}{G} Creature - Plant 0/3 {T}: Target attacking creature has base power 0 until end of turn. AN R, MED U Sinister Possession {B} Enchantment - Aura Enchant creature Whenever enchanted creature attacks or blocks, its controller loses 2 life. DGM C Sinister Strength {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets +3/+1 and is black. PS C Sink into Takenuma {3}{B} Sorcery - Arcane Sweep - Return any number of Swamps you control to their owner's hand. Target player discards a card for each Swamp returned this way. SOK C Sinkhole {B}{B} Sorcery Destroy target land. 1E C, 2E C, 2U C, ME4 R Sinking Feeling {2}{U} Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has "{1}, Put a -1/-1 counter on this creature: Untap this creature." SHM C Sins of the Past {4}{B}{B} Sorcery Until end of turn, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that card would be put into your graveyard this turn, exile it instead. Exile Sins of the Past. RAV R Sinstriker's Will {3}{W} Enchantment - Aura Enchant creature Enchanted creature has "{T}: This creature deals damage equal to its power to target attacking or blocking creature." GPT U Sip of Hemlock {4}{B}{B} Sorcery Destroy target creature. Its controller loses 2 life. THS C Sir Shandlar of Eberyn {4}{G}{W} Legendary Creature - Human Knight 4/7 LE U, ME3 C Sire of Insanity {4}{B}{R} Creature - Demon 6/4 At the beginning of each end step, each player discards his or her hand. DGM R Sire of Stagnation {4}{U}{B} Creature - Eldrazi 5/7 Devoid (This card has no color.) Whenever a land enters the battlefield under an opponent's control, that player exiles the top two cards of his or her library and you draw two cards. M Sire of the Storm {4}{U}{U} Creature - Spirit 3/3 Flying Whenever you cast a Spirit or Arcane spell, you may draw a card. CHK U Siren Song Lyre {2} Artifact - Equipment Equipped creature has "{2}, {T}: Tap target creature." Equip {2} BNG U Siren of the Fanged Coast {3}{U}{U} Creature - Siren 1/1 Flying Tribute 3 (As this creature enters the battlefield, an opponent of your choice may place three +1/+1 counters on it.) When Siren of the Fanged Coast enters the battlefield, if tribute wasn't paid, gain control of target creature. BNG U Siren of the Silent Song {1}{U}{B} Creature - Zombie Siren 2/1 Flying Inspired - Whenever Siren of the Silent Song becomes untapped, each opponent discards a card, then puts the top card of his or her library into his or her graveyard. BNG U Siren's Call {U} Instant Cast Siren's Call only during an opponent's turn, before attackers are declared. Creatures the active player controls attack this turn if able. At the beginning of the next end step, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn. 1E U, 2E U, 2U U, 3E U, 4E U Sirocco {1}{R} Instant Target player reveals his or her hand. For each blue instant card revealed this way, that player discards that card unless he or she pays 4 life. MI U Sisay Vanguard Hand -2, life -3 Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced. VAN S Sisay's Ingenuity {U} Enchantment - Aura Enchant creature When Sisay's Ingenuity enters the battlefield, draw a card. Enchanted creature has "{2}{U}: Target creature becomes the color of your choice until end of turn." PS C Sisay's Ring {4} Artifact {T}: Add {2} to your mana pool. VI C, 7E U Sisters of Stone Death {4}{B}{B}{G}{G} Legendary Creature - Gorgon 7/5 {G}: Target creature blocks Sisters of Stone Death this turn if able. {B}{G}: Exile target creature blocking or blocked by Sisters of Stone Death. {2}{B}: Put a creature card exiled with Sisters of Stone Death onto the battlefield under your control. RAV R Sisters of Stone Death Avatar Vanguard Hand +1, life -5 Each creature you control must be blocked if able. {4}: Exile target creature that's blocking a creature you control. VAN S Sisters of the Flame {1}{R}{R} Creature - Human Shaman 2/2 {T}: Add {R} to your mana pool. DK U, 4E C Sivitri Scarzam {5}{U}{B} Legendary Creature - Human 6/4 LE U, CH U, ME3 C Sivvi's Ruse {2}{W}{W} Instant If an opponent controls a Mountain and you control a Plains, you may cast Sivvi's Ruse without paying its mana cost. Prevent all damage that would be dealt this turn to creatures you control. NE U Sivvi's Valor {2}{W} Instant If you control a Plains, you may tap an untapped creature you control rather than pay Sivvi's Valor's mana cost. All damage that would be dealt to target creature this turn is dealt to you instead. NE R Sizzle {2}{R} Sorcery Sizzle deals 3 damage to each opponent. MM C, 8ED C Skaab Goliath {5}{U} Creature - Zombie Giant 6/9 As an additional cost to cast Skaab Goliath, exile two creature cards from your graveyard. Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.) ISD U, ORI U Skaab Ruinator {1}{U}{U} Creature - Zombie Horror 5/6 As an additional cost to cast Skaab Ruinator, exile three creature cards from your graveyard. Flying You may cast Skaab Ruinator from your graveyard. ISD M Skarrg Goliath {6}{G}{G} Creature - Beast 9/9 Trample Bloodrush - {5}{G}{G}, Discard Skarrg Goliath: Target attacking creature gets +9/+9 and gains trample until end of turn. GTC R Skarrg Guildmage {R}{G} Creature - Human Shaman 2/2 {R}{G}: Creatures you control gain trample until end of turn. {1}{R}{G}: Target land you control becomes a 4/4 Elemental creature until end of turn. It's still a land. GTC U Skarrg, the Rage Pits Land {T}: Add {1} to your mana pool. {R}{G}, {T}: Target creature gets +1/+1 and gains trample until end of turn. GPT U, PC2 U, DDL U Skarrgan Firebird {4}{R}{R} Creature - Phoenix 3/3 Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.) Flying {R}{R}{R}: Return Skarrgan Firebird from your graveyard to your hand. Activate this ability only if an opponent was dealt damage this turn. GPT R, DDL R, MM2 U Skarrgan Pit-Skulk {G} Creature - Human Warrior 1/1 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) Creatures with power less than Skarrgan Pit-Skulk's power can't block it. GPT C Skarrgan Skybreaker {4}{R}{R}{G} Creature - Giant Shaman 3/3 Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.) {1}, Sacrifice Skarrgan Skybreaker: Skarrgan Skybreaker deals damage equal to its power to target creature or player. GPT U, DDL U Skeletal Changeling {1}{B} Creature - Shapeshifter 1/1 Changeling (This card is every creature type.) {1}{B}: Regenerate Skeletal Changeling. LRW C Skeletal Crocodile {3}{B} Creature - Crocodile Skeleton 5/1 PO C Skeletal Grimace {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has "{B}: Regenerate this creature." ISD C Skeletal Kathari {4}{B} Creature - Bird Skeleton 3/2 Flying {B}, Sacrifice a creature: Regenerate Skeletal Kathari. ALA C Skeletal Scrying {X}{B} Instant As an additional cost to cast Skeletal Scrying, exile X cards from your graveyard. You draw X cards and you lose X life. OD U, CNS U, C14 U Skeletal Snake {1}{B} Creature - Snake Skeleton 2/1 PO C Skeletal Vampire {4}{B}{B} Creature - Vampire Skeleton 3/3 Flying When Skeletal Vampire enters the battlefield, put two 1/1 black Bat creature tokens with flying onto the battlefield. {3}{B}{B}, Sacrifice a Bat: Put two 1/1 black Bat creature tokens with flying onto the battlefield. Sacrifice a Bat: Regenerate Skeletal Vampire. GPT R, DDD R, MMA R, DD3_GVL R Skeletal Wurm {7}{B} Creature - Skeleton Wurm 7/6 {B}: Regenerate Skeletal Wurm. ROE U Skeleton Scavengers {2}{B} Creature - Skeleton 0/0 Skeleton Scavengers enters the battlefield with a +1/+1 counter on it. Pay {1} for each +1/+1 counter on Skeleton Scavengers: Regenerate Skeleton Scavengers. When it regenerates this way, put a +1/+1 counter on it. ST R Skeleton Shard {3} Artifact {3}, {T} or {B}, {T}: Return target artifact creature card from your graveyard to your hand. MRD U, HOP U Skeleton Ship {3}{U}{B} Legendary Creature - Skeleton 0/3 When you control no Islands, sacrifice Skeleton Ship. {T}: Put a -1/-1 counter on target creature. IA R, ME2 R Skeletonize {4}{R} Instant Skeletonize deals 3 damage to target creature. When a creature dealt damage this way dies this turn, put a 1/1 black Skeleton creature token onto the battlefield with "{B}: Regenerate this creature." ALA U Skill Borrower {2}{U} Artifact Creature - Human Wizard 1/3 Play with the top card of your library revealed. As long as the top card of your library is an artifact or creature card, Skill Borrower has all activated abilities of that card. (If any of the abilities use that card's name, use this creature's name instead.) ALA R Skillful Lunge {1}{W} Instant Target creature gets +2/+0 and gains first strike until end of turn. DKA C Skinbrand Goblin {1}{R} Creature - Goblin Warrior 2/1 Bloodrush - {R}, Discard Skinbrand Goblin: Target attacking creature gets +2/+1 until end of turn. GTC C Skinrender {2}{B}{B} Creature - Zombie 3/3 When Skinrender enters the battlefield, put three -1/-1 counters on target creature. SOM U Skinshifter {1}{G} Creature - Human Shaman 1/1 {G}: Choose one - • Until end of turn, Skinshifter becomes a Rhino with base power and toughness 4/4 and gains trample. Activate this ability only once each turn. • Until end of turn, Skinshifter becomes a Bird with base power and toughness 2/2 and gains flying. Activate this ability only once each turn. • Until end of turn, Skinshifter becomes a Plant with base power and toughness 0/8. Activate this ability only once each turn. M12 R Skinthinner {1}{B} Creature - Zombie 2/1 Morph {3}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Skinthinner is turned face up, destroy target nonblack creature. It can't be regenerated. LGN C Skinwing {4} Artifact - Equipment Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.) Equipped creature gets +2/+2 and has flying. Equip {6} MBS U Skirge Familiar {4}{B} Creature - Imp 3/2 Flying Discard a card: Add {B} to your mana pool. UZ U, VMA C Skirk Alarmist {1}{R} Creature - Human Wizard 1/2 Haste {T}: Turn target face-down creature you control face up. At the beginning of the next end step, sacrifice it. LGN R Skirk Commando {1}{R}{R} Creature - Goblin 2/1 Whenever Skirk Commando deals combat damage to a player, you may have it deal 2 damage to target creature that player controls. Morph {2}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C, ARC C Skirk Drill Sergeant {1}{R} Creature - Goblin 2/1 Whenever Skirk Drill Sergeant or another Goblin dies, you may pay {2}{R}. If you do, reveal the top card of your library. If it's a Goblin permanent card, put it onto the battlefield. Otherwise, put it into your graveyard. LGN U, EVG U, VMA C, DD3_EVG U Skirk Fire Marshal {3}{R}{R} Creature - Goblin 2/2 Protection from red Tap five untapped Goblins you control: Skirk Fire Marshal deals 10 damage to each creature and each player. ONS R, EVG R, DD3_EVG R Skirk Marauder {1}{R} Creature - Goblin 2/1 Morph {2}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Skirk Marauder is turned face up, it deals 2 damage to target creature or player. LGN C, ARC C Skirk Outrider {3}{R} Creature - Goblin 2/2 As long as you control a Beast, Skirk Outrider gets +2/+2 and has trample. LGN C Skirk Prospector {R} Creature - Goblin 1/1 Sacrifice a Goblin: Add {R} to your mana pool. ONS C, EVG C, DDG C, VMA C, DD3_EVG C Skirk Ridge Exhumer {1}{B} Creature - Zombie Spellshaper 1/1 {B}, {T}, Discard a card: Put a 1/1 black Zombie Goblin creature token named Festering Goblin onto the battlefield. It has "When Festering Goblin dies, target creature gets -1/-1 until end of turn." FUT U Skirk Shaman {1}{R}{R} Creature - Goblin Shaman 2/2 Skirk Shaman can't be blocked except by artifact creatures and/or red creatures. PLC C, EVG C, DD3_EVG C Skirk Volcanist {3}{R} Creature - Goblin 3/1 Morph-Sacrifice two Mountains. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Skirk Volcanist is turned face up, it deals 3 damage divided as you choose among one, two, or three target creatures. SCG U Skirsdag Cultist {2}{R}{R} Creature - Human Shaman 2/2 {R}, {T}, Sacrifice a creature: Skirsdag Cultist deals 2 damage to target creature or player. ISD U, DDK U Skirsdag Flayer {1}{B} Creature - Human Cleric 1/1 {3}{B}, {T}, Sacrifice a Human: Destroy target creature. DKA U Skirsdag High Priest {1}{B} Creature - Human Cleric 1/2 Morbid - {T}, Tap two untapped creatures you control: Put a 5/5 black Demon creature token with flying onto the battlefield. Activate this ability only if a creature died this turn. ISD R, C14 R Skithiryx, the Blight Dragon {3}{B}{B} Legendary Creature - Dragon Skeleton 4/4 Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) {B}: Skithiryx, the Blight Dragon gains haste until end of turn. {B}{B}: Regenerate Skithiryx. SOM M Skitter of Lizards {R} Creature - Lizard 1/1 Multikicker {1}{R} (You may pay an additional {1}{R} any number of times as you cast this spell.) Haste Skitter of Lizards enters the battlefield with a +1/+1 counter on it for each time it was kicked. WWK C, CNS C Skittering Horror {2}{B} Creature - Horror 4/3 When you cast a creature spell, sacrifice Skittering Horror. CG C, BD C Skittering Invasion {7} Tribal Sorcery - Eldrazi Put five 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." ROE U Skittering Monstrosity {3}{B}{B} Creature - Horror 5/5 When you cast a creature spell, sacrifice Skittering Monstrosity. TSP U Skittering Skirge {B}{B} Creature - Imp 3/2 Flying When you cast a creature spell, sacrifice Skittering Skirge. UZ C, BD C Skitterskin {3}{B} Creature - Eldrazi Drone 4/3 Devoid (This card has no color.) Skitterskin can't block. {1}{B}: Regenerate Skitterskin. Activate this ability only if you control another colorless creature. U Skittish Kavu {1}{R} Creature - Kavu 1/1 Skittish Kavu gets +1/+1 as long as no opponent controls a white or blue creature. IN U Skittish Valesk {6}{R} Creature - Beast 5/5 At the beginning of your upkeep, flip a coin. If you lose the flip, turn Skittish Valesk face down. Morph {5}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Skizzik {3}{R} Creature - Elemental 5/3 Kicker {R} (You may pay an additional {R} as you cast this spell.) Trample, haste At the beginning of the end step, sacrifice Skizzik unless it was kicked. IN R Skizzik Surger {4}{R}{R} Creature - Elemental 6/4 Haste Echo-Sacrifice two lands. (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.) FUT U Skred {R} Instant Skred deals damage to target creature equal to the number of snow permanents you control. CSP C Skulking Fugitive {2}{B} Creature - Horror Mercenary 3/4 When Skulking Fugitive becomes the target of a spell or ability, sacrifice it. MM C Skulking Ghost {1}{B} Creature - Spirit 2/1 Flying When Skulking Ghost becomes the target of a spell or ability, sacrifice it. MI C Skulking Knight {2}{B} Creature - Zombie Knight 3/3 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) When Skulking Knight becomes the target of a spell or ability, sacrifice it. TSP C Skull Catapult {4} Artifact {1}, {T}, Sacrifice a creature: Skull Catapult deals 2 damage to target creature or player. IA U, 5E U, 6E U, ME2 U Skull Collector {1}{B}{B} Creature - Ogre Warrior 3/3 At the beginning of your upkeep, return a black creature you control to its owner's hand. {1}{B}: Regenerate Skull Collector. SOK U Skull Fracture {B} Sorcery Target player discards a card. Flashback {3}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD U Skull Rend {3}{B}{R} Sorcery Skull Rend deals 2 damage to each opponent. Those players each discard two cards at random. RTR C Skull of Orm {3} Artifact {5}, {T}: Return target enchantment card from your graveyard to your hand. DK U, 8ED R Skull of Ramos {3} Artifact {T}: Add {B} to your mana pool. Sacrifice Skull of Ramos: Add {B} to your mana pool. MM R Skullbriar, the Walking Grave {B}{G} Legendary Creature - Zombie Elemental 1/1 Haste Whenever Skullbriar, the Walking Grave deals combat damage to a player, put a +1/+1 counter on it. Counters remain on Skullbriar as it moves to any zone other than a player's hand or library. CMD R Skullcage {4} Artifact At the beginning of each opponent's upkeep, Skullcage deals 2 damage to that player unless he or she has exactly three or exactly four cards in hand. 5DN U, ARC U Skullclamp {1} Artifact - Equipment Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1} DST U, V09 M, CMD U, VMA M, C14 U Skullcrack {1}{R} Instant Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player. GTC U Skullmane Baku {3}{B}{B} Creature - Spirit 2/1 Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Skullmane Baku. {1}, {T}, Remove X ki counters from Skullmane Baku: Target creature gets -X/-X until end of turn. BOK C Skullmead Cauldron {4} Artifact {T}: You gain 1 life. {T}, Discard a card: You gain 3 life. DIS U Skullmulcher {4}{G} Creature - Elemental 3/3 Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.) When Skullmulcher enters the battlefield, draw a card for each creature it devoured. ALA R Skullscorch {R}{R} Sorcery Target player discards two cards at random unless that player has Skullscorch deal 4 damage to him or her. TOR R Skullsnatcher {1}{B} Creature - Rat Ninja 2/1 Ninjutsu {B} ({B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Skullsnatcher deals combat damage to a player, exile up to two target cards from that player's graveyard. BOK C, PC2 C Skulltap {1}{B} Sorcery As an additional cost to cast Skulltap, sacrifice a creature. Draw two cards. SCG C Sky Diamond {2} Artifact Sky Diamond enters the battlefield tapped. {T}: Add {U} to your mana pool. MI U, 6E U, 7E U, C14 U Sky Hussar {3}{W}{U} Creature - Human Knight 4/3 Flying When Sky Hussar enters the battlefield, untap all creatures you control. Forecast - Tap two untapped white and/or blue creatures you control, Reveal Sky Hussar from your hand: Draw a card. (Activate this ability only during your upkeep and only once each turn.) DIS U Sky Ruin Drake {4}{U} Creature - Drake 2/5 Flying ZEN C Sky Spirit {1}{W}{U} Creature - Spirit 2/2 Flying, first strike TE U, DDI U, CNS U Sky Swallower {3}{U}{U} Creature - Leviathan 8/8 Flying When Sky Swallower enters the battlefield, target opponent gains control of all other permanents you control. GPT R Sky Weaver {1}{U} Creature - Metathran Wizard 2/1 {2}: Target white or black creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) IN U, 10E U Sky-Eel School {3}{U}{U} Creature - Fish 3/3 Flying When Sky-Eel School enters the battlefield, draw a card, then discard a card. SOM C Skybind {3}{W}{W} Enchantment Constellation - Whenever Skybind or another enchantment enters the battlefield under your control, exile target nonenchantment permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step. JOU R Skyblinder Staff {1} Artifact - Equipment Equipped creature gets +1/+0 and can't be blocked by creatures with flying. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) GTC C Skybreen Plane - Kaldheim Players play with the top card of their libraries revealed. Spells that share a card type with the top card of a library can't be cast. Whenever you roll CHAOS, target player loses life equal to the number of cards in his or her hand. HOP C Skyclaw Thrash {3}{U}{R} Artifact Creature - Viashino Warrior 4/4 Whenever Skyclaw Thrash attacks, flip a coin. If you win the flip, Skyclaw Thrash gets +1/+1 and gains flying until end of turn. ARB U Skycloud Egg {1} Artifact {2}, {T}, Sacrifice Skycloud Egg: Add {W}{U} to your mana pool. Draw a card. OD U Skycloud Expanse Land {1}, {T}: Add {W}{U} to your mana pool. OD R Skyfire Kirin {2}{R}{R} Legendary Creature - Kirin Spirit 3/3 Flying Whenever you cast a Spirit or Arcane spell, you may gain control of target creature with that spell's converted mana cost until end of turn. SOK R Skygames {1}{U} Enchantment - Aura Enchant land Enchanted land has "{T}: Target creature gains flying until end of turn. Activate this ability only any time you could cast a sorcery." GTC C Skyhunter Cub {2}{W} Creature - Cat Knight 2/2 As long as Skyhunter Cub is equipped, it gets +1/+1 and has flying. MRD C Skyhunter Patrol {2}{W}{W} Creature - Cat Knight 2/3 Flying, first strike (This creature can't be blocked except by creatures with flying or reach, and it deals combat damage before creatures without first strike.) MRD C, 10E C, DDG C Skyhunter Prowler {2}{W} Creature - Cat Knight 1/3 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) 5DN C, 9ED C, 10E C Skyhunter Skirmisher {1}{W}{W} Creature - Cat Knight 1/1 Flying, double strike 5DN U, 10E U, C14 U, MM2 C Skyknight Legionnaire {1}{R}{W} Creature - Human Knight 2/2 Flying, haste RAV C, GTC C Skylasher {1}{G} Creature - Insect 2/2 Flash Skylasher can't be countered. Reach, protection from blue DGM R Skyline Cascade Land Skyline Cascade enters the battlefield tapped. When Skyline Cascade enters the battlefield, target creature an opponent controls doesn't untap during its controller's next untap step. {T}: Add {U} to your mana pool. C Skyline Predator {4}{U}{U} Creature - Drake 3/4 Flash (You may cast this spell any time you could cast an instant.) Flying RTR U Skymark Roc {2}{W}{U} Creature - Bird 3/3 Flying Whenever Skymark Roc attacks, you may return target creature defending player controls with toughness 2 or less to its owner's hand. RTR U Skyraker Giant {2}{R}{R} Creature - Giant 4/3 Reach (This creature can block creatures with flying.) ORI U Skyreach Manta {5} Artifact Creature - Fish 0/0 Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.) Flying 5DN C, MMA C, MM2 C Skyreaping {1}{G} Sorcery Skyreaping deals damage to each creature with flying equal to your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.) BNG U Skyrider Elf {X}{G}{U} Creature - Elf Warrior Ally 0/0 Flying Converge - Skyrider Elf enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. U Skyrider Trainee {4}{W} Creature - Human Soldier 3/3 Skyrider Trainee has flying as long as it's enchanted. GPT C Skyscribing {X}{U}{U} Sorcery Each player draws X cards. Forecast - {2}{U}, Reveal Skyscribing from your hand: Each player draws a card. (Activate this ability only during your upkeep and only once each turn.) DIS U, CMD U, C13 U Skyshaper {2} Artifact Sacrifice Skyshaper: Creatures you control gain flying until end of turn. EX U, TPR C Skyship Weatherlight {4} Legendary Artifact When Skyship Weatherlight enters the battlefield, search your library for any number of artifact and/or creature cards and exile them. Then shuffle your library. {4}, {T}: Choose a card at random that was exiled with Skyship Weatherlight. Put that card into its owner's hand. PS R (x2) Skyshooter {1}{G} Creature - Centaur Archer 1/2 Reach (This creature can block creatures with flying.) {T}, Sacrifice Skyshooter: Destroy target attacking or blocking creature with flying. OD U Skyshroud Archer {G} Creature - Elf Archer 1/1 {T}: Target creature with flying gets -1/-1 until end of turn. ST C Skyshroud Behemoth {5}{G}{G} Creature - Beast 10/10 Fading 2 (This creature enters the battlefield with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Skyshroud Behemoth enters the battlefield tapped. NE R Skyshroud Blessing {1}{G} Instant All lands gain shroud until end of turn. (They can't be the targets of spells or abilities.) Draw a card. PS U Skyshroud Claim {3}{G} Sorcery Search your library for up to two Forest cards and put them onto the battlefield. Then shuffle your library. NE C Skyshroud Condor {1}{U} Creature - Bird 2/2 Flying Cast Skyshroud Condor only if you've cast another spell this turn. TE U Skyshroud Cutter {3}{G} Creature - Beast 2/2 If you control a Forest, rather than pay Skyshroud Cutter's mana cost, you may have each other player gain 5 life. NE C Skyshroud Elf {1}{G} Creature - Elf Druid 1/1 {T}: Add {G} to your mana pool. {1}: Add {R} or {W} to your mana pool. TE C, TPR C Skyshroud Elite {G} Creature - Elf 1/1 Skyshroud Elite gets +1/+2 as long as an opponent controls a nonbasic land. EX U, BR U Skyshroud Falcon {1}{W} Creature - Bird 1/1 Flying, vigilance ST C, 7E C Skyshroud Forest Land Skyshroud Forest enters the battlefield tapped. {T}: Add {1} to your mana pool. {T}: Add {G} or {U} to your mana pool. Skyshroud Forest deals 1 damage to you. TE R, VMA U, TPR U Skyshroud Poacher {2}{G}{G} Creature - Human Rebel 2/2 {3}, {T}: Search your library for an Elf permanent card and put it onto the battlefield. Then shuffle your library. NE R Skyshroud Ranger {G} Creature - Elf 1/1 {T}: You may put a land card from your hand onto the battlefield. Activate this ability only any time you could cast a sorcery. TE C, 10E C Skyshroud Ridgeback {G} Creature - Beast 2/3 Fading 2 (This creature enters the battlefield with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) NE C Skyshroud Sentinel {2}{G} Creature - Elf 1/1 When Skyshroud Sentinel enters the battlefield, you may search your library for up to three cards named Skyshroud Sentinel, reveal them, and put them into your hand. If you do, shuffle your library. NE C Skyshroud Troll {2}{G}{G} Creature - Troll Giant 3/3 {1}{G}: Regenerate Skyshroud Troll. TE C, TPR C Skyshroud Troopers {3}{G} Creature - Elf Druid Warrior 3/3 {T}: Add {G} to your mana pool. ST C Skyshroud Vampire {3}{B}{B} Creature - Vampire 3/3 Flying Discard a creature card: Skyshroud Vampire gets +2/+2 until end of turn. TE U, TPR U Skyshroud War Beast {1}{G} Creature - Beast */* Trample As Skyshroud War Beast enters the battlefield, choose an opponent. Skyshroud War Beast's power and toughness are each equal to the number of nonbasic lands the chosen player controls. EX R Skysnare Spider {4}{G}{G} Creature - Spider 6/6 Vigilance (Attacking doesn't cause this creature to tap.) Reach (This creature can block creatures with flying.) ORI U Skyspear Cavalry {3}{W}{W} Creature - Human Soldier 2/2 Flying Double strike (This creature deals both first-strike and regular combat damage.) JOU U Skyward Eye Prophets {3}{G}{W}{U} Creature - Human Wizard 3/3 Vigilance {T}: Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand. CON U, C13 U Skywatcher Adept {U} Creature - Merfolk Wizard 1/1 Level up {3} ({3}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 2/2 Flying LEVEL 3+ 4/2 Flying ROE C Skywinder Drake {2}{U} Creature - Drake 3/1 Flying Skywinder Drake can block only creatures with flying. M12 C Skywing Aven {2}{U} Creature - Bird Soldier 2/1 Flying Discard a card: Return Skywing Aven to its owner's hand. TOR C, VMA C Skywise Teachings {3}{U} Enchantment Whenever you cast a noncreature spell, you may pay {1}{U}. If you do, put a 2/2 blue Djinn Monk creature token with flying onto the battlefield. DTK U Slab Hammer {2} Artifact - Equipment Whenever equipped creature attacks, you may return a land you control to its owner's hand. If you do, the creature gets +2/+2 until end of turn. Equip {2} U Slag Fiend {R} Creature - Construct */* Slag Fiend's power and toughness are each equal to the number of artifact cards in all graveyards. NPH R Slagstorm {1}{R}{R} Sorcery Choose one - • Slagstorm deals 3 damage to each creature. • Slagstorm deals 3 damage to each player. MBS R Slagwurm Armor {1} Artifact - Equipment Equipped creature gets +0/+6. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) MRD C Slash Panther {4}{P/R} Artifact Creature - Cat 4/2 ({P/R} can be paid with either {R} or 2 life.) Haste NPH C Slashing Tiger {2}{G}{G} Creature - Cat 3/3 Whenever Slashing Tiger becomes blocked, it gets +2/+2 until end of turn. PK R, ME3 C Slate Street Ruffian {2}{B} Creature - Human Warrior 2/2 Whenever Slate Street Ruffian becomes blocked, defending player discards a card. GTC C, DDM C Slate of Ancestry {4} Artifact {4}, {T}, Discard your hand: Draw a card for each creature you control. ONS R, 9ED R, EVG R, DD3_EVG R Slaughter {2}{B}{B} Instant Buyback-Pay 4 life. (You may pay 4 life in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Destroy target nonblack creature. It can't be regenerated. EX U Slaughter Cry {2}{R} Instant Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.) ZEN C, M12 C Slaughter Games {2}{B}{R} Sorcery Slaughter Games can't be countered by spells or abilities. Name a nonland card. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library. RTR R Slaughter Pact {0} (Black) Instant Destroy target nonblack creature. At the beginning of your next upkeep, pay {2}{B}. If you don't, you lose the game. FUT R, MMA R Slaughterhorn {2}{G} Creature - Beast 3/2 Bloodrush - {G}, Discard Slaughterhorn: Target attacking creature gets +3/+2 until end of turn. GTC C Slaughterhouse Bouncer {4}{B} Creature - Ogre Warrior 3/3 Hellbent - When Slaughterhouse Bouncer dies, if you have no cards in hand, target creature gets -3/-3 until end of turn. DIS C Slave of Bolas {3}{U/R}{B} Sorcery Gain control of target creature. Untap that creature. It gains haste until end of turn. Sacrifice it at the beginning of the next end step. ARB U, DDH U Slavering Nulls {1}{R} Creature - Goblin Zombie 2/1 Whenever Slavering Nulls deals combat damage to a player, if you control a Swamp, you may have that player discard a card. WWK U, DDH U Slay {2}{B} Instant Destroy target green creature. It can't be regenerated. Draw a card. PS U, 8ED U, 9ED U, DDE U Slayer of the Wicked {3}{W} Creature - Human Soldier 3/2 When Slayer of the Wicked enters the battlefield, you may destroy target Vampire, Werewolf, or Zombie. ISD U Slayers' Stronghold Land {T}: Add {1} to your mana pool. {R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn. AVR R Sleep {2}{U}{U} Sorcery Tap all creatures target player controls. Those creatures don't untap during that player's next untap step. M10 U, M11 U, M13 U Sleeper Agent {B} Creature - Minion 3/3 When Sleeper Agent enters the battlefield, target opponent gains control of it. At the beginning of your upkeep, Sleeper Agent deals 2 damage to you. UZ R, 10E R Sleeper's Guile {2}{B} Enchantment - Aura Enchant creature Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) When Sleeper's Guile is put into a graveyard from the battlefield, return Sleeper's Guile to its owner's hand. GU C Sleeper's Robe {U}{B} Enchantment - Aura Enchant creature Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Whenever enchanted creature deals combat damage to an opponent, you may draw a card. IN U Sleeping Potion {1}{U} Enchantment - Aura Enchant creature When Sleeping Potion enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. When enchanted creature becomes the target of a spell or ability, sacrifice Sleeping Potion. PS C Sleight of Hand {U} Sorcery Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library. P2 C, P3 C, 7E C, 9ED C, ME4 C Sleight of Mind {U} Instant Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell." This effect lasts indefinitely.) 1E R, 2E R, 2U R, 3E R, 4E R, IA U, 5E R Slice and Dice {4}{R}{R} Sorcery Slice and Dice deals 4 damage to each creature. Cycling {2}{R} ({2}{R}, Discard this card: Draw a card.) When you cycle Slice and Dice, you may have it deal 1 damage to each creature. ONS U, C13 U Slice in Twain {2}{G}{G} Instant Destroy target artifact or enchantment. Draw a card. SOM U, C13 U Slime Molding {X}{G} Sorcery Put an X/X green Ooze creature token onto the battlefield. RTR U Slimy Kavu {2}{R} Creature - Kavu 2/2 {T}: Target land becomes a Swamp until end of turn. IN C Slingbow Trap {3}{G} Instant - Trap If a black creature with flying is attacking, you may pay {G} rather than pay Slingbow Trap's mana cost. Destroy target attacking creature with flying. WWK U Slingshot Goblin {2}{R} Creature - Goblin 2/2 {R}, {T}: Slingshot Goblin deals 2 damage to target blue creature. PS C Slinking Giant {2}{R}{R} Creature - Giant Rogue 4/4 Wither (This deals damage to creatures in the form of -1/-1 counters.) Whenever Slinking Giant blocks or becomes blocked, it gets -3/-0 until end of turn. SHM U Slinking Serpent {2}{U}{B} Creature - Serpent 2/3 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) IN U Slinking Skirge {3}{B} Creature - Imp 2/1 Flying {2}, Sacrifice Slinking Skirge: Draw a card. CG C Slippery Bogle {G/U} Creature - Beast 1/1 Hexproof (This creature can't be the target of spells or abilities your opponents control.) EVE C Slippery Karst Land Slippery Karst enters the battlefield tapped. {T}: Add {G} to your mana pool. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C, BR C, BD C, DDD C, C13 C, C14 C, DD3_GVL C Slipstream Eel {5}{U}{U} Creature - Fish Beast 6/6 Slipstream Eel can't attack unless defending player controls an Island. Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.) ONS C, CMD C Slipstream Serpent {7}{U} Creature - Serpent 6/6 Slipstream Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Slipstream Serpent. Morph {5}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) TSP C Sliptide Serpent {4}{U}{U} Creature - Serpent 4/4 {3}{U}: Return Sliptide Serpent to its owner's hand. NE R Slith Ascendant {1}{W}{W} Creature - Slith 1/1 Flying Whenever Slith Ascendant deals combat damage to a player, put a +1/+1 counter on it. MRD U Slith Bloodletter {B}{B} Creature - Slith 1/1 Whenever Slith Bloodletter deals combat damage to a player, put a +1/+1 counter on it. {1}{B}: Regenerate Slith Bloodletter. MRD U Slith Firewalker {R}{R} Creature - Slith 1/1 Haste Whenever Slith Firewalker deals combat damage to a player, put a +1/+1 counter on it. MRD U, DD2 U, DD3_JVC U Slith Predator {G}{G} Creature - Slith 1/1 Trample Whenever Slith Predator deals combat damage to a player, put a +1/+1 counter on it. MRD U Slith Strider {1}{U}{U} Creature - Slith 1/1 Whenever Slith Strider becomes blocked, draw a card. Whenever Slith Strider deals combat damage to a player, put a +1/+1 counter on it. MRD U, DDI U Slitherhead {B/G} Creature - Plant Zombie 1/1 Scavenge {0} ({0}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.) RTR U Slithering Shade {B} Creature - Shade 0/1 Defender (This creature can't attack.) {B}: Slithering Shade gets +1/+1 until end of turn. Hellbent - Slithering Shade can attack as though it didn't have defender as long as you have no cards in hand. DIS U Slithermuse {2}{U}{U} Creature - Elemental 3/3 When Slithermuse leaves the battlefield, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference. Evoke {3}{U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) MOR R Slithery Stalker {1}{B}{B} Creature - Nightmare Horror 1/1 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) When Slithery Stalker enters the battlefield, exile target green or white creature an opponent controls. When Slithery Stalker leaves the battlefield, return the exiled card to the battlefield under its owner's control. TOR U Sliver Construct {3} Artifact Creature - Sliver Construct 2/2 M14 C Sliver Hive Land {T}: Add {1} to your mana pool. {T}: Add one mana of any color to your mana pool. Spend this mana only to cast a Sliver spell. {5}, {T}: Put a 1/1 colorless Sliver creature token onto the battlefield. Activate this ability only if you control a Sliver. M15 R Sliver Hivelord {W}{U}{B}{R}{G} Legendary Creature - Sliver 5/5 Sliver creatures you control have indestructible. (Damage and effects that say "destroy" don't destroy them.) M15 M Sliver Legion {W}{U}{B}{R}{G} Legendary Creature - Sliver 7/7 All Sliver creatures get +1/+1 for each other Sliver on the battlefield. FUT R Sliver Overlord {W}{U}{B}{R}{G} Legendary Creature - Sliver Mutant 7/7 {3}: Search your library for a Sliver card, reveal that card, and put it into your hand. Then shuffle your library. {3}: Gain control of target Sliver. (This effect lasts indefinitely.) SCG R, H09 M Sliver Queen {W}{U}{B}{R}{G} Legendary Creature - Sliver 7/7 {2}: Put a 1/1 colorless Sliver creature token onto the battlefield. ST R, TPR M Sliver Queen Avatar Vanguard Hand +0, life +7 Whenever you cast a non-Sliver creature spell, exile that spell. If you do, put a token onto the battlefield that's a copy of a random non-Shapeshifter Sliver creature card with the same converted mana cost as that spell. VAN S Sliver Queen, Brood Mother Vanguard Hand +0, life +8 {3}: Put a 1/1 colorless Sliver creature token onto the battlefield. VAN S Sliversmith {2} Artifact Creature - Spellshaper 1/1 {1}, {T}, Discard a card: Put a 1/1 colorless Sliver artifact creature token named Metallic Sliver onto the battlefield. FUT U Slobad, Goblin Tinkerer {1}{R} Legendary Creature - Goblin Artificer 1/2 Sacrifice an artifact: Target artifact gains indestructible until end of turn. (Effects that say "destroy" don't destroy it. A creature with indestructible can't be destroyed by damage.) DST R Slow Motion {2}{U} Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player sacrifices that creature unless he or she pays {2}. When Slow Motion is put into a graveyard from the battlefield, return Slow Motion to its owner's hand. GU C Sludge Crawler {B} Creature - Eldrazi Drone 1/1 Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.) {2}: Sludge Crawler gets +1/+1 until end of turn. C Sludge Strider {1}{W}{U}{B} Artifact Creature - Insect 3/3 Whenever another artifact enters the battlefield under your control or another artifact you control leaves the battlefield, you may pay {1}. If you do, target player loses 1 life and you gain 1 life. CON U, HOP U Sluggishness {1}{R} Enchantment - Aura Enchant creature Enchanted creature can't block. When Sluggishness is put into a graveyard from the battlefield, return Sluggishness to its owner's hand. GU C Sluiceway Scorpion {2}{B}{G} Creature - Scorpion 2/2 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Scavenge {1}{B}{G} ({1}{B}{G}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.) RTR C Slum Reaper {3}{B} Creature - Horror 4/2 When Slum Reaper enters the battlefield, each player sacrifices a creature. RTR U Slumbering Dragon {R} Creature - Dragon 3/3 Flying Slumbering Dragon can't attack or block unless it has five or more +1/+1 counters on it. Whenever a creature attacks you or a planeswalker you control, put a +1/+1 counter on Slumbering Dragon. M13 R Slumbering Tora {3} Artifact {2}, Discard a Spirit or Arcane card: Slumbering Tora becomes an X/X Cat artifact creature until end of turn, where X is the discarded card's converted mana cost. BOK R Smallpox {B}{B} Sorcery Each player loses 1 life, discards a card, sacrifices a creature, then sacrifices a land. TSP U, M12 U, CNS U Smash {2}{R} Instant Destroy target artifact. Draw a card. AP C, RAV C, 10E C Smash to Smithereens {1}{R} Instant Destroy target artifact. Smash to Smithereens deals 3 damage to that artifact's controller. SHM C, MM2 C, ORI C Smelt {R} Instant Destroy target artifact. M13 C, M14 C Smelt-Ward Gatekeepers {3}{R} Creature - Human Warrior 2/4 When Smelt-Ward Gatekeepers enters the battlefield, if you control two or more Gates, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. DGM C Smite {W} Instant Destroy target blocked creature. ST C, ROE C, GTC C, TPR C Smite the Monstrous {3}{W} Instant Destroy target creature with power 4 or greater. C (x2), ISD C, DDL C, KTK C Smog Elemental {4}{B}{B} Creature - Elemental 3/3 Flying Creatures with flying your opponents control get -1/-1. GTC U Smogsteed Rider {2}{B}{B} Creature - Human Wizard 2/2 Whenever Smogsteed Rider attacks, each other attacking creature gains fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.) GPT U Smoke {R}{R} Enchantment Players can't untap more than one creature during their untap steps. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, ME4 R Smoke Teller {1}{G} Creature - Human Shaman 2/2 {1}{U}: Look at target face-down creature. KTK C Smokebraider {1}{R} Creature - Elemental Shaman 1/1 {T}: Add two mana in any combination of colors to your mana pool. Spend this mana only to cast Elemental spells or activate abilities of Elementals. LRW C, HOP C, MM2 C Smokespew Invoker {2}{B} Creature - Zombie Mutant 3/1 {7}{B}: Target creature gets -3/-3 until end of turn. LGN C Smokestack {4} Artifact At the beginning of your upkeep, you may put a soot counter on Smokestack. At the beginning of each player's upkeep, that player sacrifices a permanent for each soot counter on Smokestack. UZ R, VMA R, V14 M Smolder Initiate {B} Creature - Elemental Shaman 1/1 Whenever a player casts a black spell, you may pay {1}. If you do, target player loses 1 life. SHM C Smoldering Butcher {3}{B} Creature - Elemental Warrior 4/2 Wither (This deals damage to creatures in the form of -1/-1 counters.) EVE C Smoldering Crater Land Smoldering Crater enters the battlefield tapped. {T}: Add {R} to your mana pool. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C, BD C, C13 C, C14 C Smoldering Efreet {1}{R} Creature - Efreet Monk 2/2 When Smoldering Efreet dies, it deals 2 damage to you. FRF C Smoldering Marsh Land - Swamp Mountain ({T}: Add {B} or {R} to your mana pool.) Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands. R, M Smoldering Spires Land Smoldering Spires enters the battlefield tapped. When Smoldering Spires enters the battlefield, target creature can't block this turn. {T}: Add {R} to your mana pool. WWK C Smoldering Tar {2}{B}{R} Enchantment At the beginning of your upkeep, target player loses 1 life. Sacrifice Smoldering Tar: Smoldering Tar deals 4 damage to target creature. Activate this ability only any time you could cast a sorcery. IN U Smother {1}{B} Instant Destroy target creature with converted mana cost 3 or less. It can't be regenerated. U, ONS U, WWK U Smothering Abomination {2}{B}{B} Creature - Eldrazi 4/3 Devoid (This card has no color.) Flying At the beginning of your upkeep, sacrifice a creature. Whenever you sacrifice a creature, draw a card. R Snag {3}{G} Instant You may discard a Forest card rather than pay Snag's mana cost. Prevent all combat damage that would be dealt by unblocked creatures this turn. PR U Snake Basket {4} Artifact {X}, Sacrifice Snake Basket: Put X 1/1 green Snake creature tokens onto the battlefield. Activate this ability only any time you could cast a sorcery. VI R, 6E R Snake Cult Initiation {3}{B} Enchantment - Aura Enchant creature Enchanted creature has poisonous 3. (Whenever it deals combat damage to a player, that player gets three poison counters. A player with ten or more poison counters loses the game.) FUT U Snake Pit {3}{G} Enchantment Whenever an opponent casts a blue or black spell, you may put a 1/1 green Snake creature token onto the battlefield. MM U Snake Umbra {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card." Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) ROE C, PC2 C Snake of the Golden Grove {4}{G} Creature - Snake 4/4 Tribute 3 (As this creature enters the battlefield, an opponent of your choice may place three +1/+1 counters on it.) When Snake of the Golden Grove enters the battlefield, if tribute wasn't paid, you gain 4 life. BNG C Snakeform {2}{G/U} Instant Until end of turn, target creature loses all abilities and becomes a green Snake with base power and toughness 1/1. Draw a card. EVE C Snap {1}{U} Instant Return target creature to its owner's hand. Untap up to two lands. GU C Snapback {1}{U} Instant You may exile a blue card from your hand rather than pay Snapback's mana cost. Return target creature to its owner's hand. TSP C Snapcaster Mage {1}{U} Creature - Human Wizard 2/1 Flash When Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.) ISD R Snapping Creeper {2}{G} Creature - Plant 2/3 Landfall - Whenever a land enters the battlefield under your control, Snapping Creeper gains vigilance until end of turn. WWK C Snapping Drake {3}{U} Creature - Drake 3/2 Flying PO C, P3 C, BD C, RAV C, 10E C, M10 C Snapping Gnarlid {1}{G} Creature - Beast 2/2 Landfall - Whenever a land enters the battlefield under your control, Snapping Gnarlid gets +1/+1 until end of turn. C Snapping Thragg {4}{R} Creature - Beast 3/3 Whenever Snapping Thragg deals combat damage to a player, you may have it deal 3 damage to target creature that player controls. Morph {4}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Snapsail Glider {3} Artifact Creature - Construct 2/2 Metalcraft - Snapsail Glider has flying as long as you control three or more artifacts. SOM C Snare the Skies {G} Instant Target creature gets +1/+1 and gains reach until end of turn. (It can block creatures with flying.) AVR C Snarling Undorak {2}{G}{G} Creature - Beast 3/3 {2}{G}: Target Beast creature gets +1/+1 until end of turn. Morph {1}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Sneak Attack {3}{R} Enchantment {R}: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step. UZ R Sneaky Homunculus {1}{U} Creature - Homunculus Illusion 1/1 Sneaky Homunculus can't block or be blocked by creatures with power 2 or greater. NE C, 8ED C Snorting Gahr {2}{G}{G} Creature - Rhino Beast 3/3 Whenever Snorting Gahr becomes blocked, it gets +2/+2 until end of turn. MM C Snow Devil {1}{U} Enchantment - Aura Enchant creature Enchanted creature has flying. Enchanted creature has first strike as long as it's blocking and you control a snow land. IA C Snow Fortress {5} Artifact Creature - Wall 0/4 Defender (This creature can't attack.) {1}: Snow Fortress gets +1/+0 until end of turn. {1}: Snow Fortress gets +0/+1 until end of turn. {3}: Snow Fortress deals 1 damage to target creature without flying that's attacking you. IA R, ME2 U Snow Hound {2}{W} Creature - Hound 1/1 {1}, {T}: Return Snow Hound and target green or blue creature you control to their owner's hand. IA U Snow-Covered Forest Basic Snow Land - Forest IA B, CSP C, ME2 B Snow-Covered Island Basic Snow Land - Island IA B, CSP C, ME2 B Snow-Covered Mountain Basic Snow Land - Mountain IA B, CSP C, ME2 B Snow-Covered Plains Basic Snow Land - Plains IA B, CSP C, ME2 B Snow-Covered Swamp Basic Snow Land - Swamp IA B, CSP C, ME2 B Snowblind {3}{G} Enchantment - Aura Enchant creature Enchanted creature gets -X/-Y. If that creature is attacking, X is the number of snow lands defending player controls. Otherwise, X is the number of snow lands its controller controls. Y is equal to X or to enchanted creature's toughness minus 1, whichever is smaller. IA R Snowfall {2}{U} Enchantment Cumulative upkeep {U} (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.) Whenever an Island is tapped for mana, its controller may add {U} to his or her mana pool. If that Island is snow, its controller may add {U}{U} to his or her mana pool instead. Spend this mana only to pay cumulative upkeep costs. (in addition to the mana the land produces) IA C Snowhorn Rider {3}{G}{U}{R} Creature - Human Warrior 5/5 Trample Morph {2}{G}{U}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Snuff Out {3}{B} Instant If you control a Swamp, you may pay 4 life rather than pay Snuff Out's mana cost. Destroy target nonblack creature. It can't be regenerated. MM C, DDD C, DD3_GVL C Soar {1}{U} Enchantment - Aura You may cast Soar as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature gets +0/+1 and has flying. MI C Soaring Hope {4}{W} Enchantment - Aura Enchant creature When Soaring Hope enters the battlefield, you gain 3 life. Enchanted creature has flying. {W}: Put Soaring Hope on top of its owner's library. LRW C Soaring Seacliff Land Soaring Seacliff enters the battlefield tapped. When Soaring Seacliff enters the battlefield, target creature gains flying until end of turn. {T}: Add {U} to your mana pool. ZEN C, DDI C Soilshaper {1}{G} Creature - Spirit 1/1 Whenever you cast a Spirit or Arcane spell, target land becomes a 3/3 creature until end of turn. It's still a land. CHK U Sokenzan Plane - Kamigawa All creatures get +1/+1 and have haste. Whenever you roll CHAOS, untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. HOP C Sokenzan Bruiser {4}{R} Creature - Ogre Warrior 3/3 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) CHK C Sokenzan Renegade {2}{R} Creature - Ogre Samurai Mercenary 3/3 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) At the beginning of your upkeep, if a player has more cards in hand than each other player, the player who has the most cards in hand gains control of Sokenzan Renegade. SOK U Sokenzan Spellblade {4}{R} Creature - Ogre Samurai Shaman 2/3 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) {1}{R}: Sokenzan Spellblade gets +X/+0 until end of turn, where X is the number of cards in your hand. SOK C Sol Grail {3} Artifact As Sol Grail enters the battlefield, choose a color. {T}: Add one mana of the chosen color to your mana pool. AL U, ME3 C Sol Ring {1} Artifact {T}: Add {2} to your mana pool. 1E U, 2E U, 2U U, 3E U, V10 M, ME4 R, CMD U, C13 U, VMA M, C14 U Sol'kanar the Swamp King {2}{U}{B}{R} Legendary Creature - Demon 5/5 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Whenever a player casts a black spell, you gain 1 life. LE R, CH R, TSB S Solar Blast {3}{R} Instant Solar Blast deals 3 damage to target creature or player. Cycling {1}{R}{R} ({1}{R}{R}, Discard this card: Draw a card.) When you cycle Solar Blast, you may have it deal 1 damage to target creature or player. ONS C, VMA C Solar Tide {4}{W}{W} Sorcery Choose one - • Destroy all creatures with power 2 or less. • Destroy all creatures with power 3 or greater. Entwine-Sacrifice two lands. (Choose both if you pay the entwine cost.) MRD R Solarion {7} Artifact Creature - Construct 0/0 Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.) {T}: Double the number of +1/+1 counters on Solarion. 5DN R Soldevi Adnate {1}{B} Creature - Human Cleric 1/2 {T}, Sacrifice a black or artifact creature: Add to your mana pool an amount of {B} equal to the sacrificed creature's converted mana cost. AL C (x2) Soldevi Digger {2} Artifact {2}: Put the top card of your graveyard on the bottom of your library. AL R, ME2 U Soldevi Excavations Land If Soldevi Excavations would enter the battlefield, sacrifice an untapped Island instead. If you do, put Soldevi Excavations onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add {1}{U} to your mana pool. {1}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) AL R, ME2 R Soldevi Golem {4} Artifact Creature - Golem 5/3 Soldevi Golem doesn't untap during your untap step. At the beginning of your upkeep, you may untap target tapped creature an opponent controls. If you do, untap Soldevi Golem. IA R, ME4 U Soldevi Heretic {2}{U} Creature - Human Cleric 2/2 {W}, {T}: Prevent the next 2 damage that would be dealt to target creature this turn. Target opponent may draw a card. AL C (x2) Soldevi Machinist {1}{U} Creature - Human Wizard Artificer 1/1 {T}: Add {2} to your mana pool. Spend this mana only to activate abilities of artifacts. IA U, ME4 U Soldevi Sage {1}{U} Creature - Human Wizard 1/1 {T}, Sacrifice two lands: Draw three cards, then discard one of them. AL C (x2), 6E U Soldevi Sentry {1} Artifact Creature - Soldier 1/1 {1}: Choose target opponent. Regenerate Soldevi Sentry. When it regenerates this way, that player may draw a card. AL C (x2) Soldevi Simulacrum {4} Artifact Creature - Soldier 2/4 Cumulative upkeep {1} (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.) {1}: Soldevi Simulacrum gets +1/+0 until end of turn. IA U, ME2 U Soldevi Steam Beast {5} Artifact Creature - Beast 4/2 Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life. {2}: Regenerate Soldevi Steam Beast. AL C (x2) Soldier - Token Creature Soldier 1/1 DDO C Soldier Replica {3} Artifact Creature - Soldier 1/3 {1}{W}, Sacrifice Soldier Replica: Soldier Replica deals 3 damage to target attacking or blocking creature. MRD C Soldier of Fortune {R} Creature - Human Mercenary 1/1 {R}, {T}: Target player shuffles his or her library. AL U Soldier of the Pantheon {W} Creature - Human Soldier 2/1 Protection from multicolored Whenever an opponent casts a multicolored spell, you gain 1 life. THS R Solemn Offering {2}{W} Sorcery Destroy target artifact or enchantment. You gain 4 life. M10 C, M11 C, M14 C, M15 C Solemn Simulacrum {4} Artifact Creature - Golem 2/2 When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. When Solemn Simulacrum dies, you may draw a card. MRD R, CMD R, M12 R, C14 R Solfatara {2}{R} Instant Target player can't play land cards this turn. Draw a card at the beginning of the next turn's upkeep. VI C Solidarity {3}{W} Instant Creatures you control get +0/+5 until end of turn. CG C, 8ED C Solidarity of Heroes {1}{G} Instant Strive - Solidarity of Heroes costs {1}{G} more to cast for each target beyond the first. Choose any number of target creatures. Double the number of +1/+1 counters on each of them. JOU U Solitary Confinement {2}{W} Enchantment At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card. Skip your draw step. You have shroud. (You can't be the target of spells or abilities.) Prevent all damage that would be dealt to you. JUD R Soliton {5} Artifact Creature - Construct 3/4 {U}: Untap Soliton. SOM C Soltari Champion {2}{W} Creature - Soltari Soldier 2/2 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Soltari Champion attacks, other creatures you control get +1/+1 until end of turn. ST R, TPR U Soltari Crusader {2}{W} Creature - Soltari Knight 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) {1}{W}: Soltari Crusader gets +1/+0 until end of turn. TE U Soltari Emissary {1}{W} Creature - Soltari Soldier 2/1 {W}: Soltari Emissary gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) TE R, VMA C Soltari Foot Soldier {W} Creature - Soltari Soldier 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) TE C, BR C Soltari Guerrillas {2}{R}{W} Creature - Soltari Soldier 3/2 Shadow (This creature can block or be blocked by only creatures with shadow.) {0}: The next time Soltari Guerrillas would deal combat damage to an opponent this turn, it deals that damage to target creature instead. TE R, TPR R Soltari Lancer {2}{W} Creature - Soltari Knight 2/2 Shadow (This creature can block or be blocked by only creatures with shadow.) Soltari Lancer has first strike as long as it's attacking. TE C, TPR C Soltari Monk {W}{W} Creature - Soltari Monk Cleric 2/1 Protection from black Shadow (This creature can block or be blocked by only creatures with shadow.) TE U, TPR U Soltari Priest {W}{W} Creature - Soltari Cleric 2/1 Protection from red Shadow (This creature can block or be blocked by only creatures with shadow.) TE U, TSB S, TPR U Soltari Trooper {1}{W} Creature - Soltari Soldier 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Soltari Trooper attacks, it gets +1/+1 until end of turn. TE C, VMA C, TPR C Soltari Visionary {1}{W}{W} Creature - Soltari Cleric 2/2 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Soltari Visionary deals damage to a player, destroy target enchantment that player controls. EX C Somber Hoverguard {5}{U} Creature - Drone 3/2 Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Flying MRD C, MM2 C Somberwald Alpha {3}{G} Creature - Wolf 3/2 Whenever a creature you control becomes blocked, it gets +1/+1 until end of turn. {1}{G}: Target creature you control gains trample until end of turn. (It can deal excess combat damage to defending player or planeswalker while attacking.) ORI U Somberwald Dryad {1}{G} Creature - Dryad 2/2 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) DKA C Somberwald Sage {2}{G} Creature - Human Druid 0/1 {T}: Add three mana of any one color to your mana pool. Spend this mana only to cast creature spells. AVR R Somberwald Spider {4}{G} Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Morbid - Somberwald Spider enters the battlefield with two +1/+1 counters on it if a creature died this turn. ISD C Somberwald Vigilante {R} Creature - Human Warrior 1/1 Whenever Somberwald Vigilante becomes blocked by a creature, Somberwald Vigilante deals 1 damage to that creature. AVR C, DDL C Somnomancer {1}{W/U} Creature - Kithkin Wizard 2/1 When Somnomancer enters the battlefield, you may tap target creature. SHM C Somnophore {2}{U}{U} Creature - Illusion 2/2 Flying Whenever Somnophore deals damage to a player, tap target creature that player controls. That creature doesn't untap during its controller's untap step for as long as Somnophore remains on the battlefield. UZ R Song of Blood {1}{R} Sorcery Put the top four cards of your library into your graveyard. Whenever a creature attacks this turn, it gets +1/+0 until end of turn for each creature card put into your graveyard this way. VI C Song of Serenity {1}{G} Enchantment Creatures that are enchanted can't attack or block. EX U Song of the Dryads {2}{G} Enchantment - Aura Enchant permanent Enchanted permanent is a colorless Forest land. C14 R Songs of the Damned {B} Instant Add {B} to your mana pool for each creature card in your graveyard. IA C, ME2 C Songstitcher {W} Creature - Human Cleric 1/1 {1}{W}: Prevent all combat damage that would be dealt this turn by target attacking creature with flying. UZ U, BR U Sonic Burst {1}{R} Instant As an additional cost to cast Sonic Burst, discard a card at random. Sonic Burst deals 4 damage to target creature or player. EX C, BD C Sonic Seizure {R} Instant As an additional cost to cast Sonic Seizure, discard a card at random. Sonic Seizure deals 3 damage to target creature or player. TOR C Soot Imp {1}{B}{B} Creature - Imp 1/2 Flying Whenever a player casts a nonblack spell, that player loses 1 life. EVE U, DDC U, DD3_DVD U Sootfeather Flock {4}{B} Creature - Bird 3/2 Flying Morph {3}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) LGN C Soothing Balm {1}{W} Instant Target player gains 5 life. MM C Soothsaying {U} Enchantment {3}{U}{U}: Shuffle your library. {X}: Look at the top X cards of your library, then put them back in any order. MM U Sootstoke Kindler {1}{B/R} Creature - Elemental Shaman 1/1 Haste {T}: Target black or red creature gains haste until end of turn. SHM C Sootwalkers {2}{B/R}{B/R} Creature - Elemental Rogue 3/3 Sootwalkers can't be blocked by white creatures. SHM C Sophic Centaur {3}{G} Creature - Centaur Spellshaper 1/1 {2}{G}{G}, {T}, Discard a card: You gain 2 life for each card in your hand. PLC U Soramaro, First to Dream {4}{U}{U} Legendary Creature - Spirit */* Flying Soramaro, First to Dream's power and toughness are each equal to the number of cards in your hand. {4}, Return a land you control to its owner's hand: Draw a card. SOK R Soratami Cloud Chariot {5} Artifact {2}: Target creature you control gains flying until end of turn. {2}: Prevent all combat damage that would be dealt to and dealt by target creature you control this turn. SOK U Soratami Cloudskater {1}{U} Creature - Moonfolk Rogue 1/1 Flying {2}, Return a land you control to its owner's hand: Draw a card, then discard a card. CHK C Soratami Mindsweeper {3}{U} Creature - Moonfolk Wizard 1/4 Flying {2}, Return a land you control to its owner's hand: Target player puts the top two cards of his or her library into his or her graveyard. BOK U Soratami Mirror-Guard {3}{U} Creature - Moonfolk Wizard 3/1 Flying {2}, Return a land you control to its owner's hand: Target creature with power 2 or less can't be blocked this turn. CHK C Soratami Mirror-Mage {3}{U} Creature - Moonfolk Wizard 2/1 Flying {3}, Return three lands you control to their owner's hand: Return target creature to its owner's hand. CHK U Soratami Rainshaper {2}{U} Creature - Moonfolk Wizard 2/1 Flying {3}, Return a land you control to its owner's hand: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.) CHK C Soratami Savant {2}{U}{U} Creature - Moonfolk Wizard 2/2 Flying {3}, Return a land you control to its owner's hand: Counter target spell unless its controller pays {3}. CHK U Soratami Seer {4}{U} Creature - Moonfolk Wizard 2/3 Flying {4}, Return two lands you control to their owner's hand: Discard all the cards in your hand, then draw that many cards. CHK U Soraya the Falconer {1}{W}{W} Legendary Creature - Human 2/2 Bird creatures get +1/+1. {1}{W}: Target Bird creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) HM R Sorcerer's Strongbox {4} Artifact {2}, {T}: Flip a coin. If you win the flip, sacrifice Sorcerer's Strongbox and draw three cards. ARC U, M11 U Sorceress Queen {1}{B}{B} Creature - Human Wizard 1/1 {T}: Target creature other than Sorceress Queen has base power and toughness 0/2 until end of turn. AN U, 3E R, 4E R, 5E R Sorcerous Sight {U} Sorcery Look at target opponent's hand. Draw a card. PO C Sorin Markov {3}{B}{B}{B} Planeswalker - Sorin 4 [+2] Sorin Markov deals 2 damage to target creature or player and you gain 2 life. [-3] Target opponent's life total becomes 10. [-7] You control target player during that player's next turn. ZEN M, M12 M Sorin's Thirst {B}{B} Instant Sorin's Thirst deals 2 damage to target creature and you gain 2 life. M12 C, DDK C Sorin's Vengeance {4}{B}{B}{B} Sorcery Sorin's Vengeance deals 10 damage to target player and you gain 10 life. M12 R Sorin, Lord of Innistrad {2}{W}{B} Planeswalker - Sorin 3 [+1] Put a 1/1 black Vampire creature token with lifelink onto the battlefield. [-2] You get an emblem with "Creatures you control get +1/+0." [-6] Destroy up to three target creatures and/or other planeswalkers. Return each card put into a graveyard this way to the battlefield under your control. DKA M, DDK M Sorin, Solemn Visitor {2}{W}{B} Planeswalker - Sorin 4 [+1] Until your next turn, creatures you control get +1/+0 and gain lifelink. [-2] Put a 2/2 black Vampire creature token with flying onto the battlefield. [-6] You get an emblem with "At the beginning of each opponent's upkeep, that player sacrifices a creature." KTK M Sorrow's Path Land {T}: Choose two target blocking creatures an opponent controls. If each of those creatures could block all creatures that the other is blocking, remove both of them from combat. Each one then blocks all creatures the other was blocking. Whenever Sorrow's Path becomes tapped, it deals 2 damage to you and each creature you control. DK R, ME3 R Sosuke's Summons {2}{G} Sorcery Put two 1/1 green Snake creature tokens onto the battlefield. Whenever a nontoken Snake enters the battlefield under your control, you may return Sosuke's Summons from your graveyard to your hand. BOK U Sosuke, Son of Seshiro {2}{G}{G} Legendary Creature - Snake Warrior 3/4 Other Snake creatures you control get +1/+0. Whenever a Warrior you control deals combat damage to a creature, destroy that creature at end of combat. CHK U Soul Barrier {2}{U} Enchantment Whenever an opponent casts a creature spell, Soul Barrier deals 2 damage to that player unless he or she pays {2}. IA U, 5E C Soul Bleed {2}{B} Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player loses 1 life. M10 C Soul Burn {X}{2}{B} Sorcery Spend only black and/or red mana on X. Soul Burn deals X damage to target creature or player. You gain life equal to the damage dealt, but not more than the amount of {B} spent on X, the player's life total before Soul Burn dealt damage, or the creature's toughness. IA C, IN C Soul Channeling {2}{B} Enchantment - Aura Enchant creature Pay 2 life: Regenerate enchanted creature. MM C Soul Charmer {2}{W} Creature - Human Rebel 2/2 Whenever Soul Charmer deals combat damage to a creature, you gain 2 life unless that creature's controller pays {2}. PR C Soul Collector {3}{B}{B} Creature - Vampire 3/4 Flying Whenever a creature dealt damage by Soul Collector this turn dies, return that card to the battlefield under your control. Morph {B}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) PPR R, SCG R, TSB S Soul Conduit {6} Artifact {6}, {T}: Two target players exchange life totals. NPH R Soul Echo {X}{W}{W} Enchantment Soul Echo enters the battlefield with X echo counters on it. You don't lose the game for having 0 or less life. At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, target opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove an echo counter from Soul Echo instead. MI R Soul Exchange {B}{B} Sorcery As an additional cost to cast Soul Exchange, exile a creature you control. Return target creature card from your graveyard to the battlefield. Put a +2/+2 counter on that creature if the exiled creature was a Thrull. FE U, ME2 U Soul Feast {3}{B}{B} Sorcery Target player loses 4 life and you gain 4 life. CG U, P3 U, 7E U, 8ED U, 9ED U, 10E U Soul Foundry {4} Artifact Imprint - When Soul Foundry enters the battlefield, you may exile a creature card from your hand. {X}, {T}: Put a token that's a copy of the exiled card onto the battlefield. X is the converted mana cost of that card. MRD R Soul Kiss {2}{B} Enchantment - Aura Enchant creature {B}, Pay 1 life: Enchanted creature gets +2/+2 until end of turn. Activate this ability no more than three times each turn. IA C, ME2 U Soul Link {1}{W}{B} Enchantment - Aura Enchant creature Whenever enchanted creature deals damage, you gain that much life. Whenever enchanted creature is dealt damage, you gain that much life. AP C Soul Manipulation {1}{U}{B} Instant Choose one or both - • Counter target creature spell. • Return target creature card from your graveyard to your hand. ARB C, C13 C Soul Net {1} Artifact Whenever a creature dies, you may pay {1}. If you do, you gain 1 life. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, P4 U, 7E U Soul Nova {3}{W}{W} Instant Exile target attacking creature and all Equipment attached to it. MRD U Soul Parry {1}{W} Instant Prevent all damage one or two target creatures would deal this turn. SOM C, DDO C Soul Ransom {2}{U}{B} Enchantment - Aura Enchant creature You control enchanted creature. Discard two cards: Soul Ransom's controller sacrifices it, then draws two cards. Only any opponent may activate this ability. GTC R Soul Reap {1}{B} Sorcery Destroy target nongreen creature. Its controller loses 3 life if you've cast another black spell this turn. EVE C Soul Rend {1}{B} Instant Destroy target creature if it's white. A creature destroyed this way can't be regenerated. Draw a card at the beginning of the next turn's upkeep. MI U Soul Scourge {4}{B} Creature - Nightmare Horror 3/2 Flying When Soul Scourge enters the battlefield, target player loses 3 life. When Soul Scourge leaves the battlefield, that player gains 3 life. TOR C Soul Sculptor {2}{W} Creature - Human 1/1 {1}{W}, {T}: Target creature becomes an enchantment and loses all abilities until a player casts a creature spell. UZ R Soul Seizer {3}{U}{U} Creature - Spirit 1/3 Flying When Soul Seizer deals combat damage to a player, you may transform it. If you do, attach it to target creature that player controls. ---- Ghastly Haunting (Blue) Enchantment - Aura Enchant creature You control enchanted creature. DKA U Soul Shepherd {1}{W} Creature - Human Cleric 2/1 {W}, Exile a creature card from your graveyard: You gain 1 life. WL C Soul Shred {3}{B}{B} Sorcery Soul Shred deals 3 damage to target nonblack creature. You gain 3 life. PO C, ME4 C Soul Snare {W} Enchantment {W}, Sacrifice Soul Snare: Exile target creature that's attacking you or a planeswalker you control. CMD U Soul Snuffers {2}{B}{B} Creature - Elemental Shaman 3/3 When Soul Snuffers enters the battlefield, put a -1/-1 counter on each creature. EVE U Soul Spike {5}{B}{B} Instant You may exile two black cards from your hand rather than pay Soul Spike's mana cost. Soul Spike deals 4 damage to target creature or player and you gain 4 life. CSP R Soul Stair Expedition {B} Enchantment Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on Soul Stair Expedition. Remove three quest counters from Soul Stair Expedition and sacrifice it: Return up to two target creature cards from your graveyard to your hand. ZEN C Soul Strings {X}{B} Sorcery Return two target creature cards from your graveyard to your hand unless any player pays {X}. PR C Soul Summons {1}{W} Sorcery Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) C, FRF C Soul Tithe {1}{W} Enchantment - Aura Enchant nonland permanent At the beginning of the upkeep of enchanted permanent's controller, that player sacrifices it unless he or she pays {X}, where X is its converted mana cost. RTR U Soul Warden {W} Creature - Human Cleric 1/1 Whenever another creature enters the battlefield, you gain 1 life. MD1 C, EX C, BR C, 9ED U, 10E U, M10 C, HOP C Soul of Innistrad {4}{B}{B} Creature - Avatar 6/6 Deathtouch {3}{B}{B}: Return up to three target creature cards from your graveyard to your hand. {3}{B}{B}, Exile Soul of Innistrad from your graveyard: Return up to three target creature cards from your graveyard to your hand. M15 M Soul of Magma {3}{R}{R} Creature - Spirit 2/2 Whenever you cast a Spirit or Arcane spell, Soul of Magma deals 1 damage to target creature. CHK C Soul of New Phyrexia {6} Artifact Creature - Avatar 6/6 Trample {5}: Permanents you control gain indestructible until end of turn. {5}, Exile Soul of New Phyrexia from your graveyard: Permanents you control gain indestructible until end of turn. M15 M Soul of Ravnica {4}{U}{U} Creature - Avatar 6/6 Flying {5}{U}{U}: Draw a card for each color among permanents you control. {5}{U}{U}, Exile Soul of Ravnica from your graveyard: Draw a card for each color among permanents you control. M15 M Soul of Shandalar {4}{R}{R} Creature - Avatar 6/6 First strike {3}{R}{R}: Soul of Shandalar deals 3 damage to target player and 3 damage to up to one target creature that player controls. {3}{R}{R}, Exile Soul of Shandalar from your graveyard: Soul of Shandalar deals 3 damage to target player and 3 damage to up to one target creature that player controls. M15 M Soul of Theros {4}{W}{W} Creature - Avatar 6/6 Vigilance {4}{W}{W}: Creatures you control get +2/+2 and gain first strike and lifelink until end of turn. {4}{W}{W}, Exile Soul of Theros from your graveyard: Creatures you control get +2/+2 and gain first strike and lifelink until end of turn. M15 M Soul of Zendikar {4}{G}{G} Creature - Avatar 6/6 Reach {3}{G}{G}: Put a 3/3 green Beast creature token onto the battlefield. {3}{G}{G}, Exile Soul of Zendikar from your graveyard: Put a 3/3 green Beast creature token onto the battlefield. M15 M Soul of the Harvest {4}{G}{G} Creature - Elemental 6/6 Trample Whenever another nontoken creature enters the battlefield under your control, you may draw a card. AVR R, C14 R Soul's Attendant {W} Creature - Human Cleric 1/1 Whenever another creature enters the battlefield, you may gain 1 life. ROE C Soul's Fire {2}{R} Instant Target creature you control on the battlefield deals damage equal to its power to target creature or player. ALA C Soul's Grace {1}{W} Instant You gain life equal to target creature's power. ALA C Soul's Majesty {4}{G} Sorcery Draw cards equal to the power of target creature you control. CON R Soul's Might {4}{G} Sorcery Put X +1/+1 counters on target creature, where X is that creature's power. ALA C Soulblade Djinn {3}{U}{U} Creature - Djinn 4/3 Flying Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn. ORI R Soulblast {3}{R}{R}{R} Instant As an additional cost to cast Soulblast, sacrifice all creatures you control. Soulblast deals damage to target creature or player equal to the total power of the sacrificed creatures. CHK R, 10E R Soulbound Guardians {4}{W} Creature - Kor Spirit 4/5 Defender, flying ROE U Soulbright Flamekin {1}{R} Creature - Elemental Shaman 2/1 {2}: Target creature gains trample until end of turn. If this is the third time this ability has resolved this turn, you may add {R}{R}{R}{R}{R}{R}{R}{R} to your mana pool. LRW C, DD2 C, DD3_JVC C, MM2 C Soulcage Fiend {1}{B}{B} Creature - Demon 3/2 When Soulcage Fiend dies, each player loses 3 life. AVR C Soulcatcher {1}{W} Creature - Bird Soldier 1/1 Flying Whenever a creature with flying dies, put a +1/+1 counter on Soulcatcher. OD U, CNS U Soulcatchers' Aerie {1}{W} Enchantment Whenever a Bird is put into your graveyard from the battlefield, put a feather counter on Soulcatchers' Aerie. Bird creatures get +1/+1 for each feather counter on Soulcatchers' Aerie. JUD U Souldrinker {3}{B} Creature - Spirit 2/2 Pay 3 life: Put a +1/+1 counter on Souldrinker. TE U, DDC U, DD3_DVD U Soulfire Grand Master {1}{W} Creature - Human Monk 2/2 Lifelink Instant and sorcery spells you control have lifelink. {2}{U/R}{U/R}: The next time you cast an instant or sorcery spell from your hand this turn, put that card into your hand instead of into your graveyard as it resolves. FRF M Soulflayer {4}{B}{B} Creature - Demon 4/4 Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) If a creature card with flying was exiled with Soulflayer's delve ability, Soulflayer has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, reach, trample, and vigilance. FRF R Soulgorger Orgg {3}{R}{R} Creature - Nightmare Orgg 6/6 Trample When Soulgorger Orgg enters the battlefield, you lose all but 1 life. When Soulgorger Orgg leaves the battlefield, you gain life equal to the life you lost when it entered the battlefield. JUD U Soulless One {3}{B} Creature - Zombie Avatar */* Soulless One's power and toughness are each equal to the number of Zombies on the battlefield plus the number of Zombie cards in all graveyards. ONS U, HOP U Soulless Revival {1}{B} Instant - Arcane Return target creature card from your graveyard to your hand. Splice onto Arcane {1}{B} (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.) CHK C Soulmender {W} Creature - Human Cleric 1/1 {T}: You gain 1 life. M14 C, M15 C Soulquake {3}{U}{U}{B}{B} Sorcery Return all creatures on the battlefield and all creature cards in graveyards to their owners' hands. ARB R Souls of the Faultless {W}{B}{B} Creature - Spirit 0/4 Defender (This creature can't attack.) Whenever Souls of the Faultless is dealt combat damage, you gain that much life and attacking player loses that much life. GPT U Soulscour {7}{W}{W}{W} Sorcery Destroy all nonartifact permanents. DST R Soulshriek {B} Instant Target creature you control gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. Sacrifice that creature at the beginning of the next end step. MI C Soulsurge Elemental {3}{R} Creature - Elemental */1 First strike Soulsurge Elemental's power is equal to the number of creatures you control. ROE U Soulsworn Jury {2}{W} Creature - Spirit 1/4 Defender (This creature can't attack.) {1}{U}, Sacrifice Soulsworn Jury: Counter target creature spell. DIS C Soulsworn Spirit {3}{U} Creature - Spirit 2/1 Soulsworn Spirit can't be blocked. When Soulsworn Spirit enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.) RTR U Soultether Golem {2} Artifact Creature - Golem 3/3 Vanishing 1 (This permanent enters the battlefield with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever another creature enters the battlefield under your control, put a time counter on Soultether Golem. FUT U Sound the Call {2}{G} Sorcery Put a 1/1 green Wolf creature token onto the battlefield. It has "This creature gets +1/+1 for each card named Sound the Call in each graveyard." CSP C Southern Elephant {3}{G} Creature - Elephant 3/4 PK C, P3 C, ME4 C Southern Paladin {2}{W}{W} Creature - Human Knight 3/3 {W}{W}, {T}: Destroy target red permanent. WL R, 7E R Sovereigns of Lost Alara {4}{W}{U} Creature - Spirit 4/5 Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it onto the battlefield attached to that creature, then shuffle your library. ARB R Sower of Temptation {2}{U}{U} Creature - Faerie Wizard 2/2 Flying When Sower of Temptation enters the battlefield, gain control of target creature for as long as Sower of Temptation remains on the battlefield. LRW R Sowing Salt {2}{R}{R} Sorcery Exile target nonbasic land. Search its controller's graveyard, hand, and library for all cards with the same name as that land and exile them. Then that player shuffles his or her library. CG U, BOK U Spare from Evil {1}{W} Instant Creatures you control gain protection from non-Human creatures until end of turn. ISD C Spark Elemental {R} Creature - Elemental 3/1 Trample, haste (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker. This creature can attack and {T} as soon as it comes under your control.) At the beginning of the end step, sacrifice Spark Elemental. 5DN C, 10E U, PD2 U Spark Jolt {R} Instant Spark Jolt deals 1 damage to target creature or player. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) THS C Spark Mage {R} Creature - Dwarf Wizard 1/1 Whenever Spark Mage deals combat damage to a player, you may have Spark Mage deal 1 damage to target creature that player controls. OD U Spark Spray {R} Instant Spark Spray deals 1 damage to target creature or player. Cycling {R} ({R}, Discard this card: Draw a card.) SCG C, VMA C Spark Trooper {1}{R}{R}{W} Creature - Elemental Soldier 6/1 Trample, lifelink, haste At the beginning of the end step, sacrifice Spark Trooper. GTC R Sparkcaster {2}{R}{G} Creature - Kavu 5/3 When Sparkcaster enters the battlefield, return a red or green creature you control to its owner's hand. When Sparkcaster enters the battlefield, it deals 1 damage to target player. PS U Sparkmage Apprentice {1}{R} Creature - Human Wizard 1/1 When Sparkmage Apprentice enters the battlefield, it deals 1 damage to target creature or player. RAV C, M10 C, DDN C Sparksmith {1}{R} Creature - Goblin 1/1 {T}: Sparksmith deals X damage to target creature and X damage to you, where X is the number of Goblins on the battlefield. ONS C Sparkspitter {2}{R} Creature - Elemental Spellshaper 1/3 {R}, {T}, Discard a card: Put a 3/1 red Elemental creature token named Spark Elemental onto the battlefield. It has trample, haste, and "At the beginning of the end step, sacrifice Spark Elemental." FUT U Sparring Collar {2} Artifact - Equipment Equipped creature has first strike. {R}{R}: Attach Sparring Collar to target creature you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) 5DN C Sparring Golem {3} Artifact Creature - Golem 2/2 Whenever Sparring Golem becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. IN U Spatial Binding {U}{B} Enchantment Pay 1 life: Until your next upkeep, target permanent can't phase out. MI U Spatial Merging Phenomenon When you encounter Spatial Merging, reveal cards from the top of your planar deck until you reveal two plane cards. Simultaneously planeswalk to both of them. Put all other cards revealed this way on the bottom of your planar deck in any order. PC2 C Spawn of Rix Maadi {3}{B}{R} Creature - Horror 5/3 Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) RTR C Spawn of Thraxes {5}{R}{R} Creature - Dragon 5/5 Flying When Spawn of Thraxes enters the battlefield, it deals damage to target creature or player equal to the number of Mountains you control. JOU R Spawnbroker {2}{U} Creature - Human Wizard 1/1 When Spawnbroker enters the battlefield, you may exchange control of target creature you control and target creature with power less than or equal to that creature's power an opponent controls. RAV R Spawning Bed Land {T}: Add {1} to your mana pool. {6}, {T}, Sacrifice Spawning Bed: Put three 1/1 colorless Eldrazi Scion creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." U Spawning Breath {1}{R} Instant Spawning Breath deals 1 damage to target creature or player. Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." ROE C Spawning Grounds {6}{G}{G} Enchantment - Aura Enchant land Enchanted land has "{T}: Put a 5/5 green Beast creature token with trample onto the battlefield." C13 R Spawning Pit {2} Artifact Sacrifice a creature: Put a charge counter on Spawning Pit. {1}, Remove two charge counters from Spawning Pit: Put a 2/2 colorless Spawn artifact creature token onto the battlefield. DST U Spawning Pool Land Spawning Pool enters the battlefield tapped. {T}: Add {B} to your mana pool. {1}{B}: Spawning Pool becomes a 1/1 black Skeleton creature with "{B}: Regenerate this creature" until end of turn. It's still a land. (If it regenerates, the next time it would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) GU U, 10E U Spawnsire of Ulamog {10} Creature - Eldrazi 7/11 Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent.) {4}: Put two 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." {20}: Cast any number of Eldrazi cards you own from outside the game without paying their mana costs. ROE R Spawnwrithe {2}{G} Creature - Elemental 2/2 Trample Whenever Spawnwrithe deals combat damage to a player, put a token that's a copy of Spawnwrithe onto the battlefield. SHM R, CMD R, DDM R Spear of Heliod {1}{W}{W} Legendary Enchantment Artifact Creatures you control get +1/+1. {1}{W}{W}, {T}: Destroy target creature that dealt damage to you this turn. THS R Spearbreaker Behemoth {5}{G}{G} Creature - Beast 5/5 Indestructible {1}: Target creature with power 5 or greater gains indestructible until end of turn. ALA R Spearpoint Oread {2}{R} Enchantment Creature - Nymph 2/2 Bestow {5}{R} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) First strike Enchanted creature gets +2/+2 and has first strike. THS C Species Gorger {3}{G}{U} Creature - Frog Beast 6/6 At the beginning of your upkeep, return a creature you control to its owner's hand. DGM U Specter's Shroud {2} Artifact - Equipment Equipped creature gets +1/+0. Whenever equipped creature deals combat damage to a player, that player discards a card. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) DST U Specter's Wail {1}{B} Sorcery Target player discards a card at random. MM C Spectra Ward {3}{W}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has protection from all colors. This effect doesn't remove Auras. (It can't be blocked, targeted, or dealt damage by anything that's white, blue, black, red, or green.) M15 R Spectral Bears {1}{G} Creature - Bear Spirit 3/3 Whenever Spectral Bears attacks, if defending player controls no black nontoken permanents, it doesn't untap during your next untap step. HM U, MED U Spectral Cloak {U}{U} Enchantment - Aura Enchant creature Enchanted creature has shroud as long as it's untapped. (It can't be the target of spells or abilities.) LE U Spectral Flight {1}{U} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has flying. ISD C Spectral Force {3}{G}{G} Creature - Elemental Spirit 8/8 Trample Whenever Spectral Force attacks, if defending player controls no black permanents, it doesn't untap during your next untap step. TSP R Spectral Gateguards {4}{W} Creature - Spirit Soldier 2/5 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Spectral Gateguards is paired with another creature, both creatures have vigilance. AVR C Spectral Guardian {2}{W}{W} Creature - Spirit 2/3 As long as Spectral Guardian is untapped, noncreature artifacts have shroud. (They can't be the targets of spells or abilities.) MI R Spectral Lynx {1}{W} Creature - Cat Spirit 2/1 Protection from green {B}: Regenerate Spectral Lynx. AP R Spectral Prison {1}{U} Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. When enchanted creature becomes the target of a spell, sacrifice Spectral Prison. AVR C Spectral Procession {2/W}{2/W}{2/W} Sorcery Put three 1/1 white Spirit creature tokens with flying onto the battlefield. MD1 U, SHM U, DDK U, C14 U, MM2 U Spectral Rider {W}{W} Creature - Spirit Knight 2/2 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) ISD U Spectral Searchlight {3} Artifact {T}: Choose a player. That player adds one mana of any color he or she chooses to his or her mana pool. RAV U, CNS U Spectral Shield {1}{W}{U} Enchantment - Aura Enchant creature Enchanted creature gets +0/+2 and can't be the target of spells. IA U, ME3 U Spectral Shift {1}{U} Instant Choose one - • Change the text of target spell or permanent by replacing all instances of one basic land type with another. (This effects last indefinitely.) • Change the text of target spell or permanent by replacing all instances of one color word with another. (This effects last indefinitely.) Entwine {2} (Choose both if you pay the entwine cost.) 5DN R Spectral Sliver {2}{B} Creature - Sliver Spirit 2/2 All Sliver creatures have "{2}: This creature gets +1/+1 until end of turn." LGN U, H09 U Spell Blast {X}{U} Instant Counter target spell with converted mana cost X. (For example, if that spell's mana cost is {3}{U}{U}, X is 5.) 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, TE C, 6E C, M14 U, TPR C Spell Burst {X}{U} Instant Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Counter target spell with converted mana cost X. TSP U Spell Contortion {2}{U} Instant Multikicker {1}{U} (You may pay an additional {1}{U} any number of times as you cast this spell.) Counter target spell unless its controller pays {2}. Draw a card for each time Spell Contortion was kicked. WWK U Spell Crumple {1}{U}{U} Instant Counter target spell. If that spell is countered this way, put it on the bottom of its owner's library instead of into that player's graveyard. Put Spell Crumple on the bottom of its owner's library. CMD U Spell Pierce {U} Instant Counter target noncreature spell unless its controller pays {2}. ZEN C Spell Rupture {1}{U} Instant Counter target spell unless its controller pays {X}, where X is the greatest power among creatures you control. GTC C Spell Shrivel {2}{U} Instant Devoid (This card has no color.) Counter target spell unless its controller pays {4}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. C Spell Snare {U} Instant Counter target spell with converted mana cost 2. DIS U, MMA U Spell Snip {2}{U} Instant Counter target spell unless its controller pays {1}. Cycling {2} ({2}, Discard this card: Draw a card.) ALA C Spell Syphon {1}{U} Instant Counter target spell unless its controller pays {1} for each blue permanent you control. SHM C Spellbane Centaur {2}{G} Creature - Centaur 3/2 Creatures you control can't be the targets of blue spells or abilities from blue sources. OD R Spellbinder {3} Artifact - Equipment Imprint - When Spellbinder enters the battlefield, you may exile an instant card from your hand. Whenever equipped creature deals combat damage to a player, you may copy the exiled card. If you do, you may cast the copy without paying its mana cost. Equip {4} DST R Spellbook {0} Artifact You have no maximum hand size. EX U, 7E U, 8ED U, 9ED U, 10E U, M10 U Spellbound Dragon {3}{U}{R} Creature - Dragon 3/5 Flying Whenever Spellbound Dragon attacks, draw a card, then discard a card. Spellbound Dragon gets +X/+0 until end of turn, where X is the discarded card's converted mana cost. ARB R Spellbreaker Behemoth {1}{R}{G}{G} Creature - Beast 5/5 Spellbreaker Behemoth can't be countered. Creature spells you control with power 5 or greater can't be countered. ARB R, C13 R Spellgorger Barbarian {3}{R} Creature - Human Nightmare Barbarian 3/1 When Spellgorger Barbarian enters the battlefield, discard a card at random. When Spellgorger Barbarian leaves the battlefield, draw a card. JUD C Spellheart Chimera {1}{U}{R} Creature - Chimera */3 Flying, trample Spellheart Chimera's power is equal to the number of instant and sorcery cards in your graveyard. THS U Spelljack {3}{U}{U}{U} Instant Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may play it without paying its mana cost for as long as it remains exiled. (If it has X in its mana cost, X is 0.) JUD R Spellshift {3}{U} Instant Counter target instant or sorcery spell. Its controller reveals cards from the top of his or her library until he or she reveals an instant or sorcery card. That player may cast that card without paying its mana cost. Then he or she shuffles his or her library. PLC R Spellshock {2}{R} Enchantment Whenever a player casts a spell, Spellshock deals 2 damage to that player. EX U, TPR U Spellskite {2} Artifact Creature - Horror 0/4 {P/U}: Change a target of target spell or ability to Spellskite. ({P/U} can be paid with either {U} or 2 life.) NPH R, MM2 R Spellstutter Sprite {1}{U} Creature - Faerie Wizard 1/1 Flash Flying When Spellstutter Sprite enters the battlefield, counter target spell with converted mana cost X or less, where X is the number of Faeries you control. LRW C, MMA C Spelltithe Enforcer {3}{W}{W} Creature - Elephant Wizard 3/3 Whenever an opponent casts a spell, that player sacrifices a permanent unless he or she pays {1}. GPT R Spelltwine {5}{U} Sorcery Exile target instant or sorcery card from your graveyard and target instant or sorcery card from an opponent's graveyard. Copy those cards. Cast the copies if able without paying their mana costs. Exile Spelltwine. M13 R, DDM R Spellweaver Helix {3} Artifact Imprint - When Spellweaver Helix enters the battlefield, you may exile two target sorcery cards from a single graveyard. Whenever a player casts a card, if it has the same name as one of the cards exiled with Spellweaver Helix, you may copy the other. If you do, you may cast the copy without paying its mana cost. MRD R Spellweaver Volute {3}{U}{U} Enchantment - Aura Enchant instant card in a graveyard Whenever you cast a sorcery spell, copy the enchanted instant card. You may cast the copy without paying its mana cost. If you do, exile the enchanted card and attach Spellweaver Volute to another instant card in a graveyard. FUT R Spellwild Ouphe {1}{G} Creature - Ouphe 1/3 Spells that target Spellwild Ouphe cost {2} less to cast. FUT U Sphere of Duty {3}{W} Enchantment If a green source would deal damage to you, prevent 2 of that damage. OD U Sphere of Grace {3}{W} Enchantment If a black source would deal damage to you, prevent 2 of that damage. OD U Sphere of Law {3}{W} Enchantment If a red source would deal damage to you, prevent 2 of that damage. OD U Sphere of Purity {3}{W} Enchantment If an artifact would deal damage to you, prevent 1 of that damage. MRD C Sphere of Reason {3}{W} Enchantment If a blue source would deal damage to you, prevent 2 of that damage. OD U Sphere of Resistance {2} Artifact Spells cost {1} more to cast. EX R, VMA R Sphere of Safety {4}{W} Enchantment Creatures can't attack you or a planeswalker you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control. RTR U Sphere of Truth {3}{W} Enchantment If a white source would deal damage to you, prevent 2 of that damage. OD U Sphere of the Suns {2} Artifact Sphere of the Suns enters the battlefield tapped and with three charge counters on it. {T}, Remove a charge counter from Sphere of the Suns: Add one mana of any color to your mana pool. MBS U, MM2 C Sphinx Ambassador {5}{U}{U} Creature - Sphinx 5/5 Flying Whenever Sphinx Ambassador deals combat damage to a player, search that player's library for a card, then that player names a card. If you searched for a creature card that isn't the named card, you may put it onto the battlefield under your control. Then that player shuffles his or her library. M10 M Sphinx Sovereign {4}{W}{U}{U}{B} Artifact Creature - Sphinx 6/6 Flying At the beginning of your end step, you gain 3 life if Sphinx Sovereign is untapped. Otherwise, each opponent loses 3 life. ALA M Sphinx Summoner {3}{U}{B} Artifact Creature - Sphinx 3/3 Flying When Sphinx Summoner enters the battlefield, you may search your library for an artifact creature card, reveal it, and put it into your hand. If you do, shuffle your library. CON R Sphinx of Jwar Isle {4}{U}{U} Creature - Sphinx 5/5 Flying Shroud (This creature can't be the target of spells or abilities.) You may look at the top card of your library. (You may do this at any time.) ZEN R, C14 R Sphinx of Lost Truths {3}{U}{U} Creature - Sphinx 3/5 Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Flying When Sphinx of Lost Truths enters the battlefield, draw three cards. Then if it wasn't kicked, discard three cards. ZEN R Sphinx of Magosi {3}{U}{U}{U} Creature - Sphinx 6/6 Flying {2}{U}: Draw a card, then put a +1/+1 counter on Sphinx of Magosi. ROE R, C14 R Sphinx of Uthuun {5}{U}{U} Creature - Sphinx 5/6 Flying When Sphinx of Uthuun enters the battlefield, reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. M12 R, DDI R, M13 R, DDN R, C14 R Sphinx of the Chimes {4}{U}{U} Creature - Sphinx 5/6 Flying Discard two nonland cards with the same name: Draw four cards. RTR R Sphinx of the Steel Wind {5}{W}{U}{B} Artifact Creature - Sphinx 6/6 Flying, first strike, vigilance, lifelink, protection from red and from green ARB M, PD3 M, C13 M Sphinx's Disciple {3}{U}{U} Creature - Human Wizard 2/2 Flying Inspired - Whenever Sphinx's Disciple becomes untapped, draw a card. BNG C Sphinx's Herald {U} Artifact Creature - Vedalken Wizard 1/1 {2}{U}, {T}, Sacrifice a white creature, a blue creature, and a black creature: Search your library for a card named Sphinx Sovereign and put it onto the battlefield. Then shuffle your library. ALA U Sphinx's Revelation {X}{W}{U}{U} Instant You gain X life and draw X cards. RTR M Sphinx's Tutelage {2}{U} Enchantment Whenever you draw a card, target opponent puts the top two cards of his or her library into his or her graveyard. If they're both nonland cards that share a color, repeat this process. {5}{U}: Draw a card, then discard a card. ORI U Sphinx-Bone Wand {7} Artifact Whenever you cast an instant or sorcery spell, you may put a charge counter on Sphinx-Bone Wand. If you do, Sphinx-Bone Wand deals damage equal to the number of charge counters on it to target creature or player. ROE R, DDJ R Spider Climb {G} Enchantment - Aura You may cast Spider Climb as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature gets +0/+3 and has reach. (It can block creatures with flying.) VI C Spider Spawning {4}{G} Sorcery Put a 1/2 green Spider creature token with reach onto the battlefield for each creature card in your graveyard. Flashback {6}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD U Spider Umbra {G} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has reach. (It can block creatures with flying.) Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) ROE C, ARC C Spidersilk Armor {2}{G} Enchantment Creatures you control get +0/+1 and have reach. (They can block creatures with flying.) MM C, DDG C Spidersilk Net {0} Artifact - Equipment Equipped creature gets +0/+2 and has reach. (It can block creatures with flying.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) ZEN C, DTK C Spiderwig Boggart {2}{B} Creature - Goblin Shaman 2/2 When Spiderwig Boggart enters the battlefield, target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) LRW C Spidery Grasp {2}{G} Instant Untap target creature. It gets +2/+4 and gains reach until end of turn. (It can block creatures with flying.) ISD C Spike Breeder {3}{G} Creature - Spike 0/0 Spike Breeder enters the battlefield with three +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Breeder: Put a +1/+1 counter on target creature. {2}, Remove a +1/+1 counter from Spike Breeder: Put a 1/1 green Spike creature token onto the battlefield. ST R, TPR U Spike Cannibal {1}{B}{B} Creature - Spike 0/0 Spike Cannibal enters the battlefield with a +1/+1 counter on it. When Spike Cannibal enters the battlefield, move all +1/+1 counters from all creatures onto it. EX U Spike Colony {4}{G} Creature - Spike 0/0 Spike Colony enters the battlefield with four +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Colony: Put a +1/+1 counter on target creature. ST C, BR C, TPR C Spike Drone {G} Creature - Spike Drone 0/0 Spike Drone enters the battlefield with a +1/+1 counter on it. {2}, Remove a +1/+1 counter from Spike Drone: Put a +1/+1 counter on target creature. TE C Spike Feeder {1}{G}{G} Creature - Spike 0/0 Spike Feeder enters the battlefield with two +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Feeder: Put a +1/+1 counter on target creature. Remove a +1/+1 counter from Spike Feeder: You gain 2 life. ST U, BR U, TSB S, CMD U, TPR U Spike Hatcher {6}{G} Creature - Spike 0/0 Spike Hatcher enters the battlefield with six +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Hatcher: Put a +1/+1 counter on target creature. {1}, Remove a +1/+1 counter from Spike Hatcher: Regenerate Spike Hatcher. EX R, TPR R Spike Jester {B}{R} Creature - Goblin Warrior 3/1 Haste DGM U Spike Rogue {1}{G}{G} Creature - Spike 0/0 Spike Rogue enters the battlefield with two +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Rogue: Put a +1/+1 counter on target creature. {2}, Remove a +1/+1 counter from a creature you control: Put a +1/+1 counter on Spike Rogue. EX U Spike Soldier {2}{G}{G} Creature - Spike Soldier 0/0 Spike Soldier enters the battlefield with three +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Soldier: Put a +1/+1 counter on target creature. Remove a +1/+1 counter from Spike Soldier: Spike Soldier gets +2/+2 until end of turn. ST U Spike Tiller {3}{G}{G} Creature - Spike 0/0 Spike Tiller enters the battlefield with three +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Tiller: Put a +1/+1 counter on target creature. {2}, Remove a +1/+1 counter from Spike Tiller: Target land becomes a 2/2 creature that's still a land. Put a +1/+1 counter on it. TSP R Spike Weaver {2}{G}{G} Creature - Spike 0/0 Spike Weaver enters the battlefield with three +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Weaver: Put a +1/+1 counter on target creature. {1}, Remove a +1/+1 counter from Spike Weaver: Prevent all combat damage that would be dealt this turn. EX R, BR R Spike Worker {2}{G} Creature - Spike 0/0 Spike Worker enters the battlefield with two +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Worker: Put a +1/+1 counter on target creature. ST C, BR C Spiked Baloth {3}{G} Creature - Beast 4/2 Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) M13 C Spikeshot Elder {R} Creature - Goblin Shaman 1/1 {1}{R}{R}: Spikeshot Elder deals damage equal to its power to target creature or player. SOM R, MM2 R Spikeshot Goblin {2}{R} Creature - Goblin Shaman 1/2 {R}, {T}: Spikeshot Goblin deals damage equal to its power to target creature or player. MRD C Spiketail Drake {3}{U}{U} Creature - Drake 3/3 Flying Sacrifice Spiketail Drake: Counter target spell unless its controller pays {3}. PR U Spiketail Drakeling {1}{U}{U} Creature - Drake 2/2 Flying Sacrifice Spiketail Drakeling: Counter target spell unless its controller pays {2}. TSP C Spiketail Hatchling {1}{U} Creature - Drake 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Sacrifice Spiketail Hatchling: Counter target spell unless its controller pays {1}. PR C, 8ED U, 10E U Spin Engine {3} Artifact Creature - Construct 3/1 {R}: Target creature can't block Spin Engine this turn. MBS C Spin into Myth {4}{U} Instant Put target creature on top of its owner's library, then fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.) FUT U, ARC U Spinal Embrace {3}{U}{U}{B} Instant Cast Spinal Embrace only during combat. Untap target creature you don't control and gain control of it. It gains haste until end of turn. At the beginning of the next end step, sacrifice it. If you do, you gain life equal to its toughness. IN R, C13 R Spinal Graft {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. When enchanted creature becomes the target of a spell or ability, destroy that creature. It can't be regenerated. TE C, VMA C, TPR C Spinal Parasite {5} Artifact Creature - Insect -1/-1 Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.) Remove two +1/+1 counters from Spinal Parasite: Remove a counter from target permanent. 5DN U Spinal Villain {2}{R} Creature - Beast 1/2 {T}: Destroy target blue creature. LE R, MED U Spincrusher {2} Artifact Creature - Construct 0/2 Whenever Spincrusher blocks, put a +1/+1 counter on it. Remove a +1/+1 counter from Spincrusher: Spincrusher can't be blocked this turn. DST U Spindrift Drake {U} Creature - Drake 2/1 Flying At the beginning of your upkeep, sacrifice Spindrift Drake unless you pay {U}. ST C Spine of Ish Sah {7} Artifact When Spine of Ish Sah enters the battlefield, destroy target permanent. When Spine of Ish Sah is put into a graveyard from the battlefield, return Spine of Ish Sah to its owner's hand. MBS R, C13 R, C14 R Spinebiter {4}{G}{G} Creature - Beast 3/4 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) You may have Spinebiter assign its combat damage as though it weren't blocked. NPH U Spined Basher {2}{B} Creature - Zombie Beast 3/1 Morph {2}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Spined Fluke {2}{B} Creature - Worm Horror 5/1 When Spined Fluke enters the battlefield, sacrifice a creature. {B}: Regenerate Spined Fluke. UZ U Spined Sliver {R}{G} Creature - Sliver 2/2 Whenever a Sliver becomes blocked, that Sliver gets +1/+1 until end of turn for each creature blocking it. ST U, TSB S, H09 U, TPR U Spined Thopter {2}{P/U} Artifact Creature - Thopter 2/1 ({P/U} can be paid with either {U} or 2 life.) Flying NPH C Spined Wurm {4}{G} Creature - Wurm 5/4 PO C, ST C, P4 C, 7E C, 8ED C, 9ED C, 10E C, M11 C, TPR C Spineless Thug {1}{B} Creature - Zombie Mercenary 2/2 Spineless Thug can't block. NE C, 7E C, 8ED C, 9ED C, 10E C Spinerock Knoll Land Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) {T}: Add {R} to your mana pool. {R}, {T}: You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn. LRW R Spinneret Sliver {1}{G} Creature - Sliver 2/2 All Sliver creatures have reach. (They can block creatures with flying.) TSP C Spinning Darkness {4}{B}{B} Instant You may exile the top three black cards of your graveyard rather than pay Spinning Darkness's mana cost. Spinning Darkness deals 3 damage to target nonblack creature. You gain 3 life. WL C Spiny Starfish {2}{U} Creature - Starfish 0/1 {U}: Regenerate Spiny Starfish. At the beginning of each end step, if Spiny Starfish regenerated this turn, put a 0/1 blue Starfish creature token onto the battlefield for each time it regenerated this turn. AL U, ME3 U Spiraling Duelist {2}{R}{R} Creature - Human Berserker 3/1 Metalcraft - Spiraling Duelist has double strike as long as you control three or more artifacts. MBS U Spiraling Embers {3}{R} Sorcery - Arcane Spiraling Embers deals damage to target creature or player equal to the number of cards in your hand. SOK C Spire Barrage {4}{R} Sorcery Spire Barrage deals damage to target creature or player equal to the number of Mountains you control. ZEN C, DDI C Spire Golem {6} Artifact Creature - Golem 2/4 Affinity for Islands (This spell costs {1} less to cast for each Island you control.) Flying DST C, DD2 C, DD3_JVC C Spire Monitor {4}{U} Creature - Drake 3/3 Flash (You may cast this spell any time you could cast an instant.) Flying NPH C Spire Owl {1}{U} Creature - Bird 1/1 Flying When Spire Owl enters the battlefield, look at the top four cards of your library, then put them back in any order. UZ C Spire Serpent {4}{U} Creature - Serpent 3/5 Defender Metalcraft - As long as you control three or more artifacts, Spire Serpent gets +2/+2 and can attack as though it didn't have defender. MBS C Spire Tracer {G} Creature - Elf Scout 1/1 Spire Tracer can't be blocked except by creatures with flying or reach. GTC C Spirespine {2}{G} Enchantment Creature - Beast 4/1 Bestow {4}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Spirespine blocks each turn if able. Enchanted creature gets +4/+1 and blocks each turn if able. JOU U Spirit Away {5}{U}{U} Enchantment - Aura Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has flying. AVR R Spirit Bonds {1}{W} Enchantment Whenever a nontoken creature enters the battlefield under your control, you may pay {W}. If you do, put a 1/1 white Spirit creature token with flying onto the battlefield. {1}{W}, Sacrifice a Spirit: Target non-Spirit creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) M15 R Spirit Cairn {2}{W} Enchantment Whenever a player discards a card, you may pay {W}. If you do, put a 1/1 white Spirit creature token with flying onto the battlefield. JUD U, VMA R Spirit Flare {3}{W} Instant Tap target untapped creature you control. If you do, it deals damage equal to its power to target attacking or blocking creature an opponent controls. Flashback- {1}{W}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.) TOR C Spirit Link {W} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Whenever enchanted creature deals damage, you gain that much life. LE U, 4E U, 5E U, 6E U, 7E U, 8ED U, 9ED U, 10E U Spirit Loop {1}{W} Enchantment - Aura Enchant creature you control Whenever enchanted creature deals damage, you gain that much life. When Spirit Loop is put into a graveyard from the battlefield, return Spirit Loop to its owner's hand. TSP U Spirit Mantle {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has protection from creatures. M12 U, PC2 U Spirit Mirror {2}{W}{W} Enchantment At the beginning of your upkeep, if there are no Reflection tokens on the battlefield, put a 2/2 white Reflection creature token onto the battlefield. {0}: Destroy target Reflection. TE R, VMA R, TPR R Spirit Shackle {B}{B} Enchantment - Aura Enchant creature Whenever enchanted creature becomes tapped, put a -0/-2 counter on it. LE C, 4E U, ME3 C Spirit Shield {3} Artifact You may choose not to untap Spirit Shield during your untap step. {2}, {T}: Target creature gets +0/+2 for as long as Spirit Shield remains tapped. FE R Spirit Weaver {1}{W} Creature - Human Wizard 2/1 {2}: Target green or blue creature gets +0/+1 until end of turn. IN U, 10E U Spirit en-Dal {2}{W} Creature - Spirit 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Forecast - {1}{W}, Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn. (Activate this ability only during your upkeep and only once each turn.) FUT U Spirit en-Kor {3}{W} Creature - Kor Spirit 2/2 Flying {0}: The next 1 damage that would be dealt to Spirit en-Kor this turn is dealt to target creature you control instead. ST C, TPR C Spirit of Resistance {2}{W} Enchantment As long as you control a permanent of each color, prevent all damage that would be dealt to you. IN R Spirit of the Hearth {4}{W}{W} Creature - Cat Spirit 4/5 Flying You have hexproof. (You can't be the target of spells or abilities your opponents control.) EVE R Spirit of the Labyrinth {1}{W} Enchantment Creature - Spirit 3/1 Each player can't draw more than one card each turn. BNG R Spirit of the Night {6}{B}{B}{B} Legendary Creature - Demon Spirit 6/5 Flying, trample, haste, protection from black Spirit of the Night has first strike as long as it's attacking. MI R Spiritmonger {3}{B}{G} Creature - Beast 6/6 Whenever Spiritmonger deals damage to a creature, put a +1/+1 counter on Spiritmonger. {B}: Regenerate Spiritmonger. {G}: Spiritmonger becomes the color of your choice until end of turn. AP R, CNS R, VMA R Spiritual Asylum {2}{W}{W} Enchantment Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.) When a creature you control attacks, sacrifice Spiritual Asylum. NE R Spiritual Focus {1}{W} Enchantment Whenever a spell or ability an opponent controls causes you to discard a card, you gain 2 life and you may draw a card. MM R Spiritual Guardian {3}{W}{W} Creature - Spirit 3/4 When Spiritual Guardian enters the battlefield, you gain 4 life. PO R Spiritual Sanctuary {2}{W}{W} Enchantment At the beginning of each player's upkeep, if that player controls a Plains, he or she gains 1 life. LE R Spiritual Visit {W} Instant - Arcane Put a 1/1 colorless Spirit creature token onto the battlefield. Splice onto Arcane {W} (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.) SOK C Spiritualize {2}{W} Instant Until end of turn, whenever target creature deals damage, you gain that much life. Draw a card. OD U Spite {3}{U} Instant Counter target noncreature spell. ---- Malice {3}{B} Instant Destroy target nonblack creature. It can't be regenerated. IN U (x2), DDH U Spite of Mogis {R} Sorcery Spite of Mogis deals damage to target creature equal to the number of instant and sorcery cards in your graveyard. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) JOU U Spitebellows {5}{R} Creature - Elemental 6/1 When Spitebellows leaves the battlefield, it deals 6 damage to target creature. Evoke {1}{R}{R} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) MOR U, CMD U, C13 U, C14 U, MM2 U Spiteflame Witch {1}{B/R} Creature - Elemental Shaman 2/1 {B}{R}: Each player loses 1 life. SHM U Spiteful Blow {4}{B}{B} Sorcery Destroy target creature and target land. JOU U Spiteful Bully {1}{B} Creature - Zombie Mercenary 3/3 At the beginning of your upkeep, Spiteful Bully deals 3 damage to target creature you control. NE C Spiteful Returned {1}{B} Enchantment Creature - Zombie 1/1 Bestow {3}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Whenever Spiteful Returned or enchanted creature attacks, defending player loses 2 life. Enchanted creature gets +1/+1. BNG U Spiteful Shadows {1}{B} Enchantment - Aura Enchant creature Whenever enchanted creature is dealt damage, it deals that much damage to its controller. DKA C Spiteful Visions {2}{B/R}{B/R} Enchantment At the beginning of each player's draw step, that player draws an additional card. Whenever a player draws a card, Spiteful Visions deals 1 damage to that player. SHM R, C13 R Spitemare {2}{R/W}{R/W} Creature - Elemental 3/3 Whenever Spitemare is dealt damage, it deals that much damage to target creature or player. EVE U, DDH U Spitfire Handler {1}{R} Creature - Goblin 1/1 Spitfire Handler can't block creatures with power greater than Spitfire Handler's power. {R}: Spitfire Handler gets +1/+0 until end of turn. ONS U Spitting Drake {3}{R} Creature - Drake 2/2 Flying {R}: Spitting Drake gets +1/+0 until end of turn. Activate this ability only once each turn. VI U, 6E U Spitting Earth {1}{R} Sorcery Spitting Earth deals damage to target creature equal to the number of Mountains you control. MI C, PO C, P2 C, 6E C, P3 U, 7E C, 10E C, EVG C, DDG C, DD3_EVG C Spitting Gourna {3}{G}{G} Creature - Beast 3/4 Reach (This creature can block creatures with flying.) Morph {4}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Spitting Hydra {3}{R}{R} Creature - Hydra 0/0 Spitting Hydra enters the battlefield with four +1/+1 counters on it. {1}{R}, Remove a +1/+1 counter from Spitting Hydra: Spitting Hydra deals 1 damage to target creature. ST R, TPR R Spitting Image {4}{G/U}{G/U} Sorcery Put a token that's a copy of target creature onto the battlefield. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) EVE R Spitting Sliver {4}{B} Creature - Sliver 3/3 All Sliver creatures have first strike. PLC C Spitting Slug {1}{G}{G} Creature - Slug 2/4 Whenever Spitting Slug blocks or becomes blocked, you may pay {1}{G}. If you do, Spitting Slug gains first strike until end of turn. Otherwise, each creature blocking or blocked by Spitting Slug gains first strike until end of turn. DK U, TSB S Spitting Spider {3}{G}{G} Creature - Spider 3/5 Reach (This creature can block creatures with flying.) Sacrifice a land: Spitting Spider deals 1 damage to each creature with flying. PR U, 8ED U Splatter Thug {2}{R} Creature - Human Warrior 2/2 First strike Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) RTR C Splinter {2}{G}{G} Sorcery Exile target artifact. Search its controller's graveyard, hand, and library for all cards with the same name as that artifact and exile them. Then that player shuffles his or her library. CG U, BOK U Splinter Twin {2}{R}{R} Enchantment - Aura Enchant creature Enchanted creature has "{T}: Put a token that's a copy of this creature onto the battlefield. That token has haste. Exile it at the beginning of the next end step." ROE R, MM2 R Splinterfright {2}{G} Creature - Elemental */* Trample Splinterfright's power and toughness are each equal to the number of creature cards in your graveyard. At the beginning of your upkeep, put the top two cards of your library into your graveyard. ISD R Splintering Wind {2}{G}{G} Enchantment {2}{G}: Splintering Wind deals 1 damage to target creature. Put a 1/1 green Splinter creature token onto the battlefield. It has flying and "Cumulative upkeep {G}." When it leaves the battlefield, it deals 1 damage to you and each creature you control. (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless he or she pays its upkeep cost for each age counter on it.) AL R Split Decision {1}{U} Instant Will of the council - Choose target instant or sorcery spell. Starting with you, each player votes for denial or duplication. If denial gets more votes, counter the spell. If duplication gets more votes or the vote is tied, copy the spell. You may choose new targets for the copy. CNS U Split-Tail Miko {1}{W} Creature - Fox Cleric 1/1 {W}, {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. BOK C Splitting Headache {3}{B} Sorcery Choose one - • Target player discards two cards. • Target player reveals his or her hand, you choose a card from it, then that player discards that card. SHM C Spoils of Blood {B} Instant Put an X/X black Horror creature token onto the battlefield, where X is the number of creatures that died this turn. C14 R Spoils of Evil {2}{B} Instant For each artifact or creature card in target opponent's graveyard, add {1} to your mana pool and you gain 1 life. IA R Spoils of Victory {2}{G} Sorcery Search your library for a Plains, Island, Swamp, Mountain, or Forest card and put that card onto the battlefield. Then shuffle your library. PK U, ME3 C, C13 U Spoils of War {X}{B} Sorcery X is the number of artifact and/or creature cards in an opponent's graveyard as you cast Spoils of War. Distribute X +1/+1 counters among any number of target creatures. IA R Spoils of the Vault {B} Instant Name a card. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Exile all other cards revealed this way, and you lose 1 life for each of the exiled cards. MRD R Spontaneous Combustion {1}{B}{R} Instant As an additional cost to cast Spontaneous Combustion, sacrifice a creature. Spontaneous Combustion deals 3 damage to each creature. TE U, CNS U Spontaneous Generation {3}{G} Sorcery Put a 1/1 green Saproling creature token onto the battlefield for each card in your hand. MM R Spore Burst {3}{G} Sorcery Domain - Put a 1/1 green Saproling creature token onto the battlefield for each basic land type among lands you control. CON U Spore Cloud {1}{G}{G} Instant Tap all blocking creatures. Prevent all combat damage that would be dealt this turn. Each attacking creature and each blocking creature doesn't untap during its controller's next untap step. FE C (x3), ME2 U Spore Flower {G}{G} Creature - Fungus 0/1 At the beginning of your upkeep, put a spore counter on Spore Flower. Remove three spore counters from Spore Flower: Prevent all combat damage that would be dealt this turn. FE U, ME2 U Spore Frog {G} Creature - Frog 1/1 Sacrifice Spore Frog: Prevent all combat damage that would be dealt this turn. PR C Sporeback Troll {3}{G} Creature - Troll 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.) {1}{G}: Regenerate target creature with a +1/+1 counter on it. DIS C Sporecap Spider {2}{G} Creature - Spider 1/5 Reach (This creature can block creatures with flying.) ROE C, CNS C Sporemound {3}{G}{G} Creature - Fungus 3/3 Whenever a land enters the battlefield under your control, put a 1/1 green Saproling creature token onto the battlefield. M14 C Sporesower Thallid {2}{G}{G} Creature - Fungus 4/4 At the beginning of your upkeep, put a spore counter on each Fungus you control. Remove three spore counters from Sporesower Thallid: Put a 1/1 green Saproling creature token onto the battlefield. TSP U, MMA U Sporogenesis {3}{G} Enchantment At the beginning of your upkeep, you may put a fungus counter on target nontoken creature. Whenever a creature with a fungus counter on it dies, put a 1/1 green Saproling creature token onto the battlefield for each fungus counter on that creature. When Sporogenesis leaves the battlefield, remove all fungus counters from all creatures. UZ R Sporoloth Ancient {3}{G}{G} Creature - Fungus 4/4 At the beginning of your upkeep, put a spore counter on Sporoloth Ancient. Creatures you control have "Remove two spore counters from this creature: Put a 1/1 green Saproling creature token onto the battlefield." FUT C, MMA C Spotted Griffin {3}{W} Creature - Griffin 2/3 Flying PO C, ME4 C Spread the Sickness {4}{B} Sorcery Destroy target creature, then proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) MBS C, MM2 U Spreading Algae {G} Enchantment - Aura Enchant Swamp When enchanted land becomes tapped, destroy it. When Spreading Algae is put into a graveyard from the battlefield, return Spreading Algae to its owner's hand. UZ U, 8ED U Spreading Plague {4}{B} Enchantment Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can't be regenerated. IN R Spreading Seas {1}{U} Enchantment - Aura Enchant land When Spreading Seas enters the battlefield, draw a card. Enchanted land is an Island. ZEN C Spring Cleaning {1}{G} Instant Destroy target enchantment. Clash with an opponent. If you win, destroy all enchantments your opponents control. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C Spring of Eternal Peace {3}{G}{G} Sorcery You gain 8 life. PK C Springing Tiger {3}{G} Creature - Cat 3/3 Threshold - Springing Tiger gets +2/+2 as long as seven or more cards are in your graveyard. OD C Springjack Knight {2}{W} Creature - Kithkin Knight 2/1 Whenever Springjack Knight attacks, clash with an opponent. If you win, target creature gains double strike until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C Springjack Pasture Land {T}: Add {1} to your mana pool. {4}, {T}: Put a 0/1 white Goat creature token onto the battlefield. {T}, Sacrifice X Goats: Add X mana of any one color to your mana pool. You gain X life. EVE R, C13 R Springjack Shepherd {3}{W} Creature - Kithkin Wizard 1/2 Chroma - When Springjack Shepherd enters the battlefield, put a 0/1 white Goat creature token onto the battlefield for each white mana symbol in the mana costs of permanents you control. EVE U Springleaf Drum {1} Artifact {T}, Tap an untapped creature you control: Add one mana of any color to your mana pool. LRW C, BNG U Sprinting Warbrute {4}{R} Creature - Ogre Berserker 5/4 Sprinting Warbrute attacks each turn if able. Dash {3}{R} (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.) DTK C Sprite Noble {1}{U}{U} Creature - Faerie 2/2 Flying Other creatures you control with flying get +0/+1. {T}: Other creatures you control with flying get +1/+0 until end of turn. TSP R Sprout {G} Instant Put a 1/1 green Saproling creature token onto the battlefield. TSP C Sprout Swarm {1}{G} Instant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Put a 1/1 green Saproling creature token onto the battlefield. FUT C Sprouting Phytohydra {4}{G} Creature - Plant Hydra 0/2 Defender (This creature can't attack.) Whenever Sprouting Phytohydra is dealt damage, you may put a token that's a copy of Sprouting Phytohydra onto the battlefield. DIS R Sprouting Thrinax {B}{R}{G} Creature - Lizard 3/3 When Sprouting Thrinax dies, put three 1/1 green Saproling creature tokens onto the battlefield. ALA U, C13 U Sprouting Vines {2}{G} Instant Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library. Storm (When you cast this spell, copy it for each spell cast before it this turn.) SCG C, C13 C Spur Grappler {2}{R} Creature - Beast 2/1 Spur Grappler gets +2/+1 as long as you control no untapped lands. PR C Spurnmage Advocate {W} Creature - Human Nomad 1/1 {T}: Return two target cards from an opponent's graveyard to his or her hand. Destroy target attacking creature. JUD U, CMD U Spurred Wolverine {4}{R} Creature - Wolverine Beast 3/2 Tap two untapped Beasts you control: Target creature gains first strike until end of turn. ONS C Spy Network {U} Instant Look at target player's hand, the top card of that player's library, and any face-down creatures he or she controls. Look at the top four cards of your library, then put them back in any order. ONS C Squadron Hawk {1}{W} Creature - Bird 1/1 Flying When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle your library. M11 C Squall {2}{G} Sorcery Squall deals 2 damage to each creature with flying. P3 C, MM C, 7E C, ME4 U Squall Drifter {1}{W} Snow Creature - Elemental 1/1 Flying {W}, {T}: Tap target creature. CSP C Squall Line {X}{G}{G} Instant Squall Line deals X damage to each creature with flying and each player. TSP R Squallmonger {3}{G} Creature - Monger 3/3 {2}: Squallmonger deals 1 damage to each creature with flying and each player. Any player may activate this ability. MM U, CMD U Squandered Resources {B}{G} Enchantment Sacrifice a land: Add to your mana pool one mana of any type the sacrificed land could produce. VI R Squeaking Pie Grubfellows {3}{B} Creature - Goblin Shaman 3/2 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Squeaking Pie Grubfellows, you may reveal it. If you do, each opponent discards a card. MOR C Squeaking Pie Sneak {1}{B} Creature - Goblin Rogue 2/2 As an additional cost to cast Squeaking Pie Sneak, reveal a Goblin card from your hand or pay {3}. Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) LRW U Squealing Devil {1}{R} Creature - Devil 2/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When Squealing Devil enters the battlefield, you may pay {X}. If you do, target creature gets +X/+0 until end of turn. When Squealing Devil enters the battlefield, sacrifice it unless {B} was spent to cast it. DIS U Squee Vanguard Hand +3, life -4 Your opponents play with their hands revealed. VAN S Squee's Embrace {R}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. When enchanted creature dies, return that card to its owner's hand. AP C Squee's Revenge {1}{U}{R} Sorcery Choose a number. Flip a coin that many times or until you lose a flip, whichever comes first. If you win all the flips, draw two cards for each flip. AP U Squee's Toy {1} Artifact {T}: Prevent the next 1 damage that would be dealt to target creature this turn. TE C Squee, Goblin Nabob {2}{R} Legendary Creature - Goblin 1/1 At the beginning of your upkeep, you may return Squee, Goblin Nabob from your graveyard to your hand. MM R, 10E R, MMA R Squee, Goblin Nabob Avatar Vanguard Hand +3, life -4 {1}: Prevent the next 1 damage that would be dealt to target creature you control this turn. VAN S Squeeze {3}{U} Enchantment Sorcery spells cost {3} more to cast. MM R Squelch {1}{U} Instant Counter target activated ability. (Mana abilities can't be targeted.) Draw a card. CHK U Squelching Leeches {2}{B}{B} Creature - Leech */* Squelching Leeches's power and toughness are each equal to the number of Swamps you control. JOU U Squire {1}{W} Creature - Human Soldier 1/2 DK C, TSB S Squirming Mass {1}{B} Creature - Horror 1/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) CG C Squirrel Mob {1}{G}{G} Creature - Squirrel 2/2 Squirrel Mob gets +1/+1 for each other Squirrel on the battlefield. OD R Squirrel Nest {1}{G}{G} Enchantment - Aura Enchant land Enchanted land has "{T}: Put a 1/1 green Squirrel creature token onto the battlefield." OD U, CNS U Squirrel Wrangler {2}{G}{G} Creature - Human Druid 2/2 {1}{G}, Sacrifice a land: Put two 1/1 green Squirrel creature tokens onto the battlefield. {1}{G}, Sacrifice a land: Squirrel creatures get +1/+1 until end of turn. PR R Stab Wound {2}{B} Enchantment - Aura Enchant creature Enchanted creature gets -2/-2. At the beginning of the upkeep of enchanted creature's controller, that player loses 2 life. RTR C, DDM C, M15 U Stabbing Pain {B} Instant Target creature gets -1/-1 until end of turn. Tap that creature. M11 C Stabilizer {2} Artifact Players can't cycle cards. SCG R Staff of Domination {3} Artifact {1}: Untap Staff of Domination. {2}, {T}: You gain 1 life. {3}, {T}: Untap target creature. {4}, {T}: Tap target creature. {5}, {T}: Draw a card. 5DN R Staff of Nin {6} Artifact At the beginning of your upkeep, draw a card. {T}: Staff of Nin deals 1 damage to target creature or player. M13 R Staff of Zegon {4} Artifact {3}, {T}: Target creature gets -2/-0 until end of turn. AQ C, ME4 C Staff of the Ages {3} Artifact Creatures with landwalk abilities can be blocked as though they didn't have those abilities. IA R Staff of the Death Magus {3} Artifact Whenever you cast a black spell or a Swamp enters the battlefield under your control, you gain 1 life. M14 U, M15 U Staff of the Flame Magus {3} Artifact Whenever you cast a red spell or a Mountain enters the battlefield under your control, you gain 1 life. M14 U, M15 U Staff of the Mind Magus {3} Artifact Whenever you cast a blue spell or an Island enters the battlefield under your control, you gain 1 life. M14 U, M15 U Staff of the Sun Magus {3} Artifact Whenever you cast a white spell or a Plains enters the battlefield under your control, you gain 1 life. M14 U, M15 U Staff of the Wild Magus {3} Artifact Whenever you cast a green spell or a Forest enters the battlefield under your control, you gain 1 life. M14 U, M15 U Stag Beetle {3}{G}{G} Creature - Insect 0/0 Stag Beetle enters the battlefield with X +1/+1 counters on it, where X is the number of other creatures on the battlefield. ONS R Staggershock {2}{R} Instant Staggershock deals 2 damage to target creature or player. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) ROE C Stain the Mind {4}{B} Sorcery Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Name a nonland card. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library. M15 R Stairs to Infinity Plane - Xerex Players have no maximum hand size. Whenever you roll the planar die, draw a card. Whenever you roll CHAOS, reveal the top card of your planar deck. You may put it on the bottom of your planar deck. PC2 R Stalker Hag {B/G}{B/G}{B/G} Creature - Hag 3/2 Swampwalk, forestwalk (This creature can't be blocked as long as defending player controls a Swamp or a Forest.) EVE U Stalking Assassin {1}{U}{B} Creature - Human Assassin 1/1 {3}{U}, {T}: Tap target creature. {3}{B}, {T}: Destroy target tapped creature. IN R Stalking Bloodsucker {4}{B}{B} Creature - Vampire 4/4 Flying {1}{B}, Discard a card: Stalking Bloodsucker gets +2/+2 until end of turn. OD R Stalking Stones Land {T}: Add {1} to your mana pool. {6}: Stalking Stones becomes a 3/3 Elemental artifact creature that's still a land. (This effect lasts indefinitely.) TE U, MRD U, DDF U, TPR U Stalking Tiger {3}{G} Creature - Cat 3/3 Stalking Tiger can't be blocked by more than one creature. MI C, PO C, 6E C, PK C, 10E C Stalking Tiger Avatar Vanguard Hand +0, life +2 Whenever you cast a creature spell, you may pay {1}. If you do, draw a card. VAN S Stalking Vengeance {5}{R}{R} Creature - Avatar 5/5 Haste Whenever another creature you control dies, it deals damage equal to its power to target player. DIS R, C13 R Stalking Yeti {2}{R}{R} Snow Creature - Yeti 3/3 When Stalking Yeti enters the battlefield, if it's on the battlefield, it deals damage equal to its power to target creature an opponent controls and that creature deals damage equal to its power to Stalking Yeti. {2}{S}: Return Stalking Yeti to its owner's hand. Activate this ability only any time you could cast a sorcery. ({S} can be paid with one mana from a snow permanent.) CSP U Stalwart Aven {2}{W} Creature - Bird Soldier 1/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) ORI C Stalwart Shield-Bearers {1}{W} Creature - Human Soldier 0/3 Defender Other creatures you control with defender get +0/+2. ROE C Stamina {2}{G} Enchantment - Aura Enchant creature Enchanted creature has vigilance. Sacrifice Stamina: Regenerate enchanted creature. MM U Stampede {1}{G}{G} Instant Attacking creatures get +1/+0 and gain trample until end of turn. IA R, 5E R, ME2 U Stampede Driver {G} Creature - Human Spellshaper 1/1 {1}{G}, {T}, Discard a card: Creatures you control get +1/+1 and gain trample until end of turn. NE U Stampeding Elk Herd {3}{G}{G} Creature - Elk 5/5 Formidable - Whenever Stampeding Elk Herd attacks, if creatures you control have total power 8 or greater, creatures you control gain trample until end of turn. DTK C Stampeding Rhino {4}{G} Creature - Rhino 4/4 Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) M10 C, M12 C Stampeding Serow {2}{G}{G} Creature - Antelope Beast 5/4 Trample At the beginning of your upkeep, return a green creature you control to its owner's hand. SOK U Stampeding Wildebeests {2}{G}{G} Creature - Antelope Beast 5/4 Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) At the beginning of your upkeep, return a green creature you control to its owner's hand. VI U, 10E U, DDD U, DD3_GVL U Stand {W} Instant Prevent the next 2 damage that would be dealt to target creature this turn. ---- Deliver {2}{U} Instant Return target permanent to its owner's hand. IN U (x2) Stand Firm {W} Instant Target creature gets +1/+1 until end of turn. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 5DN C, DDL C Stand Together {3}{G}{G} Instant Put two +1/+1 counters on target creature and two +1/+1 counters on another target creature. DST U Stand or Fall {3}{R} Enchantment At the beginning of combat on your turn, separate all creatures defending player controls into two piles. Only creatures in the pile of that player's choice can block this turn. IN R Standard Bearer {1}{W} Creature - Human Flagbearer 1/1 While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer on the battlefield if able. AP C Standardize {U}{U} Instant Choose a creature type other than Wall. Each creature becomes that type until end of turn. ONS R Standing Stones {3} Artifact {1}, {T}, Pay 1 life: Add one mana of any color to your mana pool. DK U Standing Troops {2}{W} Creature - Human Soldier 1/4 Vigilance EX C, 6E C, 7E C, 8ED C, DDO C, TPR C Standstill {1}{U} Enchantment When a player casts a spell, sacrifice Standstill. If you do, each of that player's opponents draws three cards. OD U Stangg {4}{R}{G} Legendary Creature - Human Warrior 3/4 When Stangg enters the battlefield, put a legendary 3/4 red and green Human Warrior creature token named Stangg Twin onto the battlefield. When Stangg leaves the battlefield, exile that token. When that token leaves the battlefield, sacrifice Stangg. LE R, CH R, ME3 U Star Compass {2} Artifact Star Compass enters the battlefield tapped. {T}: Add to your mana pool one mana of any color that a basic land you control could produce. PS U, 8ED U Starfall {4}{R} Instant Starfall deals 3 damage to target creature. If that creature is an enchantment, Starfall deals 3 damage to that creature's controller. JOU C Starfield of Nyx {4}{W} Enchantment At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield. As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its converted mana cost. ORI M Starke Vanguard Hand +0, life -2 At the beginning of your draw step, you may draw an additional card. If you do, put a card from your hand on the bottom of your library. VAN S Starke of Rath {1}{R}{R} Legendary Creature - Human Rogue 2/2 {T}: Destroy target artifact or creature. That permanent's controller gains control of Starke of Rath. (This effect lasts indefinitely.) TE R, TPR M Starlight {1}{W} Sorcery You gain 3 life for each black creature target opponent controls. PO U, 7E U Starlight Invoker {1}{W} Creature - Human Cleric Mutant 1/3 {7}{W}: You gain 5 life. LGN C, 10E U Starlit Angel {3}{W}{W} Creature - Angel 3/4 Flying PO U Starlit Sanctum Land {T}: Add {1} to your mana pool. {W}, {T}, Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness. {B}, {T}, Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power. ONS U Starstorm {X}{R}{R} Instant Starstorm deals X damage to each creature. Cycling {3} ({3}, Discard this card: Draw a card.) ONS R, C13 R, VMA R, C14 R Starved Rusalka {G} Creature - Spirit 1/1 {G}, Sacrifice a creature: You gain 1 life. GPT U Stasis {1}{U} Enchantment Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay {U}. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, ME4 R Stasis Cell {4}{U} Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. {3}{U}: Attach Stasis Cell to target creature. RAV C, CNS C Stasis Cocoon {1}{W} Enchantment - Aura Enchant artifact Enchanted artifact can't attack or block, and its activated abilities can't be activated. 5DN C Stasis Snare {1}{W}{W} Enchantment Flash (You may cast this spell any time you could cast an instant.) When Stasis Snare enters the battlefield, exile target creature an opponent controls until Stasis Snare leaves the battlefield. (That creature returns under its owner's control.) U Statecraft {3}{U} Enchantment Prevent all combat damage that would be dealt to and dealt by creatures you control. MM R Static Orb {3} Artifact As long as Static Orb is untapped, players can't untap more than two permanents during their untap steps. TE R, 7E R Statute of Denial {2}{U}{U} Instant Counter target spell. If you control a blue creature, draw a card, then discard a card. M15 C Staunch Defenders {3}{W}{W} Creature - Human Soldier 3/4 When Staunch Defenders enters the battlefield, you gain 4 life. TE U, 6E U, 7E U, 8ED U, TPR C Staunch-Hearted Warrior {3}{G} Creature - Human Warrior 2/2 Heroic - Whenever you cast a spell that targets Staunch-Hearted Warrior, put two +1/+1 counters on Staunch-Hearted Warrior. THS C Stave Off {W} Instant Target creature gains protection from the color of your choice until end of turn. M12 C, CNS C, DDN C Steadfast Guard {W}{W} Creature - Human Rebel 2/2 Vigilance (Attacking doesn't cause this creature to tap.) MM C, 10E C Steadfastness {1}{W} Sorcery Creatures you control get +0/+3 until end of turn. PO C, P3 C Steady Progress {2}{U} Instant Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) Draw a card. SOM C, MM2 C Steal Artifact {2}{U}{U} Enchantment - Aura Enchant artifact You control enchanted artifact. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 7E U, 8ED U Steal Enchantment {U}{U} Enchantment - Aura Enchant enchantment You control enchanted enchantment. TE U Steal Strength {1}{B} Instant Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn. PR C Stealer of Secrets {2}{U} Creature - Human Rogue 2/2 Whenever Stealer of Secrets deals combat damage to a player, draw a card. RTR C, DDM C Steam Augury {2}{U}{R} Instant Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. THS R, DDN R Steam Blast {2}{R} Sorcery Steam Blast deals 2 damage to each creature and each player. UZ U, BR U Steam Catapult {3}{W}{W} Creature - Human Soldier 2/3 {T}: Destroy target tapped creature. Activate this ability only during your turn, before attackers are declared. P2 R, ME4 R Steam Frigate {2}{U} Creature - Human Pirate 3/3 Steam Frigate can't attack unless defending player controls an Island. P2 C Steam Spitter {4}{G} Creature - Spider 1/5 Reach (This creature can block creatures with flying.) {R}: Steam Spitter gets +1/+0 until end of turn. CSP U Steam Vents Land - Island Mountain ({T}: Add {U} or {R} to your mana pool.) As Steam Vents enters the battlefield, you may pay 2 life. If you don't, Steam Vents enters the battlefield tapped. M, GPT R, RTR R Steam Vines {1}{R}{R} Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it and Steam Vines deals 1 damage to that land's controller. That player attaches Steam Vines to a land of his or her choice. OD U Steamclaw {2} Artifact {3}, {T}: Exile target card from a graveyard. {1}, Sacrifice Steamclaw: Exile target card from a graveyard. OD U Steamcore Weird {3}{U} Creature - Weird 1/3 When Steamcore Weird enters the battlefield, if {R} was spent to cast Steamcore Weird, it deals 2 damage to target creature or player. GPT C, DDH C, DDJ C Steamflogger Boss {3}{R} Creature - Goblin Rigger 3/3 Other Rigger creatures you control get +1/+0 and have haste. If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead. FUT R Steel Golem {3} Artifact Creature - Golem 3/4 You can't cast creature spells. WL U, 10E U Steel Hellkite {6} Artifact Creature - Dragon 5/5 Flying {2}: Steel Hellkite gets +1/+0 until end of turn. {X}: Destroy each nonland permanent with converted mana cost X whose controller was dealt combat damage by Steel Hellkite this turn. Activate this ability only once each turn. SOM R, C14 R Steel Leaf Paladin {4}{G}{W} Creature - Elf Knight 4/4 First strike When Steel Leaf Paladin enters the battlefield, return a green or white creature you control to its owner's hand. PS C Steel Overseer {2} Artifact Creature - Construct 1/1 {T}: Put a +1/+1 counter on each artifact creature you control. M11 R, DDF R Steel Sabotage {U} Instant Choose one - • Counter target artifact spell. • Return target artifact to its owner's hand. MBS C Steel Wall {1} Artifact Creature - Wall 0/4 Defender (This creature can't attack.) MRD C, DDF C Steel of the Godhead {2}{W/U} Enchantment - Aura Enchant creature As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) As long as enchanted creature is blue, it gets +1/+1 and can't be blocked. SHM C, DDI C Steelclad Serpent {5}{U} Artifact Creature - Serpent 4/5 Steelclad Serpent can't attack unless you control another artifact. ALA C Steelform Sliver {2}{W} Creature - Sliver 2/2 Sliver creatures you control get +0/+1. M14 U Steeling Stance {1}{W}{W} Instant Creatures you control get +1/+1 until end of turn. Forecast - {W}, Reveal Steeling Stance from your hand: Target creature gets +1/+1 until end of turn. (Activate this ability only during your upkeep and only once each turn.) DIS C Steelshaper Apprentice {2}{W}{W} Creature - Human Soldier 1/3 {W}, {T}, Return Steelshaper Apprentice to its owner's hand: Search your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library. DST R Steelshaper's Gift {W} Sorcery Search your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library. 5DN U Steely Resolve {1}{G} Enchantment As Steely Resolve enters the battlefield, choose a creature type. Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.) ONS R Steeple Roc {4}{W} Creature - Bird 3/1 Flying, first strike DGM C Stench of Decay {1}{B}{B} Instant Nonartifact creatures get -1/-1 until end of turn. AL C (x2) Stench of Evil {2}{B}{B} Sorcery Destroy all Plains. For each land destroyed this way, Stench of Evil deals 1 damage to that land's controller unless he or she pays {2}. IA U Stenchskipper {3}{B} Creature - Elemental 6/5 Flying At the beginning of the end step, if you control no Goblins, sacrifice Stenchskipper. MOR R Stensia Plane - Innistrad Whenever a creature deals damage to one or more players for the first time in a turn, put a +1/+1 counter on it. Whenever you roll CHAOS, each creature you control gains "{T}: This creature deals 1 damage to target player" until end of turn. PC2 C Stensia Bloodhall Land {T}: Add {1} to your mana pool. {3}{B}{R}, {T}: Stensia Bloodhall deals 2 damage to target player. ISD R Steppe Lynx {W} Creature - Cat 0/1 Landfall - Whenever a land enters the battlefield under your control, Steppe Lynx gets +2/+2 until end of turn. ZEN C Sterling Grove {G}{W} Enchantment Other enchantments you control have shroud. (They can't be the targets of spells or abilities.) {1}, Sacrifice Sterling Grove: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it. IN U Stern Judge {2}{W} Creature - Human Cleric 2/2 {T}: Each player loses 1 life for each Swamp he or she controls. TOR U Stern Marshal {2}{W} Creature - Human Soldier 2/2 {T}: Target creature gets +2/+2 until end of turn. Activate this ability only during your turn, before attackers are declared. PO R Stern Mentor {3}{U} Creature - Human Wizard 2/2 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Stern Mentor is paired with another creature, each of those creatures has "{T}: Target player puts the top two cards of his or her library into his or her graveyard." AVR U Stern Proctor {U}{U} Creature - Human Wizard 1/2 When Stern Proctor enters the battlefield, return target artifact or enchantment to its owner's hand. UZ U Steward of Valeron {G}{W} Creature - Human Druid Knight 2/2 Vigilance {T}: Add {G} to your mana pool. ALA C, DDG C Stifle {U} Instant Counter target activated or triggered ability. (Mana abilities can't be targeted.) SCG R, CNS R Stigma Lasher {R}{R} Creature - Elemental Shaman 2/2 Wither (This deals damage to creatures in the form of -1/-1 counters.) Whenever Stigma Lasher deals damage to a player, that player can't gain life for the rest of the game. EVE R Still Life {1}{G}{G} Enchantment {G}{G}: Still Life becomes a 4/3 Centaur creature in addition to its other types until end of turn. OD U Stillmoon Cavalier {1}{W/B}{W/B} Creature - Zombie Knight 2/1 Protection from white and from black {W/B}: Stillmoon Cavalier gains flying until end of turn. {W/B}: Stillmoon Cavalier gains first strike until end of turn. {W/B}{W/B}: Stillmoon Cavalier gets +1/+0 until end of turn. EVE R Stingerfling Spider {4}{G} Creature - Spider 2/5 Reach (This creature can block creatures with flying.) When Stingerfling Spider enters the battlefield, you may destroy target creature with flying. M12 U, DDJ U Stinging Barrier {2}{U}{U} Creature - Wall 0/4 Defender (This creature can't attack.) {U}, {T}: Stinging Barrier deals 1 damage to target creature or player. MM C Stinging Licid {1}{U} Creature - Licid 1/1 {1}{U}, {T}: Stinging Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {U} to end this effect. Whenever enchanted creature becomes tapped, Stinging Licid deals 2 damage to that creature's controller. TE U Stingmoggie {3}{R} Creature - Elemental 0/0 Stingmoggie enters the battlefield with two +1/+1 counters on it. {3}{R}, Remove a +1/+1 counter from Stingmoggie: Destroy target artifact or land. MOR C Stingscourger {1}{R} Creature - Goblin Warrior 2/2 Echo {3}{R} (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.) When Stingscourger enters the battlefield, return target creature an opponent controls to its owner's hand. PLC C, MMA C Stinkdrinker Bandit {3}{B} Creature - Goblin Rogue 2/1 Prowl {1}{B} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn. MOR U Stinkdrinker Daredevil {2}{R} Creature - Goblin Rogue 1/3 Giant spells you cast cost {2} less to cast. LRW C, MMA C Stinkweed Imp {2}{B} Creature - Imp 1/2 Flying Whenever Stinkweed Imp deals combat damage to a creature, destroy that creature. Dredge 5 (If you would draw a card, instead you may put exactly five cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) RAV C, DDC C, DDJ C, MMA C, DD3_DVD C Stir the Grave {X}{B} Sorcery Return target creature card with converted mana cost X or less from your graveyard to the battlefield. BOK C Stir the Pride {4}{W} Instant Choose one - • Creatures you control get +2/+2 until end of turn. • Until end of turn, creatures you control gain "Whenever this creature deals damage, you gain that much life." Entwine {1}{W} (Choose both if you pay the entwine cost.) DST U, MMA U Stirring Wildwood Land Stirring Wildwood enters the battlefield tapped. {T}: Add {G} or {W} to your mana pool. {1}{G}{W}: Until end of turn, Stirring Wildwood becomes a 3/4 green and white Elemental creature with reach. It's still a land. R, WWK R Stitch Together {B}{B} Sorcery Return target creature card from your graveyard to your hand. Threshold - Return that card from your graveyard to the battlefield instead if seven or more cards are in your graveyard. JUD U, CMD U Stitch in Time {1}{U}{R} Sorcery Flip a coin. If you win the flip, take an extra turn after this one. GPT R Stitched Drake {1}{U}{U} Creature - Zombie Drake 3/4 As an additional cost to cast Stitched Drake, exile a creature card from your graveyard. Flying ISD C Stitcher Geralf {3}{U}{U} Legendary Creature - Human Wizard 3/4 {2}{U}, {T}: Each player puts the top three cards of his or her library into his or her graveyard. Exile up to two creature cards put into graveyards this way. Put an X/X blue Zombie creature token onto the battlefield, where X is the total power of the cards exiled this way. C14 M Stitcher's Apprentice {1}{U} Creature - Homunculus 1/2 {1}{U}, {T}: Put a 2/2 blue Homunculus creature token onto the battlefield, then sacrifice a creature. ISD C Stoic Angel {1}{G}{W}{U} Creature - Angel 3/4 Flying, vigilance Players can't untap more than one creature during their untap steps. ALA R Stoic Champion {W}{W} Creature - Human Soldier 2/2 Whenever a player cycles a card, Stoic Champion gets +2/+2 until end of turn. LGN U, VMA U Stoic Ephemera {2}{W} Creature - Spirit 5/5 Defender (This creature can't attack.) Flying When Stoic Ephemera blocks, sacrifice it at end of combat. DIS U Stoic Rebuttal {1}{U}{U} Instant Metalcraft - Stoic Rebuttal costs {1} less to cast if you control three or more artifacts. Counter target spell. SOM C, MM2 C Stoke the Flames {2}{R}{R} Instant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Stoke the Flames deals 4 damage to target creature or player. M15 U Stolen Goods {3}{U} Sorcery Target opponent exiles cards from the top of his or her library until he or she exiles a nonland card. Until end of turn, you may cast that card without paying its mana cost. AVR R Stolen Grain {4}{B}{B} Sorcery Stolen Grain deals 5 damage to target opponent. You gain 5 life. PK U, ME3 U Stolen Identity {4}{U}{U} Sorcery Put a token onto the battlefield that's a copy of target artifact or creature. 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.) GTC R Stomp and Howl {2}{G} Sorcery Destroy target artifact and target enchantment. DIS U Stomper Cub {3}{G}{G} Creature - Beast 5/3 Trample ROE C Stomping Ground Land - Mountain Forest ({T}: Add {R} or {G} to your mana pool.) As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, Stomping Ground enters the battlefield tapped. M, GPT R, GTC R Stomping Slabs {2}{R} Sorcery Reveal the top seven cards of your library, then put those cards on the bottom of your library in any order. If a card named Stomping Slabs was revealed this way, Stomping Slabs deals 7 damage to target creature or player. MOR U Stone Calendar {5} Artifact Spells you cast cost up to {1} less to cast. DK R, MED U Stone Catapult {4}{B} Creature - Human Soldier 1/2 {T}: Destroy target tapped nonblack creature. Activate this ability only during your turn, before attackers are declared. PK R Stone Giant {2}{R}{R} Creature - Giant 3/4 {T}: Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at the beginning of the next end step. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, MED U, M10 U, DDI U Stone Golem {5} Artifact Creature - Golem 4/4 M11 U Stone Haven Medic {1}{W} Creature - Kor Cleric 1/3 {W}, {T}: You gain 1 life. C Stone Idol Trap {5}{R} Instant - Trap Stone Idol Trap costs {1} less to cast for each attacking creature. Put a 6/12 colorless Construct artifact creature token with trample onto the battlefield. Exile it at the beginning of your next end step. WWK R Stone Kavu {4}{G} Creature - Kavu 3/3 {R}: Stone Kavu gets +1/+0 until end of turn. {W}: Stone Kavu gets +0/+1 until end of turn. PS C Stone Rain {2}{R} Sorcery Destroy target land. 1E C, 2E C, 2U C, 3E C, 4E C, IA C, MI C, 5E C, PO C, TE C, P2 C, 6E C, PK C, P3 C, MM C, P4 C, 7E C, 8ED C, CHK C, 9ED C Stone Spirit {4}{R} Creature - Elemental Spirit 4/3 Stone Spirit can't be blocked by creatures with flying. IA U, 5E U, ME2 U Stone-Seeder Hierophant {2}{G}{G} Creature - Human Druid 1/1 Whenever a land enters the battlefield under your control, untap Stone-Seeder Hierophant. {T}: Untap target land. RAV C Stone-Throwing Devils {B} Creature - Devil 1/1 First strike AN C (x2) Stone-Tongue Basilisk {4}{G}{G}{G} Creature - Basilisk 4/5 Whenever Stone-Tongue Basilisk deals combat damage to a creature, destroy that creature at end of combat. Threshold - As long as seven or more cards are in your graveyard, all creatures able to block Stone-Tongue Basilisk do so. OD R Stonebrow, Krosan Hero {3}{R}{G} Legendary Creature - Centaur Warrior 4/4 Trample Whenever a creature you control with trample attacks, it gets +2/+2 until end of turn. TSP R Stonecloaker {2}{W} Creature - Gargoyle 3/2 Flash (You may cast this spell any time you could cast an instant.) Flying When Stonecloaker enters the battlefield, return a creature you control to its owner's hand. When Stonecloaker enters the battlefield, exile target card from a graveyard. PLC U, C13 U, DDN U Stonefare Crocodile {2}{G} Creature - Crocodile 3/2 {2}{B}: Stonefare Crocodile gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.) RTR C, DDM C Stoneforge Mystic {1}{W} Creature - Kor Artificer 1/2 When Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library. {1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield. WWK R Stonefury {3}{R}{R} Instant Stonefury deals damage to target creature equal to the number of lands you control. C Stonehands {2}{R} Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. {R}: Enchanted creature gets +1/+0 until end of turn. IA C, ME2 C Stonehewer Giant {3}{W}{W} Creature - Giant Warrior 4/4 Vigilance {1}{W}, {T}: Search your library for an Equipment card and put it onto the battlefield. Attach it to a creature you control. Then shuffle your library. MOR R, MMA R Stonehewer Giant Avatar Vanguard Hand +1, life -5 Whenever a creature enters the battlefield under your control, put a token onto the battlefield that's a copy of a random Equipment card with converted mana cost less than or equal to that creature's converted mana cost. Attach that Equipment to that creature. VAN S Stonehorn Chanter {5}{W} Creature - Rhino Cleric 4/4 {5}{W}: Stonehorn Chanter gains vigilance and lifelink until end of turn. (Attacking doesn't cause it to tap. Damage dealt by it also causes you to gain that much life.) M14 U Stonehorn Dignitary {3}{W} Creature - Rhino Soldier 1/4 When Stonehorn Dignitary enters the battlefield, target opponent skips his or her next combat phase. M12 C Stoneshaker Shaman {2}{R} Creature - Human Shaman 1/1 At the beginning of each player's end step, that player sacrifices an untapped land. RAV U Stoneshock Giant {3}{R}{R} Creature - Giant 5/4 {6}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Stoneshock Giant becomes monstrous, creatures without flying your opponents control can't block this turn. THS U Stonewise Fortifier {1}{W} Creature - Human Wizard 2/2 {4}{W}: Prevent all damage that would be dealt to Stonewise Fortifier by target creature this turn. JOU C Stonewood Invocation {3}{G} Instant Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Target creature gets +5/+5 and gains shroud until end of turn. (It can't be the target of spells or abilities.) TSP R Stonewood Invoker {1}{G} Creature - Elf Mutant 2/2 {7}{G}: Stonewood Invoker gets +5/+5 until end of turn. LGN C, EVG C, DD3_EVG C Stonework Puma {3} Artifact Creature - Cat Ally 2/2 C, ZEN C Stonewright {R} Creature - Human Shaman 1/1 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Stonewright is paired with another creature, each of those creatures has "{R}: This creature gets +1/+0 until end of turn." AVR U Stony Silence {1}{W} Enchantment Activated abilities of artifacts can't be activated. ISD R Stonybrook Angler {1}{U} Creature - Merfolk Wizard 1/2 {1}{U}, {T}: You may tap or untap target creature. LRW C Stonybrook Banneret {1}{U} Creature - Merfolk Wizard 1/1 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Merfolk spells and Wizard spells you cast cost {1} less to cast. MOR C Stonybrook Schoolmaster {2}{W} Creature - Merfolk Wizard 1/2 Whenever Stonybrook Schoolmaster becomes tapped, you may put a 1/1 blue Merfolk Wizard creature token onto the battlefield. MOR C Storage Matrix {3} Artifact As long as Storage Matrix is untapped, each player chooses artifact, creature, or land during his or her untap step. That player can untap only permanents of the chosen type this step. CG R, 9ED R Storm Cauldron {5} Artifact Each player may play an additional land during each of his or her turns. Whenever a land is tapped for mana, return it to its owner's hand. AL R, 6E R, 7E R Storm Crow {1}{U} Creature - Bird 1/2 Flying (This creature can't be blocked except by creatures with flying or reach.) AL C (x2), PO C, 6E C, P3 C, 7E C, 8ED C, 9ED C Storm Elemental {5}{U} Creature - Elemental 3/4 Flying {U}, Exile the top card of your library: Tap target creature with flying. {U}, Exile the top card of your library: If the exiled card is a snow land, Storm Elemental gets +1/+1 until end of turn. AL U, ME2 U Storm Entity {1}{R} Creature - Elemental 1/1 Haste Storm Entity enters the battlefield with a +1/+1 counter on it for each other spell cast this turn. FUT U Storm Front {G} Enchantment {G}{G}: Tap target creature with flying. TE U Storm Herd {8}{W}{W} Sorcery Put X 1/1 white Pegasus creature tokens with flying onto the battlefield, where X is your life total. GPT R, CMD R Storm Seeker {3}{G} Instant Storm Seeker deals damage to target player equal to the number of cards in that player's hand. LE U, CH U, MED U Storm Shaman {2}{R} Creature - Human Cleric Shaman 0/4 {R}: Storm Shaman gets +1/+0 until end of turn. AL C (x2), 7E U Storm Spirit {3}{G}{W}{U} Creature - Elemental Spirit 3/3 Flying {T}: Storm Spirit deals 2 damage to target creature. IA R, ME2 R Storm World {R} World Enchantment At the beginning of each player's upkeep, Storm World deals X damage to that player, where X is 4 minus the number of cards in his or her hand. LE R, ME3 R Stormbind {1}{R}{G} Enchantment {2}, Discard a card at random: Stormbind deals 2 damage to target creature or player. IA R, TSB S Stormblood Berserker {1}{R} Creature - Human Berserker 1/1 Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.) Menace (This creature can't be blocked except by two or more creatures.) M12 U, MM2 U Stormbound Geist {1}{U}{U} Creature - Spirit 2/2 Flying Stormbound Geist can block only creatures with flying. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA C Stormbreath Dragon {3}{R}{R} Creature - Dragon 4/4 Flying, haste, protection from white {5}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Stormbreath Dragon becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand. THS M Stormcaller of Keranos {2}{R} Creature - Human Shaman 2/2 Haste {1}{U}: Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) BNG U Stormcaller's Boon {2}{W}{U} Enchantment Sacrifice Stormcaller's Boon: Creatures you control gain flying until end of turn. Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) ARB C Stormchaser Chimera {2}{U}{R} Creature - Chimera 2/3 Flying {2}{U}{R}: Scry 1, then reveal the top card of your library. Stormchaser Chimera gets +X/+0 until end of turn, where X is that card's converted mana cost. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) JOU U Stormcloud Djinn {4}{U} Creature - Djinn 3/3 Flying Stormcloud Djinn can block only creatures with flying. {R}{R}: Stormcloud Djinn gets +2/+0 until end of turn and deals 1 damage to you. TSP U Stormcrag Elemental {5}{R} Creature - Elemental 5/5 Trample Megamorph {4}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) DTK U Stormfront Pegasus {1}{W} Creature - Pegasus 2/1 Flying M10 C, M11 C, M12 C Stormfront Riders {4}{W} Creature - Human Soldier 4/3 Flying When Stormfront Riders enters the battlefield, return two creatures you control to their owner's hand. Whenever Stormfront Riders or another creature is returned to your hand from the battlefield, put a 1/1 white Soldier creature token onto the battlefield. PLC U, DDF U Stormrider Rig {2} Artifact - Equipment Equipped creature gets +1/+1. Whenever a creature enters the battlefield under your control, you may attach Stormrider Rig to it. Equip {2} DTK U Stormscale Anarch {2}{R}{R} Creature - Viashino Shaman 2/2 {2}{R}, Discard a card at random: Stormscale Anarch deals 2 damage to target creature or player. If the discarded card was multicolored, Stormscale Anarch deals 4 damage to that creature or player instead. DIS R Stormscape Apprentice {U} Creature - Human Wizard 1/1 {W}, {T}: Tap target creature. {B}, {T}: Target player loses 1 life. IN C Stormscape Battlemage {2}{U} Creature - Metathran Wizard 2/2 Kicker {W} and/or {2}{B} When Stormscape Battlemage enters the battlefield, if it was kicked with its {W} kicker, you gain 3 life. When Stormscape Battlemage enters the battlefield, if it was kicked with its {2}{B} kicker, destroy target nonblack creature. That creature can't be regenerated. PS U, C13 U Stormscape Familiar {1}{U} Creature - Bird 1/1 Flying White spells and black spells you cast cost {1} less to cast. PS C, TSB S Stormscape Master {2}{U}{U} Creature - Human Wizard 2/2 {W}{W}, {T}: Target creature gains protection from the color of your choice until end of turn. {B}{B}, {T}: Target player loses 2 life and you gain 2 life. IN R Stormsurge Kraken {3}{U}{U} Creature - Kraken 5/5 Hexproof Lieutenant - As long as you control your commander, Stormsurge Kraken gets +2/+2 and has "Whenever Stormsurge Kraken becomes blocked, you may draw two cards." C14 R Stormtide Leviathan {5}{U}{U}{U} Creature - Leviathan 8/8 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) All lands are Islands in addition to their other types. Creatures without flying or islandwalk can't attack. M11 R, M13 R, M15 R Stormwatch Eagle {3}{U} Creature - Bird 2/1 Flying Sacrifice a land: Return Stormwatch Eagle to its owner's hand. PR C Stormwing Dragon {5}{R} Creature - Dragon 3/3 Flying, first strike Megamorph {5}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Stormwing Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control. DTK U Story Circle {1}{W}{W} Enchantment As Story Circle enters the battlefield, choose a color. {W}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage. MM U, 8ED R, 9ED R, 10E R Strafe {R} Sorcery Strafe deals 3 damage to target nonred creature. PS U Strands of Night {2}{B}{B} Enchantment {B}{B}, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to the battlefield. WL U, 6E U, 7E U Strands of Undeath {3}{B} Enchantment - Aura Enchant creature When Strands of Undeath enters the battlefield, target player discards two cards. {B}: Regenerate enchanted creature. RAV C Strandwalker {5} Artifact - Equipment Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.) Equipped creature gets +2/+4 and has reach. Equip {4} MBS U Strange Inversion {2}{R} Instant - Arcane Switch target creature's power and toughness until end of turn. Splice onto Arcane {1}{R} (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.) CHK U Stranglehold {3}{R} Enchantment Your opponents can't search libraries. If an opponent would begin an extra turn, that player skips that turn instead. CMD R Strangleroot Geist {G}{G} Creature - Spirit 2/1 Haste Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA U Strangling Soot {2}{B} Instant Destroy target creature with toughness 3 or less. Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) TSP C, DDK C Strata Scythe {3} Artifact - Equipment Imprint - When Strata Scythe enters the battlefield, search your library for a land card, exile it, then shuffle your library. Equipped creature gets +1/+1 for each land on the battlefield with the same name as the exiled card. Equip {3} SOM R, C14 R Stratadon {10} Artifact Creature - Beast 5/5 Domain - Stratadon costs {1} less to cast for each basic land type among lands you control. Trample PS U Strategic Planning {1}{U} Sorcery Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. PK U, ME3 C, C13 U Stratozeppelid {4}{U} Creature - Beast 4/4 Flying Stratozeppelid can block only creatures with flying. GPT U Stratus Dancer {1}{U} Creature - Djinn Monk 2/1 Flying Megamorph {1}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Stratus Dancer is turned face up, counter target instant or sorcery spell. DTK R Stratus Walk {1}{U} Enchantment - Aura Enchant creature When Stratus Walk enters the battlefield, draw a card. Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) Enchanted creature can block only creatures with flying. BNG C, ORI C Straw Golem {1} Artifact Creature - Golem 2/3 When an opponent casts a creature spell, sacrifice Straw Golem. WL U Straw Soldiers {1}{U} Creature - Scarecrow Soldier 1/3 PK C Stream Hopper {U/R} Creature - Goblin 1/1 {U/R}: Stream Hopper gains flying until end of turn. EVE C Stream of Acid {2}{B}{B} Sorcery Destroy target land or nonblack creature. P3 U Stream of Consciousness {1}{U} Instant - Arcane Target player shuffles up to four target cards from his or her graveyard into his or her library. BOK U Stream of Life {X}{G} Sorcery Target player gains X life. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 6E C, 7E C, 8ED U, 9ED U Stream of Unconsciousness {U} Tribal Instant - Wizard Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card. MOR C Streambed Aquitects {1}{U}{U} Creature - Merfolk Scout 2/3 {T}: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.) {T}: Target land becomes an Island until end of turn. LRW C Street Savvy {G} Enchantment - Aura Enchant creature Enchanted creature gets +0/+2 and can block creatures with landwalk abilities as though they didn't have those abilities. DIS C Street Spasm {X}{R} Instant Street Spasm deals X damage to target creature without flying you don't control. Overload {X}{X}{R}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") DDJ U, RTR U, C13 U Street Sweeper {6} Artifact Creature - Construct 4/6 Whenever Street Sweeper attacks, destroy all Auras attached to target land. RTR U Street Wraith {3}{B}{B} Creature - Wraith 3/4 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Cycling-Pay 2 life. (Pay 2 life, Discard this card: Draw a card.) FUT U, MMA C Streetbreaker Wurm {3}{R}{G} Creature - Wurm 6/4 GPT C Strength from the Fallen {1}{G} Enchantment Constellation - Whenever Strength from the Fallen or another enchantment enters the battlefield under your control, target creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. JOU U Strength in Numbers {1}{G} Instant Until end of turn, target creature gains trample and gets +X/+X, where X is the number of attacking creatures. TSP C Strength of Cedars {4}{G} Instant - Arcane Target creature gets +X/+X until end of turn, where X is the number of lands you control. CHK U Strength of Isolation {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+2 and has protection from black. Madness {W} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TOR U Strength of Lunacy {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+1 and has protection from white. Madness {B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TOR U Strength of Night {2}{G} Instant Kicker {B} (You may pay an additional {B} as you cast this spell.) Creatures you control get +1/+1 until end of turn. If Strength of Night was kicked, Zombie creatures you control get an additional +2/+2 until end of turn. AP C Strength of Unity {3}{W} Enchantment - Aura Enchant creature Domain - Enchanted creature gets +1/+1 for each basic land type among lands you control. IN C Strength of the Tajuru {X}{G}{G} Instant Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.) Choose target creature, then choose another target creature for each time Strength of the Tajuru was kicked. Put X +1/+1 counters on each of them. WWK R Strider Harness {3} Artifact - Equipment Equipped creature gets +1/+1 and has haste. Equip {1} SOM C Striking Sliver {R} Creature - Sliver 1/1 Sliver creatures you control have first strike. (They deal combat damage before creatures without first strike.) M14 C Strionic Resonator {2} Artifact {2}, {T}: Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.") M14 R Strip Bare {W} Instant Destroy all Auras and Equipment attached to target creature. SHM C Strip Mine Land {T}: Add {1} to your mana pool. {T}, Sacrifice Strip Mine: Destroy target land. AQ R (x3), AQ U, 4E U, V09 M, ME4 R, VMA R Striped Bears {3}{G} Creature - Bear 2/2 When Striped Bears enters the battlefield, draw a card. WL C Stroke of Genius {X}{2}{U} Instant Target player draws X cards. UZ R, VMA R, C14 R Stromgald Cabal {1}{B}{B} Creature - Human Knight 2/2 {T}, Pay 1 life: Counter target white spell. IA R, 5E R, 6E R, ME2 R Stromgald Crusader {B}{B} Creature - Zombie Knight 2/1 Protection from white {B}: Stromgald Crusader gains flying until end of turn. {B}{B}: Stromgald Crusader gets +1/+0 until end of turn. CSP U Stromgald Spy {3}{B} Creature - Human Rogue 2/4 Whenever Stromgald Spy attacks and isn't blocked, you may have defending player play with his or her hand revealed for as long as Stromgald Spy remains on the battlefield. If you do, Stromgald Spy assigns no combat damage this turn. AL U Stromkirk Captain {1}{B}{R} Creature - Vampire Soldier 2/2 First strike Other Vampire creatures you control get +1/+1 and have first strike. DKA U Stromkirk Noble {R} Creature - Vampire 1/1 Stromkirk Noble can't be blocked by Humans. Whenever Stromkirk Noble deals combat damage to a player, put a +1/+1 counter on it. ISD R Stromkirk Patrol {4}{B} Creature - Vampire Soldier 4/3 Whenever Stromkirk Patrol deals combat damage to a player, put a +1/+1 counter on it. ISD C Strongarm Monk {4}{W} Creature - Human Monk 3/3 Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn. DTK U Strongarm Tactics {1}{B} Sorcery Each player discards a card. Then each player who didn't discard a creature card this way loses 4 life. ONS R Strongarm Thug {2}{B} Creature - Human Mercenary 1/1 When Strongarm Thug enters the battlefield, you may return target Mercenary card from your graveyard to your hand. MM U Stronghold Assassin {1}{B}{B} Creature - Zombie Assassin 2/1 {T}, Sacrifice a creature: Destroy target nonblack creature. ST R, 7E R, C13 R, TPR R Stronghold Biologist {2}{U} Creature - Human Spellshaper 1/1 {U}{U}, {T}, Discard a card: Counter target creature spell. NE U Stronghold Discipline {2}{B}{B} Sorcery Each player loses 1 life for each creature he or she controls. NE C, 10E U, CNS C Stronghold Furnace Plane - Rath If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead. Whenever you roll CHAOS, Stronghold Furnace deals 1 damage to target creature or player. HOP C Stronghold Gambit {1}{R} Sorcery Each player chooses a card in his or her hand. Then each player reveals his or her chosen card. The owner of each creature card revealed this way with the lowest converted mana cost puts it onto the battlefield. NE R Stronghold Machinist {2}{U} Creature - Human Spellshaper 1/1 {U}{U}, {T}, Discard a card: Counter target noncreature spell. NE U Stronghold Overseer {3}{B}{B}{B} Creature - Demon 5/5 Flying Shadow (This creature can block or be blocked by only creatures with shadow.) {B}{B}: Creatures with shadow get +1/+0 until end of turn and creatures without shadow get -1/-0 until end of turn. TSP R Stronghold Rats {2}{B} Creature - Rat 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Stronghold Rats deals combat damage to a player, each player discards a card. FUT U Stronghold Taskmaster {2}{B}{B} Creature - Giant Minion 4/3 Other black creatures get -1/-1. ST U Stronghold Zeppelin {2}{U}{U} Creature - Human 3/3 Flying Stronghold Zeppelin can block only creatures with flying. NE U Structural Collapse {5}{R} Sorcery Target player sacrifices an artifact and a land. Structural Collapse deals 2 damage to that player. GTC C Struggle for Sanity {2}{B}{B} Sorcery Target opponent reveals his or her hand. That player exiles a card from it, then you exile a card from it. Repeat this process until all cards in that hand have been exiled. That player returns the cards he or she exiled this way to his or her hand and puts the rest into his or her graveyard. CHK U Stubborn Denial {U} Instant Counter target noncreature spell unless its controller pays {1}. Ferocious - If you control a creature with power 4 or greater, counter that spell instead. KTK U Student of Elements {1}{U} Creature - Human Wizard 1/1 When Student of Elements has flying, flip it. ---- Tobita, Master of Winds Legendary Creature - Human Wizard 3/3 Creatures you control have flying. CHK U Student of Ojutai {3}{W} Creature - Human Monk 2/4 Whenever you cast a noncreature spell, you gain 2 life. DTK C Student of Warfare {W} Creature - Human Knight 1/1 Level up {W} ({W}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-6 3/3 First strike LEVEL 7+ 4/4 Double strike ROE R Stuffy Doll {5} Artifact Creature - Construct 0/1 Indestructible As Stuffy Doll enters the battlefield, choose a player. Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player. {T}: Stuffy Doll deals 1 damage to itself. TSP R, M13 R Stuffy Doll Avatar Vanguard Hand +0, life -6 {0}: If damage would be dealt to you this turn by a source of your choice, prevent that damage. Stuffy Doll Avatar deals damage to you and target opponent equal to half the damage prevented this way, rounded up. Activate this ability only once each turn. VAN S Stun {1}{R} Instant Target creature can't block this turn. Draw a card. TE C, IN C, 10E C, TPR C Stun Sniper {R}{W} Creature - Human Archer 1/1 {1}, {T}: Stun Sniper deals 1 damage to target creature. Tap that creature. ARB U, DDL U Stunted Growth {3}{G}{G} Sorcery Target player chooses three cards from his or her hand and puts them on top of his or her library in any order. IA R, ME2 R Stupefying Touch {1}{U} Enchantment - Aura Enchant creature When Stupefying Touch enters the battlefield, draw a card. Enchanted creature's activated abilities can't be activated. TOR U Stupor {2}{B} Sorcery Target opponent discards a card at random, then discards a card. MI U, 6E U, TSB S Sturdy Hatchling {3}{G/U} Creature - Elemental 6/6 Sturdy Hatchling enters the battlefield with four -1/-1 counters on it. {G/U}: Sturdy Hatchling gains shroud until end of turn. (It can't be the target of spells or abilities.) Whenever you cast a green spell, remove a -1/-1 counter from Sturdy Hatchling. Whenever you cast a blue spell, remove a -1/-1 counter from Sturdy Hatchling. EVE U Sturmgeist {3}{U}{U} Creature - Spirit */* Flying Sturmgeist's power and toughness are each equal to the number of cards in your hand. Whenever Sturmgeist deals combat damage to a player, draw a card. ISD R Stymied Hopes {1}{U} Instant Counter target spell unless its controller pays {1}. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) THS C Su-Chi {4} Artifact Creature - Construct 4/4 When Su-Chi dies, add {4} to your mana pool. AQ U, MED R, VMA U Subdue {G} Instant Prevent all combat damage that would be dealt by target creature this turn. That creature gets +0/+X until end of turn, where X is its converted mana cost. LE C Sublime Archangel {2}{W}{W} Creature - Angel 4/3 Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Other creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.) M13 M Submerge {4}{U} Instant If an opponent controls a Forest and you control an Island, you may cast Submerge without paying its mana cost. Put target creature on top of its owner's library. NE U Subterranean Hangar Land Subterranean Hangar enters the battlefield tapped. {T}: Put a storage counter on Subterranean Hangar. {T}, Remove any number of storage counters from Subterranean Hangar: Add {B} to your mana pool for each storage counter removed this way. MM U Subterranean Scout {1}{R} Creature - Goblin Scout 2/1 When Subterranean Scout enters the battlefield, target creature with power 2 or less can't be blocked this turn. ORI C Subterranean Shambler {3}{R} Creature - Elemental 2/3 Echo {3}{R} (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.) When Subterranean Shambler enters the battlefield or leaves the battlefield, it deals 1 damage to each creature without flying. TSP C Subterranean Spirit {3}{R}{R} Creature - Elemental Spirit 3/3 Protection from red {T}: Subterranean Spirit deals 1 damage to each creature without flying. MI R Subversion {3}{B}{B} Enchantment At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way. GU R, BR R Sudden Death {1}{B}{B} Instant Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Target creature gets -4/-4 until end of turn. TSP U Sudden Demise {X}{R} Sorcery Choose a color. Sudden Demise deals X damage to each creature of the chosen color. C13 R Sudden Disappearance {5}{W} Sorcery Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step. DKA R Sudden Impact {3}{R} Instant Sudden Impact deals damage to target player equal to the number of cards in that player's hand. TE U, 7E U, 8ED U, 9ED U, 10E U, PD2 U Sudden Reclamation {3}{G} Instant Put the top four cards of your library into your graveyard, then return a creature card and a land card from your graveyard to your hand. FRF U Sudden Shock {1}{R} Instant Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Sudden Shock deals 2 damage to target creature or player. TSP U, MMA U Sudden Spoiling {1}{B}{B} Instant Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Until end of turn, creatures target player controls lose all abilities and have base power and toughness 0/2. TSP R, C13 R, C14 R Sudden Storm {3}{U} Instant Tap up to two target creatures. Those creatures don't untap during their controllers' next untap steps. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) BNG C Sudden Strength {3}{G} Instant Target creature gets +3/+3 until end of turn. Draw a card. JUD C, VMA C Suffer the Past {X}{B} Instant Exile X target cards from target player's graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life. ROE U Suffocating Blast {1}{U}{U}{R} Instant Counter target spell and Suffocating Blast deals 3 damage to target creature. AP R Suffocation {1}{U} Instant Cast Suffocation only if you were dealt damage this turn by a red instant or sorcery spell. Suffocation deals 4 damage to the controller of the last red instant or sorcery spell that dealt damage to you this turn. Draw a card at the beginning of the next turn's upkeep. AL U Suicidal Charge {3}{B}{R} Enchantment Sacrifice Suicidal Charge: Creatures your opponents control get -1/-1 until end of turn. Those creatures attack this turn if able. CON C Sulam Djinn {5}{G} Creature - Djinn 6/6 Trample Sulam Djinn gets -2/-2 as long as green is the most common color among all permanents or is tied for most common. IN U Suleiman's Legacy {R}{W} Enchantment When Suleiman's Legacy enters the battlefield, destroy all Djinns and Efreets. They can't be regenerated. Whenever a Djinn or Efreet enters the battlefield, destroy it. It can't be regenerated. VI R Sulfur Elemental {2}{R} Creature - Elemental 3/2 Flash (You may cast this spell any time you could cast an instant.) Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) White creatures get +1/-1. PLC U Sulfur Falls Land Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain. {T}: Add {U} or {R} to your mana pool. ISD R Sulfur Vent Land Sulfur Vent enters the battlefield tapped. {T}: Add {B} to your mana pool. {T}, Sacrifice Sulfur Vent: Add {U}{R} to your mana pool. IN C Sulfuric Vapors {3}{R} Enchantment If a red spell would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead. UZ R Sulfuric Vortex {1}{R}{R} Enchantment At the beginning of each player's upkeep, Sulfuric Vortex deals 2 damage to that player. If a player would gain life, that player gains no life instead. SCG R, DDK R, CNS R, VMA R Sulfurous Blast {2}{R}{R} Instant Sulfurous Blast deals 2 damage to each creature and each player. If you cast this spell during your main phase, Sulfurous Blast deals 3 damage to each creature and each player instead. TSP U, CMD U Sulfurous Springs Land {T}: Add {1} to your mana pool. {T}: Add {B} or {R} to your mana pool. Sulfurous Springs deals 1 damage to you. IA R, 5E R, 6E R, 7E R, 9ED R, 10E R Sultai Ascendancy {B}{G}{U} Enchantment At the beginning of your upkeep, look at the top two cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order. KTK R Sultai Banner {3} Artifact {T}: Add {B}, {G}, or {U} to your mana pool. {B}{G}{U}, {T}, Sacrifice Sultai Banner: Draw a card. KTK C Sultai Charm {B}{G}{U} Instant Choose one - • Destroy target monocolored creature. • Destroy target artifact or enchantment. • Draw two cards, then discard a card. KTK U Sultai Emissary {1}{B} Creature - Zombie Warrior 1/1 When Sultai Emissary dies, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) C, FRF C Sultai Flayer {3}{G} Creature - Naga Shaman 3/4 Whenever a creature you control with toughness 4 or greater dies, you gain 4 life. KTK U Sultai Runemark {2}{B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Enchanted creature has deathtouch as long as you control a green or blue permanent. (Any amount of damage it deals to a creature is enough to destroy it.) FRF C Sultai Scavenger {5}{B} Creature - Bird Warrior 3/3 Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Flying KTK C Sultai Skullkeeper {1}{U} Creature - Naga Shaman 2/1 When Sultai Skullkeeper enters the battlefield, put the top two cards of your library into your graveyard. FRF C Sultai Soothsayer {2}{B}{G}{U} Creature - Naga Shaman 2/5 When Sultai Soothsayer enters the battlefield, look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. KTK U Summer Bloom {1}{G} Sorcery You may play up to three additional lands this turn. VI U, PO R, 6E U, P3 R, 9ED U Summit Apes {3}{G} Creature - Ape 5/2 As long as you control a Mountain, Summit Apes has menace. (It can't be blocked except by two or more creatures.) WWK U Summit Prowler {2}{R}{R} Creature - Yeti 4/3 KTK C, DTK C Summon the School {3}{W} Tribal Sorcery - Merfolk Put two 1/1 blue Merfolk Wizard creature tokens onto the battlefield. Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand. LRW U Summoner's Bane {2}{U}{U} Instant Counter target creature spell. Put a 2/2 blue Illusion creature token onto the battlefield. ZEN U, DDM U Summoner's Egg {4} Artifact Creature - Construct 0/4 Imprint - When Summoner's Egg enters the battlefield, you may exile a card from your hand face down. When Summoner's Egg dies, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control. 5DN R Summoner's Pact {0} (Green) Instant Search your library for a green creature card, reveal it, and put it into your hand. Then shuffle your library. At the beginning of your next upkeep, pay {2}{G}{G}. If you don't, you lose the game. FUT R, MMA R Summoning Station {7} Artifact {T}: Put a 2/2 colorless Pincher creature token onto the battlefield. Whenever an artifact is put into a graveyard from the battlefield, you may untap Summoning Station. 5DN R Summoning Trap {4}{G}{G} Instant - Trap If a creature spell you cast this turn was countered by a spell or ability an opponent controlled, you may pay {0} rather than pay Summoning Trap's mana cost. Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order. ZEN R Sun Ce, Young Conquerer {3}{U}{U} Legendary Creature - Human Soldier 3/3 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Sun Ce, Young Conquerer enters the battlefield, you may return target creature to its owner's hand. PK R, ME3 U Sun Clasp {1}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+3. {W}: Return enchanted creature to its owner's hand. VI C, BR C Sun Droplet {2} Artifact Whenever you're dealt damage, put that many charge counters on Sun Droplet. At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life. MRD U, ARC U, C13 U Sun Quan, Lord of Wu {4}{U}{U} Legendary Creature - Human Soldier 4/4 Creatures you control have horsemanship. (They can't be blocked except by creatures with horsemanship.) PK R, ME3 R, V11 M Sun Titan {4}{W}{W} Creature - Giant 6/6 Vigilance Whenever Sun Titan enters the battlefield or attacks, you may return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield. M11 M, M12 M, DDL M, C14 M Sun's Bounty {1}{W} Instant You gain 4 life. Recover {1}{W} (When a creature is put into your graveyard from the battlefield, you may pay {1}{W}. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.) CSP C Sunastian Falconer {3}{R}{G} Legendary Creature - Human Shaman 4/4 {T}: Add {2} to your mana pool. LE U, ME3 U Sunbeam Spellbomb {1} Artifact {W}, Sacrifice Sunbeam Spellbomb: You gain 5 life. {1}, Sacrifice Sunbeam Spellbomb: Draw a card. MRD C Sunblade Elf {G} Creature - Elf Warrior 1/1 Sunblade Elf gets +1/+1 as long as you control a Plains. {4}{W}: Creatures you control get +1/+1 until end of turn. M15 U Sunblast Angel {4}{W}{W} Creature - Angel 4/5 Flying When Sunblast Angel enters the battlefield, destroy all tapped creatures. SOM R, DDI R, C14 R Sunbond {3}{W} Enchantment - Aura Enchant creature Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature." BNG U Sunbringer's Touch {2}{G}{G} Sorcery Bolster X, where X is the number of cards in your hand. Each creature you control with a +1/+1 counter on it gains trample until end of turn. (To bolster X, choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.) DTK R Suncrusher {9} Artifact Creature - Construct 3/3 Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.) {4}, {T}, Remove a +1/+1 counter from Suncrusher: Destroy target creature. {2}, Remove a +1/+1 counter from Suncrusher: Return Suncrusher to its owner's hand. 5DN R Sunder {3}{U}{U} Instant Return all lands to their owners' hands. UZ R Sunder from Within {2}{R}{R} Sorcery - Arcane Destroy target artifact or land. SOK U Sundering Growth {G/W}{G/W} Instant Destroy target artifact or enchantment, then populate. (Put a token onto the battlefield that's a copy of a creature token you control.) RTR C Sundering Titan {8} Artifact Creature - Golem 7/10 When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands. DST R, ARC R, V10 M Sundering Vitae {2}{G} Instant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy target artifact or enchantment. RAV C, MM2 C Sundial of the Infinite {2} Artifact {1}, {T}: End the turn. Activate this ability only during your turn. (Exile all spells and abilities on the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.) M12 R Sunfire Balm {2}{W} Instant Prevent the next 4 damage that would be dealt to target creature or player this turn. Cycling {1}{W} ({1}{W}, Discard this card: Draw a card.) When you cycle Sunfire Balm, you may prevent the next 1 damage that would be dealt to target creature or player this turn. ONS U Sunflare Shaman {1}{R} Creature - Elemental Shaman 2/1 {1}{R}, {T}: Sunflare Shaman deals X damage to target creature or player and X damage to itself, where X is the number of Elemental cards in your graveyard. MOR C Sunforger {3} Artifact - Equipment Equipped creature gets +4/+0. {R}{W}, Unattach Sunforger: Search your library for a red or white instant card with converted mana cost 4 or less and cast that card without paying its mana cost. Then shuffle your library. Equip {3} RAV R, MM2 R Sunglasses of Urza {3} Artifact You may spend white mana as though it were red mana. 1E R, 2E R, 2U R, 3E R, 4E R Sungrace Pegasus {1}{W} Creature - Pegasus 1/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) M15 C Sungrass Egg {1} Artifact {2}, {T}, Sacrifice Sungrass Egg: Add {G}{W} to your mana pool. Draw a card. OD U Sungrass Prairie Land {1}, {T}: Add {G}{W} to your mana pool. OD R Sunhome Enforcer {2}{R}{W} Creature - Giant Soldier 2/4 Whenever Sunhome Enforcer deals combat damage, you gain that much life. {1}{R}: Sunhome Enforcer gets +1/+0 until end of turn. RAV U Sunhome Guildmage {R}{W} Creature - Human Wizard 2/2 {1}{R}{W}: Creatures you control get +1/+0 until end of turn. {2}{R}{W}: Put a 1/1 red and white Soldier creature token with haste onto the battlefield. GTC U Sunhome, Fortress of the Legion Land {T}: Add {1} to your mana pool. {2}{R}{W}, {T}: Target creature gains double strike until end of turn. RAV U, HOP U Sunken City {U}{U} Enchantment At the beginning of your upkeep, sacrifice Sunken City unless you pay {U}{U}. Blue creatures get +1/+1. DK C, 4E C, MED U Sunken Field {1}{U} Enchantment - Aura Enchant land Enchanted land has "{T}: Counter target spell unless its controller pays {1}." PR U Sunken Hollow Land - Island Swamp ({T}: Add {U} or {B} to your mana pool.) Sunken Hollow enters the battlefield tapped unless you control two or more basic lands. R, M Sunken Hope {3}{U}{U} Enchantment At the beginning of each player's upkeep, that player returns a creature he or she controls to its owner's hand. PS R, 10E R, PC2 R Sunken Ruins Land {T}: Add {1} to your mana pool. {U/B}, {T}: Add {U}{U}, {U}{B}, or {B}{B} to your mana pool. SHM R Sunlance {W} Sorcery Sunlance deals 3 damage to target nonwhite creature. PLC C, DDF C, DDO C, MM2 C Sunpetal Grove Land Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains. {T}: Add {G} or {W} to your mana pool. M10 R, M11 R, M12 R, M13 R Sunrise Sovereign {5}{R} Creature - Giant Warrior 5/5 Other Giant creatures you control get +2/+2 and have trample. LRW R Sunscape Apprentice {W} Creature - Human Wizard 1/1 {G}, {T}: Target creature gets +1/+1 until end of turn. {U}, {T}: Put target creature you control on top of its owner's library. IN C Sunscape Battlemage {2}{W} Creature - Human Wizard 2/2 Kicker {1}{G} and/or {2}{U} (You may pay an additional {1}{G} and/or {2}{U} as you cast this spell.) When Sunscape Battlemage enters the battlefield, if it was kicked with its {1}{G} kicker, destroy target creature with flying. When Sunscape Battlemage enters the battlefield, if it was kicked with its {2}{U} kicker, draw two cards. PS U, DDE U Sunscape Familiar {1}{W} Creature - Wall 0/3 Defender (This creature can't attack.) Green spells and blue spells you cast cost {1} less to cast. PS C Sunscape Master {2}{W}{W} Creature - Human Wizard 2/2 {G}{G}, {T}: Creatures you control get +2/+2 until end of turn. {U}{U}, {T}: Return target creature to its owner's hand. IN R Sunscorch Regent {3}{W}{W} Creature - Dragon 4/3 Flying Whenever an opponent casts a spell, put a +1/+1 counter on Sunscorch Regent and you gain 1 life. DTK R Sunscour {5}{W}{W} Sorcery You may exile two white cards from your hand rather than pay Sunscour's mana cost. Destroy all creatures. CSP R Sunseed Nurturer {2}{W} Creature - Human Druid Wizard 1/1 At the beginning of your end step, if you control a creature with power 5 or greater, you may gain 2 life. {T}: Add {1} to your mana pool. ALA U Sunspear Shikari {1}{W} Creature - Cat Soldier 2/2 As long as Sunspear Shikari is equipped, it has first strike and lifelink. SOM C, MM2 C Sunspire Gatekeepers {3}{W} Creature - Human Soldier 2/4 When Sunspire Gatekeepers enters the battlefield, if you control two or more Gates, put a 2/2 white Knight creature token with vigilance onto the battlefield. DGM C Sunspire Griffin {1}{W}{W} Creature - Griffin 2/3 Flying RTR C Sunspring Expedition {W} Enchantment Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on Sunspring Expedition. Remove three quest counters from Sunspring Expedition and sacrifice it: You gain 8 life. ZEN C Sunstone {3} Artifact {2}, Sacrifice a snow land: Prevent all combat damage that would be dealt this turn. IA U Sunstrike Legionnaire {1}{W} Creature - Human Soldier 1/2 Sunstrike Legionnaire doesn't untap during your untap step. Whenever another creature enters the battlefield, untap Sunstrike Legionnaire. {T}: Tap target creature with converted mana cost 3 or less. LGN R Suntail Hawk {W} Creature - Bird 1/1 Flying JUD C, 8ED C, 9ED C, 10E C, M14 C Suntouched Myr {3} Artifact Creature - Myr 0/0 Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.) 5DN C, HOP C Sunweb {3}{W} Creature - Wall 5/6 Defender (This creature can't attack.) Flying Sunweb can't block creatures with power 2 or less. MI R, 6E R, 7E R, 8ED R Superior Numbers {G}{G} Sorcery Superior Numbers deals damage to target creature equal to the number of creatures you control in excess of the number of creatures target opponent controls. MI U Supplant Form {4}{U}{U} Instant Return target creature to its owner's hand. You put a token onto the battlefield that's a copy of that creature. FRF R Supply {X}{G}{W} Sorcery Put X 1/1 green Saproling creature tokens onto the battlefield. ---- Demand {1}{W}{U} Sorcery Search your library for a multicolored card, reveal it, and put it into your hand. Then shuffle your library. DIS U Supply-Line Cranes {3}{W}{W} Creature - Bird 2/4 Flying When Supply-Line Cranes enters the battlefield, put a +1/+1 counter on target creature. JOU C Suppress {2}{B} Sorcery Target player exiles all cards from his or her hand face down. At the beginning of the end step of that player's next turn, that player returns those cards to his or her hand. AP U Suppression Bonds {3}{W} Enchantment - Aura Enchant nonland permanent Enchanted permanent can't attack or block, and its activated abilities can't be activated. ORI C Suppression Field {1}{W} Enchantment Activated abilities cost {2} more to activate unless they're mana abilities. RAV U Supreme Exemplar {6}{U} Creature - Elemental 10/10 Flying Champion an Elemental (When this enters the battlefield, sacrifice it unless you exile another Elemental you control. When this leaves the battlefield, that card returns to the battlefield.) MOR R Supreme Inquisitor {3}{U}{U} Creature - Human Wizard 1/3 Tap five untapped Wizards you control: Search target player's library for up to five cards and exile them. Then that player shuffles his or her library. ONS R Supreme Verdict {1}{W}{W}{U} Sorcery Supreme Verdict can't be countered. Destroy all creatures. RTR R Suq'Ata Assassin {1}{B}{B} Creature - Human Assassin 1/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever Suq'Ata Assassin attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.) VI U Suq'Ata Firewalker {1}{U}{U} Creature - Human Wizard 0/1 Suq'Ata Firewalker can't be the target of red spells or abilities from red sources. {T}: Suq'Ata Firewalker deals 1 damage to target creature or player. MI U Suq'Ata Lancer {2}{R} Creature - Human Knight 2/2 Haste Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) VI C, TSB S Sure Strike {1}{R} Instant Target creature gets +3/+0 and gains first strike until end of turn. C Surestrike Trident {2} Artifact - Equipment Equipped creature has first strike and "{T}, Unattach Surestrike Trident: This creature deals damage equal to its power to target player." Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) DST U Surge Node {1} Artifact Surge Node enters the battlefield with six charge counters on it. {1}, {T}, Remove a charge counter from Surge Node: Put a charge counter on target artifact. NPH U Surge of Righteousness {1}{W} Instant Destroy target black or red creature that's attacking or blocking. You gain 2 life. DTK U Surge of Strength {R}{G} Instant As an additional cost to cast Surge of Strength, discard a red or green card. Target creature gains trample and gets +X/+0 until end of turn, where X is that creature's converted mana cost. AL U Surge of Thoughtweft {1}{W} Tribal Instant - Kithkin Creatures you control get +1/+1 until end of turn. If you control a Kithkin, draw a card. LRW C Surge of Zeal {R} Instant Radiance - Target creature and each other creature that shares a color with it gain haste until end of turn. RAV C Surgespanner {2}{U}{U} Creature - Merfolk Wizard 2/2 Whenever Surgespanner becomes tapped, you may pay {1}{U}. If you do, return target permanent to its owner's hand. LRW R Surgical Extraction {P/B} Instant ({P/B} can be paid with either {B} or 2 life.) Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles his or her library. NPH R, MM2 R Surging AEther {3}{U} Instant Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.) Return target permanent to its owner's hand. CSP C Surging Dementia {1}{B} Sorcery Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.) Target player discards a card. CSP C Surging Flame {1}{R} Instant Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.) Surging Flame deals 2 damage to target creature or player. CSP C Surging Might {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.) CSP C Surging Sentinels {2}{W} Creature - Human Soldier 2/1 First strike Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.) CSP C Surprise Deployment {3}{W} Instant Cast Surprise Deployment only during combat. You may put a nonwhite creature card from your hand onto the battlefield. At the beginning of the next end step, return that creature to your hand. (Return it only if it's on the battlefield.) PS U Surrak Dragonclaw {2}{G}{U}{R} Legendary Creature - Human Warrior 6/6 Flash Surrak Dragonclaw can't be countered. Creature spells you control can't be countered. Other creatures you control have trample. KTK M Surrak, the Hunt Caller {2}{G}{G} Legendary Creature - Human Warrior 5/4 Formidable - At the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn. DTK R Surrakar Banisher {4}{U} Creature - Surrakar 3/3 When Surrakar Banisher enters the battlefield, you may return target tapped creature to its owner's hand. WWK C, DDO C Surrakar Marauder {1}{B} Creature - Surrakar 2/1 Landfall - Whenever a land enters the battlefield under your control, Surrakar Marauder gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) ZEN C Surrakar Spellblade {1}{U}{U} Creature - Surrakar 2/1 Whenever you cast an instant or sorcery spell, you may put a charge counter on Surrakar Spellblade. Whenever Surrakar Spellblade deals combat damage to a player, you may draw X cards, where X is the number of charge counters on it. ROE R, MM2 R Surreal Memoir {3}{R} Sorcery Return an instant card at random from your graveyard to your hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) ROE U Surrender Your Thoughts Scheme When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, he or she discards four cards. If the player chooses others, each of your other opponents discards two cards. ARC C Surveilling Sprite {1}{U} Creature - Faerie Rogue 1/1 Flying When Surveilling Sprite dies, you may draw a card. RAV C, DDH C Survey the Wreckage {4}{R} Sorcery Destroy target land. Put a 1/1 red Goblin creature token onto the battlefield. RTR C Surveyor's Scope {2} Artifact {T}, Exile Surveyor's Scope: Search your library for up to X basic land cards, where X is the number of players who control at least two more lands than you. Put those cards onto the battlefield, then shuffle your library. C13 R Survival Cache {2}{W} Sorcery You gain 2 life. Then if you have more life than an opponent, draw a card. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) ROE U, C13 U Survival of the Fittest {1}{G} Enchantment {G}, Discard a creature card: Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. EX R, VMA R, TPR M Survivor of the Unseen {2}{U} Creature - Human Wizard 2/1 Cumulative upkeep {2} (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.) {T}: Draw two cards, then put a card from your hand on top of your library. CSP C Suspension Field {1}{W} Enchantment When Suspension Field enters the battlefield, you may exile target creature with toughness 3 or greater until Suspension Field leaves the battlefield. (That creature returns under its owner's control.) KTK U Sustainer of the Realm {2}{W}{W} Creature - Angel 2/3 Flying Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn. GU U, 7E U, DDC U, DD3_DVD U Sustaining Spirit {1}{W} Creature - Angel Spirit 0/3 Cumulative upkeep {1}{W} (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.) Damage that would reduce your life total to less than 1 reduces it to 1 instead. AL R, ME2 R Sustenance {1}{G} Enchantment {1}, Sacrifice a land: Target creature gets +1/+1 until end of turn. MM U Suture Priest {1}{W} Creature - Cleric 1/1 Whenever another creature enters the battlefield under your control, you may gain 1 life. Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life. NPH C Suture Spirit {1}{W} Creature - Spirit 1/1 Flying {W/B}{W/B}{W/B}: Regenerate target creature. EVE U Sutured Ghoul {4}{B}{B}{B} Creature - Zombie */* Trample As Sutured Ghoul enters the battlefield, exile any number of creature cards from your graveyard. Sutured Ghoul's power is equal to the total power of the exiled cards and its toughness is equal to their total toughness. JUD R, M12 R Svogthos, the Restless Tomb Land {T}: Add {1} to your mana pool. {3}{B}{G}: Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land. RAV U, CMD U, DDJ U Svyelunite Priest {1}{U} Creature - Merfolk Cleric 1/1 {U}{U}, {T}: Target creature gains shroud until end of turn. Activate this ability only during your upkeep. (It can't be the target of spells or abilities.) FE U Svyelunite Temple Land Svyelunite Temple enters the battlefield tapped. {T}: Add {U} to your mana pool. {T}, Sacrifice Svyelunite Temple: Add {U}{U} to your mana pool. FE U, 5E U, 6E U, BD U, ME2 U Swallowing Plague {X}{B}{B} Sorcery - Arcane Swallowing Plague deals X damage to target creature and you gain X life. CHK U Swamp Basic Land - Swamp B (x13), MD1 B, 1E B (x2), 2E B (x3), 2U B (x3), 3E B (x3), 4E B (x3), IA B (x3), MI B (x4), 5E B (x4), PO B (x4), TE B (x4), P2 B (x3), UG C, UZ B (x4), 6E B (x4), PK B (x3), P3 B (x4), MM B (x4), BR B (x4), P4 B (x2), IN B (x4), BD B (x3), 7E B (x4), OD B (x4), ONS B (x4), 8ED B (x4), MRD B (x4), CHK B (x4), UNH B, 9ED B (x4), RAV B (x4), TSP B (x4), 10E B (x4), MED B (x3), LRW B (x4), SHM B (x4), ALA B (x4), DDC B (x4), M10 B (x4), HOP B (x5), ME3 B (x3), ZEN B (x8), DDD B (x4), H09 B, DDE B (x4), ROE B (x4), ARC B (x3), M11 B (x4), SOM B (x4), MBS B (x2), NPH B (x2), CMD B (x4), M12 B (x4), DDH B (x2), ISD B (x3), PD3 B (x4), AVR B (x3), PC2 B (x5), M13 B (x4), DDJ B (x4), RTR B (x5), DDK B (x6), M14 B (x4), THS B (x4), C13 B (x4), DDM B (x5), M15 B (x4), DDN B (x3), KTK B (x4), C14 B (x4), DD3_DVD B (x4), DD3_GVL B (x4), FRF B (x2), DTK B (x3), TPR B (x4), ORI B (x4) Swamp Mosquito {1}{B} Creature - Insect 0/1 Flying Whenever Swamp Mosquito attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.) AL C (x2), TSB S Swan Song {U} Instant Counter target enchantment, instant, or sorcery spell. Its controller puts a 2/2 blue Bird creature token with flying onto the battlefield. THS R Swans of Bryn Argoll {2}{W/U}{W/U} Creature - Bird Spirit 4/3 Flying If a source would deal damage to Swans of Bryn Argoll, prevent that damage. The source's controller draws cards equal to the damage prevented this way. SHM R, MM2 R Swarm Surge {2}{B} Sorcery Devoid (This card has no color.) Creatures you control get +2/+0 until end of turn. Colorless creatures you control also gain first strike until end of turn. C Swarm of Bloodflies {4}{B} Creature - Insect 0/0 Flying Swarm of Bloodflies enters the battlefield with two +1/+1 counters on it. Whenever another creature dies, put a +1/+1 counter on Swarm of Bloodflies. KTK U Swarm of Rats {1}{B} Creature - Rat */1 Swarm of Rats's power is equal to the number of Rats you control. P2 C, 8ED U, 9ED U Swarmborn Giant {2}{G}{G} Creature - Giant 6/6 When you're dealt combat damage, sacrifice Swarmborn Giant. {4}{G}{G}: Monstrosity 2. (If this creature isn't monstrous, put two +1/+1 counters on it and it becomes monstrous.) As long as Swarmborn Giant is monstrous, it has reach. JOU U Swarmyard Land {T}: Add {1} to your mana pool. {T}: Regenerate target Insect, Rat, Spider, or Squirrel. TSP R Swat {1}{B}{B} Instant Destroy target creature with power 2 or less. Cycling {2} ({2}, Discard this card: Draw a card.) GU C, ONS C Sway of Illusion {1}{U} Instant Any number of target creatures become the color of your choice until end of turn. Draw a card. IN U Sway of the Stars {8}{U}{U} Sorcery Each player shuffles his or her hand, graveyard, and permanents he or she owns into his or her library, then draws seven cards. Each player's life total becomes 7. BOK R Swell of Courage {3}{W}{W} Instant Creatures you control get +2/+2 until end of turn. Reinforce X- {X}{W}{W} ({X}{W}{W}, Discard this card: Put X +1/+1 counters on target creature.) MOR U, DDF U Swell of Growth {1}{G} Instant Target creature gets +2/+2 until end of turn. You may put a land card from your hand onto the battlefield. C Swelter {3}{R} Sorcery Swelter deals 2 damage to each of two target creatures. JUD U Swerve {U}{R} Instant Change the target of target spell with a single target. ALA U Swift Justice {W} Instant Until end of turn, target creature gets +1/+0 and gains first strike and lifelink. RTR C, DDN C Swift Kick {3}{R} Instant Target creature you control gets +1/+0 until end of turn. It fights target creature you don't control. KTK C Swift Maneuver {1}{W} Instant Prevent the next 2 damage that would be dealt to target creature or player this turn. Draw a card at the beginning of the next turn's upkeep. CSP C Swift Reckoning {1}{W} Sorcery Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, you may cast Swift Reckoning as though it had flash. (You may cast it any time you could cast an instant.) Destroy target tapped creature. ORI U Swift Silence {2}{W}{U}{U} Instant Counter all other spells. Draw a card for each spell countered this way. DIS R Swift Warkite {4}{B}{R} Creature - Dragon 4/4 Flying When Swift Warkite enters the battlefield, you may put a creature card with converted mana cost 3 or less from your hand or graveyard onto the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step. DTK U Swiftfoot Boots {2} Artifact - Equipment Equipped creature has hexproof and haste. Equip {1} M12 U, C13 U, C14 U Swiftwater Cliffs Land Swiftwater Cliffs enters the battlefield tapped. When Swiftwater Cliffs enters the battlefield, you gain 1 life. {T}: Add {U} or {R} to your mana pool. KTK C, FRF C Swirl the Mists {2}{U}{U} Enchantment As Swirl the Mists enters the battlefield, choose a color word. All instances of color words in the text of spells and permanents are changed to the chosen color word. CHK R Swirling Sandstorm {3}{R} Sorcery Threshold - Swirling Sandstorm deals 5 damage to each creature without flying if seven or more cards are in your graveyard. JUD C Swirling Spriggan {2}{G}{G} Creature - Goblin Shaman 3/3 {G/U}{G/U}: Target creature you control becomes the color or colors of your choice until end of turn. EVE U Switcheroo {4}{U} Sorcery Exchange control of two target creatures. M13 U Swooping Talon {4}{W}{W} Creature - Bird Soldier 2/6 Flying {1}: Swooping Talon loses flying until end of turn. Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) LGN U Sword Dancer {1}{W} Creature - Human Rebel 1/2 {W}{W}: Target attacking creature gets -1/-0 until end of turn. PR U, 8ED U Sword of Body and Mind {3} Artifact - Equipment Equipped creature gets +2/+2 and has protection from green and from blue. Whenever equipped creature deals combat damage to a player, you put a 2/2 green Wolf creature token onto the battlefield and that player puts the top ten cards of his or her library into his or her graveyard. Equip {2} V10 M, SOM M Sword of Feast and Famine {3} Artifact - Equipment Equipped creature gets +2/+2 and has protection from black and from green. Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control. Equip {2} MD1 M, MBS M Sword of Fire and Ice {3} Artifact - Equipment Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to target creature or player and you draw a card. Equip {2} DST R, MMA M Sword of Kaldra {4} Legendary Artifact - Equipment Equipped creature gets +5/+5. Whenever equipped creature deals damage to a creature, exile that creature. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) PPR R, MRD R Sword of Light and Shadow {3} Artifact - Equipment Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip {2} DST R, MMA M Sword of Vengeance {3} Artifact - Equipment Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip {3} M11 R, C14 R Sword of War and Peace {3} Artifact - Equipment Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in his or her hand and you gain 1 life for each card in your hand. Equip {2} NPH M Sword of the Ages {6} Artifact Sword of the Ages enters the battlefield tapped. {T}, Sacrifice Sword of the Ages and any number of creatures you control: Sword of the Ages deals X damage to target creature or player, where X is the total power of the creatures sacrificed this way, then exile Sword of the Ages and those creature cards. LE R, ME3 R Sword of the Animist {2} Legendary Artifact - Equipment Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Equip {2} ORI R Sword of the Chosen {2} Legendary Artifact {T}: Target legendary creature gets +2/+2 until end of turn. ST R Sword of the Meek {2} Artifact - Equipment Equipped creature gets +1/+2. Equip {2} Whenever a 1/1 creature enters the battlefield under your control, you may return Sword of the Meek from your graveyard to the battlefield, then attach it to that creature. FUT U Sword of the Paruns {4} Artifact - Equipment As long as equipped creature is tapped, tapped creatures you control get +2/+0. As long as equipped creature is untapped, untapped creatures you control get +0/+2. {3}: You may tap or untap equipped creature. Equip {3} GPT R, C13 R Swords to Plowshares {W} Instant Exile target creature. Its controller gains life equal to its power. 1E U, 2E U, 2U U, 3E U, 4E U, IA U, BR U, ME2 U, DDF U, ME4 U, V13 M, CNS U, VMA U Swordwise Centaur {G}{G} Creature - Centaur Warrior 3/2 BNG C Sworn Defender {2}{W}{W} Creature - Human Knight 1/3 {1}: Sworn Defender's power becomes the toughness of target creature blocking or being blocked by Sworn Defender minus 1 until end of turn, and Sworn Defender's toughness becomes 1 plus the power of that creature until end of turn. AL R Sydri, Galvanic Genius {W}{U}{B} Legendary Creature - Human Artificer 2/2 {U}: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. {W}{B}: Target artifact creature gains deathtouch and lifelink until end of turn. C13 M Sygg, River Cutthroat {U/B}{U/B} Legendary Creature - Merfolk Rogue 1/3 At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.) SHM R Sygg, River Guide {W}{U} Legendary Creature - Merfolk Wizard 2/2 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) {1}{W}: Target Merfolk you control gains protection from the color of your choice until end of turn. LRW R Sylvan Basilisk {3}{G}{G} Creature - Basilisk 2/4 Whenever Sylvan Basilisk becomes blocked by a creature, destroy that creature. P2 R, P3 R, 10E U Sylvan Bounty {5}{G} Instant Target player gains 8 life. Basic landcycling {1}{G} ({1}{G}, Discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.) CON C, DDH C, MMA C, MM2 C Sylvan Caryatid {1}{G} Creature - Plant 0/3 Defender, hexproof {T}: Add one mana of any color to your mana pool. THS R Sylvan Echoes {G} Enchantment Whenever you clash and win, you may draw a card. (This ability triggers after the clash ends.) LRW U Sylvan Hierophant {1}{G} Creature - Human Cleric 1/2 When Sylvan Hierophant dies, exile Sylvan Hierophant, then return another target creature card from your graveyard to your hand. WL U Sylvan Library {1}{G} Enchantment At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library. LE U, 4E R, 5E R, MED R, CM1 R, VMA R Sylvan Messenger {3}{G} Creature - Elf 2/2 Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.) When Sylvan Messenger enters the battlefield, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order. AP U, EVG U, DD3_EVG U, ORI U Sylvan Might {1}{G} Instant Target creature gets +2/+2 and gains trample until end of turn. Flashback {2}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD U Sylvan Offering {X}{G} Sorcery Choose an opponent. You and that player each put an X/X green Treefolk creature token onto the battlefield. Choose an opponent. You and that player each put X 1/1 green Elf Warrior creature tokens onto the battlefield. C14 R Sylvan Paradise {G} Instant Any number of target creatures become green until end of turn. LE U Sylvan Primordial {5}{G}{G} Creature - Avatar 6/8 Reach When Sylvan Primordial enters the battlefield, for each opponent, destroy target noncreature permanent that player controls. For each permanent destroyed this way, search your library for a Forest card and put that card onto the battlefield tapped. Then shuffle your library. GTC R Sylvan Ranger {1}{G} Creature - Elf Scout 1/1 When Sylvan Ranger enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. M11 C, DDH C, C14 C Sylvan Safekeeper {G} Creature - Human Wizard 1/1 Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.) JUD R, C14 R Sylvan Scrying {1}{G} Sorcery Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. U, MRD U, 10E U Sylvan Tutor {G} Sorcery Search your library for a creature card and reveal that card. Shuffle your library, then put the card on top of it. PO R, ME4 U Sylvan Yeti {2}{G}{G} Creature - Yeti */4 Sylvan Yeti's power is equal to the number of cards in your hand. P2 R, P3 R Sylvok Explorer {1}{G} Creature - Human Druid 1/1 {T}: Add to your mana pool one mana of any color that a land an opponent controls could produce. 5DN C Sylvok Lifestaff {1} Artifact - Equipment Equipped creature gets +1/+0. Whenever equipped creature dies, you gain 3 life. Equip {1} SOM C Sylvok Replica {3} Artifact Creature - Shaman 1/3 {G}, Sacrifice Sylvok Replica: Destroy target artifact or enchantment. SOM C Symbiosis {1}{G} Instant Two target creatures each get +2/+2 until end of turn. UZ C, BR C Symbiotic Beast {4}{G}{G} Creature - Insect Beast 4/4 When Symbiotic Beast dies, put four 1/1 green Insect creature tokens onto the battlefield. ONS U Symbiotic Deployment {2}{G} Enchantment Skip your draw step. {1}, Tap two untapped creatures you control: Draw a card. AP R Symbiotic Elf {3}{G} Creature - Elf 2/2 When Symbiotic Elf dies, put two 1/1 green Insect creature tokens onto the battlefield. ONS C Symbiotic Wurm {5}{G}{G}{G} Creature - Wurm 7/7 When Symbiotic Wurm dies, put seven 1/1 green Insect creature tokens onto the battlefield. ONS R, CMD R, VMA U Symbol of Unsummoning {2}{U} Sorcery Return target creature to its owner's hand. Draw a card. PO C, ME4 C Synapse Sliver {4}{U} Creature - Sliver 3/3 Whenever a Sliver deals combat damage to a player, its controller may draw a card. LGN R Synchronous Sliver {4}{U} Creature - Sliver 3/3 All Sliver creatures have vigilance. PLC C Syncopate {X}{U} Instant Counter target spell unless its controller pays {X}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. OD C, RTR U Syndic of Tithes {1}{W} Creature - Human Cleric 2/2 Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) GTC C Syndicate Enforcer {3}{B} Creature - Human Rogue 3/2 Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) GTC C Synod Artificer {2}{U} Creature - Vedalken Artificer 1/2 {X}, {T}: Tap X target noncreature artifacts. {X}, {T}: Untap X target noncreature artifacts. DST R Synod Centurion {4} Artifact Creature - Construct 4/4 When you control no other artifacts, sacrifice Synod Centurion. 5DN U, ARC U, DDF U Synod Sanctum {1} Artifact {2}, {T}: Exile target permanent you control. {2}, Sacrifice Synod Sanctum: Return all cards exiled with Synod Sanctum to the battlefield under your control. MRD U, ARC U Syphon Flesh {4}{B} Sorcery Each other player sacrifices a creature. You put a 2/2 black Zombie creature token onto the battlefield for each creature sacrificed this way. CMD U Syphon Life {1}{B}{B} Sorcery Target player loses 2 life and you gain 2 life. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) EVE U, MMA C Syphon Mind {3}{B} Sorcery Each other player discards a card. You draw a card for each card discarded this way. ONS C, HOP C, CMD C, C14 C Syphon Sliver {2}{B} Creature - Sliver 2/2 Sliver creatures you control have lifelink. (Damage dealt by a Sliver creature you control also causes you to gain that much life.) M14 R Syphon Soul {2}{B} Sorcery Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way. LE C, 6E C, BR C, ONS C, HOP C, CNS C Szadek, Lord of Secrets {3}{U}{U}{B}{B} Legendary Creature - Vampire 5/5 Flying If Szadek, Lord of Secrets would deal combat damage to a player, instead put that many +1/+1 counters on Szadek and that player puts that many cards from the top of his or her library into his or her graveyard. RAV R, CMD R Tablet of Epityr {1} Artifact Whenever an artifact you control is put into a graveyard from the battlefield, you may pay {1}. If you do, you gain 1 life. AQ C, ME4 C Tablet of the Guilds {2} Artifact As Tablet of the Guilds enters the battlefield, choose two colors. Whenever you cast a spell, if it's at least one of the chosen colors, you gain 1 life for each of the chosen colors it is. RTR U Tahngarth Vanguard Hand -1, life +7 Creatures you control have haste. VAN S Tahngarth's Glare {R} Sorcery Look at the top three cards of target opponent's library, then put them back in any order. That player looks at the top three cards of your library, then puts them back in any order. AP C Tahngarth's Rage {R} Enchantment - Aura Enchant creature Enchanted creature gets +3/+0 as long as it's attacking. Otherwise, it gets -2/-1. TE U Tahngarth, Talruum Hero {3}{R}{R} Legendary Creature - Minotaur Warrior 4/4 Vigilance {1}{R}, {T}: Tahngarth, Talruum Hero deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth. PS R (x2) Taiga Land - Mountain Forest ({T}: Add {R} or {G} to your mana pool.) 1E R, 2E R, 2U R, 3E R, ME2 R, ME4 R, VMA R Taigam's Scheming {1}{U} Sorcery Look at the top five cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order. KTK C Taigam's Strike {3}{U} Sorcery Target creature gets +2/+0 until end of turn and can't be blocked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) DTK C Tail Slash {2}{R} Instant Target creature you control deals damage equal to its power to target creature you don't control. DTK C Tainted AEther {2}{B}{B} Enchantment Whenever a creature enters the battlefield, its controller sacrifices a creature or land. UZ R, 7E R Tainted Field Land {T}: Add {1} to your mana pool. {T}: Add {W} or {B} to your mana pool. Activate this ability only if you control a Swamp. TOR U, DDK U Tainted Isle Land {T}: Add {1} to your mana pool. {T}: Add {U} or {B} to your mana pool. Activate this ability only if you control a Swamp. TOR U, PC2 U Tainted Pact {1}{B} Instant Exile the top card of your library. You may put that card into your hand unless it has the same name as another card exiled this way. Repeat this process until you put a card into your hand or you exile two cards with the same name, whichever comes first. OD R Tainted Peak Land {T}: Add {1} to your mana pool. {T}: Add {B} or {R} to your mana pool. Activate this ability only if you control a Swamp. TOR U Tainted Remedy {2}{B} Enchantment If an opponent would gain life, that player loses that much life instead. ORI R Tainted Sigil {1}{W}{B} Artifact {T}, Sacrifice Tainted Sigil: You gain life equal to the total life lost by all players this turn. (Damage causes loss of life.) ARB U Tainted Specter {3}{B} Creature - Specter 2/2 Flying {1}{B}{B}, {T}: Target player discards a card unless he or she puts a card from his or her hand on top of his or her library. If that player discards a card this way, Tainted Specter deals 1 damage to each creature and each player. Activate this ability only any time you could cast a sorcery. MI R Tainted Strike {B} Instant Target creature gets +1/+0 and gains infect until end of turn. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) SOM C Tainted Well {2}{B} Enchantment - Aura Enchant land When Tainted Well enters the battlefield, draw a card. Enchanted land is a Swamp. IN C Tainted Wood Land {T}: Add {1} to your mana pool. {T}: Add {B} or {G} to your mana pool. Activate this ability only if you control a Swamp. TOR U, DDM U Taj-Nar Swordsmith {3}{W} Creature - Cat Soldier 2/3 When Taj-Nar Swordsmith enters the battlefield, you may pay {X}. If you do, search your library for an Equipment card with converted mana cost X or less and put that card onto the battlefield. Then shuffle your library. MRD U, MM2 U Tajic, Blade of the Legion {2}{R}{W} Legendary Creature - Human Soldier 2/2 Indestructible Battalion - Whenever Tajic, Blade of the Legion and at least two other creatures attack, Tajic gets +5/+5 until end of turn. DGM R Tajuru Archer {2}{G} Creature - Elf Archer Ally 1/2 Whenever Tajuru Archer or another Ally enters the battlefield under your control, you may have Tajuru Archer deal damage to target creature with flying equal to the number of Allies you control. U, ZEN U Tajuru Beastmaster {5}{G} Creature - Elf Warrior Ally 5/5 Rally - Whenever Tajuru Beastmaster or another Ally enters the battlefield under your control, creatures you control get +1/+1 until end of turn. C Tajuru Preserver {1}{G} Creature - Elf Shaman 2/1 Spells and abilities your opponents control can't cause you to sacrifice permanents. ROE R Tajuru Stalwart {2}{G} Creature - Elf Scout Ally 0/1 Converge - Tajuru Stalwart enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. C Tajuru Warcaller {3}{G}{G} Creature - Elf Warrior Ally 2/1 Rally - Whenever Tajuru Warcaller or another Ally enters the battlefield under your control, creatures you control get +2/+2 until end of turn. U Takara Vanguard Hand +3, life -8 Sacrifice a creature: Takara deals 1 damage to target creature or player. VAN S Take Possession {5}{U}{U} Enchantment - Aura Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Enchant permanent You control enchanted permanent. FUT R, MMA U Take Up Arms {4}{W} Instant Put three 1/1 white Warrior creature tokens onto the battlefield. KTK U Takeno's Cavalry {3}{W} Creature - Human Samurai Archer 1/1 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) {T}: Takeno's Cavalry deals 1 damage to target attacking or blocking Spirit. BOK C Takeno, Samurai General {5}{W} Legendary Creature - Human Samurai 3/3 Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) Each other Samurai creature you control gets +1/+1 for each point of bushido it has. CHK R Takenuma Plane - Kamigawa Whenever a creature leaves the battlefield, its controller draws a card. Whenever you roll CHAOS, return target creature you control to its owner's hand. PC2 C Takenuma Bleeder {2}{B} Creature - Ogre Shaman 3/3 Whenever Takenuma Bleeder attacks or blocks, you lose 1 life if you don't control a Demon. BOK C Takklemaggot {2}{B}{B} Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature. When enchanted creature dies, that creature's controller chooses a creature that Takklemaggot could enchant. If he or she does, return Takklemaggot to the battlefield under your control attached to that creature. If he or she doesn't, return Takklemaggot to the battlefield under your control as a non-Aura enchantment. It loses "enchant creature" and gains "At the beginning of that player's upkeep, Takklemaggot deals 1 damage to him or her." LE U, CH U, ME3 U Talara's Bane {1}{B} Sorcery Target opponent reveals his or her hand. You choose a green or white creature card from it. You gain life equal to that creature card's toughness, then that player discards that card. EVE C Talara's Battalion {1}{G} Creature - Elf Warrior 4/3 Trample Cast Talara's Battalion only if you've cast another green spell this turn. EVE R Talas Air Ship {3}{U} Creature - Human Pirate 3/2 Flying P2 C Talas Explorer {1}{U} Creature - Human Pirate Scout 1/1 Flying When Talas Explorer enters the battlefield, look at target opponent's hand. P2 C Talas Merchant {1}{U} Creature - Human Pirate 1/3 P2 C Talas Researcher {4}{U} Creature - Human Pirate Wizard 1/1 {T}: Draw a card. Activate this ability only during your turn, before attackers are declared. P2 R, ME4 U Talas Scout {1}{U} Creature - Human Pirate Scout 1/2 Flying P2 C Talas Warrior {1}{U}{U} Creature - Human Pirate Warrior 2/2 Talas Warrior can't be blocked. P2 R Talent of the Telepath {2}{U}{U} Sorcery Target opponent reveals the top seven cards of his or her library. You may cast an instant or sorcery card from among them without paying its mana cost. Then that player puts the rest into his or her graveyard. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, you may cast up to two revealed instant and/or sorcery cards instead of one. ORI R Talisman of Dominance {2} Artifact {T}: Add {1} to your mana pool. {T}: Add {U} or {B} to your mana pool. Talisman of Dominance deals 1 damage to you. MRD U Talisman of Impulse {2} Artifact {T}: Add {1} to your mana pool. {T}: Add {R} or {G} to your mana pool. Talisman of Impulse deals 1 damage to you. MRD U Talisman of Indulgence {2} Artifact {T}: Add {1} to your mana pool. {T}: Add {B} or {R} to your mana pool. Talisman of Indulgence deals 1 damage to you. MRD U Talisman of Progress {2} Artifact {T}: Add {1} to your mana pool. {T}: Add {W} or {U} to your mana pool. Talisman of Progress deals 1 damage to you. MRD U Talisman of Unity {2} Artifact {T}: Add {1} to your mana pool. {T}: Add {G} or {W} to your mana pool. Talisman of Unity deals 1 damage to you. MRD U Tallowisp {1}{W} Creature - Spirit 1/3 Whenever you cast a Spirit or Arcane spell, you may search your library for an Aura card with enchant creature, reveal it, and put it into your hand. If you do, shuffle your library. BOK U Talon Gates Plane - Dominaria Any time you could cast a sorcery, you may exile a nonland card from your hand with X time counters on it, where X is its converted mana cost. If the exiled card doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, he or she removes a time counter. When the last is removed, the player casts it without paying its mana cost. If it's a creature, it has haste.) Whenever you roll CHAOS, remove two time counters from each suspended card you own. PC2 C Talon Sliver {1}{W} Creature - Sliver 1/1 All Sliver creatures have first strike. TE C Talon Trooper {1}{W}{U} Creature - Bird Scout 2/3 Flying ARB C Talon of Pain {4} Artifact Whenever a source you control other than Talon of Pain deals damage to an opponent, put a charge counter on Talon of Pain. {X}, {T}, Remove X charge counters from Talon of Pain: Talon of Pain deals X damage to target creature or player. DST U Talonrend {4}{U} Creature - Elemental 0/5 Flying {U/R}: Talonrend gets +1/-1 until end of turn. EVE U Talons of Falkenrath {1}{R} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature has "{1}{R}: This creature gets +2/+0 until end of turn." DKA C Talrand's Invocation {2}{U}{U} Sorcery Put two 2/2 blue Drake creature tokens with flying onto the battlefield. M13 U Talrand, Sky Summoner {2}{U}{U} Legendary Creature - Merfolk Wizard 2/2 Whenever you cast an instant or sorcery spell, put a 2/2 blue Drake creature token with flying onto the battlefield. M13 R Talruum Champion {4}{R} Creature - Minotaur 3/3 First strike Whenever Talruum Champion blocks or becomes blocked by a creature, that creature loses first strike until end of turn. VI C Talruum Minotaur {2}{R}{R} Creature - Minotaur Berserker 3/3 Haste MI C, 6E C, BD C Talruum Piper {4}{R} Creature - Minotaur 3/3 All creatures with flying able to block Talruum Piper do so. VI U Talus Paladin {3}{W} Creature - Human Knight Ally 2/3 Whenever Talus Paladin or another Ally enters the battlefield under your control, you may have Allies you control gain lifelink until end of turn, and you may put a +1/+1 counter on Talus Paladin. WWK R Tamanoa {R}{G}{W} Creature - Spirit 2/4 Whenever a noncreature source you control deals damage, you gain that much life. CSP R Tamiyo, the Moon Sage {3}{U}{U} Planeswalker - Tamiyo 4 [+1] Tap target permanent. It doesn't untap during its controller's next untap step. [-2] Draw a card for each tapped creature target player controls. [-8] You get an emblem with "You have no maximum hand size" and "Whenever a card is put into your graveyard from anywhere, you may return it to your hand." AVR M Tandem Lookout {2}{U} Creature - Human Scout 2/1 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Tandem Lookout is paired with another creature, each of those creatures has "Whenever this creature deals damage to an opponent, draw a card." AVR U Tandem Tactics {1}{W} Instant Up to two target creatures each get +1/+2 until end of turn. You gain 2 life. C Tangle {1}{G} Instant Prevent all combat damage that would be dealt this turn. Each attacking creature doesn't untap during its controller's next untap step. IN U, VMA C Tangle Angler {3}{G} Creature - Horror 1/5 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) {G}: Target creature blocks Tangle Angler this turn if able. SOM U Tangle Asp {1}{G} Creature - Snake 1/2 Whenever Tangle Asp blocks or becomes blocked by a creature, destroy that creature at end of combat. 5DN C Tangle Golem {7} Artifact Creature - Golem 5/4 Affinity for Forests (This spell costs {1} less to cast for each Forest you control.) DST C Tangle Hulk {5} Artifact Creature - Beast 5/3 {2}{G}: Regenerate Tangle Hulk. MBS C Tangle Kelp {U} Enchantment - Aura Enchant creature When Tangle Kelp enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step if it attacked during its controller's last turn. DK U Tangle Mantis {2}{G}{G} Creature - Insect 3/4 Trample MBS C Tangle Spider {4}{G}{G} Creature - Spider 3/4 Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.) DST C, 10E U Tangle Wire {3} Artifact Fading 4 (This artifact enters the battlefield with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) At the beginning of each player's upkeep, that player taps an untapped artifact, creature, or land he or she controls for each fade counter on Tangle Wire. NE R, V13 M Tanglebloom {1} Artifact {1}, {T}: You gain 1 life. MRD C, 9ED U Tangleroot {3} Artifact Whenever a player casts a creature spell, that player adds {G} to his or her mana pool. MRD R Tanglesap {1}{G} Instant Prevent all combat damage that would be dealt this turn by creatures without trample. ZEN C Tanglewalker {2}{G} Creature - Dryad 2/2 Each creature you control can't be blocked as long as defending player controls an artifact land. DST U Taniwha {3}{U}{U} Legendary Creature - Serpent 7/7 Trample Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) At the beginning of your upkeep, all lands you control phase out. (They phase in before you untap during your next untap step.) MI R Taoist Hermit {2}{G} Creature - Human Mystic 2/2 Hexproof (This creature can't be the target of spells or abilities your opponents control.) PK U Taoist Mystic {2}{G} Creature - Human Mystic 2/2 Taoist Mystic can't be blocked by creatures with horsemanship. PK R Tapestry of the Ages {4} Artifact {2}, {T}: Draw a card. Activate this ability only if you've cast a noncreature spell this turn. DTK U Tar Fiend {5}{B} Creature - Elemental 4/4 Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.) When Tar Fiend enters the battlefield, target player discards a card for each creature it devoured. ALA R Tar Pit Warrior {2}{B} Creature - Cyclops Warrior 3/4 When Tar Pit Warrior becomes the target of a spell or ability, sacrifice it. VI C, BD C Tar Pitcher {3}{R} Creature - Goblin Shaman 2/2 {T}, Sacrifice a Goblin: Tar Pitcher deals 2 damage to target creature or player. LRW U, EVG U, MMA U, DD3_EVG U Tarfire {R} Tribal Instant - Goblin Tarfire deals 2 damage to target creature or player. LRW C, EVG C, DD3_EVG C Tariel, Reckoner of Souls {4}{W}{B}{R} Legendary Creature - Angel 4/7 Flying, vigilance {T}: Choose a creature card at random from target opponent's graveyard. Put that card onto the battlefield under your control. M, CMD M Tariff {1}{W} Sorcery Each player sacrifices the creature he or she controls with the highest converted mana cost unless he or she pays that creature's mana cost. If two or more creatures a player controls are tied for highest cost, that player chooses one. WL R, 6E R Tarmogoyf {1}{G} Creature - Lhurgoyf */1+* Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. FUT R, MMA M, MM2 M Tarnished Citadel Land {T}: Add {1} to your mana pool. {T}: Add one mana of any color to your mana pool. Tarnished Citadel deals 3 damage to you. OD R Tarox Bladewing {2}{R}{R}{R} Legendary Creature - Dragon 4/3 Flying, haste Grandeur - Discard another card named Tarox Bladewing: Tarox Bladewing gets +X/+X until end of turn, where X is its power. FUT R Tarpan {G} Creature - Horse 1/1 When Tarpan dies, you gain 1 life. IA C, 5E C Tasigur's Cruelty {5}{B} Sorcery Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Each opponent discards two cards. FRF C Tasigur, the Golden Fang {5}{B} Legendary Creature - Human Shaman 4/5 Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) {2}{G/U}{G/U}: Put the top two cards of your library into your graveyard, then return a nonland card of an opponent's choice from your graveyard to your hand. FRF R Task Force {2}{W} Creature - Human Rebel 1/3 Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn. MM C Task Mage Assembly {2}{R} Enchantment When there are no creatures on the battlefield, sacrifice Task Mage Assembly. {2}: Task Mage Assembly deals 1 damage to target creature. Any player may activate this ability but only any time he or she could cast a sorcery. PR R Taste for Mayhem {R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+0. Hellbent - Enchanted creature gets an additional +2/+0 as long as you have no cards in hand. DIS C Taste of Blood {B} Sorcery Taste of Blood deals 1 damage to target player and you gain 1 life. M12 C Taste of Paradise {3}{G} Sorcery As an additional cost to cast Taste of Paradise, you may pay {1}{G} any number of times. You gain 3 life plus an additional 3 life for each additional {1}{G} you paid. AL C (x2) Tatsumasa, the Dragon's Fang {6} Legendary Artifact - Equipment Equipped creature gets +5/+5. {6}, Exile Tatsumasa, the Dragon's Fang: Put a 5/5 blue Dragon Spirit creature token with flying onto the battlefield. Return Tatsumasa to the battlefield under its owner's control when that token dies. Equip {3} CHK R Tattered Drake {4}{U} Creature - Zombie Drake 2/2 Flying {B}: Regenerate Tattered Drake. RAV C Tatterkite {3} Artifact Creature - Scarecrow 2/1 Flying Tatterkite can't have counters placed on it. SHM U Tattermunge Duo {2}{R/G} Creature - Goblin Warrior Shaman 2/3 Whenever you cast a red spell, Tattermunge Duo gets +1/+1 until end of turn. Whenever you cast a green spell, Tattermunge Duo gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.) SHM C Tattermunge Maniac {R/G} Creature - Goblin Warrior 2/1 Tattermunge Maniac attacks each turn if able. SHM U Tattermunge Witch {1}{R/G} Creature - Goblin Shaman 2/1 {R}{G}: Each blocked creature gets +1/+0 and gains trample until end of turn. SHM U Tattoo Ward {2}{W} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has protection from enchantments. This effect doesn't remove Tattoo Ward. Sacrifice Tattoo Ward: Destroy target enchantment. OD U Taunt {U} Sorcery During target player's next turn, creatures that player controls attack you if able. PO R Taunting Challenge {1}{G}{G} Sorcery All creatures able to block target creature this turn do so. PK R Taunting Elf {G} Creature - Elf 0/1 All creatures able to block Taunting Elf do so. CG C, ONS C Taurean Mauler {2}{R} Creature - Shapeshifter 2/2 Changeling (This card is every creature type.) Whenever an opponent casts a spell, you may put a +1/+1 counter on Taurean Mauler. MOR R, HOP R, ARC R Tavern Swindler {1}{B} Creature - Human Rogue 2/2 {T}, Pay 3 life: Flip a coin. If you win the flip, you gain 6 life. RTR U, DDM U Tawnos Vanguard Hand +3, life -4 You may cast artifact, creature, and enchantment spells as though they had flash. VAN S Tawnos's Coffin {4} Artifact You may choose not to untap Tawnos's Coffin during your untap step. {3}, {T}: Exile target creature and all Auras attached to it. Note the number and kind of counters that were on that creature. When Tawnos's Coffin leaves the battlefield or becomes untapped, return that exiled card to the battlefield under its owner's control tapped with the noted number and kind of counters on it. If you do, return the other exiled cards to the battlefield under their owner's control attached to that permanent. AQ R, MED R Tawnos's Wand {4} Artifact {2}, {T}: Target creature with power 2 or less can't be blocked this turn. AQ U, 4E U, ME4 C Tawnos's Weaponry {2} Artifact You may choose not to untap Tawnos's Weaponry during your untap step. {2}, {T}: Target creature gets +1/+1 for as long as Tawnos's Weaponry remains tapped. AQ U, 4E U, 5E U, ME4 U Tazeem Plane - Zendikar Creatures can't block. Whenever you roll CHAOS, draw a card for each land you control. HOP S Teardrop Kami {U} Creature - Spirit 1/1 Sacrifice Teardrop Kami: You may tap or untap target creature. BOK C Tears of Rage {2}{R}{R} Instant Cast Tears of Rage only during the declare attackers step. Attacking creatures you control get +X/+0 until end of turn, where X is the number of attacking creatures. Sacrifice those creatures at the beginning of the next end step. DST U Tectonic Break {X}{R}{R} Sorcery Each player sacrifices X lands. MM R Tectonic Edge Land {T}: Add {1} to your mana pool. {1}, {T}, Sacrifice Tectonic Edge: Destroy target nonbasic land. Activate this ability only if an opponent controls four or more lands. WWK U, C14 U Tectonic Fiend {4}{R}{R} Creature - Elemental 7/7 Echo {4}{R}{R} (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.) Tectonic Fiend attacks each turn if able. TSP U Tectonic Instability {2}{R} Enchantment Whenever a land enters the battlefield, tap all lands its controller controls. IN R Tectonic Rift {3}{R} Sorcery Destroy target land. Creatures without flying can't block this turn. M12 U Teeka's Dragon {9} Artifact Creature - Dragon 5/5 Flying, trample, rampage 4 (Whenever this creature becomes blocked, it gets +4/+4 until end of turn for each creature blocking it beyond the first.) MI R Teetering Peaks Land Teetering Peaks enters the battlefield tapped. When Teetering Peaks enters the battlefield, target creature gets +2/+0 until end of turn. {T}: Add {R} to your mana pool. ZEN C, PD2 C Teferi's Care {2}{W} Enchantment {W}, Sacrifice an enchantment: Destroy target enchantment. {3}{U}{U}: Counter target enchantment spell. IN U Teferi's Curse {1}{U} Enchantment - Aura Enchant artifact or creature Enchanted permanent has phasing. (It phases in or out before its controller untaps during each of his or her untap steps. While it's phased out, it's treated as though it doesn't exist.) MI C Teferi's Drake {2}{U} Creature - Drake 3/2 Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) MI C Teferi's Honor Guard {2}{W} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {U}{U}: Teferi's Honor Guard phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.) VI U Teferi's Imp {2}{U} Creature - Imp 1/1 Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Whenever Teferi's Imp phases out, discard a card. Whenever Teferi's Imp phases in, draw a card. MI R Teferi's Isle Legendary Land Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Teferi's Isle enters the battlefield tapped. {T}: Add {U}{U} to your mana pool. MI R Teferi's Moat {3}{W}{U} Enchantment As Teferi's Moat enters the battlefield, choose a color. Creatures of the chosen color without flying can't attack you. IN R, TSB S Teferi's Puzzle Box {4} Artifact At the beginning of each player's draw step, that player puts the cards in his or her hand on the bottom of his or her library in any order, then draws that many cards. VI R, 6E R, 7E R, 8ED R, 9ED R Teferi's Realm {1}{U}{U} World Enchantment At the beginning of each player's upkeep, that player chooses artifact, creature, land, or non-Aura enchantment. All nontoken permanents of that type phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during his or her next untap step.) VI R Teferi's Response {1}{U} Instant Counter target spell or ability an opponent controls that targets a land you control. If a permanent's ability is countered this way, destroy that permanent. Draw two cards. IN R Teferi's Veil {1}{U} Enchantment Whenever a creature you control attacks, it phases out at end of combat. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.) WL U Teferi, Mage of Zhalfir {2}{U}{U}{U} Legendary Creature - Human Wizard 3/4 Flash (You may cast this spell any time you could cast an instant.) Creature cards you own that aren't on the battlefield have flash. Each opponent can cast spells only any time he or she could cast a sorcery. TSP R, V11 M Teferi, Temporal Archmage {4}{U}{U} Planeswalker - Teferi 5 [+1] Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library. [-1] Untap up to four target permanents. [-10] You get an emblem with "You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant." Teferi, Temporal Archmage can be your commander. C14 M Tek {5} Artifact Creature - Dragon 2/2 Tek gets +0/+2 as long as you control a Plains, has flying as long as you control an Island, gets +2/+0 as long as you control a Swamp, has first strike as long as you control a Mountain, and has trample as long as you control a Forest. IN R Tel-Jilad Archers {4}{G} Creature - Elf Archer 2/4 Protection from artifacts, reach (This creature can block creatures with flying.) MRD C Tel-Jilad Chosen {1}{G} Creature - Elf Warrior 2/1 Protection from artifacts MRD C Tel-Jilad Defiance {1}{G} Instant Target creature gains protection from artifacts until end of turn. Draw a card. SOM C Tel-Jilad Exile {3}{G} Creature - Troll Warrior 2/3 {1}{G}: Regenerate Tel-Jilad Exile. MRD C Tel-Jilad Fallen {2}{G}{G} Creature - Elf Warrior 3/1 Protection from artifacts Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) SOM C Tel-Jilad Justice {1}{G} Instant Destroy target artifact. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 5DN U Tel-Jilad Lifebreather {4}{G} Creature - Troll Shaman 3/2 {G}, {T}, Sacrifice a Forest: Regenerate target creature. 5DN C Tel-Jilad Outrider {3}{G} Creature - Elf Warrior 3/1 Protection from artifacts DST C Tel-Jilad Stylus {1} Artifact {T}: Put target permanent you own on the bottom of your library. MRD U Tel-Jilad Wolf {2}{G} Creature - Wolf 2/2 Whenever Tel-Jilad Wolf becomes blocked by an artifact creature, Tel-Jilad Wolf gets +3/+3 until end of turn. DST C Telekinesis {U}{U} Instant Tap target creature. Prevent all combat damage that would be dealt by that creature this turn. It doesn't untap during its controller's next two untap steps. LE R, MED C Telekinetic Bonds {2}{U}{U}{U} Enchantment Whenever a player discards a card, you may pay {1}{U}. If you do, you may tap or untap target permanent. JUD R Telekinetic Sliver {2}{U}{U} Creature - Sliver 2/2 All Slivers have "{T}: Tap target permanent." TSP U Telemin Performance {3}{U}{U} Sorcery Target opponent reveals cards from the top of his or her library until he or she reveals a creature card. That player puts all noncreature cards revealed this way into his or her graveyard, then you put the creature card onto the battlefield under your control. CON R Telepathic Spies {2}{U} Creature - Human Wizard 2/2 When Telepathic Spies enters the battlefield, look at target opponent's hand. CG C, 7E C Telepathy {U} Enchantment Your opponents play with their hands revealed. UZ U, 7E U, 8ED U, 9ED U, 10E U, M10 U Teleport {U}{U}{U} Instant Cast Teleport only during the declare attackers step. Target creature can't be blocked this turn. LE R, CH R Teleportal {U}{R} Sorcery Target creature you control gets +1/+0 until end of turn and can't be blocked this turn. Overload {3}{U}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") RTR U Telethopter {4} Artifact Creature - Thopter 3/1 Tap an untapped creature you control: Telethopter gains flying until end of turn. TE U, TPR C Telim'Tor {4}{R} Legendary Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Whenever Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn. MI R Telim'Tor's Darts {2} Artifact {2}, {T}: Telim'Tor's Darts deals 1 damage to target player. MI U Telim'Tor's Edict {R} Instant Exile target permanent you own or control. Draw a card at the beginning of the next turn's upkeep. MI R Teller of Tales {3}{U}{U} Creature - Spirit 3/3 Flying Whenever you cast a Spirit or Arcane spell, you may tap or untap target creature. CHK C Telling Time {1}{U} Instant Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library. RAV U, 10E U, MM2 C Tember City Plane - Kinshala Whenever a player taps a land for mana, Tember City deals 1 damage to that player. Whenever you roll {C}, each other player sacrifices a nonland permanent. HOP P Temper {X}{1}{W} Instant Prevent the next X damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature. ST U Tempered Steel {1}{W}{W} Enchantment Artifact creatures you control get +2/+2. SOM R Tempest Drake {1}{W}{U} Creature - Drake 2/2 Flying, vigilance VI U Tempest Efreet {1}{R}{R}{R} Creature - Efreet 3/3 Remove Tempest Efreet from your deck before playing if you're not playing for ante. {T}, Sacrifice Tempest Efreet: Target opponent may pay 10 life. If that player doesn't, he or she reveals a card at random from his or her hand. Exchange ownership of the revealed card and Tempest Efreet. Put the revealed card into your hand and Tempest Efreet from anywhere into that player's graveyard. This change in ownership is permanent. LE R, 4E R Tempest Owl {1}{U} Creature - Bird 1/2 Kicker {4}{U} (You may pay an additional {4}{U} as you cast this spell.) Flying When Tempest Owl enters the battlefield, if it was kicked, tap up to three target permanents. ZEN C Tempest of Light {2}{W} Instant Destroy all enchantments. MRD U, 9ED U, 10E U, M10 U Temple Acolyte {1}{W} Creature - Human Cleric 1/3 When Temple Acolyte enters the battlefield, you gain 3 life. P2 C, DDF C, ME4 C Temple Bell {3} Artifact {T}: Each player draws a card. M11 R, C13 R Temple Elder {2}{W} Creature - Human Cleric 1/2 {T}: You gain 1 life. Activate this ability only during your turn, before attackers are declared. P2 U Temple Garden Land - Forest Plains ({T}: Add {G} or {W} to your mana pool.) As Temple Garden enters the battlefield, you may pay 2 life. If you don't, Temple Garden enters the battlefield tapped. M, RAV R, RTR R Temple of Abandon Land Temple of Abandon enters the battlefield tapped. When Temple of Abandon enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {R} or {G} to your mana pool. THS R Temple of Deceit Land Temple of Deceit enters the battlefield tapped. When Temple of Deceit enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {U} or {B} to your mana pool. THS R Temple of Enlightenment Land Temple of Enlightenment enters the battlefield tapped. When Temple of Enlightenment enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {W} or {U} to your mana pool. BNG R Temple of Epiphany Land Temple of Epiphany enters the battlefield tapped. When Temple of Epiphany enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {U} or {R} to your mana pool. JOU R Temple of Malady Land Temple of Malady enters the battlefield tapped. When Temple of Malady enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {B} or {G} to your mana pool. JOU R Temple of Malice Land Temple of Malice enters the battlefield tapped. When Temple of Malice enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {B} or {R} to your mana pool. BNG R Temple of Mystery Land Temple of Mystery enters the battlefield tapped. When Temple of Mystery enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {G} or {U} to your mana pool. THS R Temple of Plenty Land Temple of Plenty enters the battlefield tapped. When Temple of Plenty enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {G} or {W} to your mana pool. BNG R Temple of Silence Land Temple of Silence enters the battlefield tapped. When Temple of Silence enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {W} or {B} to your mana pool. THS R Temple of Triumph Land Temple of Triumph enters the battlefield tapped. When Temple of Triumph enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {R} or {W} to your mana pool. THS R Temple of the False God Land {T}: Add {2} to your mana pool. Activate this ability only if you control five or more lands. SCG U, CMD U, C13 U, C14 U, DDO U Temporal Adept {1}{U}{U} Creature - Human Wizard 1/1 {U}{U}{U}, {T}: Return target permanent to its owner's hand. CG R, 7E R, 8ED R, 9ED R Temporal Aperture {2} Artifact {5}, {T}: Shuffle your library, then reveal the top card. Until end of turn, for as long as that card remains on top of your library, play with the top card of your library revealed and you may play that card without paying its mana cost. (If it has X in its mana cost, X is 0.) UZ R Temporal Cascade {5}{U}{U} Sorcery Choose one - • Each player shuffles his or her hand and graveyard into his or her library. • Each player draws seven cards. Entwine {2} (Choose both if you pay the entwine cost.) MRD R Temporal Distortion {3}{U}{U} Enchantment Whenever a creature or land becomes tapped, put an hourglass counter on it. Each permanent with an hourglass counter on it doesn't untap during its controller's untap step. At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls. IN R Temporal Eddy {2}{U}{U} Sorcery Put target creature or land on top of its owner's library. TSP C Temporal Extortion {B}{B}{B}{B} Sorcery When you cast Temporal Extortion, any player may pay half his or her life, rounded up. If a player does, counter Temporal Extortion. Take an extra turn after this one. PLC R Temporal Fissure {4}{U} Sorcery Return target permanent to its owner's hand. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) SCG C, VMA C Temporal Isolation {1}{W} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.) Prevent all damage that would be dealt by enchanted creature. TSP C Temporal Manipulation {3}{U}{U} Sorcery Take an extra turn after this one. P2 R, ME2 R Temporal Mastery {5}{U}{U} Sorcery Take an extra turn after this one. Exile Temporal Mastery. Miracle {1}{U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) AVR M Temporal Spring {1}{G}{U} Sorcery Put target permanent on top of its owner's library. AP C Temporal Trespass {8}{U}{U}{U} Sorcery Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Take an extra turn after this one. Exile Temporal Trespass. FRF M Temporary Insanity {3}{R} Instant Untap target creature with power less than the number of cards in your graveyard and gain control of it until end of turn. That creature gains haste until end of turn. TOR U, DDG U Temporary Truce {1}{W} Sorcery Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life. PO R Tempt with Discovery {3}{G} Sorcery Tempting offer - Search your library for a land card and put it onto the battlefield. Each opponent may search his or her library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles it. C13 R Tempt with Glory {5}{W} Sorcery Tempting offer - Put a +1/+1 counter on each creature you control. Each opponent may put a +1/+1 counter on each creature he or she controls. For each opponent who does, put a +1/+1 counter on each creature you control. C13 R Tempt with Immortality {4}{B} Sorcery Tempting offer - Return a creature card from your graveyard to the battlefield. Each opponent may return a creature card from his or her graveyard to the battlefield. For each player who does, return a creature card from your graveyard to the battlefield. C13 R Tempt with Reflections {3}{U} Sorcery Tempting offer - Choose target creature you control. Put a token onto the battlefield that's a copy of that creature. Each opponent may put a token onto the battlefield that's a copy of that creature. For each opponent who does, put a token onto the battlefield that's a copy of that creature. C13 R Tempt with Vengeance {X}{R} Sorcery Tempting offer - Put X 1/1 red Elemental creature tokens with haste onto the battlefield. Each opponent may put X 1/1 red Elemental creature tokens with haste onto the battlefield. For each player who does, put X 1/1 red Elemental creature tokens with haste onto the battlefield. C13 R Tempting Licid {2}{G} Creature - Licid 2/2 {G}, {T}: Tempting Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {G} to end this effect. All creatures able to block enchanted creature do so. ST U Tempting Wurm {1}{G} Creature - Wurm 5/5 When Tempting Wurm enters the battlefield, each opponent may put any number of artifact, creature, enchantment, and/or land cards from his or her hand onto the battlefield. ONS R Temur Ascendancy {G}{U}{R} Enchantment Creatures you control have haste. Whenever a creature with power 4 or greater enters the battlefield under your control, you may draw a card. KTK R Temur Banner {3} Artifact {T}: Add {G}, {U}, or {R} to your mana pool. {G}{U}{R}, {T}, Sacrifice Temur Banner: Draw a card. KTK C Temur Battle Rage {1}{R} Instant Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.) Ferocious - That creature also gains trample until end of turn if you control a creature with power 4 or greater. FRF C Temur Charger {1}{G} Creature - Horse 3/1 Morph-Reveal a green card in your hand. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Temur Charger is turned face up, target creature gains trample until end of turn. KTK U Temur Charm {G}{U}{R} Instant Choose one - • Target creature you control gets +1/+1 until end of turn. It fights target creature you don't control. • Counter target spell unless its controller pays {3}. • Creatures with power 3 or less can't block this turn. KTK U Temur Runemark {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Enchanted creature has trample as long as you control a blue or red permanent. FRF C Temur Sabertooth {2}{G}{G} Creature - Cat 4/3 {1}{G}: You may return another creature you control to its owner's hand. If you do, Temur Sabertooth gains indestructible until end of turn. FRF U Temur War Shaman {4}{G}{G} Creature - Human Shaman 4/5 When Temur War Shaman enters the battlefield, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Whenever a permanent you control is turned face up, if it's a creature, you may have it fight target creature you don't control. FRF R Tenacious Dead {B} Creature - Skeleton Warrior 1/1 When Tenacious Dead dies, you may pay {1}{B}. If you do, return it to the battlefield tapped under its owner's control. M14 U Tendo Ice Bridge Land Tendo Ice Bridge enters the battlefield with a charge counter on it. {T}: Add {1} to your mana pool. {T}, Remove a charge counter from Tendo Ice Bridge: Add one mana of any color to your mana pool. BOK R Tendrils of Agony {2}{B}{B} Sorcery Target player loses 2 life and you gain 2 life. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) SCG U, VMA U Tendrils of Corruption {3}{B} Instant Tendrils of Corruption deals X damage to target creature and you gain X life, where X is the number of Swamps you control. TSP C, M10 C, DDD C, DDE C, C14 C, DD3_GVL C Tendrils of Despair {B} Sorcery As an additional cost to cast Tendrils of Despair, sacrifice a creature. Target opponent discards two cards. WL C Teneb, the Harvester {3}{B}{G}{W} Legendary Creature - Dragon 6/6 Flying Whenever Teneb, the Harvester deals combat damage to a player, you may pay {2}{B}. If you do, put target creature card from a graveyard onto the battlefield under your control. PLC R, CMD R Tenement Crasher {5}{R} Creature - Beast 5/4 Haste RTR C Tenza, Godo's Maul {3} Legendary Artifact - Equipment Equipped creature gets +1/+1. As long as it's legendary, it gets an additional +2/+2. As long as it's red, it has trample. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) CHK U Tephraderm {4}{R} Creature - Beast 4/5 Whenever a creature deals damage to Tephraderm, Tephraderm deals that much damage to that creature. Whenever a spell deals damage to Tephraderm, Tephraderm deals that much damage to that spell's controller. ONS R Terashi's Cry {3}{W} Sorcery - Arcane Tap up to three target creatures. CHK C Terashi's Grasp {2}{W} Sorcery - Arcane Destroy target artifact or enchantment. You gain life equal to its converted mana cost. BOK C, MMA U, MM2 C Terashi's Verdict {1}{W} Instant - Arcane Destroy target attacking creature with power 3 or less. BOK U Terastodon {6}{G}{G} Creature - Elephant 9/9 When Terastodon enters the battlefield, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller puts a 3/3 green Elephant creature token onto the battlefield. WWK R, PD3 R, CNS R, C14 R Teremko Griffin {3}{W} Creature - Griffin 2/2 Flying, banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) MI C Terminal Moraine Land {T}: Add {1} to your mana pool. {2}, {T}, Sacrifice Terminal Moraine: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. PS U Terminate {B}{R} Instant Destroy target creature. It can't be regenerated. PS C, ARB C, ARC C, CMD C, DDK C Terminus {4}{W}{W} Sorcery Put all creatures on the bottom of their owners' libraries. Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) AVR R, V14 M Teroh's Faithful {3}{W} Creature - Human Cleric 1/4 When Teroh's Faithful enters the battlefield, you gain 4 life. TOR C, VMA C Teroh's Vanguard {3}{W} Creature - Human Nomad 2/3 Flash Threshold - As long as seven or more cards are in your graveyard, Teroh's Vanguard has "When Teroh's Vanguard enters the battlefield, creatures you control gain protection from black until end of turn." TOR U Terra Eternal {2}{W} Enchantment All lands have indestructible. WWK R Terra Ravager {2}{R}{R} Creature - Elemental Beast 0/4 Whenever Terra Ravager attacks, it gets +X/+0 until end of turn, where X is the number of lands defending player controls. C13 U Terra Stomper {3}{G}{G}{G} Creature - Beast 8/8 Terra Stomper can't be countered. Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) ZEN R, M15 R, ORI R Terraformer {2}{U} Creature - Human Wizard 2/2 {1}: Choose a basic land type. Each land you control becomes that type until end of turn. RAV C Terrain Generator Land {T}: Add {1} to your mana pool. {2}, {T}: You may put a basic land card from your hand onto the battlefield tapped. NE U, DD2 U, DD3_JVC U Terramorphic Expanse Land {T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library. TSP C, 10E C, M10 C, HOP C, H09 C, DDE C, ARC C, M11 C, CMD C, DDH C, PC2 C, MMA C, C13 C, DDN C, C14 C Terrarion {1} Artifact Terrarion enters the battlefield tapped. {2}, {T}, Sacrifice Terrarion: Add two mana in any combination of colors to your mana pool. When Terrarion is put into a graveyard from the battlefield, draw a card. RAV C Terravore {1}{G}{G} Creature - Lhurgoyf */* Trample Terravore's power and toughness are each equal to the number of land cards in all graveyards. OD R Terrifying Presence {1}{G} Instant Prevent all combat damage that would be dealt by creatures other than target creature this turn. AVR C, DDL C Territorial Baloth {4}{G} Creature - Beast 4/4 Landfall - Whenever a land enters the battlefield under your control, Territorial Baloth gets +2/+2 until end of turn. C (x2), ZEN C Territorial Dispute {4}{R}{R} Enchantment At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land. Players can't play lands. MM R Territorial Roc {1}{W} Creature - Bird 1/3 Flying DTK C Terror {1}{B} Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 6E C, BR C, P4 C, BD C, MRD C, 10E C, ME4 C Terrus Wurm {6}{B} Creature - Zombie Wurm 5/5 Scavenge {6}{B} ({6}{B}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.) RTR C Test of Endurance {2}{W}{W} Enchantment At the beginning of your upkeep, if you have 50 or more life, you win the game. JUD R Test of Faith {1}{W} Instant Prevent the next 3 damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature. DST U, DDG U, MMA C Testament of Faith {W} Enchantment {X}: Testament of Faith becomes an X/X Wall creature with defender in addition to its other types until end of turn. OD U Tethered Griffin {W} Creature - Griffin 2/3 Flying When you control no enchantments, sacrifice Tethered Griffin. CG R Tethered Skirge {2}{B} Creature - Imp 2/2 Flying Whenever Tethered Skirge becomes the target of a spell or ability, you lose 1 life. GU U Tethmos High Priest {2}{W} Creature - Cat Cleric 2/3 Heroic - Whenever you cast a spell that targets Tethmos High Priest, return target creature card with converted mana cost 2 or less from your graveyard to the battlefield. JOU U Tetravus {6} Artifact Creature - Construct 1/1 Flying Tetravus enters the battlefield with three +1/+1 counters on it. At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and "This creature can't be enchanted." At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus. AQ R, 4E R, ME4 R Tetsuo Umezawa {U}{B}{R} Legendary Creature - Human Archer 3/3 Tetsuo Umezawa can't be the target of Aura spells. {U}{B}{B}{R}, {T}: Destroy target tapped or blocking creature. LE R, ME3 R Teysa, Envoy of Ghosts {5}{W}{B} Legendary Creature - Human Advisor 4/4 Vigilance, protection from creatures Whenever a creature deals combat damage to you, destroy that creature. Put a 1/1 white and black Spirit creature token with flying onto the battlefield. DGM R Teysa, Orzhov Scion {1}{W}{B} Legendary Creature - Human Advisor 2/3 Sacrifice three white creatures: Exile target creature. Whenever another black creature you control dies, put a 1/1 white Spirit creature token with flying onto the battlefield. GPT R Teysa, Orzhov Scion Avatar Vanguard Hand +0, life -2 Whenever a nontoken creature dies, put a 1/1 white Spirit creature token with flying onto the battlefield. VAN S Tezzeret the Seeker {3}{U}{U} Planeswalker - Tezzeret 4 [+1] Untap up to two target artifacts. [-X] Search your library for an artifact card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library. [-5] Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn. ALA M, DDF M, MM2 M Tezzeret's Gambit {3}{P/U} Sorcery ({P/U} can be paid with either {U} or 2 life.) Draw two cards, then proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) NPH U, MM2 U Tezzeret, Agent of Bolas {2}{U}{B} Planeswalker - Tezzeret 3 [+1] Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order. [-1] Target artifact becomes an artifact creature with base power and toughness 5/5. [-4] Target player loses X life and you gain X life, where X is twice the number of artifacts you control. MBS M Thada Adel, Acquisitor {1}{U}{U} Legendary Creature - Merfolk Rogue 2/2 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Thada Adel, Acquisitor deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles his or her library. Until end of turn, you may play that card. WWK R Thalakos Deceiver {3}{U} Creature - Thalakos Wizard 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Thalakos Deceiver attacks and isn't blocked, you may sacrifice it. If you do, gain control of target creature. (This effect lasts indefinitely.) ST R Thalakos Dreamsower {2}{U} Creature - Thalakos Wizard 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) You may choose not to untap Thalakos Dreamsower during your untap step. Whenever Thalakos Dreamsower deals damage to an opponent, tap target creature. That creature doesn't untap during its controller's untap step for as long as Thalakos Dreamsower remains tapped. TE U Thalakos Drifters {2}{U}{U} Creature - Thalakos 3/3 Discard a card: Thalakos Drifters gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) EX R, VMA U, TPR U Thalakos Lowlands Land {T}: Add {1} to your mana pool. {T}: Add {W} or {U} to your mana pool. Thalakos Lowlands doesn't untap during your next untap step. TE U, BR U, TPR U Thalakos Mistfolk {2}{U} Creature - Thalakos Illusion 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) {U}: Put Thalakos Mistfolk on top of its owner's library. TE C Thalakos Scout {2}{U} Creature - Thalakos Soldier Scout 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Discard a card: Return Thalakos Scout to its owner's hand. EX C, TPR C Thalakos Seer {U}{U} Creature - Thalakos Wizard 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) When Thalakos Seer leaves the battlefield, draw a card. TE C, TPR C Thalakos Sentry {1}{U} Creature - Thalakos Soldier 1/2 Shadow (This creature can block or be blocked by only creatures with shadow.) TE C Thalia, Guardian of Thraben {1}{W} Legendary Creature - Human Soldier 2/1 First strike Noncreature spells cost {1} more to cast. DKA R Thallid {G} Creature - Fungus 1/1 At the beginning of your upkeep, put a spore counter on Thallid. Remove three spore counters from Thallid: Put a 1/1 green Saproling creature token onto the battlefield. FE C (x4), TSB S, ME2 C, MMA C Thallid Devourer {1}{G}{G} Creature - Fungus 2/2 At the beginning of your upkeep, put a spore counter on Thallid Devourer. Remove three spore counters from Thallid Devourer: Put a 1/1 green Saproling creature token onto the battlefield. Sacrifice a Saproling: Thallid Devourer gets +1/+2 until end of turn. FE U, ME2 C Thallid Germinator {2}{G} Creature - Fungus 2/2 At the beginning of your upkeep, put a spore counter on Thallid Germinator. Remove three spore counters from Thallid Germinator: Put a 1/1 green Saproling creature token onto the battlefield. Sacrifice a Saproling: Target creature gets +1/+1 until end of turn. TSP C, MMA C Thallid Shell-Dweller {1}{G} Creature - Fungus 0/5 Defender At the beginning of your upkeep, put a spore counter on Thallid Shell-Dweller. Remove three spore counters from Thallid Shell-Dweller: Put a 1/1 green Saproling creature token onto the battlefield. TSP C, MMA C Thassa's Bounty {5}{U} Sorcery Draw three cards. Target player puts the top three cards of his or her library into his or her graveyard. THS C Thassa's Devourer {4}{U} Enchantment Creature - Elemental 2/6 Constellation - Whenever Thassa's Devourer or another enchantment enters the battlefield under your control, target player puts the top two cards of his or her library into his or her graveyard. JOU C Thassa's Emissary {3}{U} Enchantment Creature - Crab 3/3 Bestow {5}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Whenever Thassa's Emissary or enchanted creature deals combat damage to a player, draw a card. Enchanted creature gets +3/+3. THS U Thassa's Ire {U} Enchantment {3}{U}: You may tap or untap target creature. JOU U Thassa's Rebuff {1}{U} Instant Counter target spell unless its controller pays {X}, where X is your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.) BNG U Thassa, God of the Sea {2}{U} Legendary Enchantment Creature - God 5/5 Indestructible As long as your devotion to blue is less than five, Thassa isn't a creature. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.) At the beginning of your upkeep, scry 1. {1}{U}: Target creature you control can't be blocked this turn. THS M That Which Was Taken {5} Legendary Artifact {4}, {T}: Put a divinity counter on target permanent other than That Which Was Taken. Each permanent with a divinity counter on it has indestructible. BOK R Thatcher Revolt {2}{R} Sorcery Put three 1/1 red Human creature tokens with haste onto the battlefield. Sacrifice those tokens at the beginning of the next end step. AVR C Thaumatog {1}{G}{W} Creature - Atog 1/2 Sacrifice a land: Thaumatog gets +1/+1 until end of turn. Sacrifice an enchantment: Thaumatog gets +1/+1 until end of turn. OD U Thawing Glaciers Land Thawing Glaciers enters the battlefield tapped. {1}, {T}: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. Return Thawing Glaciers to its owner's hand at the beginning of the next cleanup step. AL R, MED R, VMA R The AEther Flues Plane - Iquatana When you planeswalk to The AEther Flues or at the beginning of your upkeep, you may sacrifice a creature. If you do, reveal cards from the top of your library until you reveal a creature card, put that card onto the battlefield, then shuffle all other cards revealed this way into your library. Whenever you roll CHAOS, you may put a creature card from your hand onto the battlefield. HOP C The Abyss {3}{B} World Enchantment At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of his or her choice. It can't be regenerated. LE R, ME3 R The Brute {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +1/+0. {R}{R}{R}: Regenerate enchanted creature. LE C, 4E C, 5E C The Chain Veil {4} Legendary Artifact At the beginning of your end step, if you didn't activate a loyalty ability of a planeswalker this turn, you lose 2 life. {4}, {T}: For each planeswalker you control, you may activate one of its loyalty abilities once this turn as though none of its loyalty abilities have been activated this turn. M15 M The Dark Barony Plane - Ulgrotha Whenever a nonblack card is put into a player's graveyard from anywhere, that player loses 1 life. Whenever you roll CHAOS, each opponent discards a card. HOP C The Dead Shall Serve Scheme When you set this scheme in motion, for each opponent, put up to one target creature card from that player's graveyard onto the battlefield under your control. Each of those creatures attacks its owner each combat if able. ARC C The Eon Fog Plane - Equilor Players skip their untap steps. Whenever you roll CHAOS, untap all permanents you control. HOP C The Fallen {1}{B}{B}{B} Creature - Zombie 2/3 At the beginning of your upkeep, The Fallen deals 1 damage to each opponent it has dealt damage to this game. DK U, CH U, MED U The Fate of the Flammable Scheme When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, this scheme deals 6 damage to him or her. If the player chooses others, this scheme deals 3 damage to each of your other opponents. ARC C The Fourth Sphere Plane - Phyrexia At the beginning of your upkeep, sacrifice a nonblack creature. Whenever you roll CHAOS, put a 2/2 black Zombie creature token onto the battlefield. HOP C The Great Aurora {6}{G}{G}{G} Sorcery Each player shuffles all cards from his or her hand and all permanents he or she owns into his or her library, then draws that many cards. Each player may put any number of land cards from his or her hand onto the battlefield. Exile The Great Aurora. ORI M The Great Forest Plane - Lorwyn Each creature assigns combat damage equal to its toughness rather than its power. Whenever you roll CHAOS, creatures you control get +0/+2 and gain trample until end of turn. HOP C The Hippodrome Plane - Segovia All creatures get -5/-0. Whenever you roll CHAOS, you may destroy target creature if its power is 0 or less. HOP C The Hive {5} Artifact {5}, {T}: Put a 1/1 colorless Insect artifact creature token with flying named Wasp onto the battlefield. (It can't be blocked except by creatures with flying or reach.) 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 10E R The Iron Guardian Stirs Scheme When you set this scheme in motion, put a 4/6 colorless Golem artifact creature token onto the battlefield. ARC C The Lady of the Mountain {4}{R}{G} Legendary Creature - Giant 5/5 LE U, ME3 C The Maelstrom Plane - Alara When you planeswalk to The Maelstrom or at the beginning of your upkeep, you may reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you revealed a card but didn't put it onto the battlefield, put it on the bottom of your library. Whenever you roll CHAOS, return target permanent card from your graveyard to the battlefield. HOP C The Mimeoplasm {2}{G}{U}{B} Legendary Creature - Ooze 0/0 As The Mimeoplasm enters the battlefield, you may exile two creature cards from graveyards. If you do, it enters the battlefield as a copy of one of those cards with a number of additional +1/+1 counters on it equal to the power of the other card. CMD M, CM1 M The Pieces Are Coming Together Scheme When you set this scheme in motion, draw two cards. Artifact spells you cast this turn cost {2} less to cast. ARC C The Rack {1} Artifact As The Rack enters the battlefield, choose an opponent. At the beginning of the chosen player's upkeep, The Rack deals X damage to that player, where X is 3 minus the number of cards in his or her hand. AQ U, 3E U, 4E U, TSB S The Tabernacle at Pendrell Vale Legendary Land All creatures have "At the beginning of your upkeep, destroy this creature unless you pay {1}." LE R, ME3 R The Unspeakable {6}{U}{U}{U} Legendary Creature - Spirit 6/7 Flying, trample Whenever The Unspeakable deals combat damage to a player, you may return target Arcane card from your graveyard to your hand. CHK R The Very Soil Shall Shake Ongoing Scheme (An ongoing scheme remains face up until it's abandoned.) Creatures you control get +2/+2 and have trample. When a creature you control dies, abandon this scheme. ARC C The Wretched {3}{B}{B} Creature - Demon 2/5 At end of combat, gain control of all creatures blocking The Wretched for as long as you control The Wretched. LE R, CH R, 5E R, ME3 U The Zephyr Maze Plane - Kyneth Creatures with flying get +2/+0. Creatures without flying get -2/-0. Whenever you roll CHAOS, target creature gains flying until end of turn. PC2 C Theft of Dreams {2}{U} Sorcery Draw a card for each tapped creature target opponent controls. PO U, P2 U, EX C, ME4 U Thelon of Havenwood {G}{G} Legendary Creature - Elf Druid 2/2 Each Fungus creature gets +1/+1 for each spore counter on it. {B}{G}, Exile a Fungus card from a graveyard: Put a spore counter on each Fungus on the battlefield. TSP R Thelon's Chant {1}{G}{G} Enchantment At the beginning of your upkeep, sacrifice Thelon's Chant unless you pay {G}. Whenever a player puts a Swamp onto the battlefield, Thelon's Chant deals 3 damage to that player unless he or she puts a -1/-1 counter on a creature he or she controls. FE U Thelon's Curse {G}{G} Enchantment Blue creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures he or she controls and pay {U} for each creature chosen this way. If the player does, untap those creatures. FE R Thelonite Druid {2}{G} Creature - Human Cleric Druid 1/1 {1}{G}, {T}, Sacrifice a creature: Forests you control become 2/3 creatures until end of turn. They're still lands. FE U, ME2 R Thelonite Hermit {3}{G} Creature - Elf Shaman 1/1 Saproling creatures get +1/+1. Morph {3}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Thelonite Hermit is turned face up, put four 1/1 green Saproling creature tokens onto the battlefield. TSP R, ARC R Thelonite Monk {2}{G}{G} Creature - Insect Monk Cleric 1/2 {T}, Sacrifice a green creature: Target land becomes a Forest. (This effect lasts indefinitely.) FE R Thermal Blast {4}{R} Instant Thermal Blast deals 3 damage to target creature. Threshold - Thermal Blast deals 5 damage to that creature instead if seven or more cards are in your graveyard. OD C Thermal Flux {U} Instant Choose one - • Target nonsnow permanent becomes snow until end of turn. • Target snow permanent isn't snow until end of turn. Draw a card at the beginning of the next turn's upkeep. CSP C Thermal Glider {2}{W} Creature - Human Rebel 2/1 Flying, protection from red MM C Thermal Navigator {3} Artifact Creature - Construct 2/2 Sacrifice an artifact: Thermal Navigator gains flying until end of turn. 5DN C Thermokarst {1}{G}{G} Sorcery Destroy target land. If that land was a snow land, you gain 1 life. IA U, ME2 C Thermopod {4}{R} Snow Creature - Slug 4/3 {S}: Thermopod gains haste until end of turn. ({S} can be paid with one mana from a snow permanent.) Sacrifice a creature: Add {R} to your mana pool. CSP C Thespian's Stage Land {T}: Add {1} to your mana pool. {2}, {T}: Thespian's Stage becomes a copy of target land and gains this ability. GTC R Thick-Skinned Goblin {1}{R} Creature - Goblin Shaman 2/1 You may pay {0} rather than pay the echo cost for permanents you control. {R}: Thick-Skinned Goblin gains protection from red until end of turn. TSP U Thicket Basilisk {3}{G}{G} Creature - Basilisk 2/4 Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, MED U Thicket Elemental {3}{G}{G} Creature - Elemental 4/4 Kicker {1}{G} (You may pay an additional {1}{G} as you cast this spell.) When Thicket Elemental enters the battlefield, if it was kicked, you may reveal cards from the top of your library until you reveal a creature card. If you do, put that card onto the battlefield and shuffle all other cards revealed this way into your library. IN R Thief of Hope {2}{B} Creature - Spirit 2/2 Whenever you cast a Spirit or Arcane spell, target opponent loses 1 life and you gain 1 life. Soulshift 2 (When this creature dies, you may return target Spirit card with converted mana cost 2 or less from your graveyard to your hand.) CHK U, MM2 C Thieves' Auction {4}{R}{R}{R} Sorcery Exile all nontoken permanents. Starting with you, each player chooses one of the exiled cards and puts it onto the battlefield tapped under his or her control. Repeat this process until all cards exiled this way have been chosen. MM R, 8ED R Thieves' Fortune {2}{U} Tribal Instant - Rogue Prowl {U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. MOR U Thieving Magpie {2}{U}{U} Creature - Bird 1/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Thieving Magpie deals damage to an opponent, draw a card. CG U, 7E U, 8ED U, 9ED U, 10E U Thieving Sprite {2}{B} Creature - Faerie Rogue 1/1 Flying When Thieving Sprite enters the battlefield, target player reveals X cards from his or her hand, where X is the number of Faeries you control. You choose one of those cards. That player discards that card. LRW C, MMA C Thing from the Deep {6}{U}{U}{U} Creature - Leviathan 9/9 Whenever Thing from the Deep attacks, sacrifice it unless you sacrifice an Island. PO R, ME4 R Think Tank {2}{U} Enchantment At the beginning of your upkeep, look at the top card of your library. You may put that card into your graveyard. OD U Think Twice {1}{U} Instant Draw a card. Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) TSP C, ISD C Thirst {2}{U} Enchantment - Aura Enchant creature When Thirst enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, sacrifice Thirst unless you pay {U}. MI C Thirst for Knowledge {2}{U} Instant Draw three cards. Then discard two cards unless you discard an artifact card. MRD U, HOP U, DDF U, MMA U Thistledown Duo {2}{W/U} Creature - Kithkin Soldier Wizard 2/2 Whenever you cast a white spell, Thistledown Duo gets +1/+1 until end of turn. Whenever you cast a blue spell, Thistledown Duo gains flying until end of turn. SHM C Thistledown Liege {1}{W/U}{W/U}{W/U} Creature - Kithkin Knight 1/3 Flash Other white creatures you control get +1/+1. Other blue creatures you control get +1/+1. SHM R Thopter Assembly {6} Artifact Creature - Thopter 5/5 Flying At the beginning of your upkeep, if you control no Thopters other than Thopter Assembly, return Thopter Assembly to its owner's hand and put five 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield. MBS R Thopter Engineer {2}{R} Creature - Human Artificer 1/3 When Thopter Engineer enters the battlefield, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield. Artifact creatures you control have haste. (They can attack and {T} as soon as they come under your control.) ORI U Thopter Foundry {W/B}{U} Artifact {1}, Sacrifice a nontoken artifact: Put a 1/1 blue Thopter artifact creature token with flying onto the battlefield. You gain 1 life. ARB U, C13 U Thopter Spy Network {2}{U}{U} Enchantment At the beginning of your upkeep, if you control an artifact, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield. Whenever one or more artifact creatures you control deal combat damage to a player, draw a card. ORI R Thopter Squadron {5} Artifact Creature - Thopter 0/0 Flying Thopter Squadron enters the battlefield with three +1/+1 counters on it. {1}, Remove a +1/+1 counter from Thopter Squadron: Put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield. Activate this ability only any time you could cast a sorcery. {1}, Sacrifice another Thopter: Put a +1/+1 counter on Thopter Squadron. Activate this ability only any time you could cast a sorcery. EX R, VMA U, TPR R Thorn Elemental {5}{G}{G} Creature - Elemental 7/7 You may have Thorn Elemental assign its combat damage as though it weren't blocked. CG R, P3 R, 7E R, 8ED R Thorn Thallid {1}{G}{G} Creature - Fungus 2/2 At the beginning of your upkeep, put a spore counter on Thorn Thallid. Remove three spore counters from Thorn Thallid: Thorn Thallid deals 1 damage to target creature or player. FE C (x4), MED C Thorn of Amethyst {2} Artifact Noncreature spells cost {1} more to cast. LRW R Thorn-Thrash Viashino {3}{R} Creature - Viashino Warrior 2/2 Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.) {G}: Thorn-Thrash Viashino gains trample until end of turn. ALA C, PC2 C Thornbite Staff {2} Tribal Artifact - Shaman Equipment Equipped creature has "{2}, {T}: This creature deals 1 damage to target creature or player" and "Whenever a creature dies, untap this creature." Whenever a Shaman creature enters the battlefield, you may attach Thornbite Staff to it. Equip {4} MOR U Thornbow Archer {B} Creature - Elf Archer 1/2 Whenever Thornbow Archer attacks, each opponent who doesn't control an Elf loses 1 life. ORI C Thorncaster Sliver {4}{R} Creature - Sliver 2/2 Sliver creatures you control have "Whenever this creature attacks, it deals 1 damage to target creature or player." M14 R Thornling {3}{G}{G} Creature - Elemental Shapeshifter 4/4 {G}: Thornling gains haste until end of turn. {G}: Thornling gains trample until end of turn. {G}: Thornling gains indestructible until end of turn. {1}: Thornling gets +1/-1 until end of turn. {1}: Thornling gets -1/+1 until end of turn. CON M Thornscape Apprentice {G} Creature - Human Wizard 1/1 {R}, {T}: Target creature gains first strike until end of turn. {W}, {T}: Tap target creature. IN C, DDE C Thornscape Battlemage {2}{G} Creature - Elf Wizard 2/2 Kicker {R} and/or {W} (You may pay an additional {R} and/or {W} as you cast this spell.) When Thornscape Battlemage enters the battlefield, if it was kicked with its {R} kicker, it deals 2 damage to target creature or player. When Thornscape Battlemage enters the battlefield, if it was kicked with its {W} kicker, destroy target artifact. PS U, TSB S, DDE U Thornscape Familiar {1}{G} Creature - Insect 2/1 Red spells and white spells you cast cost {1} less to cast. PS C Thornscape Master {2}{G}{G} Creature - Human Wizard 2/2 {R}{R}, {T}: Thornscape Master deals 2 damage to target creature. {W}{W}, {T}: Target creature gains protection from the color of your choice until end of turn. IN R Thorntooth Witch {5}{B} Creature - Treefolk Shaman 3/4 Whenever you cast a Treefolk spell, you may have target creature get +3/-3 until end of turn. LRW U Thornwatch Scarecrow {6} Artifact Creature - Scarecrow 4/4 Thornwatch Scarecrow has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.) Thornwatch Scarecrow has vigilance as long as you control a white creature. SHM C Thornweald Archer {1}{G} Creature - Elf Archer 2/1 Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) FUT C, C14 C Thornwind Faeries {1}{U}{U} Creature - Faerie 1/1 Flying {T}: Thornwind Faeries deals 1 damage to target creature or player. GU C, C13 C Thornwood Falls Land Thornwood Falls enters the battlefield tapped. When Thornwood Falls enters the battlefield, you gain 1 life. {T}: Add {G} or {U} to your mana pool. KTK C, FRF C Thought Courier {1}{U} Creature - Human Wizard 1/1 {T}: Draw a card, then discard a card. 5DN C, 9ED U Thought Devourer {2}{U}{U} Creature - Beast 4/4 Flying Your maximum hand size is reduced by four. OD R Thought Dissector {4} Artifact {X}, {T}: Target opponent reveals cards from the top of his or her library until an artifact card or X cards are revealed, whichever comes first. If an artifact card is revealed this way, put it onto the battlefield under your control and sacrifice Thought Dissector. Put the rest of the revealed cards into that player's graveyard. DST R Thought Eater {1}{U} Creature - Beast 2/2 Flying Your maximum hand size is reduced by three. OD U Thought Gorger {2}{B}{B} Creature - Horror 2/2 Trample When Thought Gorger enters the battlefield, put a +1/+1 counter on it for each card in your hand. If you do, discard your hand. When Thought Gorger leaves the battlefield, draw a card for each +1/+1 counter on it. ROE R Thought Hemorrhage {2}{B}{R} Sorcery Name a nonland card. Target player reveals his or her hand. Thought Hemorrhage deals 3 damage to that player for each card with that name revealed this way. Search that player's graveyard, hand, and library for all cards with that name and exile them. Then that player shuffles his or her library. ARB R Thought Lash {2}{U}{U} Enchantment Cumulative upkeep-Exile the top card of your library. (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 a player doesn't pay Thought Lash's cumulative upkeep, that player exiles all cards from his or her library. Exile the top card of your library: Prevent the next 1 damage that would be dealt to you this turn. AL R, ME2 R Thought Nibbler {U} Creature - Beast 1/1 Flying Your maximum hand size is reduced by two. OD C Thought Prison {5} Artifact Imprint - When Thought Prison enters the battlefield, you may have target player reveal his or her hand. If you do, choose a nonland card from it and exile that card. Whenever a player casts a spell that shares a color or converted mana cost with the exiled card, Thought Prison deals 2 damage to that player. MRD U Thought Reflection {4}{U}{U}{U} Enchantment If you would draw a card, draw two cards instead. SHM R Thought Scour {U} Instant Target player puts the top two cards of his or her library into his or her graveyard. Draw a card. DKA C, DDM C Thoughtbind {2}{U} Instant Counter target spell with converted mana cost 4 or less. CHK C Thoughtbound Primoc {2}{R} Creature - Bird Beast 2/3 Flying At the beginning of your upkeep, if a player controls more Wizards than each other player, the player who controls the most Wizards gains control of Thoughtbound Primoc. ONS U Thoughtcast {4}{U} Sorcery Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Draw two cards. MRD C, DDF C, MM2 C Thoughtcutter Agent {U}{B} Artifact Creature - Human Rogue 1/1 {U}{B}, {T}: Target player loses 1 life and reveals his or her hand. ALA U Thoughtflare {3}{U}{R} Instant Draw four cards, then discard two cards. RTR U Thoughtlace {U} Instant Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.) 1E R, 2E R, 2U R, 3E R, 4E R Thoughtleech {G}{G} Enchantment Whenever an Island an opponent controls becomes tapped, you may gain 1 life. IA U, 7E U Thoughtpicker Witch {B} Creature - Human Wizard 1/1 {1}, Sacrifice a creature: Look at the top two cards of target opponent's library, then exile one of them. RAV C Thoughtrender Lamia {4}{B}{B} Enchantment Creature - Lamia 5/3 Constellation - Whenever Thoughtrender Lamia or another enchantment enters the battlefield under your control, each opponent discards a card. JOU U Thoughts of Ruin {2}{R}{R} Sorcery Each player sacrifices a land for each card in your hand. SOK R Thoughtseize {B} Sorcery Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. You lose 2 life. LRW R, THS R Thoughtweft Gambit {4}{W/U}{W/U} Instant Tap all creatures your opponents control and untap all creatures you control. SHM U Thoughtweft Trio {2}{W}{W} Creature - Kithkin Soldier 5/5 First strike, vigilance Champion a Kithkin (When this enters the battlefield, sacrifice it unless you exile another Kithkin you control. When this leaves the battlefield, that card returns to the battlefield.) Thoughtweft Trio can block any number of creatures. LRW R Thousand Winds {4}{U}{U} Creature - Elemental 5/6 Flying Morph {5}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Thousand Winds is turned face up, return all other tapped creatures to their owners' hands. DDN R, KTK R Thousand-Year Elixir {3} Artifact You may activate abilities of creatures you control as though those creatures had haste. {1}, {T}: Untap target creature. LRW R, C13 R Thousand-legged Kami {6}{G}{G} Creature - Spirit 6/6 Soulshift 7 (When this creature dies, you may return target Spirit card with converted mana cost 7 or less from your graveyard to your hand.) CHK U Thraben Doomsayer {1}{W}{W} Creature - Human Cleric 2/2 {T}: Put a 1/1 white Human creature token onto the battlefield. Fateful hour - As long as you have 5 or less life, other creatures you control get +2/+2. DKA R Thraben Heretic {1}{W} Creature - Human Wizard 2/2 {T}: Exile target creature card from a graveyard. DKA U Thraben Purebloods {4}{W} Creature - Hound 3/5 ISD C Thraben Sentry {3}{W} Creature - Human Soldier 2/2 Vigilance Whenever another creature you control dies, you may transform Thraben Sentry. ---- Thraben Militia (White) Creature - Human Soldier 5/4 Trample ISD C Thraben Valiant {1}{W} Creature - Human Soldier 2/1 Vigilance AVR C, DDL C Thragtusk {4}{G} Creature - Beast 5/3 When Thragtusk enters the battlefield, you gain 5 life. When Thragtusk leaves the battlefield, put a 3/3 green Beast creature token onto the battlefield. M13 R Thran Dynamo {4} Artifact {T}: Add {3} to your mana pool. CG U, ARC U, V13 M, C14 U Thran Forge {3} Artifact {2}: Until end of turn, target nonartifact creature gets +1/+0 and becomes an artifact in addition to its other types. WL U Thran Foundry {1} Artifact {1}, {T}, Exile Thran Foundry: Target player shuffles his or her graveyard into his or her library. CG U Thran Golem {5} Artifact Creature - Golem 3/3 As long as Thran Golem is enchanted, it gets +2/+2 and has flying, first strike, and trample. CG R, 9ED R, M12 U, PC2 U Thran Lens {2} Artifact All permanents are colorless. GU R Thran Quarry Land At the beginning of the end step, if you control no creatures, sacrifice Thran Quarry. {T}: Add one mana of any color to your mana pool. UZ R Thran Tome {4} Artifact {5}, {T}: Reveal the top three cards of your library. Target opponent chooses one of those cards. Put that card into your graveyard, then draw two cards. WL R Thran Turbine {1} Artifact At the beginning of your upkeep, you may add {1} or {2} to your mana pool. You can't spend this mana to cast spells. UZ U Thran War Machine {4} Artifact Creature - Construct 4/5 Echo {4} (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.) Thran War Machine attacks each turn if able. GU U Thran Weaponry {4} Artifact Echo {4} (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.) You may choose not to untap Thran Weaponry during your untap step. {2}, {T}: All creatures get +2/+2 for as long as Thran Weaponry remains tapped. GU R Thrashing Mossdog {3}{G} Creature - Plant Hound 3/3 Reach (This creature can block creatures with flying.) Scavenge {4}{G}{G} ({4}{G}{G}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.) DGM C Thrashing Mudspawn {3}{B}{B} Creature - Beast 4/4 Whenever Thrashing Mudspawn is dealt damage, you lose that much life. Morph {1}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Thrashing Wumpus {3}{B}{B} Creature - Beast 3/3 {B}: Thrashing Wumpus deals 1 damage to each creature and each player. MM R Thraximundar {4}{U}{B}{R} Legendary Creature - Zombie Assassin 6/6 Haste Whenever Thraximundar attacks, defending player sacrifices a creature. Whenever a player sacrifices a creature, you may put a +1/+1 counter on Thraximundar. ARB M, C13 M Threads of Disloyalty {1}{U}{U} Enchantment - Aura Enchant creature with converted mana cost 2 or less You control enchanted creature. BOK R Threaten {2}{R} Sorcery Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It can attack and {T} this turn.) ONS U, 9ED U, 10E U Three Dreams {4}{W} Sorcery Search your library for up to three Aura cards with different names, reveal them, and put them into your hand. Then shuffle your library. RAV R, PC2 R Three Tragedies {3}{B}{B} Sorcery - Arcane Target player discards three cards. BOK U Three Visits {1}{G} Sorcery Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library. PK C, ME3 C Three Wishes {1}{U}{U} Instant Exile the top three cards of your library face down. You may look at those cards for as long as they remain exiled. Until your next turn, you may play those cards. At the beginning of your next upkeep, put any of those cards you didn't play into your graveyard. VI R Thresher Beast {3}{G}{G} Creature - Beast 4/4 Whenever Thresher Beast becomes blocked, defending player sacrifices a land. PR C Thrill of the Hunt {G} Instant Target creature gets +1/+2 until end of turn. Flashback {W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) TSP C Thrill-Kill Assassin {1}{B} Creature - Human Assassin 1/2 Deathtouch Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) RTR U Thriss, Nantuko Primus {5}{G}{G} Legendary Creature - Insect Druid 5/5 {G}, {T}: Target creature gets +5/+5 until end of turn. JUD R Thrive {X}{G} Sorcery Put a +1/+1 counter on each of X target creatures. PR C, DIS C, MM2 C Throat Slitter {4}{B} Creature - Rat Ninja 2/2 Ninjutsu {2}{B} ({2}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Throat Slitter deals combat damage to a player, destroy target nonblack creature that player controls. BOK U, PC2 U Thromok the Insatiable {3}{R}{G} Legendary Creature - Hellion 0/0 Devour X, where X is the number of creatures devoured this way (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with X +1/+1 counters on it for each of those creatures.) PC2 M Throne of Bone {1} Artifact Whenever a player casts a black spell, you may pay {1}. If you do, you gain 1 life. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, 7E U, 8ED U Throne of Empires {4} Artifact {1}, {T}: Put a 1/1 white Soldier creature token onto the battlefield. Put five of those tokens onto the battlefield instead if you control artifacts named Crown of Empires and Scepter of Empires. M12 R Throne of Geth {2} Artifact {T}, Sacrifice an artifact: Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) SOM U Throttle {4}{B} Instant Target creature gets -4/-4 until end of turn. KTK C Through the Breach {4}{R} Instant - Arcane You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice that creature at the beginning of the next end step. Splice onto Arcane {2}{R}{R} (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.) CHK R Throwing Knife {2} Artifact - Equipment Equipped creature gets +2/+0. Whenever equipped creature attacks, you may sacrifice Throwing Knife. If you do, Throwing Knife deals 2 damage to target creature or player. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) ORI U Thrull Champion {4}{B} Creature - Thrull 2/2 Thrull creatures get +1/+1. {T}: Gain control of target Thrull for as long as you control Thrull Champion. FE R, MED R Thrull Parasite {B} Creature - Thrull 1/1 Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) {T}, Pay 2 life: Remove a counter from target nonland permanent. GTC U Thrull Retainer {B} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice Thrull Retainer: Regenerate enchanted creature. FE U, 5E U, MED C Thrull Surgeon {1}{B} Creature - Thrull 1/1 {1}{B}, Sacrifice Thrull Surgeon: Look at target player's hand and choose a card from it. That player discards that card. Activate this ability only any time you could cast a sorcery. EX C, 10E U, TPR C Thrull Wizard {2}{B} Creature - Thrull Wizard 1/1 {1}{B}: Counter target black spell unless that spell's controller pays {B} or {3}. FE U Thrumming Stone {5} Legendary Artifact Spells you cast have ripple 4. (Whenever you cast a spell, you may reveal the top four cards of your library. You may cast any revealed cards with the same name as the spell without paying their mana costs. Put the rest on the bottom of your library.) CSP R Thrummingbird {1}{U} Creature - Bird Horror 1/1 Flying Whenever Thrummingbird deals combat damage to a player, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) SOM U, MM2 C Thrun, the Last Troll {2}{G}{G} Legendary Creature - Troll Shaman 4/4 Thrun, the Last Troll can't be countered. Hexproof (This creature can't be the target of spells or abilities your opponents control.) {1}{G}: Regenerate Thrun. MBS M Thumbscrews {2} Artifact At the beginning of your upkeep, if you have five or more cards in hand, Thumbscrews deals 1 damage to target opponent. TE R Thunder Brute {4}{R}{R} Creature - Cyclops 5/5 Trample Tribute 3 (As this creature enters the battlefield, an opponent of your choice may place three +1/+1 counters on it.) When Thunder Brute enters the battlefield, if tribute wasn't paid, it gains haste until end of turn. BNG U Thunder Dragon {5}{R}{R} Creature - Dragon 5/5 Flying When Thunder Dragon enters the battlefield, it deals 3 damage to each creature without flying. P3 R, DRB R, ME4 R, DDG R Thunder Spirit {1}{W}{W} Creature - Elemental Spirit 2/2 Flying, first strike LE R, MED U Thunder Strike {1}{R} Instant Target creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.) M11 C, M14 C Thunder Totem {3} Artifact {T}: Add {W} to your mana pool. {1}{W}{W}: Thunder Totem becomes a 2/2 white Spirit artifact creature with flying and first strike until end of turn. TSP U Thunder Wall {1}{U}{U} Creature - Wall 0/2 Defender (This creature can't attack.) Flying {U}: Thunder Wall gets +1/+1 until end of turn. IA U, ME2 U Thunder of Hooves {3}{R} Sorcery Thunder of Hooves deals X damage to each creature without flying and each player, where X is the number of Beasts on the battlefield. ONS U Thunder-Thrash Elder {2}{R} Creature - Viashino Warrior 1/1 Devour 3 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with three times that many +1/+1 counters on it.) ALA U, PC2 U Thunderblade Charge {1}{R}{R} Sorcery Thunderblade Charge deals 3 damage to target creature or player. Whenever one or more creatures you control deal combat damage to a player, if Thunderblade Charge is in your graveyard, you may pay {2}{R}{R}{R}. If you do, you may cast it without paying its mana cost. FUT R Thunderblust {2}{R}{R}{R} Creature - Elemental 7/2 Haste Thunderblust has trample as long as it has a -1/-1 counter on it. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) EVE R, MM2 R Thunderbolt {1}{R} Instant Choose one - • Thunderbolt deals 3 damage to target player. • Thunderbolt deals 4 damage to target creature with flying. WL C, BD C, PD2 C, AVR C Thunderbreak Regent {2}{R}{R} Creature - Dragon 4/4 Flying Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, Thunderbreak Regent deals 3 damage to that player. DTK R Thunderclap {2}{R} Instant You may sacrifice a Mountain rather than pay Thunderclap's mana cost. Thunderclap deals 3 damage to target creature. MM C Thunderclap Wyvern {2}{W}{U} Creature - Drake 2/3 Flash (You may cast this spell any time you could cast an instant.) Flying Other creatures you control with flying get +1/+1. ORI U Thundercloud Elemental {5}{U}{U} Creature - Elemental 3/4 Flying {3}{U}: Tap all creatures with toughness 2 or less. {3}{U}: All other creatures lose flying until end of turn. SCG U Thundercloud Shaman {3}{R}{R} Creature - Giant Shaman 4/4 When Thundercloud Shaman enters the battlefield, it deals damage equal to the number of Giants you control to each non-Giant creature. LRW U, MMA U Thunderfoot Baloth {4}{G}{G} Creature - Beast 5/5 Trample Lieutenant - As long as you control your commander, Thunderfoot Baloth gets +2/+2 and other creatures you control get +2/+2 and have trample. C14 R Thunderheads {2}{U} Instant Replicate {2}{U} (When you cast this spell, copy it for each time you paid its replicate cost.) Put a 3/3 blue Weird creature token with defender and flying onto the battlefield. Exile it at the beginning of the next end step. GPT U, DDJ U Thundering Giant {3}{R}{R} Creature - Giant 4/3 Haste (This creature can attack and {T} as soon as it comes under your control.) UZ U, BD U, 10E U, MMA C, M15 C Thundering Tanadon {4}{P/G}{P/G} Artifact Creature - Beast 5/4 ({P/G} can be paid with either {G} or 2 life.) Trample NPH C Thundering Wurm {2}{G} Creature - Wurm 4/4 When Thundering Wurm enters the battlefield, sacrifice it unless you discard a land card. PO R Thundermare {5}{R} Creature - Elemental Horse 5/5 Haste (This creature can attack the turn it comes under your control.) When Thundermare enters the battlefield, tap all other creatures. PO R, WL R, 9ED R Thundermaw Hellkite {3}{R}{R} Creature - Dragon 5/5 Flying Haste (This creature can attack and {T} as soon as it comes under your control.) When Thundermaw Hellkite enters the battlefield, it deals 1 damage to each creature with flying your opponents control. Tap those creatures. M13 M Thunderous Might {1}{R} Enchantment - Aura Enchant creature Whenever enchanted creature attacks, it gets +X/+0 until end of turn, where X is your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) BNG U Thunderous Wrath {4}{R}{R} Instant Thunderous Wrath deals 5 damage to target creature or player. Miracle {R} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) AVR U Thunderscape Apprentice {R} Creature - Human Wizard 1/1 {B}, {T}: Target player loses 1 life. {G}, {T}: Target creature gets +1/+1 until end of turn. IN C Thunderscape Battlemage {2}{R} Creature - Human Wizard 2/2 Kicker {1}{B} and/or {G} (You may pay an additional {1}{B} and/or {G} as you cast this spell.) When Thunderscape Battlemage enters the battlefield, if it was kicked with its {1}{B} kicker, target player discards two cards. When Thunderscape Battlemage enters the battlefield, if it was kicked with its {G} kicker, destroy target enchantment. PS U, DDE U Thunderscape Familiar {1}{R} Creature - Kavu 1/1 First strike Black spells and green spells you cast cost {1} less to cast. PS C Thunderscape Master {2}{R}{R} Creature - Human Wizard 2/2 {B}{B}, {T}: Target player loses 2 life and you gain 2 life. {G}{G}, {T}: Creatures you control get +2/+2 until end of turn. IN R Thundersong Trumpeter {R}{W} Creature - Human Soldier 2/1 {T}: Target creature can't attack or block this turn. RAV C Thunderstaff {3} Artifact As long as Thunderstaff is untapped, if a creature would deal combat damage to you, prevent 1 of that damage. {2}, {T}: Attacking creatures get +1/+0 until end of turn. DST U, ARC U, C13 U Thwart {2}{U}{U} Instant You may return three Islands you control to their owner's hand rather than pay Thwart's mana cost. Counter target spell. MM U Tibalt, the Fiend-Blooded {R}{R} Planeswalker - Tibalt 2 [+1] Draw a card, then discard a card at random. [-4] Tibalt, the Fiend-Blooded deals damage equal to the number of cards in target player's hand to that player. [-6] Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn. AVR M, DDK M Tibor and Lumia {2}{U}{R} Legendary Creature - Human Wizard 3/3 Whenever you cast a blue spell, target creature gains flying until end of turn. Whenever you cast a red spell, Tibor and Lumia deals 1 damage to each creature without flying. GPT R Ticking Gnomes {3} Artifact Creature - Gnome 3/3 Echo {3} (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.) Sacrifice Ticking Gnomes: Ticking Gnomes deals 1 damage to target creature or player. GU U Tidal Bore {1}{U} Instant You may return an Island you control to its owner's hand rather than pay Tidal Bore's mana cost. You may tap or untap target creature. MM C Tidal Control {1}{U}{U} Enchantment Cumulative upkeep {2} (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.) Pay 2 life or {2}: Counter target red or green spell. Any player may activate this ability. AL R Tidal Courier {3}{U} Creature - Merfolk 1/2 When Tidal Courier enters the battlefield, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on the bottom of your library in any order. {3}{U}: Tidal Courier gains flying until end of turn. AP U Tidal Flats {U} Enchantment {U}{U}: For each attacking creature without flying, its controller may pay {1}. If he or she doesn't, creatures you control blocking that creature gain first strike until end of turn. FE C (x3) Tidal Force {5}{U}{U}{U} Creature - Elemental 7/7 At the beginning of each upkeep, you may tap or untap target permanent. C13 R Tidal Influence {2}{U} Enchantment Cast Tidal Influence only if no permanents named Tidal Influence are on the battlefield. Tidal Influence enters the battlefield with a tide counter on it. At the beginning of your upkeep, put a tide counter on Tidal Influence. As long as there is exactly one tide counter on Tidal Influence, all blue creatures get -2/-0. As long as there are exactly three tide counters on Tidal Influence, all blue creatures get +2/+0. Whenever there are four tide counters on Tidal Influence, remove all tide counters from it. FE U Tidal Kraken {5}{U}{U}{U} Creature - Kraken 6/6 Tidal Kraken can't be blocked. MM R, 8ED R, 9ED R Tidal Surge {1}{U} Sorcery Tap up to three target creatures without flying. PO C, ST C, P2 C, 6E C Tidal Visionary {U} Creature - Merfolk Wizard 1/1 {T}: Target creature becomes the color of your choice until end of turn. IN C Tidal Warrior {U} Creature - Merfolk Warrior 1/1 {T}: Target land becomes an Island until end of turn. ST C Tidal Wave {2}{U} Instant Put a 5/5 blue Wall creature token with defender onto the battlefield. Sacrifice it at the beginning of the next end step. MI U Tide Drifter {1}{U} Creature - Eldrazi Drone 0/5 Devoid (This card has no color.) Other colorless creatures you control get +0/+1. U Tide of War {4}{R}{R} Enchantment Whenever one or more creatures block, flip a coin. If you win the flip, each blocking creature is sacrificed by its controller. If you lose the flip, each blocked creature is sacrificed by its controller. CHK R Tidebinder Mage {U}{U} Creature - Merfolk Wizard 2/2 When Tidebinder Mage enters the battlefield, tap target red or green creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Tidebinder Mage. M14 R Tideforce Elemental {2}{U} Creature - Elemental 2/1 {U}, {T}: You may tap or untap another target creature. Landfall - Whenever a land enters the battlefield under your control, you may untap Tideforce Elemental. WWK U Tidehollow Sculler {W}{B} Artifact Creature - Zombie 2/2 When Tidehollow Sculler enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card. When Tidehollow Sculler leaves the battlefield, return the exiled card to its owner's hand. MD1 U, ALA U, MMA U Tidehollow Strix {U}{B} Artifact Creature - Bird 2/1 Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) ALA C, C13 C Tideshaper Mystic {U} Creature - Merfolk Wizard 1/1 {T}: Target land becomes the basic land type of your choice until end of turn. Activate this ability only during your turn. LRW C Tidespout Tyrant {5}{U}{U}{U} Creature - Djinn 5/5 Flying Whenever you cast a spell, return target permanent to its owner's hand. DIS R Tidewalker {2}{U} Creature - Elemental */* Tidewalker enters the battlefield with a time counter on it for each Island you control. Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.) Tidewalker's power and toughness are each equal to the number of time counters on it. PLC U Tidewater Minion {3}{U}{U} Creature - Elemental Minion 4/4 Defender (This creature can't attack.) {4}: Tidewater Minion loses defender until end of turn. {T}: Untap target permanent. RAV C Tidings {3}{U}{U} Sorcery Draw four cards. P3 U, 9ED U, 10E U Tiger Claws {2}{G} Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+1 and has trample. MM C Tigereye Cameo {3} Artifact {T}: Add {G} or {W} to your mana pool. IN U Tightening Coils {1}{U} Enchantment - Aura Enchant creature Enchanted creature gets -6/-0 and loses flying. C Tilling Treefolk {2}{G} Creature - Treefolk Druid 1/3 When Tilling Treefolk enters the battlefield, you may return up to two target land cards from your graveyard to your hand. EVE C Timber Protector {4}{G} Creature - Treefolk Warrior 4/6 Other Treefolk creatures you control get +1/+1. Other Treefolk and Forests you control have indestructible. LRW R Timber Wolves {G} Creature - Wolf 1/1 Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) 1E R, 2E R, 2U R, 3E R, 4E R Timberland Guide {1}{G} Creature - Human Scout 1/1 When Timberland Guide enters the battlefield, put a +1/+1 counter on target creature. AVR C Timberland Ruins Land Timberland Ruins enters the battlefield tapped. {T}: Add {G} to your mana pool. {T}, Sacrifice Timberland Ruins: Add one mana of any color to your mana pool. OD C Timberline Ridge Land Timberline Ridge doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from Timberline Ridge. {T}: Add {R} or {G} to your mana pool. Put a depletion counter on Timberline Ridge. IA R Timbermare {3}{G} Creature - Elemental Horse 5/5 Haste Echo {5}{G} (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.) When Timbermare enters the battlefield, tap all other creatures. PLC R Timbermaw Larva {3}{G} Creature - Beast 2/2 Whenever Timbermaw Larva attacks, it gets +1/+1 until end of turn for each Forest you control. ZEN C Timberpack Wolf {1}{G} Creature - Wolf 2/2 Timberpack Wolf gets +1/+1 for each other creature you control named Timberpack Wolf. M13 C, ORI C Timberwatch Elf {2}{G} Creature - Elf 1/2 {T}: Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield. LGN C, EVG C, C14 C, DD3_EVG C Time Bomb {4} Artifact At the beginning of your upkeep, put a time counter on Time Bomb. {1}, {T}, Sacrifice Time Bomb: Time Bomb deals damage equal to the number of time counters on it to each creature and each player. IA R, 5E R, ME2 R Time Distortion Phenomenon When you encounter Time Distortion, reverse the game's turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise. Then planeswalk away from this phenomenon.) PC2 C Time Ebb {2}{U} Sorcery Put target creature on top of its owner's library. PO C, TE C, P2 C, P3 C, P4 C, 9ED C, M14 C, TPR C Time Elemental {2}{U} Creature - Elemental 0/2 When Time Elemental attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you. {2}{U}{U}, {T}: Return target permanent that isn't enchanted to its owner's hand. LE R, 4E R, 5E R, MED R Time Reversal {3}{U}{U} Sorcery Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. Exile Time Reversal. M11 M, M12 M Time Sieve {U}{B} Artifact {T}, Sacrifice five artifacts: Take an extra turn after this one. ARB R Time Spiral {4}{U}{U} Sorcery Exile Time Spiral. Each player shuffles his or her graveyard and hand into his or her library, then draws seven cards. You untap up to six lands. UZ R Time Stop {4}{U}{U} Instant End the turn. (Exile all spells and abilities on the stack, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.) CHK R, 10E R Time Stretch {8}{U}{U} Sorcery Target player takes two extra turns after this one. OD R, 10E R Time Vault {2} Artifact Time Vault enters the battlefield tapped. Time Vault doesn't untap during your untap step. If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault. {T}: Take an extra turn after this one. 1E R, 2E R, 2U R, ME4 R, VMA M Time Walk {1}{U} Sorcery Take an extra turn after this one. 1E R, 2E R, 2U R, VMA B Time Warp {3}{U}{U} Sorcery Target player takes an extra turn after this one. TE R, P3 R, M10 M, TPR M Time and Tide {U}{U} Instant Simultaneously, all phased-out creatures phase in and all creatures with phasing phase out. VI U Time of Heroes {1}{W} Enchantment Each creature you control with a level counter on it gets +2/+2. ROE U Time of Need {1}{G} Sorcery Search your library for a legendary creature card, reveal it, and put it into your hand. Then shuffle your library. CHK U Time to Feed {2}{G} Sorcery Choose target creature an opponent controls. When that creature dies this turn, you gain 3 life. Target creature you control fights that creature. (Each deals damage equal to its power to the other.) THS C, DDO C Timebender {U} Creature - Human Wizard 1/1 Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Timebender is turned face up, choose one - • Remove two time counters from target permanent or suspended card. • Put two time counters on target permanent with a time counter on it or suspended card. PLC U Timecrafting {X}{R} Instant Choose one - • Remove X time counters from target permanent or suspended card. • Put X time counters on target permanent with a time counter on it or suspended card. PLC U Timely Hordemate {3}{W} Creature - Human Warrior 3/2 Raid - When Timely Hordemate enters the battlefield, if you attacked with a creature this turn, return target creature card with converted mana cost 2 or less from your graveyard to the battlefield. KTK U Timely Reinforcements {2}{W} Sorcery If you have less life than an opponent, you gain 6 life. If you control fewer creatures than an opponent, put three 1/1 white Soldier creature tokens onto the battlefield. M12 U Timesifter {5} Artifact At the beginning of each upkeep, each player exiles the top card of his or her library. The player who exiled the card with the highest converted mana cost takes an extra turn after this one. If two or more players' cards are tied for highest cost, the tied players repeat this process until the tie is broken. MRD R Timetwister {2}{U} Sorcery Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. (Then put Timetwister into its owner's graveyard.) 1E R, 2E R, 2U R, VMA B Timid Drake {2}{U} Creature - Drake 3/3 Flying When another creature enters the battlefield, return Timid Drake to its owner's hand. WL U, MM U Timmerian Fiends {1}{B}{B} Creature - Horror 1/1 Remove Timmerian Fiends from your deck before playing if you're not playing for ante. {B}{B}{B}, Sacrifice Timmerian Fiends: The owner of target artifact may ante the top card of his or her library. If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard. This change in ownership is permanent. HM R Tin Street Hooligan {1}{R} Creature - Goblin Rogue 2/1 When Tin Street Hooligan enters the battlefield, if {G} was spent to cast Tin Street Hooligan, destroy target artifact. GPT C Tin Street Market {4}{R} Enchantment - Aura Enchant land Enchanted land has "{T}, Discard a card: Draw a card." GTC C Tin-Wing Chimera {4} Artifact Creature - Chimera 2/2 Flying Sacrifice Tin-Wing Chimera: Put a +2/+2 counter on target Chimera creature. It gains flying. (This effect lasts indefinitely.) VI U Tinder Farm Land Tinder Farm enters the battlefield tapped. {T}: Add {G} to your mana pool. {T}, Sacrifice Tinder Farm: Add {R}{W} to your mana pool. IN C Tinder Wall {G} Creature - Plant Wall 0/3 Defender (This creature can't attack.) Sacrifice Tinder Wall: Add {R}{R} to your mana pool. {R}, Sacrifice Tinder Wall: Tinder Wall deals 2 damage to target creature it's blocking. IA C, ME2 C Tine Shrike {3}{W} Creature - Bird 2/1 Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) MBS C Tinker {2}{U} Sorcery As an additional cost to cast Tinker, sacrifice an artifact. Search your library for an artifact card and put that card onto the battlefield. Then shuffle your library. GU U, V09 M Tireless Missionaries {4}{W} Creature - Human Cleric 2/3 When Tireless Missionaries enters the battlefield, you gain 3 life. M11 C, M15 C Tireless Tribe {W} Creature - Human Nomad 1/1 Discard a card: Tireless Tribe gets +0/+4 until end of turn. OD C Titan Forge {3} Artifact {3}, {T}: Put a charge counter on Titan Forge. {T}, Remove three charge counters from Titan Forge: Put a 9/9 colorless Golem artifact creature token onto the battlefield. MBS R Titan of Eternal Fire {5}{R} Creature - Giant 5/6 Each Human creature you control has "{R}, {T}: This creature deals 1 damage to target creature or player." THS R Titan's Presence {3} Instant As an additional cost to cast Titan's Presence, reveal a colorless creature card from your hand. Exile target creature if its power is less than or equal to the revealed card's power. U Titan's Revenge {X}{R}{R} Sorcery Titan's Revenge deals X damage to target creature or player. Clash with an opponent. If you win, return Titan's Revenge to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) MOR R Titan's Strength {R} Instant Target creature gets +3/+1 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.) THS C, ORI C Titania Vanguard Hand +2, life -5 You may play an additional land on each of your turns. VAN S Titania's Boon {3}{G} Sorcery Put a +1/+1 counter on each creature you control. UZ U Titania's Chosen {2}{G} Creature - Elf Archer 1/1 Whenever a player casts a green spell, put a +1/+1 counter on Titania's Chosen. UZ U, C14 U Titania's Song {3}{G} Enchantment Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania's Song leaves the battlefield, this effect continues until end of turn. AQ U, 3E R, 4E R, 5E R, ME4 R Titania, Protector of Argoth {3}{G}{G} Legendary Creature - Elemental 5/3 When Titania, Protector of Argoth enters the battlefield, return target land card from your graveyard to the battlefield. Whenever a land you control is put into a graveyard from the battlefield, put a 5/3 green Elemental creature token onto the battlefield. C14 M Titanic Bulvox {6}{G}{G} Creature - Beast 7/4 Trample Morph {4}{G}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) SCG C Titanic Growth {1}{G} Instant Target creature gets +4/+4 until end of turn. M12 C, M13 C, M15 C, ORI C Titanic Ultimatum {R}{R}{G}{G}{G}{W}{W} Sorcery Until end of turn, creatures you control get +5/+5 and gain first strike, lifelink, and trample. ALA R, DDH R Titanium Golem {5} Artifact Creature - Golem 3/3 {1}{W}: Titanium Golem gains first strike until end of turn. MRD C Tithe {W} Instant Search your library for a Plains card. If target opponent controls more lands than you, you may search your library for an additional Plains card. Reveal those cards and put them into your hand. Then shuffle your library. VI R Tithe Drinker {W}{B} Creature - Vampire 2/1 Lifelink (Damage dealt by this creature also causes you to gain that much life.) Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) DGM C Tivadar of Thorn {1}{W}{W} Legendary Creature - Human Knight 2/2 First strike, protection from red When Tivadar of Thorn enters the battlefield, destroy target Goblin. TSP R Tivadar's Crusade {1}{W}{W} Sorcery Destroy all Goblins. DK U, MED U To Arms! {1}{W} Instant Untap all creatures you control. Draw a card. GPT U Tobias Andrion {3}{W}{U} Legendary Creature - Human Advisor 4/4 LE U, CH U, ME3 C Toil {2}{B} Sorcery Target player draws two cards and loses 2 life. Fuse (You may cast one or both halves of this card from your hand.) ---- Trouble {2}{R} Sorcery Trouble deals damage to target player equal to the number of cards in that player's hand. Fuse (You may cast one or both halves of this card from your hand.) DGM U Toil to Renown {1}{G} Sorcery You gain 1 life for each tapped artifact, creature, and land you control. SHM C Toils of Night and Day {2}{U} Instant - Arcane You may tap or untap target permanent, then you may tap or untap another target permanent. BOK C Tolaria Legendary Land {T}: Add {U} to your mana pool. {T}: Target creature loses banding and all "bands with other" abilities until end of turn. Activate this ability only during any upkeep step. LE U Tolaria West Land Tolaria West enters the battlefield tapped. {T}: Add {U} to your mana pool. Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with converted mana cost 0, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) FUT U Tolarian Academy Legendary Land {T}: Add {U} to your mana pool for each artifact you control. UZ R, VMA M Tolarian Drake {2}{U} Creature - Drake 2/4 Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) WL C Tolarian Emissary {2}{U} Creature - Human Wizard 1/2 Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.) Flying When Tolarian Emissary enters the battlefield, if it was kicked, destroy target enchantment. IN U Tolarian Entrancer {1}{U} Creature - Human Wizard 1/1 Whenever Tolarian Entrancer becomes blocked by a creature, gain control of that creature at end of combat. WL R Tolarian Sentinel {3}{U} Creature - Human Spellshaper 1/3 Flying {U}, {T}, Discard a card: Return target permanent you control to its owner's hand. TSP C Tolarian Serpent {5}{U}{U} Creature - Serpent 7/7 At the beginning of your upkeep, put the top seven cards of your library into your graveyard. WL R Tolarian Winds {1}{U} Instant Discard all the cards in your hand, then draw that many cards. UZ C, BD C, 7E C Tolsimir Wolfblood {4}{G}{W} Legendary Creature - Elf Warrior 3/4 Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. {T}: Put a legendary 2/2 green and white Wolf creature token named Voja onto the battlefield. RAV R Tomb Hex {2}{B} Instant Target creature gets -2/-2 until end of turn. Landfall - If you had a land enter the battlefield under your control this turn, that creature gets -4/-4 until end of turn instead. WWK C Tomb of Urami Legendary Land {T}: Add {B} to your mana pool. Tomb of Urami deals 1 damage to you if you don't control an Ogre. {2}{B}{B}, {T}, Sacrifice all lands you control: Put a legendary 5/5 black Demon Spirit creature token with flying named Urami onto the battlefield. SOK R Tomb of the Spirit Dragon Land {T}: Add {1} to your mana pool. {2}, {T}: You gain 1 life for each colorless creature you control. KTK U Tombfire {B} Sorcery Target player exiles all cards with flashback from his or her graveyard. OD R Tombstalker {6}{B}{B} Creature - Demon 5/5 Flying Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) FUT R, MMA R Tombstone Stairwell {2}{B}{B} World Enchantment Cumulative upkeep {1}{B} (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.) At the beginning of each upkeep, if Tombstone Stairwell is on the battlefield, each player puts a 2/2 black Zombie creature token with haste named Tombspawn onto the battlefield for each creature card in his or her graveyard. At the beginning of each end step or when Tombstone Stairwell leaves the battlefield, destroy all tokens put onto the battlefield with Tombstone Stairwell. They can't be regenerated. MI R Tome Scour {U} Sorcery Target player puts the top five cards of his or her library into his or her graveyard. M10 C, M11 C, M14 C Tomorrow, Azami's Familiar {5}{U} Legendary Creature - Spirit 1/5 If you would draw a card, look at the top three cards of your library instead. Put one of those cards into your hand and the rest on the bottom of your library in any order. BOK R Tonic Peddler {1}{W} Creature - Human Spellshaper 1/1 {W}, {T}, Discard a card: Target player gains 3 life. MM U Tooth and Claw {3}{R} Enchantment Sacrifice two creatures: Put a 3/1 red Beast creature token named Carnivore onto the battlefield. TE R, C13 R Tooth and Nail {5}{G}{G} Sorcery Choose one - • Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle your library. • Put up to two creature cards from your hand onto the battlefield. Entwine {2} (Choose both if you pay the entwine cost.) MRD R, MMA R Tooth of Chiss-Goria {3} Artifact Flash Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) {T}: Target creature gets +1/+0 until end of turn. MRD C Tooth of Ramos {3} Artifact {T}: Add {W} to your mana pool. Sacrifice Tooth of Ramos: Add {W} to your mana pool. MM R Tooth, Claw, and Tail Scheme When you set this scheme in motion, destroy up to three target nonland permanents. ARC C Topan Ascetic {2}{G} Creature - Human Monk 2/2 Tap an untapped creature you control: Topan Ascetic gets +1/+1 until end of turn. ALA U Topan Freeblade {1}{W} Creature - Human Soldier 2/2 Vigilance (Attacking doesn't cause this creature to tap.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) ORI C Topple {2}{W} Sorcery Exile target creature with the greatest power among creatures on the battlefield. (If two or more creatures are tied for greatest power, target any one of them.) NE C Tor Giant {3}{R} Creature - Giant 3/3 IA C Tor Wauki {2}{B}{B}{R} Legendary Creature - Human Archer 3/3 {T}: Tor Wauki deals 2 damage to target attacking or blocking creature. LE U, CH U, ME3 U Torch Drake {3}{U} Creature - Drake 2/2 Flying {1}{R}: Torch Drake gets +1/+0 until end of turn. GPT C Torch Fiend {1}{R} Creature - Devil 2/1 {R}, Sacrifice Torch Fiend: Destroy target artifact. DKA C, M13 U, CNS C, M15 C Torch Slinger {2}{R} Creature - Goblin Shaman 2/2 Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.) When Torch Slinger enters the battlefield, if it was kicked, it deals 2 damage to target creature. C, ZEN C Torch Song {2}{R} Enchantment At the beginning of your upkeep, you may put a verse counter on Torch Song. {2}{R}, Sacrifice Torch Song: Torch Song deals X damage to target creature or player, where X is the number of verse counters on Torch Song. UZ U Torchling {3}{R}{R} Creature - Shapeshifter 3/3 {R}: Untap Torchling. {R}: Target creature blocks Torchling this turn if able. {R}: Change the target of target spell that targets only Torchling. {1}: Torchling gets +1/-1 until end of turn. {1}: Torchling gets -1/+1 until end of turn. PLC R, DDI R Torii Watchward {4}{W} Creature - Spirit 3/3 Vigilance (Attacking doesn't cause this creature to tap.) Soulshift 4 (When this creature dies, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) SOK C Torment {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets -3/-0. ST C Tormented Angel {3}{W} Creature - Angel 1/5 Flying CG C Tormented Hero {B} Creature - Human Warrior 2/1 Tormented Hero enters the battlefield tapped. Heroic - Whenever you cast a spell that targets Tormented Hero, each opponent loses 1 life. You gain life equal to the life lost this way. THS U Tormented Pariah {3}{R} Creature - Human Warrior Werewolf 3/2 At the beginning of each upkeep, if no spells were cast last turn, transform Tormented Pariah. ---- Rampaging Werewolf (Red) Creature - Werewolf 6/4 At the beginning of each upkeep, if a player cast two or more spells last turn, transform Rampaging Werewolf. ISD C Tormented Soul {B} Creature - Spirit 1/1 Tormented Soul can't block and can't be blocked. M12 C, PC2 C, M13 C Tormented Thoughts {2}{B} Sorcery As an additional cost to cast Tormented Thoughts, sacrifice a creature. Target player discards a number of cards equal to the sacrificed creature's power. JOU U, ORI U Tormenting Voice {1}{R} Sorcery As an additional cost to cast Tormenting Voice, discard a card. Draw two cards. KTK C, DTK C Tormentor Exarch {3}{R} Creature - Cleric 2/2 When Tormentor Exarch enters the battlefield, choose one - • Target creature gets +2/+0 until end of turn. • Target creature gets -0/-2 until end of turn. NPH U Tormentor's Trident {2} Artifact - Equipment Equipped creature gets +3/+0 and attacks each turn if able. Equip {3} AVR U Tormod's Crypt {0} Artifact {T}, Sacrifice Tormod's Crypt: Exile all cards from target player's graveyard. DK U, CH C, TSB S, M13 U, M15 U, C14 U Tornado {4}{G} Enchantment Cumulative upkeep {G} (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.) {2}{G}, Pay 3 life for each velocity counter on Tornado: Destroy target permanent and put a velocity counter on Tornado. Activate this ability only once each turn. AL R, MED R Tornado Elemental {5}{G}{G} Creature - Elemental 6/6 When Tornado Elemental enters the battlefield, it deals 6 damage to each creature with flying. You may have Tornado Elemental assign its combat damage as though it weren't blocked. 5DN R, HOP R, C14 R Tornellan Protector {2}{W} Creature - Human Cleric 1/2 {T}: Choose a number from 1 to 3 at random. Until end of turn, if a source would deal damage to target creature or player, it deals that much damage minus the chosen number to that creature or player instead. DREAM S Torpid Moloch {R} Creature - Lizard 3/2 Defender (This creature can't attack.) Sacrifice three lands: Torpid Moloch loses defender until end of turn. RAV C Torpor Dust {2}{U/B} Enchantment - Aura Flash Enchant creature Enchanted creature gets -3/-0. SHM C Torpor Orb {2} Artifact Creatures entering the battlefield don't cause abilities to trigger. NPH R Torrent Elemental {4}{U} Creature - Elemental 3/5 Flying Whenever Torrent Elemental attacks, tap all creatures defending player controls. {3}{B/G}{B/G}: Put Torrent Elemental from exile onto the battlefield tapped. Activate this ability only any time you could cast a sorcery. FRF M Torrent of Fire {3}{R}{R} Sorcery Torrent of Fire deals damage equal to the highest converted mana cost among permanents you control to target creature or player. SCG C Torrent of Lava {X}{R}{R} Sorcery Torrent of Lava deals X damage to each creature without flying. As long as Torrent of Lava is on the stack, each creature has "{T}: Prevent the next 1 damage that would be dealt to this creature by Torrent of Lava this turn." MI R Torrent of Souls {4}{B/R} Sorcery Return up to one target creature card from your graveyard to the battlefield if {B} was spent to cast Torrent of Souls. Creatures target player controls get +2/+0 and gain haste until end of turn if {R} was spent to cast Torrent of Souls. (Do both if {B}{R} was spent.) SHM U, ARC U, DDK U Torrent of Stone {3}{R} Instant - Arcane Torrent of Stone deals 4 damage to target creature. Splice onto Arcane-Sacrifice two Mountains. (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.) BOK C, MMA C Torsten Von Ursus {3}{G}{G}{W} Legendary Creature - Human Soldier 5/5 LE U, ME3 C Tortoise Formation {3}{U} Instant Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.) ALA C Torture {B} Enchantment - Aura Enchant creature {1}{B}: Put a -1/-1 counter on enchanted creature. HM C (x2), 5E C, SHM C Torture Chamber {3} Artifact At the beginning of your upkeep, put a pain counter on Torture Chamber. At the beginning of your end step, Torture Chamber deals damage to you equal to the number of pain counters on it. {1}, {T}, Remove all pain counters from Torture Chamber: Torture Chamber deals damage to target creature equal to the number of pain counters removed this way. TE R Tortured Existence {B} Enchantment {B}, Discard a creature card: Return target creature card from your graveyard to your hand. ST C Toshiro Umezawa {1}{B}{B} Legendary Creature - Human Samurai 2/2 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever a creature an opponent controls dies, you may cast target instant card from your graveyard. If that card would be put into a graveyard this turn, exile it instead. BOK R Total War {3}{R} Enchantment Whenever a player attacks with one or more creatures, destroy all untapped non-Wall creatures that player controls that didn't attack, except for creatures the player hasn't controlled continuously since the beginning of the turn. IA R Totally Lost {4}{U} Instant Put target nonland permanent on top of its owner's library. GTC C Totem Speaker {4}{G} Creature - Elf Druid 3/3 Whenever a Beast enters the battlefield, you may gain 3 life. LGN U Totem-Guide Hartebeest {4}{W} Creature - Antelope 2/5 When Totem-Guide Hartebeest enters the battlefield, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle your library. ROE C, ORI U Touch of Brilliance {3}{U} Sorcery Draw two cards. PO C, P2 C, P3 C Touch of Darkness {B} Instant Any number of target creatures become black until end of turn. LE U Touch of Death {2}{B} Sorcery Touch of Death deals 1 damage to target player. You gain 1 life. Draw a card at the beginning of the next turn's upkeep. IA C, 5E C Touch of Invisibility {3}{U} Sorcery Target creature can't be blocked this turn. Draw a card. OD C Touch of Moonglove {B} Instant Target creature you control gets +1/+0 and gains deathtouch until end of turn. Whenever a creature dealt damage by that creature dies this turn, its controller loses 2 life. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.) ORI C Touch of Vitae {2}{G} Instant Until end of turn, target creature gains haste and "{0}: Untap this creature. Activate this ability only once." Draw a card at the beginning of the next turn's upkeep. IA U Touch of the Eternal {5}{W}{W} Enchantment At the beginning of your upkeep, count the number of permanents you control. Your life total becomes that number. M13 R Touch of the Void {2}{R} Sorcery Devoid (This card has no color.) Touch of the Void deals 3 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. C Touchstone {2} Artifact {T}: Tap target artifact you don't control. WL U Tourach's Chant {1}{B}{B} Enchantment At the beginning of your upkeep, sacrifice Tourach's Chant unless you pay {B}. Whenever a player puts a Forest onto the battlefield, Tourach's Chant deals 3 damage to that player unless he or she puts a -1/-1 counter on a creature he or she controls. FE U Tourach's Gate {1}{B}{B} Enchantment - Aura Enchant land you control Sacrifice a Thrull: Put three time counters on Tourach's Gate. At the beginning of your upkeep, remove a time counter from Tourach's Gate. If there are no time counters on Tourach's Gate, sacrifice it. Tap enchanted land: Attacking creatures you control get +2/-1 until end of turn. Activate this ability only if enchanted land is untapped. FE R Tower Above {2/G}{2/G}{2/G} Sorcery ({2/G} can be paid with any two mana or with {G}. This card's converted mana cost is 6.) Until end of turn, target creature gets +4/+4 and gains trample, wither, and "When this creature attacks, target creature blocks it this turn if able." (It deals damage to creatures in the form of -1/-1 counters.) SHM U Tower Defense {1}{G} Instant Creatures you control get +0/+5 and gain reach until end of turn. GTC U Tower Drake {2}{U} Creature - Drake 2/1 Flying {W}: Tower Drake gets +0/+1 until end of turn. IN C, RTR C Tower Gargoyle {1}{W}{U}{B} Artifact Creature - Gargoyle 4/4 Flying ALA U, C13 U Tower Geist {3}{U} Creature - Spirit 2/2 Flying When Tower Geist enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard. DKA U, ORI U Tower of Calamities {4} Artifact {8}, {T}: Tower of Calamities deals 12 damage to target creature. SOM R Tower of Champions {4} Artifact {8}, {T}: Target creature gets +6/+6 until end of turn. MRD R Tower of Coireall {2} Artifact {T}: Target creature can't be blocked by Walls this turn. DK U Tower of Eons {4} Artifact {8}, {T}: You gain 10 life. MRD R Tower of Fortunes {4} Artifact {8}, {T}: Draw four cards. MRD R, C13 R Tower of Murmurs {4} Artifact {8}, {T}: Target player puts the top eight cards of his or her library into his or her graveyard. MRD R Tower of the Magistrate Land {T}: Add {1} to your mana pool. {1}, {T}: Target creature gains protection from artifacts until end of turn. MM R Towering Baloth {6}{G}{G} Creature - Beast 7/6 Morph {6}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Towering Indrik {3}{G} Creature - Beast 2/4 Reach (This creature can block creatures with flying.) RTR C Towering Thunderfist {4}{R} Creature - Giant Soldier 4/4 {W}: Towering Thunderfist gains vigilance until end of turn. GTC C Town Sentry {2}{W} Creature - Human Soldier 2/2 Whenever Town Sentry blocks, it gets +0/+2 until end of turn. P2 C Toxic Deluge {2}{B} Sorcery As an additional cost to cast Toxic Deluge, pay X life. All creatures get -X/-X until end of turn. C13 R Toxic Iguanar {R} Creature - Lizard 1/1 Toxic Iguanar has deathtouch as long as you control a green permanent. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.) CON C Toxic Nim {4}{B}{B} Creature - Zombie 4/1 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) {B}: Regenerate Toxic Nim. NPH C Toxic Stench {1}{B} Instant Target nonblack creature gets -1/-1 until end of turn. Threshold - If seven or more cards are in your graveyard, instead destroy that creature. It can't be regenerated. JUD C Toxin Sliver {3}{B} Creature - Sliver 3/3 Whenever a Sliver deals combat damage to a creature, destroy that creature. It can't be regenerated. LGN R Toymaker {2} Artifact Creature - Spellshaper 1/1 {1}, {T}, Discard a card: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.) MM U Trace of Abundance {R/W}{G} Enchantment - Aura Enchant land Enchanted land has shroud. (It can't be the target of spells or abilities.) Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool. (in addition to the mana the land produces) ARB C Tracker {2}{G} Creature - Human 2/2 {G}{G}, {T}: Tracker deals damage equal to its power to target creature. That creature deals damage equal to its power to Tracker. DK R, ME3 U Tracker's Instincts {1}{G} Sorcery Reveal the top four cards of your library. Put a creature card from among them into your hand and the rest into your graveyard. Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA U Trade Caravan {W} Creature - Human Nomad 1/1 At the beginning of your upkeep, put a currency counter on Trade Caravan. Remove two currency counters from Trade Caravan: Untap target basic land. Activate this ability only during an opponent's upkeep. HM C (x2) Trade Routes {1}{U} Enchantment {1}: Return target land you control to its owner's hand. {1}, Discard a land card: Draw a card. MM R, 8ED R, 9ED R Trade Secrets {1}{U}{U} Sorcery Target opponent draws two cards, then you draw up to four cards. That opponent may repeat this process as many times as he or she chooses. ONS R, CMD R Tradewind Rider {3}{U} Creature - Spirit 1/4 Flying {T}, Tap two untapped creatures you control: Return target permanent to its owner's hand. TE R, VMA R, TPR R Tradewind Rider Avatar Vanguard Hand +1, life +4 {3}: Each player returns a permanent he or she controls to its owner's hand unless he or she pays 2 life. VAN S (x2) Trading Post {4} Artifact {1}, {T}, Discard a card: You gain 4 life. {1}, {T}, Pay 1 life: Put a 0/1 white Goat creature token onto the battlefield. {1}, {T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand. {1}, {T}, Sacrifice an artifact: Draw a card. M13 R, M14 R, C14 R Tragic Arrogance {3}{W}{W} Sorcery For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents he or she controls. ORI R Tragic Poet {W} Creature - Human 1/1 {T}, Sacrifice Tragic Poet: Return target enchantment card from your graveyard to your hand. GU C Tragic Slip {B} Instant Target creature gets -1/-1 until end of turn. Morbid - That creature gets -13/-13 until end of turn instead if a creature died this turn. DKA C, DDM C, CNS C, C14 C Trail of Mystery {1}{G} Enchantment Whenever a face-down creature enters the battlefield under your control, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn. KTK R Trail of the Mage-Rings Plane - Vryn Instant and sorcery spells have rebound. (The spell's controller exiles the spell as it resolves if he or she cast it from his or her hand. At the beginning of that player's next upkeep, he or she may cast that card from exile without paying its mana cost.) Whenever you roll CHAOS, you may search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle your library. PC2 C Trailblazer {2}{G}{G} Instant Target creature can't be blocked this turn. IA R Trailblazer's Boots {2} Artifact - Equipment Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.) Equip {2} ZEN U Train of Thought {1}{U} Sorcery Replicate {1}{U} (When you cast this spell, copy it for each time you paid its replicate cost.) Draw a card. GPT C, DDJ C Trained Armodon {1}{G}{G} Creature - Elephant 3/3 TE C, 6E C, 7E C, 8ED C, 9ED C, TPR C Trained Caracal {W} Creature - Cat 1/1 Lifelink (Damage dealt by this creature also causes you to gain that much life.) RTR C Trained Cheetah {2}{G} Creature - Cat 2/2 Whenever Trained Cheetah becomes blocked, it gets +1/+1 until end of turn. PK U Trained Condor {2}{U} Creature - Bird 2/1 Flying Whenever Trained Condor attacks, another target creature you control gains flying until end of turn. M14 C Trained Jackal {G} Creature - Hound 1/2 PK C Trained Orgg {6}{R} Creature - Orgg 6/6 P3 R, P4 R, 7E R Trained Pronghorn {1}{W} Creature - Antelope 1/1 Discard a card: Prevent all damage that would be dealt to Trained Pronghorn this turn. JUD C Training Drone {3} Artifact Creature - Drone 4/4 Training Drone can't attack or block unless it's equipped. MBS C Training Grounds {U} Enchantment Activated abilities of creatures you control cost up to {2} less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana. ROE R Trait Doctoring {U} Sorcery Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. 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.) DGM R Traitor's Clutch {4}{B} Instant Target creature gets +1/+0, becomes black, and gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) TSP C Traitor's Roar {4}{B/R} Sorcery Tap target untapped creature. It deals damage equal to its power to its controller. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.) SHM C Traitorous Blood {1}{R}{R} Sorcery Gain control of target creature until end of turn. Untap it. It gains trample and haste until end of turn. ISD C Traitorous Instinct {3}{R} Sorcery Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +2/+0 and gains haste. ROE U, RTR C Tranquil Cove Land Tranquil Cove enters the battlefield tapped. When Tranquil Cove enters the battlefield, you gain 1 life. {T}: Add {W} or {U} to your mana pool. KTK C, FRF C Tranquil Domain {1}{G} Instant Destroy all non-Aura enchantments. MI C Tranquil Garden Land {T}: Add {1} to your mana pool. {T}: Add {G} or {W} to your mana pool. Tranquil Garden doesn't untap during your next untap step. CHK U Tranquil Grove {1}{G} Enchantment {1}{G}{G}: Destroy all other enchantments. WL R, 6E R Tranquil Path {4}{G} Sorcery Destroy all enchantments. Draw a card. AP C Tranquil Thicket Land Tranquil Thicket enters the battlefield tapped. {T}: Add {G} to your mana pool. Cycling {G} ({G}, Discard this card: Draw a card.) ONS C, EVG C, ARC C, CMD C, DDJ C, C13 C, VMA C, C14 C, DD3_EVG C Tranquility {2}{G} Sorcery Destroy all enchantments. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, TE C, 6E C, MM C, BR C, IN C, 7E C, TPR U Transcendence {3}{W}{W}{W} Enchantment You don't lose the game for having 0 or less life. When you have 20 or more life, you lose the game. Whenever you lose life, you gain 2 life for each 1 life you lost. (Damage dealt to you causes you to lose life.) TOR R Transcendent Master {1}{W}{W} Creature - Human Cleric Avatar 3/3 Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.) LEVEL 6-11 6/6 Lifelink LEVEL 12+ 9/9 Lifelink, indestructible ROE M Transgress the Mind {1}{B} Sorcery Devoid (This card has no color.) Target player reveals his or her hand. You choose a card from it with converted mana cost 3 or greater and exile that card. U Transguild Courier {4} (White, Blue, Black, Red, Green) Artifact Creature - Golem 3/3 DIS U Transguild Promenade Land Transguild Promenade enters the battlefield tapped. When Transguild Promenade enters the battlefield, sacrifice it unless you pay {1}. {T}: Add one mana of any color to your mana pool. RTR C, C13 C Transluminant {1}{G} Creature - Dryad Shaman 2/2 {W}, Sacrifice Transluminant: Put a 1/1 white Spirit creature token with flying onto the battlefield at the beginning of the next end step. RAV C Transmogrifying Licid {3} Artifact Creature - Licid 2/2 {1}, {T}: Transmogrifying Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {1} to end this effect. Enchanted creature gets +1/+1 and is an artifact in addition to its other types. EX U Transmutation {1}{B} Instant Switch target creature's power and toughness until end of turn. LE C, CH C Transmute Artifact {U}{U} Sorcery Sacrifice an artifact. If you do, search your library for an artifact card. If that card's converted mana cost is less than or equal to the sacrificed artifact's converted mana cost, put it onto the battlefield. If it's greater, you may pay {X}, where X is the difference. If you do, put it onto the battlefield. If you don't, put it into its owner's graveyard. Then shuffle your library. AQ U, ME4 R Trap Digger {3}{W} Creature - Human Soldier 1/3 {2}{W}, {T}: Put a trap counter on target land you control. Sacrifice a land with a trap counter on it: Trap Digger deals 3 damage to target attacking creature without flying. SCG R Trap Essence {G}{U}{R} Instant Counter target creature spell. Put two +1/+1 counters on up to one target creature. KTK R Trap Runner {2}{W}{W} Creature - Human Soldier 2/3 {T}: Target unblocked attacking creature becomes blocked. Activate this ability only during combat after blockers are declared. (This ability works on creatures that can't be blocked.) MM U Trapfinder's Trick {1}{U} Sorcery Target player reveals his or her hand and discards all Trap cards. ZEN C Trapjaw Kelpie {4}{G/U}{G/U} Creature - Beast 3/3 Flash Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) EVE C Trapmaker's Snare {1}{U} Instant Search your library for a Trap card, reveal it, and put it into your hand. Then shuffle your library. ZEN U Traproot Kami {G} Creature - Spirit 0/* Defender, reach (This creature can block creatures with flying.) Traproot Kami's toughness is equal to the number of Forests on the battlefield. BOK C Trash for Treasure {2}{R} Sorcery As an additional cost to cast Trash for Treasure, sacrifice an artifact. Return target artifact card from your graveyard to the battlefield. MRD R Traumatic Visions {3}{U}{U} Instant Counter target spell. Basic landcycling {1}{U} ({1}{U}, Discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.) CON C, MMA C, DDN C Traumatize {3}{U}{U} Sorcery Target player puts the top half of his or her library, rounded down, into his or her graveyard. OD R, 9ED R, 10E R, M10 R, M11 R, M14 R Travel Preparations {1}{G} Sorcery Put a +1/+1 counter on each of up to two target creatures. Flashback {1}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD C Traveler's Amulet {1} Artifact {1}, Sacrifice Traveler's Amulet: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. ISD C, THS C Traveler's Cloak {2}{U} Enchantment - Aura Enchant creature As Traveler's Cloak enters the battlefield, choose a land type. When Traveler's Cloak enters the battlefield, draw a card. Enchanted creature has landwalk of the chosen type. (It can't be blocked as long as defending player controls a land of that type.) IN C, CNS C Traveling Philosopher {1}{W} Creature - Human Advisor 2/2 THS C Traveling Plague {3}{B}{B} Enchantment - Aura Enchant creature At the beginning of each upkeep, put a plague counter on Traveling Plague. Enchanted creature gets -1/-1 for each plague counter on Traveling Plague. When enchanted creature leaves the battlefield, that creature's controller returns Traveling Plague from its owner's graveyard to the battlefield. OD R Treacherous Link {1}{B} Enchantment - Aura Enchant creature All damage that would be dealt to enchanted creature is dealt to its controller instead. GU U Treacherous Pit-Dweller {B}{B} Creature - Demon 4/3 When Treacherous Pit-Dweller enters the battlefield from a graveyard, target opponent gains control of it. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) AVR R Treacherous Urge {4}{B} Instant Target opponent reveals his or her hand. You may put a creature card from it onto the battlefield under your control. That creature gains haste. Sacrifice it at the beginning of the next end step. PLC U Treacherous Vampire {4}{B} Creature - Vampire 4/4 Flying Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you exile a card from your graveyard. Threshold - As long as seven or more cards are in your graveyard, Treacherous Vampire gets +2/+2 and has "When Treacherous Vampire dies, you lose 6 life." JUD U Treacherous Werewolf {2}{B} Creature - Werewolf Minion 2/2 Threshold - As long as seven or more cards are in your graveyard, Treacherous Werewolf gets +2/+2 and has "When Treacherous Werewolf dies, you lose 4 life." JUD C Treachery {3}{U}{U} Enchantment - Aura Enchant creature When Treachery enters the battlefield, untap up to five lands. You control enchanted creature. CG R Tread Upon {1}{G} Instant Target creature gets +2/+2 and gains trample until end of turn. DTK C Treasonous Ogre {3}{R} Creature - Ogre Shaman 2/3 Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Pay 3 life: Add {R} to your mana pool. CNS U Treasure Cruise {7}{U} Sorcery Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Draw three cards. KTK C Treasure Hunt {1}{U} Sorcery Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand. WWK C Treasure Hunter {2}{W} Creature - Human 2/2 When Treasure Hunter enters the battlefield, you may return target artifact card from your graveyard to your hand. EX U, 10E U Treasure Mage {2}{U} Creature - Human Wizard 2/2 When Treasure Mage enters the battlefield, you may search your library for an artifact card with converted mana cost 6 or greater, reveal that card, and put it into your hand. If you do, shuffle your library. MBS U Treasure Trove {2}{U}{U} Enchantment {2}{U}{U}: Draw a card. EX U, 7E U, 8ED U, 9ED U Treasured Find {B}{G} Sorcery Return target card from your graveyard to your hand. Exile Treasured Find. RTR U, DDM U Treasury Thrull {4}{W}{B} Creature - Thrull 4/4 Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever Treasury Thrull attacks, you may return target artifact, creature, or enchantment card from your graveyard to your hand. GTC R Tree Monkey {G} Creature - Ape 1/1 Reach (This creature can block creatures with flying.) P2 C, 9ED C Tree of Redemption {3}{G} Creature - Plant 0/13 Defender {T}: Exchange your life total with Tree of Redemption's toughness. ISD M Tree of Tales Artifact Land (Tree of Tales isn't a spell.) {T}: Add {G} to your mana pool. MRD C, HOP C Treefolk Harbinger {G} Creature - Treefolk Druid 0/3 When Treefolk Harbinger enters the battlefield, you may search your library for a Treefolk or Forest card, reveal it, then shuffle your library and put that card on top of it. LRW U Treefolk Healer {4}{G} Creature - Treefolk Cleric 2/3 {2}{W}, {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. IN U Treefolk Mystic {3}{G} Creature - Treefolk 2/4 Whenever Treefolk Mystic blocks or becomes blocked by a creature, destroy all Auras attached to that creature. GU C Treefolk Seedlings {2}{G} Creature - Treefolk 2/* Treefolk Seedlings's toughness is equal to the number of Forests you control. UZ U, 7E U Treespring Lorian {5}{G} Creature - Beast 5/4 Morph {5}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS C Treetop Bracers {1}{G} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature gets +1/+1 and can't be blocked except by creatures with flying. NE C, 9ED C, 10E C Treetop Defense {1}{G} Instant Cast Treetop Defense only during the declare attackers step and only if you've been attacked this step. Creatures you control gain reach until end of turn. (They can block creatures with flying.) PO R Treetop Rangers {2}{G} Creature - Elf 2/2 Treetop Rangers can't be blocked except by creatures with flying. UZ C Treetop Scout {G} Creature - Elf Scout 1/1 Treetop Scout can't be blocked except by creatures with flying. SCG C Treetop Sentinel {2}{U}{U} Creature - Bird Soldier 2/3 Flying, protection from green OD U Treetop Village Land Treetop Village enters the battlefield tapped. {T}: Add {G} to your mana pool. {1}{G}: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (If it would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) GU U, 10E U, DDD U, DDG U, DD3_GVL U Tremble {1}{R} Sorcery Each player sacrifices a land. OD C Tremor {R} Sorcery Tremor deals 1 damage to each creature without flying. VI C, P2 C, 6E C, P3 C, MM C, 7E C, 8ED C Trench Gorger {6}{U}{U} Creature - Leviathan 6/6 Trample When Trench Gorger enters the battlefield, you may search your library for any number of land cards, exile them, then shuffle your library. If you do, Trench Gorger has base power and base toughness each equal to the number of cards exiled this way. CMD R Trench Wurm {3}{B} Creature - Wurm 3/3 {2}{R}, {T}: Destroy target nonbasic land. IN U Trenching Steed {3}{W} Creature - Horse Rebel 2/3 Sacrifice a land: Trenching Steed gets +0/+3 until end of turn. PR C Trepanation Blade {3} Artifact - Equipment Whenever equipped creature attacks, defending player reveals cards from the top of his or her library until he or she reveals a land card. The creature gets +1/+0 until end of turn for each card revealed this way. That player puts the revealed cards into his or her graveyard. Equip {2} ISD U Trespasser il-Vec {2}{B} Creature - Human Rogue 3/1 Discard a card: Trespasser il-Vec gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) TSP C Trespassing Souleater {3} Artifact Creature - Construct 2/2 {P/U}: Trespassing Souleater can't be blocked this turn. ({P/U} can be paid with either {U} or 2 life.) NPH C Tresserhorn Sinks Snow Land Tresserhorn Sinks enters the battlefield tapped. {T}: Add {B} or {R} to your mana pool. CSP U Tresserhorn Skyknight {5}{B}{B} Creature - Zombie Knight 5/3 Flying Prevent all damage that would be dealt to Tresserhorn Skyknight by creatures with first strike. CSP U Trestle Troll {1}{B}{G} Creature - Troll 1/4 Defender Reach (This creature can block creatures with flying.) {1}{B}{G}: Regenerate Trestle Troll. RTR C Treva's Attendant {5} Artifact Creature - Golem 3/3 {1}, Sacrifice Treva's Attendant: Add {G}{W}{U} to your mana pool. IN U Treva's Charm {G}{W}{U} Instant Choose one - • Destroy target enchantment. • Exile target attacking creature. • Draw a card, then discard a card. PS U, DDE U Treva's Ruins Land - Lair When Treva's Ruins enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {G}, {W}, or {U} to your mana pool. PS U Treva, the Renewer {3}{G}{W}{U} Legendary Creature - Dragon 6/6 Flying Whenever Treva, the Renewer deals combat damage to a player, you may pay {2}{W}. If you do, choose a color, then you gain 1 life for each permanent of that color. IN R, DDE R Triad of Fates {2}{W}{B} Legendary Creature - Human Wizard 3/3 {1}, {T}: Put a fate counter on another target creature. {W}, {T}: Exile target creature that has a fate counter on it, then return it to the battlefield under its owner's control. {B}, {T}: Exile target creature that has a fate counter on it. Its controller draws two cards. THS R Trial {W}{U} Instant Return all creatures blocking or blocked by target creature to their owner's hand. ---- Error {U}{B} Instant Counter target multicolored spell. DIS U Triangle of War {1} Artifact {2}, Sacrifice Triangle of War: Target creature you control fights target creature an opponent controls. (Each deals damage equal to its power to the other.) VI R, VMA U Triassic Egg {4} Artifact {3}, {T}: Put a hatchling counter on Triassic Egg. Sacrifice Triassic Egg: Choose one - • You may put a creature card from your hand onto the battlefield. Activate this ability only if two or more hatchling counters are on Triassic Egg. • Return target creature card from your graveyard to the battlefield. Activate this ability only if two or more hatchling counters are on Triassic Egg. LE R, CH R, ME4 R Tribal Flames {1}{R} Sorcery Domain - Tribal Flames deals X damage to target creature or player, where X is the number of basic land types among lands you control. IN C, TSB S, DDE C, MMA U, MM2 C Tribal Forcemage {1}{G} Creature - Elf Wizard 1/1 Morph {1}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Tribal Forcemage is turned face up, creatures of the creature type of your choice get +2/+2 and gain trample until end of turn. LGN R Tribal Golem {6} Artifact Creature - Golem 4/4 Tribal Golem has trample as long as you control a Beast, haste as long as you control a Goblin, first strike as long as you control a Soldier, flying as long as you control a Wizard, and "{B}: Regenerate Tribal Golem" as long as you control a Zombie. ONS R Tribal Unity {X}{2}{G} Instant Creatures of the creature type of your choice get +X/+X until end of turn. ONS U, HOP U Tribute to Hunger {2}{B} Instant Target opponent sacrifices a creature. You gain life equal to that creature's toughness. ISD U Tribute to the Wild {1}{G} Instant Each opponent sacrifices an artifact or enchantment. CMD U, VMA C Trickbind {1}{U} Instant Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be activated this turn. (Mana abilities can't be targeted.) TSP R Trickery Charm {U} Instant Choose one - • Target creature gains flying until end of turn. • Target creature becomes the creature type of your choice until end of turn. • Look at the top four cards of your library, then put them back in any order. ONS C Tricks of the Trade {3}{U} Enchantment - Aura Enchant creature Enchanted creature gets +2/+0 and can't be blocked. M13 C Trickster Mage {U} Creature - Human Spellshaper 1/1 {U}, {T}, Discard a card: You may tap or untap target artifact, creature, or land. NE C Triclopean Sight {1}{W} Enchantment - Aura Flash Enchant creature When Triclopean Sight enters the battlefield, untap enchanted creature. Enchanted creature gets +1/+1 and has vigilance. LRW C Trigon of Corruption {4} Artifact Trigon of Corruption enters the battlefield with three charge counters on it. {B}{B}, {T}: Put a charge counter on Trigon of Corruption. {2}, {T}, Remove a charge counter from Trigon of Corruption: Put a -1/-1 counter on target creature. SOM U Trigon of Infestation {4} Artifact Trigon of Infestation enters the battlefield with three charge counters on it. {G}{G}, {T}: Put a charge counter on Trigon of Infestation. {2}, {T}, Remove a charge counter from Trigon of Infestation: Put a 1/1 green Insect creature token with infect onto the battlefield. SOM U Trigon of Mending {2} Artifact Trigon of Mending enters the battlefield with three charge counters on it. {W}{W}, {T}: Put a charge counter on Trigon of Mending. {2}, {T}, Remove a charge counter from Trigon of Mending: Target player gains 3 life. SOM U Trigon of Rage {2} Artifact Trigon of Rage enters the battlefield with three charge counters on it. {R}{R}, {T}: Put a charge counter on Trigon of Rage. {2}, {T}, Remove a charge counter from Trigon of Rage: Target creature gets +3/+0 until end of turn. SOM U Trigon of Thought {5} Artifact Trigon of Thought enters the battlefield with three charge counters on it. {U}{U}, {T}: Put a charge counter on Trigon of Thought. {2}, {T}, Remove a charge counter from Trigon of Thought: Draw a card. SOM U Trinisphere {3} Artifact As long as Trinisphere is untapped, each spell that would cost less than three mana to cast costs three mana to cast. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost {1}{B} to cast costs {2}{B} to cast instead.) DST R, V09 M Trinket Mage {2}{U} Creature - Human Wizard 2/2 When Trinket Mage enters the battlefield, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library. 5DN C, DDF C, SOM U Trip Noose {2} Artifact {2}, {T}: Tap target creature. SHM U, DDF U Trip Wire {2}{G} Sorcery Destroy target creature with horsemanship. PK U, ME3 C Triplicate Spirits {4}{W}{W} Sorcery Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Put three 1/1 white Spirit creature tokens with flying onto the battlefield. (They can't be blocked except by creatures with flying or reach.) M15 C Triskelavus {7} Artifact Creature - Construct 1/1 Flying Triskelavus enters the battlefield with three +1/+1 counters on it. {1}, Remove a +1/+1 counter from Triskelavus: Put a 1/1 colorless Triskelavite artifact creature token with flying onto the battlefield. It has "Sacrifice this creature: This creature deals 1 damage to target creature or player." TSP R, CMD R Triskelion {6} Artifact Creature - Construct 1/1 Triskelion enters the battlefield with three +1/+1 counters on it. Remove a +1/+1 counter from Triskelion: Triskelion deals 1 damage to target creature or player. AQ R, 4E R, MRD R, M11 R, DDF R Triton Cavalry {3}{U} Creature - Merfolk Soldier 2/4 Heroic - Whenever you cast a spell that targets Triton Cavalry, you may return target enchantment to its owner's hand. JOU U Triton Fortune Hunter {2}{U} Creature - Merfolk Soldier 2/2 Heroic - Whenever you cast a spell that targets Triton Fortune Hunter, draw a card. THS U Triton Shorestalker {U} Creature - Merfolk Rogue 1/1 Triton Shorestalker can't be blocked. JOU C Triton Shorethief {U} Creature - Merfolk Rogue 1/2 THS C Triton Tactics {U} Instant Up to two target creatures each get +0/+3 until end of turn. Untap those creatures. At this turn's next end of combat, tap each creature that was blocked by one of those creatures this turn and it doesn't untap during its controller's next untap step. THS U Triumph of Cruelty {2}{B} Enchantment At the beginning of your upkeep, target opponent discards a card if you control the creature with the greatest power or tied for the greatest power. AVR U Triumph of Ferocity {2}{G} Enchantment At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power. AVR U Triumph of the Hordes {2}{G}{G} Sorcery Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) NPH U Trokin High Guard {3}{W} Creature - Human Knight 3/3 P2 C Troll Ascetic {1}{G}{G} Creature - Troll Shaman 3/2 Hexproof (This creature can't be the target of spells or abilities your opponents control.) {1}{G}: Regenerate Troll Ascetic. MRD R, 10E R, CMD R, DDL R Troll-Horn Cameo {3} Artifact {T}: Add {R} or {G} to your mana pool. IN U Trollhide {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has "{1}{G}: Regenerate this creature." (The next time the creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) M12 C, M14 C Trolls of Tel-Jilad {5}{G}{G} Creature - Troll Shaman 5/6 {1}{G}: Regenerate target green creature. MRD U Tromokratis {5}{U}{U} Legendary Creature - Kraken 8/8 Tromokratis has hexproof unless it's attacking or blocking. Tromokratis can't be blocked unless all creatures defending player controls block it. (If any creature that player controls doesn't block this creature, it can't be blocked.) BNG R Tromp the Domains {5}{G} Sorcery Domain - Until end of turn, creatures you control gain trample and get +1/+1 for each basic land type among lands you control. TSP U, MMA U Trophy Hunter {2}{G} Creature - Human Archer 2/3 {1}{G}: Trophy Hunter deals 1 damage to target creature with flying. Whenever a creature with flying dealt damage by Trophy Hunter this turn dies, put a +1/+1 counter on Trophy Hunter. RAV U Tropical Island Land - Forest Island ({T}: Add {G} or {U} to your mana pool.) 1E R, 2E R, 2U R, 3E R, ME3 R, ME4 R, VMA R Tropical Storm {X}{G} Sorcery Tropical Storm deals X damage to each creature with flying and 1 additional damage to each blue creature. MI U Trostani's Judgment {5}{W} Instant Exile target creature, then populate. (Put a token onto the battlefield that's a copy of a creature token you control.) RTR C Trostani's Summoner {5}{G}{W} Creature - Elf Shaman 1/1 When Trostani's Summoner enters the battlefield, put a 2/2 white Knight creature token with vigilance, a 3/3 green Centaur creature token, and a 4/4 green Rhino creature token with trample onto the battlefield. DGM U Trostani, Selesnya's Voice {G}{G}{W}{W} Legendary Creature - Dryad 2/5 Whenever another creature enters the battlefield under your control, you gain life equal to that creature's toughness. {1}{G}{W}, {T}: Populate. (Put a token onto the battlefield that's a copy of a creature token you control.) RTR M Troubled Healer {2}{W} Creature - Human Cleric 1/2 Sacrifice a land: Prevent the next 2 damage that would be dealt to target creature or player this turn. PR C Troublesome Spirit {2}{U}{U} Creature - Spirit 3/4 Flying At the beginning of your end step, tap all lands you control. PR R Truce {2}{W} Instant Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life. HM R, 5E R True Believer {W}{W} Creature - Human Cleric 2/2 You have shroud. (You can't be the target of spells or abilities.) ONS R, 10E R True Conviction {3}{W}{W}{W} Enchantment Creatures you control have double strike and lifelink. SOM R, C14 R True-Name Nemesis {1}{U}{U} Creature - Merfolk Rogue 3/1 As True-Name Nemesis enters the battlefield, choose a player. True-Name Nemesis has protection from the chosen player. (This creature can't be blocked, targeted, dealt damage, or enchanted by anything controlled by that player.) C13 R Truefire Paladin {R}{W} Creature - Human Knight 2/2 Vigilance {R}{W}: Truefire Paladin gets +2/+0 until end of turn. {R}{W}: Truefire Paladin gains first strike until end of turn. GTC U, DDL U Truga Jungle Plane - Ergamon All lands have "{T}: Add one mana of any color to your mana pool." Whenever you roll CHAOS, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order. PC2 C Trumpet Blast {2}{R} Instant Attacking creatures get +2/+0 until end of turn. CG C, M10 C, M13 C, CNS C, KTK C Trumpeting Armodon {3}{G} Creature - Elephant 3/3 {1}{G}: Target creature blocks Trumpeting Armodon this turn if able. TE U, BR U Trusted Advisor {U} Creature - Human Advisor 1/2 Your maximum hand size is increased by two. At the beginning of your upkeep, return a blue creature you control to its owner's hand. SOK U Trusted Forcemage {2}{G} Creature - Human Shaman 2/2 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Trusted Forcemage is paired with another creature, each of those creatures gets +1/+1. AVR C Trusty Machete {1} Artifact - Equipment Equipped creature gets +2/+1. Equip {2} ZEN U Truth or Tale {1}{U} Instant Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put a card from the chosen pile into your hand, then put all other cards revealed this way on the bottom of your library in any order. TSP U Trygon Predator {1}{G}{U} Creature - Beast 2/3 Flying Whenever Trygon Predator deals combat damage to a player, you may destroy target artifact or enchantment that player controls. DIS U, MMA U Tsabo Tavoc {5}{B}{R} Legendary Creature - Horror 7/4 First strike, protection from legendary creatures {B}{B}, {T}: Destroy target legendary creature. It can't be regenerated. IN R Tsabo's Assassin {2}{B}{B} Creature - Zombie Assassin 1/1 {T}: Destroy target creature if it shares a color with the most common color among all permanents or a color tied for most common. A creature destroyed this way can't be regenerated. IN R Tsabo's Decree {5}{B} Instant Choose a creature type. Target player reveals his or her hand and discards all creature cards of that type. Then destroy all creatures of that type that player controls. They can't be regenerated. IN R Tsabo's Web {2} Artifact When Tsabo's Web enters the battlefield, draw a card. Each land with an activated ability that isn't a mana ability doesn't untap during its controller's untap step. IN R Tsunami {3}{G} Sorcery Destroy all Islands. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, ME4 R Tukatongue Thallid {G} Creature - Fungus 1/1 When Tukatongue Thallid dies, put a 1/1 green Saproling creature token onto the battlefield. CON C, PC2 C, MM2 C Tuknir Deathlock {R}{R}{G}{G} Legendary Creature - Human Wizard 2/2 Flying {R}{G}, {T}: Target creature gets +2/+2 until end of turn. LE R, ME3 U Tuktuk Grunts {4}{R} Creature - Goblin Warrior Ally 2/2 Haste Whenever Tuktuk Grunts or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Tuktuk Grunts. ZEN C Tuktuk Scrapper {3}{R} Creature - Goblin Artificer Ally 2/2 Whenever Tuktuk Scrapper or another Ally enters the battlefield under your control, you may destroy target artifact. If that artifact is put into a graveyard this way, Tuktuk Scrapper deals damage to that artifact's controller equal to the number of Allies you control. WWK U Tuktuk the Explorer {2}{R} Legendary Creature - Goblin 1/1 Haste When Tuktuk the Explorer dies, put a legendary 5/5 colorless Goblin Golem artifact creature token named Tuktuk the Returned onto the battlefield. ROE R, C14 R Tumble Magnet {3} Artifact Tumble Magnet enters the battlefield with three charge counters on it. {T}, Remove a charge counter from Tumble Magnet: Tap target artifact or creature. SOM C, MM2 U Tundra Land - Plains Island ({T}: Add {W} or {U} to your mana pool.) 1E R, 2E R, 2U R, 3E R, ME2 R, ME4 R, VMA R Tundra Kavu {2}{R} Creature - Kavu 2/2 {T}: Target land becomes a Plains or an Island until end of turn. AP C Tundra Wolves {W} Creature - Wolf 1/1 First strike (This creature deals combat damage before creatures without first strike.) LE C, 4E C, 5E C, 6E C, 8ED C, 10E C Tunnel {R} Instant Destroy target Wall. It can't be regenerated. 1E U, 2E U, 2U U, 3E U, 4E U Tunnel Ignus {1}{R} Creature - Elemental 2/1 Whenever a land enters the battlefield under an opponent's control, if that player had another land enter the battlefield under his or her control this turn, Tunnel Ignus deals 3 damage to that player. SOM R Tunnel Vision {5}{U} Sorcery Name a card. Target player reveals cards from the top of his or her library until the named card is revealed. If it is, that player puts the rest of the revealed cards into his or her graveyard and puts the named card on top of his or her library. Otherwise, the player shuffles his or her library. RAV R Tunneler Wurm {6}{G}{G} Creature - Wurm 6/6 Discard a card: Regenerate Tunneler Wurm. JUD U Tunneling Geopede {2}{R} Creature - Insect 3/2 Landfall - Whenever a land enters the battlefield under your control, Tunneling Geopede deals 1 damage to each opponent. U Turbulent Dreams {U}{U} Sorcery As an additional cost to cast Turbulent Dreams, discard X cards. Return X target nonland permanents to their owners' hands. TOR R Turf Wound {2}{R} Instant Target player can't play land cards this turn. Draw a card. IN C Turn {2}{U} Instant Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1. Fuse (You may cast one or both halves of this card from your hand.) ---- Burn {1}{R} Instant Burn deals 2 damage to target creature or player. Fuse (You may cast one or both halves of this card from your hand.) DGM U Turn Against {4}{R} Instant Devoid (This card has no color.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. U Turn Aside {U} Instant Counter target spell that targets a permanent you control. SOM C Turn the Tables {3}{W}{W} Instant All combat damage that would be dealt to you this turn is dealt to target attacking creature instead. DST R Turn the Tide {1}{U} Instant Creatures your opponents control get -2/-0 until end of turn. MBS C, CNS C Turn to Dust {G} Instant Destroy target Equipment. Add {G} to your mana pool. MRD C Turn to Frog {1}{U} Instant Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1. M12 U, M15 U, C14 U, ORI U Turn to Mist {1}{W/U} Instant Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step. SHM C Turn to Slag {3}{R}{R} Sorcery Turn to Slag deals 5 damage to target creature. Destroy all Equipment attached to that creature. SOM C, M13 C Turnabout {2}{U}{U} Instant Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls. UZ U, VMA U Turntimber Basilisk {1}{G}{G} Creature - Basilisk 2/1 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Landfall - Whenever a land enters the battlefield under your control, you may have target creature block Turntimber Basilisk this turn if able. U, ZEN U Turntimber Grove Land Turntimber Grove enters the battlefield tapped. When Turntimber Grove enters the battlefield, target creature gets +1/+1 until end of turn. {T}: Add {G} to your mana pool. C, ZEN C Turntimber Ranger {3}{G}{G} Creature - Elf Scout Ally 2/2 Whenever Turntimber Ranger or another Ally enters the battlefield under your control, you may put a 2/2 green Wolf creature token onto the battlefield. If you do, put a +1/+1 counter on Turntimber Ranger. ZEN R Turri Island Plane - Ir Creature spells cost {2} less to cast. Whenever you roll CHAOS, reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard. HOP C Turtleshell Changeling {3}{U} Creature - Shapeshifter 1/4 Changeling (This card is every creature type.) {1}{U}: Switch Turtleshell Changeling's power and toughness until end of turn. LRW U Tusked Colossodon {4}{G}{G} Creature - Beast 6/5 KTK C Tuskguard Captain {2}{G} Creature - Human Warrior 2/3 Outlast {G} ({G}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has trample. KTK U Twiddle {U} Instant You may tap or untap target artifact, creature, or land. 1E C, 2E C, 2U C, 4E C, 5E C, 7E C, 8ED C Twigwalker {2}{G} Creature - Insect 2/2 {1}{G}, Sacrifice Twigwalker: Two target creatures each get +2/+2 until end of turn. OD U Twilight Drover {2}{W} Creature - Spirit 1/1 Whenever a creature token leaves the battlefield, put a +1/+1 counter on Twilight Drover. {2}{W}, Remove a +1/+1 counter from Twilight Drover: Put two 1/1 white Spirit creature tokens with flying onto the battlefield. RAV R, DDK R Twilight Mire Land {T}: Add {1} to your mana pool. {B/G}, {T}: Add {B}{B}, {B}{G}, or {G}{G} to your mana pool. EVE R Twilight Shepherd {3}{W}{W}{W} Creature - Angel 5/5 Flying, vigilance When Twilight Shepherd enters the battlefield, return to your hand all cards in your graveyard that were put there from the battlefield this turn. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM R, DDC R, C14 R, DD3_DVD R Twilight's Call {4}{B}{B} Sorcery You may cast Twilight's Call as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) Each player returns all creature cards from his or her graveyard to the battlefield. IN R, DDJ R Twin Bolt {1}{R} Instant Twin Bolt deals 2 damage divided as you choose among one or two target creatures and/or players. DTK C Twinblade Slasher {G} Creature - Elf Warrior 1/1 Wither (This deals damage to creatures in the form of -1/-1 counters.) {1}{G}: Twinblade Slasher gets +2/+2 until end of turn. Activate this ability only once each turn. EVE U Twincast {U}{U} Instant Copy target instant or sorcery spell. You may choose new targets for the copy. SOK R, 10E R, M10 R Twinflame {1}{R} Sorcery Strive - Twinflame costs {2}{R} more to cast for each target beyond the first. Choose any number of target creatures you control. For each of them, put a token that's a copy of that creature onto the battlefield. Those tokens have haste. Exile them at the beginning of the next end step. JOU R Twinning Glass {4} Artifact {1}, {T}: You may cast a nonland card from your hand without paying its mana cost if it has the same name as a spell that was cast this turn. LRW R Twinstrike {3}{B}{R} Instant Twinstrike deals 2 damage to each of two target creatures. Hellbent - Destroy those creatures instead if you have no cards in hand. DIS U Twist Allegiance {6}{R} Sorcery You and target opponent each gain control of all creatures the other controls until end of turn. Untap those creatures. Those creatures gain haste until end of turn. BOK R Twisted Abomination {5}{B} Creature - Zombie Mutant 5/3 {B}: Regenerate Twisted Abomination. Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.) SCG C, TSB S, DDD C, ARC C, PD3 C, CNS C, DD3_GVL C Twisted Experiment {1}{B} Enchantment - Aura Enchant creature Enchanted creature gets +3/-1. CG C Twisted Image {U} Instant Switch target creature's power and toughness until end of turn. Draw a card. SOM U Twisted Justice {4}{U}{B} Sorcery Target player sacrifices a creature. You draw cards equal to that creature's power. RAV U Twitch {2}{U} Instant You may tap or untap target artifact, creature, or land. Draw a card. TE C, 10E C, WWK C, TPR C Two-Headed Cerberus {1}{R}{R} Creature - Hound 1/2 Double strike (This creature deals both first-strike and regular combat damage.) THS C Two-Headed Dragon {4}{R}{R} Creature - Dragon 4/4 Flying Menace (This creature can't be blocked except by two or more creatures.) Two-Headed Dragon can block an additional creature. {1}{R}: Two-Headed Dragon gets +2/+0 until end of turn. MM R, 8ED R, DRB R, ARC R Two-Headed Giant of Foriys {4}{R} Creature - Giant 4/4 Trample Two-Headed Giant of Foriys can block an additional creature. 1E R, 2E R, 2U R, ME4 U Two-Headed Giant of Foriys Avatar Vanguard Hand +1, life -4 Creatures you control have menace. (They can't be blocked except by two or more creatures.) Each creature you control can block an additional creature each combat. VAN S Two-Headed Sliver {1}{R} Creature - Sliver 1/1 All Sliver creatures have menace. (They can't be blocked except by two or more creatures.) TSP C Tymaret, the Murder King {B}{R} Legendary Creature - Zombie Warrior 2/2 {1}{R}, Sacrifice another creature: Tymaret, the Murder King deals 2 damage to target player. {1}{B}, Sacrifice a creature: Return Tymaret from your graveyard to your hand. THS R Typhoid Rats {B} Creature - Rat 1/1 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) ISD C, CNS C, M15 C, FRF C Typhoon {2}{G} Sorcery Typhoon deals damage to each opponent equal to the number of Islands that player controls. LE R Tyrannize {3}{B/R}{B/R} Sorcery Target player discards his or her hand unless he or she pays 7 life. SHM R Tyrant of Discord {4}{R}{R}{R} Creature - Elemental 7/7 When Tyrant of Discord enters the battlefield, target opponent chooses a permanent he or she controls at random and sacrifices it. If a nonland permanent is sacrificed this way, repeat this process. AVR R Tyrant's Choice {1}{B} Sorcery Will of the council - Starting with you, each player votes for death or torture. If death gets more votes, each opponent sacrifices a creature. If torture gets more votes or the vote is tied, each opponent loses 4 life. CNS C, VMA C Tyrant's Familiar {5}{R}{R} Creature - Dragon 5/5 Flying, haste Lieutenant - As long as you control your commander, Tyrant's Familiar gets +2/+2 and has "Whenever Tyrant's Familiar attacks, it deals 7 damage to target creature defending player controls." C14 R Tyrant's Machine {2} Artifact {4}, {T}: Tap target creature. M15 C Tyrranax {4}{G}{G} Creature - Beast 5/4 {1}{G}: Tyrranax gets -1/+1 until end of turn. 5DN C Uba Mask {4} Artifact If a player would draw a card, that player exiles that card face up instead. Each player may play cards he or she exiled with Uba Mask this turn. CHK R Ubul Sar Gatekeepers {3}{B} Creature - Zombie Soldier 2/4 When Ubul Sar Gatekeepers enters the battlefield, if you control two or more Gates, target creature an opponent controls gets -2/-2 until end of turn. DGM C Ugin's Construct {4} Artifact Creature - Construct 4/5 When Ugin's Construct enters the battlefield, sacrifice a permanent that's one or more colors. U, FRF U Ugin's Insight {3}{U}{U} Sorcery Scry X, where X is the highest converted mana cost among permanents you control, then draw three cards. R Ugin's Nexus {5} Legendary Artifact If a player would begin an extra turn, that player skips that turn instead. If Ugin's Nexus would be put into a graveyard from the battlefield, instead exile it and take an extra turn after this one. KTK M Ugin, the Spirit Dragon {8} Planeswalker - Ugin 7 [+2] Ugin, the Spirit Dragon deals 3 damage to target creature or player. [-X] Exile each permanent with converted mana cost X or less that's one or more colors. [-10] You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield. M, FRF M Uktabi Drake {G} Creature - Drake 2/1 Flying, haste Echo {1}{G}{G} (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.) PLC C Uktabi Efreet {2}{G}{G} Creature - Efreet 5/4 Cumulative upkeep {G} (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.) WL C Uktabi Faerie {1}{G} Creature - Faerie 1/1 Flying {3}{G}, Sacrifice Uktabi Faerie: Destroy target artifact. MI C Uktabi Orangutan {2}{G} Creature - Ape 2/2 When Uktabi Orangutan enters the battlefield, destroy target artifact. VI U, 6E U Uktabi Wildcats {4}{G} Creature - Cat */* Uktabi Wildcats's power and toughness are each equal to the number of Forests you control. {G}, Sacrifice a Forest: Regenerate Uktabi Wildcats. MI R, 6E R, 7E R Ukud Cobra {3}{B} Creature - Snake 2/5 Deathtouch DTK U Ulamog's Crusher {8} Creature - Eldrazi 8/8 Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.) Ulamog's Crusher attacks each turn if able. C, ROE C, MM2 C Ulamog's Despoiler {6} Creature - Eldrazi Processor 5/5 As Ulamog's Despoiler enters the battlefield, you may put two cards your opponents own from exile into their owners' graveyards. If you do, Ulamog's Despoiler enters the battlefield with four +1/+1 counters on it. U Ulamog's Nullifier {2}{U}{B} Creature - Eldrazi Processor 2/3 Devoid (This card has no color.) Flash Flying When Ulamog's Nullifier enters the battlefield, you may put two cards your opponents own from exile into their owners' graveyards. If you do, counter target spell. U Ulamog's Reclaimer {4}{U} Creature - Eldrazi Processor 2/5 Devoid (This card has no color.) When Ulamog's Reclaimer enters the battlefield, you may put a card an opponent owns from exile into that player's graveyard. If you do, return target instant or sorcery card from your graveyard to your hand. U Ulamog, the Ceaseless Hunger {10} Legendary Creature - Eldrazi 10/10 When you cast Ulamog, the Ceaseless Hunger, exile two target permanents. Indestructible Whenever Ulamog attacks, defending player exiles the top twenty cards of his or her library. M Ulamog, the Infinite Gyre {11} Legendary Creature - Eldrazi 10/10 When you cast Ulamog, the Infinite Gyre, destroy target permanent. Indestructible Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents.) When Ulamog is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library. ROE M, V11 M, MM2 M Ulasht, the Hate Seed {2}{R}{G} Legendary Creature - Hellion Hydra 0/0 Ulasht, the Hate Seed enters the battlefield with a +1/+1 counter on it for each other red creature you control and a +1/+1 counter on it for each other green creature you control. {1}, Remove a +1/+1 counter from Ulasht: Choose one - • Ulasht deals 1 damage to target creature. • Put a 1/1 green Saproling creature token onto the battlefield. GPT R Ulcerate {B} Instant Target creature gets -3/-3 until end of turn. You lose 3 life. M15 U Ultimate Price {1}{B} Instant Destroy target monocolored creature. RTR U, DTK U Ulvenwald Bear {2}{G} Creature - Bear 2/2 Morbid - When Ulvenwald Bear enters the battlefield, if a creature died this turn, put two +1/+1 counters on target creature. DKA C Ulvenwald Mystics {2}{G}{G} Creature - Human Shaman Werewolf 3/3 At the beginning of each upkeep, if no spells were cast last turn, transform Ulvenwald Mystics. ---- Ulvenwald Primordials (Green) Creature - Werewolf 5/5 {G}: Regenerate Ulvenwald Primordials. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ulvenwald Primordials. ISD U Ulvenwald Tracker {G} Creature - Human Shaman 1/1 {1}{G}, {T}: Target creature you control fights another target creature. (Each deals damage equal to its power to the other.) AVR R Umara Raptor {2}{U} Creature - Bird Ally 1/1 Flying Whenever Umara Raptor or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Umara Raptor. ZEN C Umbilicus {4} Artifact At the beginning of each player's upkeep, that player returns a permanent he or she controls to its owner's hand unless he or she pays 2 life. UZ R Umbra Mystic {2}{W} Creature - Human Wizard 2/2 Auras attached to permanents you control have totem armor. (If an enchanted permanent you control would be destroyed, instead remove all damage from it and destroy an Aura attached to it.) ROE R Umbra Stalker {4}{B}{B}{B} Creature - Elemental */* Chroma - Umbra Stalker's power and toughness are each equal to the number of black mana symbols in the mana costs of cards in your graveyard. EVE R Umbral Mantle {3} Artifact - Equipment Equipped creature has "{3}, {Q}: This creature gets +2/+2 until end of turn." ({Q} is the untap symbol.) Equip {0} SHM U Umezawa's Jitte {2} Legendary Artifact - Equipment Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte. Remove a charge counter from Umezawa's Jitte: Choose one - • Equipped creature gets +2/+2 until end of turn. • Target creature gets -1/-1 until end of turn. • You gain 2 life. Equip {2} BOK R Unbender Tine {2}{W}{U} Artifact {T}: Untap another target permanent. ARB U, ARC U Unblinking Bleb {3}{U} Creature - Illusion 1/3 Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Whenever Unblinking Bleb or another permanent is turned face up, you may scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) FUT C Unbreathing Horde {2}{B} Creature - Zombie 0/0 Unbreathing Horde enters the battlefield with a +1/+1 counter on it for each other Zombie you control and each Zombie card in your graveyard. If Unbreathing Horde would be dealt damage, prevent that damage and remove a +1/+1 counter from it. ISD R Unburden {1}{B}{B} Sorcery Target player discards two cards. Cycling {2} ({2}, Discard this card: Draw a card.) SCG C Unburial Rites {4}{B} Sorcery Return target creature card from your graveyard to the battlefield. Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) ISD U Uncanny Speed {1}{R} Instant Target creature gets +3/+0 and gains haste until end of turn. AVR C Unchecked Growth {2}{G} Instant - Arcane Target creature gets +4/+4 until end of turn. If it's a Spirit, it gains trample until end of turn. BOK U Uncle Istvan {1}{B}{B}{B} Creature - Human 1/3 Prevent all damage that would be dealt to Uncle Istvan by creatures. DK U, 4E U, TSB S Uncontrollable Anger {2}{R}{R} Enchantment - Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +2/+2 and attacks each turn if able. CHK C, 10E C, CNS U Uncontrolled Infestation {1}{R} Enchantment - Aura Enchant nonbasic land When enchanted land becomes tapped, destroy it. SCG C Uncovered Clues {2}{U} Sorcery Look at the top four cards of your library. You may reveal up to two instant and/or sorcery cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order. DGM C Undead Alchemist {3}{U} Creature - Zombie 4/2 If a Zombie you control would deal combat damage to a player, instead that player puts that many cards from the top of his or her library into his or her graveyard. Whenever a creature card is put into an opponent's graveyard from his or her library, exile that card and put a 2/2 black Zombie creature token onto the battlefield. ISD R Undead Executioner {3}{B} Creature - Zombie 2/2 When Undead Executioner dies, you may have target creature get -2/-2 until end of turn. AVR C Undead Gladiator {1}{B}{B} Creature - Zombie Barbarian 3/1 {1}{B}, Discard a card: Return Undead Gladiator from your graveyard to your hand. Activate this ability only during your upkeep. Cycling {1}{B} ({1}{B}, Discard this card: Draw a card.) ONS R Undead Leotau {5}{B} Creature - Zombie Cat 3/4 {R}: Undead Leotau gets +1/-1 until end of turn. Unearth {2}{B} ({2}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA C Undead Minotaur {2}{B} Creature - Zombie Minotaur 2/3 M14 C Undead Servant {3}{B} Creature - Zombie 3/2 When Undead Servant enters the battlefield, put a 2/2 black Zombie creature token onto the battlefield for each card named Undead Servant in your graveyard. ORI C Undead Slayer {2}{W} Creature - Human Cleric 2/2 {W}, {T}: Exile target Skeleton, Vampire, or Zombie. M10 U Undead Warchief {2}{B}{B} Creature - Zombie 1/1 Zombie spells you cast cost {1} less to cast. Zombie creatures you control get +2/+1. SCG U, TSB S, HOP U Undercity Informer {2}{B} Creature - Human Rogue 2/3 {1}, Sacrifice a creature: Target player reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard. GTC U Undercity Plague {4}{B}{B} Sorcery Target player loses 1 life, discards a card, then sacrifices a 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.) GTC R Undercity Reaches Plane - Ravnica Whenever a creature deals combat damage to a player, its controller may draw a card. Whenever you roll CHAOS, you have no maximum hand size for the rest of the game. HOP C Undercity Shade {4}{B} Creature - Shade 1/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) {B}: Undercity Shade gets +1/+1 until end of turn. RAV U Undercity Troll {1}{G} Creature - Troll 2/2 Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) {2}{G}: Regenerate Undercity Troll. (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.) ORI U Underground River Land {T}: Add {1} to your mana pool. {T}: Add {U} or {B} to your mana pool. Underground River deals 1 damage to you. IA R, 5E R, 6E R, 7E R, 9ED R, 10E R Underground Sea Land - Island Swamp ({T}: Add {U} or {B} to your mana pool.) 1E R, 2E R, 2U R, 3E R, ME2 R, ME4 R, VMA R Undergrowth {G} Instant As an additional cost to cast Undergrowth, you may pay {2}{R}. Prevent all combat damage that would be dealt this turn. If its additional cost was paid, Undergrowth doesn't affect combat damage that would be dealt by red creatures. AL C (x2) Undergrowth Champion {1}{G}{G} Creature - Elemental 2/2 If damage would be dealt to Undergrowth Champion while it has a +1/+1 counter on it, prevent that damage and remove a +1/+1 counter from Undergrowth Champion. Landfall - Whenever a land enters the battlefield under your control, put a +1/+1 counter on Undergrowth Champion. M Undergrowth Scavenger {3}{G} Creature - Fungus Horror 0/0 Undergrowth Scavenger enters the battlefield with a number of +1/+1 counters on it equal to the number of creature cards in all graveyards. M15 C Undermine {U}{U}{B} Instant Counter target spell. Its controller loses 3 life. IN R, DDH R Undertaker {1}{B} Creature - Human Spellshaper 1/1 {B}, {T}, Discard a card: Return target creature card from your graveyard to your hand. MM C, TSB S Undertow {2}{U} Enchantment Creatures with islandwalk can be blocked as though they didn't have islandwalk. LE U Underworld Cerberus {3}{B}{R} Creature - Hound 6/6 Underworld Cerberus can't be blocked except by three or more creatures. Cards in graveyards can't be the targets of spells or abilities. When Underworld Cerberus dies, exile it and each player returns all creature cards from his or her graveyard to his or her hand. THS M Underworld Coinsmith {W}{B} Enchantment Creature - Human Cleric 2/2 Constellation - Whenever Underworld Coinsmith or another enchantment enters the battlefield under your control, you gain 1 life. {W}{B}, Pay 1 life: Each opponent loses 1 life. JOU U Underworld Connections {1}{B}{B} Enchantment - Aura Enchant land Enchanted land has "{T}, Pay 1 life: Draw a card." RTR R, DDM R Underworld Dreams {B}{B}{B} Enchantment Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her. LE U, 8ED R, 9ED R, 10E R, M10 R Undiscovered Paradise Land {T}: Add one mana of any color to your mana pool. During your next untap step, as you untap your permanents, return Undiscovered Paradise to its owner's hand. VI R Undo {1}{U}{U} Sorcery Return two target creatures to their owners' hands. VI C, P2 U, P3 U Undying Beast {3}{B} Creature - Beast 3/2 When Undying Beast dies, put it on top of its owner's library. PO C Undying Evil {B} Instant Target creature gains undying until end of turn. (When it dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA C Undying Flames {4}{R}{R} Sorcery Exile cards from the top of your library until you exile a nonland card. Undying Flames deals damage to target creature or player equal to that card's converted mana cost. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.) SOK R Undying Rage {2}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and can't block. When Undying Rage is put into a graveyard from the battlefield, return Undying Rage to its owner's hand. TSP U, DDL U Unearth {B} Sorcery Return target creature card with converted mana cost 3 or less from your graveyard to the battlefield. Cycling {2} ({2}, Discard this card: Draw a card.) GU C Unearthly Blizzard {2}{R} Sorcery - Arcane Up to three target creatures can't block this turn. CHK C Unerring Sling {3} Artifact {3}, {T}, Tap an untapped creature you control: Unerring Sling deals damage equal to the tapped creature's power to target attacking or blocking creature with flying. MI U Unexpected Potential Conspiracy Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.) You may spend mana as though it were mana of any color to cast spells with the chosen name. CNS U Unexpected Results {2}{G}{U} Sorcery Shuffle your library, then reveal the top card. If it's a nonland card, you may cast it without paying its mana cost. If it's a land card, you may put it onto the battlefield and return Unexpected Results to its owner's hand. GTC R Unexpectedly Absent {X}{W}{W} Instant Put target nonland permanent into its owner's library just beneath the top X cards of that library. C13 R Unflinching Courage {1}{G}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has trample and lifelink. DGM U Unforge {2}{R} Instant Destroy target Equipment. If that Equipment was attached to a creature, Unforge deals 2 damage to that creature. DST C Unfulfilled Desires {1}{U}{B} Enchantment {1}, Pay 1 life: Draw a card, then discard a card. MI R Unhallowed Pact {2}{B} Enchantment - Aura Enchant creature When enchanted creature dies, return that card to the battlefield under your control. AVR C, CNS C Unhinge {2}{B} Sorcery Target player discards a card. Draw a card. TOR C Unholy Citadel Land Black legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) LE U Unholy Grotto Land {T}: Add {1} to your mana pool. {B}, {T}: Put target Zombie card from your graveyard on top of your library. ONS R Unholy Hunger {3}{B}{B} Instant Destroy target creature. Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, you gain 2 life. ORI C Unholy Strength {B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+1. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 7E C, 8ED C, 9ED C, 10E C, DDC C, M10 C, M11 C, DD3_DVD C Unified Front {3}{W} Sorcery Converge - Put a 1/1 white Kor Ally creature token onto the battlefield for each color of mana spent to cast Unified Front. U Unified Strike {W} Instant Exile target attacking creature if its power is less than or equal to the number of Soldiers on the battlefield. ONS C Unified Will {1}{U} Instant Counter target spell if you control more creatures than that spell's controller. ROE U Unifying Theory {1}{U} Enchantment Whenever a player casts a spell, that player may pay {2}. If the player does, he or she draws a card. OD R Unknown Shores Land {T}: Add {1} to your mana pool. {1}, {T}: Add one mana of any color to your mana pool. THS C Unlikely Alliance {1}{W} Enchantment {1}{W}: Target nonattacking, nonblocking creature gets +0/+2 until end of turn. AL U Unliving Psychopath {2}{B}{B} Creature - Zombie Assassin 0/4 {B}: Unliving Psychopath gets +1/-1 until end of turn. {B}, {T}: Destroy target creature with power less than Unliving Psychopath's power. DIS R Unmake {W/B}{W/B}{W/B} Instant Exile target creature. EVE C, ARC C, DDK C Unmake the Graves {4}{B} Instant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Return up to two target creature cards from your graveyard to your hand. M15 C Unmask {3}{B} Sorcery You may exile a black card from your hand rather than pay Unmask's mana cost. Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. MM R Unnatural Aggression {2}{G} Instant Devoid (This card has no color.) Target creature you control fights target creature an opponent controls. If the creature an opponent controls would die this turn, exile it instead. C Unnatural Hunger {3}{B}{B} Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals damage to that player equal to that creature's power unless he or she sacrifices another creature. MM R Unnatural Predation {G} Instant Target creature gets +1/+1 and gains trample until end of turn. MBS C Unnatural Selection {1}{U} Enchantment {1}: Choose a creature type other than Wall. Target creature becomes that type until end of turn. AP R Unnatural Speed {R} Instant - Arcane Target creature gains haste until end of turn. CHK C Unnerve {3}{B} Sorcery Each opponent discards two cards. UZ C, BR C, CMD C Unnerving Assault {2}{U/R} Instant Creatures your opponents control get -1/-0 until end of turn if {U} was spent to cast Unnerving Assault, and creatures you control get +1/+0 until end of turn if {R} was spent to cast it. (Do both if {U}{R} was spent.) EVE U Unquestioned Authority {2}{W} Enchantment - Aura Enchant creature When Unquestioned Authority enters the battlefield, draw a card. Enchanted creature has protection from creatures. JUD U, CNS U Unravel the AEther {1}{G} Instant Choose target artifact or enchantment. Its owner shuffles it into his or her library. BNG U Unruly Mob {1}{W} Creature - Human 1/1 Whenever another creature you control dies, put a +1/+1 counter on Unruly Mob. ISD C Unscythe, Killer of Kings {U}{B}{B}{R} Legendary Artifact - Equipment Equipped creature gets +3/+3 and has first strike. Whenever a creature dealt damage by equipped creature this turn dies, you may exile that card. If you do, put a 2/2 black Zombie creature token onto the battlefield. Equip {2} ARB R Unseen Walker {1}{G} Creature - Dryad 1/1 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) {1}{G}{G}: Target creature gains forestwalk until end of turn. MI U, 6E U Unspeakable Symbol {1}{B}{B} Enchantment Pay 3 life: Put a +1/+1 counter on target creature. SCG U Unstable Footing {R} Instant Kicker {3}{R} (You may pay an additional {3}{R} as you cast this spell.) Damage can't be prevented this turn. If Unstable Footing was kicked, it deals 5 damage to target player. ZEN U Unstable Frontier Land {T}: Add {1} to your mana pool. {T}: Target land you control becomes the basic land type of your choice until end of turn. CON U Unstable Hulk {1}{R}{R} Creature - Goblin Mutant 2/2 Morph {3}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Unstable Hulk is turned face up, it gets +6/+6 and gains trample until end of turn. You skip your next turn. LGN R Unstable Mutation {U} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature. AN C, 3E C, 4E C, 5E C, TSB S Unstable Obelisk {3} Artifact {T}: Add {1} to your mana pool. {7}, {T}, Sacrifice Unstable Obelisk: Destroy target permanent. C14 U Unstable Shapeshifter {3}{U} Creature - Shapeshifter 0/1 Whenever another creature enters the battlefield, Unstable Shapeshifter becomes a copy of that creature and gains this ability. TE R Unstoppable Ash {3}{G} Creature - Treefolk Warrior 5/5 Trample Champion a Treefolk or Warrior (When this enters the battlefield, sacrifice it unless you exile another Treefolk or Warrior you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn. MOR R Unsummon {U} Instant Return target creature to its owner's hand. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, 6E C, 7E C, 8ED C, 10E C, CON C, M10 C, M11 C, M12 C, M13 C Untaidake, the Cloud Keeper Legendary Land Untaidake, the Cloud Keeper enters the battlefield tapped. {T}, Pay 2 life: Add {2} to your mana pool. Spend this mana only to cast legendary spells. CHK R Untamed Might {X}{G} Instant Target creature gets +X/+X until end of turn. SOM C Untamed Wilds {2}{G} Sorcery Search your library for a basic land card and put that card onto the battlefield. Then shuffle your library. LE U, 4E U, 5E U, PO U, P2 U, 6E U, P3 U, 7E U Unwilling Recruit {X}{R}{R}{R} Sorcery Gain control of target creature until end of turn. Untap that creature. It gets +X/+0 and gains haste until end of turn. EVE U Unwinding Clock {4} Artifact Untap all artifacts you control during each other player's untap step. NPH R Unworthy Dead {1}{B} Creature - Skeleton 1/1 {B}: Regenerate Unworthy Dead. UZ C Unyaro Bee Sting {3}{G} Sorcery Unyaro Bee Sting deals 2 damage to target creature or player. MI U Unyaro Bees {G}{G}{G} Creature - Insect 0/1 Flying {G}: Unyaro Bees gets +1/+1 until end of turn. {3}{G}, Sacrifice Unyaro Bees: Unyaro Bees deals 2 damage to target creature or player. TSP R Unyaro Griffin {3}{W} Creature - Griffin 2/2 Flying Sacrifice Unyaro Griffin: Counter target red instant or sorcery spell. MI U, 6E U Unyielding Krumar {3}{B} Creature - Orc Warrior 3/3 {1}{W}: Unyielding Krumar gains first strike until end of turn. KTK C Updraft {1}{U} Instant Target creature gains flying until end of turn. Draw a card at the beginning of the next turn's upkeep. IA U, 5E C Updraft Elemental {2}{U} Creature - Elemental 1/4 Flying DTK C Upheaval {4}{U}{U} Sorcery Return all permanents to their owners' hands. OD R, VMA M, V14 M Uphill Battle {2}{R} Enchantment Creatures played by your opponents enter the battlefield tapped. MM U Uproot {3}{G} Sorcery - Arcane Put target land on top of its owner's library. BOK C Upwelling {3}{G} Enchantment Mana pools don't empty as steps and phases end. SCG R, 10E R Ur-Drago {3}{U}{U}{B}{B} Legendary Creature - Elemental 4/4 First strike Creatures with swampwalk can be blocked as though they didn't have swampwalk. LE R Ur-Golem's Eye {4} Artifact {T}: Add {2} to your mana pool. DST C, 9ED U, C14 U Urabrask the Hidden {3}{R}{R} Legendary Creature - Praetor 4/4 Creatures you control have haste. Creatures your opponents control enter the battlefield tapped. NPH M Urban Burgeoning {G} Enchantment - Aura Enchant land Enchanted land has "Untap this land during each other player's untap step." RTR C Urban Evolution {3}{G}{U} Sorcery Draw three cards. You may play an additional land this turn. GTC U, DDO U Urbis Protector {4}{W}{W} Creature - Human Cleric 1/1 When Urbis Protector enters the battlefield, put a 4/4 white Angel creature token with flying onto the battlefield. GTC U Urborg Legendary Land {T}: Add {B} to your mana pool. {T}: Target creature loses first strike or swampwalk until end of turn. LE U, ME3 U Urborg Drake {1}{U}{B} Creature - Drake 2/3 Flying Urborg Drake attacks each turn if able. IN U Urborg Elf {1}{G} Creature - Elf Druid 1/1 {T}: Add {G}, {U}, or {B} to your mana pool. AP C Urborg Emissary {2}{B} Creature - Human Wizard 3/1 Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) When Urborg Emissary enters the battlefield, if it was kicked, return target permanent to its owner's hand. IN U Urborg Justice {B}{B} Instant Target opponent sacrifices a creature for each creature put into your graveyard from the battlefield this turn. WL R Urborg Mindsucker {2}{B} Creature - Horror 2/2 {B}, Sacrifice Urborg Mindsucker: Target opponent discards a card at random. Activate this ability only any time you could cast a sorcery. VI C Urborg Panther {2}{B} Creature - Nightstalker Cat 2/2 {B}, Sacrifice Urborg Panther: Destroy target creature blocking Urborg Panther. Sacrifice a creature named Feral Shadow, a creature named Breathstealer, and Urborg Panther: Search your library for a card named Spirit of the Night and put that card onto the battlefield. Then shuffle your library. MI C Urborg Phantom {2}{B} Creature - Spirit Minion 3/1 Urborg Phantom can't block. {U}: Prevent all combat damage that would be dealt to and dealt by Urborg Phantom this turn. IN C Urborg Shambler {2}{B}{B} Creature - Horror 4/3 Other black creatures get -1/-1. IN U Urborg Skeleton {B} Creature - Skeleton 0/1 Kicker {3} (You may pay an additional {3} as you cast this spell.) {B}: Regenerate Urborg Skeleton. If Urborg Skeleton was kicked, it enters the battlefield with a +1/+1 counter on it. IN C Urborg Stalker {3}{B} Creature - Horror 2/4 At the beginning of each player's upkeep, if that player controls a nonblack, nonland permanent, Urborg Stalker deals 1 damage to that player. WL R Urborg Syphon-Mage {2}{B} Creature - Human Spellshaper 2/2 {2}{B}, {T}, Discard a card: Each other player loses 2 life. You gain life equal to the life lost this way. TSP C, DDD C, ARC C, DD3_GVL C Urborg Uprising {4}{B} Sorcery Return up to two target creature cards from your graveyard to your hand. Draw a card. AP C, VMA C Urborg Volcano Land Urborg Volcano enters the battlefield tapped. {T}: Add {B} or {R} to your mana pool. IN U, 8ED U Urborg, Tomb of Yawgmoth Legendary Land Each land is a Swamp in addition to its other land types. PLC R, V12 M, M15 R Urge to Feed {B}{B} Instant Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires. WWK U, DDK U Urgent Exorcism {1}{W} Instant Destroy target Spirit or enchantment. ISD C Uril, the Miststalker {2}{R}{G}{W} Legendary Creature - Beast 5/5 Hexproof (This creature can't be the target of spells or abilities your opponents control.) Uril, the Miststalker gets +2/+2 for each Aura attached to it. ARB M Ursapine {3}{G}{G} Creature - Beast 3/3 {G}: Target creature gets +1/+1 until end of turn. RAV R Ursine Fylgja {4}{W} Creature - Spirit Bear 3/3 Ursine Fylgja enters the battlefield with four healing counters on it. Remove a healing counter from Ursine Fylgja: Prevent the next 1 damage that would be dealt to Ursine Fylgja this turn. {2}{W}: Put a healing counter on Ursine Fylgja. CSP U Urza Vanguard Hand -1, life +10 {3}: Urza deals 1 damage to target creature or player. VAN S Urza's Armor {6} Artifact If a source would deal damage to you, prevent 1 of that damage. UZ U, 8ED R Urza's Avenger {6} Artifact Creature - Shapeshifter 4/4 {0}: Urza's Avenger gets -1/-1 and gains your choice of banding, flying, first strike, or trample until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) AQ R, 4E R, 5E R Urza's Bauble {0} Artifact {T}, Sacrifice Urza's Bauble: Look at a card at random in target player's hand. You draw a card at the beginning of the next turn's upkeep. IA U, 5E U, MED U Urza's Blueprints {6} Artifact Echo {6} (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.) {T}: Draw a card. GU R Urza's Chalice {1} Artifact Whenever a player casts an artifact spell, you may pay {1}. If you do, you gain 1 life. AQ C, MED C, ME4 C Urza's Engine {5} Artifact Creature - Juggernaut 1/5 Trample {3}: Urza's Engine gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) {3}: Attacking creatures banded with Urza's Engine gain trample until end of turn. AL U Urza's Factory Land - Urza's {T}: Add {1} to your mana pool. {7}, {T}: Put a 2/2 colorless Assembly-Worker artifact creature token onto the battlefield. TSP U, C13 U Urza's Filter {4} Artifact Multicolored spells cost up to {2} less to cast. IN R Urza's Guilt {2}{U}{B} Sorcery Each player draws two cards, then discards three cards, then loses 4 life. PS R Urza's Incubator {3} Artifact As Urza's Incubator enters the battlefield, choose a creature type. Creature spells of the chosen type cost {2} less to cast. CG R Urza's Mine Land - Urza's Mine {T}: Add {1} to your mana pool. If you control an Urza's Power-Plant and an Urza's Tower, add {2} to your mana pool instead. AQ C, AQ U, AQ C, AQ U, CH U (x4), 5E C, 8ED U, 9ED U, ME4 B (x4) Urza's Miter {3} Artifact Whenever an artifact you control is put into a graveyard from the battlefield, if it wasn't sacrificed, you may pay {3}. If you do, draw a card. AQ R, ME4 R Urza's Power Plant Land - Urza's Power-Plant {T}: Add {1} to your mana pool. If you control an Urza's Mine and an Urza's Tower, add {2} to your mana pool instead. AQ U, AQ C (x2), AQ U, CH U (x4), 5E C, 8ED U, 9ED U, ME4 B (x4) Urza's Rage {2}{R} Instant Kicker {8}{R} (You may pay an additional {8}{R} as you cast this spell.) Urza's Rage can't be countered by spells or abilities. Urza's Rage deals 3 damage to target creature or player. If Urza's Rage was kicked, instead it deals 10 damage to that creature or player and the damage can't be prevented. IN R, DDE M Urza's Tower Land - Urza's Tower {T}: Add {1} to your mana pool. If you control an Urza's Mine and an Urza's Power-Plant, add {3} to your mana pool instead. AQ U (x2), AQ C, AQ U, CH U (x4), 5E C, 8ED U, 9ED U, ME4 B (x4) Uthden Troll {2}{R} Creature - Troll 2/2 {R}: Regenerate Uthden Troll. 1E U, 2E U, 2U U, 3E U, 4E U, BR U, TSB S Utopia Mycon {G} Creature - Fungus 0/2 At the beginning of your upkeep, put a spore counter on Utopia Mycon. Remove three spore counters from Utopia Mycon: Put a 1/1 green Saproling creature token onto the battlefield. Sacrifice a Saproling: Add one mana of any color to your mana pool. FUT U Utopia Sprawl {G} Enchantment - Aura Enchant Forest As Utopia Sprawl enters the battlefield, choose a color. Whenever enchanted Forest is tapped for mana, its controller adds one mana of the chosen color to his or her mana pool. (in addition to the mana the land produces) DIS C Utopia Tree {1}{G} Creature - Plant 0/2 {T}: Add one mana of any color to your mana pool. IN R, 9ED R Utopia Vow {1}{G} Enchantment - Aura Enchant creature Enchanted creature can't attack or block. Enchanted creature has "{T}: Add one mana of any color to your mana pool." PLC C Utter End {2}{W}{B} Instant Exile target nonland permanent. KTK R Utvara Hellkite {6}{R}{R} Creature - Dragon 6/6 Flying Whenever a Dragon you control attacks, put a 6/6 red Dragon creature token with flying onto the battlefield. RTR M Utvara Scalper {1}{R} Creature - Goblin Scout 1/2 Flying Utvara Scalper attacks each turn if able. DIS C Uyo, Silent Prophet {4}{U}{U} Legendary Creature - Moonfolk Wizard 4/4 Flying {2}, Return two lands you control to their owner's hand: Copy target instant or sorcery spell. You may choose new targets for the copy. CHK R, C13 R Vacuumelt {2}{U} Sorcery Replicate {2}{U} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Return target creature to its owner's hand. GPT U, DDJ U Vaevictis Asmadi {2}{B}{B}{R}{R}{G}{G} Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Vaevictis Asmadi unless you pay {B}{R}{G}. {B}: Vaevictis Asmadi gets +1/+0 until end of turn. {R}: Vaevictis Asmadi gets +1/+0 until end of turn. {G}: Vaevictis Asmadi gets +1/+0 until end of turn. LE R, CH R, ME3 R Vagrant Plowbeasts {5}{G}{W} Creature - Beast 6/6 {1}: Regenerate target creature with power 5 or greater. CON U Valakut Fireboar {4}{R} Creature - Elemental Boar 1/7 Whenever Valakut Fireboar attacks, switch its power and toughness until end of turn. ROE U Valakut Invoker {2}{R} Creature - Human Shaman 2/3 {8}: Valakut Invoker deals 3 damage to target creature or player. C Valakut Predator {2}{R} Creature - Elemental 2/2 Landfall - Whenever a land enters the battlefield under your control, Valakut Predator gets +2/+2 until end of turn. C Valakut, the Molten Pinnacle Land Valakut, the Molten Pinnacle enters the battlefield tapped. Whenever a Mountain enters the battlefield under your control, if you control at least five other Mountains, you may have Valakut, the Molten Pinnacle deal 3 damage to target creature or player. {T}: Add {R} to your mana pool. ZEN R Valeron Outlander {G}{W} Creature - Human Scout 2/2 Protection from black CON C Valeron Wardens {2}{G} Creature - Human Monk 1/3 Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.) Whenever a creature you control becomes renowned, draw a card. ORI U Valiant Guard {W} Creature - Human Soldier 0/3 CON C Valley Dasher {1}{R} Creature - Human Berserker 2/2 Haste Valley Dasher attacks each turn if able. KTK C Valley Rannet {4}{R}{G} Creature - Beast 6/3 Mountaincycling {2}, forestcycling {2} ({2}, Discard this card: Search your library for a Mountain or Forest card, reveal it, and put it into your hand. Then shuffle your library.) ARB C, CMD C, DDL C, C13 C Valleymaker {5}{R/G} Creature - Giant Shaman 5/5 {T}, Sacrifice a Mountain: Valleymaker deals 3 damage to target creature. {T}, Sacrifice a Forest: Choose a player. That player adds {G}{G}{G} to his or her mana pool. SHM R Valor {3}{W} Creature - Incarnation 2/2 First strike As long as Valor is in your graveyard and you control a Plains, creatures you control have first strike. JUD U, TSB S Valor Made Real {W} Instant Target creature can block any number of creatures this turn. DIS C, CNS C Valor in Akros {3}{W} Enchantment Whenever a creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn. ORI U Valorous Charge {1}{W}{W} Sorcery White creatures get +2/+0 until end of turn. PO U Valorous Stance {1}{W} Instant Choose one - • Target creature gains indestructible until end of turn. • Destroy target creature with toughness 4 or greater. FRF U Vampire Aristocrat {2}{B} Creature - Vampire Rogue 2/2 Sacrifice a creature: Vampire Aristocrat gets +2/+2 until end of turn. M10 C Vampire Bats {B} Creature - Bat 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) {B}: Vampire Bats gets +1/+0 until end of turn. Activate this ability no more than twice each turn. LE C, 4E C, 5E C, 10E C, DDD C, DD3_GVL C Vampire Hexmage {B}{B} Creature - Vampire Shaman 2/1 First strike Sacrifice Vampire Hexmage: Remove all counters from target permanent. ZEN U, CNS U, C14 U Vampire Hounds {2}{B} Creature - Vampire Hound 2/2 Discard a creature card: Vampire Hounds gets +2/+2 until end of turn. EX C, TPR C Vampire Interloper {1}{B} Creature - Vampire Scout 2/1 Flying Vampire Interloper can't block. ISD C Vampire Lacerator {B} Creature - Vampire Warrior 2/2 At the beginning of your upkeep, you lose 1 life unless an opponent has 10 or less life. ZEN C, DDK C, MM2 C Vampire Nighthawk {1}{B}{B} Creature - Vampire Shaman 2/3 Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) U, ZEN U, CMD U, M13 U, DDK U, C13 U Vampire Nocturnus {1}{B}{B}{B} Creature - Vampire 3/3 Play with the top card of your library revealed. As long as the top card of your library is black, Vampire Nocturnus and other Vampire creatures you control get +2/+1 and have flying. M10 M, M13 M Vampire Nocturnus Avatar Vanguard Hand -1, life -2 Play with the top card of your library revealed. As long as the top card of your library is black, black creatures you control get +2/+1. VAN S Vampire Outcasts {2}{B}{B} Creature - Vampire 2/2 Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) M12 U, DDK U, MM2 U Vampire Warlord {4}{B} Creature - Vampire Warrior 4/2 Sacrifice another creature: Regenerate Vampire Warlord. (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.) M14 U Vampire's Bite {B} Instant Kicker {2}{B} (You may pay an additional {2}{B} as you cast this spell.) Target creature gets +3/+0 until end of turn. If Vampire's Bite was kicked, that creature gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.) ZEN C, DDK C Vampiric Dragon {6}{B}{R} Creature - Vampire Dragon 5/5 Flying Whenever a creature dealt damage by Vampiric Dragon this turn dies, put a +1/+1 counter on Vampiric Dragon. {1}{R}: Vampiric Dragon deals 1 damage to target creature. OD R, ARC R Vampiric Embrace {2}{B}{B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has flying. Whenever a creature dealt damage by enchanted creature this turn dies, put a +1/+1 counter on that creature. UZ U Vampiric Feast {5}{B}{B} Sorcery Vampiric Feast deals 4 damage to target creature or player and you gain 4 life. PO U Vampiric Fury {1}{R} Instant Vampire creatures you control get +2/+0 and gain first strike until end of turn. ISD C Vampiric Link {B} Enchantment - Aura Enchant creature Whenever enchanted creature deals damage, you gain that much life. PLC C Vampiric Rites {B} Enchantment {1}{B}, Sacrifice a creature: You gain 1 life and draw a card. U Vampiric Sliver {3}{B} Creature - Sliver 3/3 All Sliver creatures have "Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature." TSP U Vampiric Spirit {2}{B}{B} Creature - Spirit 4/3 Flying When Vampiric Spirit enters the battlefield, you lose 4 life. P2 R, 8ED R Vampiric Touch {2}{B} Sorcery Vampiric Touch deals 2 damage to target opponent and you gain 2 life. PO C Vampiric Tutor {B} Instant Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life. VI R, 6E R, VMA R Vampirism {1}{B} Enchantment - Aura Enchant creature When Vampirism enters the battlefield, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1 for each other creature you control. Other creatures you control get -1/-1. VI U Vandalblast {R} Sorcery Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") RTR U Vandalize {4}{R} Sorcery Choose one or both - • Destroy target artifact. • Destroy target land. DTK C Vanguard of Brimaz {W}{W} Creature - Cat Soldier 2/2 Vigilance Heroic - Whenever you cast a spell that targets Vanguard of Brimaz, put a 1/1 white Cat Soldier creature token with vigilance onto the battlefield. BNG U Vanguard's Shield {2} Artifact - Equipment Equipped creature gets +0/+3 and can block an additional creature. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) AVR C Vanish into Memory {2}{W}{U} Instant Exile target creature. You draw cards equal to that creature's power. At the beginning of your next upkeep, return that card to the battlefield under its owner's control. If you do, discard cards equal to that creature's toughness. CSP U, DDI U Vanishing {U} Enchantment - Aura Enchant creature {U}{U}: Enchanted creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.) VI C Vanishment {4}{U} Instant Put target nonland permanent on top of its owner's library. Miracle {U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) AVR U Vanquish {2}{W} Instant Destroy target blocking creature. 5DN U Vanquish the Foul {5}{W} Sorcery Destroy target creature with power 4 or greater. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) THS U Vapor Snag {U} Instant Return target creature to its owner's hand. Its controller loses 1 life. NPH C, DDH C, MM2 C Vapor Snare {4}{U} Enchantment - Aura Enchant creature You control enchanted creature. At the beginning of your upkeep, sacrifice Vapor Snare unless you return a land you control to its owner's hand. WWK U Vaporkin {1}{U} Creature - Elemental 2/1 Flying Vaporkin can block only creatures with flying. THS C Vaporous Djinn {2}{U}{U} Creature - Djinn 3/4 Flying At the beginning of your upkeep, Vaporous Djinn phases out unless you pay {U}{U}. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.) MI U Varchild's Crusader {3}{R} Creature - Human Knight 3/2 {0}: Varchild's Crusader can't be blocked this turn except by Walls. Sacrifice Varchild's Crusader at the beginning of the next end step. AL C (x2), ME2 C Varchild's War-Riders {1}{R} Creature - Human Warrior 3/4 Cumulative upkeep-Have an opponent put a 1/1 red Survivor creature token onto the battlefield. (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.) Trample, rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) AL R, MED R Varolz, the Scar-Striped {1}{B}{G} Legendary Creature - Troll Warrior 2/2 Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card's power on target creature. Scavenge only as a sorcery.) Sacrifice another creature: Regenerate Varolz, the Scar-Striped. DGM R Vassal Soul {1}{W/U}{W/U} Creature - Spirit 2/2 Flying RTR C Vassal's Duty {3}{W} Enchantment {1}: The next 1 damage that would be dealt to target legendary creature you control this turn is dealt to you instead. CHK R Vastwood Animist {2}{G} Creature - Elf Shaman Ally 1/1 {T}: Target land you control becomes an X/X Elemental creature until end of turn, where X is the number of Allies you control. It's still a land. WWK U Vastwood Gorger {5}{G} Creature - Wurm 5/6 ZEN C, M12 C, M13 C, ORI C Vastwood Hydra {X}{G}{G} Creature - Hydra 0/0 Vastwood Hydra enters the battlefield with X +1/+1 counters on it. When Vastwood Hydra dies, you may distribute a number of +1/+1 counters equal to the number of +1/+1 counters on Vastwood Hydra among any number of creatures you control. M14 R Vastwood Zendikon {4}{G} Enchantment - Aura Enchant land Enchanted land is a 6/4 green Elemental creature. It's still a land. When enchanted land dies, return that card to its owner's hand. WWK C Vault Skirge {1}{P/B} Artifact Creature - Imp 1/1 ({P/B} can be paid with either {B} or 2 life.) Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) NPH C Vault Skyward {U} Instant Target creature gains flying until end of turn. Untap it. SOM C Vault of Whispers Artifact Land (Vault of Whispers isn't a spell.) {T}: Add {B} to your mana pool. MRD C, HOP C Vault of the Archangel Land {T}: Add {1} to your mana pool. {2}{W}{B}, {T}: Creatures you control gain deathtouch and lifelink until end of turn. MD1 R, DKA R Vaultbreaker {3}{R} Creature - Orc Rogue 4/2 Whenever Vaultbreaker attacks, you may discard a card. If you do, draw a card. Dash {2}{R} (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.) FRF U Vebulid {B} Creature - Horror 0/0 Vebulid enters the battlefield with a +1/+1 counter on it. At the beginning of your upkeep, you may put a +1/+1 counter on Vebulid. When Vebulid attacks or blocks, destroy it at end of combat. UZ R Vec Townships Land {T}: Add {1} to your mana pool. {T}: Add {G} or {W} to your mana pool. Vec Townships doesn't untap during your next untap step. TE U, BR U, TPR U Vectis Agents {3}{U}{B} Artifact Creature - Human Rogue 4/3 {U}{B}: Vectis Agents gets -2/-0 until end of turn and can't be blocked this turn. CON C Vectis Dominator {1}{W}{B} Artifact Creature - Human Wizard 0/2 {T}: Tap target creature unless its controller pays 2 life. ARB C Vectis Silencers {2}{U} Artifact Creature - Human Rogue 1/2 {2}{B}: Vectis Silencers gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy that creature.) ALA C Vector Asp {1} Artifact Creature - Snake 1/1 {B}: Vector Asp gains infect until end of turn. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) SOM C Vedalken AEthermage {1}{U} Creature - Vedalken Wizard 1/2 Flash (You may cast this spell any time you could cast an instant.) When Vedalken AEthermage enters the battlefield, return target Sliver to its owner's hand. Wizardcycling {3} ({3}, Discard this card: Search your library for a Wizard card, reveal it, and put it into your hand. Then shuffle your library.) FUT C Vedalken Anatomist {2}{U} Creature - Vedalken Wizard 1/2 {2}{U}, {T}: Put a -1/-1 counter on target creature. You may tap or untap that creature. MBS U Vedalken Archmage {2}{U}{U} Creature - Vedalken Wizard 0/2 Whenever you cast an artifact spell, draw a card. MRD R Vedalken Certarch {U} Creature - Vedalken Wizard 1/1 Metalcraft - {T}: Tap target artifact, creature, or land. Activate this ability only if you control three or more artifacts. SOM C Vedalken Dismisser {5}{U} Creature - Vedalken Wizard 2/2 When Vedalken Dismisser enters the battlefield, put target creature on top of its owner's library. RAV C, MMA C Vedalken Engineer {1}{U} Creature - Vedalken Artificer 1/1 {T}: Add two mana of any one color to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts. DST C, HOP C Vedalken Entrancer {3}{U} Creature - Vedalken Wizard 1/4 {U}, {T}: Target player puts the top two cards of his or her library into his or her graveyard. RAV C, M13 C Vedalken Ghoul {U}{B} Creature - Vedalken Zombie 1/1 Whenever Vedalken Ghoul becomes blocked, defending player loses 4 life. ARB C Vedalken Heretic {G}{U} Creature - Vedalken Rogue 1/1 Whenever Vedalken Heretic deals damage to an opponent, you may draw a card. ARB R Vedalken Infuser {3}{U} Creature - Vedalken Wizard 1/4 At the beginning of your upkeep, you may put a charge counter on target artifact. MBS U Vedalken Mastermind {U}{U} Creature - Vedalken Wizard 1/2 {U}, {T}: Return target permanent you control to its owner's hand. 5DN U, 10E U Vedalken Orrery {4} Artifact You may cast nonland cards as though they had flash. 5DN R, CNS R Vedalken Outlander {W}{U} Artifact Creature - Vedalken Scout 2/2 Protection from red CON C Vedalken Plotter {2}{U} Creature - Vedalken Wizard 1/1 When Vedalken Plotter enters the battlefield, exchange control of target land you control and target land an opponent controls. GPT U, CMD U Vedalken Shackles {3} Artifact You may choose not to untap Vedalken Shackles during your untap step. {2}, {T}: Gain control of target creature with power less than or equal to the number of Islands you control for as long as Vedalken Shackles remains tapped. 5DN R, MMA M Veil of Birds {U} Enchantment When an opponent casts a spell, if Veil of Birds is an enchantment, Veil of Birds becomes a 1/1 Bird creature with flying. UZ C Veil of Secrecy {1}{U} Instant - Arcane Target creature gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.) Splice onto Arcane-Return a blue creature you control to its owner's hand. (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.) BOK C Veilborn Ghoul {4}{B} Creature - Zombie 4/1 Veilborn Ghoul can't block. Whenever a Swamp enters the battlefield under your control, you may return Veilborn Ghoul from your graveyard to your hand. M13 U Veiled Apparition {1}{U} Enchantment When an opponent casts a spell, if Veiled Apparition is an enchantment, Veiled Apparition becomes a 3/3 Illusion creature with flying and "At the beginning of your upkeep, sacrifice Veiled Apparition unless you pay {1}{U}." UZ U Veiled Crocodile {2}{U} Enchantment When a player has no cards in hand, if Veiled Crocodile is an enchantment, Veiled Crocodile becomes a 4/4 Crocodile creature. UZ R Veiled Sentry {U} Enchantment When an opponent casts a spell, if Veiled Sentry is an enchantment, Veiled Sentry becomes an Illusion creature with power and toughness each equal to that spell's converted mana cost. UZ U Veiled Serpent {2}{U} Enchantment When an opponent casts a spell, if Veiled Serpent is an enchantment, Veiled Serpent becomes a 4/4 Serpent creature with "This creature can't attack unless defending player controls an Island." Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Veiling Oddity {3}{U} Creature - Illusion 2/3 Suspend 4- {1}{U} (Rather than cast this card from your hand, you may pay {1}{U} 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. It has haste.) When the last time counter is removed from Veiling Oddity while it's exiled, creatures can't be blocked this turn. PLC C Veilstone Amulet {3} Artifact Whenever you cast a spell, creatures you control can't be the targets of spells or abilities your opponents control this turn. FUT R Vein Drinker {4}{B}{B} Creature - Vampire 4/4 Flying {R}, {T}: Vein Drinker deals damage equal to its power to target creature. That creature deals damage equal to its power to Vein Drinker. Whenever a creature dealt damage by Vein Drinker this turn dies, put a +1/+1 counter on Vein Drinker. ALA R Veinfire Borderpost {1}{B}{R} Artifact You may pay {1} and return a basic land you control to its owner's hand rather than pay Veinfire Borderpost's mana cost. Veinfire Borderpost enters the battlefield tapped. {T}: Add {B} or {R} to your mana pool. ARB C Vela the Night-Clad {4}{U}{B} Legendary Creature - Human Wizard 4/4 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Other creatures you control have intimidate. Whenever Vela the Night-Clad or another creature you control leaves the battlefield, each opponent loses 1 life. PC2 M, CM1 M Veldrane of Sengir {5}{B}{B} Legendary Creature - Human Rogue 5/5 {1}{B}{B}: Veldrane of Sengir gets -3/-0 and gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.) HM R Veldt Land Veldt doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from Veldt. {T}: Add {G} or {W} to your mana pool. Put a depletion counter on Veldt. IA R Velican Dragon {5}{R}{R} Creature - Dragon 5/5 Flying Whenever Velican Dragon becomes blocked, it gets +X/+0 until end of turn, where X is a number chosen at random from 0 to 5. DREAM S Velis Vel Plane - Lorwyn Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Elemental Shamans and an Elemental Spirit are on the battlefield, each gets +2/+2.) Whenever you roll CHAOS, target creature gains all creature types until end of turn. HOP C Venarian Glimmer {X}{U} Instant Target player reveals his or her hand. You choose a nonland card with converted mana cost X or less from it. That player discards that card. PLC U Venarian Gold {X}{U}{U} Enchantment - Aura Enchant creature When Venarian Gold enters the battlefield, tap enchanted creature and put a number of sleep counters on it equal to the value of X as you cast Venarian Gold. Enchanted creature doesn't untap during its controller's untap step if it has a sleep counter on it. At the beginning of the upkeep of enchanted creature's controller, remove a sleep counter from that creature. LE C Vendetta {B} Instant Destroy target nonblack creature. It can't be regenerated. You lose life equal to that creature's toughness. MM C, ROE C Vendilion Clique {1}{U}{U} Legendary Creature - Faerie Wizard 3/1 Flash Flying When Vendilion Clique enters the battlefield, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of his or her library, then draws a card. MOR R, MMA M, MM2 M Venerable Kumo {4}{G} Creature - Spirit 2/3 Reach (This creature can block creatures with flying.) Soulshift 4 (When this creature dies, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) CHK C Venerable Lammasu {6}{W} Creature - Lammasu 5/4 Flying KTK U Venerable Monk {2}{W} Creature - Human Monk Cleric 2/2 When Venerable Monk enters the battlefield, you gain 2 life. PO U, ST C, 6E C, P3 C, P4 C, 7E C, 8ED C, 9ED C, 10E C, DDC C, DD3_DVD C Venerated Teacher {2}{U} Creature - Human Wizard 2/2 When Venerated Teacher enters the battlefield, put two level counters on each creature you control with level up. ROE C Vengeance {3}{W} Sorcery Destroy target tapped creature. PO U, P2 U, PK U, P3 U, 7E U, 8ED U, 9ED U Vengeful Archon {4}{W}{W}{W} Creature - Archon 7/7 Flying {X}: Prevent the next X damage that would be dealt to you this turn. If damage is prevented this way, Vengeful Archon deals that much damage to target player. M11 R Vengeful Dead {3}{B} Creature - Zombie 3/2 Whenever Vengeful Dead or another Zombie dies, each opponent loses 1 life. SCG C Vengeful Dreams {W}{W} Instant As an additional cost to cast Vengeful Dreams, discard X cards. Exile X target attacking creatures. TOR R Vengeful Firebrand {3}{R} Creature - Elemental Warrior 5/2 Vengeful Firebrand has haste as long as a Warrior card is in your graveyard. {R}: Vengeful Firebrand gets +1/+0 until end of turn. MOR R Vengeful Pharaoh {2}{B}{B}{B} Creature - Zombie 5/4 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever combat damage is dealt to you or a planeswalker you control, if Vengeful Pharaoh is in your graveyard, destroy target attacking creature, then put Vengeful Pharaoh on top of your library. M12 R Vengeful Rebirth {4}{R}{G} Sorcery Return target card from your graveyard to your hand. If you return a nonland card to your hand this way, Vengeful Rebirth deals damage equal to that card's converted mana cost to target creature or player. Exile Vengeful Rebirth. ARB U, CMD U, MM2 U Vengeful Vampire {4}{B}{B} Creature - Vampire 3/2 Flying Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA U Vengevine {2}{G}{G} Creature - Elemental 4/3 Haste Whenever you cast a spell, if it's the second creature spell you cast this turn, you may return Vengevine from your graveyard to the battlefield. ROE M Venom {1}{G}{G} Enchantment - Aura Enchant creature Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy the other creature at end of combat. DK C, 4E C, 5E C Venom Sliver {1}{G} Creature - Sliver 1/1 Sliver creatures you control have deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.) M15 U Venomous Breath {3}{G} Instant Choose target creature. At this turn's next end of combat, destroy all creatures that blocked or were blocked by it this turn. IA U, MM U Venomous Dragonfly {3}{G} Creature - Insect 1/1 Flying Whenever Venomous Dragonfly blocks or becomes blocked by a creature, destroy that creature at end of combat. MM C Venomous Fangs {2}{G} Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to a creature, destroy the other creature. UZ C Venomous Vines {2}{G}{G} Sorcery Destroy target enchanted permanent. JUD C Venomspout Brackus {6}{G} Creature - Beast 5/5 {1}{G}, {T}: Venomspout Brackus deals 5 damage to target attacking or blocking creature with flying. Morph {3}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Venser's Diffusion {2}{U} Instant Return target nonland permanent or suspended card to its owner's hand. FUT C Venser's Journal {5} Artifact You have no maximum hand size. At the beginning of your upkeep, you gain 1 life for each card in your hand. SOM R Venser's Sliver {5} Artifact Creature - Sliver 3/3 TSP C Venser, Shaper Savant {2}{U}{U} Legendary Creature - Human Wizard 2/2 Flash (You may cast this spell any time you could cast an instant.) When Venser, Shaper Savant enters the battlefield, return target spell or permanent to its owner's hand. FUT R, V13 M Venser, the Sojourner {3}{W}{U} Planeswalker - Venser 3 [+2] Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step. [-1] Creatures can't be blocked this turn. [-8] You get an emblem with "Whenever you cast a spell, exile target permanent." SOM M, DDI M Vent Sentinel {3}{R} Creature - Elemental 2/4 Defender {1}{R}, {T}: Vent Sentinel deals damage to target player equal to the number of creatures with defender you control. ROE C, CNS C Ventifact Bottle {3} Artifact {X}{1}, {T}: Put X charge counters on Ventifact Bottle. Activate this ability only any time you could cast a sorcery. At the beginning of your precombat main phase, if Ventifact Bottle has a charge counter on it, tap it and remove all charge counters from it. Add {1} to your mana pool for each charge counter removed this way. MI R Verdant Catacombs Land {T}, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card and put it onto the battlefield. Then shuffle your library. M, ZEN R Verdant Eidolon {3}{G} Creature - Spirit 2/2 {G}, Sacrifice Verdant Eidolon: Add three mana of any one color to your mana pool. Whenever you cast a multicolored spell, you may return Verdant Eidolon from your graveyard to your hand. DIS C Verdant Embrace {3}{G}{G} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, put a 1/1 green Saproling creature token onto the battlefield." TSP R Verdant Field {2}{G} Enchantment - Aura Enchant land Enchanted land has "{T}: Target creature gets +1/+1 until end of turn." PR U Verdant Force {5}{G}{G}{G} Creature - Elemental 7/7 At the beginning of each upkeep, put a 1/1 green Saproling creature token onto the battlefield. TE R, 9ED R, 10E R, HOP R, PD3 R, TPR R Verdant Haven {2}{G} Enchantment - Aura Enchant land When Verdant Haven enters the battlefield, you gain 2 life. Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool. (in addition to the mana the land produces) GTC C, M14 C, M15 C Verdant Succession {4}{G} Enchantment Whenever a green nontoken creature dies, that creature's controller may search his or her library for a card with the same name as that creature and put it onto the battlefield. If that player does, he or she shuffles his or her library. OD R Verdant Touch {1}{G} Sorcery Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Target land becomes a 2/2 creature that's still a land. (This effect lasts indefinitely.) ST R, TPR U Verdeloth the Ancient {4}{G}{G} Legendary Creature - Treefolk 4/7 Kicker {X} (You may pay an additional {X} as you cast this spell.) Saproling creatures and other Treefolk creatures get +1/+1. When Verdeloth the Ancient enters the battlefield, if it was kicked, put X 1/1 green Saproling creature tokens onto the battlefield. IN R, TSB S, ARC R, MMA R Verdigris {2}{G} Instant Destroy target artifact. TE U, TPR C Verduran Emissary {2}{G} Creature - Human Wizard 2/3 Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.) When Verduran Emissary enters the battlefield, if it was kicked, destroy target artifact. It can't be regenerated. IN U, DDE U Verduran Enchantress {1}{G}{G} Creature - Human Druid 0/2 Whenever you cast an enchantment spell, you may draw a card. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, 7E R, 8ED R, 9ED R Vermiculos {4}{B} Creature - Horror 1/1 Whenever an artifact enters the battlefield, Vermiculos gets +4/+4 until end of turn. MRD R Vernal Bloom {3}{G} Enchantment Whenever a Forest is tapped for mana, its controller adds {G} to his or her mana pool. (in addition to the mana the land produces) UZ R, 7E R, 8ED R Vernal Equinox {3}{G} Enchantment Any player may cast creature and enchantment cards as though they had flash. MM R Vertigo {R} Instant Vertigo deals 2 damage to target creature with flying. That creature loses flying until end of turn. IA U, 6E U Vertigo Spawn {1}{U} Creature - Illusion 0/3 Defender (This creature can't attack.) Whenever Vertigo Spawn blocks a creature, tap that creature. That creature doesn't untap during its controller's next untap step. GPT U Vesper Ghoul {2}{B} Creature - Zombie Druid 1/1 {T}, Pay 1 life: Add one mana of any color to your mana pool. DIS C Vessel of Endless Rest {3} Artifact When Vessel of Endless Rest enters the battlefield, put target card from a graveyard on the bottom of its owner's library. {T}: Add one mana of any color to your mana pool. AVR U Vestige of Emrakul {3}{R} Creature - Eldrazi Drone 3/4 Devoid (This card has no color.) Trample C Vesuva Land You may have Vesuva enter the battlefield tapped as a copy of any land on the battlefield. TSP R, V12 M Vesuvan Doppelganger {3}{U}{U} Creature - Shapeshifter 0/0 You may have Vesuvan Doppelganger enter the battlefield as a copy of any creature on the battlefield except it doesn't copy that creature's color and it gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except it doesn't copy that creature's color. If you do, this creature gains this ability." 1E R, 2E R, 2U R, 3E R, MED R Vesuvan Shapeshifter {3}{U}{U} Creature - Shapeshifter 0/0 As Vesuvan Shapeshifter enters the battlefield or is turned face up, you may choose another creature on the battlefield. If you do, until Vesuvan Shapeshifter is turned face down, it becomes a copy of that creature and gains "At the beginning of your upkeep, you may turn this creature face down." Morph {1}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) TSP R Veteran Armorer {1}{W} Creature - Human Soldier 2/2 Other creatures you control get +0/+1. RAV C, MMA C Veteran Armorsmith {W}{W} Creature - Human Soldier 2/3 Other Soldier creatures you control get +0/+1. M10 C, DDO C Veteran Bodyguard {3}{W}{W} Creature - Human 2/5 As long as Veteran Bodyguard is untapped, all damage that would be dealt to you by unblocked creatures is dealt to Veteran Bodyguard instead. 1E R, 2E R, 2U R, 3E R, ME4 R Veteran Brawlers {1}{R} Creature - Human Soldier 4/4 Veteran Brawlers can't attack if defending player controls an untapped land. Veteran Brawlers can't block if you control an untapped land. PR R Veteran Cavalier {W}{W} Creature - Human Knight 2/2 Vigilance (Attacking doesn't cause this creature to tap.) P3 U, 9ED C Veteran Explorer {G} Creature - Human Soldier Scout 1/1 When Veteran Explorer dies, each player may search his or her library for up to two basic land cards and put them onto the battlefield. Then each player who searched his or her library this way shuffles it. WL U, CMD U Veteran Swordsmith {2}{W} Creature - Human Soldier 3/2 Other Soldier creatures you control get +1/+0. M10 C, DDO C Veteran Warleader {1}{G}{W} 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. R (x2) Veteran of the Depths {3}{W} Creature - Merfolk Soldier 2/2 Whenever Veteran of the Depths becomes tapped, you may put a +1/+1 counter on it. LRW U 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 {2} MOR U Veteran's Reflexes {W} Instant Target creature gets +1/+1 until end of turn. Untap that creature. WWK C Veteran's Sidearm {2} Artifact - Equipment Equipped creature gets +1/+1. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) ORI C Veteran's Voice {R} 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. AL C (x2) Vex {2}{U} Instant Counter target spell. That spell's controller may draw a card. DST C Vexing Arcanix {4} Artifact {3}, {T}: Target player names a card, then reveals the top card of his or her library. If it's the named card, the player puts it into his or her hand. Otherwise, the player puts it into his or her graveyard and Vexing Arcanix deals 2 damage to him or her. IA R, 8ED R Vexing Beetle {4}{G} Creature - Insect 3/3 Vexing Beetle can't be countered. Vexing Beetle gets +3/+3 as long as no opponent controls a creature. LGN R Vexing Devil {R} Creature - Devil 4/3 When Vexing Devil enters the battlefield, any opponent may have it deal 4 damage to him or her. If a player does, sacrifice Vexing Devil. AVR R Vexing Shusher {R/G}{R/G} Creature - Goblin Shaman 2/2 Vexing Shusher can't be countered. {R/G}: Target spell can't be countered by spells or abilities. SHM R Vexing Sphinx {1}{U}{U} 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. CSP R Vhati il-Dal {2}{B}{G} Legendary Creature - Human Warrior 3/3 {T}: Until end of turn, target creature has base power 1 or base toughness 1. TE R, TSB S, TPR R Vial of Dragonfire {2} Artifact {2}, {T}, Sacrifice Vial of Dragonfire: Vial of Dragonfire deals 2 damage to target creature. DTK C Vial of Poison {1} Artifact {1}, 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.) M14 U Viashino Bey {2}{R}{R} Creature - Viashino 4/3 If Viashino Bey attacks, all creatures you control attack if able. GU C Viashino Bladescout {1}{R}{R} 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. TSP C Viashino Cutthroat {2}{R}{R} Creature - Viashino 5/3 Haste At the beginning of the end step, return Viashino Cutthroat to its owner's hand. GU U Viashino Fangtail {2}{R}{R} Creature - Viashino Warrior 3/3 {T}: Viashino Fangtail deals 1 damage to target creature or player. RAV C Viashino Firstblade {1}{R}{W} Creature - Viashino Soldier 2/2 Haste When Viashino Firstblade enters the battlefield, it gets +2/+2 until end of turn. DGM C Viashino Grappler {2}{R} Creature - Viashino 3/1 {G}: Viashino Grappler gains trample until end of turn. IN C Viashino Heretic {2}{R} Creature - Viashino 1/3 {1}{R}, {T}: Destroy target artifact. Viashino Heretic deals damage to that artifact's controller equal to the artifact's converted mana cost. GU U Viashino Outrider {2}{R} Creature - Viashino 4/3 Echo {2}{R} (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.) UZ C Viashino Racketeer {2}{R} Creature - Viashino Rogue 2/1 When Viashino Racketeer enters the battlefield, you may discard a card. If you do, draw a card. RTR C Viashino Runner {3}{R} Creature - Viashino 3/2 Menace (This creature can't be blocked except by two or more creatures.) UZ C, 10E C Viashino Sandscout {1}{R} Creature - Viashino Scout 2/1 Haste (This creature can attack and {T} 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.) GU C, 10E C Viashino Sandstalker {1}{R}{R} Creature - Viashino Warrior 4/2 Haste (This creature can attack the turn 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.) VI U, 8ED U, 9ED U Viashino Sandswimmer {2}{R}{R} Creature - Viashino 3/2 {R}: Flip a coin. If you win the flip, return Viashino Sandswimmer to its owner's hand. If you lose the flip, sacrifice Viashino Sandswimmer. UZ R Viashino Shanktail {3}{R} Creature - Viashino Warrior 3/1 First strike Bloodrush - {2}{R}, Discard Viashino Shanktail: Target attacking creature gets +3/+1 and gains first strike until end of turn. GTC U Viashino Skeleton {3}{R} Creature - Viashino Skeleton 2/1 {1}{B}, Discard a card: Regenerate Viashino Skeleton. ALA C Viashino Slasher {1}{R} Creature - Viashino Warrior 1/2 {R}: Viashino Slasher gets +1/-1 until end of turn. RAV C Viashino Slaughtermaster {1}{R} Creature - Viashino Warrior 1/1 Double strike {B}{G}: Viashino Slaughtermaster gets +1/+1 until end of turn. Activate this ability only once each turn. CON U, MM2 C Viashino Spearhunter {2}{R} Creature - Viashino Warrior 2/1 First strike (This creature deals combat damage before creatures without first strike.) M10 C Viashino Warrior {3}{R} Creature - Viashino Warrior 4/2 MI C, 6E C, BD C Viashino Weaponsmith {3}{R} Creature - Viashino 2/2 Whenever Viashino Weaponsmith becomes blocked by a creature, Viashino Weaponsmith gets +2/+2 until end of turn. UZ C Viashivan Dragon {2}{R}{R}{G}{G} Creature - Dragon 4/4 Flying {R}: Viashivan Dragon gets +1/+0 until end of turn. {G}: Viashivan Dragon gets +0/+1 until end of turn. VI R 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. IA R, ME4 R Vicious Betrayal {3}{B}{B} Sorcery As an additional cost to cast Vicious Betrayal, sacrifice any number of creatures. Target creature gets +2/+2 until end of turn for each creature sacrificed this way. 5DN C Vicious Hunger {B}{B} Sorcery Vicious Hunger deals 2 damage to target creature and you gain 2 life. NE C, 8ED C, DDD C, DD3_GVL C Vicious Kavu {1}{B}{R} Creature - Kavu 2/2 Whenever Vicious Kavu attacks, it gets +2/+0 until end of turn. IN U Vicious Shadows {6}{R} 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. ALA R Victim of Night {B}{B} Instant Destroy target non-Vampire, non-Werewolf, non-Zombie creature. ISD C Victimize {2}{B} Sorcery Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped. UZ U, CNS U, C14 U Victorious Destruction {4}{R} Sorcery Destroy target artifact or land. Its controller loses 1 life. NPH C Victory's Herald {3}{W}{W}{W} Creature - Angel 4/4 Flying Whenever Victory's Herald attacks, attacking creatures gain flying and lifelink until end of turn. MBS R Victual Sliver {G}{W} Creature - Sliver 2/2 All Slivers have "{2}, Sacrifice this permanent: You gain 4 life." ST U, H09 U, TPR U View from Above {1}{U} Instant Target creature gains flying until end of turn. If you control a white permanent, return View from Above to its owner's hand. CON U Vigean Graftmage {2}{U} 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.) {1}{U}: Untap target creature with a +1/+1 counter on it. DIS U, MM2 C Vigean Hydropon {1}{G}{U} 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. DIS C Vigean Intuition {3}{G}{U} 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.) DIS U Vigil for the Lost {3}{W} Enchantment Whenever a creature you control dies, you may pay {X}. If you do, you gain X life. SOM U Vigilance {W} Enchantment - Aura Enchant creature Enchanted creature has vigilance. (Attacking doesn't cause it to tap.) CHK C Vigilant Drake {4}{U} Creature - Drake 3/3 Flying {2}{U}: Untap Vigilant Drake. GU C, BD C, 7E C Vigilant Martyr {W} Creature - Human Cleric 1/1 Sacrifice Vigilant Martyr: Regenerate target creature. {W}{W}, {T}, Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment. MI U Vigilant Sentry {1}{W}{W} Creature - Human Nomad 2/2 Threshold - As long as seven or more cards are in your graveyard, Vigilant Sentry gets +1/+1 and has "{T}: Target attacking or blocking creature gets +3/+3 until end of turn." JUD C Vigilante Justice {3}{R} Enchantment Whenever a Human enters the battlefield under your control, Vigilante Justice deals 1 damage to target creature or player. AVR U Vigor {3}{G}{G}{G} Creature - Elemental Incarnation 6/6 Trample If damage would be dealt to a creature you control other than Vigor, 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. LRW R Vigor Mortis {2}{B}{B} Sorcery Return target creature card from your graveyard to the battlefield. If {G} was spent to cast Vigor Mortis, that creature enters the battlefield with an additional +1/+1 counter on it. RAV U, DDJ U Vigorous Charge {G} Instant Kicker {W} (You may pay an additional {W} as you cast this spell.) Target creature gains trample until end of turn. Whenever that creature deals combat damage this turn, if Vigorous Charge was kicked, you gain life equal to that damage. IN C Vile Aggregate {2}{R} 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 his or her library.) U Vile Consumption {1}{U}{B} Enchantment All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1 life." IN R Vile Deacon {2}{B}{B} 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. LGN C Vile Rebirth {B} Instant Exile target creature card from a graveyard. Put a 2/2 black Zombie creature token onto the battlefield. M13 C, M14 C Vile Requiem {2}{B}{B} Enchantment At the beginning of your upkeep, you may put a verse counter on Vile Requiem. {1}{B}, 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. UZ U, C13 U Village Bell-Ringer {2}{W} 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. ISD C Village Cannibals {2}{B} Creature - Human 2/2 Whenever another Human creature dies, put a +1/+1 counter on Village Cannibals. ISD U Village Elder {G} Creature - Human Druid 1/1 {G}, {T}, Sacrifice a Forest: Regenerate target creature. MI C, BR C Village Ironsmith {1}{R} Creature - Human Werewolf 1/1 First strike At the beginning of each upkeep, if no spells were cast last turn, transform Village Ironsmith. ---- Ironfang (Red) Creature - Werewolf 3/1 First strike At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ironfang. ISD C Village Survivors {4}{G} Creature - Human 4/5 Vigilance Fateful hour - As long as you have 5 or less life, other creatures you control have vigilance. DKA U Villagers of Estwald {2}{G} Creature - Human Werewolf 2/3 At the beginning of each upkeep, if no spells were cast last turn, transform Villagers of Estwald. ---- Howlpack of Estwald (Green) Creature - Werewolf 4/6 At the beginning of each upkeep, if a player cast two or more spells last turn, transform Howlpack of Estwald. ISD C Villainous Ogre {2}{B} Creature - Ogre Warrior 3/2 Villainous Ogre can't block. As long as you control a Demon, Villainous Ogre has "{B}: Regenerate Villainous Ogre." CHK C Villainous Wealth {X}{B}{G}{U} Sorcery Target opponent exiles the top X cards of his or her library. You may cast any number of nonland cards with converted mana cost X or less from among them without paying their mana costs. KTK R Vindicate {1}{W}{B} Sorcery Destroy target permanent. AP R Vindictive Mob {4}{B}{B} Creature - Human Berserker 5/5 When Vindictive Mob enters the battlefield, sacrifice a creature. Vindictive Mob can't be blocked by Saprolings. RAV U Vine Dryad {3}{G} Creature - Dryad 1/3 Flash Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) You may exile a green card from your hand rather than pay Vine Dryad's mana cost. MM R Vine Kami {6}{G} 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.) CHK C Vine Snare {2}{G} Instant Prevent all combat damage that would be dealt this turn by creatures with power 4 or less. ORI C Vine Trellis {1}{G} Creature - Plant Wall 0/4 Defender (This creature can't attack.) {T}: Add {G} to your mana pool. MM C, 8ED C, DDD C, DD3_GVL C Vinelasher Kudzu {1}{G} Creature - Plant 1/1 Whenever a land enters the battlefield under your control, put a +1/+1 counter on Vinelasher Kudzu. RAV R, DDM R Vines of Vastwood {G} Instant Kicker {G} (You may pay an additional {G} as you cast this spell.) Target creature can't be the target of spells or abilities your opponents control this turn. If Vines of Vastwood was kicked, that creature gets +4/+4 until end of turn. ZEN C, MM2 C Vineweft {G} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. {4}{G}: Return Vineweft from your graveyard to your hand. M15 C Vintara Elephant {4}{G} Creature - Elephant 4/3 Trample {3}: Vintara Elephant loses trample until end of turn. Any player may activate this ability. PR C Vintara Snapper {G}{G} Creature - Turtle 2/2 Vintara Snapper has shroud as long as you control no untapped lands. (It can't be the target of spells or abilities.) PR U Violent Eruption {1}{R}{R}{R} Instant Violent Eruption deals 4 damage divided as you choose among any number of target creatures and/or players. Madness {1}{R}{R} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.) TOR U Violent Outburst {1}{R}{G} Instant Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Creatures you control get +1/+0 until end of turn. ARB C Violent Ultimatum {B}{B}{R}{R}{R}{G}{G} Sorcery Destroy three target permanents. ALA R Violet Pall {4}{B} Tribal Instant - Faerie Destroy target nonblack creature. Put a 1/1 black Faerie Rogue creature token with flying onto the battlefield. MOR C Viper's Kiss {B} Enchantment - Aura Enchant creature Enchanted creature gets -1/-1, and its activated abilities can't be activated. THS C Viral Drake {3}{U} Creature - Drake 1/4 Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) {3}{U}: Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) NPH U Viridescent Wisps {G} Instant Target creature becomes green and gets +1/+0 until end of turn. Draw a card. SHM C Viridian Acolyte {G} Creature - Elf Shaman 1/1 {1}, {T}: Add one mana of any color to your mana pool. DST C Viridian Betrayers {1}{G}{G} Creature - Elf Warrior 3/1 Viridian Betrayers has infect as long as an opponent is poisoned. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) NPH C Viridian Claw {2} Artifact - Equipment Equipped creature gets +1/+0 and has first strike. Equip {1} MBS U Viridian Corrupter {1}{G}{G} Creature - Elf Shaman 2/2 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) When Viridian Corrupter enters the battlefield, destroy target artifact. MBS U Viridian Emissary {1}{G} Creature - Elf Scout 2/1 When Viridian Emissary dies, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. MBS C, PC2 C Viridian Harvest {G} Enchantment - Aura Enchant artifact When enchanted artifact is put into a graveyard, you gain 6 life. NPH C Viridian Joiner {2}{G} Creature - Elf Druid 1/2 {T}: Add to your mana pool an amount of {G} equal to Viridian Joiner's power. MRD C Viridian Longbow {1} Artifact - Equipment Equipped creature has "{T}: This creature deals 1 damage to target creature or player." Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) MRD C Viridian Lorebearers {3}{G} Creature - Elf Shaman 3/3 {3}{G}, {T}: Target creature gets +X/+X until end of turn, where X is the number of artifacts your opponents control. 5DN U Viridian Revel {1}{G}{G} Enchantment Whenever an artifact is put into an opponent's graveyard from the battlefield, you may draw a card. SOM U Viridian Scout {3}{G} Creature - Elf Warrior Scout 1/2 {2}{G}, Sacrifice Viridian Scout: Viridian Scout deals 2 damage to target creature with flying. 5DN C Viridian Shaman {2}{G} Creature - Elf Shaman 2/2 When Viridian Shaman enters the battlefield, destroy target artifact. MRD U, 9ED U, 10E U Viridian Zealot {G}{G} Creature - Elf Warrior 2/1 {1}{G}, Sacrifice Viridian Zealot: Destroy target artifact or enchantment. DST R Viridian Zealot Avatar Vanguard Hand +0, life +2 {2}, Sacrifice a creature: Destroy target artifact or enchantment. Search your library for a card with the same name as the sacrificed creature, reveal that card, and put it into your hand. Then shuffle your library. VAN S Virtue's Ruin {2}{B} Sorcery Destroy all white creatures. PO U, V14 M Virtuous Charge {2}{W} Sorcery Creatures you control get +1/+1 until end of turn. PK C Virulent Plague {2}{B} Enchantment Creature tokens get -2/-2. DTK U Virulent Sliver {G} Creature - Sliver 1/1 All Sliver creatures have poisonous 1. (Whenever a Sliver deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.) FUT C, H09 C Virulent Swipe {B} Instant Target creature gets +2/+0 and gains deathtouch until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) ROE U Virulent Wound {B} Instant Put a -1/-1 counter on target creature. When that creature dies this turn, its controller gets a poison counter. MBS C Visara the Dreadful {3}{B}{B}{B} Legendary Creature - Gorgon 5/5 Flying {T}: Destroy target creature. It can't be regenerated. ONS R, V11 M, VMA R Viscera Dragger {3}{B} Creature - Zombie Ogre Warrior 3/3 Cycling {2} ({2}, Discard this card: Draw a card.) Unearth {1}{B} ({1}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA C Viscera Seer {B} Creature - Vampire Wizard 1/1 Sacrifice a creature: Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) M11 C, C13 C Viscerid Armor {1}{U} Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. {1}{U}: Return Viscerid Armor to its owner's hand. AL C (x2), ME2 C Viscerid Deepwalker {4}{U} Creature - Homarid Warrior 2/3 {U}: Viscerid Deepwalker gets +1/+0 until end of turn. Suspend 4- {U} (Rather than cast this card from your hand, you may pay {U} 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. It has haste.) TSP C Viscerid Drone {1}{U} Creature - Homarid Drone 1/2 {T}, Sacrifice a creature and a Swamp: Destroy target nonartifact creature. It can't be regenerated. {T}, Sacrifice a creature and a snow Swamp: Destroy target creature. It can't be regenerated. AL U, ME2 U Viscid Lemures {4}{B} Creature - Spirit 4/3 {0}: Viscid Lemures gets -1/-0 and gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.) TSP C Viseling {4} Artifact Creature - Construct 2/2 At the beginning of each opponent's upkeep, Viseling deals X damage to that player, where X is the number of cards in his or her hand minus 4. NE U, C13 U Vish Kal, Blood Arbiter {4}{W}{B}{B} Legendary Creature - Vampire 5/5 Flying, lifelink Sacrifice a creature: Put X +1/+1 counters on Vish Kal, Blood Arbiter, where X is the sacrificed creature's power. Remove all +1/+1 counters from Vish Kal: Target creature gets -1/-1 until end of turn for each +1/+1 counter removed this way. CMD R Vision Charm {U} Instant Choose one - • Target player puts the top four cards of his or her library into his or her graveyard. • Choose a land type and a basic land type. Each land of the first chosen type becomes the second chosen type until end of turn. • Target artifact phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.) VI C Vision Skeins {1}{U} Instant Each player draws two cards. DIS C, CMD C, C13 C Visions {W} Sorcery Look at the top five cards of target player's library. You may then have that player shuffle that library. LE U, 4E U Visions of Beyond {U} Instant Draw a card. If a graveyard has twenty or more cards in it, draw three cards instead. M12 R Vital Splicer {3}{G} Creature - Human Artificer 1/1 When Vital Splicer enters the battlefield, put a 3/3 colorless Golem artifact creature token onto the battlefield. {1}: Regenerate target Golem you control. NPH U Vital Surge {1}{G} Instant - Arcane You gain 3 life. Splice onto Arcane {1}{G} (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.) BOK C Vitality Charm {G} Instant Choose one - • Put a 1/1 green Insect creature token onto the battlefield. • Target creature gets +1/+1 and gains trample until end of turn. • Regenerate target Beast. ONS C Vitalize {G} Instant Untap all creatures you control. WL C, 6E C Vitalizing Cascade {X}{G}{W} Instant You gain X plus 3 life. MI U Vitalizing Wind {8}{G} Instant Creatures you control get +7/+7 until end of turn. PR R Vitaspore Thallid {1}{G} Creature - Fungus 1/1 At the beginning of your upkeep, put a spore counter on Vitaspore Thallid. Remove three spore counters from Vitaspore Thallid: Put a 1/1 green Saproling creature token onto the battlefield. Sacrifice a Saproling: Target creature gains haste until end of turn. PLC C Vithian Renegades {1}{R}{G} Creature - Human Shaman 3/2 When Vithian Renegades enters the battlefield, destroy target artifact. ARB U Vithian Stinger {2}{R} Creature - Human Shaman 0/1 {T}: Vithian Stinger deals 1 damage to target creature or player. Unearth {1}{R} ({1}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) ALA C, DDK C Vitu-Ghazi Guildmage {G}{W} Creature - Dryad Shaman 2/2 {4}{G}{W}: Put a 3/3 green Centaur creature token onto the battlefield. {2}{G}{W}: Populate. (Put a token onto the battlefield that's a copy of a creature token you control.) RTR U Vitu-Ghazi, the City-Tree Land {T}: Add {1} to your mana pool. {2}{G}{W}, {T}: Put a 1/1 green Saproling creature token onto the battlefield. RAV U, ARC U, DDH U, PC2 U, C13 U Vivid Crag Land Vivid Crag enters the battlefield tapped with two charge counters on it. {T}: Add {R} to your mana pool. {T}, Remove a charge counter from Vivid Crag: Add one mana of any color to your mana pool. LRW U, CMD U, MMA U, C13 U Vivid Creek Land Vivid Creek enters the battlefield tapped with two charge counters on it. {T}: Add {U} to your mana pool. {T}, Remove a charge counter from Vivid Creek: Add one mana of any color to your mana pool. LRW U, H09 U, CMD U, PC2 U, MMA U, C13 U Vivid Grove Land Vivid Grove enters the battlefield tapped with two charge counters on it. {T}: Add {G} to your mana pool. {T}, Remove a charge counter from Vivid Grove: Add one mana of any color to your mana pool. LRW U, H09 U, CMD U, MMA U, C13 U Vivid Marsh Land Vivid Marsh enters the battlefield tapped with two charge counters on it. {T}: Add {B} to your mana pool. {T}, Remove a charge counter from Vivid Marsh: Add one mana of any color to your mana pool. LRW U, CMD U, MMA U, C13 U Vivid Meadow Land Vivid Meadow enters the battlefield tapped with two charge counters on it. {T}: Add {W} to your mana pool. {T}, Remove a charge counter from Vivid Meadow: Add one mana of any color to your mana pool. LRW U, CMD U, MMA U Vivify {2}{G} Instant Target land becomes a 3/3 creature until end of turn. It's still a land. Draw a card. OD U Vivisection {3}{U} Sorcery As an additional cost to cast Vivisection, sacrifice a creature. Draw three cards. MBS C Vizkopa Confessor {3}{W}{B} Creature - Human Cleric 1/3 Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) When Vizkopa Confessor enters the battlefield, pay any amount of life. Target opponent reveals that many cards from his or her hand. You choose one of them and exile it. GTC U Vizkopa Guildmage {W}{B} Creature - Human Wizard 2/2 {1}{W}{B}: Target creature gains lifelink until end of turn. {1}{W}{B}: Whenever you gain life this turn, each opponent loses that much life. GTC U, C13 U Vizzerdrix {6}{U} Creature - Rabbit Beast 6/6 P3 R, P4 R, 7E R, 8ED R, 9ED R Vodalian Hypnotist {1}{U} Creature - Merfolk Wizard 1/1 {2}{B}, {T}: Target player discards a card. Activate this ability only any time you could cast a sorcery. IN U Vodalian Illusionist {2}{U} Creature - Merfolk Wizard 2/2 {U}{U}, {T}: Target creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.) WL U Vodalian Knights {1}{U}{U} Creature - Merfolk Knight 2/2 First strike Vodalian Knights can't attack unless defending player controls an Island. When you control no Islands, sacrifice Vodalian Knights. {U}: Vodalian Knights gains flying until end of turn. FE R, MED U Vodalian Mage {2}{U} Creature - Merfolk Wizard 1/1 {U}, {T}: Counter target spell unless its controller pays {1}. FE C (x3) Vodalian Merchant {1}{U} Creature - Merfolk 1/2 When Vodalian Merchant enters the battlefield, draw a card, then discard a card. IN C Vodalian Mystic {1}{U} Creature - Merfolk Wizard 1/1 {T}: Target instant or sorcery spell becomes the color of your choice. AP U Vodalian Serpent {3}{U} Creature - Serpent 2/2 Kicker {2} (You may pay an additional {2} as you cast this spell.) Vodalian Serpent can't attack unless defending player controls an Island. If Vodalian Serpent was kicked, it enters the battlefield with four +1/+1 counters on it. IN C Vodalian Soldiers {1}{U} Creature - Merfolk Soldier 1/2 FE C (x4), 5E C, 6E C Vodalian War Machine {1}{U}{U} Creature - Wall 0/4 Defender (This creature can't attack.) Tap an untapped Merfolk you control: Vodalian War Machine can attack this turn as though it didn't have defender. Tap an untapped Merfolk you control: Vodalian War Machine gets +2/+1 until end of turn. When Vodalian War Machine dies, destroy all Merfolk tapped this turn to pay for its abilities. FE R Vodalian Zombie {U}{B} Creature - Merfolk Zombie 2/2 Protection from green IN C Voice of All {2}{W}{W} Creature - Angel 2/2 Flying As Voice of All enters the battlefield, choose a color. Voice of All has protection from the chosen color. PS U, 10E R, CMD R Voice of Duty {3}{W} Creature - Angel 2/2 Flying, protection from green CG U Voice of Grace {3}{W} Creature - Angel 2/2 Flying, protection from black UZ U Voice of Law {3}{W} Creature - Angel 2/2 Flying, protection from red UZ U Voice of Reason {3}{W} Creature - Angel 2/2 Flying, protection from blue CG U Voice of Resurgence {G}{W} Creature - Elemental 2/2 Whenever an opponent casts a spell during your turn or when Voice of Resurgence dies, put a green and white Elemental creature token onto the battlefield with "This creature's power and toughness are each equal to the number of creatures you control." DGM M Voice of Truth {3}{W} Creature - Angel 2/2 Flying, protection from white NE U Voice of the Provinces {4}{W}{W} Creature - Angel 3/3 Flying When Voice of the Provinces enters the battlefield, put a 1/1 white Human creature token onto the battlefield. AVR C Voice of the Woods {3}{G}{G} Creature - Elf 2/2 Tap five untapped Elves you control: Put a 7/7 green Elemental creature token with trample onto the battlefield. ONS R, EVG R, DD3_EVG R Voiceless Spirit {2}{W} Creature - Spirit 2/1 Flying, first strike ISD C Voices from the Void {4}{B} Sorcery Domain - Target player discards a card for each basic land type among lands you control. CON U Void {3}{B}{R} Sorcery Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards all nonland cards with converted mana cost equal to the number. IN R, TSB S Void Attendant {2}{G} Creature - Eldrazi Processor 2/3 Devoid (This card has no color.) {1}{G}, Put a card an opponent owns from exile into that player's graveyard: Put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." U Void Maw {4}{B}{B} Creature - Horror 4/5 Trample If another creature would die, exile it instead. Put a card exiled with Void Maw into its owner's graveyard: Void Maw gets +2/+2 until end of turn. CSP R Void Snare {U} Sorcery Return target nonland permanent to its owner's hand. M15 C Void Squall {4}{U} Sorcery Return target nonland permanent to its owner's hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) DTK U Void Stalker {1}{U} Creature - Elemental 2/1 {2}{U}, {T}: Put Void Stalker and target creature on top of their owners' libraries, then those players shuffle their libraries. M13 R Void Winnower {9} Creature - Eldrazi 11/9 Your opponents can't cast spells with even converted mana costs. (Zero is even.) Your opponents can't block with creatures with even converted mana costs. M Voidmage Apprentice {1}{U} Creature - Human Wizard 1/1 Morph {2}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Voidmage Apprentice is turned face up, counter target spell. LGN C, DD2 C, DD3_JVC C Voidmage Husher {3}{U} Creature - Human Wizard 2/2 Flash (You may cast this spell any time you could cast an instant.) When Voidmage Husher enters the battlefield, counter target activated ability. (Mana abilities can't be targeted.) Whenever you cast a spell, you may return Voidmage Husher to its owner's hand. TSP U Voidmage Prodigy {U}{U} Creature - Human Wizard 2/1 {U}{U}, Sacrifice a Wizard: Counter target spell. Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS R, TSB S Voidslime {G}{U}{U} Instant Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.) DIS R Voidstone Gargoyle {3}{W}{W} Creature - Gargoyle 3/3 Flying As Voidstone Gargoyle enters the battlefield, name a nonland card. The named card can't be cast. Activated abilities of sources with the chosen name can't be activated. PLC R Voidwalk {3}{U} Sorcery Exile target creature. Return it to the battlefield under its owner's control at the beginning of the next end step. 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.) GTC U Voidwielder {4}{U} Creature - Human Wizard 1/4 When Voidwielder enters the battlefield, you may return target creature to its owner's hand. RTR C Volatile Rig {4} Artifact Creature - Construct 4/4 Trample Volatile Rig attacks each turn if able. Whenever Volatile Rig is dealt damage, flip a coin. If you lose the flip, sacrifice Volatile Rig. When Volatile Rig dies, flip a coin. If you lose the flip, it deals 4 damage to each creature and each player. RTR R Volcanic Awakening {4}{R}{R} Sorcery Destroy target land. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) TSP U Volcanic Dragon {4}{R}{R} Creature - Dragon 4/4 Flying Haste (This creature can attack and {T} as soon as it comes under your control.) MI R, PO R, 6E R, P3 R, M12 U Volcanic Eruption {X}{U}{U}{U} Sorcery Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains put into a graveyard this way. 1E R, 2E R, 2U R, 3E R, 4E R Volcanic Fallout {1}{R}{R} Instant Volcanic Fallout can't be countered. Volcanic Fallout deals 2 damage to each creature and each player. CON U, ARC U, CNS U Volcanic Geyser {X}{R}{R} Instant Volcanic Geyser deals X damage to target creature or player. MI U, 6E U, M13 U, M14 U Volcanic Hammer {1}{R} Sorcery Volcanic Hammer deals 3 damage to target creature or player. PO C, P2 C, P3 C, 7E C, 8ED C, 9ED C Volcanic Island Land - Island Mountain ({T}: Add {U} or {R} to your mana pool.) 2E R, 2U R, 3E R, ME3 R, ME4 R, VMA R Volcanic Offering {4}{R} Instant Destroy target nonbasic land you don't control and target nonbasic land of an opponent's choice you don't control. Volcanic Offering deals 7 damage to target creature you don't control and 7 damage to target creature of an opponent's choice you don't control. C14 R Volcanic Rambler {5}{R} Creature - Elemental 6/4 {2}{R}: Volcanic Rambler deals 1 damage to target player. ORI C Volcanic Rush {4}{R} Instant Attacking creatures get +2/+0 and gain trample until end of turn. DTK C Volcanic Spray {1}{R} Sorcery Volcanic Spray deals 1 damage to each creature without flying and each player. Flashback {1}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD U Volcanic Strength {1}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.) M11 C, M13 C Volcanic Submersion {4}{R} Sorcery Destroy target artifact or land. Cycling {2} ({2}, Discard this card: Draw a card.) ALA C Volcanic Upheaval {3}{R} Instant Destroy target land. C Volcanic Vision {5}{R}{R} Sorcery Return target instant or sorcery card from your graveyard to your hand. Volcanic Vision deals damage equal to that card's converted mana cost to each creature your opponents control. Exile Volcanic Vision. DTK R Volcanic Wind {4}{R}{R} Sorcery Volcanic Wind deals X damage divided as you choose among any number of target creatures, where X is the number of creatures on the battlefield as you cast Volcanic Wind. MM U Volcano Hellion {2}{R}{R} Creature - Hellion 6/5 Volcano Hellion has echo {X}, where X is your life total. (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.) When Volcano Hellion enters the battlefield, it deals an amount of damage of your choice to you and target creature. The damage can't be prevented. PLC R Volcano Imp {3}{B} Creature - Imp 2/2 Flying {1}{R}: Volcano Imp gains first strike until end of turn. PS C Volition Reins {3}{U}{U}{U} Enchantment - Aura Enchant permanent When Volition Reins enters the battlefield, if enchanted permanent is tapped, untap it. You control enchanted permanent. SOM U Volley of Boulders {8}{R} Sorcery Volley of Boulders deals 6 damage divided as you choose among any number of target creatures and/or players. Flashback {R}{R}{R}{R}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) OD R, DDI R Volrath Vanguard Hand +2, life -3 Whenever a creature you control is put into your graveyard from the battlefield, you may put it on top of your library. VAN S Volrath the Fallen {3}{B}{B}{B} Legendary Creature - Shapeshifter 6/4 {1}{B}, Discard a creature card: Volrath the Fallen gets +X/+X until end of turn, where X is the discarded card's converted mana cost. NE R Volrath's Curse {1}{U} Enchantment - Aura Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. That creature's controller may sacrifice a permanent for that player to ignore this effect until end of turn. {1}{U}: Return Volrath's Curse to its owner's hand. TE C, TPR U Volrath's Dungeon {2}{B}{B} Enchantment Pay 5 life: Destroy Volrath's Dungeon. Any player may activate this ability but only during his or her turn. Discard a card: Target player puts a card from his or her hand on top of his or her library. Activate this ability only any time you could cast a sorcery. EX R Volrath's Gardens {1}{G} Enchantment {2}, Tap an untapped creature you control: You gain 2 life. Activate this ability only any time you could cast a sorcery. ST R Volrath's Laboratory {5} Artifact As Volrath's Laboratory enters the battlefield, choose a color and a creature type. {5}, {T}: Put a 2/2 creature token of the chosen color and type onto the battlefield. ST R, TPR R Volrath's Shapeshifter {1}{U}{U} Creature - Shapeshifter 0/1 As long as the top card of your graveyard is a creature card, Volrath's Shapeshifter has the full text of that card and has the text "{2}: Discard a card." (Volrath's Shapeshifter has that card's name, mana cost, color, types, abilities, power, and toughness.) {2}: Discard a card. ST R, VMA R Volrath's Stronghold Legendary Land {T}: Add {1} to your mana pool. {1}{B}, {T}: Put target creature card from your graveyard on top of your library. ST R, TPR M Volt Charge {2}{R} Instant Volt Charge deals 3 damage to target creature or player. Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) NPH C, DDL C Voltaic Construct {4} Artifact Creature - Golem Construct 2/2 {2}: Untap target artifact creature. DST U Voltaic Key {1} Artifact {1}, {T}: Untap target artifact. UZ U, DDE U, M11 U Volunteer Militia {W} Creature - Human Soldier 1/2 P2 C, PK C Volunteer Reserves {1}{W} Creature - Human Soldier 2/4 Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) Cumulative upkeep {1} (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.) WL U Voodoo Doll {6} Artifact At the beginning of your upkeep, put a pin counter on Voodoo Doll. At the beginning of your end step, if Voodoo Doll is untapped, destroy Voodoo Doll and it deals damage to you equal to the number of pin counters on it. {X}{X}, {T}: Voodoo Doll deals damage equal to the number of pin counters on it to target creature or player. X is the number of pin counters on Voodoo Doll. LE R, CH R, ME3 R Voracious Cobra {2}{R}{G} Creature - Snake 2/2 First strike Whenever Voracious Cobra deals combat damage to a creature, destroy that creature. IN U Voracious Dragon {3}{R}{R} Creature - Dragon 4/4 Flying Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.) When Voracious Dragon enters the battlefield, it deals damage to target creature or player equal to twice the number of Goblins it devoured. CON R, DDG R Voracious Hatchling {3}{W/B} Creature - Elemental 6/6 Lifelink Voracious Hatchling enters the battlefield with four -1/-1 counters on it. Whenever you cast a white spell, remove a -1/-1 counter from Voracious Hatchling. Whenever you cast a black spell, remove a -1/-1 counter from Voracious Hatchling. EVE U Voracious Null {2}{B} Creature - Zombie 2/2 {1}{B}, Sacrifice another creature: Put two +1/+1 counters on Voracious Null. Activate this ability only any time you could cast a sorcery. C Voracious Wurm {1}{G} Creature - Wurm 2/2 Voracious Wurm enters the battlefield with X +1/+1 counters on it, where X is the amount of life you've gained this turn. M14 U Vorapede {2}{G}{G}{G} Creature - Insect 5/4 Vigilance, trample Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA M Vorel of the Hull Clade {1}{G}{U} Legendary Creature - Human Merfolk 1/4 {G}{U}, {T}: For each counter on target artifact, creature, or land, put another of those counters on that permanent. DGM R Vorinclex, Voice of Hunger {6}{G}{G} Legendary Creature - Praetor 7/6 Trample Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced. Whenever an opponent taps a land for mana, that land doesn't untap during its controller's next untap step. NPH M Vorosh, the Hunter {3}{G}{U}{B} Legendary Creature - Dragon 6/6 Flying Whenever Vorosh, the Hunter deals combat damage to a player, you may pay {2}{G}. If you do, put six +1/+1 counters on Vorosh. PLC R, CMD R Vorrac Battlehorns {2} Artifact - Equipment Equipped creature has trample and can't be blocked by more than one creature. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) MRD C Vorstclaw {4}{G}{G} Creature - Elemental Horror 7/7 AVR U Vortex Elemental {U} Creature - Elemental 0/1 {U}: Put Vortex Elemental and each creature blocking or blocked by it on top of their owners' libraries, then those players shuffle their libraries. {3}{U}{U}: Target creature blocks Vortex Elemental this turn if able. BNG U Votary of the Conclave {W} Creature - Human Soldier 1/1 {2}{G}: Regenerate Votary of the Conclave. RAV C Vow of Duty {2}{W} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2, has vigilance, and can't attack you or a planeswalker you control. CMD U, CNS U Vow of Flight {2}{U} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2, has flying, and can't attack you or a planeswalker you control. CMD U Vow of Lightning {2}{R} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2, has first strike, and can't attack you or a planeswalker you control. CMD U Vow of Malice {2}{B} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2, has intimidate, and can't attack you or a planeswalker you control. (A creature wit intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) CMD U Vow of Wildness {2}{G} Enchantment - Aura Enchant creature Enchanted creature gets +3/+3, has trample, and can't attack you or a planeswalker you control. CMD U Voyage's End {1}{U} Instant Return target creature to its owner's hand. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) THS C Voyager Drake {3}{U} Creature - Drake 3/3 Multikicker {U} (You may pay an additional {U} any number of times as you cast this spell.) Flying When Voyager Drake enters the battlefield, up to X target creatures gain flying until end of turn, where X is the number of times Voyager Drake was kicked. WWK U Voyager Staff {1} Artifact {2}, Sacrifice Voyager Staff: Exile target creature. Return the exiled card to the battlefield under its owner's control at the beginning of the next end step. RAV U Voyaging Satyr {1}{G} Creature - Satyr Druid 1/2 {T}: Untap target land. THS C Vraska the Unseen {3}{B}{G} Planeswalker - Vraska 5 [+1] Until your next turn, whenever a creature deals combat damage to Vraska the Unseen, destroy that creature. [-3] Destroy target nonland permanent. [-7] Put three 1/1 black Assassin creature tokens onto the battlefield with "Whenever this creature deals combat damage to a player, that player loses the game." RTR M, DDM M Vryn Wingmare {2}{W} Creature - Pegasus 2/1 Flying Noncreature spells cost {1} more to cast. ORI R Vug Lizard {1}{R}{R} Creature - Lizard 3/4 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) Echo {1}{R}{R} (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.) UZ U Vulpine Goliath {4}{G}{G} Creature - Fox 6/5 Trample THS C Vulshok Battlegear {3} Artifact - Equipment Equipped creature gets +3/+3. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) MRD U, DDI U Vulshok Battlemaster {4}{R} Creature - Human Warrior 2/2 Haste When Vulshok Battlemaster enters the battlefield, attach all Equipment on the battlefield to it. (Control of the Equipment doesn't change.) MRD R Vulshok Berserker {3}{R} Creature - Human Berserker 3/2 Haste (This creature can attack and {T} as soon as it comes under your control.) MRD C, M11 C, DDI C Vulshok Gauntlets {2} Artifact - Equipment Equipped creature gets +4/+2 and doesn't untap during its controller's untap step. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) MRD C Vulshok Heartstoker {2}{R} Creature - Human Shaman 2/2 When Vulshok Heartstoker enters the battlefield, target creature gets +2/+0 until end of turn. SOM C Vulshok Morningstar {2} Artifact - Equipment Equipped creature gets +2/+2. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) DST C, 9ED U, DDI U Vulshok Refugee {1}{R}{R} Creature - Human Warrior 3/2 Protection from red NPH U Vulshok Replica {3} Artifact Creature - Berserker 3/1 {1}{R}, Sacrifice Vulshok Replica: Vulshok Replica deals 3 damage to target player. SOM C Vulshok Sorcerer {1}{R}{R} Creature - Human Shaman 1/1 Haste {T}: Vulshok Sorcerer deals 1 damage to target creature or player. 5DN C, PD2 C, DDI C Vulshok War Boar {2}{R}{R} Creature - Boar Beast 5/5 When Vulshok War Boar enters the battlefield, sacrifice it unless you sacrifice an artifact. DST U Vulturous Aven {3}{B} Creature - Bird Shaman 2/3 Flying Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Vulturous Aven exploits a creature, you draw two cards and you lose 2 life. DTK C Vulturous Zombie {3}{B}{G} Creature - Plant Zombie 3/3 Flying Whenever a card is put into an opponent's graveyard from anywhere, put a +1/+1 counter on Vulturous Zombie. RAV R, CMD R Wail of the Nim {2}{B} Instant Choose one - • Regenerate each creature you control. • Wail of the Nim deals 1 damage to each creature and each player. Entwine {B} (Choose both if you pay the entwine cost.) MRD C Waiting in the Weeds {1}{G}{G} Sorcery Each player puts a 1/1 green Cat creature token onto the battlefield for each untapped Forest he or she controls. MI R, 6E R Wake Thrasher {2}{U} Creature - Merfolk Soldier 1/1 Whenever a permanent you control becomes untapped, Wake Thrasher gets +1/+1 until end of turn. EVE R Wake of Destruction {3}{R}{R}{R} Sorcery Destroy target land and all other lands with the same name as that land. CG R Wake of Vultures {3}{B} Creature - Bird 3/1 Flying {1}{B}, Sacrifice a creature: Regenerate Wake of Vultures. VI C Wake the Dead {X}{B}{B} Instant Cast Wake the Dead only during combat on an opponent's turn. Return X target creature cards from your graveyard to the battlefield. Sacrifice those creatures at the beginning of the next end step. C14 R Wake the Reflections {W} Sorcery Populate. (Put a token onto the battlefield that's a copy of a creature token you control.) DGM C Wakedancer {2}{B} Creature - Human Shaman 2/2 Morbid - When Wakedancer enters the battlefield, if a creature died this turn, put a 2/2 black Zombie creature token onto the battlefield. DKA U, CNS C Wakestone Gargoyle {3}{W} Creature - Gargoyle 3/4 Defender, flying {1}{W}: Creatures you control with defender can attack this turn as though they didn't have defender. DIS R, CNS U Waking Nightmare {2}{B} Sorcery - Arcane Target player discards two cards. CHK C, MM2 C Walk the Aeons {4}{U}{U} Sorcery Buyback-Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Target player takes an extra turn after this one. TSP R Walker of Secret Ways {2}{U} Creature - Human Ninja 1/2 Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Walker of Secret Ways deals combat damage to a player, look at that player's hand. {1}{U}: Return target Ninja you control to its owner's hand. Activate this ability only during your turn. BOK U, PC2 U Walker of the Grove {6}{G}{G} Creature - Elemental 7/7 When Walker of the Grove leaves the battlefield, put a 4/4 green Elemental creature token onto the battlefield. Evoke {4}{G} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) MOR U, MMA C, C13 U Walking Archive {3} Artifact Creature - Golem 1/1 Defender (This creature can't attack.) Walking Archive enters the battlefield with a +1/+1 counter on it. At the beginning of each player's upkeep, that player draws a card for each +1/+1 counter on Walking Archive. {2}{W}{U}: Put a +1/+1 counter on Walking Archive. DIS R Walking Atlas {2} Artifact Creature - Construct 1/1 {T}: You may put a land card from your hand onto the battlefield. WWK C Walking Corpse {1}{B} Creature - Zombie 2/2 ISD C, M13 C, M15 C Walking Dead {1}{B} Creature - Zombie 1/1 {B}: Regenerate Walking Dead. LE C Walking Desecration {2}{B} Creature - Zombie 1/1 {B}, {T}: Creatures of the creature type of your choice attack this turn if able. ONS U Walking Dream {3}{U} Creature - Illusion 3/3 Walking Dream can't be blocked. Walking Dream doesn't untap during your untap step if an opponent controls two or more creatures. ST U Walking Sponge {1}{U} Creature - Sponge 1/1 {T}: Target creature loses your choice of flying, first strike, or trample until end of turn. GU U Walking Wall {4} Artifact Creature - Wall 0/6 Defender {3}: Walking Wall gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Activate this ability only once each turn. IA U, MED U Wall of Air {1}{U}{U} Creature - Wall 1/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, 7E U, 8ED U, 10E U Wall of Blood {2}{B} Creature - Wall 0/2 Defender (This creature can't attack.) Pay 1 life: Wall of Blood gets +1/+1 until end of turn. MRD U Wall of Blossoms {1}{G} Creature - Plant Wall 0/4 Defender When Wall of Blossoms enters the battlefield, draw a card. ST U, PC2 U, V13 M, TPR U Wall of Bone {2}{B} Creature - Skeleton Wall 1/4 Defender (This creature can't attack.) {B}: Regenerate Wall of Bone. (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.) 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 7E U, M10 U, DDD U, DD3_GVL U Wall of Brambles {2}{G} Creature - Plant Wall 2/3 Defender (This creature can't attack.) {G}: Regenerate Wall of Brambles. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U Wall of Caltrops {1}{W} Creature - Wall 2/1 Defender (This creature can't attack.) Whenever Wall of Caltrops blocks a creature, if at least one other Wall creature is blocking that creature and no non-Wall creatures are blocking that creature, Wall of Caltrops gains banding until end of turn. (If any creatures with banding you control are blocking a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by.) LE C Wall of Corpses {1}{B} Creature - Wall 0/2 Defender (This creature can't attack.) {B}, Sacrifice Wall of Corpses: Destroy target creature Wall of Corpses is blocking. MI C Wall of Deceit {1}{U} Creature - Wall 0/5 Defender (This creature can't attack.) {3}: Turn Wall of Deceit face down. Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) LGN U, DD2 U, DD3_JVC U Wall of Denial {1}{W}{U} Creature - Wall 0/8 Defender, flying Shroud (This creature can't be the target of spells or abilities.) ARB U, CMD U, DDI U Wall of Diffusion {1}{R} Creature - Wall 0/5 Defender (This creature can't attack.) Wall of Diffusion can block creatures with shadow as though Wall of Diffusion had shadow. TE C, VMA C, TPR C Wall of Distortion {2}{B}{B} Creature - Wall 1/3 Defender (This creature can't attack.) {2}{B}, {T}: Target player discards a card. Activate this ability only any time you could cast a sorcery. MM C Wall of Dust {2}{R} Creature - Wall 1/4 Defender (This creature can't attack.) Whenever Wall of Dust blocks a creature, that creature can't attack during its controller's next turn. LE U, 4E U Wall of Earth {1}{R} Creature - Wall 0/6 Defender (This creature can't attack.) LE C Wall of Essence {1}{W} Creature - Wall 0/4 Defender (This creature can't attack.) Whenever Wall of Essence is dealt combat damage, you gain that much life. ST U, M15 U, TPR U Wall of Faith {3}{W} Creature - Wall 0/5 Defender (This creature can't attack.) {W}: Wall of Faith gets +0/+1 until end of turn. M10 C Wall of Fire {1}{R}{R} Creature - Wall 0/5 Defender (This creature can't attack.) {R}: Wall of Fire gets +1/+0 until end of turn. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, 7E U, 10E U, M10 U, M13 C, M15 C Wall of Frost {1}{U}{U} Creature - Wall 0/7 Defender (This creature can't attack.) Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step. M10 U, M11 U, PC2 U, M14 U, M15 U Wall of Glare {1}{W} Creature - Wall 0/5 Defender (This creature can't attack.) Wall of Glare can block any number of creatures. CG C Wall of Granite {2}{R} Creature - Wall 0/7 Defender (This creature can't attack.) PO U Wall of Heat {2}{R} Creature - Wall 2/6 Defender (This creature can't attack.) LE C, CH C, BR C Wall of Hope {W} Creature - Wall 0/3 Defender (This creature can't attack.) Whenever Wall of Hope is dealt damage, you gain that much life. LGN C Wall of Ice {2}{G} Creature - Wall 0/7 Defender (This creature can't attack.) 1E U, 2E U, 2U U, 3E U, 4E U Wall of Junk {2} Artifact Creature - Wall 0/7 Defender (This creature can't attack.) When Wall of Junk blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.) UZ U Wall of Kelp {U}{U} Creature - Plant Wall 0/3 Defender (This creature can't attack.) {U}{U}, {T}: Put a 0/1 blue Plant Wall creature token with defender named Kelp onto the battlefield. HM R, ME2 C Wall of Lava {1}{R}{R} Creature - Wall 1/3 Defender (This creature can't attack.) {R}: Wall of Lava gets +1/+1 until end of turn. IA U Wall of Light {2}{W} Creature - Wall 1/5 Defender (This creature can't attack.) Protection from black LE U, ME3 C Wall of Limbs {2}{B} Creature - Zombie Wall 0/3 Defender (This creature can't attack.) Whenever you gain life, put a +1/+1 counter on Wall of Limbs. {5}{B}{B}, Sacrifice Wall of Limbs: Target player loses X life, where X is Wall of Limbs's power. M15 U Wall of Mulch {1}{G} Creature - Wall 0/4 Defender (This creature can't attack.) {G}, Sacrifice a Wall: Draw a card. ONS U, M15 U Wall of Nets {1}{W}{W} Creature - Wall 0/7 Defender (This creature can't attack.) At end of combat, exile all creatures blocked by Wall of Nets. When Wall of Nets leaves the battlefield, return all cards exiled with Wall of Nets to the battlefield under their owners' control. EX R Wall of Omens {1}{W} Creature - Wall 0/4 Defender When Wall of Omens enters the battlefield, draw a card. ROE U, CMD U, DDK U Wall of Opposition {3}{R}{R} Creature - Wall 0/6 Defender (This creature can't attack.) {1}: Wall of Opposition gets +1/+0 until end of turn. LE R, CH U Wall of Pine Needles {3}{G} Creature - Plant Wall 3/3 Defender (This creature can't attack.) {G}: Regenerate Wall of Pine Needles. IA U Wall of Putrid Flesh {2}{B} Creature - Wall 2/4 Defender (This creature can't attack.) Protection from white Prevent all damage that would be dealt to Wall of Putrid Flesh by enchanted creatures. LE U Wall of Razors {1}{R} Creature - Wall 4/1 Defender (This creature can't attack.) First strike ST U Wall of Resistance {1}{W} Creature - Wall 0/3 Defender (This creature can't attack.) Flying At the beginning of each end step, if Wall of Resistance was dealt damage this turn, put a +0/+1 counter on it. MI C Wall of Reverence {3}{W} Creature - Spirit Wall 1/6 Defender, flying At the beginning of your end step, you may gain life equal to the power of target creature you control. CON R, C13 R Wall of Roots {1}{G} Creature - Plant Wall 0/5 Defender Put a -0/-1 counter on Wall of Roots: Add {G} to your mana pool. Activate this ability only once each turn. MI C, TSB S, ARC C Wall of Shadows {1}{B}{B} Creature - Wall 0/1 Defender (This creature can't attack.) Prevent all damage that would be dealt to Wall of Shadows by creatures it's blocking. Wall of Shadows can't be the target of spells that can target only Walls or of abilities that can target only Walls. LE C, CH C Wall of Shards {1}{W} Snow Creature - Wall 1/8 Defender, flying Cumulative upkeep-An opponent gains 1 life. (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.) CSP U Wall of Shields {3} Artifact Creature - Wall 0/4 Defender (This creature can't attack.) Banding (If any creatures with banding you control are blocking a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by.) IA U Wall of Souls {1}{B} Creature - Wall 0/4 Defender (This creature can't attack.) Whenever Wall of Souls is dealt combat damage, it deals that much damage to target opponent. ST U, TPR U Wall of Spears {3} Artifact Creature - Wall 2/3 Defender (This creature can't attack.) First strike AQ U, 4E C, 5E C, 7E U, 8ED U Wall of Stone {1}{R}{R} Creature - Wall 0/8 Defender (This creature can't attack.) 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 8ED U Wall of Swords {3}{W} Creature - Wall 3/5 Defender (This creature can't attack.) Flying 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, PO U, 6E U, 7E U, 8ED U, 10E U, M14 U Wall of Tanglecord {2} Artifact Creature - Wall 0/6 Defender {G}: Wall of Tanglecord gains reach until end of turn. (It can block creatures with flying.) SOM C Wall of Tears {1}{U} Creature - Wall 0/4 Defender (This creature can't attack.) Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat. ST U Wall of Tombstones {1}{B} Creature - Wall 0/1 Defender (This creature can't attack.) At the beginning of your upkeep, change Wall of Tombstones's base toughness to 1 plus the number of creature cards in your graveyard. (This effect lasts indefinitely.) LE U Wall of Torches {1}{R} Creature - Wall 4/1 Defender (This creature can't attack.) M12 C Wall of Vapor {3}{U} Creature - Wall 0/1 Defender (This creature can't attack.) Prevent all damage that would be dealt to Wall of Vapor by creatures it's blocking. LE C, CH C Wall of Vines {G} Creature - Plant Wall 0/3 Defender (This creature can't attack.) Reach (This creature can block creatures with flying.) M11 C Wall of Vipers {2}{B} Creature - Snake Wall 2/4 Defender (This creature can't attack.) {3}: Destroy Wall of Vipers and target creature it's blocking. Any player may activate this ability. PR U Wall of Water {1}{U}{U} Creature - Wall 0/5 Defender (This creature can't attack.) {U}: Wall of Water gets +1/+0 until end of turn. 1E U, 2E U, 2U U, 3E U, 4E U Wall of Wonder {2}{U}{U} Creature - Wall 1/5 Defender (This creature can't attack.) {2}{U}{U}: Wall of Wonder gets +4/-4 until end of turn and can attack this turn as though it didn't have defender. LE U, CH U, 7E R Wall of Wood {G} Creature - Wall 0/3 Defender (This creature can't attack.) 1E C, 2E C, 2U C, 3E C, 4E C, 10E C Wallop {1}{G} Sorcery Destroy target blue or black creature with flying. IN U Wand of Denial {2} Artifact {T}: Look at the top card of target player's library. If it's a nonland card, you may pay 2 life. If you do, put it into that player's graveyard. VI R, 6E R Wand of Ith {4} Artifact {3}, {T}: Target player reveals a card at random from his or her hand. If it's a land card, that player discards it unless he or she pays 1 life. If it isn't a land card, the player discards it unless he or she pays life equal to its converted mana cost. Activate this ability only during your turn. DK U Wand of the Elements {4} Artifact {T}, Sacrifice an Island: Put a 2/2 blue Elemental creature token with flying onto the battlefield. {T}, Sacrifice a Mountain: Put a 3/3 red Elemental creature token onto the battlefield. DST R Wanderbrine Rootcutters {2}{U/B}{U/B} Creature - Merfolk Rogue 3/3 Wanderbrine Rootcutters can't be blocked by green creatures. SHM C Wanderer's Twig {1} Artifact {1}, Sacrifice Wanderer's Twig: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. LRW C Wanderguard Sentry {4}{U} Creature - Drone 3/3 When Wanderguard Sentry enters the battlefield, look at target opponent's hand. MRD C, 9ED C Wandering Champion {1}{W} Creature - Human Monk 3/1 Whenever Wandering Champion deals combat damage to a player, if you control a blue or red permanent, you may discard a card. If you do, draw a card. FRF U Wandering Eye {2}{U} Creature - Illusion 1/3 Flying Players play with their hands revealed. NE C Wandering Goblins {2}{R} Creature - Goblin Warrior 0/3 Domain - {3}: Wandering Goblins gets +1/+0 until end of turn for each basic land type among lands you control. CON C Wandering Graybeard {3}{W}{W} Creature - Giant Wizard 4/4 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life. MOR U Wandering Mage {W}{U}{B} Creature - Human Cleric Wizard 0/3 {W}, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn. {U}: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn. {B}, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player this turn. AL R, ME3 R Wandering Ones {U} Creature - Spirit 1/1 CHK C Wandering Stream {2}{G} Sorcery Domain - You gain 2 life for each basic land type among lands you control. IN C Wandering Tombshell {3}{B} Creature - Zombie Turtle 1/6 DTK C Wandering Wolf {1}{G} Creature - Wolf 2/1 Creatures with power less than Wandering Wolf's power can't block it. AVR C Wanderlust {2}{G} Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, MED C Wanderwine Hub Land As Wanderwine Hub enters the battlefield, you may reveal a Merfolk card from your hand. If you don't, Wanderwine Hub enters the battlefield tapped. {T}: Add {W} or {U} to your mana pool. LRW R Wanderwine Prophets {4}{U}{U} Creature - Merfolk Wizard 4/4 Champion a Merfolk (When this enters the battlefield, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever Wanderwine Prophets deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one. LRW R Waning Wurm {3}{B} Creature - Zombie Wurm 7/6 Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) PLC U War Barge {4} Artifact {3}: Target creature gains islandwalk until end of turn. When War Barge leaves the battlefield this turn, destroy that creature. A creature destroyed this way can't be regenerated. (A creature with islandwalk can't be blocked as long as defending player controls an Island.) DK U, TSB S War Behemoth {5}{W} Creature - Beast 3/6 Morph {4}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C War Cadence {2}{R} Enchantment {X}{R}: This turn, creatures can't block unless their controller pays {X} for each blocking creature he or she controls. MM U, C13 U War Chariot {3} Artifact {3}, {T}: Target creature gains trample until end of turn. IA U War Dance {G} Enchantment At the beginning of your upkeep, you may put a verse counter on War Dance. Sacrifice War Dance: Target creature gets +X/+X until end of turn, where X is the number of verse counters on War Dance. UZ U War Elemental {R}{R}{R} Creature - Elemental 1/1 When War Elemental enters the battlefield, sacrifice it unless an opponent was dealt damage this turn. Whenever an opponent is dealt damage, put that many +1/+1 counters on War Elemental. MRD R War Elephant {3}{W} Creature - Elephant 2/2 Trample, banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) AN C (x2), CH C War Falcon {W} Creature - Bird 2/1 Flying War Falcon can't attack unless you control a Knight or a Soldier. M13 C War Flare {2}{R}{W} Instant Creatures you control get +2/+1 until end of turn. Untap those creatures. FRF C War Horn {3} Artifact Attacking creatures you control get +1/+0. ORI U War Mammoth {3}{G} Creature - Elephant 3/3 Trample 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, ME4 C War Oracle {2}{W}{W} Creature - Human Cleric 3/3 Lifelink (Damage dealt by this creature also causes you to gain that much life.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) ORI U War Priest of Thune {1}{W} Creature - Human Cleric 2/2 When War Priest of Thune enters the battlefield, you may destroy target enchantment. M11 U, M13 U War Report {3}{W} Instant You gain life equal to the number of creatures on the battlefield plus the number of artifacts on the battlefield. NPH C War Tax {2}{U} Enchantment {X}{U}: This turn, creatures can't attack unless their controller pays {X} for each attacking creature he or she controls. MM U War's Toll {3}{R} Enchantment Whenever an opponent taps a land for mana, tap all lands that player controls. If a creature an opponent controls attacks, all creatures that opponent controls attack if able. DIS R War-Name Aspirant {1}{R} Creature - Human Warrior 2/1 Raid - War-Name Aspirant enters the battlefield with a +1/+1 counter on it if you attacked with a creature this turn. War-Name Aspirant can't be blocked by creatures with power 1 or less. KTK U War-Spike Changeling {3}{R} Creature - Shapeshifter 3/3 Changeling (This card is every creature type.) {R}: War-Spike Changeling gains first strike until end of turn. MOR C, MMA C War-Torch Goblin {R} Creature - Goblin Warrior 1/1 {R}, Sacrifice War-Torch Goblin: War-Torch Goblin deals 2 damage to target blocking creature. RAV C War-Wing Siren {2}{U} Creature - Siren Soldier 1/3 Flying Heroic - Whenever you cast a spell that targets War-Wing Siren, put a +1/+1 counter on War-Wing Siren. JOU C Warbreak Trumpeter {R} Creature - Goblin 1/1 Morph {X}{X}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Warbreak Trumpeter is turned face up, put X 1/1 red Goblin creature tokens onto the battlefield. LGN U Warbringer {3}{R} Creature - Orc Berserker 3/3 Dash costs you pay cost {2} less. (as long as this creature is on the battlefield) Dash {2}{R} (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.) DTK U Warchanter of Mogis {3}{B}{B} Creature - Minotaur Shaman 3/3 Inspired - Whenever Warchanter of Mogis becomes untapped, target creature you control gains intimidate until end of turn. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) BNG C Warclamp Mastiff {W} Creature - Hound 1/1 First strike (This creature deals combat damage before creatures without first strike.) M13 C Ward Sliver {4}{W} Creature - Sliver 2/2 As Ward Sliver enters the battlefield, choose a color. All Slivers have protection from the chosen color. LGN U Ward of Bones {6} Artifact Each opponent who controls more creatures than you can't play creature cards. The same is true for artifacts, enchantments, and lands. EVE R Ward of Lights {W}{W} Enchantment - Aura You may cast Ward of Lights as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature As Ward of Lights enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights. MI C Ward of Piety {1}{W} Enchantment - Aura Enchant creature {1}{W}: The next 1 damage that would be dealt to enchanted creature this turn is dealt to target creature or player instead. BOK U Warden of Evos Isle {2}{U} Creature - Bird Wizard 2/2 Flying Creature spells with flying you cast cost {1} less to cast. M14 U Warden of the Beyond {2}{W} Creature - Human Wizard 2/2 Vigilance (Attacking doesn't cause this creature to tap.) Warden of the Beyond gets +2/+2 as long as an opponent owns a card in exile. M15 U Warden of the Eye {2}{U}{R}{W} Creature - Djinn Wizard 3/3 When Warden of the Eye enters the battlefield, return target noncreature, nonland card from your graveyard to your hand. KTK U Warden of the First Tree {G} Creature - Human 1/1 {1}{W/B}: Warden of the First Tree becomes a Human Warrior with base power and toughness 3/3. {2}{W/B}{W/B}: If Warden of the First Tree is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink. {3}{W/B}{W/B}{W/B}: If Warden of the First Tree is a Spirit, put five +1/+1 counters on it. FRF M Warden of the Wall {3} Artifact Warden of the Wall enters the battlefield tapped. {T}: Add {1} to your mana pool. As long as it's not your turn, Warden of the Wall is a 2/3 Gargoyle artifact creature with flying. DKA U Wardscale Dragon {4}{W}{W} Creature - Dragon 4/4 Flying As long as Wardscale Dragon is attacking, defending player can't cast spells. FRF U Wargate {X}{G}{W}{U} Sorcery Search your library for a permanent card with converted mana cost X or less, put it onto the battlefield, then shuffle your library. ARB R Warleader's Helix {2}{R}{W} Instant Warleader's Helix deals 4 damage to target creature or player and you gain 4 life. DGM U Warlord's Axe {3} Artifact - Equipment Equipped creature gets +3/+1. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) M11 U Warmind Infantry {2}{R} Creature - Elemental Soldier 2/3 Battalion - Whenever Warmind Infantry and at least two other creatures attack, Warmind Infantry gets +2/+0 until end of turn. GTC C Warmonger {3}{R} Creature - Minotaur Monger 3/3 {2}: Warmonger deals 1 damage to each creature without flying and each player. Any player may activate this ability. MM U Warmonger Hellkite {4}{R}{R} Creature - Dragon 5/5 Flying All creatures attack each combat if able. {1}{R}: Attacking creatures get +1/+0 until end of turn. C14 R Warmonger's Chariot {2} Artifact - Equipment Equipped creature gets +2/+2. As long as equipped creature has defender, it can attack as though it didn't have defender. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) ROE U, CNS U Warmth {1}{W} Enchantment Whenever an opponent casts a red spell, you gain 2 life. TE U, 6E U Warning {W} Instant Prevent all combat damage that would be dealt by target attacking creature this turn. IA C, ME2 C Warp Artifact {B}{B} Enchantment - Aura Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, ME4 C Warp World {5}{R}{R}{R} Sorcery Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of his or her library. RAV R, 10E R, M10 R Warpath {3}{R} Instant Warpath deals 3 damage to each blocking creature and each blocked creature. MM U Warpath Ghoul {2}{B} Creature - Zombie 3/2 M10 C, M12 C Warped Devotion {2}{B} Enchantment Whenever a permanent is returned to a player's hand, that player discards a card. PS U, 8ED R Warped Physique {U}{B} Instant Target creature gets +X/-X until end of turn, where X is the number of cards in your hand. DGM U Warped Researcher {4}{U} Creature - Human Wizard Mutant 3/4 Whenever a player cycles a card, Warped Researcher gains flying and shroud until end of turn. (It can't be the target of spells or abilities.) LGN U Warping Wurm {2}{G}{U} Creature - Wurm 1/1 Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) At the beginning of your upkeep, Warping Wurm phases out unless you pay {2}{G}{U}. When Warping Wurm phases in, put a +1/+1 counter on it. MI R Warren Instigator {R}{R} Creature - Goblin Berserker 1/1 Double strike Whenever Warren Instigator deals damage to an opponent, you may put a Goblin creature card from your hand onto the battlefield. ZEN M Warren Pilferers {4}{B} Creature - Goblin Rogue 3/3 When Warren Pilferers enters the battlefield, return target creature card from your graveyard to your hand. If that card is a Goblin card, Warren Pilferers gains haste until end of turn. LRW C, MMA C Warren Weirding {1}{B} Tribal Sorcery - Goblin Target player sacrifices a creature. If a Goblin is sacrificed this way, that player puts two 1/1 black Goblin Rogue creature tokens onto the battlefield, and those tokens gain haste until end of turn. MOR U, MMA C Warren-Scourge Elf {1}{G} Creature - Elf Warrior 1/1 Protection from Goblins LRW C Warrior Angel {4}{W}{W} Creature - Angel Warrior 3/4 Flying Whenever Warrior Angel deals damage, you gain that much life. ST R Warrior en-Kor {W}{W} Creature - Kor Warrior Knight 2/2 {0}: The next 1 damage that would be dealt to Warrior en-Kor this turn is dealt to target creature you control instead. ST U, TPR U Warrior's Charge {2}{W} Sorcery Creatures you control get +1/+1 until end of turn. PO C (x2) Warrior's Honor {2}{W} Instant Creatures you control get +1/+1 until end of turn. VI C, 6E C, 9ED C, 10E C Warrior's Oath {R}{R} Sorcery Take an extra turn after this one. At the beginning of that turn's end step, you lose the game. PK R Warrior's Stand {1}{W} Instant Cast Warrior's Stand only during the declare attackers step and only if you've been attacked this step. Creatures you control get +2/+2 until end of turn. P2 U, PK U Warriors' Lesson {G} Instant Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card." THS U Warstorm Surge {5}{R} Enchantment Whenever a creature enters the battlefield under your control, it deals damage equal to its power to target creature or player. M12 R, PC2 R, C13 R Warthog {1}{G}{G} Creature - Boar 3/2 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) VI C, 6E U Wash Out {3}{U} Sorcery Return all permanents of the color of your choice to their owners' hands. IN U, C13 U Wasp Lancer {U/B}{U/B}{U/B} Creature - Faerie Soldier 3/2 Flying SHM U Waste Away {4}{B} Instant As an additional cost to cast Waste Away, discard a card. Target creature gets -5/-5 until end of turn. TOR C Waste Not {1}{B} Enchantment Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token onto the battlefield. Whenever an opponent discards a land card, add {B}{B} to your mana pool. Whenever an opponent discards a noncreature, nonland card, draw a card. M15 R Wasteland Land {T}: Add {1} to your mana pool. {T}, Sacrifice Wasteland: Destroy target nonbasic land. TE U, TPR R Wasteland Strangler {2}{B} Creature - Eldrazi Processor 3/2 Devoid (This card has no color.) When Wasteland Strangler enters the battlefield, you may put a card an opponent owns from exile into that player's graveyard. If you do, target creature gets -3/-3 until end of turn. R Wasteland Viper {G} Creature - Snake 1/2 Deathtouch Bloodrush - {G}, Discard Wasteland Viper: Target attacking creature gets +1/+2 and gains deathtouch until end of turn. GTC U Watchdog {3} Artifact Creature - Hound 1/2 Watchdog blocks each turn if able. As long as Watchdog is untapped, all creatures attacking you get -1/-0. TE U Watcher Sliver {3}{W} Creature - Sliver 2/2 All Sliver creatures get +0/+2. TSP C Watcher of the Roost {2}{W} Creature - Bird Soldier 2/1 Flying Morph-Reveal a white card in your hand. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Watcher of the Roost is turned face up, you gain 2 life. U, KTK U Watchwing Scarecrow {4} Artifact Creature - Scarecrow 2/4 Watchwing Scarecrow has vigilance as long as you control a white creature. Watchwing Scarecrow has flying as long as you control a blue creature. SHM C Watchwolf {G}{W} Creature - Wolf 3/3 RAV U, ARC U Water Elemental {3}{U}{U} Creature - Elemental 5/4 1E U, 2E U, 2U U, 3E U, 4E U, P3 U, ME4 U Water Servant {2}{U}{U} Creature - Elemental 3/4 {U}: Water Servant gets +1/-1 until end of turn. {U}: Water Servant gets -1/+1 until end of turn. M11 U, M14 U, MM2 U Water Wurm {U} Creature - Wurm 1/1 Water Wurm gets +0/+1 as long as an opponent controls an Island. DK C Watercourser {2}{U} Creature - Elemental 2/3 {U}: Watercourser gets +1/-1 until end of turn. M13 C, ORI C Waterfront Bouncer {1}{U} Creature - Merfolk Spellshaper 1/1 {U}, {T}, Discard a card: Return target creature to its owner's hand. MM C, VMA U Waterspout Djinn {2}{U}{U} Creature - Djinn 4/4 Flying At the beginning of your upkeep, sacrifice Waterspout Djinn unless you return an untapped Island you control to its owner's hand. VI U, DD2 U, DD3_JVC U Waterspout Elemental {3}{U}{U} Creature - Elemental 3/4 Kicker {U} (You may pay an additional {U} as you cast this spell.) Flying When Waterspout Elemental enters the battlefield, if it was kicked, return all other creatures to their owners' hands and you skip your next turn. PS R Waterspout Weavers {3}{U}{U} Creature - Merfolk Wizard 3/3 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn. MOR U Waterveil Cavern Land {T}: Add {1} to your mana pool. {T}: Add {U} or {B} to your mana pool. Waterveil Cavern doesn't untap during your next untap step. CHK U Waterwhirl {4}{U}{U} Instant Return up to two target creatures to their owners' hands. KTK U Watery Grave Land - Island Swamp ({T}: Add {U} or {B} to your mana pool.) As Watery Grave enters the battlefield, you may pay 2 life. If you don't, Watery Grave enters the battlefield tapped. M, RAV R, GTC R Wave Elemental {2}{U}{U} Creature - Elemental 2/3 {U}, {T}, Sacrifice Wave Elemental: Tap up to three target creatures without flying. MI U Wave of Indifference {X}{R} Sorcery X target creatures can't block this turn. ONS C Wave of Reckoning {4}{W} Sorcery Each creature deals damage to itself equal to its power. MM R Wave of Terror {2}{B} Enchantment Cumulative upkeep {1} (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.) At the beginning of your draw step, destroy each creature with converted mana cost equal to the number of age counters on Wave of Terror. They can't be regenerated. WL R Wave of Vitriol {5}{G}{G} Sorcery Each player sacrifices all artifacts, enchantments, and nonbasic lands he or she controls. For each land sacrificed this way, its controller may search his or her library for a basic land card and put it onto the battlefield tapped. Then each player who searched his or her library this way shuffles it. C14 R Wave-Wing Elemental {5}{U} Creature - Elemental 3/4 Flying Landfall - Whenever a land enters the battlefield under your control, Wave-Wing Elemental gets +2/+2 until end of turn. C Wavecrash Triton {2}{U} Creature - Merfolk Wizard 1/4 Heroic - Whenever you cast a spell that targets Wavecrash Triton, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. THS C Waves of Aggression {3}{R/W}{R/W} Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) EVE R Waveskimmer Aven {2}{G}{W}{U} Creature - Bird Soldier 2/4 Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) ALA C Wax {G} Instant Target creature gets +2/+2 until end of turn. ---- Wane {W} Instant Destroy target enchantment. IN U (x2), ARC U Waxmane Baku {2}{W} Creature - Spirit 2/2 Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Waxmane Baku. {1}, Remove X ki counters from Waxmane Baku: Tap X target creatures. BOK C, MM2 C Way of the Thief {3}{U} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Enchanted creature can't be blocked as long as you control a Gate. GTC C Wayfarer's Bauble {1} Artifact {2}, {T}, Sacrifice Wayfarer's Bauble: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. 5DN C, DDI C, C13 C, C14 C, MM2 C Wayfaring Giant {5}{W} Creature - Giant 1/3 Domain - Wayfaring Giant gets +1/+1 for each basic land type among lands you control. IN U Wayfaring Temple {1}{G}{W} Creature - Elemental */* Wayfaring Temple's power and toughness are each equal to the number of creatures you control. Whenever Wayfaring Temple deals combat damage to a player, populate. (Put a token onto the battlefield that's a copy of a creature token you control.) RTR R Waylay {2}{W} Instant Put three 2/2 white Knight creature tokens onto the battlefield. Exile them at the beginning of the next cleanup step. UZ U Wayward Angel {4}{W}{W} Creature - Angel Horror 4/4 Flying, vigilance Threshold - As long as seven or more cards are in your graveyard, Wayward Angel gets +3/+3, is black, has trample, and has "At the beginning of your upkeep, sacrifice a creature." OD R Wayward Soul {2}{U}{U} Creature - Spirit 3/2 Flying {U}: Put Wayward Soul on top of its owner's library. EX C, BD C, TPR C Weakness {B} Enchantment - Aura Enchant creature Enchanted creature gets -2/-1. 1E C, 2E C, 2U C, 3E C, 4E C, 5E C, BR C, M10 C, ME4 C Weakstone {4} Artifact Attacking creatures get -1/-0. AQ U, ME4 U Weapon Surge {R} Instant Target creature you control gets +1/+0 and gains first strike until end of turn. Overload {1}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.") DGM C Wear {1}{R} Instant Destroy target artifact. Fuse (You may cast one or both halves of this card from your hand.) ---- Tear {W} Instant Destroy target enchantment. Fuse (You may cast one or both halves of this card from your hand.) DGM U Wear Away {G}{G} Instant - Arcane Destroy target artifact or enchantment. Splice onto Arcane {3}{G} (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.) CHK C Weathered Bodyguards {5}{W} Creature - Human Soldier 2/5 As long as Weathered Bodyguards is untapped, all combat damage that would be dealt to you by unblocked creatures is dealt to Weathered Bodyguards instead. Morph {3}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) TSP R Weathered Wayfarer {W} Creature - Human Nomad Cleric 1/1 {W}, {T}: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Activate this ability only if an opponent controls more lands than you. ONS R, 9ED R Weatherseed Elf {G} Creature - Elf 1/1 {T}: Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.) GU C Weatherseed Faeries {2}{U} Creature - Faerie 2/1 Flying, protection from red GU C Weatherseed Totem {3} Artifact {T}: Add {G} to your mana pool. {2}{G}{G}{G}: Weatherseed Totem becomes a 5/3 green Treefolk artifact creature with trample until end of turn. When Weatherseed Totem is put into a graveyard from the battlefield, if it was a creature, return this card to its owner's hand. TSP U Weatherseed Treefolk {2}{G}{G}{G} Creature - Treefolk 5/3 Trample When Weatherseed Treefolk dies, return it to its owner's hand. GU R Weave Fate {3}{U} Instant Draw two cards. KTK C, ORI C Weaver of Lies {5}{U}{U} Creature - Beast 4/4 Morph {4}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Weaver of Lies is turned face up, turn any number of target creatures with morph abilities other than Weaver of Lies face down. LGN R Web {G} Enchantment - Aura Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.) 1E R, 2E R, 2U R, 3E R, 4E R, 9ED U Web of Inertia {2}{U} Enchantment At the beginning of combat on each opponent's turn, that player may exile a card from his or her graveyard. If the player doesn't, creatures he or she controls can't attack you this turn. JUD U Wee Dragonauts {1}{U}{R} Creature - Faerie Wizard 1/3 Flying Whenever you cast an instant or sorcery spell, Wee Dragonauts gets +2/+0 until end of turn. GPT C, DDJ C Weed Strangle {3}{B}{B} Sorcery Destroy target creature. Clash with an opponent. If you win, you gain life equal to that creature's toughness. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C Weed-Pruner Poplar {4}{B} Creature - Treefolk Assassin 3/3 At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn. MOR C Wei Ambush Force {1}{B} Creature - Human Soldier 1/1 Whenever Wei Ambush Force attacks, it gets +2/+0 until end of turn. PK C Wei Assassins {3}{B}{B} Creature - Human Soldier Assassin 3/2 When Wei Assassins enters the battlefield, target opponent chooses a creature he or she controls. Destroy it. PK U Wei Elite Companions {4}{B} Creature - Human Soldier 3/3 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK U, ME3 C Wei Infantry {1}{B} Creature - Human Soldier 2/1 PK C, ME3 C Wei Night Raiders {2}{B}{B} Creature - Human Soldier 2/2 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Wei Night Raiders deals damage to an opponent, that player discards a card. PK U, ME3 U Wei Scout {1}{B} Creature - Human Soldier Scout 1/1 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK C Wei Strike Force {2}{B} Creature - Human Soldier 2/1 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK C, ME3 C Weight of Conscience {1}{W} Enchantment - Aura Enchant creature Enchanted creature can't attack. Tap two untapped creatures you control that share a creature type: Exile enchanted creature. MOR C Weight of Spires {R} Instant Weight of Spires deals damage to target creature equal to the number of nonbasic lands that creature's controller controls. DIS U Weight of the Underworld {3}{B} Enchantment - Aura Enchant creature Enchanted creature gets -3/-2. BNG C, ORI C Weird Harvest {X}{G}{G} Sorcery Each player may search his or her library for up to X creature cards, reveal those cards, and put them into his or her hand. Then each player who searched his or her library this way shuffles it. ONS R, 9ED R Weirding Shaman {1}{B} Creature - Goblin Shaman 2/1 {3}{B}, Sacrifice a Goblin: Put two 1/1 black Goblin Rogue creature tokens onto the battlefield. MOR R Welding Jar {0} Artifact Sacrifice Welding Jar: Regenerate target artifact. MRD C Welkin Guide {4}{W} Creature - Bird Cleric 2/2 Flying When Welkin Guide enters the battlefield, target creature gets +2/+2 and gains flying until end of turn. ALA C Welkin Hawk {1}{W} Creature - Bird 1/1 Flying When Welkin Hawk dies, you may search your library for a card named Welkin Hawk, reveal that card, put it into your hand, then shuffle your library. EX C Welkin Tern {1}{U} Creature - Bird 2/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Welkin Tern can block only creatures with flying. ZEN C, M13 C, M15 C Well of Discovery {6} Artifact At the beginning of your end step, if you control no untapped lands, draw a card. PR R Well of Ideas {5}{U} Enchantment When Well of Ideas enters the battlefield, draw two cards. At the beginning of each other player's draw step, that player draws an additional card. At the beginning of your draw step, draw two additional cards. C14 R Well of Knowledge {3} Artifact {2}: Draw a card. Any player may activate this ability but only during his or her draw step. WL R Well of Life {4} Artifact At the beginning of your end step, if you control no untapped lands, you gain 2 life. PR U Well of Lost Dreams {4} Artifact Whenever you gain life, you may pay {X}, where X is less than or equal to the amount of life you gained. If you do, draw X cards. DST R, C13 R Well-Laid Plans {2}{U} Enchantment Prevent all damage that would be dealt to a creature by another creature if they share a color. IN R Wellgabber Apothecary {4}{W} Creature - Merfolk Cleric 2/3 {1}{W}: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn. LRW C Wellspring {1}{G}{W} Enchantment - Aura Enchant land When Wellspring enters the battlefield, gain control of enchanted land until end of turn. At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn. MI R Wellwisher {1}{G} Creature - Elf 1/1 {T}: You gain 1 life for each Elf on the battlefield. ONS C, EVG C, C14 C, DD3_EVG C Werebear {1}{G} Creature - Human Bear Druid 1/1 {T}: Add {G} to your mana pool. Threshold - Werebear gets +3/+3 as long as seven or more cards are in your graveyard. OD C Western Paladin {2}{B}{B} Creature - Zombie Knight 3/3 {B}{B}, {T}: Destroy target white creature. UZ R, 7E R, 8ED R Wetland Sambar {1}{U} Creature - Elk 2/1 KTK C Whalebone Glider {2} Artifact {2}, {T}: Target creature with power 3 or less gains flying until end of turn. IA U Wheel and Deal {3}{U} Instant Any number of target opponents each discards his or her hand, then draws seven cards. Draw a card. ONS R Wheel of Fate (Red) Sorcery Suspend 4- {1}{R} (Rather than cast this card from your hand, pay {1}{R} 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.) Each player discards his or her hand, then draws seven cards. TSP R Wheel of Fortune {2}{R} Sorcery Each player discards his or her hand, then draws seven cards. 1E R, 2E R, 2U R, 3E R, ME4 R, VMA M Wheel of Sun and Moon {G/W}{G/W} Enchantment - Aura Enchant player If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library. SHM R Wheel of Torture {3} Artifact At the beginning of each opponent's upkeep, Wheel of Torture deals X damage to that player, where X is 3 minus the number of cards in his or her hand. GU R Whelming Wave {2}{U}{U} Sorcery Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents. BNG R, DDO R Where Ancients Tread {4}{R} Enchantment Whenever a creature with power 5 or greater enters the battlefield under your control, you may have Where Ancients Tread deal 5 damage to target creature or player. ALA R, C13 R Whetstone {3} Artifact {3}: Each player puts the top two cards of his or her library into his or her graveyard. UZ R Whetwheel {4} Artifact {X}{X}, {T}: Target player puts the top X cards of his or her library into his or her graveyard. Morph {3} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) FUT R Which of You Burns Brightest? Scheme When you set this scheme in motion, you may pay {X}. If you do, this scheme deals X damage to target opponent and each creature he or she controls. ARC C Whim of Volrath {U} Instant Buyback {2} (You may pay an additional {2} as you cast this spell. If you do, put this card into your hand as it resolves.) Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.") TE R Whims of the Fates {5}{R} Sorcery Starting with you, each player separates all permanents he or she controls into three piles. Then each player chooses one of his or her piles at random and sacrifices those permanents. (Piles can be empty.) BNG R Whimsy {X}{U}{U} Sorcery Perform X random actions from the following list: Return a permanent that isn't enchanted chosen at random to its owner's hand. Untap a artifact, creature or land chosen at random. Tap a artifact, creature or land chosen at random. Whimsy deals 4 damage to a creature or player chosen at random. A player chosen at random draws three cards. Destroy an artifact chosen at random. It can't be regenerated. That artifact's controller gains life equal to its converted mana cost. Destroy an artifact or enchantment chosen at random. A player chosen at random gains 3 life. Prevent the next 3 damage that would be dealt to a creature or player chosen at random this turn. Destroy a creature or land chosen at random. It can't be regenerated. A player chosen at random puts the top two cards of his or her library into his or her graveyard. Put a 1/1 colorless Insect artifact creature token with flying named Wasp onto the battlefield. (It can't be blocked except by creatures with flying or reach.) Destroy all artifacts, creatures and enchantments. Flip a coin. If you lose the flip, Whimsy deals 5 damage to you. If you win the flip, put a 5/5 colorless Djinn artifact creature token with flying onto the battlefield. Choose a creature card at random from all players' decklists. For each player, flip a coin. If the flip ends up heads, put a token that's a copy of that creature card onto the battlefield under that player's control. A player chosen at random discards a card. Prevent all combat damage that would be dealt this turn. Draw a card and reveal it. If it isn't a land card, discard it. ASTRAL S Whimwader {4}{U} Creature - Elemental 6/4 Whimwader can't attack unless defending player controls a blue permanent. SHM C Whip Sergeant {2}{R} Creature - Human Soldier 2/1 {R}: Target creature gains haste until end of turn. (It can attack this turn.) PR U, 9ED U Whip Silk {G} Enchantment - Aura Enchant creature Enchanted creature has reach. (It can block creatures with flying.) {G}: Return Whip Silk to its owner's hand. IN C Whip Vine {2}{G} Creature - Plant Wall 1/4 Defender, reach (This creature can block creatures with flying.) You may choose not to untap Whip Vine during your untap step. {T}: Tap target creature with flying blocked by Whip Vine. That creature doesn't untap during its controller's untap step for as long as Whip Vine remains tapped. AL C (x2) Whip of Erebos {2}{B}{B} Legendary Enchantment Artifact Creatures you control have lifelink. {2}{B}{B}, {T}: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate this ability only any time you could cast a sorcery. THS R Whip-Spine Drake {3}{U}{U} Creature - Drake 3/3 Flying Morph {2}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) FUT C Whipcorder {W}{W} Creature - Human Soldier Rebel 2/2 {W}, {T}: Tap target creature. Morph {W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) ONS U Whipflare {1}{R} Sorcery Whipflare deals 2 damage to each nonartifact creature. NPH U, C14 U Whipgrass Entangler {2}{W} Creature - Human Cleric 1/3 {1}{W}: Until end of turn, target creature gains "This creature can't attack or block unless its controller pays {1} for each Cleric on the battlefield." LGN C Whipkeeper {2}{R}{R} Creature - Dwarf 1/1 {T}: Whipkeeper deals damage to target creature equal to the damage already dealt to it this turn. OD U Whiplash Trap {3}{U}{U} Instant - Trap If an opponent had two or more creatures enter the battlefield under his or her control this turn, you may pay {U} rather than pay Whiplash Trap's mana cost. Return two target creatures to their owners' hands. HOP C, ZEN C, DDN C Whippoorwill {G} Creature - Bird 1/1 {G}{G}, {T}: Target creature can't be regenerated this turn. Damage that would be dealt to that creature this turn can't be prevented or dealt instead to another creature or player. When the creature dies this turn, exile the creature. DK U Whipstitched Zombie {1}{B} Creature - Zombie 2/2 At the beginning of your upkeep, sacrifice Whipstitched Zombie unless you pay {B}. PR C Whiptail Moloch {4}{R} Creature - Lizard 6/3 When Whiptail Moloch enters the battlefield, it deals 3 damage to target creature you control. DIS C Whiptail Wurm {6}{G} Creature - Wurm 8/5 PO U, P3 U, ME4 U Whiptongue Frog {2}{U} Creature - Frog 1/3 {U}: Whiptongue Frog gains flying until end of turn. EX C Whirler Rogue {2}{U}{U} Creature - Human Rogue Artificer 2/2 When Whirler Rogue enters the battlefield, put two 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield. Tap two untapped artifacts you control: Target creature can't be blocked this turn. ORI U Whirling Catapult {4} Artifact {2}, Exile the top two cards of your library: Whirling Catapult deals 1 damage to each creature with flying and each player. AL U, ME2 U Whirling Dervish {G}{G} Creature - Human Monk 1/1 Protection from black At the beginning of each end step, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it. LE U, 4E U, 5E U, TSB S Whirlpool Drake {3}{U} Creature - Drake 2/2 Flying When Whirlpool Drake enters the battlefield, shuffle the cards from your hand into your library, then draw that many cards. When Whirlpool Drake dies, shuffle the cards from your hand into your library, then draw that many cards. AP U Whirlpool Rider {1}{U} Creature - Merfolk 1/1 When Whirlpool Rider enters the battlefield, shuffle the cards from your hand into your library, then draw that many cards. AP C Whirlpool Warrior {2}{U} Creature - Merfolk Warrior 2/2 When Whirlpool Warrior enters the battlefield, shuffle the cards from your hand into your library, then draw that many cards. {R}, Sacrifice Whirlpool Warrior: Each player shuffles the cards from his or her hand into his or her library, then draws that many cards. AP R, PC2 R Whirlpool Whelm {1}{U} Instant Clash with an opponent, then return target creature to its owner's hand. If you win, you may put that creature on top of its owner's library instead. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) LRW C, CMD C Whirlwind {2}{G}{G} Sorcery Destroy all creatures with flying. UZ R, P3 R, C14 R Whirlwind Adept {4}{U} Creature - Djinn Monk 4/2 Hexproof (This creature can't be the target of spells or abilities your opponents control.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) KTK C Whisk Away {2}{U} Instant Put target attacking or blocking creature on top of its owner's library. FRF C Whisperer of the Wilds {1}{G} Creature - Human Shaman 0/2 {T}: Add {G} to your mana pool. Ferocious - {T}: Add {G}{G} to your mana pool. Activate this ability only if you control a creature with power 4 or greater. FRF C Whispergear Sneak {1} Artifact Creature - Construct 1/1 Draft Whispergear Sneak face up. During the draft, you may turn Whispergear Sneak face down. If you do, look at any unopened booster pack in the draft or any booster pack not being looked at by another player. CNS C Whispering Madness {2}{U}{B} Sorcery Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way. 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.) GTC R Whispering Shade {3}{B} Creature - Shade 1/1 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) {B}: Whispering Shade gets +1/+1 until end of turn. OD C Whispering Specter {1}{B}{B} Creature - Specter 1/1 Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever Whispering Specter deals combat damage to a player, you may sacrifice it. If you do, that player discards a card for each poison counter he or she has. NPH U Whispers of the Muse {U} Instant Buyback {5} (You may pay an additional {5} as you cast this spell. If you do, put this card into your hand as it resolves.) Draw a card. TE U, TSB S, TPR C Whispersilk Cloak {3} Artifact - Equipment Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2} DST C, 10E U, M10 U, DDE U, M11 U, PC2 U Whisperwood Elemental {3}{G}{G} Creature - Elemental 4/4 At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Sacrifice Whisperwood Elemental: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library." FRF M White Knight {W}{W} Creature - Human Knight 2/2 First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.) 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, LGN U, M10 U, M11 U, ME4 U, DDG U White Mana Battery {4} Artifact {2}, {T}: Put a charge counter on White Mana Battery. {T}, Remove any number of charge counters from White Mana Battery: Add {W} to your mana pool, then add an additional {W} to your mana pool for each charge counter removed this way. LE U, 4E R White Scarab {W} Enchantment - Aura Enchant creature Enchanted creature can't be blocked by white creatures. Enchanted creature gets +2/+2 as long as an opponent controls a white permanent. IA U White Shield Crusader {W}{W} Creature - Human Knight 2/1 Protection from black {W}: White Shield Crusader gains flying until end of turn. {W}{W}: White Shield Crusader gets +1/+0 until end of turn. CSP U White Sun's Zenith {X}{W}{W}{W} Instant Put X 2/2 white Cat creature tokens onto the battlefield. Shuffle White Sun's Zenith into its owner's library. MBS R, C14 R White Ward {W} Enchantment - Aura Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward. 1E U, 2E U, 2U U, 3E U, 4E U Whitemane Lion {1}{W} Creature - Cat 2/2 Flash (You may cast this spell any time you could cast an instant.) When Whitemane Lion enters the battlefield, return a creature you control to its owner's hand. PLC C, DDI C, C14 C Whiteout {1}{G} Instant All creatures lose flying until end of turn. Sacrifice a snow land: Return Whiteout from your graveyard to your hand. IA U, ME2 C Whitesun's Passage {1}{W} Instant You gain 5 life. SOM C Whitewater Naiads {3}{U}{U} Enchantment Creature - Nymph 4/4 Constellation - Whenever Whitewater Naiads or another enchantment enters the battlefield under your control, target creature can't be blocked this turn. JOU U Wicked Akuba {B}{B} Creature - Spirit 2/2 {B}: Target player dealt damage by Wicked Akuba this turn loses 1 life. CHK C Wicked Pact {1}{B}{B} Sorcery Destroy two target nonblack creatures. You lose 5 life. PO R, P3 R, ME4 U Wicked Reward {1}{B} Instant As an additional cost to cast Wicked Reward, sacrifice a creature. Target creature gets +4/+2 until end of turn. VI C Wicker Warcrawler {5} Artifact Creature - Scarecrow 6/6 Whenever Wicker Warcrawler attacks or blocks, put a -1/-1 counter on it at end of combat. SHM U Wickerbough Elder {3}{G} Creature - Treefolk Shaman 4/4 Wickerbough Elder enters the battlefield with a -1/-1 counter on it. {G}, Remove a -1/-1 counter from Wickerbough Elder: Destroy target artifact or enchantment. EVE C, ARC C Widespread Panic {2}{R} Enchantment Whenever a spell or ability causes its controller to shuffle his or her library, that player puts a card from his or her hand on top of his or her library. C13 R Wielding the Green Dragon {1}{G} Sorcery Target creature gets +4/+4 until end of turn. PK C Wight of Precinct Six {1}{B} Creature - Zombie 1/1 Wight of Precinct Six gets +1/+1 for each creature card in your opponents' graveyards. GTC U, C13 U, DDM U Wiitigo {3}{G}{G}{G} Creature - Yeti 0/0 Wiitigo enters the battlefield with six +1/+1 counters on it. At the beginning of your upkeep, put a +1/+1 counter on Wiitigo if it has blocked or been blocked since your last upkeep. Otherwise, remove a +1/+1 counter from it. IA R, ME2 R Wild Aesthir {2}{W} Creature - Bird 1/1 Flying, first strike {W}{W}: Wild Aesthir gets +2/+0 until end of turn. Activate this ability only once each turn. AL C (x2), ME4 C Wild Beastmaster {2}{G} Creature - Human Shaman 1/1 Whenever Wild Beastmaster attacks, each other creature you control gets +X/+X until end of turn, where X is Wild Beastmaster's power. RTR R Wild Cantor {R/G} Creature - Human Druid 1/1 ({R/G} can be paid with either {R} or {G}.) Sacrifice Wild Cantor: Add one mana of any color to your mana pool. GPT C Wild Celebrants {3}{R}{R} Creature - Satyr 5/3 When Wild Celebrants enters the battlefield, you may destroy target artifact. THS C Wild Colos {2}{R} Creature - Goat Beast 2/2 Haste CG C Wild Defiance {2}{G} Enchantment Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn. AVR R Wild Dogs {G} Creature - Hound 2/1 At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of Wild Dogs. Cycling {2} ({2}, Discard this card: Draw a card.) UZ C Wild Elephant {3}{G} Creature - Elephant 3/3 Trample MI C Wild Evocation {5}{R} Enchantment At the beginning of each player's upkeep, that player reveals a card at random from his or her hand. If it's a land card, the player puts it onto the battlefield. Otherwise, the player casts it without paying its mana cost if able. M11 R Wild Griffin {2}{W} Creature - Griffin 2/2 Flying P2 C, P3 C, P4 C, 10E C, M11 C, ME4 C Wild Growth {G} Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds {G} to his or her mana pool. (in addition to the mana the land produces) 1E C, 2E C, 2U C, 3E C, 4E C, IA C, 5E C, 6E C, BD C, 7E C Wild Guess {R}{R} Sorcery As an additional cost to cast Wild Guess, discard a card. Draw two cards. M13 C, M14 C Wild Hunger {2}{G} Instant Target creature gets +3/+1 and gains trample until end of turn. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) DKA C Wild Instincts {3}{G} Sorcery Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.) ORI C Wild Jhovall {3}{R} Creature - Cat 3/3 MM C Wild Leotau {2}{G}{G} Creature - Cat 5/4 At the beginning of your upkeep, sacrifice Wild Leotau unless you pay {G}. CON C Wild Mammoth {2}{G} Creature - Elephant 3/4 At the beginning of your upkeep, if a player controls more creatures than each other player, the player who controls the most creatures gains control of Wild Mammoth. NE U Wild Might {1}{G} Instant Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays {2}. PR C Wild Mongrel {1}{G} Creature - Hound 2/2 Discard a card: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn. OD C, DDD C, VMA C, DD3_GVL C Wild Nacatl {G} Creature - Cat Warrior 1/1 Wild Nacatl gets +1/+1 as long as you control a Mountain. Wild Nacatl gets +1/+1 as long as you control a Plains. ALA C, DDH C Wild Ox {3}{G} Creature - Ox 3/3 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) P2 U, P3 U, ME4 U Wild Pair {4}{G}{G} Enchantment Whenever a creature enters the battlefield, if you cast it from your hand, you may search your library for a creature card with the same total power and toughness and put it onto the battlefield. If you do, shuffle your library. PLC R, H09 R Wild Research {2}{R} Enchantment {1}{W}: Search your library for an enchantment card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle your library. {1}{U}: Search your library for an instant card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle your library. AP R Wild Ricochet {2}{R}{R} Instant You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy. LRW R, CMD R, M14 R, C13 R Wild Slash {R} Instant Ferocious - If you control a creature with power 4 or greater, damage can't be prevented this turn. Wild Slash deals 2 damage to target creature or player. FRF U Wild Swing {3}{R} Sorcery Choose three target nonenchantment permanents. Destroy one of them at random. SHM U Wild Wurm {3}{R} Creature - Wurm 5/4 When Wild Wurm enters the battlefield, flip a coin. If you lose the flip, return Wild Wurm to its owner's hand. TE U Wildcall {X}{G}{G} Sorcery Manifest the top card of your library, then put X +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) R, FRF R Wilderness Elemental {1}{R}{G} Creature - Elemental */3 Trample Wilderness Elemental's power is equal to the number of nonbasic lands your opponents control. CSP U Wilderness Hypnotist {2}{U}{U} Creature - Merfolk Wizard 1/3 {T}: Target red or green creature gets -2/-0 until end of turn. EVE C Wildfield Borderpost {1}{G}{W} Artifact You may pay {1} and return a basic land you control to its owner's hand rather than pay Wildfield Borderpost's mana cost. Wildfield Borderpost enters the battlefield tapped. {T}: Add {G} or {W} to your mana pool. ARB C Wildfire {4}{R}{R} Sorcery Each player sacrifices four lands. Wildfire deals 4 damage to each creature. P2 R, UZ R, 7E R, 9ED R, MM2 R Wildfire Cerberus {4}{R} Creature - Hound 4/3 {5}{R}{R}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.) When Wildfire Cerberus becomes monstrous, it deals 2 damage to each opponent and each creature your opponents control. JOU U Wildfire Emissary {3}{R} Creature - Efreet 2/4 Protection from white {1}{R}: Wildfire Emissary gets +1/+0 until end of turn. MI U, BR U, TSB S Wildheart Invoker {2}{G}{G} Creature - Elf Shaman 4/3 {8}: Target creature gets +5/+5 and gains trample until end of turn. C, ROE C Wildsize {2}{G} Instant Target creature gets +2/+2 and gains trample until end of turn. Draw a card. GPT C, EVG C, DD3_EVG C Wildslayer Elves {3}{G} Creature - Elf Warrior 3/3 Wither (This deals damage to creatures in the form of -1/-1 counters.) SHM C Wildwood Geist {4}{G} Creature - Spirit 3/3 Wildwood Geist gets +2/+2 as long as it's your turn. AVR C Wildwood Rebirth {1}{G} Instant Return target creature card from your graveyard to your hand. GTC C Will of the Naga {4}{U}{U} Instant Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Tap up to two target creatures. Those creatures don't untap during their controller's next untap step. FRF C Will-Forged Golem {6} Artifact Creature - Golem 4/4 Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) M15 C Will-o'-the-Wisp {B} Creature - Spirit 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) {B}: Regenerate Will-o'-the-Wisp. (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.) 1E R, 2E R, 2U R, 3E R, 4E R, 9ED R Willbender {1}{U} Creature - Human Wizard 1/2 Morph {1}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Willbender is turned face up, change the target of target spell or ability with a single target. LGN U, TSB S, DD2 U, DDN U, C14 U, DD3_JVC U Willbreaker {3}{U}{U} Creature - Human Wizard 2/3 Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control Willbreaker. ORI R Willow Dryad {G} Creature - Dryad 1/1 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) PO C Willow Elf {G} Creature - Elf 1/1 P3 C, P4 C Willow Faerie {1}{G} Creature - Faerie 1/2 Flying HM C (x2) Willow Priestess {2}{G}{G} Creature - Faerie Druid 2/2 {T}: You may put a Faerie permanent card from your hand onto the battlefield. {2}{G}: Target green creature gains protection from black until end of turn. HM R, ME3 U Willow Satyr {2}{G}{G} Creature - Satyr 1/1 You may choose not to untap Willow Satyr during your untap step. {T}: Gain control of target legendary creature for as long as you control Willow Satyr and Willow Satyr remains tapped. LE R, ME3 R Wilt-Leaf Cavaliers {G/W}{G/W}{G/W} Creature - Elf Knight 3/4 Vigilance SHM U, DDG U Wilt-Leaf Liege {1}{G/W}{G/W}{G/W} Creature - Elf Knight 4/4 Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. If a spell or ability an opponent controls causes you to discard Wilt-Leaf Liege, put it onto the battlefield instead of putting it into your graveyard. SHM R, MM2 R Wind Dancer {1}{U} Creature - Faerie 1/1 Flying {T}: Target creature gains flying until end of turn. TE U, 7E U, CNS U, TPR U Wind Drake {2}{U} Creature - Drake 2/2 Flying PO C, TE C, 6E C, P3 C, BR C, P4 C, 7E C, 8ED C, 9ED C, M10 C, M13 C, DGM C, TPR C Wind Sail {1}{U} Sorcery One or two target creatures gain flying until end of turn. P2 C, P3 U Wind Shear {2}{G} Instant Attacking creatures with flying get -2/-2 and lose flying until end of turn. VI U Wind Spirit {4}{U} Creature - Elemental Spirit 3/2 Flying Menace (This creature can't be blocked except by two or more creatures.) IA U, 5E U, 6E U, ME2 U Wind Zendikon {U} Enchantment - Aura Enchant land Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land. When enchanted land dies, return that card to its owner's hand. WWK C Wind-Scarred Crag Land Wind-Scarred Crag enters the battlefield tapped. When Wind-Scarred Crag enters the battlefield, you gain 1 life. {T}: Add {R} or {W} to your mana pool. KTK C, FRF C Windborn Muse {3}{W} Creature - Spirit 2/3 Flying Creatures can't attack you unless their controller pays {2} for each creature he or she controls that's attacking you. LGN R, 10E R, CMD R Windborne Charge {2}{W}{W} Sorcery Two target creatures you control each get +2/+2 and gain flying until end of turn. ZEN U Windbrisk Heights Land Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) {T}: Add {W} to your mana pool. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn. MD1 R, LRW R, V12 M Windbrisk Raptor {5}{W}{W} Creature - Bird 5/7 Flying Attacking creatures you control have lifelink. SHM R Windfall {2}{U} Sorcery Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way. UZ U, BR U, CMD U Winding Canyons Land {T}: Add {1} to your mana pool. {2}, {T}: Until end of turn, you may play creature cards as though they had flash. WL R Winding Wurm {4}{G} Creature - Wurm 6/6 Echo {4}{G} (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.) UZ C Windreader Sphinx {5}{U}{U} Creature - Sphinx 3/7 Flying Whenever a creature with flying attacks, you may draw a card. M14 M Windreaper Falcon {1}{R}{G} Creature - Bird 1/1 Flying, protection from blue MI U Windreaver {3}{W}{U} Creature - Elemental 1/3 Flying {W}: Windreaver gains vigilance until end of turn. {W}: Windreaver gets +0/+1 until end of turn. {U}: Switch Windreaver's power and toughness until end of turn. {U}: Return Windreaver to its owner's hand. DIS R, DDI R Windriddle Palaces Plane - Belenon Players play with the top card of their libraries revealed. You may play the top card of any player's library. Whenever you roll CHAOS, each player puts the top card of his or her library into his or her graveyard. PC2 C Windrider Eel {3}{U} Creature - Fish 2/2 Flying Landfall - Whenever a land enters the battlefield under your control, Windrider Eel gets +2/+2 until end of turn. ZEN C Windrider Patrol {3}{U}{U} Creature - Merfolk Wizard 4/3 Flying Whenever Windrider Patrol deals combat damage to a player, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) U Winds of Change {R} Sorcery Each player shuffles the cards from his or her hand into his or her library, then draws that many cards. LE U, 4E R, 5E R, PO R, MED U Winds of Qal Sisma {1}{G} Instant Prevent all combat damage that would be dealt this turn. Ferocious - If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control. FRF U Winds of Rath {3}{W}{W} Sorcery Destroy all creatures that aren't enchanted. They can't be regenerated. TE R, DDL R, VMA R, TPR R Windscouter {3}{U} Creature - Human Scout 3/3 Flying When Windscouter attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.) PR U Windseeker Centaur {1}{R}{R} Creature - Centaur 2/2 Vigilance PPR S Windstorm {X}{G} Instant Windstorm deals X damage to each creature with flying. M10 U, DDD U, M14 U, KTK U, DD3_GVL U Windswept Heath Land {T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card and put it onto the battlefield. Then shuffle your library. M, ONS R, KTK R Windwright Mage {W}{U}{B} Artifact Creature - Human Wizard 2/2 Lifelink (Damage dealt by this creature also causes you to gain that much life.) Windwright Mage has flying as long as an artifact card is in your graveyard. ALA C Wine of Blood and Iron {3} Artifact {4}: Target creature gets +X/+0 until end of turn, where X is its power. Sacrifice Wine of Blood and Iron at the beginning of the next end step. SOK R Wing Puncture {G} Instant Target creature you control deals damage equal to its power to target creature with flying. SOM C Wing Shards {1}{W}{W} Instant Target player sacrifices an attacking creature. Storm (When you cast this spell, copy it for each spell cast before it this turn.) SCG U, C14 U Wing Snare {2}{G} Sorcery Destroy target creature with flying. GU U, 7E U, 8ED U Wing Splicer {3}{U} Creature - Human Artificer 1/1 When Wing Splicer enters the battlefield, put a 3/3 colorless Golem artifact creature token onto the battlefield. Golem creatures you control have flying. NPH U Wing Storm {2}{G} Sorcery Wing Storm deals damage to each player equal to twice the number of creatures with flying that player controls. PR U Wingbeat Warrior {2}{W} Creature - Bird Soldier Warrior 2/1 Flying Morph {2}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Wingbeat Warrior is turned face up, target creature gains first strike until end of turn. LGN C Wingcrafter {U} Creature - Human Wizard 1/1 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Wingcrafter is paired with another creature, both creatures have flying. AVR C Winged Coatl {1}{G}{U} Creature - Snake 1/1 Flash (You may cast this spell any time you could cast an instant.) Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) ARB C, C13 C Winged Sliver {1}{U} Creature - Sliver 1/1 All Sliver creatures have flying. TE C, H09 C, TPR C Wingmate Roc {3}{W}{W} Creature - Bird 3/4 Flying Raid - When Wingmate Roc enters the battlefield, if you attacked with a creature this turn, put a 3/4 white Bird creature token with flying onto the battlefield. Whenever Wingmate Roc attacks, you gain 1 life for each attacking creature. KTK M Wingrattle Scarecrow {3} Artifact Creature - Scarecrow 2/2 Wingrattle Scarecrow has flying as long as you control a blue creature. Wingrattle Scarecrow has persist as long as you control a black creature. (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM C Wings of Aesthir {W}{U} Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 and has flying and first strike. IA U, ME2 U Wings of Hope {W}{U} Enchantment - Aura Enchant creature Enchanted creature gets +1/+3 and has flying. IN C Wings of Velis Vel {1}{U} Tribal Instant - Shapeshifter Changeling (This card is every creature type.) Until end of turn, target creature has base power and toughness 4/4, gains all creature types, and gains flying. LRW C, MM2 C Wingsteed Rider {1}{W}{W} Creature - Human Knight 2/2 Flying Heroic - Whenever you cast a spell that targets Wingsteed Rider, put a +1/+1 counter on Wingsteed Rider. THS C Winnow {1}{W} Instant Destroy target nonland permanent if another permanent with the same name is on the battlefield. Draw a card. IN R Winnower Patrol {2}{G} Creature - Elf Warrior 3/2 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Winnower Patrol, you may reveal it. If you do, put a +1/+1 counter on Winnower Patrol. MOR C Winter Blast {X}{G} Sorcery Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying. LE R, 4E U, 5E U, MED U Winter Orb {2} Artifact Players can't untap more than one land during their untap steps. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, MED R Winter Sky {R} Sorcery Flip a coin. If you win the flip, Winter Sky deals 1 damage to each creature and each player. If you lose the flip, each player draws a card. HM R Winter's Chill {X}{U} Instant Cast Winter's Chill only during combat before blockers are declared. X can't be greater than the number of snow lands you control. Choose X target attacking creatures. For each of those creatures, its controller may pay {1} or {2}. If that player doesn't, destroy that creature at end of combat. If that player pays only {1}, prevent all combat damage that would be dealt to and dealt by that creature this combat. IA R Winter's Grasp {1}{G}{G} Sorcery Destroy target land. PO U, TE U Winter's Night {R}{G}{W} World Enchantment Whenever a player taps a snow land for mana, that player adds one mana to his or her mana pool of any type that land produced. That land doesn't untap during its controller's next untap step. AL R, ME2 R Winterflame {1}{U}{R} Instant Choose one or both - • Tap target creature. • Winterflame deals 2 damage to target creature. KTK U Wintermoon Mesa Land Wintermoon Mesa enters the battlefield tapped. {T}: Add {1} to your mana pool. {2}, {T}, Sacrifice Wintermoon Mesa: Tap two target lands. PR R Wipe Away {1}{U}{U} Instant Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Return target permanent to its owner's hand. TSP U Wipe Clean {1}{W} Instant Exile target enchantment. Cycling {3} ({3}, Discard this card: Draw a card.) SCG C Wirecat {4} Artifact Creature - Cat 4/3 Wirecat can't attack or block if an enchantment is on the battlefield. UZ U Wirefly Hive {3} Artifact {3}, {T}: Flip a coin. If you win the flip, put a 2/2 colorless Insect artifact creature token with flying named Wirefly onto the battlefield. If you lose the flip, destroy all permanents named Wirefly. DST U Wirewood Channeler {3}{G} Creature - Elf Druid 2/2 {T}: Add X mana of any one color to your mana pool, where X is the number of Elves on the battlefield. LGN U Wirewood Elf {1}{G} Creature - Elf Druid 1/2 {T}: Add {G} to your mana pool. ONS C Wirewood Guardian {5}{G}{G} Creature - Elf Mutant 6/6 Forestcycling {2} ({2}, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.) SCG C Wirewood Herald {1}{G} Creature - Elf 1/1 When Wirewood Herald dies, you may search your library for an Elf card, reveal that card, put it into your hand, then shuffle your library. ONS C, EVG C, DD3_EVG C Wirewood Hivemaster {1}{G} Creature - Elf 1/1 Whenever another nontoken Elf enters the battlefield, you may put a 1/1 green Insect creature token onto the battlefield. LGN U Wirewood Lodge Land {T}: Add {1} to your mana pool. {G}, {T}: Untap target Elf. ONS U, EVG U, DD3_EVG U Wirewood Pride {G} Instant Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield. ONS C Wirewood Savage {2}{G} Creature - Elf 2/2 Whenever a Beast enters the battlefield, you may draw a card. ONS C, DDD C, DD3_GVL C Wirewood Symbiote {G} Creature - Insect 1/1 Return an Elf you control to its owner's hand: Untap target creature. Activate this ability only once each turn. SCG U, EVG U, DD3_EVG U Wishmonger {3}{W} Creature - Unicorn Monger 3/3 {2}: Target creature gains protection from the color of its controller's choice until end of turn. Any player may activate this ability. MM U Wispmare {2}{W} Creature - Elemental 1/3 Flying When Wispmare enters the battlefield, destroy target enchantment. Evoke {W} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) LRW C Wistful Selkie {G/U}{G/U}{G/U} Creature - Merfolk Wizard 2/2 When Wistful Selkie enters the battlefield, draw a card. EVE U Wistful Thinking {2}{U} Sorcery Target player draws two cards, then discards four cards. PLC C Wit's End {5}{B}{B} Sorcery Target player discards his or her hand. DIS R, M13 R Witch Engine {5}{B} Creature - Horror 4/4 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) {T}: Add {B}{B}{B}{B} to your mana pool. Target opponent gains control of Witch Engine. (Activate this ability only any time you could cast an instant.) UZ R Witch Hunt {4}{R} Enchantment Players can't gain life. At the beginning of your upkeep, Witch Hunt deals 4 damage to you. At the beginning of your end step, target opponent chosen at random gains control of Witch Hunt. C13 R Witch Hunter {2}{W}{W} Creature - Human Cleric 1/1 {T}: Witch Hunter deals 1 damage to target player. {1}{W}{W}, {T}: Return target creature an opponent controls to its owner's hand. DK R, CH U, TSB S Witch's Familiar {2}{B} Creature - Frog 2/3 M15 C Witch's Mist {2}{B} Enchantment {2}{B}, {T}: Destroy target creature that was dealt damage this turn. FUT U Witch-Maw Nephilim {G}{W}{U}{B} Creature - Nephilim 1/1 Whenever you cast a spell, you may put two +1/+1 counters on Witch-Maw Nephilim. Whenever Witch-Maw Nephilim attacks, it gains trample until end of turn if its power is 10 or greater. GPT R Witchbane Orb {4} Artifact When Witchbane Orb enters the battlefield, destroy all Curses attached to you. You have hexproof. (You can't be the target of spells or abilities your opponents control, including Aura spells.) ISD R Witches' Eye {1} Artifact - Equipment Equipped creature has "{1}, {T}: Scry 1." (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) Equip {1} THS U Witchstalker {1}{G}{G} Creature - Wolf 3/3 Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on Witchstalker. M14 R Withdraw {U}{U} Instant Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays {1}. PR C Withered Wretch {B}{B} Creature - Zombie Cleric 2/2 {1}: Exile target card from a graveyard. LGN U, TSB S, HOP U Withering Boon {1}{B} Instant As an additional cost to cast Withering Boon, pay 3 life. Counter target creature spell. MI U Withering Gaze {2}{U} Sorcery Target opponent reveals his or her hand. You draw a card for each Forest and green card in it. PO U, 9ED U Withering Hex {B} Enchantment - Aura Enchant creature Whenever a player cycles a card, put a plague counter on Withering Hex. Enchanted creature gets -1/-1 for each plague counter on Withering Hex. ONS U Withering Wisps {1}{B}{B} Enchantment At the beginning of the end step, if no creatures are on the battlefield, sacrifice Withering Wisps. {B}: Withering Wisps deals 1 damage to each creature and each player. Activate this ability no more times each turn than the number of snow Swamps you control. IA U, ME2 U Witherscale Wurm {4}{G}{G} Creature - Wurm 9/9 Whenever Witherscale Wurm blocks or becomes blocked by a creature, that creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.) Whenever Witherscale Wurm deals damage to an opponent, remove all -1/-1 counters from it. SHM R Withstand {2}{W} Instant Prevent the next 3 damage that would be dealt to target creature or player this turn. Draw a card. GPT C Withstand Death {G} Instant Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) SOM C Witness of the Ages {6} Artifact Creature - Golem 4/4 Morph {5} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK U Wizard Mentor {2}{U} Creature - Human Wizard 2/2 {T}: Return Wizard Mentor and target creature you control to their owner's hand. UZ C Wizard Replica {3} Artifact Creature - Wizard 1/3 Flying {U}, Sacrifice Wizard Replica: Counter target spell unless its controller pays {2}. MRD C, HOP C Wizards' School Land {T}: Add {1} to your mana pool. {1}, {T}: Add {U} to your mana pool. {2}, {T}: Add {W} or {B} to your mana pool. HM U Wizened Cenn {W}{W} Creature - Kithkin Cleric 2/2 Other Kithkin creatures you control get +1/+1. LRW U Wizened Snitches {3}{U} Creature - Faerie Rogue 1/3 Flying Players play with the top card of their libraries revealed. RAV U Woebearer {4}{B} Creature - Zombie 2/3 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever Woebearer deals combat damage to a player, you may return target creature card from your graveyard to your hand. MRD U Woebringer Demon {3}{B}{B} Creature - Demon 4/4 Flying At the beginning of each player's upkeep, that player sacrifices a creature. If the player can't, sacrifice Woebringer Demon. RAV R Woeleecher {5}{W} Creature - Elemental 3/5 {W}, {T}: Remove a -1/-1 counter from target creature. If you do, you gain 2 life. SHM C Wojek Apothecary {2}{W}{W} Creature - Human Cleric 1/1 Radiance - {T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn. RAV U Wojek Embermage {3}{R} Creature - Human Wizard 1/2 Radiance - {T}: Wojek Embermage deals 1 damage to target creature and each other creature that shares a color with it. RAV U Wojek Halberdiers {R}{W} Creature - Human Soldier 3/2 Battalion - Whenever Wojek Halberdiers and at least two other creatures attack, Wojek Halberdiers gains first strike until end of turn. GTC C Wojek Siren {W} Instant Radiance - Target creature and each other creature that shares a color with it get +1/+1 until end of turn. RAV C Wolf Pack {6}{G}{G} Creature - Wolf 7/6 You may have Wolf Pack assign its combat damage as though it weren't blocked. PK R, ME2 R Wolf-Skull Shaman {1}{G} Creature - Elf Shaman 2/2 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wolf-Skull Shaman, you may reveal it. If you do, put a 2/2 green Wolf creature token onto the battlefield. MOR U Wolfbitten Captive {G} Creature - Human Werewolf 1/1 {1}{G}: Wolfbitten Captive gets +2/+2 until end of turn. Activate this ability only once each turn. At the beginning of each upkeep, if no spells were cast last turn, transform Wolfbitten Captive. ---- Krallenhorde Killer (Green) Creature - Werewolf 2/2 {3}{G}: Krallenhorde Killer gets +4/+4 until end of turn. Activate this ability only once each turn. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Krallenhorde Killer. DKA R Wolfbriar Elemental {2}{G}{G} Creature - Elemental 4/4 Multikicker {G} (You may pay an additional {G} any number of times as you cast this spell.) When Wolfbriar Elemental enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield for each time it was kicked. WWK R, CNS R, C14 R, MM2 R Wolfcaller's Howl {3}{G} Enchantment At the beginning of your upkeep, put X 2/2 green Wolf creature tokens onto the battlefield, where X is the number of your opponents with four or more cards in hand. C14 R Wolfhunter's Quiver {1} Artifact - Equipment Equipped creature has "{T}: This creature deals 1 damage to target creature or player" and "{T}: This creature deals 3 damage to target Werewolf creature." Equip {5} DKA U Wolfir Avenger {1}{G}{G} Creature - Wolf Warrior 3/3 Flash (You may cast this spell any time you could cast an instant.) {1}{G}: Regenerate Wolfir Avenger. AVR U Wolfir Silverheart {3}{G}{G} Creature - Wolf Warrior 4/4 Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Wolfir Silverheart is paired with another creature, each of those creatures gets +4/+4. AVR R Wolverine Pack {2}{G}{G} Creature - Wolverine 2/4 Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) LE C, 5E U Wonder {3}{U} Creature - Incarnation 2/2 Flying As long as Wonder is in your graveyard and you control an Island, creatures you control have flying. JUD U, CMD U, C13 U Wood Elemental {3}{G} Creature - Elemental */* As Wood Elemental enters the battlefield, sacrifice any number of untapped Forests. Wood Elemental's power and toughness are each equal to the number of Forests sacrificed as it entered the battlefield. LE R, ME4 R Wood Elves {2}{G} Creature - Elf Scout 1/1 When Wood Elves enters the battlefield, search your library for a Forest card and put that card onto the battlefield. Then shuffle your library. PO R, EX C, P3 U, 7E C, 8ED C, 9ED C, EVG C, C14 C, DD3_EVG C Wood Sage {G}{U} Creature - Human Druid 1/1 {T}: Name a creature card. Reveal the top four cards of your library and put all of them with that name into your hand. Put the rest into your graveyard. TE R, CNS U, TPR R Woodborn Behemoth {3}{G}{G} Creature - Elemental 4/4 As long as you control eight or more lands, Woodborn Behemoth gets +4/+4 and has trample. (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) M14 U Woodcloaker {5}{G} Creature - Elf 3/3 Morph {2}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Woodcloaker is turned face up, target creature gains trample until end of turn. SCG C Wooded Bastion Land {T}: Add {1} to your mana pool. {G/W}, {T}: Add {G}{G}, {G}{W}, or {W}{W} to your mana pool. SHM R Wooded Foothills Land {T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card and put it onto the battlefield. Then shuffle your library. M, ONS R, KTK R Wooden Sphere {1} Artifact Whenever a player casts a green spell, you may pay {1}. If you do, you gain 1 life. 1E U, 2E U, 2U U, 3E U, 4E U, 5E U, 6E U, 7E U, 8ED U Wooden Stake {2} Artifact - Equipment Equipped creature gets +1/+0. Whenever equipped creature blocks or becomes blocked by a Vampire, destroy that creature. It can't be regenerated. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) ISD C Woodfall Primus {5}{G}{G}{G} Creature - Treefolk Shaman 6/6 Trample When Woodfall Primus enters the battlefield, destroy target noncreature permanent. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) SHM R, MMA R Woodland Bellower {4}{G}{G} Creature - Beast 6/5 When Woodland Bellower enters the battlefield, you may search your library for a nonlegendary green creature card with converted mana cost 3 or less, put it onto the battlefield, then shuffle your library. ORI M Woodland Cemetery Land Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest. {T}: Add {B} or {G} to your mana pool. ISD R Woodland Changeling {1}{G} Creature - Shapeshifter 2/2 Changeling (This card is every creature type.) LRW C Woodland Druid {G} Creature - Human Druid 1/2 OD C Woodland Guidance {3}{G} Sorcery Return target card from your graveyard to your hand. Clash with an opponent. If you win, untap all Forests you control. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Exile Woodland Guidance. LRW U Woodland Sleuth {3}{G} Creature - Human Scout 2/3 Morbid - When Woodland Sleuth enters the battlefield, if a creature died this turn, return a creature card at random from your graveyard to your hand. ISD C Woodland Wanderer {3}{G} Creature - Elemental 2/2 Vigilance, trample Converge - Woodland Wanderer enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. R Woodlot Crawler {U}{B} Creature - Insect 2/1 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) Protection from green DGM U Woodlurker Mimic {1}{B/G} Creature - Shapeshifter 2/1 Whenever you cast a spell that's both black and green, Woodlurker Mimic has base power and toughness 4/5 until end of turn and gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.) EVE C Woodripper {3}{G}{G} Creature - Beast 4/6 Fading 3 (This creature enters the battlefield with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) {1}, Remove a fade counter from Woodripper: Destroy target artifact. NE U Woodvine Elemental {4}{G}{W} Creature - Elemental 4/4 Trample Parley - Whenever Woodvine Elemental attacks, each player reveals the top card of his or her library. For each nonland card revealed this way, attacking creatures you control get +1/+1 until end of turn. Then each player draws a card. CNS U Woodwraith Corrupter {3}{B}{B}{G} Creature - Elemental Horror 3/6 {1}{B}{G}, {T}: Target Forest becomes a 4/4 black and green Elemental Horror creature. It's still a land. RAV R Woodwraith Strangler {2}{B}{G} Creature - Plant Zombie 2/2 Exile a creature card from your graveyard: Regenerate Woodwraith Strangler. RAV C Woolly Loxodon {5}{G}{G} Creature - Elephant Warrior 6/7 Morph {5}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) KTK C Woolly Mammoths {1}{G}{G} Creature - Elephant 3/2 Woolly Mammoths has trample as long as you control a snow land. IA C, ME2 C Woolly Razorback {2}{W}{W} Creature - Boar Beast 7/7 Woolly Razorback enters the battlefield with three ice counters on it. As long as Woolly Razorback has an ice counter on it, prevent all combat damage it would deal and it has defender. Whenever Woolly Razorback blocks, remove an ice counter from it. CSP R Woolly Spider {1}{G}{G} Creature - Spider 2/3 Reach (This creature can block creatures with flying.) Whenever Woolly Spider blocks a creature with flying, Woolly Spider gets +0/+2 until end of turn. IA C, BD C, ME2 U Woolly Thoctar {R}{G}{W} Creature - Beast 5/4 ALA U, DDH U Word of Binding {X}{B}{B} Sorcery Tap X target creatures. DK C, 4E C Word of Blasting {1}{R} Instant Destroy target Wall. It can't be regenerated. Word of Blasting deals damage equal to that Wall's converted mana cost to the Wall's controller. IA U, 5E U, MM U Word of Command {B}{B} Instant Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands he or she controls and only if mana they produce is spent to activate other mana abilities of lands he or she controls and/or play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving. 1E R, 2E R, 2U R, ME4 R Word of Seizing {3}{R}{R} Instant Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Untap target permanent and gain control of it until end of turn. It gains haste until end of turn. TSP R, C14 R Word of Undoing {U} Instant Return target creature and all white Auras you own attached to it to their owners' hands. IA C, MED C Words of War {2}{R} Enchantment {1}: The next time you would draw a card this turn, Words of War deals 2 damage to target creature or player instead. ONS R Words of Waste {2}{B} Enchantment {1}: The next time you would draw a card this turn, each opponent discards a card instead. ONS R Words of Wilding {2}{G} Enchantment {1}: The next time you would draw a card this turn, put a 2/2 green Bear creature token onto the battlefield instead. ONS R Words of Wind {2}{U} Enchantment {1}: The next time you would draw a card this turn, each player returns a permanent he or she controls to its owner's hand instead. ONS R Words of Wisdom {1}{U} Instant You draw two cards, then each other player draws a card. OD C Words of Worship {2}{W} Enchantment {1}: The next time you would draw a card this turn, you gain 5 life instead. ONS R Workhorse {6} Artifact Creature - Horse 0/0 Workhorse enters the battlefield with four +1/+1 counters on it. Remove a +1/+1 counter from Workhorse: Add {1} to your mana pool. EX R World Queller {3}{W}{W} Creature - Avatar 4/4 At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of that type. ZEN R World at War {3}{R}{R} Sorcery After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) ROE R Worldfire {6}{R}{R}{R} Sorcery Exile all permanents. Exile all cards from all hands and graveyards. Each player's life total becomes 1. M13 M Worldgorger Dragon {3}{R}{R}{R} Creature - Nightmare Dragon 7/7 Flying, trample When Worldgorger Dragon enters the battlefield, exile all other permanents you control. When Worldgorger Dragon leaves the battlefield, return the exiled cards to the battlefield under their owners' control. JUD R, VMA R Worldheart Phoenix {3}{R} Creature - Phoenix 2/2 Flying You may cast Worldheart Phoenix from your graveyard by paying {W}{U}{B}{R}{G} rather than paying its mana cost. If you do, it enters the battlefield with two +1/+1 counters on it. CON R, MM2 U Worldknit Conspiracy (Start the game with this conspiracy face up in the command zone.) As long as every card in your card pool started the game in your library or in the command zone, lands you control have "{T}: Add one mana of any color to your mana pool." CNS R Worldly Counsel {1}{U} Instant Domain - Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of those cards into your hand and the rest on the bottom of your library in any order. IN C, CON C Worldly Tutor {G} Instant Search your library for a creature card and reveal that card. Shuffle your library, then put the card on top of it. MI U, 6E U Worldpurge {4}{W/U}{W/U}{W/U}{W/U} Sorcery Return all permanents to their owners' hands. Each player chooses up to seven cards in his or her hand, then shuffles the rest into his or her library. Empty all mana pools. SHM R Worldslayer {5} Artifact - Equipment Whenever equipped creature deals combat damage to a player, destroy all permanents other than Worldslayer. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.) MRD R, M12 R Worldspine Wurm {8}{G}{G}{G} Creature - Wurm 15/15 Trample When Worldspine Wurm dies, put three 5/5 green Wurm creature tokens with trample onto the battlefield. When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner's library. RTR M Worm Harvest {2}{B/G}{B/G}{B/G} Sorcery Put a 1/1 black and green Worm creature token onto the battlefield for each land card in your graveyard. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) EVE R, MMA U Wormfang Behemoth {3}{U}{U} Creature - Nightmare Fish Beast 5/5 When Wormfang Behemoth enters the battlefield, exile all cards from your hand. When Wormfang Behemoth leaves the battlefield, return the exiled cards to their owner's hand. JUD R Wormfang Crab {3}{U} Creature - Nightmare Crab 3/6 Wormfang Crab can't be blocked. When Wormfang Crab enters the battlefield, an opponent chooses a permanent you control other than Wormfang Crab and exiles it. When Wormfang Crab leaves the battlefield, return the exiled card to the battlefield under its owner's control. JUD U Wormfang Drake {2}{U} Creature - Nightmare Drake 3/4 Flying When Wormfang Drake enters the battlefield, sacrifice it unless you exile a creature you control other than Wormfang Drake. When Wormfang Drake leaves the battlefield, return the exiled card to the battlefield under its owner's control. JUD C Wormfang Manta {5}{U}{U} Creature - Nightmare Fish Beast 6/1 Flying When Wormfang Manta enters the battlefield, you skip your next turn. When Wormfang Manta leaves the battlefield, you take an extra turn after this one. JUD R Wormfang Newt {1}{U} Creature - Nightmare Salamander Beast 2/2 When Wormfang Newt enters the battlefield, exile a land you control. When Wormfang Newt leaves the battlefield, return the exiled card to the battlefield under its owner's control. JUD C Wormfang Turtle {2}{U} Creature - Nightmare Turtle Beast 2/4 When Wormfang Turtle enters the battlefield, exile a land you control. When Wormfang Turtle leaves the battlefield, return the exiled card to the battlefield under its owner's control. JUD U Worms of the Earth {2}{B}{B}{B} Enchantment Players can't play lands. Lands can't enter the battlefield. At the beginning of each upkeep, any player may sacrifice two lands or have Worms of the Earth deal 5 damage to him or her. If a player does either, destroy Worms of the Earth. DK R Wormwood Dryad {2}{G} Creature - Dryad 3/1 {G}: Wormwood Dryad gains forestwalk until end of turn and deals 1 damage to you. (It can't be blocked as long as defending player controls a Forest.) {B}: Wormwood Dryad gains swampwalk until end of turn and deals 1 damage to you. (It can't be blocked as long as defending player controls a Swamp.) TSP C Wormwood Treefolk {3}{G}{G} Creature - Treefolk 4/4 {G}{G}: Wormwood Treefolk gains forestwalk until end of turn and deals 2 damage to you. (It can't be blocked as long as defending player controls a Forest.) {B}{B}: Wormwood Treefolk gains swampwalk until end of turn and deals 2 damage to you. (It can't be blocked as long as defending player controls a Swamp.) DK R, ME3 U Worn Powerstone {3} Artifact Worn Powerstone enters the battlefield tapped. {T}: Add {2} to your mana pool. UZ U, DDE U, C14 U Worry Beads {3} Artifact At the beginning of each player's upkeep, that player puts the top card of his or her library into his or her graveyard. MM R Worship {3}{W} Enchantment If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead. UZ R, 7E R, 8ED R, 9ED R Worst Fears {7}{B} Sorcery You control target player during that player's next turn. Exile Worst Fears. (You see all cards that player could see and make all decisions for the player.) JOU M Wort, Boggart Auntie {2}{B}{R} Legendary Creature - Goblin Shaman 3/3 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, you may return target Goblin card from your graveyard to your hand. LRW R Wort, the Raidmother {4}{R/G}{R/G} Legendary Creature - Goblin Shaman 3/3 When Wort, the Raidmother enters the battlefield, put two 1/1 red and green Goblin Warrior creature tokens onto the battlefield. Each red or green instant or sorcery spell you cast has conspire. (As you cast the spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.) SHM R Worthy Cause {W} Instant Buyback {2} (You may pay an additional {2} as you cast this spell. If you do, put this card into your hand as it resolves.) As an additional cost to cast Worthy Cause, sacrifice a creature. You gain life equal to the sacrificed creature's toughness. TE U Wound Reflection {5}{B} Enchantment At the beginning of each end step, each opponent loses life equal to the life he or she lost this turn. (Damage causes loss of life.) SHM R Wrack with Madness {3}{R} Sorcery Target creature deals damage to itself equal to its power. DKA C Wrap in Flames {3}{R} Sorcery Wrap in Flames deals 1 damage to each of up to three target creatures. Those creatures can't block this turn. ROE C, CNS C, MM2 C Wrap in Vigor {1}{G} Instant Regenerate each creature you control. FUT C, CNS C Wrath of God {2}{W}{W} Sorcery Destroy all creatures. They can't be regenerated. 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, PO R, 6E R, BR R, 7E R, 8ED R, 9ED R, 10E R, C13 R, V14 M Wrath of Marit Lage {3}{U}{U} Enchantment When Wrath of Marit Lage enters the battlefield, tap all red creatures. Red creatures don't untap during their controllers' untap steps. IA R, 8ED U Wreak Havoc {2}{R}{G} Sorcery Wreak Havoc can't be countered by spells or abilities. Destroy target artifact or land. GPT U Wreath of Geists {G} Enchantment - Aura Enchant creature Enchanted creature gets +X/+X, where X is the number of creature cards in your graveyard. ISD U Wrecking Ball {2}{B}{R} Instant Destroy target creature or land. DIS C, CMD C, MM2 U Wrecking Ogre {4}{R} Creature - Ogre Warrior 3/3 Double strike Bloodrush - {3}{R}{R}, Discard Wrecking Ogre: Target attacking creature gets +3/+3 and gains double strike until end of turn. GTC R Wren's Run Packmaster {3}{G} Creature - Elf Warrior 5/5 Champion an Elf (When this creature enters the battlefield, sacrifice it unless you exile another Elf you control. When this creature leaves the battlefield, that card returns to the battlefield.) {2}{G}: Put a 2/2 green Wolf creature token onto the battlefield. Wolves you control have deathtouch. LRW R, C14 R Wren's Run Vanquisher {1}{G} Creature - Elf Warrior 3/3 As an additional cost to cast Wren's Run Vanquisher, reveal an Elf card from your hand or pay {3}. Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) LRW U, EVG U, DD3_EVG U Wrench Mind {B}{B} Sorcery Target player discards two cards unless he or she discards an artifact card. MRD C Wretched Anurid {1}{B} Creature - Zombie Frog Beast 3/3 Whenever another creature enters the battlefield, you lose 1 life. ONS C Wretched Banquet {B} Sorcery Destroy target creature if it has the least power or is tied for least power among creatures on the battlefield. CON C Wrexial, the Risen Deep {3}{U}{U}{B} Legendary Creature - Kraken 5/8 Islandwalk, swampwalk (This creature can't be blocked as long as defending player controls an Island or a Swamp.) Whenever Wrexial, the Risen Deep deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that card would be put into a graveyard this turn, exile it instead. WWK M, CMD M Wring Flesh {B} Instant Target creature gets -3/-1 until end of turn. M12 C, M14 C Writ of Passage {U} Enchantment - Aura Enchant creature Whenever enchanted creature attacks, if its power is 2 or less, it can't be blocked this turn. Forecast - {1}{U}, Reveal Writ of Passage from your hand: Target creature with power 2 or less can't be blocked this turn. (Activate this ability only during your upkeep and only once each turn.) DIS C Write into Being {2}{U} Sorcery Look at the top two cards of your library. Manifest one of those cards, then put the other on the top or bottom of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) C, FRF C Wu Admiral {4}{U} Creature - Human Soldier 3/3 Wu Admiral gets +1/+1 as long as an opponent controls an Island. PK U Wu Elite Cavalry {3}{U} Creature - Human Soldier 2/3 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK C, ME3 C Wu Infantry {1}{U} Creature - Human Soldier 2/1 PK C Wu Light Cavalry {1}{U} Creature - Human Soldier 1/2 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK C Wu Longbowman {2}{U} Creature - Human Soldier Archer 1/1 {T}: Wu Longbowman deals 1 damage to target creature or player. Activate this ability only during your turn, before attackers are declared. PK U, ME3 C Wu Scout {1}{U} Creature - Human Soldier Scout 1/1 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Wu Scout enters the battlefield, look at target opponent's hand. PK C Wu Spy {1}{U} Creature - Human Soldier Rogue 1/1 When Wu Spy enters the battlefield, look at the top two cards of target player's library. Put one of them into his or her graveyard. PK U Wu Warship {2}{U} Creature - Human Soldier 3/3 Wu Warship can't attack unless defending player controls an Island. PK C, ME3 C Wurm's Tooth {2} Artifact Whenever a player casts a green spell, you may gain 1 life. DST U, 9ED U, 10E U, M10 U, M11 U, M12 U Wurmcalling {X}{G} Sorcery Buyback {2}{G} (You may pay an additional {2}{G} as you cast this spell. If you do, put this card into your hand as it resolves.) Put an X/X green Wurm creature token onto the battlefield. TSP R Wurmcoil Engine {6} Artifact Creature - Wurm 6/6 Deathtouch, lifelink When Wurmcoil Engine dies, put a 3/3 colorless Wurm artifact creature token with deathtouch and a 3/3 colorless Wurm artifact creature token with lifelink onto the battlefield. SOM M, C14 M Wurmskin Forger {5}{G}{G} Creature - Elf Warrior 2/2 When Wurmskin Forger enters the battlefield, distribute three +1/+1 counters among one, two, or three target creatures. MRD C Wurmweaver Coil {4}{G}{G} Enchantment - Aura Enchant green creature Enchanted creature gets +6/+6. {G}{G}{G}, Sacrifice Wurmweaver Coil: Put a 6/6 green Wurm creature token onto the battlefield. GPT R Wydwen, the Biting Gale {2}{U}{B} Legendary Creature - Faerie Wizard 3/3 Flash Flying {U}{B}, Pay 1 life: Return Wydwen, the Biting Gale to its owner's hand. LRW R Wyluli Wolf {1}{G} Creature - Wolf 1/1 {T}: Target creature gets +1/+1 until end of turn. AN C (x2), 5E R, 6E R, MED C Xantcha Vanguard Hand +1, life +3 Sacrifice a permanent: Regenerate target creature. VAN S Xanthic Statue {8} Artifact {5}: Until end of turn, Xanthic Statue becomes an 8/8 Golem artifact creature with trample. WL R Xantid Swarm {G} Creature - Insect 0/1 Flying Whenever Xantid Swarm attacks, defending player can't cast spells this turn. SCG R Xathrid Demon {3}{B}{B}{B} Creature - Demon 7/7 Flying, trample At the beginning of your upkeep, sacrifice a creature other than Xathrid Demon, then each opponent loses life equal to the sacrificed creature's power. If you can't sacrifice a creature, tap Xathrid Demon and you lose 7 life. M10 M, C14 M Xathrid Gorgon {5}{B} Creature - Gorgon 3/6 Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) {2}{B}, {T}: Put a petrification counter on target creature. It gains defender and becomes a colorless artifact in addition to its other types. Its activated abilities can't be activated. (A creature with defender can't attack.) M13 R Xathrid Necromancer {2}{B} Creature - Human Wizard 2/2 Whenever Xathrid Necromancer or another Human creature you control dies, put a 2/2 black Zombie creature token onto the battlefield tapped. M14 R Xathrid Slyblade {2}{B} Creature - Human Assassin 2/1 Hexproof (This creature can't be the target of spells or abilities your opponents control.) {3}{B}: Until end of turn, Xathrid Slyblade loses hexproof and gains first strike and deathtouch. (It deals combat damage before creatures without first strike. Any amount of damage it deals to a creature is enough to destroy it.) M15 U Xenagos, God of Revels {3}{R}{G} Legendary Enchantment Creature - God 6/5 Indestructible As long as your devotion to red and green is less than seven, Xenagos isn't a creature. At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power. BNG M Xenagos, the Reveler {2}{R}{G} Planeswalker - Xenagos 3 [+1] Add X mana in any combination of {R} and/or {G} to your mana pool, where X is the number of creatures you control. [0] Put a 2/2 red and green Satyr creature token with haste onto the battlefield. [-6] Exile the top seven cards of your library. You may put any number of creature and/or land cards from among them onto the battlefield. THS M Xenic Poltergeist {1}{B}{B} Creature - Spirit 1/1 {T}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost. AQ U, 4E R, 5E R, ME4 U Xenograft {4}{U} Enchantment As Xenograft enters the battlefield, choose a creature type. Each creature you control is the chosen type in addition to its other types. NPH R Xiahou Dun, the One-Eyed {2}{B}{B} Legendary Creature - Human Soldier 3/2 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Sacrifice Xiahou Dun, the One-Eyed: Return target black card from your graveyard to your hand. Activate this ability only during your turn, before attackers are declared. PK R, ME3 U Xira Arien {B}{R}{G} Legendary Creature - Insect Wizard 1/2 Flying {B}{R}{G}, {T}: Target player draws a card. LE R, CH R, ME3 R Xun Yu, Wei Advisor {1}{B}{B} Legendary Creature - Human Advisor 1/1 {T}: Target creature you control gets +2/+0 until end of turn. Activate this ability only during your turn, before attackers are declared. PK R Yamabushi's Flame {2}{R} Instant Yamabushi's Flame deals 3 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. CHK C Yamabushi's Storm {1}{R} Sorcery Yamabushi's Storm deals 1 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead. CHK C Yare {2}{W} Instant Target creature defending player controls gets +3/+0 until end of turn. That creature can block up to two additional creatures this turn. MI R Yasova Dragonclaw {2}{G} Legendary Creature - Human Warrior 4/2 Trample At the beginning of combat on your turn, you may pay {1}{U/R}{U/R}. If you do, gain control of target creature an opponent controls with power less than Yasova Dragonclaw's power until end of turn, untap that creature, and it gains haste until end of turn. FRF R Yavimaya Ancients {3}{G}{G} Creature - Treefolk 2/7 {G}: Yavimaya Ancients gets +1/-2 until end of turn. AL C (x2), ME2 U Yavimaya Ants {2}{G}{G} Creature - Insect 5/1 Trample, haste Cumulative upkeep {G}{G} (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.) AL U, MED U Yavimaya Barbarian {R}{G} Creature - Elf Barbarian 2/2 Protection from blue IN C Yavimaya Coast Land {T}: Add {1} to your mana pool. {T}: Add {G} or {U} to your mana pool. Yavimaya Coast deals 1 damage to you. AP R, 9ED R, 10E R, M15 R, ORI R Yavimaya Dryad {1}{G}{G} Creature - Dryad 2/1 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) When Yavimaya Dryad enters the battlefield, you may search your library for a Forest card and put it onto the battlefield tapped under target player's control. If you do, shuffle your library. TSP U, ARC U Yavimaya Elder {1}{G}{G} Creature - Human Druid 2/1 When Yavimaya Elder dies, you may search your library for up to two basic land cards, reveal them, and put them into your hand. If you do, shuffle your library. {2}, Sacrifice Yavimaya Elder: Draw a card. CG C, DDE C, CMD C, VMA U Yavimaya Enchantress {2}{G} Creature - Human Druid 2/2 Yavimaya Enchantress gets +1/+1 for each enchantment on the battlefield. CG U, 7E U, 8ED U, 9ED U, 10E U Yavimaya Gnats {2}{G} Creature - Insect 0/1 Flying {G}: Regenerate Yavimaya Gnats. IA U Yavimaya Granger {2}{G} Creature - Elf 2/2 Echo {2}{G} (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.) When Yavimaya Granger enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. GU C Yavimaya Hollow Legendary Land {T}: Add {1} to your mana pool. {G}, {T}: Regenerate target creature. CG R, VMA R Yavimaya Kavu {2}{R}{G} Creature - Kavu */* Yavimaya Kavu's power is equal to the number of red creatures on the battlefield. Yavimaya Kavu's toughness is equal to the number of green creatures on the battlefield. IN U Yavimaya Scion {4}{G} Creature - Treefolk 4/4 Protection from artifacts GU C Yavimaya Wurm {4}{G}{G} Creature - Wurm 6/4 Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) GU C, BD C, M11 C Yavimaya's Embrace {5}{G}{U}{U} Enchantment - Aura Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has trample. AP R Yawgmoth Demon {4}{B}{B} Creature - Demon 6/6 Flying (This creature can't be blocked except by creatures with flying or reach.) First strike (This creature deals combat damage before creatures without first strike.) At the beginning of your upkeep, you may sacrifice an artifact. If you don't, tap Yawgmoth Demon and it deals 2 damage to you. AQ R, CH R, 9ED R Yawgmoth's Agenda {3}{B}{B} Enchantment You can't cast more than one spell each turn. You may play cards from your graveyard. If a card would be put into your graveyard from anywhere, exile it instead. IN R Yawgmoth's Bargain {4}{B}{B} Enchantment Skip your draw step. Pay 1 life: Draw a card. CG R, VMA M Yawgmoth's Edict {1}{B} Enchantment Whenever an opponent casts a white spell, that player loses 1 life and you gain 1 life. UZ U, 7E U Yawgmoth's Will {2}{B} Sorcery Until end of turn, you may play cards from your graveyard. If a card would be put into your graveyard from anywhere this turn, exile that card instead. UZ R, VMA M Yawning Fissure {4}{R} Sorcery Each opponent sacrifices a land. M10 C Ydwen Efreet {R}{R}{R} Creature - Efreet 3/6 Whenever Ydwen Efreet blocks, flip a coin. If you lose the flip, remove Ydwen Efreet from combat and it can't block this turn. Creatures it was blocking that had become blocked by only Ydwen Efreet this combat become unblocked. AN R, MED R Yellow Scarves Cavalry {1}{R} Creature - Human Soldier 1/1 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Yellow Scarves Cavalry can't block. PK C Yellow Scarves General {3}{R} Creature - Human Soldier 2/2 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Yellow Scarves General can't block. PK R Yellow Scarves Troops {1}{R} Creature - Human Soldier 2/2 Yellow Scarves Troops can't block. PK C Yeva's Forcemage {2}{G} Creature - Elf Shaman 2/2 When Yeva's Forcemage enters the battlefield, target creature gets +2/+2 until end of turn. M13 C, ORI C Yeva, Nature's Herald {2}{G}{G} Legendary Creature - Elf Shaman 4/4 Flash (You may cast this spell any time you could cast an instant.) You may cast green creature cards as though they had flash. M13 R Yew Spirit {4}{G} Creature - Spirit Treefolk 3/3 {2}{G}{G}: Yew Spirit gets +X/+X until end of turn, where X is its power. AVR U Yisan, the Wanderer Bard {2}{G} Legendary Creature - Human Rogue 2/3 {2}{G}, {T}, Put a verse counter on Yisan, the Wanderer Bard: Search your library for a creature card with converted mana cost equal to the number of verse counters on Yisan, put it onto the battlefield, then shuffle your library. M15 R Yixlid Jailer {1}{B} Creature - Zombie Wizard 2/1 Cards in graveyards lose all abilities. FUT U Yoke of the Damned {1}{B} Enchantment - Aura Enchant creature When a creature dies, destroy enchanted creature. CON C, DDJ C Yoked Ox {W} Creature - Ox 0/4 THS C, ORI C Yoked Plowbeast {5}{W}{W} Creature - Beast 5/5 Cycling {2} ({2}, Discard this card: Draw a card.) ALA C Yomiji, Who Bars the Way {5}{W}{W} Legendary Creature - Spirit 4/4 Whenever a legendary permanent other than Yomiji, Who Bars the Way is put into a graveyard from the battlefield, return that card to its owner's hand. BOK R Yore-Tiller Nephilim {W}{U}{B}{R} Creature - Nephilim 2/2 Whenever Yore-Tiller Nephilim attacks, return target creature card from your graveyard to the battlefield tapped and attacking. GPT R Yosei, the Morning Star {4}{W}{W} Legendary Creature - Dragon Spirit 5/5 Flying When Yosei, the Morning Star dies, target player skips his or her next untap step. Tap up to five target permanents that player controls. CHK R, MMA M Yotian Soldier {3} Artifact Creature - Soldier 1/4 Vigilance AQ C, 4E C, MRD C, ME4 C Young Pyromancer {1}{R} Creature - Human Shaman 2/1 Whenever you cast an instant or sorcery spell, put a 1/1 red Elemental creature token onto the battlefield. M14 U Young Wei Recruits {1}{B} Creature - Human Soldier 2/2 Young Wei Recruits can't block. PK C, ME3 C Young Wolf {G} Creature - Wolf 1/1 Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) DKA C Your Fate Is Thrice Sealed Scheme When you set this scheme in motion, reveal the top three cards of your library. Put all land cards revealed this way onto the battlefield and the rest into your hand. ARC C Your Inescapable Doom Ongoing Scheme At the beginning of your end step, put a doom counter on this scheme, then this scheme deals damage equal to the number of doom counters on it to the opponent with the highest life total among your opponents. If two or more players are tied for highest life total, you choose one. ARC P Your Puny Minds Cannot Fathom Scheme When you set this scheme in motion, draw four cards. You have no maximum hand size until your next turn. ARC C Your Will Is Not Your Own Scheme When you set this scheme in motion, gain control of target creature an opponent controls until end of turn. Untap that creature. It gets +3/+3 and gains trample and haste until end of turn. ARC C Youthful Knight {1}{W} Creature - Human Knight 2/1 First strike (This creature deals combat damage before creatures without first strike.) ST C, 10E C, TPR C Youthful Scholar {3}{U} Creature - Human Wizard 2/2 When Youthful Scholar dies, draw two cards. DTK U Yuan Shao's Infantry {3}{R} Creature - Human Soldier 2/2 Whenever Yuan Shao's Infantry attacks alone, Yuan Shao's Infantry can't be blocked this combat. PK U Yuan Shao, the Indecisive {4}{R} Legendary Creature - Human Soldier 2/3 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Each creature you control can't be blocked by more than one creature. PK R Yuki-Onna {3}{R} Creature - Spirit 3/1 When Yuki-Onna enters the battlefield, destroy target artifact. Whenever you cast a Spirit or Arcane spell, you may return Yuki-Onna to its owner's hand. SOK U Yukora, the Prisoner {2}{B}{B} Legendary Creature - Demon Spirit 5/5 When Yukora, the Prisoner leaves the battlefield, sacrifice all non-Ogre creatures you control. BOK R Zada, Hedron Grinder {3}{R} Legendary Creature - Goblin Ally 3/3 Whenever you cast an instant or sorcery spell that targets only Zada, Hedron Grinder, copy that spell for each other creature you control that the spell could target. Each copy targets a different one of those creatures. R Zameck Guildmage {G}{U} Creature - Elf Wizard 2/2 {G}{U}: This turn, each creature you control enters the battlefield with an additional +1/+1 counter on it. {G}{U}, Remove a +1/+1 counter from a creature you control: Draw a card. GTC U Zanam Djinn {5}{U} Creature - Djinn 5/6 Flying Zanam Djinn gets -2/-2 as long as blue is the most common color among all permanents or is tied for most common. IN U Zanikev Locust {5}{B} Creature - Insect 3/3 Flying Scavenge {2}{B}{B} ({2}{B}{B}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.) RTR U Zap {2}{R} Instant Zap deals 1 damage to target creature or player. Draw a card. IN C Zarichi Tiger {3}{W} Creature - Cat 2/3 {1}{W}, {T}: You gain 2 life. GTC C Zealot il-Vec {2}{W} Creature - Human Rebel 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Zealot il-Vec attacks and isn't blocked, you may have it deal 1 damage to target creature. If you do, prevent all combat damage Zealot il-Vec would deal this turn. TSP C Zealots en-Dal {3}{W} Creature - Human Soldier 2/4 At the beginning of your upkeep, if all nonland permanents you control are white, you gain 1 life. EX U Zealous Conscripts {4}{R} Creature - Human Warrior 3/3 Haste When Zealous Conscripts enters the battlefield, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn. AVR R Zealous Guardian {W/U} Creature - Kithkin Soldier 1/1 Flash SHM C Zealous Inquisitor {2}{W} Creature - Human Cleric 2/2 {1}{W}: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead. SCG C, 9ED U Zealous Persecution {W}{B} Instant Until end of turn, creatures you control get +1/+1 and creatures your opponents control get -1/-1. MD1 U, ARB U, DDK U Zealous Strike {1}{W} Instant Target creature gets +2/+2 and gains first strike until end of turn. AVR C Zebra Unicorn {2}{G}{W} Creature - Unicorn 2/2 Whenever Zebra Unicorn deals damage, you gain that much life. MI U Zedruu the Greathearted {1}{R}{W}{U} Legendary Creature - Minotaur Monk 2/4 At the beginning of your upkeep, you gain X life and draw X cards, where X is the number of permanents you own that your opponents control. {R}{W}{U}: Target opponent gains control of target permanent you control. CMD M Zektar Shrine Expedition {1}{R} Enchantment Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on Zektar Shrine Expedition. Remove three quest counters from Zektar Shrine Expedition and sacrifice it: Put a 7/1 red Elemental creature token with trample and haste onto the battlefield. Exile it at the beginning of the next end step. ZEN C Zelyon Sword {3} Artifact You may choose not to untap Zelyon Sword during your untap step. {3}, {T}: Target creature gets +2/+0 for as long as Zelyon Sword remains tapped. FE R Zendikar Farguide {4}{G} Creature - Elemental 3/3 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) ZEN C Zendikar Incarnate {2}{R}{G} Creature - Elemental */4 Zendikar Incarnate's power is equal to the number of lands you control. ORI U Zendikar's Roil {3}{G}{G} Enchantment Whenever a land enters the battlefield under your control, put a 2/2 green Elemental creature token onto the battlefield. ORI U Zephid {4}{U}{U} Creature - Illusion 3/4 Flying Shroud (This creature can't be the target of spells or abilities.) UZ R Zephid's Embrace {2}{U}{U} Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has flying and shroud. (It can't be the target of spells or abilities.) UZ U Zephyr Charge {1}{U} Enchantment {1}{U}: Target creature gains flying until end of turn. M14 C Zephyr Falcon {1}{U} Creature - Bird 1/1 Flying, vigilance LE C, 4E C, 5E C Zephyr Net {1}{U} Enchantment - Aura Enchant creature Enchanted creature has defender and flying. LRW C Zephyr Scribe {2}{U} Creature - Human Monk 2/1 {U}, {T}: Draw a card, then discard a card. Whenever you cast a noncreature spell, untap Zephyr Scribe. DTK C Zephyr Spirit {5}{U} Creature - Spirit 0/6 When Zephyr Spirit blocks, return it to its owner's hand. RAV C Zephyr Sprite {U} Creature - Faerie 1/1 Flying M10 C Zerapa Minotaur {2}{R}{R} Creature - Minotaur 3/3 First strike {2}: Zerapa Minotaur loses first strike until end of turn. Any player may activate this ability. PR C Zhalfirin Commander {2}{W} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{W}{W}: Target Knight creature gets +1/+1 until end of turn. MI U, TSB S, DDG U Zhalfirin Crusader {1}{W}{W} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{W}: The next 1 damage that would be dealt to Zhalfirin Crusader this turn is dealt to target creature or player instead. VI R, VMA R Zhalfirin Knight {2}{W} Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {W}{W}: Zhalfirin Knight gains first strike until end of turn. MI C Zhang Fei, Fierce Warrior {4}{W}{W} Legendary Creature - Human Soldier Warrior 4/4 Vigilance, horsemanship (This creature can't be blocked except by creatures with horsemanship.) PK R, ME3 U Zhang He, Wei General {3}{B}{B} Legendary Creature - Human Soldier 4/2 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Zhang He, Wei General attacks, each other creature you control gets +1/+0 until end of turn. PK R Zhang Liao, Hero of Hefei {4}{B}{B} Legendary Creature - Human Soldier 3/3 Whenever Zhang Liao, Hero of Hefei deals damage to an opponent, that opponent discards a card. PK R Zhao Zilong, Tiger General {3}{W}{W} Legendary Creature - Human Soldier Warrior 3/3 Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Zhao Zilong, Tiger General blocks, it gets +1/+1 until end of turn. PK R Zhou Yu, Chief Commander {5}{U}{U} Legendary Creature - Human Soldier 8/8 Zhou Yu, Chief Commander can't attack unless defending player controls an Island. PK R Zhuge Jin, Wu Strategist {1}{U}{U} Legendary Creature - Human Advisor 1/1 {T}: Target creature can't be blocked this turn. Activate this ability only during your turn, before attackers are declared. PK R Zhur-Taa Ancient {3}{R}{G} Creature - Beast 7/5 Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced. DGM R Zhur-Taa Druid {R}{G} Creature - Human Druid 1/1 {T}: Add {G} to your mana pool. Whenever you tap Zhur-Taa Druid for mana, it deals 1 damage to each opponent. DGM C, DDL C Zhur-Taa Swine {3}{R}{G} Creature - Boar 5/4 Bloodrush - {1}{R}{G}, Discard Zhur-Taa Swine: Target attacking creature gets +5/+4 until end of turn. GTC C Zirilan of the Claw {3}{R}{R} Legendary Creature - Viashino Shaman 3/4 {1}{R}{R}, {T}: Search your library for a Dragon permanent card and put that card onto the battlefield. Then shuffle your library. That Dragon gains haste until end of turn. Exile it at the beginning of the next end step. MI R Zo-Zu the Punisher {1}{R}{R} Legendary Creature - Goblin Warrior 2/2 Whenever a land enters the battlefield, Zo-Zu the Punisher deals 2 damage to that land's controller. CHK R Zodiac Dog {2}{R} Creature - Hound 2/2 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) PK C Zodiac Dragon {7}{R}{R} Creature - Dragon 8/8 When Zodiac Dragon is put into your graveyard from the battlefield, you may return it to your hand. PK R, ME3 R Zodiac Goat {R} Creature - Goat 1/1 Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) PK C Zodiac Horse {3}{G} Creature - Horse 3/3 Islandwalk (This creature can't be blocked as long as defending player controls an Island.) PK U Zodiac Monkey {1}{G} Creature - Ape 2/1 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) PK C, 9ED C Zodiac Ox {3}{G} Creature - Ox 3/3 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) PK U Zodiac Pig {3}{B} Creature - Boar 3/3 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) PK U Zodiac Rabbit {G} Creature - Rabbit 1/1 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) PK C Zodiac Rat {B} Creature - Rat 1/1 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) PK C Zodiac Rooster {1}{G} Creature - Bird 2/1 Plainswalk (This creature can't be blocked as long as defending player controls a Plains.) PK C Zodiac Snake {2}{B} Creature - Snake 2/2 Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) PK C Zodiac Tiger {2}{G}{G} Creature - Cat 3/4 Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) PK U Zoetic Cavern Land {T}: Add {1} to your mana pool. Morph {2} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) FUT U, CMD U, C14 U Zof Shade {3}{B} Creature - Shade 2/2 {2}{B}: Zof Shade gets +2/+2 until end of turn. ROE C, M15 C Zombie Apocalypse {3}{B}{B}{B} Sorcery Return all Zombie creature cards from your graveyard to the battlefield tapped, then destroy all Humans. DKA R Zombie Assassin {4}{B} Creature - Zombie Assassin 3/2 {T}, Exile two cards from your graveyard and Zombie Assassin: Destroy target nonblack creature. It can't be regenerated. OD C Zombie Boa {4}{B} Creature - Zombie Snake 3/3 {1}{B}: Choose a color. Whenever Zombie Boa becomes blocked by a creature of that color this turn, destroy that creature. Activate this ability only any time you could cast a sorcery. AP C Zombie Brute {6}{B} Creature - Zombie 5/4 Amplify 1 (As this creature enters the battlefield, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) Trample LGN U Zombie Cannibal {B} Creature - Zombie 1/1 Whenever Zombie Cannibal deals combat damage to a player, you may exile target card from that player's graveyard. OD C Zombie Cutthroat {3}{B}{B} Creature - Zombie 3/4 Morph-Pay 5 life. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) SCG C Zombie Goliath {4}{B} Creature - Zombie Giant 4/3 M10 C, M12 C, M13 C, CNS C Zombie Infestation {1}{B} Enchantment Discard two cards: Put a 2/2 black Zombie creature token onto the battlefield. OD U, ARC U, M12 U, PD3 U Zombie Master {1}{B}{B} Creature - Zombie 2/3 Other Zombie creatures have swampwalk. (They can't be blocked as long as defending player controls a Swamp.) Other Zombies have "{B}: Regenerate this permanent." 1E R, 2E R, 2U R, 3E R, 4E R, 5E R, 6E R, ME4 U Zombie Mob {2}{B}{B} Creature - Zombie 2/0 Zombie Mob enters the battlefield with a +1/+1 counter on it for each creature card in your graveyard. When Zombie Mob enters the battlefield, exile all creature cards from your graveyard. MI U Zombie Musher {3}{B} Snow Creature - Zombie 2/3 Snow landwalk (This creature can't be blocked as long as defending player controls a snow land.) {S}: Regenerate Zombie Musher. ({S} can be paid with one mana from a snow permanent.) CSP C Zombie Outlander {U}{B} Creature - Zombie Scout 2/2 Protection from green CON C Zombie Scavengers {2}{B} Creature - Zombie 3/1 Exile the top creature card of your graveyard: Regenerate Zombie Scavengers. WL C Zombie Trailblazer {B}{B}{B} Creature - Zombie Scout 2/2 Tap an untapped Zombie you control: Target land becomes a Swamp until end of turn. Tap an untapped Zombie you control: Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.) TOR U Zombify {3}{B} Sorcery Return target creature card from your graveyard to the battlefield. OD U, 8ED U, 9ED U, ARC U Zoologist {3}{G} Creature - Human Druid 1/2 {3}{G}, {T}: Reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, put it into your graveyard. OD R Zuberi, Golden Feather {4}{W} Legendary Creature - Griffin 3/3 Flying Other Griffin creatures get +1/+1. MI R Zulaport Cutthroat {1}{B} Creature - Human Rogue Ally 1/1 Whenever Zulaport Cutthroat or another creature you control dies, each opponent loses 1 life and you gain 1 life. U Zulaport Enforcer {B} Creature - Human Warrior 1/1 Level up {4} ({4}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 3/3 LEVEL 3+ 5/5 Zulaport Enforcer can't be blocked except by black creatures. ROE C Zuo Ci, the Mocking Sage {1}{G}{G} Legendary Creature - Human Advisor 1/2 Hexproof (This creature can't be the target of spells or abilities your opponents control.) Zuo Ci, the Mocking Sage can't be blocked by creatures with horsemanship. PK R Zur the Enchanter {1}{W}{U}{B} Legendary Creature - Human Wizard 1/4 Flying Whenever Zur the Enchanter attacks, you may search your library for an enchantment card with converted mana cost 3 or less and put it onto the battlefield. If you do, shuffle your library. CSP R Zur's Weirding {3}{U} Enchantment Players play with their hands revealed. If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card. IA R, 5E R, 6E R, 8ED R, 9ED R Zuran Enchanter {1}{U} Creature - Human Wizard 1/1 {2}{B}, {T}: Target player discards a card. Activate this ability only during your turn. IA C Zuran Orb {0} Artifact Sacrifice a land: You gain 2 life. IA U, MED U, V10 M Zuran Spellcaster {2}{U} Creature - Human Wizard 1/1 {T}: Zuran Spellcaster deals 1 damage to target creature or player. IA C, ME2 C Zurgo Bellstriker {R} Legendary Creature - Orc Warrior 2/2 Zurgo Bellstriker can't block creatures with power 2 or greater. Dash {1}{R} (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.) DTK R Zurgo Helmsmasher {2}{R}{W}{B} Legendary Creature - Orc Warrior 7/2 Haste Zurgo Helmsmasher attacks each combat if able. Zurgo Helmsmasher has indestructible as long as it's your turn. Whenever a creature dealt damage by Zurgo Helmsmasher this turn dies, put a +1/+1 counter on Zurgo Helmsmasher. DDN M, KTK M